Difference between revisions of "Category:Traps"

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This page explains traps in general and lists the various individual trap types.
 
  
Traps are devices that can be hidden on specific [[tile]]s with the potential of causing [[damage]] or other ill effects to hostile [[player]]s passing by. Only players from an enemy [[kingdom]] or a hostile [[village]] may fall victim to a trap; neutral or ally players do not trigger them.
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== Traps ==
  
The various trap types are created from a wide variety of materials using different crafts ([[carpentry]], [[blacksmithing]], etc), can be set up on different [[tile]] types and have different effects on their victims. See the individual pages of the trap types below for more detailed info.
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Traps are devious devices uses to damage or cause other ill effects on those who trigger them. The [[Traps]] skill is used when placing or disarming Traps and affects the success rate. When failing to set a trap the message, "Sadly you fail to set the trap properly, the trap triggers and is destroyed" and successfully setting a trap prompts the message "You carefully set the trap" To set a trap, [[activate]] the trap and right click the corresponding tile for the type of trap and click "Set trap." Once set, Traps can only be activated by enemy [[kingdom]]s or villages, allies and neutrals remain unaffected.  
  
A trap is set up by [[activating]] the trap, right-clicking a ground tile, and choosing "Set trap". Failure to set the trap properly results in the message: "Sadly you fail to set the trap correctly. The trap triggers and is destroyed."
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Creating traps uses several different skills to create traps, these include: [[carpentry]], [[blacksmithing]], [[ropemaking]], [[pottery]], and [[masonry]]. For more detailed information of the various different traps, see the list below
  
Traps can be disarmed by [[activating]] a variety of tools and items ([[log]], [[plank]], [[shaft]], [[shovel]], or [[rake]]), right-clicking on a [[tile]], and choosing "[[Disarm]]". Note that if successful the item used will be destroyed, so it is best to use something expendable like a [[log]].
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== Countering Traps ==
  
Players with the [[Sixth Sense]] spell cast on them are able to detect traps.
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To remove a trap you must disarm it, the chance to successfully disarm relies on the '''Traps''' skill, when failing to disarm you will simply prompt the message "You fail to trigger any traps." To disarm a verity of tools and items are used, such as, [[rake]], [[plank]], [[shovel]], [[log]], and a [[shaft]]. It is advised to use something expendable such as a '''shaft''', as when the trap is triggered, the item is destroyed.
[[Blacklighter]]s have a natural ability to detect traps without such a spell.
 
When a nearby trap is sensed in this manner, an [[event window]] warning message is given.<!--Which is?-->
 
  
The chance to successfully set up a trap is governed by the [[traps]] skill.  
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There are three ways to detect traps, the [[Sixth Sense]] spell, being a [[Blacklighter]], and [[examining]] the tile on which the trap is set. When using '''Sixth Sense''' or when walking within 1 tile of a trap as a '''Blacklighter''' a message is displayed in the event window, "You detect a trap!" No further information on the trap is given.
  
Traps work on the [[Freedom]] server, but only against players who are on the village [[KoS]] list of the trap placer.
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When examining a trapped tile you will receive the message "You detect a (Trap Type) of (Quality Value) quality, it was set by the (Kingdom) people."*
  
==Examples==
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Someone who is rank 4 in the Path of Power can use the [[Trap Immunity]] perk.
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== Notes ==
 
* A 5[[QL]] bow trap produced a 2.15 damage [[wound]] (un[[armor]]ed)
 
* A 5[[QL]] bow trap produced a 2.15 damage [[wound]] (un[[armor]]ed)
 
* A 15QL stick trap produced a 5.5 damage wound (unarmored)
 
* A 15QL stick trap produced a 5.5 damage wound (unarmored)
 
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* A 50QL stick trap produced two 20 damage wounds (unarmored)
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When a trap is set on a [[dirt]] tile it is unable to be detected by examining, this appears to be a bizarre glitch.*
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[[Terraforming]] on tiles that are trapped does not effect the trap.
 
[[Category:Items]]
 
[[Category:Items]]
 
[[Category:babel/T]]
 
[[Category:babel/T]]

Revision as of 17:37, 3 January 2012

Traps

Traps are devious devices uses to damage or cause other ill effects on those who trigger them. The Traps skill is used when placing or disarming Traps and affects the success rate. When failing to set a trap the message, "Sadly you fail to set the trap properly, the trap triggers and is destroyed" and successfully setting a trap prompts the message "You carefully set the trap" To set a trap, activate the trap and right click the corresponding tile for the type of trap and click "Set trap." Once set, Traps can only be activated by enemy kingdoms or villages, allies and neutrals remain unaffected.

Creating traps uses several different skills to create traps, these include: carpentry, blacksmithing, ropemaking, pottery, and masonry. For more detailed information of the various different traps, see the list below

Countering Traps

To remove a trap you must disarm it, the chance to successfully disarm relies on the Traps skill, when failing to disarm you will simply prompt the message "You fail to trigger any traps." To disarm a verity of tools and items are used, such as, rake, plank, shovel, log, and a shaft. It is advised to use something expendable such as a shaft, as when the trap is triggered, the item is destroyed.

There are three ways to detect traps, the Sixth Sense spell, being a Blacklighter, and examining the tile on which the trap is set. When using Sixth Sense or when walking within 1 tile of a trap as a Blacklighter a message is displayed in the event window, "You detect a trap!" No further information on the trap is given.

When examining a trapped tile you will receive the message "You detect a (Trap Type) of (Quality Value) quality, it was set by the (Kingdom) people."*

Someone who is rank 4 in the Path of Power can use the Trap Immunity perk.

Notes

  • A 5QL bow trap produced a 2.15 damage wound (unarmored)
  • A 15QL stick trap produced a 5.5 damage wound (unarmored)
  • A 50QL stick trap produced two 20 damage wounds (unarmored)

When a trap is set on a dirt tile it is unable to be detected by examining, this appears to be a bizarre glitch.* Terraforming on tiles that are trapped does not effect the trap.

Pages in category "Traps"

The following 11 pages are in this category, out of 11 total.