Trapping (category)

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Trap Mastery
Trap mastery 2017.png
Game Version 1.7.4
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, max 5) 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")

Many traps scale based on a value called trap_effectiveness. This value is given by the formula (1 + 25–100cTS/100)*1–5cSS:cun, and it generally ranges from 1 to 10 at normal character levels. The talent level used for the combatTalentScale is Trap Priming's level if the trap is primed, or Trap Mastery's level otherwise. The stat that the combatStatScale uses is Cunning unless stated otherwise, but for Gravitic Trap it uses Magic, and for Purging Trap it uses Willpower.

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 * the detection power) disarm 'power') based on your Cunning.
They gain +25–100%cTS effectiveness,
and can be deployed without breaking stealth (trap_effectiveness*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: 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.


Lure
Lure.png
Game Version 1.5.2
Category Type Cunning
Category Trapping
Requirements Level (4,5,6,7,8) Cun (20,22,24,26,28)
Use Mode Activated
Cost 15 Stamina
Range 2–11cTS
Cooldown 15
Travel Speed Instantaneous
Use Speed -
Description Deploy a noisy lure that attracks all creatures within radius 2–5.5cTL:10 for 5–13cTS turns. It has Cun * 5–13cTS life (based on your Cunning) and is very durable, with 10–25cTS armor and 90%–65cTS:75% resistance to non-physical damage.

At level 5, when the lure is destroyed, it will trigger some traps in a radius of 2 around it (check individual trap descriptions to see if they are triggered).

Use of this talent will not break stealth.


Advanced Trap Deployment
Trap launcher 2017.png
Game Version 1.5.2
Category Type Cunning
Category Trapping
Requirements Level (8,9,10,11,12) Cun (28,30,32,34,36)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description You learn new techniques for setting traps.

Deploying one of your traps is possible up to 2–5.5cTL:10 grids from you, takes 0–20%cTL:50% less time than normal, and has 1–5%cTL:raw less chance to break stealth.


Trap Priming
Trap priming.png
Game Version 1.5.2
Category Type Cunning
Category Trapping
Requirements Level (12,13,14,15,16) Cun (36,38,40,42,44)
Use Mode Activated
Cost -
Range Melee/Personal
Cooldown -
Travel Speed Instantaneous
Use Speed Standard
Description You prepare an additional trap (up to tier 1) with a special primed trigger that causes it to activate immediately when deployed. (Use this ability to select the trap.)

Not all traps can be prepared this way and each trap can have only one type of preparation.
Known primable designs:

Tier 1: Bear Trap
Deals 39.17 physical damage and pins, slows (30%), and wounds for an additional 39.17 damage over 5 turns.
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 47.92 physical damage, reduces accuracy, armor, and defence by 5.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 72.92 physical damage, 50% blind/daze for 3 turns.

A trap with a primed trigger gains +17% effectiveness (replacing the normal bonus from Trap Mastery) and won't break stealth 19% of the time.