Draft:Teleport-trap component
| \ | |
| Type | Trap component |
|---|---|
| Base value (Au) | 30 |
| Item level | 0 |
| Weight | 10 |
| Unidentified appearance | Powerful rune |
| Cursed name | Teleport-trap component |
A teleport-trap component sets a teleport trap. Its powerful rune appearance is shared with disintegration and manadrain components.[1]
Generation
The component is item-level-0 random miscellaneous loot, possible pawn-shop stock, and an acquirement result. Disarming a teleport trap can recover one identified, through the separate recovery chance.[2]
Setting and effect
Activate an identified copy on ordinary, effect-free floor to set a hidden trap; one copy is consumed. Invalid placement wastes it, and an unknown copy on valid floor causes an accident instead.[3]
A triggering awake monster is relocated to a free space on the same map; a sleeping one is not moved by the teleport routine. For the player, most triggers choose a free space, but (D squared + 1)/10,000 of checks select an unrestricted random map square instead, where D is local difficulty. Landing on anything other than floor or an open door in that dangerous branch is fatal.[4]
Strategy
Use the trap to separate yourself from a grounded pursuer, not as a guaranteed way to kill it. The enemy remains on the level and can return. Deliberately using it for your own travel carries a small but real lethal risk, and trying an unknown rune could instead expose you to disintegration. Identify it first and compare safer escape options.
References
- ↑ iinit.h in Omega 0.90.4, lines 48–56.
- ↑ item.c in Omega 0.90.4, lines 7–41; item.c in Omega 0.90.4, lines 154–164; site1.c in Omega 0.90.4, lines 1043–1052; effect1.c in Omega 0.90.4, lines 755–784; command2.c in Omega 0.90.4, lines 316–396.
- ↑ itemf1.c in Omega 0.90.4, lines 955–974.
- ↑ mon.c in Omega 0.90.4, lines 901–917; mmove.c in Omega 0.90.4, lines 244–254; trap.c in Omega 0.90.4, lines 192–200; effect3.c in Omega 0.90.4, lines 503–537.