Disarm command: Difference between revisions
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==={{tt|BLIND}}=== |
==={{tt|BLIND}}=== |
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A showy maneuver designed to highlight expertise, the maneuver itself is more difficult and riskier than the {{tt|QUICK}} maneuver, but does share that maneuver's speed with even greater experience rewards. |
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==={{tt|ANALYZE}}=== |
==={{tt|ANALYZE}}=== |
Revision as of 06:25, 12 August 2008
The DISARM command is primarily used to disarm the traps on boxes found on creatures, but also may be required to disable general traps such as those found in Theren Keep, or the grenade-like objects thrown by some forms of Dragon Priest.
Syntax
DISARM <ITEM>: This will default to a normal attempt to disarm a trap.
DISARM <ITEM> <OPTION>: Disarms using the options below.
IDENTIFY
This maneuver provides information about the nature of the trap protecting the item, as well as a rough estimate of how difficult the trap will be to disarm under normal circumstances based off of base (unbonused) skill levels. This is an optional step and is not a requirement for the use of the ALL, CAREFUL, NORMAL, QUICK, ANALYZE or HARVEST options. *[[Thief|Thieves may optionally make use of GLANCE to achieve the same effect, but with better precision.*
CAREFUL
A careful attempt to disarm a trap. Difficulty and risk are reduced, and thus the experience gained is also reduced. The required time increases.
NORMAL
This is the basic disarming of a box. The difficulty, experience, and roundtime are modified up or down from this baseline depending on actions used.
QUICK
A rapid attempt to disarm a trap. Difficulty increases, risk increases, and the required time decreases. Experience gained for success also increases.
ALL
Attempts to disarm any and all traps that are present on an object. This is an extremely difficult maneuver and is increasingly more difficult with each additional trap on the object. Requires less time than disarming each trap successively but with increased risk.
BLIND
A showy maneuver designed to highlight expertise, the maneuver itself is more difficult and riskier than the QUICK maneuver, but does share that maneuver's speed with even greater experience rewards.
ANALYZE
This is a Thief and Ranger only maneuver. Once a box has been disarmed at least once, you may analyze it in order to harvest components of the trap.
Note that you can only analyze the last trap you disarmed on a given box. If you move on to disarm another trap, you can no longer analyze or harvest traps that came before it.
HARVEST
Another Thief only maneuver, *enabling a professional locksmith to harvest a component of the trap to sell at selected shops or potentially use to construct their own traps if the system is coded. This maneuver is made more difficult if you did not use the ANALYZE option in the disarming attempt. It only gets the component of the first trap on a box.*
Training
See the Disarm Traps skill article for details.