Traps

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Traps are found throughout the Dungeons of Dredmor, and can be disarmed, picked up, placed or crafted depending on the player's skills and skill levels. Mobs walking over traps will activate them, and they do not appear to attempt to avoid them, so placing traps then backing up is a good way to deal with an oncoming horde of monsters. Trap Sight Radius Trap Sight Radius is the stat used to determine the distance at which you can spot and identify traps. Trap Affinity Trap Affinity is the rating of your ability to avoid and disarm traps.

Your chance to disarm a trap is equal to 50+(5*([Trap Affinity]-[Trap Level])) expressed as a percent, however, at 50% you disarm traps automatically, and above 50%, you can pick up certain traps. If your Trap Affinity level is greater than the Trap Level, you can also see the trap icon on the ground, instead of the default trap outline.

Disarming a trap will earn the player 3+(3*trap level) experience points. The player must have a Trap Affinity Trap Affinity skill greater than the trap level in order to pick the trap up (for those traps that can be moved).

Contents

[edit] Traps

Icon Level Name Effect Price Notes Description
Trap pressure plate0.png 1 Boulder Drop Plate Boulder Drop:
1-shot
Crushing Damage 8
110 Drops a boulder onto the square, crushing anything standing there. Considered a traditional Dwarven greeting, stepping on this pressure plate releases a boulder from overhead.
Trap pressure plate0.png 1 Gargoyle Arrow Trap Gargoyle Arrow:
Multi-shot
Piercing Damage 4 + Slashing Damage 2 + Blast Effect A (Blasting Damage 1)
100 Gargoyle Launcher (see notes) Triggering this plate causes a Gargoyle to spit a large spinning arrow at you. Ow!
Trap tnt.png 1 Shoddy Dwarven IED Makeshift Bomb Center:
1-shot
Blasting Damage 3 + Conflagratory Damage 2 + Burn
100 Explodes in a cross-shaped area centered on the device, setting creatures on fire. This is a sub-par Dwarven IED design. All craftdwarfsmanship is pretty lousy, actually.
Trap mechanisms0.png 1 Crude Blade Trap Crude Blade Trap Effect:
1-shot
Slashing Damage 6
150 Only attacks the square it is on, with a very weak slashing attack. This trap swings a fairly crude axe-blade a the poor sod standing in the way. The spring powering this trap lasts for 4 hits.
Trap pressure plate0.png 1 Antimagic Field Spewer Antimagic Field Spewer Effect 110 Silences the victim who triggers it for 15 turns. The Elves created these traps to prevent the Dwarves from casting magic. The Dwarves just lopped the Elves' knees off.
Trap sprayer0.png 2 Toxic Gas Sprayer Mine Weak Poison Cloud:
1-shot
Toxic Damage 2 + Asphyxiative Damage 1
220 Creates a cloud of gas in a 3x3 square, centered on the device. The cloud lasts for 24 turns. Sprays poison gas everywhere, but only thrice.
Trap sprayer1.png 2 Firespout Mine Fire 1:
1-shot
Conflagratory Damage 8
190 Summons a column of fire on the square with the trap. This fire lasts for 20 turns and will burn anything walking into it. It's like a surprise barbeque, but only thrice.
Trap magic3.png 2 Easy Target Curse Trap Easy Target Curse 150 Debuffs the victim with Dodge Chance -15 for 1 attack. The subject of this unfortunate curse finds their enemies strikes landing rather more often than mundane statistics would suggest.
Trap pressure plate0.png 3 Robo Bolt Trigger Robo Bolt:
Multi-shot
Voltaic Damage 5 + Blasting Damage 2 + 1/3 chance to Paralyze for 1 turn + Blast Effect A (Blasting Damage 1).
220 Wall Launcher (see notes) Robo-bolt Zap!
Trap sprayer0.png 3 Acid Sprayer Mine Weak Acid Sprayer:
1-Shot
Creates Weak Acid Cloud (Acidic Damage 3) and Weak Acid Pool (Acidic Damage 2)
60 Creates a cloud of acid that gives damages anyone who walks through it. The cloud lasts for 12 turns. Leaves a puddle of acid on the trap for 48 turns. Sprays corrosive acid all over, but only thrice.
Trap electrode.png 3 Tesla Mine Tesla Mine Effect:
1-Shot
Voltaic Damage 8 + Blasting Damage 2 + 1/3 chance to Paralyze for 2 turns.
60 Zaps whatever steps onto the trap, with a chance to paralyze them The Wizard Tesla designed these electrical generators to power a grand new age of thaumological progress, but instead smaller minds turned them into weapons. Also, this version is not inexhaustable.
Trap mechanisms0.png 3 Rough Blade Trap Rough Blade Trap Effect:
1-shot
Slashing Damage 8
50 This trap only attacks the square it is on, with a weak slashing attack. This trap swings a rough axe-blade at the poor sod standing in the way. The spring powering this trap lasts for 4 hits.
Trap pressure plate0.png 4 Gargoyle Acid Bolt Trap Gargoyle Acid Bolt:
Multi-shot
Blasting Damage 1 + Acidic Damage 1

Acid Burn Acidic Damage ( 1 + 0.25 Multi.png Magic Power ) + Bleed "Acid Burn" Debuff: 6 turns of (Life Points -4 Armour Absorption -1 Crushing Damage Resistance -1 Slashing Damage Resistance -1) Acidhit0: DOT - turns of (Acidic Damage ( 1 + 0.25 Multi.png Magic Power )

310 Gargoyle Launcher (see notes) Triggering this plate causes a Gargoyle to spit a large spinning arrow at you. Ow!
Trap sprayer1.png 4 Scalding Steam Mine Steam Burst:
1-shot
Conflagratory Damage 2 + Blasting Damage 2
310 Although this trap only damages the square that the trap is on, it creates a harmless cloud of steam vapour in a radius around it. When triggered, this mine taps into the Elemental Plane of Saunas to spray scalding steam everywhere.
Trap pressure plate0.png 5 Magic Gargoyle Bolter Aethereal Missle:
Multi-shot
Aethereal Damage ( 7 + 0.10 Multi.png Magic Power ) + Blasting Damage 3
420 Gargoyle Launcher (see notes). Triggering this plate causes a Gargoyle to spit a large spinning arrow at you. Ow!
Trap magic0.png 5 Mage's Circle Trap Mage's Circle Effect:
1-shot
Aethereal Damage ( 1 + 0.40 Multi.png Magic Power ) + Burn + 1/3 chance to Paralyze for 5 turns
420 A weak attack combined with a slightly stronger paralyzation attack, it only affects the square the trap is laid on. This is a standard defense of mage's manses; It discharges burning aethereal energy then paralyzes the intruder.
Trap magic0.png 5 Thaumite Nest Thaumite Infection:
1-shot
Putrefying Damage ( 1 + 0.15 Multi.png Magic Power )
Debuff: (Health Regeneration Bonus -1 Burliness -1)
Thaumite Consumption DOT (8 turns of Putrefying Damage ( 1 + 0.25 Multi.png Magic Power )
420 Creates a swarm of Thaumites (hungry magical particles) that infects and attacks a single creature until it is dead. The swarm stays on that square until another creature enters the square, then it infects that creature until dead. The swarm only dissipates after 32 rounds with nothing to attack. A swarm of Thaumites lives trapped in this magic circle - when triggered, they are released to consume whatever hapless creature wanders by.
Trap mechanisms0.png 5 Blade Trap Blade Trap Effect:
1-shot
Slashing Damage 15
500 Only attacks the square it is on, with a moderate slashing attack. This trap swings an axe-blade at the poor sod standing in the way. The spring powering this trap lasts for 4 hits.
Trap fungal0.png 6 Acidic Rhizome Trap Acid Sprayer:
1-shot
Creates Acid Cloud (Acidic Damage ( 8 + 0.10 Multi.png Magic Power )

Acid Burn Acidic Damage ( 1 + 0.25 Multi.png Magic Power ) + Bleed + 6 turns of "Acid Burn" debuff (Life Points -4 Armour Absorption -1 Crushing Damage Resistance -1 Slashing Damage Resistance -1), +5 turns Acidhit0 DOT (Acidic Damage ( 1 + 0.25 Multi.png Magic Power )

530 Creates a cloud of acid that damages anyone who walks through it. The cloud lasts for 12 turns. This awful fungus sprays corrosive acid all over up to three times.
Trap fungal0.png 6 Corruption Fluid Trap Corrupt Equipment:
1-shot
Corrupts equipment
530 Despite the lack of damage, this is still a dangerous trap, due to its ability to add negative enchantments. It only affects the square of the trap itself. A terrifying fungal trap that damages your equipment. Fortunately, it takes over five hundred years for the trap to recharge its supply of fluid, so it will only affect you once.
Trap slime0.png 6 Slime Burst Trap Toxic Sludge:
1-shot
Toxic Damage ( 2 + 0.15 Multi.png Magic Power ) + Bleed + 6 turns of debuff (Life Points -3 Armour Absorption -1 Toxic Damage Resistance -1), + 5 turns Toxichit0 DOT (Toxic Damage ( 1 + 0.10 Multi.png Magic Power )
530 This trap appears to only affect the square it is on, but it does have a lasting effect. This trap consists of a quivering pustule of toxic slime which will explode at the slightest touch.
Trap pressure plate0.png 7 Shard Spitter Gargoyle Ice Shard:
Multi-shot
Piercing Damage 4 + Slashing Damage 2 + Hyperborean Damage 8 + Blast Effect A (Blasting Damage 1)
800 Gargoyle Launcher (see notes) Triggering this plate causes a Gargoyle to spit a large shard of ice at you. Brr!
Trap magic0.png 7 Glacial Burst Rockburst:
1-shot
Crushing Damage 8 + Slashing Damage 5 + Blasting Damage 5
800 This only affects the square it is on, and is functionally the same as the Rockburst Trap, except for level and the icon used. This trap stores up the tremendous pressure of glacial ice and lets it loose all at once upon the unwary. Well, just five times, because (as everyone knows) glaciers come in fives.
Trap sprayer0.png 7 Blinding Mist Mine Blinding Mist Cloud:
1-shot
Asphyxiative Damage 2

Darkened Vision Debuff: 12 turns of Trap Sight Radius -1 Nimbleness -2 Visual Sight Radius -1).

800 This trap creates a cloud 3x3 centered on the trap, which damages and blinds creatures. This trap contains highly-pressurized blinding, choking mist. Point away from face when operating. If contents are ingested, contact a physician.
Trap mechanisms1.png 8 Rockburst Trap Rockburst:
1-shot
Crushing Damage 8 + Slashing Damage 5 + Blasting Damage 5
900 This only affects the square it is on, and is functionally the same as the Glacial Burst trap, except for level, price and the icon used. These carefully tuned mechanisms spray rocks at hapless passerbys upon triggering.
Trap magic1.png 8 Blingmine Curse of the Golden Ratio, 1-shot, Midas DOT (7 turns of Transmutative Damage ( 3 + 0.30 Multi.png Magic Power ) + Midas 900 This only affects the square it is on, damaging the target every turn, but also dropping zorkmids. The Blingmine is a diabolical creation of the Dwarves, those bastards. Powered for five charges.
Trap pressure plate0.png 9 Infernal Phlogiston Launcher Firebolt:
Multi-shot
Blasting Damage 6 + Conflagratory Damage 10 + Fire 1 (Conflagratory Damage 8 to anyone that walks over it)
1000 Gargoyle Launcher (see notes) Triggering this plate causes a Gargoyle to spit a fiery mass at you. Ow!
Trap tnt.png 9 Dwarven Landmine Generic Fireball:
Blasting Damage 10 + Conflagratory Damage 10 + Flamefield 1 + Fireball Effect (Blasting Damage )
1000 In addition to the primary explosion and secondary blast, this also creates a 5x5 "Flamefield" centered on the device, which lasts for 4 turns and burns anything in the area of effect. It goes boom; those bastard Dwarves.
Trap sprayer0.png 9 Brimstone Cloudburster Mine Brimstone Cloud:
1-shot
Toxic Damage ( 3 + 0.10 Multi.png Magic Power ) + Asphyxiative Damage ( 3 + 0.10 Multi.png Magic Power ) + Acidic Damage 1
1000 Creates a cloud of gas in a 3x3 square, centered on the device. The cloud lasts for 24 turns. Contrary to the description, this trap is functionally the same as the Toxic Gas Sprayer Mine. Sprays choking, burning, biting brimstone fumes in a large, unpleasant cloud.
Trap magic2.png 10 Elder Rune of Incandescence Gog's Tactical Pyre:
1-shot
Conflagratory Damage ( 10 + 0.55 Multi.png Magic Power ) + Burn
1200 This only affects the square it is on, burning that square and anything that enters it for 32 turns. The Elder Rune of Incandescence causes the unwary to burst into a column of flame.
Trap pressure plate0.png 10 Tentacular Infector Tentacular Infestation Bolt:
(See page for effects)
1300 Gargoyle Launcher (see notes) Triggering this plate causes a Gargoyle to spit a bolt of terrifying tentacular infestation.
Trap magic1.png 11 Very Hot Fiery Surprise Trap
Trap slime0.png 12 Acidic Trail Trap
12 Blink Curse Trap

[edit] Table Notes

Trap wall gargoyle0.png
Gargoyle Launcher - There will normally be a Gargoyle on the wall directly north of the trap. This trap cannot be picked up, and will continue to fire every time it is triggered, until it is disarmed.
Trap wall shooter0.png
Wall Launcher - There will normally be a "Wall Shooter" on the wall north of the trap. This trap cannot be picked up, and will continue to fire every time it is triggered, until it is disarmed.

[edit] Bugs


[edit] Notes

[edit] Trivia

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