Types of Traps

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(killed by a trap for 88 so i assume 90 is the max)
 
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! colspan="2" | Bear Traps
 
! colspan="2" | Bear Traps
 
|-
 
|-
! colspan="2" | [[File:Trap1.JPG|200px|thumb|left|After disabling some traps.]]
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! colspan="2" | [[File:Trap1a.JPG|200px|thumb|left|Footlocker surrounded by Bear Traps.]]
 
|-
 
|-
| colspan="2" | Example of finding bear traps surrounding a footlocker that might contain [[blueprints]].
+
| colspan="2" | Example of finding Bear Traps surrounding a footlocker that might contain [[blueprints]].
 
|-
 
|-
 
| width="33%" | '''Damage'''
 
| width="33%" | '''Damage'''
| 50 - 60
+
| 25 - 90
 
|-     
 
|-     
 
| '''Occurrence'''
 
| '''Occurrence'''
 
| Around some footlockers
 
| Around some footlockers
|-
 
| '''{{{atk1}}}'''
 
| {{{params1}}}
 
|-
 
| '''{{{atk2}}}'''
 
| {{{params2}}}
 
 
|-
 
|-
 
| '''[[Damage]] Type'''
 
| '''[[Damage]] Type'''
 
| Normal
 
| Normal
 
|-
 
|-
| '''Ammo'''
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| '''[[XP]] to disarm'''
| None. Mechanical.
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| 50-61
 +
|}
 +
{| class="wikitable" style="width: 30%; float:right; clear:right; margin: 16px;"
 +
! colspan="2" | Frag Mines
 +
|-
 +
! colspan="2" | [[File:Trap2.JPG|200px|thumb|left|Footlocker protected by Frag Mines.]]
 +
|-
 +
| colspan="2" | Example of finding land mines surrounding a footlocker that might contain [[blueprints]].
 +
|-
 +
| width="33%" | '''Damage'''
 +
| ?? - 150
 +
|-   
 +
| '''Occurrence'''
 +
| Around some footlockers
 +
|-
 +
| '''[[Damage]] Type'''
 +
| Explosion
 
|-
 
|-
| '''[[xp]] to disarm'''
+
| '''[[XP]] to disarm'''
| 50-60
+
| 50
 
|}
 
|}
  
There are two types of mechanical traps: bear traps and land mines. Land mines actually look like land mines, but bear traps appears as red rectangles each with a question mark. Either trap can be disabled.
+
There are two types of traps that can be found sometimes surrounding footlockers: Bear Traps and [[Frag Mines]], either of which can be disarmed. Be careful when you approach footlockers because traps only appear as you get closer, based on your [[Perception]]. If your PE is low enough, you might not see any traps at all even if you're standing right next to them.
  
 
== Usage ==
 
== Usage ==
You can disarm a trap to clear it and get to a footlocker. Use your [[Traps]] skill on a trap to attempt to disarm it. If you succeed, the trap disappears and you get some [[xp]]. If of course your attempt to disarm a trap fails, you can be seriously injured, crippled or even killed.
+
You can disarm a trap to clear it and get to a footlocker. Use your [[Traps]] skill on a trap to attempt to disarm it. If you succeed, the trap disappears and you get some [[xp]]. If your attempt fails, you can be seriously injured, crippled or even killed.
 +
 
 +
You can use traps to kill opponents. Get them chasing you and carefully lead them past some traps. As you turn a corner, they will usually run right into them. Watch out for Frag Mine explosions though - if you're standing too close when someone else sets one off then you will take damage.
 +
 
 +
Normally, these traps cannot be added to a character's inventory. During pre-wipe madness however, it may be possible to pick up [[Frag Mines]] and set them in strategic locations.
  
You can use traps to kill opponents. Get them chasing you and carefully lead them past some traps. As you turn a corner, they will usually run right into them and take damage. Lesser critters are killed instantly while Raiders for example might try to keep chasing you, often walking into more traps and dying. Watch out for land mine explosions though - if you're standing too close then you will take damage from someone else's failed footwork.
 
  
During pre-wipe madness, it may be possible to pick up a land mine trap and set it to do damage to someone who steps on it. Normally though, neither trap can be added to a character's inventory.
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'''Note''': Even with [[Light Step]] and a very high [[Traps]] skill, a character can fail 3 consecutive attempts to disarm a trap.  
  
==Associated Attributed==
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==Associated Attributes==
 
* [[Traps]] skill, the primary factor when dealing with traps.
 
* [[Traps]] skill, the primary factor when dealing with traps.
* [[Light Step]] doubles your chances of successfully disabling a trap.
+
* [[Light Step]] doubles your chance to avoid setting off a trap.
 +
* [[Perception]] determines how soon you see traps when you approach them.

Latest revision as of 04:50, 8 April 2013

Bear Traps
Footlocker surrounded by Bear Traps.
Example of finding Bear Traps surrounding a footlocker that might contain blueprints.
Damage 25 - 90
Occurrence Around some footlockers
Damage Type Normal
XP to disarm 50-61
Frag Mines
Footlocker protected by Frag Mines.
Example of finding land mines surrounding a footlocker that might contain blueprints.
Damage  ?? - 150
Occurrence Around some footlockers
Damage Type Explosion
XP to disarm 50

There are two types of traps that can be found sometimes surrounding footlockers: Bear Traps and Frag Mines, either of which can be disarmed. Be careful when you approach footlockers because traps only appear as you get closer, based on your Perception. If your PE is low enough, you might not see any traps at all even if you're standing right next to them.

[edit] Usage

You can disarm a trap to clear it and get to a footlocker. Use your Traps skill on a trap to attempt to disarm it. If you succeed, the trap disappears and you get some xp. If your attempt fails, you can be seriously injured, crippled or even killed.

You can use traps to kill opponents. Get them chasing you and carefully lead them past some traps. As you turn a corner, they will usually run right into them. Watch out for Frag Mine explosions though - if you're standing too close when someone else sets one off then you will take damage.

Normally, these traps cannot be added to a character's inventory. During pre-wipe madness however, it may be possible to pick up Frag Mines and set them in strategic locations.


Note: Even with Light Step and a very high Traps skill, a character can fail 3 consecutive attempts to disarm a trap.

[edit] Associated Attributes

  • Traps skill, the primary factor when dealing with traps.
  • Light Step doubles your chance to avoid setting off a trap.
  • Perception determines how soon you see traps when you approach them.
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