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Thief traps


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#1
Vector-Sigma

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Hey guys,
Where can I find out exactly what a thiefs traps/special traps do?  Sometime I set a trap and an enemy walks through it, gets hit initially, and then continues to take damage and eventually die (eventhough I am in another room behind a closed door).

Do some traps leave some lingering effect on the enemy?

Thanks :)

#2
Sliat

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I haven't played bg1/2 for a long time but I think if you look at the class summery it says what the traps do at what levels.

#3
Alesia_BH

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I'd recommend Chris Lee's Thieves Guide at sorcerers.net. It has well research info on Traps and other helpful hints.

http://www.sorcerers...index_tips2.php


Best,

A.


Btw. Here is the relevant info on Traps.


Regular Traps

 
Level 6 Trap:  Deals 2d8+5 damage to any enemies within the area of effect of the Trap when it goes off.  This is non-magical damage so Magic Resistence can't stop it (as is the same for all initial damage of later Traps).

Level 11 Trap: Deals 2d8+5 damage to any enemies within the area of effect of the Trap when it goes off.  In addition, for the next three rounds, it deals 2d6 poison damage per round (hence resistence or vulnerability to poison also affects the damage). In addition, this extra damage also disrupts spell casting (like Melf's Acid Arrow).

Level 16 Trap: Deals 3d8+5 damage plus 4d8+2 fire damage to any enemies within the area of effect of the Trap when it goes off. Like poison, any vulnerability or resistence to fire also effects the extra damage.

Level 21 Trap: Deals 3d8+5 damage plus 20 poison damage to any enemies within the area of effect of the Trap when it goes off. Plus, enemies must Save vs Death with a +4 bonus or die instantly. Again, the poison damage can be reduced or increased according to resistence/vulnerability.


Special Traps                                        


Level 6 Special Trap:  Deals 3d8+5 damage to any enemies within the area of effect of the Special Trap when it goes off.  In addition, enemies must Save vs. Spells with a -4 penalty or be slowed for 5 rounds.  (Like normal Traps, the initial damage is non-magical.)

Level 11 Special Trap: Deals 4d8+5 damage to any enemies within the area of effect of the Special Trap when it goes off.  In addition, humanoid enemies must Save vs. Spells with a -1 penalty or be held for 5 rounds.

Level 16 Special Trap: All enemies within the area of effect when the Special Trap goes off must Save vs. Spells or be affected as Otiluke's Resilient Sphere for 7 rounds.
 
Level 21 Special Trap: All enemies within the area of effect, regardless of Magic Resistence, are Mazed as the spell of the same name (except Spell Trap and the like cannot stop it from occuring).The Maze lasts according to intelligence, as according to the actual spell.

Modifié par Alesia_BH, 07 octobre 2010 - 12:46 .


#4
zhokar

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This is the best thief guide for info on traps I know: http://www.gamefaqs....haal/faqs/27550



The short info from Alesia's thread is the same as in the guide, the guide covers pretty much every aspect though.