Traps
From Dungeons of Dredmor Wiki
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 is the stat used to determine the distance at which you can spot and identify traps.
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 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 |
|---|---|---|---|---|---|---|
| 1 | Boulder Drop Plate | Boulder Drop: 1-shot | 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. | |
| 1 | Gargoyle Arrow Trap | Gargoyle Arrow: Multi-shot | 100 | Gargoyle Launcher (see notes) | Triggering this plate causes a Gargoyle to spit a large spinning arrow at you. Ow! | |
| 1 | Shoddy Dwarven IED | Makeshift Bomb Center: 1-shot | 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. | |
| 1 | Crude Blade Trap | Crude Blade Trap Effect: 1-shot | 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. | |
| 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. | |
| 2 | Toxic Gas Sprayer Mine | Weak Poison Cloud: 1-shot | 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. | |
| 2 | Firespout Mine | Fire 1: 1-shot | 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. | |
| 2 | Easy Target Curse Trap | Easy Target Curse | 150 | Debuffs the victim with | The subject of this unfortunate curse finds their enemies strikes landing rather more often than mundane statistics would suggest. | |
| 3 | Robo Bolt Trigger | Robo Bolt: Multi-shot | 220 | Wall Launcher (see notes) | Robo-bolt Zap! | |
| 3 | Acid Sprayer Mine | Weak Acid Sprayer: 1-Shot Creates Weak Acid Cloud ( | 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. | |
| 3 | Tesla Mine | Tesla Mine Effect: 1-Shot | 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. | |
| 3 | Rough Blade Trap | Rough Blade Trap Effect: 1-shot | 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. | |
| 4 | Gargoyle Acid Bolt Trap | Gargoyle Acid Bolt: Multi-shot Acid Burn | 310 | Gargoyle Launcher (see notes) | Triggering this plate causes a Gargoyle to spit a large spinning arrow at you. Ow! | |
| 4 | Scalding Steam Mine | Steam Burst: 1-shot | 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. | |
| 5 | Magic Gargoyle Bolter | Aethereal Missle: Multi-shot | 420 | Gargoyle Launcher (see notes). | Triggering this plate causes a Gargoyle to spit a large spinning arrow at you. Ow! | |
| 5 | Mage's Circle Trap | Mage's Circle Effect: 1-shot | 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. | |
| 5 | Thaumite Nest | Thaumite Infection: 1-shot Debuff: ( Thaumite Consumption DOT (8 turns of | 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. | |
| 5 | Blade Trap | Blade Trap Effect: 1-shot | 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. | |
| 6 | Acidic Rhizome Trap | Acid Sprayer: 1-shot Creates Acid Cloud ( Acid Burn | 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. | |
| 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. | |
| 6 | Slime Burst Trap | Toxic Sludge: 1-shot | 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. | |
| 7 | Shard Spitter | Gargoyle Ice Shard: Multi-shot | 800 | Gargoyle Launcher (see notes) | Triggering this plate causes a Gargoyle to spit a large shard of ice at you. Brr! | |
| 7 | Glacial Burst | Rockburst: 1-shot | 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. | |
| 7 | Blinding Mist Mine | Blinding Mist Cloud: 1-shot Darkened Vision Debuff: 12 turns of | 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. | |
| 8 | Rockburst Trap | Rockburst: 1-shot | 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. | |
| 8 | Blingmine | Curse of the Golden Ratio, 1-shot, Midas DOT (7 turns of | 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. | |
| 9 | Infernal Phlogiston Launcher | Firebolt: Multi-shot | 1000 | Gargoyle Launcher (see notes) | Triggering this plate causes a Gargoyle to spit a fiery mass at you. Ow! | |
| 9 | Dwarven Landmine | Generic Fireball: | 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. | |
| 9 | Brimstone Cloudburster Mine | Brimstone Cloud: 1-shot | 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. | |
| 10 | Elder Rune of Incandescence | Gog's Tactical Pyre: 1-shot | 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. | |
| 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. | |
| 11 | Very Hot Fiery Surprise Trap | |||||
| 12 | Acidic Trail Trap | |||||
| 12 | Blink Curse Trap |
[edit] Table Notes
| 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. | 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
- Traps are treated as being casted by the player. This means that they can be made more deadly by using the player's Haywire, Magic Power and Melee Power (affects mundane Damage) stats.
- While descriptions indicate that traps may last for multiple hits, this is not true. Only the Robo Bolt Trigger, and all gargoyle traps will activate multiple times. The rest only activate once. The multi-shot traps cannot be picked up, but may be found in shops, allowing them to be purchased and placed normally. When one of these traps is placed, a corresponding wall launcher is placed on the nearest wall due north of the trap.
[edit] Notes
- Flying mobs, such as Battys and Djinns, do not trigger traps.
- To place a trap you've crafted or picked up drop it on any square next to you. Be aware that if a monster then moves onto that square as its move, the trap will activate before you have a chance to move away, potentially catching you in the area of effect.
- Traps and wall launchers can be moved with Psychokinetic Shove or other area affect knockback effects, however, they will still operate normally.
- Traps with wall launchers (such as the Gargoyle arrow trap) fire their projectiles in a straight line from the wall launcher, and may hit other intervening objects and mobs first.
- It is possible to buy some traps like the gargoyle acid bolt trap at brax's shop, however, they do not work.
[edit] Trivia
- Several traps have been removed. These include several pirate cannons, dwarven mortars, and something called a "Necromantic Circle of Terrible Curses." The reason for removal is unknown, but cannons take up a place on the floor and can thus easily block passages.
- Designer notes on the Tentacular Infector say "good god, test this. It sounds horrible."