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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. | + | 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. |
== Skill-up locations == | == Skill-up locations == | ||
− | There are | + | * 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. | |
− | Sense Traps and then Disarm Traps to "disarm" the firepot. | + | * 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. | |
− | SolA | + | * 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]] | + | * [[Rogue]] - skill cap of 200 |
* [[Bard]] | * [[Bard]] | ||
+ | |||
+ | == Patch Changes == | ||
+ | Increased timer for traps to remain disarmed [[Patch_notes#April_17.2C_2001_3:00_am | 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. | ||
{{Navbox Skills}} | {{Navbox Skills}} | ||
+ | |||
+ | [[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: | Abjuration • Alteration • Channeling • Conjuration • Divination • Evocation • Meditate • Specialization Specialize: Abjuration • Specialize: Alteration • Specialize: Conjuration • Specialize: Divination • Specialize: Evocation |
Weapon: | Archery • 1H Slash • 1H Blunt • 2H Slash • 2H Blunt • Piercing • 2H Piercing • Throwing |
Combat: | Bash • Block • Defense • Disarm • Dodge • Double Attack • Dual Wield • Hand to Hand • Harm Touch Intimidation • Kick • Lay on Hands • Offense • Parry • Riposte • Slam • Taunt |
Rogue: | Backstab • Apply Poison • Disarm Traps • Pick Lock • Pick Pocket • Sense Traps |
Monk: | Dragon Punch • Eagle Strike • Feign Death • Flying Kick • Mend • Round Kick • Safe Fall • Tail Rake (Iksar) • Tiger Claw |
Bard: | Brass Instruments • Percussion • Stringed Instruments • Wind Instruments • Singing |
Non-Combat: | Alcohol Tolerance • Begging • Bind Wound • Fishing • Foraging • Hide (Evade) • Sense Heading • Sneak • Swimming • Tracking |