forums wiki bugs items helps changes map login play now

THIEF TRAPS

General
THIEF TRAPS
Syntax:	trap <trap> <object>	:set the given trap on an object
	trap <trap> <exit>	:set the given trap on an exit/door

  The Hallmark skill of the Master Thieves, this particular discipline
allows the user to construct and set various little ingenious devices aimed
usually towards maiming, killing, or otherwise disabling whoever happens
to set the little devil off.

  While the specific selection of traps to use varies due to specialization 
within the thief guild, each trap has some common general properties such 
as its duration, and if it can be set upon [E]xits/doors, [O]bjects, or [S]mall
objects.  Traps set on Exits are tripped when the door is opened, or someone 
steps through the exit.  Those set on objects are tripped when the object is 
picked up, or used in anyway (opening a chest for example).  Only traps 
designed to be Small, can be set up onto objects that may be picked up.

  The traps respect the PK range, and cannot be seen, defused, or tripped by
those whom the thief cannot harm including themselves.  Most traps are 
destroyed when tripped or defused, but will exist until their duration
expires, or their owner leaves the lands.

A thief may at any time have maximum of two active traps.  If a third tap is made,
the oldest trap in existance will fall apart.

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