Disarming Traps: Difference between revisions

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(added disarming traps formula (I am basing this on mild research (primarily Ildran's posts)); would be great if this page could mimic the info from the picking locks page (but this is not something I want to do at this time, sorry))
 
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The [[Disarming Traps]] [[skill]] enables a character to, as the name implies, [[DISARM (verb)|disarm]] [[trap]]s. Traps that require disarming are most often found on various types of [[Box (treasure)|boxes]] dropped as treasure by [[creature]]s.<ref>Skills, [http://www.play.net/gs4/info/skills.asp Play.net]</ref>
Determines your chances of success when neutralizing traps. Some creatures carry chests and other containers, and these are often trapped. In general, the greater your skill in this area, the less likely you are to damage yourself and those in your vicinity when disarming the many varieties of traps you will encounter.


{{skill|
DISARM will allow you to use your Disarm Traps skill with your success or failure determined by a modified die roll.
| Bardranks = 2 || Bardcost = 2/3
| Clericranks = 1 || Clericcost = 2/6
| Empathranks = 1 || Empathcost = 2/6
| Monkranks = 2 || Monkcost = 3/4
| Paladinranks = 1 || Paladincost = 2/5
| Rangerranks = 2 || Rangercost = 2/4
| Rogueranks = 3 || Roguecost = 1/1
| Sorcererranks = 1 || Sorcerercost = 2/6
| Warriorranks = 2 || Warriorcost = 2/4
| Wizardranks = 1 || Wizardcost = 2/6
|}}

Success in disarming a trap is based on the following formula:

{{Equation box|'''Endroll {{=}} ([Disarming Traps Skill + Dexterity Bonus]) - trap difficulty + d100(Open)'''}}

== Related Articles ==
* [[Traps]]
* [[Picking Locks]]
* [[Lock Mastery]]
* [[Locksmithing saved post]]

== References ==
<references/>

[[Category: Skills]]
[[Category:Locksmithing]]

Latest revision as of 17:11, 24 March 2023

The Disarming Traps skill enables a character to, as the name implies, disarm traps. Traps that require disarming are most often found on various types of boxes dropped as treasure by creatures.[1]

Type Square Semi Pure
Profession Rogue Warrior Monk Bard Paladin Ranger Cleric Empath Savant Sorcerer Wizard
Max Ranks Per Level 3 2 2 2 1 2 1 1 - 1 1
Training Point Cost 1/1 2/4 3/4 2/3 2/5 2/4 2/6 2/6 - 2/6 2/6

Success in disarming a trap is based on the following formula:

Endroll = ([Disarming Traps Skill + Dexterity Bonus]) - trap difficulty + d100(Open)

Related Articles

References

  1. Skills, Play.net