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Most common types of traps that might be encountered in the game are:
Most common types of traps that might be encountered in the game are:
* Tripwires
* Tripwires
* Blast Mines (three kinds, causing Fire, Poison or Lightning damage)
* Blast Mines (three kinds, causing Fire or Fire + Poison 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)
* 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)
* Gargoyle Statues/Gargoyle Heads (firing Fire Bolts/Ice Bolts with certain frequency)
 
=== Gallery ===
<gallery widths="150px" heights="150px">
File:TrapTripwire.png|Tripwire trap (armed).
File:BlastFirePlanted.png|Blast Mine (fire damage).
File:BlastPoisonPlanted.png|Blast Mine (fire damage + poison damage).
File:BlastLightningPlanted.png|Blast Mine (explosion).
File:TrapGargoyle.png|Trapped Gargoyle Statue.
File:TrapGargoyleHead.png|Gargoyle Head on the wall.
File:GasVentToxic.png|Gas Vent issuing Noxious Fumes.
File:TrappedChest.png|An example of trapped object.
File:MarblePlate.png|An example of Marble Plate trap trigger.
</gallery>


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.
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|
{{SpoilerBox|nograd=1|unhide=1|
* Spike Traps under the water in the [[Sunlit Wetlands]]/[[Putrid Bog]]
''In [[Act One]] locations:''
* Peculiar Flowers and Ruptured Stone in the Overgrown Tunnel and in the Ethel's Lair beneath the Blushing Mermaid
* [[Sunlit Wetlands]]/[[Putrid Bog]]: Spike Traps under the water, Peculiar Flowers and Gas Vents with [[Noxious Fumes]] in the Overgrown Tunnel
* Repulsor Mines on the cliffs in the [[Rosymorn Monastery Trail]] and in the Hatchery of the [[Crèche Y'llek]]
* Repulsion 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]]
* Teleporting traps in the Hatchery of the [[Crèche Y'llek]]
* Dawnbreakers in the Secret Chamber of the [[Crèche Y'llek]]
* Dawnbreakers in the Secret Chamber of the [[Crèche Y'llek]]
* Statues right behind the portcullis at the [[Selunite 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 [[Selunite Outpost]] in the Underdark issue radiant blasts at anything approaching the portcullis as long as powered by Moonstone inside the outpost
* Arcane Turrets in the [[Arcane Tower]] in the Underdark and in the Ramazith's Tower in Lower City
* [[Arcane Turret]]s in the [[Arcane Tower]] in the Underdark <br>
* [[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}}
''In [[Act Two]] locations:''
* 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.
* [[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}} <br>
* [[Bhaal Temple]]: Sanguine Vents on the bridge to Orin's chamber issue puddles of [[Unstable Blood]], blazing if ignited
''In [[Act Three]] locations:''
* [[Blushing Mermaid]]: Peculiar Flowers and Gas Vents in the [[The_Blushing_Mermaid_-_Basement|Ethel's Lair]] beneath the tavern. Also, the entrance door is trapped with {{SAI|Vicious Mockery}} spell.
* [[Ramazith's Tower]]: [[Arcane Turret]]s, Gas Vents with {{SAI|Cloudkill}}, and Arcane Barriers at the low-level ground, accessible by the Weave Button.
* [[Wyrm's Rock Fortress]]: Various mechanisms installed within by [[Enver Gortash]]: [[Grenade Impeller]]s, [[Incineration Caster]]s and Force Curtains, let alone gas vents on the rooftop.
* [[Bhaal Temple]]: Sanguine Vents on the bridge to Orin's chamber issue puddles of [[Unstable Blood]], blazing if ignited <br>
''Gallery''
<gallery widths="150px" heights="150px">
File:ArcaneBarrier.png|Arcane Barrier (Ramazith's Tower).
File:Dawnbreaker.png|Dawnbreaker (Crèche Y'llek).
File:GithTeleportTrap.png|Teleport trap in the Hatchery (Crèche Y'llek).
File:RepulsionMine.png|Repulsion Mine (Rosymorn Monastery Trail).
File:SeluniteStatue.png|Statue guarding Selûnite Outpost.
File:SanguineVent.png|Vent with Unstable Blood (Undercity Ruins).
</gallery>
 
}}
}}


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== Involvement ==
== Involvement ==
 
[[File:TrapsDisarmed.png|thumb|150px|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.
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.


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