Disarm (408): Difference between revisions
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'''Disarm''' is a handy spell that allows the caster to attempt to disarm containers. This spell can also be used to attempt to disarm typical doors. When the spell is successful, the trap on the container or door being targeted will be disarmed. |
'''Disarm''' is a handy spell that allows the caster to attempt to disarm containers. This spell can also be used to attempt to disarm typical doors. When the spell is successful, the trap on the container or door being targeted will be disarmed. |
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The success of the spell is a percentage which is based on the [[level]] of the caster along with the caster's [[AUR|Aura]] bonus. Also, the level or difficulty of the trap is taken into account. |
The success of the spell is a percentage which is based on the [[level]] of the caster along with the caster's [[AUR|Aura]] bonus. Also, the level or difficulty of the trap is taken into account. |
Revision as of 04:21, 23 July 2012
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Disarm is a handy spell that allows the caster to attempt to disarm containers. This spell can also be used to attempt to disarm typical doors. When the spell is successful, the trap on the container or door being targeted will be disarmed.
The success of the spell is a percentage which is based on the level of the caster along with the caster's Aura bonus. Also, the level or difficulty of the trap is taken into account.
This spell can potentially set off the trap that is on the target object if the spell fails, but will not necessarily do so. In order to make this spell more effective, the caster can also use the spell Disarm Enhancement (404). However, the duration of Disarm Enhancement immediately ends after each use of Disarm, regardless of success.
On a successful cast on a trap will result in a positive message that the trap has been disarmed. If cast on an object with no trap, there will be no message that indicates if there is a trap or if the spell simply failed. Because there is no particular messaging for locks without traps, this spell is typically combined with Piercing Gaze in order to first determine if the lock is trapped or not. Also be aware that Disarming a scarab which is still in a lock will not cause it to fall to the ground, thus it cannot be sold.
Messaging
Failure (after trap has been detected):
You gesture at a scratched thanot trunk.
Now to isolate the offending mechanism and disable it...The trunk vibrates slightly but nothing else happens.
Success:
You gesture at a scratched thanot trunk.
Now to isolate the offending mechanism and disable it...The trunk pulses once with a deep crimson light!
External Links
- Minor Elemental Spell Circle: Disarm, on Play.net