Trap

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Arelith changes

Kills done by traps now give experience and count towards Writ progress

Traps for quarters use a different mechanic, and they may not be directly set, spotted, flagged or removed.

Traps will generate in pre-defined locations throughout the modules once per reset.

The trap of a chest will not disappear if it is triggered, rendering the chest impossible to be opened for as long as the trap is not disabled or recovered. Doors are exempt from this mechanic.

If a trap has been seen by a character the DC is modified by -5.

Characters without Rogue levels can now detect and disarm traps above a DC of 35.

Player-set traps:

  • The DC of a set trap is modified by +1 for each 5 Rogue/Assassin/Zhent Operative/Harper Scout levels of the trapper.
  • Traps triggered by a non-hostile are now returned to your inventory instead of damaging that person.
  • Player set trap detection DC is now equal to hard Set Trap Skill + Dexterity Modifier.
  • Player set trap disarm DC is now equal to soft Set Trap Skill (Includes disarm trap +2 synergy bonus, items, etc).
  • Radius for Tangle Traps increased from 5ft to 10ft for Minor and Average, from 10ft to 15ft for Strong and Deadly.
  • Radius for Holy traps increased from 10ft to 15ft.
  • Radius for Sonic traps increased from 10ft to 15ft.
  • Radius for Fire Traps increased from 5ft to 10ft for Minor and Average, from 10ft to 15ft for Strong, Deadly and Epic.

Setting traps

It is not permitted to leave traps around unattended. There does need to be a roleplay reason to set a trap (and being chaotic evil isn't a RP reason).

Despite rumors, there's no rule against leaving traps in a quarter you own. It's perfectly acceptable. However, there is a script that will stop trap stacking from occurring automatically. Attempting to stack traps or get around the script is against the rules.

The trapper and their party members will not set off the trap they set, and move over friendly traps without triggering or refunding them. (unless the trapper relogs.)

Neutral non-hostile player characters passing over the trap will cause the trap to return to the inventory of the trapper harmlessly.

Hostile player characters and non-player characters will be affected as normal by the trap's effects if it is triggered.

The mechanics on Setting Traps can be found here: [Set Trap]

Creating traps

Create Trap Kit is available as the ninth option from Crafting in radial menu. Each type of trap is listed in this menu, with the corresponding component.

In order to make a trap:

  • Character needs to have required points in skill Use Traps.
  • Components needs to be located in characters' inventory.

Bear in mind that Epic traps cannot be crafted and the only way to acquire them is through the Recovery option of the Disable Trap skill.

Trap Changes

Traps Table

Type Strength Target Damage Output Set DC Effects Saves DC[1]
Acid Blob Minor Single Creature Pitiful Damage Acid DoT, Paralysis, 1 round Reflex 15
Average Single Creature Very Low Damage Acid DoT, Paralysis, 2 rounds Reflex 20
Strong Single Creature Low Damage Acid DoT, Paralysis, 3 rounds Reflex 25
Deadly Single Creature Moderate Damage Acid DoT, Paralysis, 4 rounds Reflex 30
Acid Splash Minor Single Creature Very Low Damage Blindness, 2 rounds Reflex 10
Average Single Creature Low Damage Blindness, 2 rounds Reflex 15
Strong Single Creature Moderate Damage Blindness, 2 rounds Reflex 20
Deadly Single Creature High Damage Blindness, 2 rounds Reflex 25
Electrical Minor 4 creatures, 15 foot radius Low Damage Reflex 10
Average 5 creatures, 15 foot radius Moderate Damage Reflex 15
Strong 6 creatures, 15 foot radius High Damage Reflex 20
Deadly 7 creatures. 15 foot radius Very High Damage Reflex 25
Epic 7 creatures, 15 foot radius Extreme Damage Reflex 30
Fire Minor 5 foot radius Low Damage Reflex 15
Average 5 foot radius Moderate Damage Reflex 20
Strong 10 foot radius High Damage Reflex 25
Deadly 10 foot radius Very High Damage Reflex 30
Epic 10 foot radius Extreme Damage Reflex 35
Frost Minor Single Creature Pitiful Damage Paralysis, 1 round Fortitude 10
Average Single Creature Very low Damage Paralysis, 2 rounds Fortitude 15
Strong Single Creature Low Damage Paralysis, 3 rounds Fortitude 20
Deadly Single Creature Moderate Damage Paralysis, 4 rounds Fortitude 25
Epic Single Creature High Damage Paralysis, 4 rounds Fortitude 30
Gas Minor 10 foot radius Pitiful Damage Poison Cloud (1d2 rounds, Greenblood Oil) Initial Damage: None
Poison Cloud: Fortitude
13
Average 10 foot radius Very Low Damage Poison Cloud (1d2 rounds, Deathblade) Initial Damage: None
Poison Cloud: Fortitude
20
Strong 10 foot radius Low Damage Poison Cloud (2d2 rounds, Dark Reaver Powder) Initial Damage: None
Poison Cloud: Fortitude
18
Deadly 10 foot radius Moderate Damage Poison Cloud (2d2 rounds, Black Lotus Extract) Initial Damage: None
Poison Cloud: Fortitude
20
Holy Minor 10 foot radius Pitiful Damage 15 Double Damage to Undead Reflex 15
Average 10 foot radius Very Low Damage 20 Double Damage to Undead Reflex 20
Strong 10 foot radius Low Damage 25 Double Damage to Undead Reflex 25
Deadly 10 foot radius Moderate Damage 30 Double Damage to Undead Reflex 30
Negative Minor Single Creature Low Damage -2 Strength, 3 turns Reflex/Fortitude 15
Average Single Creature Moderate Damage -4 Strength, 3 turns Reflex/Fortitude 20
Strong Single Creature High Damage -6 Strength, 3 turns Reflex/Fortitude 25
Deadly Single Creature Very High Damage -8 Strength, 3 turns Reflex/Fortitude 30
Sonic Minor 10 foot radius Very Low Damage 15 stun, 2 rounds, deaf 2 rounds Will 10
Average 10 foot radius Low Damage 20 stun, 2 rounds, deaf 2 rounds Will 15
Strong 10 foot radius Moderate Damage 25 stun, 2 rounds, deaf 2 rounds Will 20
Deadly 10 foot radius High Damage 30 stun, 2 rounds, deaf 2 rounds Will 25
Epic 10 foot radius Very High Damage 65 stun, 2 rounds, deaf 2 rounds Will 30
Spike Minor Single Creature Low Damage 5 Hobbled, 5 rounds [2] Reflex 15
Average Single Creature Moderate Damage 20 Hobbled, 5 rounds [2] Reflex 20
Strong Single Creature High Damage 25 Hobbled, 5 rounds [2] Reflex 25
Deadly Single Creature Very High Damage 35 Hobbled, 5 rounds [2] Reflex 30
Tangle Minor 5 foot radius None 15 Entangle, 3 rounds Reflex 15
Average 5 foot radius None 20 Entangle, 4 rounds Reflex 20
Strong 10 foot radius None 25 Entangle, 4 rounds Reflex 25
Deadly 10 foot radius None 30 Entangle, 5 rounds Reflex 30

Damage Table

Damage Table Average Damage
Damage Type Damage Equation Level 3 Level 10 Level 20 Level 30
Pitiful 1/3 HSTS d4s 5 10 17.5 27.5
Very Low 2/3 HSTS d4s 10 20 37.5 55
Low HSTS d4s 15 32.5 57.5 82.5
Moderate HSTS * (1 + 1/3) d4s 20 42.5 75 110
High HSTS * (1 + 2/3) d4s 25 52.5 92.5 137.5
Very High HSTS * 2 d4s 30 65 115 165
Extreme HSTS * (2 + 1/3) d4s 35 75 132.5 192.5
HSTS Stands for your Hard Ranks in Use Traps.
[1] DC is modified by -5 if the character has seen the trap.
DC is modified by +1 for each 5 rogue/assassin/zhent operative/ harper scout levels of the trapper
[2] -4 Dexterity
-10% movement speed

External links

Traps on NWNwiki