Difference between revisions of "Trap mastery (talent)"

From Tales of Maj'Eyal
Jump to: navigation, search
(Added extra traps)
Line 1: Line 1:
 
{{Ability_box
 
{{Ability_box
 
|image=Trap mastery.png
 
|image=Trap mastery.png
 +
|game_version=1.5.2
 
|name=Trap mastery
 
|name=Trap mastery
 
|category_type=[[Cunning (category type)|Cunning]]
 
|category_type=[[Cunning (category type)|Cunning]]
 
|category=[[Trapping (category)|Trapping]]
 
|category=[[Trapping (category)|Trapping]]
 
|require={{TalentReq/CunsReq1}}
 
|require={{TalentReq/CunsReq1}}
|use_mode=Passive
+
|travel_speed=Instantaneous
 +
|use_speed=Standard
 
|desc=
 
|desc=
Learn how to set up traps. You will learn new traps as follows:
+
This talent allows you to prepare up to 1 different trap(s) of tier 1 or less for later deployment. (Use this ability to select which to prepare.)
 +
Designs known:
  
*Level 1: {{t|Explosion Trap}}
+
'''Tier 1: Disarming Trap'''<br>
*Level 2: {{t|Bear Trap}}
+
Deals 75.36 acid damage, disarms for 2 turns.<br>
*Level 3: {{t|Catapult Trap}}
+
'''Tier 1: Bear Trap'''<br>
*Level 4: {{t|Disarming Trap}}
+
Deals 41.79 physical damage and pins, slows (30%), and wounds for an additional 41.79 damage over 5 turns.<br>
*Level 5: {{t|Nightshade Trap}}
+
'''Tier 2: Springrazor Trap'''<br>
 +
Shrapnel (radius 2) deals 54.47 physical damage, reduces accuracy, armor, and defense by 6.<br>
 +
'''Tier 3: Pitfall Trap'''<br>
 +
Deals 64.47 physical damage. Target removed from combat or pinned 5 turns.<br>
 +
'''Tier 4: Flash Bang Trap'''<br>
 +
Explodes (radius 2) for 79.47 physical damage, 50% blind/daze for 3 turns.<br>
 +
'''Tier 5: Bladestorm Trap'''<br>
 +
Construct attacks all adjacent enemies each turn for 6 turns.
  
This talent also increases the effectiveness of your traps and makes them more difficult to detect and disarm:
+
Traps prepared this way are difficult to detect (15 detection 'power') and disarm (19 disarm 'power') based on your Cunning. They gain +34% effectiveness, and can be deployed without breaking stealth 22% of the time.<br>
 +
You are immune to the damage and negative effects of your traps, and traps may critically strike based on your physical crit chance.<br>
 +
Most traps last 9 turns if not triggered, and refund 80% of their stamina cost on expiration.<br>
 +
More designs may be discovered or learned from special instructors in the world.
  
*Trap Power: {{cts|20|100|raw}} (effect of this varies between each trap)
 
*Cunter Detection Power: {{cs|(0.15 * Cun * Talent Level)|0|0|75|75}}
 
*Counter Disarm Power: 1.25 times counter detection power
 
 
If a trap is not triggered 80% of its stamina cost will be refunded when it expires.
 
 
New Traps can also be learned from special teachers in the world:
 
*{{t|Flash Bang Trap}}
 
*{{t|Poison Gas Trap}}
 
*{{t|Gravitic Trap}}
 
 
}}
 
}}

Revision as of 06:15, 4 April 2017

Trap mastery
Trap mastery.png
Game Version 1.5.2
Category Type Cunning
Category Trapping
Requirements Level (0,1,2,3,4) Cun (12,14,16,18,20)
Use Mode Activated
Cost -
Range Melee/Personal
Cooldown -
Travel Speed Instantaneous
Use Speed Standard
Description This talent allows you to prepare up to 1 different trap(s) of tier 1 or less for later deployment. (Use this ability to select which to prepare.)

Designs known:

Tier 1: Disarming Trap
Deals 75.36 acid damage, disarms for 2 turns.
Tier 1: Bear Trap
Deals 41.79 physical damage and pins, slows (30%), and wounds for an additional 41.79 damage over 5 turns.
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 54.47 physical damage, reduces accuracy, armor, and defense by 6.
Tier 3: Pitfall Trap
Deals 64.47 physical damage. Target removed from combat or pinned 5 turns.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 79.47 physical damage, 50% blind/daze for 3 turns.
Tier 5: Bladestorm Trap
Construct attacks all adjacent enemies each turn for 6 turns.

Traps prepared this way are difficult to detect (15 detection 'power') and disarm (19 disarm 'power') based on your Cunning. They gain +34% effectiveness, and can be deployed without breaking stealth 22% of the time.
You are immune to the damage and negative effects of your traps, and traps may critically strike based on your physical crit chance.
Most traps last 9 turns if not triggered, and refund 80% of their stamina cost on expiration.
More designs may be discovered or learned from special instructors in the world.