Difference between revisions of "Trap mastery (talent)"

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Most traps last {{cTS|9|13}} turns if not triggered, and refund 80% of their stamina cost on expiration.<br>
 
Most traps last {{cTS|9|13}} 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.  
 
More designs may be discovered or learned from special instructors in the world.  
 +
Note: discovery usually involves disarming traps you find in the world.
 
*{{t|Beam Trap}}
 
*{{t|Beam Trap}}
 
*{{t|Poison Gas Trap}}
 
*{{t|Poison Gas Trap}}
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*{{t|Nightshade Trap}}
 
*{{t|Nightshade Trap}}
 
}}
 
}}
 
Note: Disarming unknown traps can unlock them, if your mastery is high enough.
 

Revision as of 12:28, 12 November 2019

Trap mastery
Trap mastery 2017.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 (10–75cS:0.25P as Talent Level * .25 * Cun varies from 3.75–125 detection 'power') and disarm (1.25 * 10–75cS:0.25P as Talent Level * .25 * Cun varies from 3.75–125 disarm 'power') based on your Cunning. They gain +25–100%cTS 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 9–13cTS 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. Note: discovery usually involves disarming traps you find in the world.