This Skill allows the Character to disarm spotted traps. Disarm Traps is dependent upon Perception (PE).
Training[]
- Disarm traps Apprentice: The Character is unaffected by light penalties
- Trainer: Junk Dealers
- Trainer: Inventors
- Trainer: Rural Blacksmiths
- Disarm traps Expert: If the Character critically succeeds at disarming, then they get an item that is part of the trap
- Trainer: Thrayne Iron Heart of the Wheel Clan
- Trainer: Adam Maxwell in Caladon
- Disarm traps Master: If the Character fails (but does not critically fail) at disarming a trap, he gets a second chance
- Trainer: Daniel McPherson in Caladon
- Quest: Survive the Training Maze
Uses[]
- Defeats a trap without causing damage to the Character or their equipment
Modifiers to Disarm Traps[]
- Items:
- None
- Blessings:
- None
- Races:
- Dwarves: gives +2/20
- Half-elves: removes -1/20
- Elves: removes -2/20
- Backgrounds:
- Elven Blood: removes -1/20
- Raised by Elves: removes -1/20
- Clanless Dwarf: removes -2/20 (negates the Dwarf racial bonus)
Mechanics[]
- A Trap must be spotted (identified) before an attempt can be made to disarm it
- A locked door or container will not reveal its trap until it is unlocked and an attempt is made to open it
- Doors are not actually trapped, but the tile beneath it is, and that tile is the sprite that must be targeted
- Party Followers may set off traps, even spotted ones, if the party is running rather than walking through a trapped area
Notes[]
- Investing in this skill increases Technological Aptitude (or decreases Magickal Aptitude)
- A Trap Springer is an alternative to the Disarm Traps Skill for containers only