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TRAPS +

General
TRAPS
( for description of thief trap skill use "help thief traps")

  Due to the guild of Thieves natural willingness to lend their services
to anyone with enough gold, the land of Aabahran has become riddled with
various devices and traps ranging from harmless to deviously deadly in their
construction and placement.

SEEING BEFORE DYING
 A trap may be present on any object, or path or door leading from a room, and
when spotted is represented by `!+`` appearing beside an object, or exit.
An exit can further be examined or looked at using "examine" or "look".

Your chances to spot a trap before setting it off are mainly decided by
wisdom, and more reliably by the proficiency in Detect Hidden skill.
Thieves being quite used to these devices get a bonus towards detection.

DEFUSING
 An object or exit may be checked for traps and defused if one is found
using the "defuse" command.  If successful the trap will be disarmed and
destroyed if it was created by another player.

PLAYER TRAPS
  Most of the traps in the Lands, have been created by the Thief Guild and
are maintained by them.  Those traps cannot be removed, and will be rearmed
and reset once every so often by the guild.

 The traps set and created by individual players however, once disarmed or
tripped, are usually removed.  These traps also obey PK ranges and cannot be
seen, defused, or tripped by those outside of their owner's PK range.

See also: THIEF TRAPS, DEFUSE, DETECT HIDDEN, PK