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Old 03-08-2003, 07:05 PM   #12
Jim
Quintesson
 

Join Date: May 1, 2001
Location: Leeds, West Yorkshire, England
Age: 45
Posts: 1,088
Nice work Alson,

Also worth noting is that one of these traps has an area of effect radius!!! A single powerful high level trap placed in the center of, for example, the fallen paladins (when neutral), and then causing them to become hostile, will of course trigger the trap. The trap effects mentioned by Alson (certainly the latter one that deals fire damage) will effect each and every target within range, making, IMO, high level thief traps substantially more powerful than the HLA spike traps. Imagine the havok you could create by using 7 of "3D8 Missile Damage, +4D8 Fire Damage" traps, and then taking on multiple enemies. Damage range of 49-392 damage to all hostile creatures within the area of effect.

You can even see the missile damage coming from the trap (looks like throwing knives) and flying towards multiple targets.

Final observations reveal that the trap(s) will fire at the first available target, so if one fallen paladin becomes hostile before the rest, this sole character will cop all the damage after the trap has triggered, with the other targets escaping unscathed. The best use for these snares is to lay a row of them down, and then attract a group of enemies down simultaneously. You can then be sure that the traps will target and damage all enemies that way. There is also no danger of hitting neutral targets like there is if you lay an explosive trap. Spike traps tend to deal massive damage to a single creature.

Next to time traps, the high level snares are the best (provided the targets have no fire/missile resistance) in the game.
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