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Trap

From Arelith Wiki


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

The DC of a set trap is modified by +1 for each 5 Rogue/Assassin/Zhent Operative/Harper Scout levels of the trapper.

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.

Character and other members of their party can't set off a trap that they lay down (unless the trapper relogs). Everyone can still be affected by the AoE once the trap is triggered (if it targets all).

Other characters outside of the trap layer's party will set off the trap regardless if they are set to "Like"/friendly or "Dislike"/hostile.

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 Craft Trap.
  • 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

Type Strength Target Damage Output Set DC Effects Saves DC
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
Eletrical 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
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

External links

Traps on NWNwiki