View Full Version : Traps


Harbourboy
Thu, 2nd Dec '04, 8:29pm
What sort of damage do traps do? Are there any enemies that are immune to the type of damage done by traps?

Rudiger
Thu, 2nd Dec '04, 8:43pm
From Chris Lee's thief guide

Normal traps do

Level 1 Trap: Doesn't exist, since you start off higher than level 6.
Level 6 Trap: Deals 2d8+5 damage to any enemies within the area
of effect of the Trap when it goes off. This is non-magical damage
so Magic Resistence can't stop it (as is the same for all initial
damage of later Traps).
Level 11 Trap: Deals 2d8+5 damage to any enemies within the area
of effect of the Trap when it goes off. In addition, for the next
three rounds, it deals 2d6 poison damage per round (hence
resistence or vulnerability to poison also affects the damage).
In addition, this extra damage also disrupts spell casting (like
Melf's Acid Arrow).
Level 16 Trap: Deals 3d8+5 damage plus 4d8+2 fire damage to any
enemies within the area of effect of the Trap when it goes off.
Like poison, any vulnerability or resistence to fire also effects
the extra damage.
Level 21 Trap: Deals 3d8+5 damage plus 20 poison damage to any
enemies within the area of effect of the Trap when it goes off.
Plus, enemies must Save vs Death with a +4 bonus or die instantly.
Again, the poison damage can be reduced or increased according to
resistence/vulnerability.

Bounty Hunter specials do

Level 1 Special Trap: Doesn't exist, since you start off higher than
level 6.
Level 6 Special Trap: Deals 3d8+5 damage to any enemies within the
area of effect of the Special Trap when it goes off. In addition,
enemies must Save vs. Spells with a -4 penalty or be slowed for 5
rounds. (Like normal Traps, the initial damage is non-magical.)
Level 11 Special Trap: Deals 4d8+5 damage to any enemies within the
area of effect of the Special Trap when it goes off. In addition,
humanoid enemies must Save vs. Spells with a -1 penalty or be
held for 5 rounds.
Level 16 Special Trap: All enemies within the area of effect when
the Special Trap goes off must Save vs. Spells or be affected as
Otiluke's Resilient Sphere for 7 rounds.
Level 21 Special Trap: All enemies within the area of effect,
regardless of Magic Resistence, are Mazed as the spell of the same
name (except Spell Trap and the like cannot stop it from occuring).
The Maze lasts according to intelligence, as according to the
actual spell.

HLA traps do

Spike Trap - This trap deals 20d6 damage to whatever enemies
activate it (no save).

Time Trap - Activates a Time Stop for 10 seconds.

Exploding Trap - This trap explodes like a fireball, dealing
10d6 damage (Save vs. Spells for half) and propels victims away
(like a Dragon's Wing Buffet), regardless of save.

Harbourboy
Thu, 2nd Dec '04, 8:48pm
Thanks - but is it slashing damage, piercing damage, or bludgeoning damage (for those enemies immune to certain damage types)?

Aldeth the Foppish Idiot
Thu, 2nd Dec '04, 9:03pm
@HB

As far as I know, nothing is immune to the damage from traps - that's one of the things that make them so cheesy. I've used the specialty traps (spike is my favorite) throughout ToB and everything took signicant damage, usually somewhere around 70-80 rountinely. I did not notice any type of damage reduction on a variety of enemies.

Faraaz
Sat, 4th Dec '04, 7:22pm
Yep...traps penetrate EVERYTHING...including spells like Prot. from Magic Weapons, Absolute Immunity, Improved/Mantle, etc...pays to be a thief eh?

Valer
Fri, 10th Dec '04, 2:19pm
And Assassins can poison the traps!!! I just love it.

Cúchulainn
Fri, 10th Dec '04, 2:42pm
I didn't know that!

Malovae
Fri, 10th Dec '04, 3:00pm
Assassins can't poison the traps, all traps get poison damage at 11 to 16 and again at 21 no matter what type of thief they are. I have tried it with an assassin and it showed no difference at low level (before 11 that is)

Faraaz
Fri, 10th Dec '04, 6:51pm
Thats one of the common misconceptions about thieves floating around. There's another one where people assume that ALL your attacks in the round where you are Hidden count as backstabs... :p

Wonder what Assassinate is for then... :rolleyes:

Greystar
Mon, 20th Dec '04, 7:02am
Thanks - but is it slashing damage, piercing damage, or bludgeoning damage (for those enemies immune to certain damage types)? It does missile damage, so some creatures are immune to it (though they may still be damaged by its secondary effect like poison, fire, etc)