rdfs:comment
| - The Magic trap is a trap with many possible effects. It can occur on any level in the dungeon. It can be particularly deadly in the early game before you have a reliable method of coping with blindness, but can be useful in the mid to late game when you are better able to deal with its negative effects. The Knight Quest has 45 guaranteed magic traps; the lair of Asmodeus has three; the Valley of the Dead, the Wizard of Yendor's Tower, and the lairs of Juiblex, Orcus, and Baalzebub have two each; and the variant of Medusa's lair with Medusa to the right, the Sanctum and the Archeologist and Wizard Quests have one each.
- The Magic Trap spell places a magic trap on a pile of objects on the ground. Spell will automatically fizzle with no mana loss if cast on an empty tile. Magic trap may be stacked with regular trap, but multiple magic traps have no additional effect (in spite of the persistent urban legend to the contrary). Like regular traps, magic traps have a much greater effect on players than on creatures.
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abstract
| - The Magic trap is a trap with many possible effects. It can occur on any level in the dungeon. It can be particularly deadly in the early game before you have a reliable method of coping with blindness, but can be useful in the mid to late game when you are better able to deal with its negative effects. The Knight Quest has 45 guaranteed magic traps; the lair of Asmodeus has three; the Valley of the Dead, the Wizard of Yendor's Tower, and the lairs of Juiblex, Orcus, and Baalzebub have two each; and the variant of Medusa's lair with Medusa to the right, the Sanctum and the Archeologist and Wizard Quests have one each.
- The Magic Trap spell places a magic trap on a pile of objects on the ground. Spell will automatically fizzle with no mana loss if cast on an empty tile. Magic trap may be stacked with regular trap, but multiple magic traps have no additional effect (in spite of the persistent urban legend to the contrary). Like regular traps, magic traps have a much greater effect on players than on creatures. Magic Traps "remember" who has placed them, even if that player logs out and back in. The caster can use the Get command to look at the pile of objects on the ground and the magic trap will be unaffected. In the event that a magic trap and regular trap are stacked, and each trap is strong enough to kill the player who picks them up, they do not go off together. The first trap will kill the player, and the second trap will remain in place on that player's corpse. This was first discovered during Bleeding Moon by the then-scoundrel, Breaze, who after being resurrected a second time asked aloud "Will I die again if I try to get my things?" Damage from Magic Traps is extremely variable (unlike regular traps which are fixed damage based on the Tinkering level of the player dropping them). A wizard might set one trap that deals 25 damage, then another that deals 10, then another that deals 70. The upper limit of the damage range is based on the caster's Magery level, but even the best of wizards sometimes get a trap that deals 10.
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