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Difference between revisions of "Skill Disarm Traps"

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Allows a rogue to disable environmental traps, making it safe for a group of companions to pass.
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Allows a rogue to disable environmental traps, making it safe for a group of companions to pass. <s>No trap in the game has a skill check, making this ability nothing short of 100% useless. But, hey, you're still going to max it, aren't you? What else are you going to do with your time?</s> -- Some traps in The Tower of Frozen Shadow require a skill check as noted below.
<br />This skill is not very useful in Classic or Kunark. But you can skill up easily using a trap in Timorous Deep.
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Go to the docks on Ogre Island (Marked as 1 on the [[Timorous_Deep]] Map).
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== Skill-up locations ==
There are 2 Fire pots leading to the docks for the boat that goes to The Overthere.<br />
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The fire pot on the right (when facing the docks) is a trap. Sense trap will trigger your character to face the firepot.<br />
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* There are two fire pots leading to the docks for Overthere barge (Ogre Island) in [[Timorous Deep]].
<br /><br />
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** Sense Traps and then Disarm Traps to "disarm" the firepot. In Classic, the ''Use Centerscreen'' key (default 'U') also worked.  
Sense and then Disarm to "disarm" the firepot and level up.<br />
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* The SolA swinging traps. Clicking on the wood seems to work better than the blade. It's frustrating but doable.
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* The SolB smasher trap is arguably the best place to skill up Disarm Traps. It's big, easy to hit, and you can sit there jamming on the U key to max your skill in about 10-20 minutes.
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* Fire traps in The Tower of Frozen Shadow on levels 6 & 7 require 150 skill in Disarm Traps to disarm (as well as 150 in Sense Traps to sense).
  
 
== Classes ==
 
== Classes ==
  
* [[Rogue]]
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* [[Rogue]] - skill cap of 200
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* [[Bard]]
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== Patch Changes ==
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Increased timer for traps to remain disarmed [[Patch_notes#April_17.2C_2001_3:00_am | April 17, 2001]], 1 month into Warrens Era.
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* Disarmed traps will remain disarmed for a somewhat longer time than before to allow larger groups to get past the traps before they go off.
  
 
{{Navbox Skills}}
 
{{Navbox Skills}}
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[[Category: Skills]]

Latest revision as of 20:37, 5 October 2024

Allows a rogue to disable environmental traps, making it safe for a group of companions to pass. No trap in the game has a skill check, making this ability nothing short of 100% useless. But, hey, you're still going to max it, aren't you? What else are you going to do with your time? -- Some traps in The Tower of Frozen Shadow require a skill check as noted below.

Skill-up locations

  • There are two fire pots leading to the docks for Overthere barge (Ogre Island) in Timorous Deep.
    • Sense Traps and then Disarm Traps to "disarm" the firepot. In Classic, the Use Centerscreen key (default 'U') also worked.
  • The SolA swinging traps. Clicking on the wood seems to work better than the blade. It's frustrating but doable.
  • The SolB smasher trap is arguably the best place to skill up Disarm Traps. It's big, easy to hit, and you can sit there jamming on the U key to max your skill in about 10-20 minutes.
  • Fire traps in The Tower of Frozen Shadow on levels 6 & 7 require 150 skill in Disarm Traps to disarm (as well as 150 in Sense Traps to sense).

Classes

Patch Changes

Increased timer for traps to remain disarmed April 17, 2001, 1 month into Warrens Era.

  • Disarmed traps will remain disarmed for a somewhat longer time than before to allow larger groups to get past the traps before they go off.
Spell: AbjurationAlterationChannelingConjurationDivinationEvocationMeditateSpecialization
Specialize: AbjurationSpecialize: AlterationSpecialize: ConjurationSpecialize: DivinationSpecialize: Evocation
Weapon: Archery1H Slash1H Blunt2H Slash2H BluntPiercing2H PiercingThrowing
Combat: BashBlockDefenseDisarmDodgeDouble AttackDual WieldHand to HandHarm Touch
IntimidationKickLay on HandsOffenseParryRiposteSlamTaunt
Rogue: BackstabApply PoisonDisarm TrapsPick LockPick PocketSense Traps
Monk: Dragon PunchEagle StrikeFeign DeathFlying KickMendRound KickSafe FallTail Rake (Iksar)Tiger Claw
Bard: Brass InstrumentsPercussionStringed InstrumentsWind InstrumentsSinging
Non-Combat: Alcohol ToleranceBeggingBind WoundFishingForagingHide (Evade)Sense HeadingSneakSwimmingTracking