Talk:Box Traps: Difference between revisions
Jump to navigation
Jump to search
(Created page with "My attempt at cleaning up box traps, thoughts? {| class="wikitable sortable" |- !Trap Type !Appearance !Failure Result !Harvestable Parts !Leathality |- |Acid Trap|| style=...") |
No edit summary |
||
Line 67: | Line 67: | ||
|} |
|} |
||
[[User:SEGGERING|SEGGERING]] ([[User talk:SEGGERING|talk]]) 14:05, 2 December 2014 (CST) |
[[User:SEGGERING|SEGGERING]] ([[User talk:SEGGERING|talk]]) 14:05, 2 December 2014 (CST) |
||
::That looks fine, aside from the various typos. I would suggest merging this page and the Boxes page you created into the [[Locksmithing skill]] page, since there's already a bit of duplication and it doesn't really need to be spread out over multiple pages like that.--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 22:27, 17 December 2014 (CST) |
Latest revision as of 22:27, 17 December 2014
My attempt at cleaning up box traps, thoughts?
Trap Type | Appearance | Failure Result | Harvestable Parts | Leathality |
---|---|---|---|---|
Acid Trap | As you look closely, you notice a tiny hole right next to the lock which looks to be a trap of some kind. | Sprays a random body part with acid. Will damage armor if some is worn on that part, but will prevent wounds and vitality damage | a glass reservoir | Deadly, Armor Damaging, Acid |
Boomer | A glistening black square, surrounded by a tight ring of fibrous cord, catches your eye. | Explodes the box causing damage to the hands and eyes. | a steel striker, a black cube | Deadly, explosion to hands/eyes |
Bug (Reaper) Trap | A crust-covered black scarab of some unidentifiable substance clings to the <material> <box> by six tiny legs, all of which are firmly imbedded into the <wood/metal> and look like it may be tough to dig them out. | Summons about 3 vykathi reapers, who appear at melee range with the locksmith. They do not share the locksmith's roundtime for the disarm attempt. | a tiny chitinous leg | Deadly, summons creatures |
Crossbolt Trap | You find a series of openings on the front of the <box> concealing the points of several wickedly barbed crossbow bolts. | Fires numerous crossbow bolts at the target, evasion skill affect how many hit, the amount shot is based off the difficulty of the box. | a tightly coiled spring | Deadly |
Crossbolt Trap (Poison) | You find a series of openings on the front of the box concealing the points of several crossbow bolts glistening with moisture. | Fires numerous poisoned crossbow bolts at the target, evasion skill affect how many hit, the amount shot is based off the difficulty of the box. | a coiled spring | Deadly, poison |
Concussion Trap | Right above the lock inside the keyhole, you see a tiny metal tube just poking out of a small wad of brown clay. | Explodes, possibly blasting some victims out of the room. All will receive internal head wounds, causing repeated ringing in the ears, accompanied by roundtime. The locksmith will also have hand wounds. | some brown clay | Deadly, Area Affect |
Cyanide Trap | The glint of silver from the tip of a dart and a slight smell of almonds catches your attention as you go over the <box>. | Shoots a tiny dart into forehead. Inflicts cyanide poison. Dart can be tended out and used as a weapon. | a coiled spring | Deadly, poison |
Disease Trap | While inspecting the <box> patiently, you see what appears to be a small, swollen animal bladder recessed inside the keyhole. | Infects the locksmith with disease. | a bloated animal bladder | Deadly, Disease |
Fire Ant Trap | Within the casing of the wooden strongbox is a mesh bag, a very sharp blade poised to the side just within the structure of the strongbox. The bag twitches on occasion, leading you to believe the blade's presence likely to be a very bad thing. | Upon failure, the blade slices open a bag of Fire Ants, which crawl up your hands and over your entire body. Every few seconds, there is a damage pulse and you receive the above messaging while taking a large hit to vitality (15-30% or more per pulse). Victim can die within a few moments of the trap activating if the burning sensation isn't resolved immediately. | a sharp blade | Deadly, pulsing vitality |
Flea Trap | Imbedded in the front of the iron <box> is a small glass tube of milky-white opacity. Small black dots bounce inside, though the lack of transparency makes it impossible to be certain what they are. | Causes to Disarmer to be covered in fleas that inflict vitality damage and random Roundtimes. You will need to find a body of water at least ankle deep (or a Warrior Mage with Water Globe) to wash away the fleas. | a tiny hammer | Deadly, pulsing vitality |
Gas Trap (Poison) | You notice a vial of lime green liquid just under the <box>'s lid. The stopper is attached so that the vial will open when the top is lifted. | Releases a cloud of Chlorine gas that will poison everyone in the room. There is a chance that the locksmith will inhale all the gas upon its release, preventing the gas cloud in the room. | a sealed vial, (easter egg) a stoppered vial |
Deadly, Poison, Area |
Lightning Trap | Looking closely into the keyhole, you spy what appears to be a pulsating ball with some sort of metal lacing around it. The lacing runs to meet a coin sized piece of metal near the keyhole itself. | Shoots a lightning bolt at the locksmith. Can be amplified if set off in water. | an iron disc | Deadly, Lightning Bolt |
Naphtha Soaker | Searching the <box> carefully, you notice a small notch beside a tiny metal lever on the front. Though it's hard to see, there also appears to be a liquid-filled bladder inside the notch. | A two stage trap. First Failure soaks the Disarmer in naptha. Second failure will ignite the naptha causing damage to various parts of the body and inflicting a hefty damage to vitality. The naptha will eventually evaporate if it's not ignited. | a metal spring,a tiny metal lever | Deadly, Naptha buring |
Naphtha Trap | A tiny striker is cleverly concealed under the lid, set to ignite a frighteningly large vial of naphtha. | Explodes in a large fireball. Can harm others in the room, but they have a chance of avoiding it. | a steel striker | Deadly, Explosion, Area |
Poison (Local) | You notice a tiny needle with a greenish discoloration on its tip hidden next to the keyhole. | Inflicts standard poison in either hand. | a broken needle | Deadly, poison |
Poison (Nerve) | You notice a tiny needle with a rust colored discoloration on its tip hidden next to the keyhole. | Inflicts nerve poison. | a short needle | Deadly, Nerve Poison |
Scythe Trap | Out of the corner of your eye, you notice a glint of razor sharp steel hidden within a suspicious looking seam on the <box>. | Chops off a random hand giving a very heavy bleeder. | a short curved blade | Deadly, hand bleeding |
Shocker Trap | You notice two silver studs right below the keyhole which look dangerously out of place there. | Discharges an electrical bolt at the Disarmer. Causes Nerve and vitality damage and inflicts a stun. | some silver studs | Deadly, Nerve and Vit damage |
Shrapnel Trap | Squinting slightly to see better, you notice the <box>'s keyhole is packed tightly with a powder around the insides of the lock. | Explodes, casting shrapnel at anyone in the room. The shards seem to pass all the way through the locksmith, but lodge in bystanders. | a steel striker | Deadly, explosion, Area |
Teleport Trap | The hinges of the <material> <box> are covered with a thin metal circle that has been lacquered with a shade of <deep ebony/bluish azure/bright crimson>. | Casts the Teleport spell on the locksmith. If the associated moon (see the color of the disc) is down, the locksmith is disintegrated. If the moon is up, they are teleported to a random one of several predetermined locations within nearby hunting grounds. The harder the box, the longer the potential range of the teleport. | a thin metal circle | Deadly, possible disentigration |
Bouncing Box | Looking into the keyhole you see what seems to be a pin lodged against the tumblers of the lock. Connected to the pin is a small shaft that runs downward into a shadow. | The box will bounce from room to room and eventually destroys the box. Will toss out the contents of the box as it's bouncing, one per room (may take several bounces to start), until it runs out, upon which it is destroyed. (At the moment the box doesn't actually spit out any treasure. This is due to the box changes that made treasure spawn within the box at the moment it is lockpicked.) | a steel pin | None |
Curse Trap | While checking the caddy with an careful eye, you notice a small glowing rune hidden inside the box near the lock. | Curses the box and contents so that it can not be dropped/stowed/dismantled. You will need a Cleric with Uncurse to break the curse or a Warrior Mage with Flashpoint. Eventually the curse on the box itself will fade, but the items inside will remain cursed. | a broken rune | Cursed, box won't leave hand |
Frog Trap | While checking the <box> with a careful eye, you notice a lumpy green rune hidden inside the <box> near the lock. | Turns the locksmith into a warty toad. Being kissed will change them back. Will wear off by itself after a few minutes. | a broken rune, (easter egg) : a lumpy green runestone |
Turned into frog temporarily |
Gas Trap (Laughing) | Examining the box for traps reveals a tiny glass tube filled with a black gaseous substance of some sort and a tiny hammer at the ready to do what it was designed for. | Causes anyone in the room to randomly tell jokes. May cause Roundtimes or cause a character to drop to his/her knees. | a tiny hammer | Involitary roundtimes and kneeling, Area |
Mana Sucker | While checking the box for traps, you notice a bronze seal over the box's lock. The seal is covered in strange runes and a glass sphere is embedded within it. | Drains mana and keeps it there for a few minutes. Uncurse can be used to prematurely end the effect. | a bronze seal, (easter egg) : a glass sphere |
Drains Mana |
Mime Trap | A tiny bronze face, Fae in appearance, grins ridiculously from its place on the <material> <box>. Some sort of fatty bladder sticks out from the edges of this miniature metallic visage. | Turns the locksmith into a mime. Many actions will result in the mime acting as if stuck in an invisible box, with a 10-second roundtime. Some actions have specific mime interpretations. It will wear off after a time, or can be canceled by a Cleric with Uncurse. | a tiny bronze face | Cursed as a mime |
Shadowling Trap | While scanning the <box> with a careful eye, you notice a small black crystal deep in the shadows of the <material> <box>. | Causes the locksmith to speak in gibberish. Does not affect gwethdesuan thoughts. | cracked black crystal | Can't speak temporarily |
Sleeper Trap | Two sets of six pinholes on either side of the oaken coffer's lock indicate that something is awry. | This will cause you to fall asleep. You will have to WAKE up which takes about 30 seconds. | a capillary tube | Cause SLEEP |
SEGGERING (talk) 14:05, 2 December 2014 (CST)
- That looks fine, aside from the various typos. I would suggest merging this page and the Boxes page you created into the Locksmithing skill page, since there's already a bit of duplication and it doesn't really need to be spread out over multiple pages like that.--ABSOLON (talk) 22:27, 17 December 2014 (CST)