Disarm command

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Revision as of 22:50, 9 April 2008 by CARAAMON (talk | contribs) (New page: {{SpoilersThief}} The <tt>DISARM</tt> 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 Th...)
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This article has information on Thief guild abilities amidst non-Thief information. The information in question will appear as white space surrounded by red asterisks. To read, highlight by dragging the cursor over the whitespace.


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. However, it is required to make use of the MARK option. *[[Thief|Thieves may optionally make use of GLANCE to achieve the same effect, but with better precision.*

MARK

Allows you to mark down your knowledge of what kind of trap protects the item, but requires the prior use of the IDENTIFY option. MARK itself is approximately %10 easier to succeed at than a base attempt, and all attempts to disarm subsequence to a successful MARK are easier, with the exception of HARVEST). Note that the easing of difficulty only applies to the current trap on multi-trapped boxes.

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

To perform this maneuver, thieves must have at least 100 ranks in the Disarm Traps skill, while non-thieves require at least 200 ranks. 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 only maneuver, *allowing a more in-depth study of the device's inner-workings to reduce the difficulty of subsequent harvesting attempts. This is an advanced technique restricted to professional locksmiths and carries an increased difficulty level, increased risk, and increases the time required. This maneuver is used instead of ALL, CAREFUL, (default), or QUICK options.*

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.*

Training

See the Disarm Traps skill article for details.