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	<title>Shaft - Revision history</title>
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	<updated>2026-08-04T17:14:26Z</updated>
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		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|A hole in the ground, leading to a dungeon level one or more floors deeper.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Shaft.png]]&amp;#039;&amp;#039;&amp;#039;Shafts&amp;#039;&amp;#039;&amp;#039; are [[trap]]s which send the victim down up to 3 floors. [[Flight]] has no effect on shafts. There are three distinct types of shaft effect.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
===Physical Shafts===&lt;br /&gt;
Physical shafts appear on the floor and are detected immediately on sight. For players, these types of shafts are safe to walk on - you&amp;#039;ll never be forced down a shaft you can see. When standing on a shaft, you can voluntarily enter with &amp;#039;&amp;#039;&amp;#039;&amp;gt;&amp;#039;&amp;#039;&amp;#039;, sending you down 1-3 floors, capped at the current floor number.&amp;lt;ref&amp;gt;{{source ref|0.32.1|traps.cc|1204}}&amp;lt;/ref&amp;gt; Unlike stairs or escape hatches, moving through shafts occurs instantly, preventing monsters from following you or getting in free hits against you.&lt;br /&gt;
&lt;br /&gt;
Monsters can unwittingly fall into physical shafts. Whenever a monster walks over a shaft, it has a chance to fall down. Monsters that are [[monster intelligence|intelligent]] and with higher [[HD]] are less likely to fall down.&lt;br /&gt;
&lt;br /&gt;
Shafts will never appear on the final level of a branch or in single-floor branches, nor do they appear in the [[Tomb]], [[Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s.&lt;br /&gt;
&lt;br /&gt;
===Exploration Shafts===&lt;br /&gt;
Shafts may be triggered randomly by a [[malevolent force]] whenever you uncover new tiles. They forcefully send you down 1-3 floors. Exploration shafts are held under the following conditions:&lt;br /&gt;
*[[Ashenzari]] gives immunity to malevolent force at 4*. Followers of [[Yredelemnul]] get immunity to exploration shafts while the black torch is lit. [[Formicid]]s, and any species wearing the [[mountain boots]], are immune to malevolent force shafts too.&lt;br /&gt;
*Exploration shafts don&amp;#039;t trigger in branches where a physical shafts cannot spawn. This excludes [[Tomb]], [[Abyss]], [[Hell]], [[Pandemonium]], [[Ziggurat]]s.&lt;br /&gt;
*Exploration shafts, except in [[Dungeon]], [[Depths]], [[Lair]], and [[Orc]], cannot take you to a branch&amp;#039;s final floor.&lt;br /&gt;
*Shafts need a valid floor below to drop you to. So you cannot be shafted while on any branch&amp;#039;s final floor. And, barring the above exceptions, you cannot be shafted while on the second-to-last-floor.&lt;br /&gt;
*Exploration shafts cannot trigger if you are standing on a [[stair]]case.&lt;br /&gt;
*Exploration shafts can only trigger once per branch.&lt;br /&gt;
**[[Delver]]s are considered to have already been &amp;quot;shafted&amp;quot; (from D:1 to D:5), so they cannot be shafted in the Dungeon itself.&lt;br /&gt;
&lt;br /&gt;
In the [[Dungeon]], an exploration shaft will always try to place you in an area without monsters.&lt;br /&gt;
&lt;br /&gt;
[[Ignis]]&amp;#039; [[divine retribution|wrath]] may also cause a shaft effect. This is nearly identical to the sourceless malevolence effect, but is triggered by the wrath mechanics instead of through exploration, and can trigger multiple times in one branch.&lt;br /&gt;
&lt;br /&gt;
===Formicid Ability===&lt;br /&gt;
[[Formicid]]s have an innate ability to shaft themselves. This takes a few turns, but will take them out of immediate danger (though their landing spot is not guaranteed to be safe) and create a physical shaft at their former location. Formicids cannot shaft when:&lt;br /&gt;
*On the final floor of a branch.&lt;br /&gt;
*Standing on [[stair]]s.&amp;lt;!-- TODO: research what other terrain blocks the creation of physical shafts --&amp;gt;&lt;br /&gt;
*When inside [[Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s. (Formicids &amp;#039;&amp;#039;can&amp;#039;&amp;#039; shaft in the Tomb.)&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exploration shafts can be deadly. A drop from D:3 to D:6 can force you to encounter monsters far out of your league, without a guaranteed [[stair]]case to escape to. A drop into a [[vault]] - a [[Lair]] end vault, one of many [[Depths]] &amp;quot;encompass&amp;quot; vaults, etc. - can put you into immediate danger. Unfortunately, there is no reliable way to prevent sourceless malevolence, other than worshipping [[Ashenzari]]. &lt;br /&gt;
&lt;br /&gt;
Physical shafts, on the other hand, can be used to your advantage. Monsters make no effort to avoid stepping on a shaft&amp;#039;s tile, so you can lure monsters to drop them down. You&amp;#039;ll encounter them on a lower level, but by then, you&amp;#039;ll likely be powerful enough to fight them. Also, in an emergency, you can hop down a shaft to escape downwards. Of course, there&amp;#039;s always the danger you may land in a worse situation, but it may be worth the risk.&lt;br /&gt;
&lt;br /&gt;
If you do fall through a shaft to a dangerous depth, a [[scroll of revelation]] will help you locate nearby stairways and escape hatches to help you return to a safer level.&lt;br /&gt;
&lt;br /&gt;
In the late game, you may want to explore branches in reverse order, solely to counteract shafts. For example, you may want to dive from Zot:1 to Zot:4 (exploring as little as possible), then fully clear Zot:4, then clear Zot:3, Zot:2, and Zot:1 in that order. Note that you should not enter Zot:5 yet, as you cannot be shafted into Zot:5. This reduces the chance of an unavoidable death.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], exploration shafts could happen if you were standing on a [[stair]]case.&lt;br /&gt;
*Prior to [[0.30]], Delvers didn&amp;#039;t have an immunity to exploration shafts in the Dungeon.&lt;br /&gt;
*Prior to [[0.29]], exploration shafts in the Dungeon did not try and place you in a safe location.&lt;br /&gt;
*Prior to [[0.28]], players could be exploration shafted more than once per branch. Also, players couldn&amp;#039;t be shafted when on a staircase.&lt;br /&gt;
*Prior to [[0.26]], followers of [[Nemelex]] could create shafts using the [[Shaft card]].&lt;br /&gt;
*Prior to [[0.24]], [[player ghost]]s were immune to shafts.&lt;br /&gt;
*Prior to [[0.19]], items dropped on a shaft could fall through when the shaft collapsed.&lt;br /&gt;
*Prior to [[0.16]], flying creatures were immune to shafts. Also, the chance to escape a shaft was affected by the total (body + equipment) weight for monsters and players.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
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[[Category: Traps]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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