Traps: Difference between revisions

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'''Traps''' can be found as part of environment, stash [[map]] extra, and can be [[construction|constructed]] or set up from [[tools|items]] by player (most of these can be [[crafting|crafted]]). Traps can be placed only on perfectly flat surface (with 100 moving points cost). One tile can contain only one trap, and traps can overwrite each other due to bug. Movement points that used to set up trap are equal to awarded [[skills|practice percents]] multiplied on 25 plus additional 100.
'''Traps''' can be found as part of environment, stash [[map]] extra, and can be [[construction|constructed]] or set up from [[tools|items]] by player (most of these can be [[crafting|crafted]]). Traps can be placed only on perfectly flat surface (with 100 moving points cost). One tile can contain only one trap, and traps can overwrite each other due to a bug. Movement points required to set up a particular trap are equal to the awarded [[skills|practice percents]] multiplied by 25, plus an additional 100.


Trap is visible to a [[character]] if difference between his current [[stats|perception]] and [[Clothing#Encumbrance|eyes encumberment]] is equal to or higher than trap visibility. If player try to step on visible trap, game will ask to confirm that movement.
A given trap is visible to a [[character]] if difference between his current [[stats|perception]] and [[Clothing#Encumbrance|eyes encumberment]] is equal to or higher than trap visibility. If player try to step on visible trap, game will ask to confirm that movement.


== Avoidance ==
== Avoidance ==

Revision as of 23:55, 15 April 2013

Traps can be found as part of environment, stash map extra, and can be constructed or set up from items by player (most of these can be crafted). Traps can be placed only on perfectly flat surface (with 100 moving points cost). One tile can contain only one trap, and traps can overwrite each other due to a bug. Movement points required to set up a particular trap are equal to the awarded practice percents multiplied by 25, plus an additional 100.

A given trap is visible to a character if difference between his current perception and eyes encumberment is equal to or higher than trap visibility. If player try to step on visible trap, game will ask to confirm that movement.

Avoidance

Trap avoidance is determined by two dice rolls, one for the trap and another for its victim. If victim's roll is lower that trap's roll, then trap is activated.

Trap dice is:

  • 6d[ Avoidance ] for invisible one.
  • 3d[ Avoidance ] for visible one and when victim is monster.

Victim dice is:

  • 3d[ dodge skill + 1 ] for monster.
  • 3d[ current dexterity + dodge skill * 1.5 ] for character, and Light Step trait gives a low bonus of 2d6 to character's roll.

Flying and digging enemies are fully immune for traps.

Disarming

Trap can be disarmed only when visible, though traps with 99 difficulty lack of disarm option upon examination at all.

Upon trap disarming player's initial roll is a random number in range from his traps skill level to traps skill level multiplied on four. While roll number is lower than 50 and player pass perception or dexterity checks roll number is incrementing.

If final number is higher or equal to trap difficulty, then trap will be disarmed and drop its items; if it is higher or equal to 80% of difficulty — disarming will fail without setting trap off. In both cases character will gain 1.5*(trap_difficulty - traps_skill_level) practice points.

If trap was set off, but difference between trap difficulty and player's roll is lower or equal to 6, player will gain 2*trap_difficulty practice points.

Disarming is a free action currently.

List of traps

Name
P
V
A
D
Returning items Notes
_ bubblewrap 2 0 8 0 bubblewrap It creates 18 noise and has a good chance to wake you up if placed near a sleeping place.
^ bear trap 4 2 7 3 bear trap It creates 8 noise. Trap deals 10-16 damage to one of legs if activated by player. If activated by monster, trap deals 35 damage, reset moves and adds Trapped status for 8-15 turns. While Trapped monster has no moves and its dodge is halfed. It works once, then leaves trap item.
^ buried bear trap 7 9 8 4 bear trap It creates 8 noise. Trap deals 10-16 damage to one of legs if activated by player. If activated by monster, trap deals 35 damage, reset moves and adds Trapped status for 8-15 turns. While Trapped monster has no moves and its dodge is halfed. It works once, then leaves trap item


_ spiked board 2 1 6 0 nailboard trap It deals 6-10 damage to both player's feet. If activated by monster trap deals 6-10 damage and decreases monster's moves on 80.
^ tripwire 3 6 4 3 string - 3 ft If activated by player trap pushes him on a nearby square, decreases his moves on 150 and has a chance to hurt all his body parts on 1-4 (decreased by dexterity). If activated by monster, trap always deals 1-4 damage.
^ crossbow trap 4 5 4 5 string - 3 ft,
crossbow
It can miss with 25% chance and will drop steel bolt in this case. In other 75% player will need to pass dodge skill check. If he fails trap deals 20-30 damage to a random body part and with 90% chance drops steel bolt. Monsters would not have chance to dodge, though trap can miss anyway. It works once, then leaves trap items.
^ shotgun trap 5 4 5 6 string - 3 ft, sawn-off shotgun It has a chance to shot from both barrels (increased by player's max strength or monster's size). Player will need to pass dodge skill check, monster will not. Trap deals 40-60 (80-120, if double-shot) damage to a random body part. It works until not spend both charges, then leaves trap items.
_ spinning blade engine 12 0 0 2 electric motor, 2x machete Passive part of blade trap, which can be disarmed. It does not deals any damage.
\ spinning blade 0 4 99 Active part of blade trap. It deals 12-30 damage to player's torso or 30 cut and 12 bash damage to a monster.
^ light snare trap ? 5 10 2 string - 3 ft, snare trigger Can trap creatures up to MEDIUM size.
^ heavy snare trap ? 3 10 4 rope - 6 ft, snare trigger Can trap creatures up to LARGE size.
^ land mine 7 1 14 10 land mine Explodes with 10 power and 8 shrapnel charges. Each shrapnel charge will flee up to 12 squares away and deal 20-60 cut damage to monsters, explosion by itself deals up to 15-45 damage. (Damage to a player is more various, but even one shrapnel hit to torso or head can kill almost sure.)
_ buried land mine 7 10 14 10 land mine Explodes with 10 power and 8 shrapnel charges. Each shrapnel charge will flee up to 12 squares away and deal 20-60 cut damage to monsters, explosion by itself deals up to 15-45 damage. (Damage to a player is more various, but even one shrapnel hit to torso or head can kill almost sure.)
_ teleport pad 0 15 20 It creates 8 noise. Can warp target into wall, monster or just explode it, though do it rare.
_ goo pit 0 15 15 It infects with Slimed disease and with 30% change deals 0-5 damage to both player's feet. To blob monster it gives additional 15 points of speed and set monster's health equal to speed. Other monsters will be polymorphed to blobs. Trap works once, then disappears.
7 dissector 2 20 99 It creates 10 noise. Will randomly hurt all player's body parts up to 10 (to hands an feet), 12 (arms & legs), 15 (head) and 20 points (torso). Will deal 60 damage to monster and explode corpse.
_ sinkhole 10 14 99 Way to fall down a level. If character have rope - 30 ft item, you can try to use it to escape from the hole, in this case character will need to pass throw skill check (chance to pass is increased by strength and dexterity) and then unarmed skill check (increased by strength). You have a chance to lose rope at the surface. If you tried to use the rope sinkhole will become a pit trap.
0 pit 0 8 99 It deals 10-20 damage. Damage will be applied to all character's body parts (and can be decreased up to half), and once more time to both legs (full damage). Damage can be decreased or avoided by dodge, also Bird Wings mutation will grant safe fall. Anyway player will stuck in pit. Trap deals 10-20 damage (once and sure) to monsters and decreases monsters' moves on 1000.
0 spiked pit 0 8 99 It deals 20-50 damage. For player damage will be applied randomly to one leg, arm or torso. Damage can be avoided by dodge, and Bird Wings mutation will grant safe fall. Anyway player will stuck in pit. If activated by monster trap deals 20-50 damage (once and sure) and decreases monster's moves on 1000. Spears have 25% chance to break, in this case each spear have 30% chance to drop as item and trap will revert to a regular pit trap.
~ lava 0 99 99 For player it deals 20 damage to each of his feets and legs. Its damage to monster depend on monster's material - for flesh it is 50, for veggy - 80, for steel - 5.
% shimmering portal 0 30 99 Actually randomly cycles through *08&+ symbols.
It does nothing yet, but appears as decoration with the portal map extra and in the resonance cascade event.
  ledge 0 99 99 Way to fall down a level. This is lethal to any monster.
^ boobytrap 4 5 4 7 Explodes with 18 power and 12 shrapnel charges. Each shrapnel charge will flee up to 40 squares away and deal 20-60 cut damage to monsters, explosion by itself deals up to 27-81 damage. (Damage to a player is more various, but even one shrapnel hit to torso or head can kill almost sure.)
^ raised tile 9 20 99 Can be activated only by the player. Will start flooding the room.
^ (Glow attack) 99 99 99 With 30% irradiates player for 10-30 points, or with 25% creates flashbang explosion, or harmless flashes. Monsters are hurt by 5-10 and slowed by 10% with 30% chance.
^ (Hum attack) 99 99 99 Creates noise with volume up to 200 points, which can cause deafness.
^ (Shadow spawn) 99 99 99 Can be activated only by player. It spawns one shadow monster.
^ (Drain attack) 99 99 99 Hurts all body parts by one point.
^ (Snake spawn) 99 99 99 When activated by player it spawns one shadow snake. It also always creates hiss noise with 10 volume. There is a 16% chance that trap will be destroyed.

Trap tools

These are the traps you can arm yourself.

Name & charges (default/max) Price
Mat.
Vo
We
Ba
Cut
Hit
Use
; bubblewrap 40 plastic 2 0 -8 0 0 none
; bear trap 120 iron 4 12 9 1 -2 none
; nailboard trap 30 wood 18 18 12 6 -3 none
; tripwire trap 35 paper 1 0 -10 0 -1 none
; crossbow trap 600 iron / wood 7 10 4 0 -2 none
; shotgun trap 450 iron / wood 7 11 12 0 -2 none
; blade trap 500 iron 13 21 4 16 -4 none
; light snare kit 100 wood 1 3 0 10 0 none
; heavy snare kit 250 wood 1 5 0 20 0 none
; land mine 2400 iron 3 6 10 0 -1 none
; booby trap 500 steel / plastic 3 2 0 0 -4 none


Trap-like tools

These are items that share the traps functionality, although they aren't traps themselves. They don't require any skill to being able to arm or disarm them.

Name
P
V
A
D
Returning items Notes
# cot 0 0 0 cot Places a cot over the chosen tile.
# brazier 0 0 0 brazier Places a functional brazier over the chosen tile.
# roll mat 0 0 0 roll mat Places a roll mat over the chosen tile.