Difference between revisions of "Traps"

From Underrail Wiki
Jump to navigation Jump to search
m
Line 1: Line 1:
 
[[Traps]] are items that can be placed on the ground while out of combat and are detonated by anyone who walks over them. To place traps, the player needs some points in the [[Skills#Traps|traps skill]], determined by the effectiveness of the traps.
 
[[Traps]] are items that can be placed on the ground while out of combat and are detonated by anyone who walks over them. To place traps, the player needs some points in the [[Skills#Traps|traps skill]], determined by the effectiveness of the traps.
 
== Detection ==
 
Trap detection chance is based on both [[Detection]] and [[Skills#Traps|Traps skill]]. The player can try to disarm any traps that have been detected, or detonate them with grenades or other AoE weapons.
 
 
There are two formulas for trap detection value, the greater of the two for the particular character is used.
 
* "Pure detection" equals 75% of your regular detection value.
 
* "Hybrid detection" equals 50% of your regular detection value plus 75% of your effective trap skill.
 
 
Hence the characters with high traps skill also have better chance to detect traps.
 
  
 
== Disarming ==
 
== Disarming ==
Line 15: Line 6:
  
 
If your traps skill is 10 points below the trap disarming difficulty, disarming attempt may lead to ''critical failure'' and detonate the trap.
 
If your traps skill is 10 points below the trap disarming difficulty, disarming attempt may lead to ''critical failure'' and detonate the trap.
 
  
 
Some enemies may also try to disarm player traps if they detect them.
 
Some enemies may also try to disarm player traps if they detect them.
  
== List of traps ==
+
== Detection ==
; Chemical
+
Trap detection chance is based on both [[Detection]] and [[Skills#Traps|Traps skill]]. The player can try to disarm any traps that have been detected, or detonate them with grenades or other AoE weapons.
* [[Acid Blob Trap]]
 
  
; EMP
+
There are two formulas for trap detection value, the greater of the two for the particular character is used.
* [[EMP Mine]]
+
* "Pure detection" equals 75% of your regular detection value.
 
+
* "Hybrid detection" equals 50% of your regular detection value plus 75% of your effective trap skill.
; Fragmentation
 
* [[Frag Mine]]
 
* [[Frag Mine Mk II]]
 
* [[Frag Mine Mk III]]
 
* [[Frag Mine Mk IV]]
 
* [[Frag Mine Mk V]]
 
 
 
; High-explosive
 
* [[HE Mine]]
 
* [[HE Mine Mk II]]
 
* [[HE Mine Mk III]]
 
* [[HE Mine Mk IV]]
 
* [[HE Mine Mk V]]
 
  
 +
Hence the characters with high traps skill also have better chance to detect traps.
  
  
 +
{{Traps navbox}}
 
[[Category:Items]]
 
[[Category:Items]]
 
[[Category:Traps|*]]
 
[[Category:Traps|*]]

Revision as of 15:46, 17 October 2013

Traps are items that can be placed on the ground while out of combat and are detonated by anyone who walks over them. To place traps, the player needs some points in the traps skill, determined by the effectiveness of the traps.

Disarming

A trap being disarmed and recovered.

When disarming a trap, if your disarm skill is 20 points above the trap disarming difficulty (or if the trap is your own) you should receive it as an item.[1][2] Otherwise, you cannot reuse the disarmed trap.

If your traps skill is 10 points below the trap disarming difficulty, disarming attempt may lead to critical failure and detonate the trap.

Some enemies may also try to disarm player traps if they detect them.

Detection

Trap detection chance is based on both Detection and Traps skill. The player can try to disarm any traps that have been detected, or detonate them with grenades or other AoE weapons.

There are two formulas for trap detection value, the greater of the two for the particular character is used.

  • "Pure detection" equals 75% of your regular detection value.
  • "Hybrid detection" equals 50% of your regular detection value plus 75% of your effective trap skill.

Hence the characters with high traps skill also have better chance to detect traps.