======== From: dylanw@demon.net (Dylan O'Donnell) Subject: Re: Humour in NH Date: 01 Oct 1998 20:44:14 +0100 > What effect does the dungeon level have on > what kinds of traps are generated? For a start, on the Rogue level only the following traps can be generated, with an equal chance of each: bear trap, arrow trap, dart trap, trapdoor, pit, sleeping gas, rust trap. In Gehennom, 20% of all traps generated will be fire traps (not counting the fixed traps like the Sanctum temple surround or created by the bell-book-candle invocation), and fire traps will not be randomly created outside Gehennom. Traps can start appearing at the following levels: 1: arrow traps, dart traps, rock traps, squeaky boards, bear traps, rust traps, pits, holes, trapdoors, teleporters, magic traps, antimagic traps 2: rolling boulders, sleeping gas 5: level teleporters, spiked pits 6: landmines 7: webs 8: statue traps, polymorph traps (Level) teleporters will never be created on non-teleport levels; trapdoors and holes won't be created on levels where the floor's too hard to dig. -- : Dylan O'Donnell : "No more will I go to Blandford Forum : : Demon Internet Ltd : and Mortehoe, / On the slow train, : : Southend slave deck : from Midsomer Norton and Mumby Road..." : : http://www.fysh.org/~psmith/ : -- Michael Flanders, "The Slow Train" :