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Trap: Difference between revisions

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{{UnderConstruction}}
{{UnderConstruction}}
[[File:TRAP Gaspit.png|thumb|150px|Vent of a Gas Trap.]]
[[File:PoisonTrap.png|thumb|150px|Triggered trap Vent with toxin spilled around]]
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.


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* [[Tripwire]]s
* [[Tripwire]]s
* [[Blast Mine]]s (three kinds, causing {{DamageText||Fire}} or {{DamageText||Fire}} + {{DamageText||Poison}} damage)
* [[Blast Mine]]s (three kinds, causing {{DamageText||Fire}} or {{DamageText||Fire}} + {{DamageText||Poison}} damage)
* [[Vent]]s (various kinds spewing hot steam, [[Noxious Fumes|toxic gas]], spilling around [[Simple Toxin]] or [[Grease (surfase)|grease]], or activating AoE spells like {{SAI|Cloudkill}} in their vicinity)
* [[Vent]]s (various kinds spewing hot steam, [[Noxious Fumes|toxic gas]], spilling around [[Simple Toxin|toxic liquid]] or [[Grease (surface)|grease]], or activating AoE spells like {{SAI|Cloudkill}} in their vicinity)
* Gargoyle Statues/Gargoyle Heads (firing Fire Bolts/Ice Bolts with certain frequency)
* Gargoyle Statues/Gargoyle Heads (firing Fire Bolts/Ice Bolts with certain frequency)


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* [[Arcane Turret]]s in the [[Arcane Tower]] in the Underdark <br>
* [[Arcane Turret]]s in the [[Arcane Tower]] in the Underdark <br>
''In [[Act Two]] locations:''
''In [[Act Two]] locations:''
* [[Gauntlet of Shar]]: Vents in the Antechamber produce [[Void Cloud]] - 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>
''In [[Act Three]] locations:''
''In [[Act Three]] locations:''
* [[Rivington]]: Vents near the entrance to the Smugglers' Cave issuing hot steam (which conceals Blast Mines planted in the ground).
* [[Rivington]]: Vents near the entrance to the Smugglers' Cave issuing hot steam (which conceals Blast Mines planted in the ground).
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''Gallery''
''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|Arcane Barrier (Ramazith's Tower).
File:ArcaneBarrier.png|Aspect of Athkatla (Ramazith's Tower).
File:Dawnbreaker.png|Dawnbreaker (Crèche Y'llek).
File:Dawnbreaker.png|Dawnbreaker (Crèche Y'llek).
File:GithTeleportTrap.png|Teleporting Trap in the Hatchery (Crèche Y'llek).
File:GithTeleportTrap.png|Teleporting Trap in the Hatchery (Crèche Y'llek).

Latest revision as of 11:48, 22 November 2024

Triggered trap Vent with toxin spilled around

A trap is a hidden danger that can cause sudden unwanted conditions and/or damage.


Portrait Minthara.png
A trap. Let us send forth our least favourite, to be sure.
Minthara, after spotting a trap nearby

Types of Traps[edit | edit source]

Most common types of traps that might be encountered in the game are:

  • Tripwires
  • Blast Mines (three kinds, causing Damage TypesFire or Damage TypesFire + Damage TypesPoison damage)
  • Vents (various kinds spewing hot steam, toxic gas, spilling around toxic liquid or grease, or activating AoE spells like Cloudkill Cloudkill in their vicinity)
  • Gargoyle Statues/Gargoyle Heads (firing Fire Bolts/Ice Bolts with certain frequency)

Gallery[edit | edit source]

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.

Concentration Icons.png Spoiler warning! This section reveals details about the story of Baldur's Gate 3.

In Act One locations:

In Act Two locations:

In Act Three locations:

Gallery

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. In some cases, triggering the trapped container without disarming it first may destroy it along with the precious item inside. 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 Glyph of Warding Glyph of Warding spell.

Involvement[edit | edit source]

Pieces of disarmed traps

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 Lockpicking, disarming a trap cannot be rerolled by simply spending another Trap Disarm Toolkit. Failed and botched rolls, though, can be rerolled using Inspiration Icon.pngInspiration 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.