I found Blink traps in the RC thread for version 1.0.10 RC9 so I assume they were not part of either of the 3 mods I run (Interior Dredmorating, FaxPax and Rougish Innovation) so I figured they must be part of the main game. Basically, blink traps always affect the player regardless of who triggered them. It is very annoying and can screw you over in a heartbeat if you are just a little unlucky. The only reason I survived the last run I had was because I had 2 blink spells, an invisibility spell and found a ton of invis potions and 200+hp Edit: This means that even if a random enemy monster wanders into a blink trap in the opposite end of the dungeon while you are trying to beat a zoo, you will be affected by the trap which makes said zoo fight pretty much harder.
yeah, this is a known bug on the stickied list. it is such a pain later on. tentacular infestation also does this.
Just needs self="0" on the buff and the targetblink on it changed to displace (targetblink's name is quite annoying because it seems like it will blink the target but really it's just blinks the caster without an animation. I assume it was used originally because monsters used it and the assumption was that since they weren't the player they needed targetblink).
Apologies if this was fixed for v11, but it's not listed in the changelog and Desura still doesn't have the patch. Tons of gameplay bugs still exist in v10, but this is the only gamechanger. And it still exists. //add: Unfortunate related bug is the behavior when changing floors while Blink-cursed. Still appears as a negative buff and counts down the turns like normal - but no effect. When you return to the original floor, the buff effect kicks in, and lasts for the # of turns originally "owed" when you first used the stairs.