Floor Traps

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Summary

  • Floor Traps only work for PvM
  • Requires 80 Tinkering and 80 Detecting Hidden to craft
  • Floor Traps will place a Pressure Plate at the player's location as well as one in each cardinal direction (North/South/East/West)
  • Players may only place a single Floor Trap on a tile and cannot have overlapping Pressure Plates
  • Floor traps will activate if a non-tamed/non-summoned creature steps onto one of the Pressure Plates for the trap
  • Floor traps will expire in 3 minutes if not activated by creatures


Trap Wire Levels

Trap Wire is used to improve the damage, effect and radius of a Floor Trap. Trap Wire levels are as follows:

  • Iron Trap Wire (Craftable): Trap Wire Level 0
  • Copper Trap Wire: Trap Wire Level 1
  • Silver Trap Wire: Trap Wire Level 2
  • Gold Trap Wire: Trap Wire Level 3
  • Platinum Trap Wire: Trap Wire Level 4


Damage and Effects Skill Scalars

The damage and effects on Traps are scaled based on a player's Tinkering and Detect Hidden skills as follows:

  • Trap Damage Scalar: ((Tinkering Skill / 100 ) * 0.5)+ ((Detect Hidden Skill / 100) * 0.5)
  • Trap Effect Scalar: ((Tinkering Skill / 100 ) * 0.5)+ ((Detect Hidden Skill / 100) * 0.5)

This means that a player will need 100 Tinkering and 100 Detect Hidden to receive 100% of the values listed for each trap type (players may go over 100 skill to increase their damage/effect values beyond 100% of normal).



Trap Placement Cooldown

Players now can place Traps as often as follows based on their Tinkering and Detect Hidden skill:

  • 80+ Tinkering and 80+ Detect Hidden: 3 Traps placeable every 3 minutes
  • 90+ Tinkering and 90+ Detect Hidden: 4 Traps placeable every 3 minutes
  • 100+ Tinkering and 100+ Detect Hidden: 5 Traps placeable every 3 minutes
  • 110+ Tinkering and 110+ Detect Hidden: 6 Traps placeable every 3 minutes
  • 120+ Tinkering and 120+ Detect Hidden: 7 Traps placeable every 3 minutes


Types of Floor Traps

Bleed Trap

  • Uses Total Refresh Potion
  • Radius of 2 + 1 Per Trap Wire Level
  • Inflicts 150 Bleed Damage + 25 Per Trap Wire Level to each creature in radius


Chill Trap

  • Uses Greater Agility Potion
  • Radius of 2 + 1 Per Trap Wire Level
  • Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
  • Applies a Chill Effect (Melee and Casting Speed reduction of 10% + 2% per Trap Wire Level) for 60 seconds


Cripple Trap

  • Uses Greater Cure Potion
  • Radius of 2 + 1 Per Trap Wire Level
  • Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
  • Applies a Cripple Effect (Melee Defense reduction of 10% + 2% per Trap Wire Level) for 60 seconds


Enervate Trap

  • Uses Greater Magic Resist Potion
  • Radius of 2 + 1 Per Trap Wire Level
  • Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
  • Applies an Enervate Effect (Spell Damage reduction of 10% + 2% per Trap Wire Level) for 60 seconds


Explosion Trap

  • Uses Greater Explosion Potion
  • Radius of 2 + 1 Per Trap Wire Level
  • Inflicts 200 Damage + 25 Per Trap Wire Level to each creature in radius


Pierce Trap

  • Uses Greater Heal Potion
  • Radius of 2 + 1 Per Trap Wire Level
  • Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
  • Applies a Pierce Effect (Armor reduction of 20 + 10 per Trap Wire Level) for 60 seconds

Poison Trap

  • Uses Lethal Poison Potion
  • Radius of 1 + 1 Per Trap Wire Level
  • Inflicts Lethal Poison to each creature in radius

Weaken Trap

  • Uses Greater Strength Potion
  • Radius of 2 + 1 Per Trap Wire Level
  • Inflicts 100 Damage + 25 Per Trap Wire Level to each creature in radius
  • Applies a Weaken Effect (Melee Damage reduction of 10% + 2% per Trap Wire Level) for 60 seconds
 


Trap Detonators

  • Players can craft Trap Detonators with 75 Tinkering
  • Players can use Trap Detonators to manually detonate Floor Traps they have placed
  • When using a Trap Detonator, the player may click themselves to detonate all traps they currently have within 18 tiles, or may click the ground to detonate a single trap within 1 tile of the target location
  • Trap Detonators have an unlimited number of uses



Special Tinker Traps Handling

Max Creatures Damaged

Tinker Floor Traps damage as many creatures as possible in their range of effect unless it occurs at any of the following locations/scenarios:

  • A Protected Event Area (such as Halloween Field of Souls/Winterlands event area)
  • A Shrine Corruption Event
  • Any Boss Event (Mini-Bosses, Bosses, Omni-Bosses, Event Bosses)


At these locations, Tinker Floor Traps will only affect up to 5 creatures each unless more than 10 creatures on the screen at once, at which point the maximum number of creatures that can be effected becomes ((Total Creatures on Screen / 2) rounded up).


For example:

  • If 7 creatures are on screen at a Boss event, a Tinker Trap can only damage up to 5 of them
  • If 11 creatures are on screen at a Shrine Corruption event, a Tinker Trap can damage up to 6 of them
  • If 13 creatures are on screen at an Omni Boss event, a Tinker Trap can damage up to 7 of them
  • And so on...


Explosion Radius

  • Iron Trap Wire: 2 Tile Radius
  • Copper Trap Wire: 2 Tile Radius
  • Silver Trap Wire: 3 Tile Radius
  • Gold Trap Wire: 3 Tile Radius
  • Platinum Trap Wire: 4 Tile Radius


Trap Wire explosions will not affect a target if both of the following are true:

1) The target is out of Line-of-Sight of the trap location
2) There is a height difference of more than 10 tiles from the trap location