Difference between revisions of "Traps"

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(Created page with "'''Traps''' are offensive items that inflict damage once stepped upon. When placed outside enemy vision, the trap is stealthed for them, otherwise the enemy, if they are intel...")
 
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| Caltrops can halt even a charging horse - the Magistrate mercenaries made sure to use them liberally during the Brynn campaign.
| Caltrops can halt even a charging horse - the Magistrate mercenaries made sure to use them liberally during the Brynn campaign.
| Loses 1 durability per trigger (including successful disarms).
| Can be set up by [[throwing]].


A Claw Trap is armed when placed by "Use" action (placement range: 1).
Once within vision, can be picked up without any additional actions.


Can be picked up only when disarmed.
If landed directly onto enemy, does not inflict damage, landing onto an adjacent tile instead.
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| 5
| 5
| 60
| 60
| Rending Damag: {{pos|+35}}
| Rending Damage: {{pos|+35}}


{{pos|100%}} chance to {{neg|Immobilize}} for 6-10 turns.
{{pos|100%}} chance to {{neg|Immobilize}} for 6-10 turns.
| One of the primary reasons to watch your step.
| One of the primary reasons to watch your step.
| Can be set up by [[throwing]].
| Loses 1 durability per trigger (including successful disarms).


Once within vision, can be picked up without any additional actions.
A Claw Trap is armed when placed by "Use" action (placement range: 1).


If landed directly onto enemy, does not inflict damage, landing onto an adjacent tile instead.
Can be picked up only when disarmed.
|}
|}
{{Template:Item navbox}}
[[Category:Consumables]]
[[Category:Traps|*]]

Latest revision as of 21:54, 21 November 2021

Traps are offensive items that inflict damage once stepped upon. When placed outside enemy vision, the trap is stealthed for them, otherwise the enemy, if they are intelligent enough (like humans or proselytes), will try to disarm the trap, with a chance for the trap to still trigger and inflict damage.


Item Inv. slots DurabilityDurabilityColumn.png PriceGold.png Properties Description Additional notes
Caltrops
1×2 15 Piercing Damage: +16

25% chance to cause Confusion for 5 turns.

25% chance to Immobilize for 2 turns.

Caltrops can halt even a charging horse - the Magistrate mercenaries made sure to use them liberally during the Brynn campaign. Can be set up by throwing.

Once within vision, can be picked up without any additional actions.

If landed directly onto enemy, does not inflict damage, landing onto an adjacent tile instead.

Claw Trap
2×2 5 60 Rending Damage: +35

100% chance to Immobilize for 6-10 turns.

One of the primary reasons to watch your step. Loses 1 durability per trigger (including successful disarms).

A Claw Trap is armed when placed by "Use" action (placement range: 1).

Can be picked up only when disarmed.