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(Created page with "{{UnderConstruction}} thumb|150px|Armed Tripwire across the archway A '''Tripwire''' is a common type of Trap that might be encountered almost in every location of the game. A Tripwire is a hidden triggering mechanism, consisting of a tugged cord and a reacting device nearby. Usually it is implied to prevent the player from crossing certain line, f.e. from entering a door or proceeding further into the defended part of a chamber. If a Tri...")
 
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A '''Tripwire''' is a common type of [[Trap]] that might be encountered almost in every location of the game.
A '''Tripwire''' is a common type of [[Trap]] that might be encountered almost in every location of the game.


A Tripwire is a hidden triggering mechanism, consisting of a tugged cord and a reacting device nearby. Usually it is implied to prevent the player from crossing certain line, f.e. from entering a door or proceeding further into the defended part of a chamber.
A Tripwire is a hidden triggering mechanism, consisting of a tugged cord and a reacting device nearby. Usually it is implied to prevent the party members from crossing certain line, f.e. from entering a door or proceeding further into the defended part of a chamber.


If a Tripwire line is crossed while the trap is not disarmed, the trap triggers, basically causing {{DamageText|2d6|Fire}} damage. However, most often the Tripwire is set together with some other traps planted nearby, and tearing it causes a chain reaction of further triggering of other devices.
If a Tripwire line is crossed while the trap is not disarmed, the trap triggers, basically causing {{DamageText|2d6|Fire}} damage. However, most often the Tripwire is set together with some other traps planted nearby, and tearing it causes a chain reaction of further triggering of other devices.


A Trip wire trap can be disarmed with the help of {{Skill|Sleight of Hand}} skill, but the character must have a {{SmRarityItem|Trap Disarm Toolkit}} in their inventory. Minimal requirement is a {{Ability check|Sleight of Hand|10}} roll, but the [[Difficulty Class]] may vary depending on circumstances.
A Trip wire trap can be disarmed with the help of {{Skill|Sleight of Hand}} skill, but the interacting party member must have a {{SmRarityItem|Trap Disarm Toolkit}} in their inventory. Minimal requirement is a {{Ability check|Sleight of Hand|10}} roll, but the [[Difficulty Class]] may vary depending on circumstances.


After disarming, the Tripwire trap will be pictured as inactive parts of previously tugged cord. As it basically causes Fire damage via Explosion, it won't make any further damage once it is disarmed or has been triggered.
After disarming, the Tripwire trap will be pictured as inactive parts of previously tugged cord. As it basically causes Fire damage via Explosion, it won't make any further damage once it is disarmed or has been triggered.
[[Category:Environmental objects]]
[[Category:Traps]]

Latest revision as of 19:19, 18 November 2024

Armed Tripwire across the archway

A Tripwire is a common type of Trap that might be encountered almost in every location of the game.

A Tripwire is a hidden triggering mechanism, consisting of a tugged cord and a reacting device nearby. Usually it is implied to prevent the party members from crossing certain line, f.e. from entering a door or proceeding further into the defended part of a chamber.

If a Tripwire line is crossed while the trap is not disarmed, the trap triggers, basically causing 2d6Damage TypesFire damage. However, most often the Tripwire is set together with some other traps planted nearby, and tearing it causes a chain reaction of further triggering of other devices.

A Trip wire trap can be disarmed with the help of Sleight of Hand Sleight of Hand skill, but the interacting party member must have a Trap Disarm Toolkit in their inventory. Minimal requirement is a DC 10 Sleight of Hand check roll, but the Difficulty Class may vary depending on circumstances.

After disarming, the Tripwire trap will be pictured as inactive parts of previously tugged cord. As it basically causes Fire damage via Explosion, it won't make any further damage once it is disarmed or has been triggered.