Difference between revisions of "Lockpicking & Trap Mechanics"
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When exploring, a mercenary may often find the path forward blocked by a locked door, and the treasures he seeks could be hidden inside a secured chest and protected by various mechanisms. A proper adventurer must learn how to break into secure rooms and chests and how to avoid potentially deadly traps or use them against [[Enemies]]. | |||
== Lockpicking == | |||
'''Lockpicking''' is a mechanic that allows you to open locked doors and chests. | |||
== | === Lock types === | ||
There are currently only two types of locks: | |||
* Generic locks - these can be opened by any lockpicking method | |||
* Quest locks - these cannot be lockpicked in any way | |||
=== | ==== Generic Locks ==== | ||
When you try to use a locked chest or door, they will simply not open. To unlock them, you need to have an item that allows opening of locks. There are currently two lockpicking items: | |||
* [[Crowbar]] - The Crowbar can open both lock types and currently has a 100% chance of success. Each unlocked lock removes one [[Durability]] point from the Crowbar. | |||
* [[Lockpicks]] - The Lockpicks can also open both lock types. The chance to open a lock with Lockpicks depends on your [[Lock-picking & Disarming]] stat. On a success, the Lockpicks don't spend a use. On a failure, the Lockpicks spend one use. | |||
==== | ==== Quest Locks ==== | ||
There is currently only one quest lock - whenever a Contract spawns where you have to rescue a kidnapped NPC, they are locked inside a prison cell. Currently, the prison door cannot be lockpicked and you have to find the [[Cell Key]] instead. | |||
=== Bashing Locks === | |||
You may choose to attack a locked object instead, using the [[Combat#Attack Mode|Attack Mode]]. Destroying a door will simply open the path, but if you destroy a chest, you will lose the items contained inside. This is because the loot inside of a chest is randomly generated when you first open the chest. By destroying it, the loot never generates. | |||
An exception to this are several [[Quest Items]] required to fulfill certain [[Contracts]]. Since Quest Items are automatically placed inside of a specific chest (typically the one located in the boss room), if you destroy the chest in the boss room, you only lose the random extra loot, but it will still drop the Quest Item. | |||
== Traps == | |||
Some areas can generate Traps - hazards that can have various effects if triggered. Players are first taught about Traps in the game's [[Prologue]]. In addition to that, certain enemies also carry tools that allow them to entrap the player. | |||
All randomly generated traps start invisible and the player needs to reveal them to interact with them. Detection can happen automatically each turn the player moves. Alternatively, the [[Examine Surroundings]] skill can be used, which also increases the chance of discovering traps. If the player manages to step on a trap before revealing it, it will be automatically revealed and its effect triggered immediately. All randomly generated traps are always generated in their armed state. If you find a trap that was already disarmed, it means that an unlucky Enemy triggered the trap. | |||
=== Traps Types === | |||
There are currently two types of Traps in the game: | |||
* Arming Traps | |||
* [[Throwing|Thrown Traps]] | |||
== | ==== Arming Traps ==== | ||
Arming Traps require the user to set them up before the trap can function. Setting up a trap takes a turn. After being set up, they remain on the tile and only trigger when something enters the tile. Traps can be triggered by both the player and the Enemies. Luring Enemies into revealed traps is possible, but some enemies may know about the trap and avoid stepping in it. | |||
There are currently five Arming Traps found in [[Dungeons]] and one more that the mercenary can set himself in the game: | |||
* '''Fire Pressure Plate''' - hits the target with moderate '''{{c|Fire}}''' damage and applies '''{{c|Fire|Burning}}''' to the trap tile, but curiously doesn't always set the target on fire. Triggers once. | |||
* '''Gas Pressure Plate''' - creates a cloud of poison gas that expands each turn in all directions up to 3 tiles away from the trap tile. Applies [[Coughing]] and deals weak '''{{c|Poison}}''' damage to all targets within the cloud. The gas cloud also blocks [[Vision]]. The gas cloud disperses after several turns. Triggers once. | |||
* '''Net Pressure Plate''' - throws a [[Net]] at the target, which, fortunately, can be dodged. Triggers once, after triggering it leaves a [[Net]] on the floor. | |||
* '''Noise Trap''' - bells that make a noise when triggered, attracting nearby enemies. Triggers once. | |||
* '''Spike Trap''' - hits the target's feet with sharp spikes, dealing '''Piercing''' damage. Can trigger unlimited amount of times until disarmed. | |||
* '''[[Claw Trap]]''' - hits the target's feet with metallic claws, dealing '''Rending''' damage. Has a high chance to apply [[Immobilization]]. Requires reactivation. The Claw Trap can be bought from [[NPCs]]. | |||
== | == See Also == | ||
* [[Containers]] | |||
* | * [[Loot]] | ||
* | * [[Tools & Traps]] | ||
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[[Category:Stoneshard]] | [[Category:Stoneshard]] | ||
Latest revision as of 19:17, 1 July 2024
When exploring, a mercenary may often find the path forward blocked by a locked door, and the treasures he seeks could be hidden inside a secured chest and protected by various mechanisms. A proper adventurer must learn how to break into secure rooms and chests and how to avoid potentially deadly traps or use them against Enemies.
Lockpicking
Lockpicking is a mechanic that allows you to open locked doors and chests.
Lock types
There are currently only two types of locks:
- Generic locks - these can be opened by any lockpicking method
- Quest locks - these cannot be lockpicked in any way
Generic Locks
When you try to use a locked chest or door, they will simply not open. To unlock them, you need to have an item that allows opening of locks. There are currently two lockpicking items:
- Crowbar - The Crowbar can open both lock types and currently has a 100% chance of success. Each unlocked lock removes one Durability point from the Crowbar.
- Lockpicks - The Lockpicks can also open both lock types. The chance to open a lock with Lockpicks depends on your Lock-picking & Disarming stat. On a success, the Lockpicks don't spend a use. On a failure, the Lockpicks spend one use.
Quest Locks
There is currently only one quest lock - whenever a Contract spawns where you have to rescue a kidnapped NPC, they are locked inside a prison cell. Currently, the prison door cannot be lockpicked and you have to find the Cell Key instead.
Bashing Locks
You may choose to attack a locked object instead, using the Attack Mode. Destroying a door will simply open the path, but if you destroy a chest, you will lose the items contained inside. This is because the loot inside of a chest is randomly generated when you first open the chest. By destroying it, the loot never generates.
An exception to this are several Quest Items required to fulfill certain Contracts. Since Quest Items are automatically placed inside of a specific chest (typically the one located in the boss room), if you destroy the chest in the boss room, you only lose the random extra loot, but it will still drop the Quest Item.
Traps
Some areas can generate Traps - hazards that can have various effects if triggered. Players are first taught about Traps in the game's Prologue. In addition to that, certain enemies also carry tools that allow them to entrap the player.
All randomly generated traps start invisible and the player needs to reveal them to interact with them. Detection can happen automatically each turn the player moves. Alternatively, the Examine Surroundings skill can be used, which also increases the chance of discovering traps. If the player manages to step on a trap before revealing it, it will be automatically revealed and its effect triggered immediately. All randomly generated traps are always generated in their armed state. If you find a trap that was already disarmed, it means that an unlucky Enemy triggered the trap.
Traps Types
There are currently two types of Traps in the game:
- Arming Traps
- Thrown Traps
Arming Traps
Arming Traps require the user to set them up before the trap can function. Setting up a trap takes a turn. After being set up, they remain on the tile and only trigger when something enters the tile. Traps can be triggered by both the player and the Enemies. Luring Enemies into revealed traps is possible, but some enemies may know about the trap and avoid stepping in it.
There are currently five Arming Traps found in Dungeons and one more that the mercenary can set himself in the game:
- Fire Pressure Plate - hits the target with moderate Fire damage and applies Burning to the trap tile, but curiously doesn't always set the target on fire. Triggers once.
- Gas Pressure Plate - creates a cloud of poison gas that expands each turn in all directions up to 3 tiles away from the trap tile. Applies Coughing and deals weak Poison damage to all targets within the cloud. The gas cloud also blocks Vision. The gas cloud disperses after several turns. Triggers once.
- Net Pressure Plate - throws a Net at the target, which, fortunately, can be dodged. Triggers once, after triggering it leaves a Net on the floor.
- Noise Trap - bells that make a noise when triggered, attracting nearby enemies. Triggers once.
- Spike Trap - hits the target's feet with sharp spikes, dealing Piercing damage. Can trigger unlimited amount of times until disarmed.
- Claw Trap - hits the target's feet with metallic claws, dealing Rending damage. Has a high chance to apply Immobilization. Requires reactivation. The Claw Trap can be bought from NPCs.
See Also
Page last edited during patch: 0.8.1.8
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