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edits→Locations of Traps
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File:MarblePlate.png|An example of Marble Plate trap trigger. | File:MarblePlate.png|An example of Marble Plate trap trigger. | ||
</gallery> | </gallery> | ||
== Locations of Traps == | |||
Apart from that, there are multiple locations within the game featuring 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. | Apart from that, there are multiple locations within the game featuring 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. | ||
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* [[Dawnbreaker]]s in the Secret Chamber of the [[Crèche Y'llek]] | * [[Dawnbreaker]]s in the Secret Chamber of the [[Crèche Y'llek]] | ||
* Statues right behind the portcullis at the [[Selûnite Outpost]] in the Underdark issue radiant blasts at anything approaching the portcullis as long as powered by Moonstone inside the outpost | * Statues right behind the portcullis at the [[Selûnite Outpost]] in the Underdark issue radiant blasts at anything approaching the portcullis as long as powered by Moonstone inside the outpost | ||
* [[Arcane Turret]]s in the [[Arcane Tower]] in the Underdark <br> | * [[Arcane Turret]]s in the [[Arcane Tower]] in the Underdark | ||
* [[Trapped Beacon]]s in [[Grymforge]], on a gallery available after finishing the side-quest {{Quest|Get Past the Rubble}} <br> | |||
''In [[Act Two]] locations:'' | ''In [[Act Two]] locations:'' | ||
* [[Gauntlet of Shar]]: Vents in the antechamber produce [[Void]] - an area similar to {{SAI|Hunger of Hadar}} effect, except for acid damage, while vents in the [[Silent Library]] form a surface similar to {{SAI|Evard's Black Tentacles}} <br> | * [[Gauntlet of Shar]]: Vents in the antechamber produce [[Void]] - an area similar to {{SAI|Hunger of Hadar}} effect, except for acid damage, while vents in the [[Silent Library]] form a surface similar to {{SAI|Evard's Black Tentacles}} <br> | ||
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* [[Wyrm's Rock Fortress]]: Various mechanisms installed within by [[Enver Gortash]]: [[Grenade Impeller]]s and [[Incineration Caster]]s, and [[Stunner Vent]]s on the rooftop. | * [[Wyrm's Rock Fortress]]: Various mechanisms installed within by [[Enver Gortash]]: [[Grenade Impeller]]s and [[Incineration Caster]]s, and [[Stunner Vent]]s on the rooftop. | ||
* [[Undercity Ruins]]/[[Bhaal Temple]]: [[Sanguine Vent]]s on the bridge leading to the temple itself issue puddles of [[Unstable Blood]], blazing if ignited <br> | * [[Undercity Ruins]]/[[Bhaal Temple]]: [[Sanguine Vent]]s on the bridge leading to the temple itself issue puddles of [[Unstable Blood]], blazing if ignited <br> | ||
=== Gallery === | |||
<gallery heights="150px" widths="150px" mode="nolines" class="center" perrow="6" style="margin:0 auto;"> | <gallery heights="150px" widths="150px" mode="nolines" class="center" perrow="6" style="margin:0 auto;"> | ||
File:ArcaneBarrier.png|Aspect of Athkatla (Ramazith's Tower). | File:ArcaneBarrier.png|Aspect of Athkatla (Ramazith's Tower). | ||
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== Involvement == | == Involvement == | ||
[[File:TrapsDisarmed.png|thumb|150px|Pieces of disarmed traps]] | [[File:TrapsDisarmed.png|thumb|150px|Pieces of disarmed traps]] | ||
The | The {{Skill|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 | To disarm a trap the player character needs to use their {{Skill|Sleight of Hand}} skill (requires a dice roll) along with a {{SmRarityItem|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 [[File:Inspiration Icon.png|24px|link=]][[Inspiration]] points, like most other roll-based checks within the game. | 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 [[File:Inspiration Icon.png|24px|link=]][[Inspiration]] points, like most other roll-based checks within the game. |