First. I'm not a trap maker, or have the mechanics to disable them.
Okay, the highest quality trap I've seen has always been 10.
Is it possible to have say.. a quality 15 trap? We havhave higher stat caps then originally, and I'm not sure if that's factored into traps now. If not, can we increase the quality to match the increased stats?
Second, we've had the same traps for awhile, so I'd like to suggest maybe adding some new ones. We have a lot of new items in game, some of which could be used to make interesting traps. Maybe mixing blood and ashes, and that could be used in a blinding trap.
What do the people think? Anyone else have suggestions for new traps?
New and more Powerful Traps?
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New and more Powerful Traps?
Worthington/DC/SoA Supporter
Thorn apple and lily of the valley
Quite unusual, quite uncanny
Thorny roses and Nerium
Such a beautiful delirium
Thorn apple and lily of the valley
Quite unusual, quite uncanny
Thorny roses and Nerium
Such a beautiful delirium
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Re: New and more Powerful Traps?
Boiling oil pitfall >.> Not visible on grid until you trigger it (so not visible to wraiths) and it causes a moderate dexterity and stamina double wound. Would preferably require sensor alarm, oil and like 5 other things to work, and require very high mechanics to even make.

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Re: New and more Powerful Traps?
Damn that's brutal... i want a dozen.Azraeth wrote:Boiling oil pitfall >.> Not visible on grid until you trigger it (so not visible to wraiths) and it causes a moderate dexterity and stamina double wound. Would preferably require sensor alarm, oil and like 5 other things to work, and require very high mechanics to even make.
Worthington/DC/SoA Supporter
Thorn apple and lily of the valley
Quite unusual, quite uncanny
Thorny roses and Nerium
Such a beautiful delirium
Thorn apple and lily of the valley
Quite unusual, quite uncanny
Thorny roses and Nerium
Such a beautiful delirium