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PLANT TRAPS
GeneralPLANT TRAPS Syntax: planttraps <type> <target> A mechanist's art of sabotage. While a victim sleeps, a skilled mechanist can slip traps onto their equipment that trigger under specific conditions. Traps are not easily detected without the right skills, and removing a trapped item carelessly may set it off. A mechanist can plant one trap per hour, and a victim can carry at most two planted traps at once. Traps wear off on their own after some time or after triggering enough times. Traps only take on another adventurer's equipment. Trying one on a sleeping creature still trains the skill. Available traps: tripwire Tangled around leg armor. [legs] slickshoes Grease applied to footwear. [feet] falseteeth An explosive charge hidden in face armor. [face] flashoil Tainted oil poured into a lantern. [light] straps Shield straps carefully weakened. [shield] grips A slippery coating applied to gloves. [hands] See also: TRAPS, DETECT TRAPS, MECHANIST
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