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
