A few ideas for traps that could be learned in game.
Flash Bang
- Triggers a flash bang in a radius of 1, blinding and dazing effected targets
Poison Gas
- Corrosive Vapour like effect (radius 2 or 3) but poison damage instead of acid.
A couple rogue trap ideas.
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Re: A couple rogue trap ideas.
Also a thought on how these could be incorporated. They could be Lore like drops in specific zones, the maze would be a good place for one. Not sure about other spots.
Re: A couple rogue trap ideas.
Bump for moar!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: A couple rogue trap ideas.
Oh and adding those two
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: A couple rogue trap ideas.
Here are a few Ideas
Constricting Vine
Constricts the target slowly suffocating it. Might come in the form of seeds found in the old forest.
Mana drain
drains some mana or vim and converts to damage. Given the similarity with the anti magic tree this could be learned at zigur
Effect drain
removes effects and convert to damage. (like the taint in the SVN but instead of healing you it does damage) This trap should have a min effect if there is no traps.
Mind fuddle
Confuses and maybe silence target. May come with some mind damage. Could be learned from the Yeek in the halfing ruins
Necromantic drain
deals blight damage and if kills target raise as some undead (could be based off trap level) or shade. could be learned in the blighted ruins, dreadfell or the Shades crypt
Alchemist Bomb
Makes an explosion with a gem that is equivalent to an Alchemist bomb. Could be learned in tannen's tower (might be to late in the game)
Enrage Trap
cause target to go berserk and attack nearby monsters
Acid pool
When set off makes a slowly increasing pool of acid around the target.
Constricting Vine
Constricts the target slowly suffocating it. Might come in the form of seeds found in the old forest.
Mana drain
drains some mana or vim and converts to damage. Given the similarity with the anti magic tree this could be learned at zigur
Effect drain
removes effects and convert to damage. (like the taint in the SVN but instead of healing you it does damage) This trap should have a min effect if there is no traps.
Mind fuddle
Confuses and maybe silence target. May come with some mind damage. Could be learned from the Yeek in the halfing ruins
Necromantic drain
deals blight damage and if kills target raise as some undead (could be based off trap level) or shade. could be learned in the blighted ruins, dreadfell or the Shades crypt
Alchemist Bomb
Makes an explosion with a gem that is equivalent to an Alchemist bomb. Could be learned in tannen's tower (might be to late in the game)
Enrage Trap
cause target to go berserk and attack nearby monsters
Acid pool
When set off makes a slowly increasing pool of acid around the target.
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
Re: A couple rogue trap ideas.
I think it'd be cool if rogues could have a talent tree for throwing knives (class), with Dexterity as a prerequisite, and scaling with Cunning. You don't have to add a new throwing knife item (unless you want to). They can come from hammerspace. The level 1 talent could be active, with the rest of the talents being passives or sustains that improve the level 1 talent. It would work even better when you're stealthed, and give you a way to soften up your enemies before they reach your traps, and a way to deal with casters and archers who would rather stand at a distance and shoot at you instead of stepping on your traps.
Level 1 - Throw Knife - Active - Hurl a blade at a foe (bolt attack). If it hits, it causes physical damage and bleeding. The physical damage of the hammerspace knives should be akin to the damage done by a dagger of the material type corresponding to the talent level. At Throw Knife 1, it'd be like throwing iron daggers. At Throw Knife 5, like throwing voratun daggers. The Dex needed for raising Throw Knife should be the same as the Dex you would need for equipping a dagger of the corresponding material. Does double the physical damage if the foe cannot see you (such as if you're stealthed or the foe is blind). Physical and bleeding damage scales with Cunning, and bleeding duration increases with talent level. Costs a small amount of stamina. Short cooldown. Range 7.
Level 4 - Poisonous Knife - Passive. Thrown knives are poisonous. The poison damage scales with cunning. The poison duration increases based on the talent level.
Level 8 - Piercing Knife - Passive. Thrown knives have a 20% chance of passing through the foe and hitting the enemy behind them. Chance of piercing increases with talent level, ending at 100% at talent level 5.
Level 12 - Hallucinogenic Knife - Sustain - (50 stamina) - Thrown knives are coated with a potent hallucinogen which has a chance of causing temporary confusion in foes upon entering their bloodstream. The chance of confusion starts at 25%, and increases by 10% per additional talent level, up to 65% at talent level 5. The confusion duration also increases with talent level.
I think throwing knives would go well with a trapper build, since ranged foes are the ones least likely to step on traps, but they'd also be handy for a melee rogue, since being able to confuse an enemy mage with a thrown knife while you're waiting for Rush to cool down could be a lifesaver.
Level 1 - Throw Knife - Active - Hurl a blade at a foe (bolt attack). If it hits, it causes physical damage and bleeding. The physical damage of the hammerspace knives should be akin to the damage done by a dagger of the material type corresponding to the talent level. At Throw Knife 1, it'd be like throwing iron daggers. At Throw Knife 5, like throwing voratun daggers. The Dex needed for raising Throw Knife should be the same as the Dex you would need for equipping a dagger of the corresponding material. Does double the physical damage if the foe cannot see you (such as if you're stealthed or the foe is blind). Physical and bleeding damage scales with Cunning, and bleeding duration increases with talent level. Costs a small amount of stamina. Short cooldown. Range 7.
Level 4 - Poisonous Knife - Passive. Thrown knives are poisonous. The poison damage scales with cunning. The poison duration increases based on the talent level.
Level 8 - Piercing Knife - Passive. Thrown knives have a 20% chance of passing through the foe and hitting the enemy behind them. Chance of piercing increases with talent level, ending at 100% at talent level 5.
Level 12 - Hallucinogenic Knife - Sustain - (50 stamina) - Thrown knives are coated with a potent hallucinogen which has a chance of causing temporary confusion in foes upon entering their bloodstream. The chance of confusion starts at 25%, and increases by 10% per additional talent level, up to 65% at talent level 5. The confusion duration also increases with talent level.
I think throwing knives would go well with a trapper build, since ranged foes are the ones least likely to step on traps, but they'd also be handy for a melee rogue, since being able to confuse an enemy mage with a thrown knife while you're waiting for Rush to cool down could be a lifesaver.