Difference between revisions of "Trap mastery (talent)"

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(First stage of updating to 1.7.3)
(Explain how to get traps. The code for trying to learn a trap from disarming a trap looks quite complicated, so I haven't specified the chances here yet.)
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note: It is to be noted that discovery usually involves disarming traps you find in the world.
 
note: It is to be noted that discovery usually involves disarming traps you find in the world.
  
List of learnable traps:
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The following traps are always available, and can be prepared as long as your Trap Mastery raw talent level is high enough:
*{{t|Disarming Trap}}
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*Tier 1: {{t|Bear Trap}}
*{{t|Bear Trap}}
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*Tier 1: {{t|Disarming Trap}}
*{{t|Springrazor Trap}}
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*Tier 2: {{t|Springrazor Trap}}
*{{t|Pitfall Trap}}
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*Tier 3: {{t|Pitfall Trap}}
*{{t|Flash Bang Trap}}
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*Tier 4: {{t|Flash Bang Trap}}
*{{t|Bladestorm Trap}}
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*Tier 5: {{t|Bladestorm Trap}}
*{{t|Beam Trap}}
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*{{t|Poison Gas Trap}}
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The following traps must be unlocked. You can unlock them by specific methods, or you have a chance to unlock one by dismantling it or a similar trap as you disarm it:
*{{t|Freezing Trap}}
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*Tier 2: {{t|Poison Gas Trap}} - Read the [[lore]] note ''"the perfect killing device"'' next to the downstairs on level 1 of [[The Maze]], or dismantle a Poison Gas Trap, Poison Spore Trap (spore colony), or Poison Blast Trap
*{{t|Dragonsfire Trap}}
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*Tier 2: {{t|Explosion Trap}} - Dismantle an Explosion Trap, Fire Blast Trap (burnt spot), or Delayed Explosion Trap (hot spot)
*{{t|Gravitic Trap}}
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*Tier 3: {{t|Beam Trap}} - Return to [[Derth]] after completing the quest [[Storming the city]] via [[Angolwen]], or dismantle a Beam Trap or Spinning Beam Trap (magical emitter)
*{{t|Ambush Trap}}
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*Tier 3: {{t|Freezing Trap}} - Kill [[Varsha the Writhing]] in the alternate [[Daikara]], or dismantle a Freezing Trap or Cold Flames Trap (cold spot)
*{{t|Purging Trap}}
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*Tier 3: {{t|Catapult Trap}} - Kill [[Filio Flightfrond]] in [[Dreadfell]], or dismantle a Catapult Trap or Giant Boulder Trap (large pressure plate)
*{{t|Explosion Trap}}
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*Tier 4: {{t|Purging Trap}} - Talk to [[Protector Myssil]] in [[Zigur]] after killing [[Urkis, the High Tempest]], or dismantle a Purging Trap or Anti-Magic Trap (dull area)
*{{t|Catapult Trap}}
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*Tier 4: {{t|Nightshade Trap}} - Dismantle a Nightshade Trap or Poison Vine (venomous vine)
*{{t|Nightshade Trap}}
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*Tier 5: {{t|Dragonsfire Trap}} - Kill [[Rantha the Worm]] in the normal [[Daikara]], or dismantle a Dragonsfire Trap or Dragon Fire Trap (burned area)
 +
*Tier 5: {{t|Ambush Trap}} - Save the merchant in the [[Trapped!]] quest and then buy it from him for 3000 gold, or side with the [[Assassin Lord]] and get it for free, or dismantle an Ambush Trap or Summoning Alarm (ring of faded symbols)
 +
*No tier: {{t|Gravitic Trap}} - Learn the {{t|Mystical Cunning}} [[prodigy]]
 +
It takes multiple uninterrupted turns (i.e. with no enemies around) to successfully learn a trap by dismantling it.
 
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Revision as of 10:54, 23 June 2021

Trap Mastery
Trap mastery 2017.png
Game Version 1.7.3
Category Type Cunning
Category Trapping
Requirements Level (0,3,8,15,24) Cun (15,17,19,21,23)
Use Mode Activated
Cost -
Range Melee/Personal
Cooldown -
Travel Speed Instantaneous
Use Speed Standard
Description This talent allows you to prepare up to (Raw talent level, min 1, max 3) different trap(s) of tier (Raw talent level) or less for later deployment. (Use this ability to select which to prepare.)

Designs known:

(Known/unlocked traps go here, in the format "Tier X: Trap Name - short description")

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 ((1 + 25–100cTS/100)*1–5cSS:cun*10 + min(25, Advanced Trap Deployment talent level), min 0, max 100)% 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: It is to be noted that discovery usually involves disarming traps you find in the world.

The following traps are always available, and can be prepared as long as your Trap Mastery raw talent level is high enough:

The following traps must be unlocked. You can unlock them by specific methods, or you have a chance to unlock one by dismantling it or a similar trap as you disarm it:

It takes multiple uninterrupted turns (i.e. with no enemies around) to successfully learn a trap by dismantling it.