Difference between revisions of "Trap mastery (talent)"
From Tales of Maj'Eyal
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Designs known: | Designs known: | ||
− | + | *Tier 1: {{t|Disarming Trap}} - Deals 75.36 acid damage, disarms for 2 turns.<br> | |
− | Deals 75.36 acid damage, disarms for 2 turns.<br> | + | *Tier 1: {{t|Bear Trap}} - Deals 41.79 physical damage and pins, slows (30%), and wounds for an additional 41.79 damage over 5 turns.<br> |
− | + | *Tier 2: {{t|Springrazor Trap}} - Shrapnel (radius 2) deals 54.47 physical damage, reduces accuracy, armor, and defense by 6.<br> | |
− | Deals 41.79 physical damage and pins, slows (30%), and wounds for an additional 41.79 damage over 5 turns.<br> | + | *Tier 3: {{t|Pitfall Trap}} - Deals 64.47 physical damage. Target removed from combat or pinned 5 turns.<br> |
− | + | *Tier 4: {{t|Flash Bang Trap}} - Explodes (radius 2) for 79.47 physical damage, 50% blind/daze for 3 turns.<br> | |
− | Shrapnel (radius 2) deals 54.47 physical damage, reduces accuracy, armor, and defense by 6.<br> | + | *Tier 5: {{t|Bladestorm Trap}} - Construct attacks all adjacent enemies each turn for 6 turns. |
− | + | ||
− | Deals 64.47 physical damage. Target removed from combat or pinned 5 turns.<br> | + | |
− | + | ||
− | Explodes (radius 2) for 79.47 physical damage, 50% blind/daze for 3 turns.<br> | + | |
− | + | ||
− | 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.<br> | 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> | ||
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Most traps last 9 turns if not triggered, and refund 80% of their stamina cost on expiration.<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. | More designs may be discovered or learned from special instructors in the world. | ||
− | + | *{{t|Beam Trap}} | |
+ | *{{t|Poison Gas Trap}} | ||
+ | *{{t|Freezing Trap}} | ||
+ | *{{t|Dragonsfire Trap}} | ||
+ | *{{t|Gravitic Trap}} | ||
+ | *{{t|Ambush Trap}} | ||
+ | *{{t|Purging Trap}} | ||
+ | *{{t|Explosion Trap}} | ||
+ | *{{t|Catapult Trap}} | ||
+ | *{{t|Nightshade Trap}} | ||
}} | }} |
Revision as of 01:05, 11 April 2017
Trap mastery | ||
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:
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. |