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Traps may be placed on any dungeon room that doesn't have a monster or trap on it already. Traps start with 1 charge, when they run out of charges, they are removed from the dungeon and discarded.
Each upgrade to a trap adds 2 charges and 1 strength. After the third upgrade, the trap is regarded as a deep hole with spring-loaded sides, tripwires, whirling knife blades driven by water power, broken glass and scorpions (DHSSTWKBWPBGS) and cannot be autokilled by a Thief. spamemail