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== Types of Traps ==
== Types of Traps ==
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
* [[Tripwire]]s
* Blast Mines (three kinds, causing Fire or Fire + Poison damage)
* [[Blast Mine]]s (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 Vent]]s (spewing hot steam, [[Noxious Fumes|toxic gas]], spilling around [[Simple Toxin]] or [[Basic Poison]], or activating AoE spells like {{SAI|Cloudkill}} or {{SAI|Darkness}} 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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{{SpoilerBox|nograd=1|unhide=1|
{{SpoilerBox|nograd=1|unhide=1|
''In [[Act One]] locations:''
''In [[Act One]] locations:''
* [[Sunlit Wetlands]]/[[Putrid Bog]]: Spike Traps under the water, Peculiar Flowers and Gas Vents with [[Noxious Fumes]] in the Overgrown Tunnel
* [[Sunlit Wetlands]]/[[Putrid Bog]]: [[Spike Trap]]s under the water, [[Peculiar Flower]]s and Gas Vents with [[Noxious Fumes]] in the Overgrown Tunnel
* Repulsion Mines on the cliffs in the [[Rosymorn Monastery Trail]] and in the Hatchery of the [[Crèche Y'llek]]
* [[Repulsion Mine]]s 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 Trap]]s in the Hatchery of the [[Crèche Y'llek]]
* Dawnbreakers 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 [[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 Turret]]s in the [[Arcane Tower]] in the Underdark <br>
* [[Arcane Turret]]s in the [[Arcane Tower]] in the Underdark <br>
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* [[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>
* [[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>
''In [[Act Three]] locations:''
''In [[Act Three]] locations:''
* [[Rivington]]: Gas Vents near the entrance to the Smugglers' Cave issuing hot steam (which conceals Blast Mines planted in the ground).
* [[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.
* [[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.
* [[Ramazith's Tower]]: [[Arcane Turret]]s, Gas Vents with {{SAI|Cloudkill}}, and [[Arcane Barrier]]s 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.
* [[Wyrm's Rock Fortress]]: Various mechanisms installed within by [[Enver Gortash]]: [[Grenade Impeller]]s and [[Incineration Caster]]s, 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>
* [[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''
<gallery widths="150px" heights="150px">
<gallery widths="150px" heights="150px">
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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.
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.
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.
The only type of a Trap available to be set by the player is a {{SAI|Glyph of Warding}} spell.
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