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[[File:TRAP Gaspit.png|thumb|150px|Vent of a Gas Trap.]] | [[File:TRAP Gaspit.png|thumb|150px|Vent of a Gas Trap.]] | ||
A '''trap''' is a hidden danger that can cause sudden unwanted [[conditions]] and/or damage | A '''trap''' is a hidden danger that can cause sudden unwanted [[conditions]] and/or damage. | ||
{{DiQ|A trap. Let us send forth our least favourite, to be sure.|Minthara|, after spotting a trap nearby}} | |||
Some traps | == Types of Traps == | ||
Most common types of traps that might be encountered in the game are: | |||
* Tripwires | |||
* Blast Mines (three kinds, causing Fire, Poison or Lightning damage) | |||
* Gas Vents (spewing hot steam, [[Noxious Fumes|toxic gas]], spilling around poison or activating AoE spells like {{SAI|Cloudkill}} or {{SAI|Darkness}} in their vicinity) | |||
* Gargoyles/Gargoyle Heads (firing Fire Bolts/Ice Bolts with certain frequency) | |||
Apart from that, there are multiple locations within the game that feature unique types of traps that do not appear anywhere else. These traps might inflict unique conditions as a result of failed save against them, and sometimes are themselves vulnerable only for a certain type of damage, being resistant to all other. Still, they can be Disarmed just like all other traps within the game. | |||
{{SpoilerBox|nograd=1|unhide=1| | |||
* Spike Traps under the water in the [[Sunlit Wetlands]]/[[Putrid Bog]] | |||
* Peculiar Flowers and Ruptured Stone in the Overgrown Tunnel and in the Ethel's Lair beneath the Blushing Mermaid | |||
* Repulsor Mines on the cliffs in the [[Rosymorn Monastery Trail]] and in the Hatchery of the [[Crèche Y'llek]] | |||
* Teleporting traps in the Hatchery of the [[Crèche Y'llek]] | |||
* Dawnbreakers in the Secret Chamber of the [[Crèche Y'llek]] | |||
* Arcane Turrets in the [[Arcane Tower]] in the Underdark and in the Ramazith's Tower in Lower City | |||
* [[Gauntlet of Shar]]: vents in the Antechamber produce an area similar to {{SAI|Hunger of Hadar}} except for acid damage, and vents in the Silent Library an area similar to {{SAI|Evard's Black Tentacles}} | |||
* Various mechanisms installed within the Warm's Rock Fortress by [[Enver Gortash]]: [[Grenade Impeller]]s, [[Incineration Caster]]s and Force Curtains, let alone gas vents on the rooftop. | |||
}} | |||
Besides, some objects within the game might be guarded by a spell (apart from other measures of safety, f.e. a physical lock) and therefore recognized by party members as "trapped". Most often these are containers that store various items, either valuable or crucial for whatever quest. Also, a trapped object might block the way to the target item or to the quest checkpoint. | |||
Traps can be placed independently from one another or be combined in a system, when all elements might be triggered simultaneously after interacting with some detail of the environment, most commonly, stepping on a Marble plate. In that case, a trigger item is recognized by characters as a trap, too, and Disaming it renders the whole system inactive. | |||
The only type of a Trap available to be set by the player is a {{SAI|Glyph of Warding}} spell. | |||
== Involvement == | |||
The [[Perception]] skill is used to detect traps. This is a passive skill check performed whenever a party member comes close enough to an active, yet undetected, trap. Each party member makes a check independently, so if the check was failed by one party member, there's a chance that another one will be more lucky and successfully spot a trap. | |||
To disarm a trap the player character needs to use their [[Sleight of Hand]] skill (requires a dice roll) along with a [[Trap Disarm Toolkit]]. If the roll was successful, the trap is disarmed (which is often visualized as bursting into further-inactive pieces), and the Trap Disarm Toolkit '''will not''' be spent. On failed or botched roll, the Trap Disarm Toolkit '''is spent''', and the trap triggers. | |||
Unlike [[Lockpick|Lockpicking]], disarming a trap cannot be rerolled by simply spending another Trap Disarm Toolkit. Failed and botched rolls, though, can be rerolled using [[Inspiration]] points, like most other roll-based checks within the game. | |||
Some traps can be inactivated by certain means provided by the game plot, or simply destroyed physically by weapons' or magic attacks. | |||
Gas vents can also be disabled by placing/throwing a heavy enough object on-top of them (to do this, the vent should first be successfully detected). | |||
Some traps might be visible without a Perception check, but unless a character detects them they cannot be disarmed and can only be avoided. | |||
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[[Category:Gameplay mechanics]] | [[Category:Gameplay mechanics]] | ||
[[Category:Environmental objects]] | [[Category:Environmental objects]] |