Trap (Slash'EM Extended)

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The Slash'EM Extended variant makes some changes to existing traps and adds several trap types that are not present in other variants. Webs display as ^ to avoid confusion with amulets, and they're more likely to spawn with a spider which is no longer guaranteed to be a giant spider; it can even be a scorpion or other s-class monster that doesn't spin webs. Many traps that do damage will do more damage to the player if they're generated deep in the dungeon, which means arrow traps and suchlike are no longer meaningless to high-level, high-HP characters. Also, some traps can randomly disappear if players or monsters trigger them repeatedly.

Statue traps can have special properties in Slash'EM Extended. They have a 20% chance of being invisible, hiding them from players who lack the see invisible intrinsic; an 8% chance of being hidden underneath a zorkmid, a 7.2% chance of being hidden underneath a boulder, a 6.48% chance of being hidden underneath any random item, a 4.86% chance of being hidden underneath a (cloaked) mimic, a 7.64% chance of being hidden underneath a fungus (biased towards sessile ones), a 4.58% chance of being hidden underneath a jelly (biased towards sessile ones), and a 2.75% chance of being hidden underneath any random monster (which is likely to walk off the trap though). All of these additions are meant to make it more likely for a player to not see the statue in advance and be surprised by the trap.

Spoiler alert: There are lots of traps that have been added in Slash'EM Extended. Some of them are very hard to figure out, so this section is a massive spoiler.

A %s trap. These are fairly benign.
The effects of the display trap and black ng wall trap in action.
Graphical artifacts caused by the yellow spell trap.
More graphical artifacts caused by the yellow spell trap.
In fact, the yellow spell trap is an excellent way to confuse the player (not the player's character). :-)

Standard traps

^ ice trap (from Unnethack) - does cold damage (less if cold resistant) to a player walking into it, sometimes freezing them and/or shattering potions in their inventory.

^ spear trap (from Sporkhack) - does a high amount of damage to the player. A player polymorphed into a thick-skinned monster removes the trap without taking damage, and a levitating character or one polymorphed into an unsolid monster doesn't take damage either.

^ ceiling collapse trap (from Sporkhack) - only triggers once, and drops a shower of rocks and boulders on the player. The damage done by this trap can be very high; a worn hard helmet mitigates the effects a bit, but it can still be instant death if the player's maximum hit points aren't high.

^ magic beam trap (from Sporkhack) - fires a random beam at the player or monster triggering it. The type and direction of the beam is always the same for a given trap, and it is removed after being triggered often enough.

^ heap of shit - hazardous for players by doing acid damage (less if acid resistant), possibly damaging the player's worn boots (lower chance if they're erodeproof or of a type that can't be eroded, but it can still happen). Can remove the player's intrinsic or temporary speed or cause paralysis (free action usually prevents the latter). However, monsters triggering this trap are experiencing no harmful effects; instead, they speed up if they weren't fast already, so it might actually be a good idea to displace a pet onto a heap of shit. Flying or levitating players won't trigger this trap. If it is triggered often enough, it disappears.

^ animation trap - can be triggered by the player only and also triggers only once, summoning one or more random monsters for the player to fight. If the player triggers it, the message "es come to life!" is displayed, and monsters are generated similarly to a magic trap's effects but without the blindness. This trap has a 10% chance of appearing in a statue room instead of a statue trap.

^ glyph of warding - a moderate amount of damage. The damage is randomly selected to be physical, fire, cold or shock damage; if the player is resistant to the selected element, the trap will do no damage at all. However, the player will also suffer from an additional bad effect every time a glyph of warding is triggered. There is a 10% chance of it disappearing if the player triggers it, and it's also possible to untrap a glyph of warding (20% base success rate) which may reward the player with 4 experience points.

^ blade trap - also known as "scything blade", does some damage to whoever triggers it, and more if the target has a head. Unsolid beings are immune to this trap. It can also be untrapped with a 25% chance which rewards the player with 3 points of experience.

^ bolt trap - acts like an arrow trap except it fires crossbow bolts that do more damage compared to arrows. Untrapping a bolt trap turns it into a stack of crossbow bolts that can be picked up, and it can also run out of projectiles if triggered repeatedly.

^ acidpool - a ground-based trap that does acid damage (less if acid resistant) to the player. It can also corrode some of the player's worn armor, and monsters can trigger it as well. Flying or levitating monsters and players don't trigger this trap, and it can be untrapped for a chance of acquiring potions of acid.

^ waterpool - a ground-based trap that does damage unless the player is levitating, flying, swimming, waterwalking or unbreathing. Levitation, waterwalking and flying protect the player's inventory, otherwise there is a 5% chance that items become wet, including lethe damage if the current dungeon level has lethe water. Monsters walking into this trap take a low amount of damage and have a chance of removing the trap, and the player can also untrap it for a chance of acquiring potions of water.

^ poison gas trap - poisons the player to do damage and sometimes randomly reduce an attribute. For non-poison resistant players, the poison can also be deadly, resulting in instadeath. Unbreathing makes the player completely immune to this trap. Monsters triggering it will take a small amount of damage unless poison resistant or unbreathing, sometimes removing the trap in the process.

^ slow gas trap - slows down non-unbreathing players and monsters walking into it.

^ shock trap - does lightning damage (less if shock resistant to a player walking into it. There's a good chance of the player being numbed for a time, and wands and rings in the player's inventory may explode.

^ swarm trap - summons a bunch of themed monsters on the current dungeon level. This trap only triggers once and only gives a message 10% of the time.

^ heel trap - basically a copy of the effect caused by monsters using footwear as weapons. It can be untrapped to retrieve a copy of the weapon/boot/whatever that was used in the trap, but unlike most other traps it cannot be removed by digging down.

^ vulnerability trap - will temporarily disable a random in/extrinsic of the player. It can also choose to disable something the player doesn't have (yet); e.g. if it disables fire resistance on a non-resistant player, it means the player won't be fire resistant even if he later eats a red dragon corpse or puts on a ring of fire resistance as long as the effect is still active. However, internally the player does still gain the resistance from eating corpses or putting on items, and they start working as soon as the vulnerability times out. If the trap decides to disable an attribute that's already disabled, the timer until that intrinsic will work again is increased.

^ lava trap - transforms into lava upon being triggered and also turns random nearby squares into lava. The player doesn't instantly fall in though, so if there is still some adjacent land, the player can easily save themselves. Flying and levitation also prevent the player from dying to this trap.

^ flood trap - transforms into water upon being triggered and also turns random nearby squares into water. A player who can't fly or levitate will fall into the water, blanking their stuff and possibly even drowning them if no adjacent land tiles exist.

^ drain trap - will drain an experience level of the character; being resistant to level drain will protect the player.

^ disintegration trap - will disintegrate the player's armor, shield or cloak, or if the player is wearing none, the player is disintegrated instead. Being disintegration resistant will offer full protection though.

^ item teleporter - like a teleport trap but instead of the player, it teleports the player's items. Every time the player triggers it, there's a certain chance of each of their items teleporting to a random empty location, which is to say they won't be in the player's inventory any more.

^ death trap - does exactly what it says on the tin. Actually, most of the time the player will just take damage to their HP and max HP, but occasionally it can instakill. Magic resistance reduces the damage taken and removes the instakill possibility.

^ pestilence trap - makes the player deathly sick, unless they are sickness resistant.

^ famine trap - makes the player more hungry if triggered. It is very possible to be bumped from "Not Hungry" to "Weak" or even "Fainting" instantly!

^ stone to flesh trap - casts the stone to flesh spell on the player, possibly transforming valuable lithic items into useless food. Rings are especially endangered since most of them are made of mineral.

^ quicksand - causes random amounts of damage to the unlucky player who steps into it. Flying or levitating characters have a chance of being unaffected but sometimes they will trigger this trap anyway, and the damage done can sometimes be highly excessive.

^ relocation trap - will teleport monsters and players that trigger it to a random empty location on the level, even if the level in question is no-teleport. This trap is removed if the player triggers it, but not if it's triggered by a monster.

^ gravity trap - makes the player's inventory much heavier for a period of time. The actual weight added to the player's encumbrance is equal to the number of turns for which the effect will last, which means that it will gradually time out but if the initial value is high the player may be temporarily pushed into stressed encumbrance or even worse.

^ recursion trap - permanently changes the player's role and/or race. This trap is removed once triggered, so there is no way to trigger it repeatedly until the player becomes their favorite role/race combo. Also, if the player ascends after triggering it, the resulting high score entry will say that they ascended as whatever new role or race they were, even though the Ctrl-X screen also remembers the starting role/race.

^ warp zone - banishes the player to any random level in the Dungeons of Doom or Gehennom. Players with the Amulet of Yendor are immune, mainly to make sure they cannot use it to bypass levels on the Ascension Run.

^ mind wipe trap - causes amnesia.

^ throwing star trap - shoots a shuriken at whoever triggered it. Can be untrapped to receive a stack of shuriken, or triggered repeatedly until it runs out. The shuriken can also be poisoned, so non-resistant players beware.

^ shit pit - like a pit, but it also does acid damage and tries to damage the player's worn shoes, or does extra damage if the player is bare-footed. This also happens every time the player tries to move out of it!

^ shaft - a trap door that is more likely to send the player down multiple dungeon levels.

^ lock trap - simulates effects from trapped chests.

^ MC trap - The player's magic cancellation will temporarily be weaker once this trap is triggered. Triggering it repeatedly will cause the effect to stack, potentially reducing the MC value by even more. There are items that give more than 3 points of MC though, and wearing such an item can allow the player to still have MC3 despite the trap.

^ gateway from hell - summons a bunch of hostile major demons for the player to fight. Only triggers once.

^ growing trap - creates trees around the player, which may require an axe to get rid of. Only triggers once.

^ cooling trap - creates ice tiles around the player. Only triggers once.

^ bar trap - creates iron bars around the player, which are difficult to get rid of. There are a select few weapons capable of bashing down iron bars, and a confused scroll of barrhing will also help. Only triggers once.

^ locking trap - transforms open floor and room squares into solid rock, and doorways/broken doors into locked doors. If it happens on a level with undiggable walls, the newly created solid rock can still be dug open with a pick-axe or similar means. Only triggers once.

^ air trap - creates clouds around the player. Only triggers once.

^ terrain trap - creates water, lava, ice, clouds, trees and lava around the player randomly. Only triggers once.

^ loudspeaker - whenever anyone walks on it, the game displays fake messages, and any loudspeaker on the current dungeon level will also blurt out random messages every once in a while to confuse the player with stuff like "You are slowing down." or "Demogorgon stings you!"

^ nest trap - can only be triggered once, and summons a squad of monsters at a specific place on the level.

^ bullet trap - fires bullets at whoever triggered it. Untrapping it can generate a stack of bullets for the player to grab.

^ cyanide trap - Halves the player's current HP, and also deals poison damage.

^ laser trap - Deals a fixed amount of damage to the player.

^ giant chasm - A more dangerous variant of the pit trap that takes ages to get out of.

^ fart trap - causes random bad effects and displays messages that belong into adult visual novel territory. Untrapping it is possible, but very difficult. Digging a pit on the square will not work.

^ confusion trap - The player is confused for a period of time.

^ stun trap - The player is stunned for a period of time.

^ hallucination trap - The player hallucinates for a period of time.

^ petrification trap - The player turns to stone and will need to eat a lizard corpse or otherwise depetrify themselves. With petrification resistance the player is safe from its effects, however.

^ numbness trap - The player is numbed for a period of time.

^ freezing trap - The player is frozen for a period of time.

^ burning trap - The player is burned for a period of time.

^ fear trap - The player is stricken with fear for a period of time.

^ blindness trap - The player is blinded for a period of time.

^ glib trap - The player has slippery fingers for a period of time.

^ slime trap - The player turns into a green slime. Setting oneself on fire is one of the possible ways to prevent the end result.

^ inertia trap - removes intrinsic speed, and slows the player to half of their usual speed for a while.

^ time trap - drains an experience level (drain resistance doesn't help), or drains a random stat by five points, or drains all of the player's stats by one.

^ lycanthropy trap - like being infected by a werewolf; lycanthropic races are immune. The player will always become a wereWOLF, as opposed to e.g. a wererat.

^ unlight trap - the entire current dungeon level becomes unlit.

^ elemental trap - does fire, cold and shock damage to the player, each with their own chances of item destruction happening.

^ escalating trap - does more damage the more often it's triggered. The escalation counter is global for all such traps, and is also shared by the "escalating damage" attack possessed by some monsters.

^ negative trap - causes effects similar to applying a cursed unicorn horn.

^ mana trap - damages both the player's HP and Pw.

^ sin trap - replicates the nasty effects from the Seven Deadly Sins' melee attacks, including item teleportation and other bad stuff. On the Vibrating Square level, each of the Seven Deadly Sins is generated with a sin trap underneath.

^ destroy armor trap - can destroy a worn piece of armor, but magic resistance, the item being blessed, the item's positive enchantment and some other factors give a saving throw.

^ divine anger trap - the player's deity will get angry if this trap is triggered.

^ genetic trap - similar to a polymorph trap, but the player can also polymorph into monsters that are not a valid polymorph form.

^ missingno trap - similar to a polymorph trap, but the player will transform into a monster that the developers never made. Often these polymorph forms cannot move, cannot attack, have single-digit hit points or are otherwise crippling and useless.

^ cancellation trap - replicates the effect of being zapped by a wand of cancellation.

^ hostility trap - turns tame and peaceful monsters into hostiles.

^ boss trap - summons a unique monster.

^ wishing trap - only triggers once, and grants a wish to the lucky player.

Nasty traps

Below this point are the "nasty" traps. These are the reason why the spoiler warning exists; figuring out how they work is very difficult without looking at the source code or reading spoilers. First of all, they don't reveal themselves or show a message even if the player triggers them, so a player new to Slash'EM Extended may be clueless as to where the effects are coming from. Secondly, most of these traps' effects are status effects with a long timeout that can be cured only by applying a switcher (rarely generated tool-class item; 1 out of 1000 randomly generated tools will be one, and a cursed one will just dissolve with no effect 50% of the time) or by waiting for the timeout to expire. And last but not least, most of these traps screw with the player's interface in some way or another, making the game much harder to play.

Most of these traps cannot be removed by untrapping them, although it is possible to find them by searching. In fact, these traps may be a reason why automatic searching is less of a liability in Slash'EM Extended version v83 and higher (which is when the nasty traps got added) - statue traps are generated a lot less often due to the existence of new traps, and finding the new nasty traps without triggering them can save the player from lots of trouble. Some of these traps are so nasty that their generation frequency is reduced in comparison to other traps. The Geek role has halved duration for negative status effects caused by these traps, and the Graduate role only suffers from their effects for one quarter of their usual duration. Monsters are immune to all of these traps and can freely walk over them unphased.

^ rmb loss trap - short for "right mouse button loss", even though the right mouse button isn't really used often in this game. Triggering it while not already under its effect causes the rmb loss condition that displays as "Your right mouse button failed" on the enlightenment screen. While under the effect, the player can't use the farlook command to find out what a glyph is, and objects, traps and most special dungeon features like stairs and trees become invisible (the see invisible intrinsic doesn't help here), making it much harder to tell what is actually going on.

^ display trap - Triggering it while not already under its effect causes the display loss condition that displays as "Your display failed" on the enlightenment screen. While under the effect, the player's status line at the bottom of the screen stops working and may even disappear completely, so the player can't tell which dungeon level he is on or how many hit points/mana they have left, and status conditions like "Slime" or "FoodPois" are no longer displayed either. When restoring the game with a character that suffers from display loss, instead of telling the player which dungeon level they return to, it displays a generic YAFM.

^ spell loss trap - Triggering it while not already under its effect causes the spell loss condition that displays as "You lost spells" on the enlightenment screen. While under the effect, opening the spellcasting menu doesn't show the names or any other information of the player's spells, so the player won't know about their fail rates, spell level, spell memory etc. However, parts of this effect may be cheated by taking notes while the character doesn't have this condition yet. Also, the spells will still be castable and have their normal effects.

^ yellow spell trap - Triggering it while not already under its effect causes the yellow spell condition that displays as "Your spells became yellow" on the enlightenment screen. While under the effect, the spellcasting menu tells the player that they have "yellow spells", and actually casting them consumes twice the usual amount of mana. Another nasty effect of this trap is that the main playing screen no longer updates correctly, causing visual artifacts to appear sometimes that makes it difficult to see what is really there and what is not. The farlook function gets fooled by the artifacts, too.

^ weakness trap - Triggering it while not already under its effect causes the weakness condition that displays as "Being weak from hunger damages your health" on the enlightenment screen, and if the player's hunger condition is weak or worse while under the effect, they will silently lose HP every turn. Sometimes their max HP is damaged too, and eventually the player will die. What's especially nasty about this trap is the fact that there is no message even if the player is using showdmg, meaning that the player might not even notice their health dropping; having statuscolors turned on might help to prevent death though.

^ menu trap - Triggering it while not already under its effect causes the menu bug condition that displays as "You have the menu bug" on the enlightenment screen. While under the effect, certain commands like "loot" or "show previous message" stop working and instead show that the selected command is unavailable, so the player can't perform certain types of actions. However, being under this trap's effect also allows the player to come back to life after death, as long as the player wasn't genocided and didn't die by brainlessness. Doing so will drain two experience levels (or fail if the player's level is lower than 3, resulting in DYWYPI) and remove all of the player's items, erase all entries from their spellbook and summon several types of monsters around them. Thus, the player is very likely to die again quickly, which means this trap isn't really usable as a "poor man's amulet of life saving".

^ DSTW trap - Triggering it while not already under its effect causes the DSTW condition that displays as "Your potions don't always work." on the enlightenment screen, and if the player quaffs a potion while under the effect it may randomly do nothing.

^ status trap - Triggering it while not already under its effect causes the status bug condition that displays as "You can't cure status effects." on the enlightenment screen, and status effects like hallucination, confusion etc. cannot be cured any more if the player is hit by them while under the trap's effect. Also, if the player triggers the trap while already having a status effect, that status effect also won't be possible to cure. The only solution is to wait out the duration of status effects instead.

^ auto destruct trap - Triggering it while not already under its effect causes the auto destruct condition that displays as "An auto destruct mechanism was initiated" on the enlightenment screen. While under the effect, the player can no longer perform multi-turn actions that can be interrupted, e.g. reading a spellbook or digging with a pick-axe, as they will be interrupted every turn.

^ free hand trap - Triggering it while not already under its effect causes the free hand loss condition that displays as "Your free hand is less likely to be free" on the enlightenment screen, and applying any item will then cause the player to wield it, losing a turn. Only if the item in question is already wielded, the player will actually be able to apply it for an effect.

^ caster trap - Triggering it while not already under its effect causes the casting problem condition that displays as "You have blood mana" on the enlightenment screen, and spells become more difficult to cast the lower the player's current HP is in relation to their max HP. If the player is near death while under this effect, their spells are all at least 90% likely to fail, which can be fatal if the player relies on being able to cast healing spells.

^ sound trap - Triggering it while not already under its effect causes the deafness condition that displays as "You have a hearing break" on the enlightenment screen, and the player won't be able to hear for a while, causing messages like "You hear some noises in the distance" to not appear.

^ memory trap - Triggering it while not already under its effect causes the memory loss condition that displays as "There is low local memory" on the enlightenment screen. While under the effect, most messages shown by the status line at the top of the screen no longer display their actual text, saying "Warning: Low Local Memory. Freeing description strings." instead. This makes it very easy to miss important messages, since lines like "Your limbs are stiffening." or "The invisible Demogorgon stings you!" are transformed into the generic low local memory message too.

^ unidentify trap - Triggering it while not already under its effect causes the unidentify condition that displays as "Your possessions sometimes unidentify themselves" on the enlightenment screen, and while under the effect, items in the player's inventory sometimes lose their known BUC status, fire/rustproof status, enchantment value and (for blinded players only) appearance.

^ difficulty trap - Triggering it while not already under its effect causes the difficulty condition that displays as "The difficulty of the game was arbitrarily increased." on the enlightenment screen, and the difficulty for random monster spawns is increased by 10 for the duration of the effect.

^ speed trap - Triggering it while not already under its effect causes the speed bug condition that displays as "You have the speed bug" on the enlightenment screen. While under the effect, the player's movement speed will randomly be increased or decreased every time the player performs any action that takes time, but with a bias to decreased speed, giving monsters a chance to get in some additional attacks. The effect of fast and very fast attributes is reversed while under the speed bug effect, so the player actually moves more slowly with speed boots than without.

^ rot13 trap - Triggering it while not already under its effect causes the rot13 condition that displays as "A rot13 cypher has been activated for lowercase letters." on the enlightenment screen, and while under the effect all pline messages are mangled so they'll look like this: YBH UNIR N YVGGYR GEBHOYR YVSGVAT N +1 URNIL VEBA ONYY {1200}.

^ shades of grey trap - Triggering it while not already under its effect causes the shades of grey condition that displays as "Everything displays in various shades of grey" on the enlightenment screen, and most items and other dungeon features will be displayed either white, gray or black, depending on their actual color. For player characters with infravision it disables color vision completely, which means monsters will also be displayed in shades of grey instead.

^ faint trap - Triggering it while not already under its effect causes the fainting condition that displays as "You randomly faint" on the enlightenment screen, and there's a chance every turn for the player to simply faint with no explanation other than "You faint from exertion." while under the effect.

^ inventory trap - Triggering it while not already under its effect causes the inventory loss condition that displays as "There is not enough memory to create an inventory window" on the enlightenment screen. While under the effect, trying to open the inventory screen in any way (including hitting * or ? on prompts like "What do you want to eat?") displays "Not enough memory to create inventory window", and the inventory doesn't open. This makes it very hard to efficiently manage one's inventory, and performing actions that ask for an item become much harder to perform. Using scrolls of identify doesn't even allow the player to select anything.

^ thirst trap - Triggering it while not already under its effect causes the thirst condition that displays as "You have a strong sense of thirst" on the enlightenment screen, and the bottom status line will no longer tell the player if they are hungry, weak or even fainting. Also while under the effect, satiated players can never be sleep resistant.

^ bishop trap - Triggering it while not already under its effect causes the bishop condition that displays as "You cannot move diagonally." on the enlightenment screen, and the player will be restricted to using the four cardinal directions for a while, similar to being polymorphed into a grid bug.

^ luck trap - Triggering it while not already under its effect causes the luck loss condition that displays as "You're shitting out of luck (SOL)" on the enlightenment screen, and whenever the game uses the rnl random number function to change an outcome depending on the player's current luck, the player's luck will silently be reduced by one point. If the player manages to exceed their maximum positive luck while under the effect, their luck will wrap around to the worst negative value; if that happens, there will be a message for the player but it's vague.

^ curse trap - Triggering it while not already under its effect causes the item cursing condition that displays as "Your inventory gradually fills up with cursed items." on the enlightenment screen, and the player's items will randomly be cursed similar to Rodney's harassment on the ascension run for as long as the effect goes on.

^ drop trap - Triggering it while not already under its effect causes the drop bug condition that displays as "You cannot drop items" on the enlightenment screen, and the player will be completely unable to drop any item while under the effect. Other means of getting rid of items, like throwing or allowing nymphs to steal them, will still work though.

^ sudden confusion trap - Triggering it while not already under its effect causes the confusing problem condition that displays as "You have a confusing problem" on the enlightenment screen, and whenever the player reads a scroll while under the effect, it will have the confused effects. This makes reading random scrolls very dangerous, since genocide will instakill a non-polymorphed player with no chance of life saving!

^ alignment trap - Triggering it while not already under its effect causes the bad alignment condition that displays as "Your maximum alignment will decrease over time." on the enlightenment screen, and the player's maximum alignment will decrease over time rather than increase for as long as the effect goes on. This may eventually lead to a negative maximum alignment, resulting in the player's prayers always failing.

^ stairs trap - Triggering it while not already under its effect causes the trapped staircases condition that displays as "Stairs are always trapped." on the enlightenment screen, and whenever the player takes a staircase while the effect is active, upon emerging on the new level they are immediately surrounded by monsters. Stairs traps also prevent players from going back for a couple turns: before obtaining the amulet, the use of upstairs is prevented; with the amulet in the player's possession, downstairs cannot be used.

^ uninformation trap - Triggering it while not already under its effect causes the uninformation condition that displays as "The game gives insufficient amounts of information." on the enlightenment screen, and as long as the effect is active, all items will have very crude descriptions that don't tell what they actually are. So "a blessed fireproof scroll of scare monster named Emergency Backup" will just display "a scroll", for example. Egotype monsters are also no longer highlighted yellow and don't have the egotype descriptions appended to their name, although their egotypes will still be in effect.

^ intrinsic loss trap - Triggering it while not already under its effect causes the intrinsic loss condition that displays as "You have a case of random intrinsic loss." on the enlightenment screen, and every once in a while you might lose a random intrinsic.

^ blood loss trap - Triggering it while not already under its effect causes the blood loss condition that displays as "You are bleeding out." on the enlightenment screen, and while under the effect, you randomly take bleedout damage. Occasionally the game will increase the average bleedout damage, or damage your maximum HP. Refer to Bleeder for more information.

^ bad effect trap - Triggering it while not already under its effect causes the bad effects condition that displays as "You are subjected to random bad effects." on the enlightenment screen, and while the effect is active, random bad stuff will happen to you.

^ multiplicator trap - Triggering it while not already under its effect causes the trap creation condition that displays as "You are more likely to encounter traps." on the enlightenment screen, and the game will randomly create traps while it's active. Additionally, the initial triggering of this trap also creates a couple new traps.

^ automatic vulnerability trap - Triggering it while not already under its effect causes the vulnerability condition that displays as "You have the risk of temporarily losing intrinsics." on the enlightenment screen, and while it's active, every once in a while a random intrinsic is deactivated for a period of time, meaning that you simply cannot have the property in question, neither intrinsically nor extrinsically.

^ teleporting items trap - Triggering it while not already under its effect causes the itemporting condition that displays as "You have teleporting items." on the enlightenment screen, and while under the effect, your items may occasionally be teleported to any random empty location on the current level, which is to say they won't be in your inventory anymore, and there is no message if it happens!

^ nastiness trap - Triggering it while not already under its effect causes the nastiness condition that displays as "You are subjected to random nasty trap effects." on the enlightenment screen, and while the condition is active, you will randomly gain from the effects of any other random nasty trap on this page every once in a while!

^ respawn trap - Triggering it while not already under its effect causes the respawning condition that displays as "Killing monsters will cause them to respawn somewhere on the level." on the enlightenment screen, and whenever a monster is killed while it is active, there's an 80% chance that a monster of the same type is generated somewhere on the level, a 10% chance that two monsters of that type are generated, and the remaining 10% nothing happens. This, coupled with the natural monster respawn rate, can cause dungeon levels to become crowded very quickly, and it includes boss monsters and even the Riders too, so you may end up with a dozen hostile Death clones on the Astral Plane! However, some players might want to abuse this trap for sacfesting, especially if crossaligned unicorns are around.

^ captcha trap - Triggering it while not already under its effect causes the captcha condition that displays as "You sometimes have to solve captchas." on the enlightenment screen, and every once in a while the player will have to solve a captcha. Failure to do so will reduce the maximum HP and Pw and paralyze the character for a few turns.

^ farlook trap - Triggering it while not already under its effect causes the farlook bug condition that displays as "Farlooking peaceful monsters angers them." on the enlightenment screen, and if the player tries to farlook a monster that is peaceful but not tame, the monster in question becomes hostile.

^ amnesia trap - Triggering it while not already under its effect causes the recurring amnesia condition that displays as "You are going to suffer from amnesia now and then." on the enlightenment screen, and as long as it's active, you will randomly suffer from amnesia and have your map/item knowledge wiped.

^ bigscript trap - Triggering it while not already under its effect causes the bigscript condition that displays as "You have BIGscript." on the enlightenment screen, and while the effect lasts, ALL MESSAGES ON THE TOP LINE ARE DISPLAYED IN ALL CAPS.

^ bank trap - Triggering it while not already under its effect causes the bank bug condition that displays as "Your money will wander into a mysterious bank." on the enlightenment screen, and money in your open inventory will automatically disappear while the effect is active. Even zero-turn actions aren't safe from this, so you can't quickly put money into a container after picking it up. The money isn't deleted completely, though; rather, the game saves the amount you stored, and if you reach a predetermined random limit, a (very difficult) boss monster will spawn on the level, holding all the gold. Kill it to get it back, but beware - if the trap effect is still active, you'll just lose all the money again, so make sure you kill the boss after it has timed out!

^ map trap - Triggering it while not already under its effect causes the map bug condition that displays as "The map doesn't display correctly." on the enlightenment screen, and regular dungeon floors are invisible while it's active.

^ tech trap - Triggering it while not already under its effect causes the technique bug condition that displays as "Your techniques don't work." on the enlightenment screen, and trying to use a technique while it's active will fail, setting the technique in question on a lengthy timeout without producing any effects.

^ disenchantment trap - Triggering it while not already under its effect causes the recurring disenchantment condition that displays as "Your possessions disenchant themselves spontaneously." on the enlightenment screen, and as long as it's active, you will randomly get the message "Your equipment seems less effective". This tries to disenchant stuff in your main inventory. Wands, spellbooks and magic markers all count as being enchanted for this purpose and may lose charges, and of course your weapons and armor may also get disenchanted.

^ verisiert! - Triggering it while not already under its effect causes the rapid respawn condition that displays as "Monster respawn speeds up rapidly." on the enlightenment screen, and as long as the effect is active, natural monster respawn rate is much faster than it would otherwise be.

^ chaos trap - Triggering it while not already under its effect causes the chaos terrain condition that displays as "The terrain slowly becomes ever more chaotic." on the enlightenment screen, and random normal floor tiles will become ice, water, lava, trees, air or iron bars while the effect is active.

^ muteness trap - Triggering it while not already under its effect causes the muteness condition that displays as "You're completely unable to cast spells." on the enlightenment screen, and trying to cast a spell while under the effect fails without using up turns or mana.

^ engraving trap - Triggering it while not already under its effect causes the disengraving condition that displays as "Monsters don't respect Elbereth." on the enlightenment screen, and Elbereth doesn't scare monsters while the effect is active.

^ magical device trap - Triggering it while not already under its effect causes the device bug condition that displays as "Zapping a wand can cause it to explode." on the enlightenment screen, and while it's active, any wands zapped by the player have a significant chance of exploding.

^ book trap - Triggering it while not already under its effect causes the book bug condition that displays as "Reading spellbooks confuses you." on the enlightenment screen, and if you read a spellbook while the effect is active, you will be confused first. This has a large chance of you not being able to learn the spell contained in the book, and sometimes you might also destroy the book!

^ level trap - Triggering it while not already under its effect causes the level bug condition that displays as "Monsters become stronger if many of their species have been generated already." on the enlightenment screen, and whenever a new monster is generated while the effect is active, that monster will be higher in level (and therefore have more HP, hit dice etc.) if many of its species have been generated already. This can allow gnomish wizards to be high enough in level to cast touch of death!

^ quiz trap - Triggering it while not already under its effect causes the quiz condition that displays as "You have to partake in the Great NetHack Quiz." on the enlightenment screen, and every once in a while the game will give you a NetHack-related question that you have to answer correctly. If the wrong answer is given, you suffer from a random bad effect.

^ metabolism trap - Triggering it while not already under its effect causes the fast metabolism condition that displays as "Your food consumption is much faster." on the enlightenment screen, and while under the effect, you hunger much more rapidly.

^ trap of no return - Triggering it while not already under its effect causes the anti-teleportation condition that displays as "You cannot teleport at all." on the enlightenment screen, and as long as it's active, you cannot teleport. This includes intra-level teleportation, level teleportation and branchporting.

^ egotrap - Triggering it while not already under its effect causes the egoism condition that displays as "Monsters always spawn with egotypes." on the enlightenment screen, and all newly generated monsters will always have at least one egotype.

^ fast forward trap - Triggering it while not already under its effect causes the fast forward condition that displays as "Time goes by faster." on the enlightenment screen, and the turn counter will advance more quickly while it's active. The main effect of this is that if you're going for a speed ascension, you might not be able to successfully do it and end up with an average-turncount ascension instead.

^ trap of rottenness - Triggering it while not already under its effect causes the rotten food condition that displays as "Your food is always rotten." on the enlightenment screen, and as long as the effect is active, eating anything will always cause it to be rotten.

^ unskilled trap - Triggering it while not already under its effect causes the unskilling condition that displays as "Your skills are deactivated." on the enlightenment screen, and while the effect is active, the game treats all of your skills as if they were unskilled.

^ low stats trap - Triggering it while not already under its effect causes the low stats condition that displays as "All of your stats are lowered." on the enlightenment screen, which temporarily lowers your stats by 10 points.

^ training trap - Triggering it while not already under its effect causes the failed training condition that displays as "You cannot train skills." on the enlightenment screen, and if you do any action that would train a skill while the effect is active, the skill's training counter doesn't actually go up.

^ exercise trap - Triggering it while not already under its effect causes the failed exercise condition that displays as "You cannot exercise your stats." on the enlightenment screen, and if you do any action that would exercise a stat while the effect is active, the stat's exercise counter doesn't actually go up. But you can still abuse your stats, and are therefore likely to lose stat points over time.

^ limitation trap - Triggering it while not already under its effect causes the turn limitation condition that displays as "You are getting your ascension turn limit reduced whenever you take damage." on the enlightenment screen, and losing hit points while under the effect reduces the time limit for ascension by the same number of turns. If you exceed the limit and still haven't ascended yet, the RNG will make random bad stuff happen to make your life hard, and those effects get more frequent the more you exceed the limit.

^ weak sight - Triggering it while not already under its effect causes the weak sight condition that displays as "You are short-sighted." on the enlightenment screen, and your line of sight is reduced to 0 tiles while the effect is active. This means you cannot see unlit tiles until you actually step on them, but unlike blindness, you can still see things that are on lit tiles and recognize items.

^ random message trap - Triggering it while not already under its effect causes the random messages condition that displays as "You are reading random messages." on the enlightenment screen, and while active, it has a large chance of replacing messages with random ones. This means you might not see actually important messages like "You are turning into a green slime" or "You feel deathly sick."!

^ desecration trap - Triggering it while not already under its effect causes the desecration condition that displays as "Altars malfunction whenever you try to use them." on the enlightenment screen, and dropping stuff on an altar or otherwise interacting with it while under the effect has a much greater chance of removing the altar. Even if the altar doesn't get removed, it might summon a bunch of monsters that don't drop corpses, or cause other negative effects.

^ starvation trap - Triggering it while not already under its effect causes the starvation condition that displays as "You are not going to get corpses from defeated enemies." on the enlightenment screen, and monsters don't drop corpses while the effect is active. An exception is monsters that revive, e.g. trolls, whose corpses will always revive instantly.

^ dropless trap - Triggering it while not already under its effect causes the dropless condition that displays as "You are not going to get death drops from monsters." on the enlightenment screen, and monsters don't generate death drops when killed while under the effect. They may still drop the stuff they started with, though.

^ low effect trap - Triggering it while not already under its effect causes the low effects condition that displays as "You have reduced power of magical effects." on the enlightenment screen, and if you use stuff that runs through the resist() function while the effect is active, the effect level will always be very low. Examples include checking whether a ring of conflict affects monsters, or whether a monster resists a force bolt spell, or whether a wand of polymorph will actually polymorph a monster.

^ invisible trap - Triggering it while not already under its effect causes the invisible traps condition that displays as "You are not going to see traps." on the enlightenment screen, and all traps that are generated while you're under this effect will be completely invisible. There is no way to make such traps invisible, so if you enter the Elemental Planes while under the effect, you need to step on each square hoping to stumble into the magic portal.

^ ghost world trap - Triggering it while not already under its effect causes the ghost world condition that displays as "You are in a ghost world." on the enlightenment screen, and newly generated monsters while under the effect are completely invisible. Having see invisible doesn't help, although you can still see them via telepathy or other methods. If you don't have such methods to see monsters, good luck.

^ dehydration trap - Triggering it while not already under its effect causes the dehydration condition that displays as "You are going to become dehydrated." on the enlightenment screen, and while it's active, you have to regularly drink or you'll eventually suffer from hallucinations that do not end until you drink something.

^ hate trap - Triggering it while not already under its effect causes the hate condition that displays as "Pets hate you with a fiery passion." on the enlightenment screen, and trying to tame monsters while under the effect will not work.

^ totter trap - Triggering it while not already under its effect causes the totter condition that displays as "Your directional keys got swapped." on the enlightenment screen, and as long as it's active, all your directional keys are reversed. So you need to e.g. press left if you want to move to the right.

^ nonintrinsical trap - Triggering it while not already under its effect causes the nonintrinsic condition that displays as "You are unable to get intrinsics from eating corpses." on the enlightenment screen, and eating corpses while under the effect will never grant positive intrinsics like poison resistance or telepathy. However, bad effects still apply, so eating cockatrices will still petrify you, and eating kittens will still give aggravate monster.

^ dropcurse trap - Triggering it while not already under its effect causes the dropcurse condition that displays as "Dropping items causes them to autocurse." on the enlightenment screen, and if you drop an item while under the effect, it instantly becomes cursed. Throwing or firing something counts as dropping it, too.

^ nakedness trap - Triggering it while not already under its effect causes the nakedness condition that displays as "You are effectively naked." on the enlightenment screen, and as long as the effect is active, your AC is always 10 regardless of the amount of armor you're wearing, so monsters will almost always hit you.

^ antilevel trap - Triggering it while not already under its effect causes the anti-experience condition that displays as "You are unable to gain experience." on the enlightenment screen, and while under the effect, you cannot gain experience points. The only way to level up in that case may be consorting with foocubi or using potions of gain level.

^ stealer trap - Triggering it while not already under its effect causes the itemstealing condition that displays as "You are more likely to have your items stolen." on the enlightenment screen, and while under the effect, nymphs and similar item-stealing monsters don't need to pass a saving throw to steal your stuff.

^ rebellion trap - Triggering it while not already under its effect causes the rebellion condition that displays as "Pets can spontaneously rebel and become hostile." on the enlightenment screen, and as long as it's active, your pets may randomly become hostile.

^ crap trap - Triggering it while not already under its effect causes the diarrhea condition that displays as "You have diarrhea." on the enlightenment screen, and if you are satiated while under the effect, you will randomly have to take a shit, which paralyzes you for a few turns. The time required to take off your armor and/or cloak gets added to the paralysis duration.

^ misfire trap - Triggering it while not already under its effect causes the misfiring condition that displays as "Your projectiles often misfire." on the enlightenment screen, and throwing or firing a ranged weapon while the effect is active will often cause it to fly in a random, unintended, direction.

^ trap of walls - Triggering it while not already under its effect causes the wall trap condition that displays as "Dungeon regrowth is excessively fast." on the enlightenment screen, and while under the effect, squares that have been dug out will turn back into solid rock much faster. Also, random solid rock tiles will be appearing more often in places that used to have open floor. Be sure to always carry a pick-axe or have another way of dealing with walls.

^ black ng wall trap - short for "black nothing-goes wall". Triggering it while not already under its effect causes the black ng wall condition that displays as "Blacky and his NG walls are closing in." on the enlightenment screen, and a hostile Blacky is summoned somewhere on the current dungeon level. This is the "grand daddy" of all nasty traps, for unlike the other nasty traps, the timeout caused by this trap is actually a delayed instakill. Upon triggering the trap, the timer is set to 500 - (current level difficulty * 3) (doubled for Geeks, quadrupled for Graduates), and if the timer runs out, the player takes damage equal to their maximum amount of hit points. A polymorphed player takes damage equal to their maximum amount of polymorphed hit points first. It's still possible for this damage to be reduced (about 33% chance), so if all else fails the player can hope to survive on random chance, and the damage while polymorphed undergoes a separate check so polymorphing actually increases the chance of survival by a fairly large amount. In order to stop the timer, the player needs to kill the Blacky or allow it to be killed by something. A side effect of this trap is that the entire screen display becomes monochrome, displaying all glyphs in a black color to indicate that something is wrong; however, if the player is also hallucinating, the hallucination colors overwrite the monochrome ones.

^ superscroller trap - Triggering it while not already under its effect causes the superscroller condition that displays as "You have the superscroller." on the enlightenment screen, and glyphs on the screen randomly disappear while under the effect. This makes it very difficult to play the game, but there will always be an "active superscroller trap" generated on the current dungeon level that can be untrapped to reverse the superscroller effect. Stepping into an active superscroller trap while not under the superscroller effect will trigger it, though.

^ automatic switcher - Stepping on it works like a switcher except there's no message; that means, all the nasty trap effects a player is currently suffering from are cancelled, and the automatic switcher disappears. Triggering it while not being under any nasty trap effect doesn't remove it, so if the player finds one, they should remember its location so they can come back later when it's really needed.

^ an unknown trap - upon triggering this trap, it randomly transforms into any other random trap which is then automatically triggered by the player. It can be untrapped though (20% base chance of success), in which case the player gains 5 points of experience and has a random item appear beneath their feet.

^ trap %s - triggering this trap displays a random rumor with a bias towards false ones, and it has a 10% chance of transforming into a rock trap which doesn't trigger automatically on the same turn. The trap %s can be untrapped, rewarding the player with 1 point of experience.

^ super nupesell nix area - a trap that usually cannot be triggered by the player at all, since it blocks movement. If the player somehow manages to get onto its square (e.g. by using #jump or the air dash technique), it has no effect. The main purpose of this trap is to prevent the player from stepping onto a square whether the trap is visible or not; monsters can freely walk over it as long as it's not on a terrain type that they can't pass.

^ Only %a%s can go there! - Stepping on this trap randomly deletes items on the floor of the current dungeon level, with no message. Invocation tools and other critical items (ones that would make the game unwinnable if they are lost) are immune.

^ ntll - Triggering this trap displays a prompt that reads "nt|| - Not a valid save file". It is deliberately made to look as if it only accepts the "y" answer, but in reality, any answer other than "n" paralyzes the player for 127 turns and is thus a technical instadeath, like running into a floating eye in vanilla NetHack.