Difference between revisions of "Trap mastery (talent)"

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|name=Trap mastery
 
|name=Trap mastery

Revision as of 01:07, 7 April 2017

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 (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.