*This table is from http://www.lady-taylir.com
 

Trap Name Box Safe After Set Off? Magically Disarmable?
Poison Needle Yes Yes
Tumbler Fusing Yes Yes
Explosion (Boomer) Box Lost Yes
Metal Jaws Yes Yes
Gas Cloud Yes Yes
Dark Crystal Box Lost Yes
Incinerator (Sulphur) Yes No
Glyph Yes (Resets) No
Shock Bolt (Rod) No Yes
Fire Gel (Red Vial) Yes Yes
Acid Stream (Spring) Yes Yes
Spore Yes Yes
Scales Box Lost Yes
Sphere Yes/May Lose Box Yes
Blue/Green Scarab Yes Yes, Lose Scarab
Opalescent Scarab No (Resets) Yes, Lose Scarab
Onyx Scarab Yes Yes, Lose Scarab
Blood Red Scarab Yes Yes, Lose Scarab
Translucent Scarab No (Resets) Yes, Lose Scarab


I'd like to try and remember everyone I thanked before my old site crashed for no apparent reason and all this information was just about lost.  Good thing I had a file with the information below on it, whew!  I wasn't in the mood to kill myself another few dozen times and re-write all of this.  But apparently I've a few fans out there that noticed the site was gone and were asking for my trap guide back.  So here it is!

 

Thank you to, Rhandi, Proteaus, Hhooru, Nitefallz, Taelrand, Rilven... and I know I'm missing some folks, so when it comes to me (and hopefully it will) I'll add their names.





Importance of Disarming

A trap must be disarmed when encountered, it is important this is done or someone may end up hurt. With the recent changes, you can also be fined not only for setting one off period, but for each person you hurt because of it. It is important to do this with care, and be sure it's done properly. There are a few tricks to some of the traps, though most are straight forward. Below is a list of each individual trap, and how to go about ensuring that you are safe, as well as everyone else around you. Once again, if something is not correct with this list, please immediately email me or visit my feedback page to submit any problems that are found. I will try to list as much possible information as I can. Thank you, in advance.



Typing DISARM in game will pull up this messaging (the green print), minus the warrior disarm syntax which I removed:


USAGE:

DISARM <item>
Attempts to find a trap on a closed and locked container or door. If a trap has already been found on the item in question, and on no other item since, there is a window of opportunity of several minutes in which to attempt a removal of the trap. Some traps are dangerous to bystanders if detonated, so care should be taken when attempting this, especially within legal jurisdiction, as local law enforcement will arrest those who kill others, even unintentionally.

If you are unaware of where the jurisdiction ends within the town you reside in, you can almost assuredly check with local residents, most of them will be able to tell you how far out of town you must go in order to keep out of jurisdiction.

DISARM QUIET
Suppresses the disarm process messaging for bystanders, displaying instead a generic demeanor-based message.

DISARM FULL
Gives bystanders messaging describing the disarm process.
 

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Importance of Tool Kits

Tool kits are an essential item for anyone who plans on having to disarm a trap manually. They can be purchased at your local locksmith's shop.

The outside appearance of the kit differs depending on what town it is from. Inside every kit you will find: a lump of squishy white putty with about 63 pinches left, 63 little balls of cotton, a set of narrow metal grips, a thin metal file and a thick steel needle.

The amount of putty and cotton changes as you use the kit for specific traps and can be bundled with another kit to raise the amount. The kit is used simply by wearing it while disarming a trap. You can also put the kit inside any container you'd like, that you are wearing, just as long as both your kit and the container are open. You will automatically take and use the proper item from the kit.

These kits can be bundled together with another, to keep the supply of cotton and putty fresh.



The Traps!

 

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Poison Needle

What you find:

You carefully begin to examine the coffer for traps...

Hmmm, you can see what appears to be a tiny hole next to the lock plate which doesn't seem to belong there. Looking closer you see a gleaming sliver of metal recessed in the hole.

A successful disarm:

Having discovered a trap on the coffer you begin to carefully attempt to disarm it...

Using a bit of putty from your locksmith's pouch, you manage to block the tiny hole in the lock plate.


What it looks like when disarmed:

You carefully begin to examine the coffer for traps...

You see a tiny hole next to the lock plate which has been completely plugged.


Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make an excellent attempt (d100=94).
Your lockpick gets stuck in the lock! You carefully try to work it free but end up bending the tip!
Ouch! You feel a tiny prick in your finger! You see a needle protruding from a small hole beside the lock plate with a little of your blood on it!
You feel a fierce poison coursing through your veins!
Roundtime: 5 sec.

You seem to be in one piece.

Maximum Health Points: 140
Remaining Health Points: 140

Maximum Spirit Points: 10
Remaining Spirit Points: 10

Poisoned! Taking 55 damage per round. Dissipating 11 per round.

What this trap does when triggered:

This causes you to be poisoned, from what you can see above, although it's a large number.... it dissipates at 11 per round, either way, you need to find something to replace the blood loss.

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Tumbler Fusing/Acid Vial

What you find:

You carefully begin to examine the strongbox for traps...

Peering closely into the lock, you spy a tiny vial placed just past the tumblers of the lock mechanism. It would appear that any tampering with the lock mechanism would cause the tumblers to crush the vial and release whatever substance is inside.


A successful disarm:

Having discovered a trap on the strongbox you begin to carefully attempt to disarm it...

You carefully push a small ball of cotton into the lock mechanism, surrounding and protecting the small vial from anything that may shatter it.



What it looks like when disarmed:

You carefully begin to examine the strongbox for traps...

Peering closely into the lock, you spy a tiny vial placed just past the tumblers of the lock mechanism. A small ball of cotton has been pushed up against the vial, protecting it from anything that may shatter it.

Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make a talented attempt (d100=85).
* SNAP * Crud! You broke your lockpick in the attempt!
As you push your lockpick into the lock mechanism, you hear the sound of glass shattering. Globs of acid coat the tip of your lockpick, melting off the end and a good portion of the handle before you drop it to the ground and watch the acid consume your pick. You peer inside the lock and see that the tumblers have all been fused into a lump of useless metal by the acid spilled from a tiny vial set into the lock.

Roundtime: 20 sec.

What it looks like after being triggered:

You carefully begin to examine the strongbox for traps...

You peer inside the lock and see that the tumblers have been fused into a lump of useless metal.

What this trap does when triggered:

This trap when triggered will eat your lockpick, and fuse the lock on your box. Once this happens, you will need a warrior to bash it open, because without a lock it's not unlockable, and fused boxes are not poppable.

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Explosion/Exploding Chest

What you find:

You carefully begin to examine the trunk for traps...

Carefully, you feel around the lock and notice the inside chamber is coated with a strange white substance. From your experience you recognize this as a common magical/chemical detonation system for an explosive mixture that was used to treat the trunk.


A successful disarm:

Having discovered a trap on the trunk you begin to carefully attempt to disarm it...

Using a bit of putty from your locksmith's pouch, you cake a thin layer on the lock casing, hopefully sufficient to prevent sparks when the metal arm strikes it.


What it looks like when disarmed:

You carefully begin to examine the trunk for traps...

A thin layer of mud or putty has been dabbed on the connecting point of the striking arm and the white substance to prevent it from igniting the trunk when it is unlocked.


Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make a talented attempt (d100=84).
* SNAP * Crud! You broke your lockpick in the attempt!
Your heart skips a beat as you hear a small sizzle from the chest's keyhole. You begin to jump back, but not in time as the entire chest explodes in a deafening, fiery detonation!

The iron chest explodes in a searing ball of fire!

Being closest, you bear the brunt of the blast...

... 40 points of damage!
Your right arm torn from your shoulder by the blow!
You are stunned for 8 rounds!
There are yells of surprise and anguish as bystanders are flung away from the concussion blast! A young elven girl, remarkably unscathed, stands trembling next to her mother who lies motionless on the ground, though whether stunned or dead remains to be seen. As the chaos fades, you hear angry shouts for the constable.
Rhandi is caught by the explosion...
... 15 points of damage!
Burst of flames to right hand fries palm. Ouch!
Roundtime: 20 sec.

What this trap does when triggered:

This trap will hurt everyone in the room, when triggered. It may also cause death. Once triggered, your box blows up with it.
 

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Metal Jaws/Bear Jaws

What you find:

You carefully begin to examine the chest for traps...

You notice a discolored oval ring around the outside of the chest which makes you suspicious. Your suspicions are confirmed when you look inside the keyhole and notice the spring-loaded jaws pressed flush against the chest walls.

A successful disarm:

Having discovered a trap on the chest you begin to carefully attempt to disarm it...

Using the pair of metal grips, you manage to pull out the two pins that hold the upper and lower jaw pieces together.

What it looks like when disarmed:

You carefully begin to examine the chest for traps...

You notice a discolored oval ring around the outside of the chest which makes you suspicious. Your suspicions are confirmed when you look inside the keyhole and notice the spring-loaded jaws pressed flush against the chest walls, but the pins that hold the jaws together have been pushed out.

Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make a good attempt (d100=73).
Your lockpick gets stuck in the lock! You carefully try to work it free but end up bending the tip! You watch with disbelief and terror as part of the chest face breaks away and a pair of gleaming jaws clamp down on your hand! You let out a shriek as your hand falls to the floor!
You are stunned!
Roundtime: 20 sec.

What this trap does when triggered:

When a jaws trap is triggered, it will take the pickers hand off, but result in no other injuries or death to anyone.

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Gas Cloud

What you find:

You carefully begin to examine an engraved fel coffer for traps...

Looking closely into the keyhole of the lock, you spy a small vial of liquid and a tiny hammer device which seems poised to shatter it if the lock is tampered with.

A successful disarm:

Having discovered a trap on the coffer you begin to carefully attempt to disarm it...

Using the metal grips from your locksmith's pouch, you manage to reach in and grasp the post of the metal hammer, and bend the weak metal out of striking range of the vial.

What it looks like disarmed:

You carefully begin to examine an engraved fel coffer for traps...

Looking closely into the keyhole of the lock, you spy a small vial of liquid and a tiny hammer device which has been bent from striking range of the vial.

Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make an excellent attempt (d100=98).
You are not able to pick the lock, and learn little about it.
Uh oh! You hear what sounds like a vial being shattered from inside the lock mechanism. You jump back from the coffer as a cloud of vapors begins to pour from its seams!
You notice a gas cloud begin to form above you.

You notice the gas cloud begin to condense!

Large sparks begin to form in the center of the gas cloud!

The static discharges are now audible from the gas cloud, and it looks like it won't be long before it releases some energy.

The gas cloud begins to shake with uncontrollable power...
Suddenly, a spark of energy arcs out of it and strikes at you...
You manage to jump out of the way.

The gas cloud begins to shake with uncontrollable power...
Suddenly, a spark of energy arcs out of it and strikes at a rolton...
... 5 points of damage!
Light shock to chest. That stings!
A rolton bleats anxiously!

The gas cloud begins to shake with uncontrollable power...
Suddenly, a spark of energy arcs out of it and strikes at you...
You manage to jump out of the way.

The gas cloud begins to shake with uncontrollable power...
Suddenly, a spark of energy arcs out of it and strikes at you...
You manage to jump out of the way.

The gas cloud begins to shake with uncontrollable power...
Suddenly, a spark of energy arcs out of it and strikes at a kobold...
... 20 points of damage!
Nasty jolt to back fuses a few vertebrae. Definitely uncomfortable.
The kobold is stunned!

In a brilliant display of flashing sparks, the gas cloud jumps north.

The gas cloud begins to dissipate.

A quiet wind disperses the gas cloud.

What this trap does when triggered:

When triggered this box sets off your basic gas cloud. You can, if you're skilled enough, dodge it, or walk away from it. Have a ranger breeze or have it dispelled. Generally this will cause no deaths, but if you're not able to dodge or survive the shock from the cloud, it may.

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Dark Crystal/To Hell

What you find:

You carefully begin to examine the chest for traps...

Looking closely into the keyhole of the lock you spy a small, dark crystal which seems imbedded in the locking mechanism. It looks as if opening the lock without the exact key could shatter it.


A successful disarm:

Having discovered a trap on the chest you begin to carefully attempt to disarm it...

With a little ingenuity you manage to grind down parts of the lock mechanism with your metal file, so it won't come in contact with the crystal when you try to open it.

What it looks like when disarmed:

You carefully begin to examine the chest for traps...

Looking closely into the keyhole of the lock you spy a small, dark crystal which seems imbedded in the locking mechanism. It looks as if opening the lock without the exact key could shatter it, but parts of the mechanism have been ground away to avoid unwanted contact with the crystal.

Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make a lame attempt (d100=23).
Your lockpick gets stuck in the lock! You carefully try to work it free but end up bending the tip! You hear a tinkling sound from the lock and notice a small purple flash of light. Suddenly the ground begins to rumble as you move back away from the coffer. With a loud crack the ground beneath the box rips open and exhales a cold, evil breath. The coffer hovers for a moment and then falls straight down into oblivion. Before you can do anything the ground seals itself, leaving no trace anything had happened.
Roundtime: 20 sec.

What this trap does when triggered:

This trap, when set off, will cause a void to open up from the ground and nab your box from you, leaving you without a box. No bodily injury to anyone.

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Incinerator/Plasma

What you find:

You carefully begin to examine the coffer for traps...

Feeling around the inside of the lock, you notice that the casing is coated with a rough, grainy substance. You lean forward and peer between the walls of the casing. Examining the lock closely, you notice a small bladder filled with a strange liquid wedged between the tumblers. With your face this close to the lock, you pick up the faintest scent of sulphur.

A successful disarm:

Having discovered a trap on the coffer you begin to carefully attempt to disarm it...

You carefully use the tip of a small metal file to scrape away the rough, grainy substance which lines the walls of the casing. After a few moments, you feel comfortable with the small section you have cleaned. You take out a thin needle and carefully slide it between the walls of the casing, taking great care not to touch them. As the tip of the needle punctures the small bladder, a strange clear gel oozes forth from the hole. The gel gives off a strong odor of sulphur. As the air hits the gel, it begins to harden and turn to dust, blowing away in the wind as if it never existed.

What it looks like disarmed:

You carefully begin to examine the coffer for traps...

Feeling around the inside of the lock, you notice that the casing is coated with a rough, grainy substance. A small section of the casing has been scraped clean of the strange substance. You lean forward and peer between the walls of the casing. Examining the lock closely, you notice a deflated bladder wedged between the tumblers. There is a small hole in the bladder, most likely from whatever ruptured it. The lock emanates a strong scent of sulphur.

Triggered in the name of research:

* Taylir was just incinerated!  <~~~ Wohoo! Hehe
You settle into the difficult task of picking the lock.
You make a passable attempt (d100=49).
* SNAP * Crud! You broke your lockpick in the attempt!
As your lockpick slides past the walls of the lock casing it rubs against a rough, grainy substance that coats them and gives off a spark. Just as the spark comes to life, a strong scent of sulphur reaches your nostrils. You have enough time to gasp in shock, as two volatile substances meet and ignite into a stream of fire which issues forth from the lock! Your body is savagely immolated by the flames!


It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.

...departing in 10 mins...
Roundtime: 20 sec.
* Taylir just bit the dust!

What this trap does when triggered:

Talk about painful. I think everyone that knows anyone who locksmiths, knows about an incinerator trap. Simply put, death to the picker that misses this trap. You'll end up bleeding from every available spot on your body, all third rank bleeders except your legs, which are still bleeding, just at rank two. Great for an empath though.

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Glyph/Time Rift

What you find:

You carefully begin to examine a simple wooden coffer for traps...

You notice some spiderweb-like scratches on the lock plate which seem, after some bit of scrutiny, too organized to be just wear and tear -- it might be some type of glyph spell.

A successful disarm:

Having discovered a trap on the coffer you begin to carefully attempt to disarm it...

You feel like you've made a good attempt.

Knowing how delicate magical glyphs can be, you scrape some extra lines into the markings hoping to alter their meaning and defeat the spell they may hold.

What it looks like disarmed:

You carefully begin to examine a simple wooden coffer for traps...

You notice some spiderweb-like scratches on the lock plate which seem, after some bit of scrutiny, too organized to be just wear and tear -- it might be some type of glyph spell, but some of the markings have been altered. This may prevent any magical nature they have from manifesting itself.

What this trap does when triggered:

You make a miserable attempt (d100=16).
You struggle with the coffer. As you do, you get a sense that the coffer has a very basic lock (-105 thief-lingo difficulty ranking). Then...CLICK! It opens!
Suddenly a dark splotch erupts from the lock mechanism and envelops you! Time seems to slow down and almost stop...

Suddenly you see yourself lean towards a locked coffer about to try and pick the lock...something goes wrong but...

Suddenly you see yourself lean towards a locked coffer about to try and pick the lock...something goes wrong but...

After a moment you feel a great sense of deja vu....

Suddenly you see yourself lean towards a locked coffer about to try and pick the lock...something goes wrong but...

Your head begins to throb from all this. After a moment your vision clears and you see...

[Temporal Rift]
You are trapped in a time rift! You catch brief glimpses of events both past and future. Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness. It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down
Roundtime: 10 sec.

NOTE: I want to point out that, when I purposely set this trap off, for this description.... I was standing outside the west gate in Icemule, a few rooms away from the gate, and when I came out of the temporal rift, I ended up in Oblin Pass, Boiling Lake..... so, be prepared to have your stuff handy. Also, even though I unlocked the box, the trap was still there for me to disarm.

This trap sends you to the temporal rift, see above. This is a nifty little trap, once you set it off and visit the rift, it's back again, unless you've picked through it. Also, if you read scrolls well, the trap size will appear smaller, so learn how to read!!

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Shock Bolt

What you find:

You carefully begin to examine the chest for traps...

Looking closely into the keyhole, you notice a pair of small metal rods a hair's width from touching each other. Peering around the inside of the keyhole, you can see that the lock would push the two rods together should the lock be tampered with.

A successful disarm:

Having discovered a trap on the chest you begin to carefully attempt to disarm it...

With great care you take a pair of metal grips and bend the sensitive metal rods out of alignment. It looks as though they cannot be pressed together by the lock mechanism any more.

What it looks like when disarmed:

You carefully begin to examine the chest for traps...

Looking closely into the keyhole, you notice a pair of small metal rods that have been bent in opposite directions of each other.

Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make an excellent attempt (d100=90).
Your lockpick gets stuck in the lock! You carefully try to work it free but end up bending the tip!
There is a tiny flash from the keyhole and suddenly your entire body jerks from a massive electrical shock...
... 60 points of damage!
Terrifying electrical arc destroys spinal column one vertebra at a time!

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.

...departing in 10 mins...
Roundtime: 20 sec.

Taylir just bit the dust! <~~~ Hehe!

What this trap does when triggered:

Quite the stubborn trap for some reason these appear to be harder than another type of the same size. This trap when set off shocks you, can cause death, depending on how hard you get shocked. The best part about this nice little trap is that you can spend all day trying, because no matter how many times you trigger it, it's back.

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Fire Gel/Immolation

What you find:

You carefully begin to examine the box for traps...

Looking closely into the keyhole of the lock, you spy a small vial of fire-red liquid and a tiny hammer device which seems poised to shatter it if the lock is tampered with.

A successful disarm:

Having discovered a trap on the box you begin to carefully attempt to disarm it...

Using the metal grips from your , you manage to reach in and grasp the post of the metal hammer, and bend the weak metal out of striking range of the vial.

What it looks like when disarmed:

You carefully begin to examine the box for traps...

Looking closely into the keyhole of the lock, you spy a small vial of liquid and a tiny hammer device which has been bent from striking range of the vial.

Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make a passable attempt (d100=46).
Your lockpick gets stuck in the lock! You carefully try to work it free but end up bending the tip!
Uh oh! You hear what sounds like a vial being shattered from inside the lock mechanism. You jump back from the trunk as a cloud of billowing red begins to pour from its seams engulfing you and covering you with globs of fiery goo!

Roundtime: 20 sec.
Rhandi giggles.  <~~~ That's my sister laughing at me!


* Taylir just bit the dust!
The flames engulfing you flare up and sear your skin!  <~~~ Peeewwwww!

... 30 points of damage!
Fire burns through neck and destroys carotid artery. Painfully bloody way to die.

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.

...departing in 10 mins...

You laugh, the sepulchral sound echoing through the room. <~~~ Or is it with me?

Smoke continues to rise from you as your clothing smolders.

What this trap does when triggered:

Well, that fire-red liquid starts you on fire. If you're alone and can beat the stun, fall over and roll around to extinguish it, if you're lucky enough to have someone with you, they can push you over and roll you as well. The "roller" will get burnt hands, and your clothes will smolder, but it's better than burning to death.

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Acid Stream/Acid Splash

What you find:

You carefully begin to examine the strongbox for traps...

After carefully examining the lock, you move on to the hinges of the strongbox. Just as you were to pass the strongbox off as safe, you notice what appears to be the ends of springs incorporated with the hinges. Seems rather odd to have a strongbox designed to spring open when it is unlocked.


A successful disarm:

Having discovered a trap on the strongbox you begin to carefully attempt to disarm it...

With a little force applied to the springs, you manage to pop them inside the strongbox.


What it looks like when disarmed:

You carefully begin to examine the strongbox for traps...

You discover no traps.

Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make a good attempt (d100=79).
You struggle with the coffer. As you do, you get a sense that the coffer has a rudimentary lock (-75 thief-lingo difficulty ranking). Then...CLICK! It opens!
You jump back a little as the lid of the coffer flies open! You close your eyes involuntarily as a tongue of liquid hurtles at your face from inside the coffer! You feel an intense burning sensation on your face, the scent of burning flesh fills your nostrils with nauseating poignancy!

Again....

You settle into the difficult task of picking the lock.
You make a talented attempt (d100=82).
You struggle with the coffer. As you do, you get a sense that the coffer has a primitive lock (-25 thief-lingo difficulty ranking). Then...CLICK! It opens!
You jump back a little as the lid of the coffer flies open! You close your eyes involuntarily as a tongue of liquid hurtles at your face from inside the coffer! You feel an excruciating burning sensation on your face and neck, your eyes burn and tear like two fiery rivers! You scream in pain!



What this trap does when triggered:

This trap won't kill you, but will give you some nasty acid burns to the face, and scars to match.  It can also ruin headworn items. (Thanks Khel hon!)
 

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Spore/Suffocation

What you find:

You carefully begin to examine an engraved monir coffer for traps...

Peering into the coffer's lock, you see a small tube towards the bottom of the tumbler mechanism. The tube is capped with a thin membrane, but it seems likely that the tumblers would tear it off while turning.

A successful disarm:

Having discovered a trap on the coffer you begin to carefully attempt to disarm it...

Taking a lump of putty from your locksmith's pouch, you carefully apply it to the end of the small tube. That should block whatever it's meant to deploy.

What it looks like disarmed:


You carefully begin to examine an engraved monir coffer for traps...

Peering into the coffer's lock, you see a small tube towards the bottom of the tumbler mechanism. It appears as though the tube has been plugged with something.

Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make a competent attempt (d100=65).
You struggle with the chest. As you do, you get a sense that the chest has a very basic lock (-85 thief-lingo difficulty ranking). Then...CLICK! It opens!
With a barely audible puff, a thick cloud of greyish-green spores billows forth from a weathered haon chest and quickly spreads through the area!
You get a heavy lungful of the caustic gas!
Acid burns your neck!
... 10 points of damage!
Acid causes a painful burn on the neck, inflaming the skin!
You are stunned for 1 round!

A thick cloud of greyish-green spores settles in the air above you.

What this trap does when triggered:

You and everyone in the room inhales some nasty poisoning vapors, although no known cure exists, I've heard rumor that spell 207 Purify Air, helps if not nullifies it, I will update as soon as I know for certain if that is 100% or not.  Hand of Tonis, Wizard spell 505 removes the cloud.

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Scales

What you find:

You carefully begin to examine a weathered tanik chest for traps...

At first glance, the tanik chest appears to be covered with hundreds of tiny metal scales. Closer examination reveals the "scales" to be razor sharp at the edges and possessing of a downward-facing needlelike tip. However, you should be able to avoid cutting yourself if you are careful.


A successful disarm:

(Hope you picked the lock first!)

Having discovered a trap on the chest you begin to carefully attempt to disarm it...

You carefully open the lid of the tanik chest the tiniest bit, and peer inside. To one side of the locking mechanism, you can see what appears to be a thin cord connecting the lid to something within the chest itself.

You gently slide your dagger into the space under the lid and slice through the cord. That oughta do it.

Triggered in the name of research:

You gesture and invoke the powers of the elements for the Unlock spell... Your spell is ready.
You gesture at an engraved steel coffer.
Suddenly, an engraved steel coffer gives off a loud sizzle, and explodes in a bright flash!
Being closest, you take the brunt of the blast!
... 15 points of damage!
Nasty blow to your chest!
You are stunned for 1 round!


The coffer's casing is blasted into hundreds of tiny flechettes!

You are severely perforated!
... 25 points of damage!
Neck skewered, sliding past the throat and spine! That looks painful.
... 25 points of damage!
Vicious strike punctures intestines!
... 20 points of damage!
Strike to abdomen punctures stomach!
... 25 points of damage!
Damaging strike to chest, several ribs shattered!
... 10 points of damage!
Strike pierces thigh!
You are knocked to the ground!
... 30 points of damage!

Great shot penetrates thigh and shatters bone! The buzz of thoughts in your mind subsides.

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.

...departing in 10 mins...
Elanus is struck by flechettes!
... 20 points of damage!
Shot pierces a wrist!
He is stunned!
... 10 points of damage!
Nice puncture to the abdomen, just missed vital organs!
Spaewife is struck by flechettes!
... 45 points of damage!
Shot shatters hip and severs right leg!
Spaewife screams and falls to the ground grasping her mangled right leg!
She is stunned!
Xeldria is struck by flechettes!
... 10 points of damage!
Strike pierces thigh!
She is knocked to the ground!
Lunafleur is struck by flechettes!
... 15 points of damage!
Slash across right eye!
Hope the left is working.
She is stunned!
... 10 points of damage!
Strike through the palm!
Queatus is struck by flechettes!
... 35 points of damage!
Awesome shot shatters ribs and punctures lung!
He is stunned!
Dozens of flechettes fly off to the east!

Dozens of flechettes fly off to the southwest!

Cast Roundtime 3 Seconds.

What this trap does when triggered:

I love this trap! First off, it's kind of backwards. You need to first spot this trap. Then you need to unlock the box. Once unlocked you need to grab your handy dandy dagger (or like weapon), and disarm it. If you fail the disarm, you're going to hurt yourself and everyone else in the room. Shrapnel will do what shrapnel does and pretty much hurt and possibly kill everyone. Make sure you don't forget to disarm it after you unlock it.

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Sphere/Plasma Wave

What you find:

You carefully begin to examine an acid-pitted mithril chest for traps...

Examining the chest, you locate a small light violet sphere held in a metal bracket towards the back of the lock mechanism. The spherical crystal exudes crackling amber energy in shifting jagged lines, which reach outward from the center to trace patterns on the translucent surface. It appears that were the tumblers to be activated, the gem would be caught amongst them.

A successful disarm:

disarm my chest with my lockpick
Having discovered a trap on the chest you begin to carefully attempt to disarm it...

With utmost care, you slip your black vaalin lockpick into the lock and gently nudge the tiny gem until it begins to work loose and its inner glow begins to fade. Another moment of prodding, and you are able to poke the gem free of its metal housing, whereupon it falls down into the lock mechanism and out of sight.


What it looks like when disarmed:

A thorough search of the area inside the tumblers reveals what appears to be a metal bracket of some sort, although it seems to be empty now.

Triggered in the name of research:

Rhandi settles into the difficult task of picking the lock on a plain maoral chest.
You hear a snap and then Rhandi mumbles some unprintables.
Suddenly, you hear a sound like shattered crystal and a bright emerald light flashes from the lock mechanism!

Rhandi is engulfed by the light!
... 60 points of damage!
Large spot of acid dissolves Rhandi's kidneys.
She is stunned!
A wave of emerald ethereal ripples moves outward from a plain maoral chest.
Rhandi is buffeted by the emerald ethereal waves, and is knocked to the ground.
... 15 points of damage!
Splash to the back of the hand causes the skin to smoke!
You are buffeted by the emerald ethereal waves, but remain standing.


The maoral chest is ripped into shreds by the blast!

Another one for good measure:

You settle into the difficult task of picking the lock.
You make a pathetic attempt (d100=8).
You struggle with the chest. As you do, you get a sense that the chest has a rudimentary lock (-45 thief-lingo difficulty ranking). Then...CLICK! It opens!
Suddenly, you hear a sound like shattered crystal and a bright dark red light flashes from the lock mechanism!

You are engulfed by the light!
... 20 points of damage!
Nasty burns to back. Won't be sleeping on that for awhile.
You are stunned for 3 rounds!
A wave of crimson ethereal ripples moves outward from a scratched maoral chest.
A luminous arachnid is buffeted by the crimson ethereal waves and is knocked to the ground.
... 25 points of damage!
Rhandi is buffeted by the crimson ethereal waves, and is knocked to the ground.
... 10 points of damage!
Burst of flames to left arm burns skin bright red.
You are buffeted by the crimson ethereal waves, but remain standing.

The maoral chest is ripped into shreds by the blast!

One more cuz it was fun!

Queatus settles into the difficult task of picking the lock on a weathered fel box.
Suddenly, you hear a sound like shattered crystal and a bright reddish-brown light flashes from the lock mechanism!

Queatus is engulfed by the light!
... 30 points of damage!
Hard strike to left eye pops it!
He is stunned!
A wave of russet ethereal ripples moves outward from a weathered fel box.
A velnalin is buffeted by the russet ethereal waves and is knocked to the ground.
... 60 points of damage!
Blow to chest frees a rib to spear a lung and heart!
The velnalin lets out a final agonized sigh and dies.
A kobold is buffeted by the russet ethereal waves and is knocked to the ground.
... 50 points of damage!
Strike to the kobold's throat removes it!
The kobold cries out in pain one last time and dies.
Prospera is buffeted by the russet ethereal waves, and is knocked to the ground.
... 20 points of damage!
Good blow to chest!
She is stunned!
Awryn is buffeted by the russet ethereal waves, and is knocked to the ground.
... 50 points of damage!
Impact removes the left hand in a spray of red mist!
He is stunned!
Elanus is buffeted by the russet ethereal waves, and is knocked to the ground.
... 50 points of damage!
Massive blow to chest collapses sternum!
He is stunned!
Xeldria is buffeted by the russet ethereal waves, and is knocked to the ground.
Lunafleur is buffeted by the russet ethereal waves, and is knocked to the ground.
... 25 points of damage!
Strong blow to back!
She is stunned!
Queatus is buffeted by the russet ethereal waves, and is knocked to the ground.
... 55 points of damage!
Strike to Queatus's throat removes it!

* Queatus drops dead at your feet!

Belnia is buffeted by the russet ethereal waves, and is knocked to the ground.
... 15 points of damage!
Nice blow to left leg!
She is stunned!
You are buffeted by the russet ethereal waves, and knocked to the ground.
You are pinned in place, unable to move.
Roundtime: 20 sec.
... 55 points of damage!
Your left leg collapses as the bones are ground to dust!
That marathon will just have to wait!
You are stunned for 12 rounds!


The fel box is ripped into shreds by the blast!

What this trap does when triggered:

From what I know there are dozens of different colored sphere. When disarmed this nasty little trap will cast what appears to be major elemental wave at you, and it doesn't matter what color the sphere, you get the same damage. This trap can cause death, but may not always do so.

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Scarab Basics
 

I decided to add a small section on scarab basics instead of including them with each description. There are a few things that all scarabs have in common.

1. You must disarm the scarab when it falls from the box, basic syntax: DISARM SCARAB

2. Scarabs will only be available for "pick up" to the person that disarmed it, for 30 seconds after the disarm. This is supposed to prevent theft, to some extent.

3. How do you know if you can disarm the scarab? There isn't a known formula yet, if there is, I haven't found it yet. Rilven said she'd do some further testing with me, will get the info up when we're done with that. The old formula was for a rogue (only a rogue) you needed a combined BONUS of 151 from disarm skill and wisdom, and you'd successfully disarm any scarab that fell to the ground. Now, when you disarm a scarab you get one of several messages, telling you if you think you've disarmed the scarab successfully. Some say this has to do with the size of the actual trap, while it was on the box. Personally I don't believe that to be completely true, as I've always gotten the "you could have done it blindfolded" message, even on my largest trap. Like I said, further testing will go into this, and hopefully in the future we will know a bit more about it.

4. What do you do with a scarab? A scarab ends up being a pretty nice gem. You can sell them at the gemshop in any town for silver. Scarab prices range anywhere from 1 silver to 4000 silvers. (Thanks Sazarr!) Remember, the more you DISARM SCARAB the less the scarab is worth, being able to do it once is ideal, if you want to get the most out of the scarab. Also, it's been mentioned, though I've not had it confirmed, that the higher the trap the scarab came from, the more it's worth at the gemshop. It used to be that you couldn't sell scarabs when you SOLD (CONTAINER) at the gemcutter's, but now they sell like any regular gem. Which is probably why I haven't noticed their individual worth.

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Blue/Green Scarab - Disease/Poison Scarab

What you find:

You carefully begin to examine an enruned iron chest for traps...

Peering closely into the lock, you spy a miniature sky-blue/sea-green glaes scarab wedged into the lock mechanism. The scarab's surface is etched with tiny runes that seem to writhe as the light strikes them.


A successful disarm:

Having discovered a trap on the chest you begin to carefully attempt to disarm it...

You carefully nudge the scarab free of its prison without disturbing the lock too much. The scarab falls from the lock and onto the ground in front of you.

What it looks like disarmed:

You carefully begin to examine a sturdy silver chest for traps...

The lock appears to be free of all obstructions.

A successful scarab disarm:

disarm scarab
You carefully begin to examine the scarab for traps...

Knowing how delicate magical runes can be, you carefully scrape a few extra lines into the markings, hoping to alter their meaning and defeat the spell they may hold.

*scritch scritch* If that had been any easier, you could have done it blindfolded.

Triggered in the name of research:

You make a talented attempt (d100=84).
You struggle with the trunk. As you do, you get a sense that the trunk has a tricky lock (-240 thief-lingo difficulty ranking). Then...CLICK! It opens!
As you push your lockpick into the lock mechanism, you hear the buzzing of a tiny insect coming from within. Suddenly, something darts out of the lock and flies straight at you! You attempt to duck out of the way, but it weaves with you and lands on your neck! You gasp in horror as you feel its stinger enter your flesh and you clap your hand to your neck to stop it, but there is nothing there. You suddenly feel very ill.

You seem to be in one piece.

Maximum Health Points: 140
Remaining Health Points: 120
You are feeling pretty good.

Maximum Spirit Points: 10
Remaining Spirit Points: 10

Diseased! Taking 19 damage per round. Dissipating 1 per round.

You seem to be in one piece.

Maximum Health Points: 150 Remaining Health Points: 70
You are feeling weakened.

Maximum Spirit Points: 10
Remaining Spirit Points: 10

Poisoned! Taking 79 damage per round. Dissipating 1 per round.

What this trap does if triggered:

When this little bug is triggered, it will stick you with a very large poison/disease. Blue is disease, green are poison. The disease/poison hits for 19 per or higher, dissipating at 1 per round. You will need to quickly find a healer for blood loss, or someone that can cast UnPoison?, or UnDisease? in a hurry.

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Opalescent Scarab/Random Spell

What you find:

You carefully begin to examine a sturdy gold box for traps...

Peering closely into the lock, you spy a glimmering opalescent scarab wedged into the lock mechanism. The scarab's surface is etched with tiny runes that seem to writhe as the light strikes them.

A successful disarm:

You carefully nudge the scarab free of its prison without disturbing the lock too much. The scarab falls from the lock and onto the ground in front of you.

What it looks like when disarmed:

You carefully begin to examine a sturdy gold box for traps...

The lock appears to be free of all obstructions.

A successful scarab disarm:

You carefully begin to examine the scarab for traps...

Knowing how delicate magical runes can be, you carefully scrape a few extra lines into the markings, hoping to alter their meaning and defeat the spell they may hold.

*scritch scritch* If that had been any easier, you could have done it blindfolded.

Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make a passable attempt (d100=41).
You are not able to pick the lock, and learn little about it.
As you push your lockpick into the lock mechanism, you hear a buzzing noise coming from within a weathered monir coffer. Something darts out of the coffer and settles at the lock opening! A tiny insect with a glimmering opalescent shell flutters there momentarily, then opens its wings and faces you!

A glimmering opalescent scarab releases a radiant burst of energy towards you!
The ground beneath your feet begins to boil violently!
Fiery debris explodes from the ground!
... 20 points of damage!
Good blow to your back!
You are stunned for 3 rounds!
... 20 points of damage!
Nasty burns to right leg. Gonna need lots of butter.
You are knocked to the ground!
... 20 points of damage!
Flames incinerate muscle tissue in neck exposing the trachea. More than you ever wanted to see.
... 25 points of damage!
Flames burn hole in chest exposing ribs!
... 35 points of damage!
You take a breath of super-heated air and expire gasping.

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.

...departing in 10 mins...
The ground then quickly cools.
Chittering noisily, the opalescent scarab disappears once more into the coffer.
Roundtime: 20 sec.


Another spell from the SAME box:

You settle into the difficult task of picking the lock.
You make an excellent attempt (d100=98).
You are not able to pick the lock, and learn little about it.
As you push your lockpick into the lock mechanism, you hear a buzzing noise coming from within a weathered monir coffer. Something darts out of the coffer and settles at the lock opening! A tiny insect with a glimmering opalescent shell flutters there momentarily, then opens its wings and faces you!

A glimmering opalescent scarab releases a radiant burst of energy towards you!
CS: +900 - TD: +247 + CvA?: +25 + d100: +75 - -5 == +758
Warding failed!
Blast encases right hand instantly turning it into a fine white powder! +628 damage.

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.

...departing in 10 mins...
Chittering noisily, the opalescent scarab disappears once more into the coffer.
Roundtime: 20 sec.

And yet another spell from this trap:

Queatus settles into the difficult task of picking the lock on a rotting thanot trunk.
You hear a snap and then Queatus mumbles some unprintables.
As Queatus pokes around inside the lock, you hear a buzzing noise coming from within a rotting thanot trunk. Something darts out of the trunk and settles at the lock opening! A tiny insect with a glimmering opalescent shell flutters there momentarily, then opens its wings and faces Queatus!

A glimmering opalescent scarab releases a radiant burst of energy towards Queatus!

Dozens of long thorns suddenly grow out from the ground underneath Queatus! Several of the thorns jab into him!
... hits for 32 points of damage!
... 35 points of damage!
Blow shatters knee and severs lower leg!
Queatus screams and falls to the ground grasping his mangled right leg!
He is stunned!
... hits for 21 points of damage!
... 45 points of damage!
Strike to wrist severs right hand quite neatly!

* Queatus drops dead at your feet!

Chittering noisily, the opalescent scarab disappears once more into the trunk.

What this trap does when triggered:

This scarab, when fumbled, failed, or touched from the ground will cast one heck of a CS based spell at you. Spells have included Spike Thorn, Dark Catalyst and Boil Earth, that I've seen, I'm sure there are more. Most likely this will kill you. Once the scarab strikes, it will jump back into the lock, making the box unsafe.

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Onyx Scarab/Burrow

What you find:

You carefully begin to examine an enruned wooden trunk for traps...

Peering closely into the lock, you spy a tiny onyx scarab wedged into the lock mechanism. The scarab's shell is covered with spiky inward-curving protrusions which resemble fangs.


A successful disarm:

Having discovered a trap on the trunk you begin to carefully attempt to disarm it...

You carefully nudge the scarab free of its prison without disturbing the lock too much. The scarab falls from the lock and onto the ground in front of you.

What it looks like disarmed:

You carefully begin to examine a enruned wooden trunk for traps...

The lock appears to be free of all obstructions.

A successful scarab disarm:

You carefully begin to examine the scarab for traps...

Knowing how delicate magical runes can be, you carefully scrape a few extra lines into the markings, hoping to alter their meaning and defeat the spell they may hold.

*scritch scritch* If that had been any easier, you could have done it blindfolded.

Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make a competent attempt (d100=61).
You are not able to pick the lock, and learn little about it.
As you push your lockpick into the lock mechanism, you hear a clicking noise coming from within an acid-pitted mithril box. A tiny onyx insect with numerous spikes on its carapace scuttles out of the locking mechanism and darts towards you!

Blood jets forth as a spiked onyx scarab burrows into your right hand!
... 20 points of damage!
Shot pierces a wrist!
You are stunned for 1 round!
Roundtime: 20 sec.

You bite back a scream as you feel a spiked onyx scarab tunneling through your right hand!

The onyx scarab comes close to the surface of your right hand, causing the skin to bulge painfully!

You bite back a scream as you feel a spiked onyx scarab tunneling through your chest!

You bite back a scream as you feel a spiked onyx scarab tunneling through your chest!

Pain like a miniature sun bursts within your chest as the onyx scarab reaches your heart! Light flares before your eyes momentarily, followed by the release of death.
The buzz of thoughts in your mind subsides.

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.

...departing in 10 mins...


A spiked onyx scarab suddenly erupts out of your chest and drops to the ground!

You swing a giant lollipop stick at a spiked onyx scarab!
AS: +358 vs DS: +5 with AvD?: +38 + d100 roll: +90 = +481
... and hit for 140 points of damage!
Left hip pulped, severing the leg.
The onyx scarab flitters loudly as it collapses to the ground as its mangled left hind leg gives way.
The onyx scarab flips over, legs flailing weakly at the air before it expires.
Roundtime: 5 sec.

What this trap does when triggered:

This bug will bite you and get under your skin, so to speak, and suck the life right out of you. It starts in your hand usually and works its way toward your heart. Once you're dead it will find it's next victim, so anyone in that room or passing through may end up getting bit by this thing. You can ambush a limb off to keep the person alive, and then kill the scarab while on the ground. Uncurse will also kill the bug. This can be cast at the person it is invading, or while on the ground. Be warned, it may take more than one cast to kill it.
 

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Blood Red Scarab/Leech

What you find:

You carefully begin to examine a sturdy wooden chest for traps...

Peering closely into the lock, you spy a miniature blood red scarab wedged into the lock mechanism. The scarab's shell is etched on the back with a dark teardrop-shaped pattern surrounded by tiny runes.


A successful disarm:

Having discovered a trap on the chest you begin to carefully attempt to disarm it...

You carefully nudge the scarab free of its prison without disturbing the lock too much. The scarab falls from the lock and onto the ground in front of you.

What it looks like disarmed:

You carefully begin to examine a sturdy wooden chest for traps...

The lock appears to be free of all obstructions.


A successful scarab disarm:

You carefully begin to examine the scarab for traps...

Knowing how delicate magical runes can be, you carefully scrape a few extra lines into the markings, hoping to alter their meaning and defeat the spell they may hold.

*scritch scritch* If that had been any easier, you could have done it blindfolded.

Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make an adequate attempt (d100=51).
You are not able to pick the lock, and learn little about it.
As you push your lockpick into the lock mechanism, you hear a clicking noise coming from within a scratched brass box. A tiny blood red insect with a large teardrop etched on its shell scuttles out of the locking mechanism and darts towards you!


A blood red teardrop-etched scarab clamps its tiny mandibles onto your right hand!

You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!

You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!

You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!

You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!

You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.

...departing in 10 mins...

A blood red teardrop-etched scarab suddenly pulses a bright crimson and drops away from you!



What this trap does when triggered:

When triggered this scarab will clamp onto you and suck the blood right out of you, until you're dead. Once you're dead it will find it's next victim, so anyone in that room or passing through may end up getting bit by this thing. You can ambush a limb off to keep the person alive, and then kill the scarab while on the ground. Uncurse will also kill the bug, this can be cast at the person it is invading, as well as while it's on the ground. Be warned, it may take more than one cast.

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Translucent Scarab/Eye Spy

What you find:

You carefully begin to examine a simple monir coffer for traps...

Peering closely into the lock, you spy a tiny translucent scarab wedged into the lock mechanism. The scarab's shell is etched on the back with a large eye that seems to shift lazily about.

A successful disarm:

You carefully begin to examine a simple monir coffer for traps...

You carefully nudge the scarab free of its prison without disturbing the lock too much. The scarab falls from the lock and onto the ground in front of you.

What it looks like when disarmed:

You carefully begin to examine a simple monir coffer for traps...

The lock appears to be free of all obstructions.

A successful scarab disarm:

You carefully begin to examine the scarab for traps...

Knowing how delicate magical runes can be, you carefully scrape a few extra lines into the markings, hoping to alter their meaning and defeat the spell they may hold.

You feel like you probably rendered the translucent scarab harmless, but can't be sure.

NOTE: This one above ended up being safe, thus you need to pay attention to your messaging and know when to trust yourself. Thank you Rhandi for your help on this! Same thing for the one below!

Knowing how delicate magical runes can be, you carefully scrape a few extra lines into the markings, hoping to alter their meaning and defeat the spell they may hold.

Deciphering the runes is relatively simple, and you're pretty sure you were successful.


Triggered in the name of research:

You settle into the difficult task of picking the lock.
You make a poor attempt (d100=33).
You are not able to pick the lock, and learn little about it.
As you push your lockpick into the lock mechanism, you hear a buzzing noise coming from within an iron-bound haon chest. Something darts out of the chest and settles at the lock opening! A tiny translucent insect with a large eye etched on its shell flutters there momentarily, then scuttles about and faces away from you!

An etched translucent scarab focuses the eye etched into its back towards you!
An etched translucent scarab stares into your eyes.
CS: +1260 - TD: +247 + CvA?: +25 + d100: +19 - -5 == +1062
Warding failed!
The translucent scarab suddenly transforms into a horridly grotesque image, inducing utter terror in your soul! A gut-wrenching fear twists deep into your soul. You turn pale and then fall limp to the ground, killed by some inconceivable fear!

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.

...departing in 10 mins...
Chittering noisily, the translucent scarab disappears once more into the chest.
Roundtime: 20 sec.

What this trap does when triggered:

This scarab casts the spell Evil Eye. The Casting Strength of this spell is so high, that it will likely kill you in one try, before hopping back into the box. You can also rub this scarab to get a spell out of it, several spells have been noted in these scarabs.
 

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