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Fallout

Up to date as of February 01, 2010

From The Vault

This is an article about the skill. For a list of Fallout 3 traps, see Fallout 3 traps.
Traps
Fallout, Fallout 2, Fallout Tactics
modifies: Likelihood of spotting traps; Ability to disarm/neutralize traps
modified by: Agility and Perception
initial level: Fallout, Fallout 2: 20% + (1% x the average of PER and AGI)
related perks: Demolition Expert, Light Step
related traits: None

Traps is a Fallout, Fallout 2 and Fallout Tactics skill. It was called Find Traps/Secret Doors in Lionheart. In Fallout 3, it was split into Explosives and Repair.

The Traps skill governs the player's ability to find and remove of traps. The skill also has an impact on the player's ability to handle timed explosives properly. This excludes grenades, as they are handled under the Throwing skill.

Contents

Initial Level

Starting Traps skill is equal to 20% + (1% x the average of Perception and Agility). Average characters begin with 25% in the Traps skill.

Using the Traps Skill

In all three of the Fallout games in which the Traps skill appears, it is handled identically in gameplay.

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As a Passive Skill

In part, the Traps skill is passive, and determines the ability of the player to spot a trap before setting it off. If the player attempts to interact with a trapped object, such as a booby-trapped safe, the game checks the player's Traps skill against the difficulty of the trap. If the check succeeds, the interaction is aborted and the player is warned that the object may be trapped. If the check fails, the interaction proceeds and the trap is triggered.

The other passive application of the traps skill involves the various types of floor traps found in Fallout 2. In this case, Perception conditions are used to modify the check of Traps skill against difficulty. If the check succeeds, the player is able to spot the trap prior to setting it off, typically with the warning "You see a raised tile," or the warning of a land mine. The trap then becomes visible in the play area. If the check fails, the player is able to walk over the trapped tile, potentially setting off the trap.

As an Active Skill

Players can also actively use the Traps skill from the skills menu. The active use of the Traps skill has two functions. Primarily, it is used to disarm and remove a trap that has already been spotted. However, careful players can check objects for traps prior to interacting with them by using the Traps skill. Landmines and floor traps can typically only be spotted passively.

Once a trap has been spotted, the player should activate the Traps skill and attempt to use it on the trap. The game then runs a check of the player's Traps skill against the trap's difficulty. Success results in the trap being disarmed. If there is a removable component, such as a bundle of dynamite or a grenade, this is added to the inventory by a script. Failure typically means that the player was unable to disarm the trap, but causes no ill effect. However, a critical failure detonates the trap or mine, usually injuring the player.

As a Demolitions Skill

The Traps skill also affects the player's ability to properly arm timed explosives such as dynamite or plastic explosives. A higher Traps skill yields more accurate results with timer settings. Players with a low Traps skill should avoid setting explosives timers for 30 seconds or less due to the very real risk of premature detonation.

Applicable Perks

The Demolition Expert perk removes the risk of premature detonation when handling timed explosives, eliminating that aspect of risk when dealing with a low Traps skill. Players with the Explosives Expert perk also enjoy improved damage from explosives.

Meanwhile, the Light Step perk helps prevent players from setting off floor-based traps such as land mines and pressure plates by halving the trap difficulty for the purposes of the skill check. Players should note, however, that unlike in Fallout 3, the Light Step perk in Fallout, Fallout 2 and Fallout Tactics does not prevent the triggering of floor traps, but rather only makes that event less likely.

Skills

This article uses material from the "Traps" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010
(Redirected to Trap skills quick reference article)

From GuildWiki

Contents

 Image:Quest-medium.png - This skill may be earned from a quest. See skill information for details.

Image:Energy.png - Energy requirement
Image:Activation.png - Activation Time
Image:Recharge.png - Recharge Time

Ranger

Beast Mastery

Image:Viper's Nest.jpg Viper's Nest
[edit]
Trap. Create a Viper's Nest. When it is triggered, all nearby foes are struck for 5...29 piercing damage and become Poisoned for 5...17 seconds. Viper's Nest expires after 90 seconds. This Trap is easily interrupted.
    10 Energy 2 Activation 20 Recharge
Factions    

Wilderness Survival

Image:Barbed Trap.jpg Barbed Trap
[edit]
Trap. When Barbed Trap is triggered, all nearby foes are struck for 7...20 piercing damage, become Crippled, and begin Bleeding for 3...21 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
    15 Energy 2 Activation 20 Recharge
Core   Can be obtained through a quest
Image:Dust Trap.jpg Dust Trap
[edit]
Trap. When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are blinded for 3...7 seconds and take 10...22 damage. While activating this skill you are easily interrupted. Dust Trap ends after 90 seconds.
    25 Energy 2 Activation 30 Recharge
Prophecies   Can be obtained through a quest
Image:Flame Trap.jpg Flame Trap
[edit]
Trap. When Flame Trap is triggered, for 3 seconds all nearby foes are struck for 5...17 fire damage and set on fire for 1...3 seconds. Flame Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 20 Recharge
Core   Can be obtained through a quest
Image:Healing Spring.jpg Healing Spring
[edit]
Trap. For 10 seconds, adjacent allies are healed for 15...51 every 2 seconds. While activating this skill you are easily interrupted.
    10 Energy 2 Activation 20 Recharge
Prophecies    
Image:Piercing Trap.jpg Piercing Trap
[edit]
Trap. When Piercing Trap is triggered, all nearby foes are struck for 5...41 piercing damage. Any foes with Cracked Armor are struck for an additional 15...51 damage. Piercing Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 30 Recharge
Eye of the North    
Image:Smoke Trap.jpg Smoke Trap
[edit]
Elite Trap. When Smoke Trap is triggered, nearby foes are Blinded and Dazed for 5...9 seconds. Smoke Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 20 Recharge
Nightfall    
Image:Snare.jpg Snare
[edit]
Trap. When Snare is triggered, all nearby foes become Crippled for 3...13 seconds. Snare ends after 90 seconds. While activating this skill, you are easily interrupted.
    5 Energy 2 Activation 20 Recharge
Factions    
Image:Spike Trap.jpg Spike Trap
[edit]
Elite Trap. When Spike Trap is triggered, every second (for 2 seconds total), all nearby foes are struck for 10...34 piercing damage, become Crippled for 3...21 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 20 Recharge
Core    
Image:Tripwire.jpg Tripwire
[edit]
Trap. When Tripwire is triggered, all nearby foes are struck for 5...17 piercing damage. Any Crippled foes are knocked down. Tripwire ends after 90 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 30 Recharge
Nightfall    

All professions

Deldrimor Title Track

Image:Black Powder Mine.jpg Black Powder Mine
[edit]
Trap. When Black Powder Mine is triggered, all nearby foes are struck for 20...28 damage, become Blinded, and begin Bleeding for 7...9 seconds. Black Powder Mine ends after 90 seconds. While activating this Skill you are easily interrupted.
    10 Energy 2 Activation 20 Recharge
Eye of the North PvE
only
Can be obtained through a quest

Ebon Vanguard Title Track

Image:Weakness Trap.jpg Weakness Trap
[edit]
Trap. When Weakness Trap is triggered, all nearby foes are Weakened for 10...18 seconds and take 24...45 lightning damage. All Charr are knocked down. Weakness Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 30 Recharge
Eye of the North PvE
only
Can be obtained through a quest
Facts about Trap skills quick referenceRDF feed

This article uses material from the "Trap skills quick reference" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Lostpedia

Up to date as of February 07, 2010
(Redirected to Rousseau's traps article)

From Lostpedia

Sayid is caught in Rousseau's snare trap ("Solitary")
The bag of rocks shortly before it lands squarely on Charlie's head ("Exodus, Part 2")
Danielle's dugout explodes behind Jack right after he trips a wire ("Numbers")
Kate warns Sawyer not to trigger the doll trap ("Live Together, Die Alone")
Charlie triggers the tripwire and is shot by Danielle's arrow trap in Desmond's flash. ("Catch-22")

There are a number of traps set throughout the Island to catch or kill the Others - these are presumed to be set by Rousseau as she greatly fears them. The survivors encounter many of these traps.

Although only some of these traps have been confirmed as being Danielle's making, the castaways generally agree that they are hers. Kate and Jack agree on this about the traps in "Live Together, Die Alone" and Sayid and Charlie agree on this about the rock trap in "Special".

Contents

Doll traps

A trap in which the victim is lured by a doll lying conspicuously in the brush. Touching the doll causes a net to spring up, catching the victim.

"Caught in a net"

  • When Sawyer asked Jack what happened in the jungle, Jack replied that they were caught in a net. Sawyer interpreted it as sex.
  • Later, Sawyer told Jack that Ana Lucia got his gun when they were "caught in a net".
    • Only the next day, Sawyer understood that Jack and Kate were actually caught in a net.
  • During a flashback in Via Domus, Elliot Maslow used the phrase "caught in a net", implying it to mean sex.

Traps along the cable

When following the mysterious cable, there are at least three traps that the survivors encounter:

  • Snare trap: In "Solitary", Sayid steps over a trip wire but is caught by a rope and strung up by the ankle in a snare trap nonetheless.
  • Pike trap: In "Numbers", Hurley steps onto a pressure switch which would have released a mass of pikes onto him. However, he dove out of the way in time.
  • Arrow trap: In "Catch-22", Charlie steps across a trip wire which shoots an arrow from a hidden launcher. Desmond had led Charlie, with Hurley and Jin, to the location of the trap in an attempt to fulfill a vision, but, though Desmond had foreseen Charlie's death, he pushed Charlie to the ground, saving him from being impaled through the neck. The arrow instead struck right next to his head.
    • Lethal arrow traps are "realistic", since these are known to be an easily-made trap in the wilderness with only basic survival tools, for example being referenced in the U.S. Army's survival Field Manual FM 21-76-1. [1]
    • This trap may be the same tripwire that Sayid encountered earlier.

Rock trap

When trying to trail Rousseau in "Exodus, Part 2", Charlie mistakenly reaches for a bundle of rocks in a blanket made to look like Aaron, who had been kidnapped. When he picked it up, rocks fell onto his head, injuring him.

Dugout self-destruct

As Jack, Hurley, Sayid, and Charlie searched for a battery in "Numbers", they found Rousseau's camp, but it exploded soon after they found it. They agreed it was a self-destruct mechanism.

Beach dynamite trap

Jack and Juliet devise a plan to "blow up" the Others with the dynamite from the Black Rock to stop their plan to capture the pregnant women. ("Greatest Hits")  ("Through the Looking Glass")

See also


This article uses material from the "Rousseau's traps" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

SWG Wiki

Up to date as of February 04, 2010

From SWG Wiki

For information on the pre-NGE traps, see Traps (pre NGE).

Table of contents

Information

Traps, introduced with Publish 27, are devices that can be placed on the ground outside cities and then either remotely detonated or (for PvP only) set off by proximity detection of an enemy, depending on which type is bought. These traps can only be purchased from faction recruiters in exchange for faction points, and come in packs of 5.

The following classes have special abilities to do with traps:

  • Spies
    • Can hide their own traps
  • Bounty Hunters
    • Can hide their own traps
  • Jedi
    • Can use the "Sense Danger" ability to reveal hidden traps
  • Smugglers
    • Can use Chaff Flares (purchasable from faction recruiters) to reveal hidden traps
    • Can disarm hostile traps
  • Commandos
    • Can hide their own traps
    • Can disarm hostile traps

Detonation Mechanisms

Remote Detonation

Cost per pack of 5: 375 FP

When these traps are placed down, they leave a detonation device in your inventory. On using this device, the trap will be detonated as long as you are within range.

Proximity Detonation

Cost per pack of 5: 150 FP

These traps can be triggered by PvP enemies only. They can be placed with three different proximity settings, which are:

  • 1 Meter
  • 5 Meters
  • 10 Meters

This setting can be changed by using the "Set Trigger Distance" option on the trap's radial menu before setting it down. This setting stays the same for the whole stack unless it is changed again.

Trap Types

HX2 Mine

An HX2 Mine

The HX2 mine is a general purpose explosive device that is highly effective for anti-personnel applications.

  • Trap Radius: 15.0m
  • Trap Effectiveness: 100%
  • Usable By:
  • Effect: Delivers damage only.

Caltrop Mine

A Caltrop Trap

This trap contains several spring-loaded steel spikes that are thrust into the victim's feet as they walk over the trap. No type of armor can withstand the force of the spikes. Once pierced by the device, the victim's movement speed is diminished.

Flash-Bang Trap

A Flash-Bang Trap

This trap explodes with a loud bang and a brilliant flash, which reduces the victim's combat effectiveness without causing any serious damage (in most cases).

  • Trap Radius: 20.0m
  • Trap Effectiveness: 100%
  • Usable By:
  • Effect: Reduces the opponent's combat abilities (-100.00 Precision, -100.00 Strength, duration 60 seconds)

Kaminoan Dart Trap

A Kaminoan Dart Trap

This trap is inspired by an old Kaminoan design. The darts in this device deliver a strong bio-toxin that causes the victim's health to deteriorate.

  • Trap Radius: 4.0m
  • Trap Effectiveness: 100%
  • Usable By:
  • Effect: Inflicts a poison damage over time condition on all enemies in range

This article uses material from the "Traps" article on the SWG Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Tibia

Up to date as of February 05, 2010

From TibiaWiki

Traps can in general not be killed and will never stop killing.

Traps

Creature Exp HP Summon Convince Loot
Deathslicer Image:Deathslicer.gif 0 0 -- -- Nothing (turns into Wooden Trash).
Dwarf Dispenser File:Dwarf Dispenser.gif - - -- -- Won't give any loot because you can't kill it.
Eye of the Seven Image:Eye of the Seven.gif -- -- -- -- Won't give any loot because you can't kill them.
Flamethrower Image:Flamethrower.gif -- -- -- -- Won't give any loot because you can't kill them.
Hell Hole Image:Hell Hole.gif -- -- -- -- Won't give any loot because you can't kill them.
Kitty Image:Kitty.gif -- -- -- -- Won't give any loot because you can't kill them.
Lavahole Image:Lavahole.gif -- -- -- -- Won't give any loot because you can't kill them.
Magic Pillar Image:Magic Pillar.gif -- -- -- -- Won't give any loot because you can't kill them.
Magicthrower Image:Magicthrower.gif -- -- -- -- Won't give any loot because you can't kill them.
Mechanical Fighter Image:Mechanical Fighter.gif 255 420 -- -- None, it turns into Wooden Trash.
Pillar Image:Pillar.gif -- -- -- -- Won't give any loot because you can't kill them.
Plaguethrower Image:Plaguethrower.gif -- -- -- -- Won't give any loot because you can't kill them.
Shredderthrower Image:Shredderthrower.gif 0 0 -- -- Won't give any loot because you can't kill them.

   

Creature Types of Tibia
Creature Types
of Tibia

Amphibians
Frogs
Frogs Quara
Quara
Arthropods
Arachnids
Arachnids Insects
Insects
Crustaceans
Crustaceans
Demons
Demon Lords
Demon Lords The Ruthless Seven
The Ruthless Seven
Demons
Demons Triangle of Terror
Triangle of Terror
Elementals
Bio-
Bio- Geo-
Geo-
Cryo-
Cryo- Hydro-
Hydro-
Electro-
Electro- Pyro-
Pyro-
Elemental Lords
Elemental Lords Blobs
Blobs
Humans
Amazons
Amazons Outlaws
Outlaws
Barbarians
Barbarians Pirates
Pirates
Monks
Monks Sorcerers
Sorcerers
Necromancers
Necromancers Voodoo Cultists
Voodoo Cultists
Humanoids
Dwarves
Dwarves Goblins
Goblins
Elves
Elves Orcs
Orcs
Giants
Giants Trolls
Trolls
Hybrids
Chakoyas
Chakoyas Minotaurs
Minotaurs
Dworcs
Dworcs Misc
Misc
Magical Creatures
Beholders
Beholders Shapeshifters
Shapeshifters
Djinn
Djinn
Mammals
Apes
Apes Felines
Felines
Artiodactyls
Artiodactyls Glires
Glires
Bears
Bears Misc
Misc
Canines
Canines Mutated Mammals
Mutated Mammals
Elephants
Elephants
Misc
Annelids
Annelids Bosses
Bosses
Arena Bosses
Arena Bosses Event Creatures
Event Creatures
Birds
Birds Traps
Traps
Reptiles
Dragons
Dragons Misc
Misc
Lizards
Lizards Serpents
Serpents
The Undead
Ghosts
Ghosts Skeletons
Skeletons
Pharaohs
Pharaohs Undead Humanoids
Undead Humanoids

This article uses material from the "Traps" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Yugioh

Up to date as of February 05, 2010
(Redirected to Trap Cards article)

From Yu-Gi-Oh!

Trap Cards

Trap Icon

English

Trap Cards

Lists

Trap Cards are violet-coloured cards that have various effects to make things difficult for your opponent or easier for you in a Duel. A Trap Card must be Set and can only be activated after the current turn has finished, with a few exceptions. Trap Cards are Spell Speed 2, with the exception of Counter Trap Cards, which are Spell Speed 3. Trap Cards may be activated during your opponent's turn.

Trap Cards may be Chained to Spell Cards, other Trap Cards, or to the effects of Effect Monsters.

In Turbo Duels during Yu-Gi-Oh! 5D's, Trap Cards are very common since the use of non Speed Spells is negated, so Trap Cards seem to replace them.

Types

A Trap Card's type is designated by a symbol to the right of the words "Trap Card". The Trap Card types are:

Example

Facts about Trap CardsRDF feed

This article uses material from the "Trap Cards" article on the Yugioh wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Overview

Contents

Traps is one of the powersets. It is a Mastermind and Corruptor secondary power set.

Traps are devices and gadgets you construct to cripple your foes. By using them strategically, you can gain a great tactical advantage. Traps include ambush devices, as well as gadgets that can be contructed to aid you and your allies.

Power Tables

Corrupter

The Traps powerset is available as a secondary set for Corruptors. The following table shows which powers are available and at what level:

Power Level Effect
Web Grenade 1 Ranged Foe: Immobilize -Recharge -Fly
Caltrops 2 Ranged (Location Area of Effect), Minor Damage over Time(Lethal), Foe -Speed
Triage Beacon 4 Place Beacon: Point Blank Area of Effect +Regen
Acid Mortar 10 Place Trap: Ranged (Area of Effect), Minor Damage over Time(Toxic), Foe -Resistance(All), -Defense
Force Field Generator 16 Place Drone: Point Blank Area of Effect Team: +Defense +Resistance (Hold, Immobilize, Disorient)
Poison Trap 20 Place Trap: Point Blank Area of Effect Foe: Choke, Vomit, -Regeneration -Recharge
Seeker Drones 28 Summon Seekers: Ranged Damage (Energy) Foe: Disorient, -Damage -Accuracy -Perception
Trip Mine 35 Place Mine: Point Blank Area of Effect Superior Damage (Lethal/Fire)
Time Bomb 38 Place Bomb: Point Blank Area of Effect, Extreme Damage(Lethal/Fire)

Mastermind

The Traps powerset is available as a secondary set for Masterminds. The following table shows which powers are available and at what level:

Power Level Effect
Web Grenade 1 Ranged Foe: Immobilize -Recharge -Fly
Caltrops 2 Ranged (Location Area of Effect), Minor Damage over Time(Lethal), Foe -Speed
Triage Beacon 4 Place Beacon: Point Blank Area of Effect +Regen
Acid Mortar 10 Place Trap: Ranged (Area of Effect), Minor Damage over Time(Toxic), Foe -Resistance(All), -Defense
Force Field Generator 16 Place Drone: Point Blank Area of Effect Team: +Defense +Resistance (Hold, Immobilize, Disorient)
Poison Trap 20 Place Trap: Point Blank Area of Effect Foe: Choke, Vomit, -Regeneration -Recharge
Seeker Drones 28 Summon Seekers: Ranged Damage (Energy) Foe: Disorient, -Damage -Accuracy -Perception
Trip Mine 35 Place Mine: Point Blank Area of Effect Superior Damage (Lethal/Fire)
Detonator 38 Sacrifice Henchman Point Blank Area of Effect Extreme Damage (Lethal/Fire)

Powers

The following are powers in the Traps powerset.

Image:Traps DroppedAoEDebuffDefense.png Acid Mortar

You can place a small Mortar on the ground. If an enemy passes nearby, the Mortar will fire an Acid grenade at the target. The grenade will explode in a small shower of acid on impact. This acid eats through armor, causing minor damage over time. It reduces the target's defense as well as his damage resistance. The mortar will last up to 60 seconds and will fire up to 10 grenades. It can be destroyed by your foes.

Damage Minor (Damage over time)
Recharge Slow
Minimum Level 10 (Mastermind)
10 (Corruptor)
Effects Place Trap: Ranged (Area of Effect), Minor Damage over Time(Toxic)
Foe -Resistance(All), -Defense
Enhancements Reduce Endurance Cost
Increase Attack Rate
Enhance Defense Debuff
Enhance Damage
Enhance Accuracy
Set Categories Ranged Damage

Image:Traps_DroppedAoEDebuffRunSpeed.png Caltrops

You toss a handful of Caltrops at a targeted location and spread the tiny metal spikes over a large area. Any enemy that pass over the Caltrops will be forced to move at a slower rate. They will also take some trivial lethal damage over time.

Damage Minor (Damage over time)
Recharge Slow
Minimum Level 2 (Mastermind)
2 (Corruptor)
Effects Ranged (Location Area of Effect), Minor Damage over Time(Lethal)
Foe -Speed
Enhancements Reduce Endurance Cost
Increase Attack Rate
Enhance Range
Enhance Slow
Enhance Damage
Set Categories PBAoE Damage, Slow Movement, Targeted AoE Damage

Image:Traps AoEMassiveDamage.png Detonator

A good Mastermind always plans ahead, but a great one knows when to make a strategic sacrifice. You have equipped all your henchmen with explosives. When the time is right, select a henchman and set off the Detonator. Undead and Robots are easily rigged and will blow up instantly, devastating nearby enemies. Ninjas, Soldiers and other free thinking henchmen will try to place the explosive on the ground and get away. But you know... the fuse is short.

Recharge Very Long
Minimum Level 38 (Mastermind)
Effects Sacrifice Henchman Point Blank Area of Effect
Extreme Damage (Lethal/Fire)
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Enhance Knockback Distance
Enhance Damage
Enhance Accuracy
Set Categories Targeted AoE Damage

Image:Traps DroppedAoEBuffDefense.png Force Field Generator

You can build a Force Field Generator Drone. It will generate a dispersion bubble that gives all nearby allies increased defense against all attacks including psionic. The dispersion bubble also protects allies from immobilization, disorient and hold effects. The drone will follow you, can be buffed and healed or even destroyed. However, it is not a henchmen and cannot be given commands. Limited to one Force Field Generator.

Recharge Very Slow
Minimum Level 16 (Mastermind)
16 (Corruptor)
Effects Place Drone: Point Blank Area of Effect
Team: +Defense +Resistance (Hold, Immobilize, Disorient)
Enhancements Reduce Endurance Cost
Increase Attack Rate
Enhance Defense Buffs
Set Categories Defense

Image:Traps DroppedAoEDebuffAttackSpeed.png Poison Trap

You can build a Poison Gas Trap on the ground. Any foes that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a very noxious gas, and any foes in the affected area may start to choke or even vomit. Affected foes regeneration rate and attack rate will be reduced as well. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the trap will detonate.

Note: This power is different from the Poison Trap power in the Poison secondary!

Recharge Long
Minimum Level 20 (Mastermind)
20 (Corruptor)
Effects Place Trap: Point Blank Area of Effect
Foe: Choke, Vomit, -Regeneration -Recharge
Enhancements Enhance Hold Duration
Enhance Slow
Reduce Endurance Cost
Increase Attack Rate
Set Categories Holds, Sleep

Image:Traps DroppedAoEDebuffDamage.png Seeker Drones

You create two Seeker Drones. These Seeker Drones follow you until they detect an enemy and then they will zero in on their targets and detonate on impact. The small explosive flash of energy does on minor damage, but the concussion can weaken foes. Affected targets will have reduced damage, accuracy and perception and may even be disoriented for a short while. You can only ever have two seeker drones out at one time and they can be destroyed by your foes.

Recharge Long
Minimum Level 28 (Mastermind)
28 (Corruptor)
Effects Summon Seekers: Ranged Damage (Energy)
Foe: Disorient, -Damage -Accuracy -Perception
Enhancements Reduce Endurance Cost
Enhance Range
Enhance Disorient Duration
Increase Attack Rate
Enhance ToHit Debuff
Enhance Damage
Enhance Accuracy
Set Categories Stuns, Ranged Damage

Image:Traps AoEMassiveDamage.png Time Bomb

You can place a Time Bomb on the ground. The Time Bomb will detonate 15 seconds after being placed, resulting in a massive explosion that can devastate all nearby foes and send them flying. The Time Bomb is small, and almost impossible to detect. However, it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Bomb will still detonate.

Damage Extreme Damage(Lethal/Fire)
Recharge Very Long
Minimum Level 38 (Corruptor)
Effects Place Bomb: Point Blank Area of Effect
Enhancements Reduce Endurance Cost
Increase Attack Rate
Enhance Knockback Distance
Enhance Damage
Enhance Accuracy
Set Categories PBAoE Damage

Image:Traps_DroppedAoEBuffRegen.png Triage Beacon

You can plant a Triage Beacon into the ground. The Beacon is immobile, but it emits a powerful healing aura. The regeneration rate of you, or your allies, will be greatly increased as long as you are near the Triage Beacon. The Beacon is invulnerable.

Recharge Very Long
Minimum Level 4 (Mastermind)
4 (Corruptor)
Effects Place Beacon: Point Blank Area of Effect +Regen
Enhancements Reduce Endurance Cost
Increase Attack Rate
Enhance Heal
Set Categories Healing

Image:Traps DroppedAoEDamage.png Trip Mine

You can place a Trip Mine on the ground. Any foes that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. The Trip Mine is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Mine will detonate. Setting a mine is delicate work, and if you are interrupted, you will fail.

Recharge Slow
Minimum Level 35 (Mastermind)
35 (Corruptor)
Effects Place Mine: Point Blank Area of Effect
Superior Damage (Lethal/Fire)
Enhancements Reduce Endurance Cost
Increase Attack Rate
Enhance Knockback Distance
Enhance Damage
Enhance Accuracy
Set Categories PBAoE Damage

Image:Traps_TargetedImmoblize.png Web Grenade

Upon Impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is slowed. The web can bring down flying entities and halts jumping.

Recharge Fast
Minimum Level 1 (Mastermind)
1 (Corruptor)
Effects Ranged Foe: Immobilize -Recharge -Fly
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Enhance Immobilization Duration
Enhance Accuracy
Set Categories Immobilize

External Links


This article uses material from the "Traps" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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