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=== Major Elemental Wave trap ===
=== Major Elemental Wave trap ===
This trap is unique in being disarmed in that the person disarming the trap must be holding a lockpick when disarming it in order to pry the gem from its set location. Setting this trap off casts the spell, [[Major Elemental Wave (435)]], which can have devistating results to all persons in the room. The gem may also be removed with Lock Mastery, and used as a thrown weapon. When thrown, the gem creates a wave similar to the spell mentioned earlier, but to reduced effect.
This trap is unique in being disarmed in that the person disarming the trap must be holding a lockpick when disarming it in order to pry the gem from its set location. Setting this trap off casts the spell, [[Major Elemental Wave (435)]], which can have devistating results to all persons in the room. The gem may also be removed with Lock Mastery, and used as a thrown weapon. When thrown, the gem creates a wave similar to the spell mentioned earlier, but to reduced effect.


=== Additional Information ===
http://www.darkram.com/traps.htm

Revision as of 23:26, 7 July 2008

Traps are typically found on boxes that some creatures drop as treasure or loot when searched. Most traps only require two steps to remove -- the check for traps and then the disarm attempt. Some traps, however, require more steps. For example, a scarab trap must be searched, disarmed, then the scarab itself disarmed when it falls to the ground.

Types of traps

There are a number of traps found on boxes, and some have a few sub-types to go with them. Notably, scarabs have various different types of scarabs, each having a different effect when triggered.

Scarab trap

Scarabs are often times a locksmith's favorite trap due to the ability to extract them then sell them at a local gem shop, generally for about 3000 gold, depending on the skill of the locksmith. Disarming a scarab requires the locksmith to first check the box, then disarm the box, dropping the scarab to the ground. Then the locksmith must disarm the scarab. Success in disarming a scarab depends on a few factors, such as ranks in Arcane Symbols. Generally, a character with less than 25 ranks in disarm traps will not be able to successfully disarm a scarab.

Needle trap

A very basic trap that disarms easily after being checked. However, a toolkit with puddy is required to disarm it. Setting the trap off only results in a minor wound to the hand and possibly being poisoned. Needles can be removed and used as a thief trap through the Lock Mastery Rogue Guild skill. The potency of a needle trap is influenced by its difficulty, but the thief's skill has no impact on whether or not the needle is hit.

Jaws trap

This trap has a large amount of roundtime associated with disarming it, but generally disarms easily. A pair of springs are left in the box after this trap is disarmed. Setting the trap off severs the hand of the person handling the trap. The jaws can also be extracted via Lock Mastery and used as a thief trap. Nothing about a jaws trap is influenced by its difficulty, and the ability for a thief to avoid it or steal it is strictly based on their training. Only the highest level and highest trained thieves can actually steal them, and even at maximum training the chance is slim.


Major Elemental Wave trap

This trap is unique in being disarmed in that the person disarming the trap must be holding a lockpick when disarming it in order to pry the gem from its set location. Setting this trap off casts the spell, Major Elemental Wave (435), which can have devistating results to all persons in the room. The gem may also be removed with Lock Mastery, and used as a thrown weapon. When thrown, the gem creates a wave similar to the spell mentioned earlier, but to reduced effect.


Additional Information

http://www.darkram.com/traps.htm