Traps

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Traps are security items that show up as loot-able items (green), but only if you're standing in the square in which they're placed. Anything from a security camera to a shrapnel bomb is considered a trap, and they can be used for both defensive and offensive purposes. Traps can be crafted by PCs with the mechanics skill.

The owner of the trap can recover it without danger of destroying the trap, or disarming it to "loot" status. The trap will be re-usable if the owner recovers it. However, some traps (proximity mines, shrapnel bombs) the owner risks triggering and using up the trap if they attempt to recover it, and sensor turrets may also be triggered by the owner, but they won't be destroyed with one use.

If disarming someone else's traps, the value of the recovered traps depends on their quality and the intelligence of the person recovering.

You need a mechanics skill of at least 2 in order to be able to attempt disarming a trap. Tier 1 human thralls cannot disarm traps, however if a human thrall passes by a one-use item such as a trip wire or a mine, they can still activate it, causing it to disappear, though they will get a wound. Tier 2 thralls are able to disarm traps.

Multiple traps of the same type cannot be placed in one square. Also, you can't place damaging traps in public squares.

Types of Traps

There are two main types of trap: security and defensive. Security traps passively record activity in a designated square, but defensive traps, such as mines, bombs and turrets, can wound characters attempting to pass them by.

Security

Security traps are those that can help you watch who goes inside and outside your lair, home or apartment. They can be placed in either public or private places, however they cannot be placed on the world map.

Security Cameras

Mechanics: 4
Security cameras record every person who passes by the location in which you place them. Although (unlike sensors) you will not be alerted by email when somebody passes by, you will however be giving the name of anyone passing by the camera, and this information is relayed to you in the form of an alert the next time you log on. Security cameras do not pick up invisible vampires or wraiths, and can be destroyed or recovered if somebody is careless enough to do so while on a live feed. This applies to humans, thralls and vampires.

See Defensive Traps below for rigged camera information.

Electromagnetic Emitter

Mechanics: 6
Generates a constant electromagnetic pulse, which interferes with all computers, phones and cameras in the building. These EMEs can be placed in any building, but they do not work well outside or underground.

Sensor Alarm

Mechanics: 2
Sensor alarms are small items which are fairly easy to craft. When they detect movement, they will not only send an alert to the owner of the trap, they will also email you instantly if you have your email set up on your "settings" page. They will continue to tell you each time they pick up movement, until they are destroyed or stolen. They cannot fail, and will even detect the presence of an invisible vampire using the Hide in Shadows power.

Spy Cam

Mechanics: 6
A spy camera sends you footage of the area in which it is placed. They will record instances of secrecy breech and are therefore a useful for vampires trying to catch secrecy violations on film.

Defensive Traps

Mines and traps can only be placed inside lairs, owned buildings, or abandoned buildings. They can do no damage to the building itself, NPCs nor to active powers.

Bear Traps

Mechanics: 3
Bear traps are the most basic of damage traps. They have a decent chance of giving a leg wound to any passer by, and are not used up once they give out a wound. They can, however, be destroyed or recovered by somebody who finds one, without any risk to the person in question, unlike proximity mines. They can also wound any humans who are stupid enough to sneak into your lair.

Note: Although they aren't super reliable, they have no danger of harming the owner (who is fully aware of where they left them).

Poison Traps

Mechanics: 6
Poison traps are the next step up from bear traps. When this trap goes off, a poison dart flies out of a concealed spot and into the intruders body causing energy and blood loss.

Proximity Mines

Mechanics: 7
Proximity mines are the next step up when looking for a decent trap. Unlike the bear trap and poison trap they blow up, giving harsher wounds. Although proximity mines only have one use (once they are exploded, they are gone), they have a greater chance of catching even the dexterous or perceptive, and if they are tampered with there is a very good chance they will blow up in the person's face. They can be recovered, but there's always a risk that the mine will wound the person attempting to steal / disarm it, so most people will leave it where it stands, if they are nimble enough to slip into its square.

Warning: you can hurt yourself with these, so remember where you left them!

Rigged camera

Mechanics: 7
Works exactly the same as a normal security camera, but this upgrade makes the security camera explode when somebody tries to steal it. Serves them right, the dirty thieving scum bags. This item will not harm you if you retrieve it.

Sensor turrets

Mechanics: 8
These fire at anything that move. In many ways they act the same as a proximity mine, but they don't blow up the first time they are used, but neither do they backfire on the person trying to disarm it.

Warning: This item will harm you! Remember where you place it!

Shock cage trap

Mechanics: 12
Although this trap isn't as accurate as some of the explosives, what it does is potentially much more dangerous. This trap will cage the intruder until the end of the hour (the electric power cell doesn't last forever), AND shock them, taking 2 blood. Used in conjunction with sensor alarms, this could be fatal to many would-be assassins. One-use item (if it works), and doesn't react when tampered with.

This item does not harm the owner.

Shrapnel bomb

Mechanics: 8
This bomb basically is a step up from the proximity mine. It has a greater chance to go off, and it causes dexterity damage to characters. You can also lay one of each in the same square, for maximum carnage. One use item, but explodes if the disarmer fails. This item does harm the owner if they aren't careful and step back into the square, but they can recover it without danger.

Warning: This item possibly may harm the owner if they are not careful and step back into the square. It can be recovered without injury.

Tripwire shotguns

Mechanics: 5
These act almost exactly the same as bear traps, except that they are slightly harder to avoid and they give harsher wounds.

"Note:" This is a one use item. It will not harm the owner.

Toxic gas trap

Mechanics: 10
This trap is infused with black feral blood among other things, which all-in-all make it harmful to just about everything living except for the fae. Although it doesn't leave any wounds, this trap saps half of the target's energy. One-use item (if it hits), and doesn't blow up when tampered with (if they got that close to begin with, they only risk is of breaking it instead of salvaging the parts.) This item does not harm the owner.

Owners

The owner of a trap can recover it without destroying the trap or disarming it to "loot" status. The trap will be re-usable if the owner recovers it. However, with proximity mines and shrapnel bombs (and future traps of this nature), the owner must get into the square without setting the trap off as these are one-time use traps.

Trap Placement

Traps cannot be placed in public squares, only in areas with the district designated as 'lair'. Unlike previous gameplay, you now can only place one offensive trap in any given square. Security items do not count towards this cap meaning that you may have a camera, sensor alarm and a single trap in place.

Detection and Damage

The chance of avoiding damage traps depends on dexterity and intelligence (for perception). If a trap is set off, your character may be wounded. If a vampire sustains 20 wounds from traps, they will be killed. A human with 10 trap wounds will be hospitalized.

Thralls of all types will be killed or hospitalized after sustaining 5 trap wounds.

Security cams, sensor alarms, sensor turrets, shrapnel bombs, and proximity mines all have a chance to go off if the person is thrown into the trapped square. All other traps will be avoided 100% of the time.

You will not be able to see security camera alerts in people's alert logs, but they will show in their own logs.

Disabling

The chance of disabling a trap, once you are in its square depends on your skill and mechanics skill. However you need a mechanics skill of at least 2 to attempt to disarm a trap.

In terms of thralls, only Tier 2 human thralls and Doppelgangers (dependent on the masters' stats/skills) can disarm traps. If any type of non-wraith thrall passes by a one-time use item such as a trip wire or a mine, they can set it off, using it up and potentially sustaining a wound.

Once a thrall sustains 5 wounds from a trap, the thrall will be killed or hospitalized.

Crafting

Traps will probably never be available in shops, however, they are available to purchase through auctions in the Moonlight Auction Warehouse and through player trading.

Crafting traps will depend on mechanics for the "recipe" unlock, and intelligence for the quality of the item. Traps with a higher quality will have more chance of catching a target, and will be harder to disarm.
Crafting ingredients for traps will be mostly items you find in Breaking and Entering missions.

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