vbcypher
12-05-2003, 03:03 PM
When you start playing LDON start saving your points. Whoever managed the LDON project had a special place in his hearts for Necromancers and slipped in a very nice little thing for just us that few realize...The Trapped Chests.
I seriously think they're only put in the dungeons for us. If you don't know how they work, or you've only just avoided them up until now (because, you've suffered from a stupid melee bashing them) here you go.
Trap Types
-------------
#1 - Mechanical - Only opened by Bards and Rogues
#2 - Cursed - Only Opened by WIS Casters (and NEC)
#3 - Magical - Only Opened by INT Casters (and NEC)
<smiles> notice how we're the only class that can disarm 2/3'rds of all the traps in the dungeons. SWEET!
Casters have to disarm using spells...The spells are like this.
#1 - Sense Trap (determines the type of trap)
#2 - Disarm Trap (attempts to disarm, consumes a reagent per cast)
#3 - Pick Lock (attempts to open the lock)
The two spell lines are called...
Wuggans - Magical Line
Reebo's - Cursed Line
There are various "strengths" fo these spells, but I recommend waiting until you can afford all six of the "Greater" series at 60 points each. Yea, 360 points is a lot to eat on these spells, but then, once you have them you own all the traps in the dungeon.
I generally wait until after the group finishes the adventure before I open all the chests for two reasons.
#1 - even with the Greater series of spells there is a %2 chance you will trigger the trap instead of disarming it.
#2 - when i open it, it's mine. I'm not sharing. I worked my a** to get them...i'm not sharing.
----------
Rewards?
I generally get Blue Diamonds, Auggie's or sometimes stupid Illusion potions. Definately worth it...except when it takes me five casts to disarm a trap (100pp in reagents) and it's a stupid Illusion Gnome ... those make me mad, lol.
I seriously think they're only put in the dungeons for us. If you don't know how they work, or you've only just avoided them up until now (because, you've suffered from a stupid melee bashing them) here you go.
Trap Types
-------------
#1 - Mechanical - Only opened by Bards and Rogues
#2 - Cursed - Only Opened by WIS Casters (and NEC)
#3 - Magical - Only Opened by INT Casters (and NEC)
<smiles> notice how we're the only class that can disarm 2/3'rds of all the traps in the dungeons. SWEET!
Casters have to disarm using spells...The spells are like this.
#1 - Sense Trap (determines the type of trap)
#2 - Disarm Trap (attempts to disarm, consumes a reagent per cast)
#3 - Pick Lock (attempts to open the lock)
The two spell lines are called...
Wuggans - Magical Line
Reebo's - Cursed Line
There are various "strengths" fo these spells, but I recommend waiting until you can afford all six of the "Greater" series at 60 points each. Yea, 360 points is a lot to eat on these spells, but then, once you have them you own all the traps in the dungeon.
I generally wait until after the group finishes the adventure before I open all the chests for two reasons.
#1 - even with the Greater series of spells there is a %2 chance you will trigger the trap instead of disarming it.
#2 - when i open it, it's mine. I'm not sharing. I worked my a** to get them...i'm not sharing.
----------
Rewards?
I generally get Blue Diamonds, Auggie's or sometimes stupid Illusion potions. Definately worth it...except when it takes me five casts to disarm a trap (100pp in reagents) and it's a stupid Illusion Gnome ... those make me mad, lol.