Difference between revisions of "Traps"
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Latest revision as of 12:06, 21 December 2012
Alertness gives (SkillPoints) / 600 chance to not be hit? Sixth Sense gives 1/6 chance to evade. DISCOVERED Pit Trap: If Dex > 23 Then You'll always avoid failling in a Discovered Pit Trap, and your Dex will be trained by 1. Otherwise deals 3d6 damage. Snake Pit Trap: (Mana / 500) chance to avoid entirely WITHOUT discovering, Trains Mana 1. (Dex / 40) Chance to avoid falling in pit, snakes still come out. Pit Damage based on level?? 2d6 Snakes made? Arrow Trap: 5%:Hit by arrow, then some weird ass subs which = more chance to be hit... 1d10+2 damage - PV 1 / 3 chance to create an arrow 1 / 30 chance for trap to vanish?? Water Trap: Unavoidable besides Alertness & Sixth Sense. Stone Block Trap: (Mana / 500)% chance to avoid entirely WITHOUT discovering, Trains Mana 1. 4d10 damage - PV 1 /2 create rocks
Door Traps: Exploding runes: DangerLevel d 6 damage (up to 16 dice). Can deafen; more info later. Falling door: 3d10, can be dodged with dodge skill, dex Stone Block: At least 10 base damage, - Helmet PV, + Player total PV (yes, that means high PV = more damage) + some more based on randomness and danger level...