Markhor's Guide to Traps:

Overview

Shockwave Cursed Frogger Mime Shadowling Flea Teleporter Thief Fae Vykathi
Nerve Poison Naphtha Lightning Shrapnel Disease Poison Dart Laughing Gas Bouncer Poison Bolt
Main Poison Boomer Acid Razor Shocker Gas Mana Sucker Bolt
Trap Type Room
Effect
Box
Destroying
Resetting
Trap
Comments:

1 Poison no no yes Not too serious unless you're young or you poison yourself multiple times.
2 Boomer no yes N/A Much sought-after, for their ability to induce non-deadly bleeding.
3 Acid no no yes Can damage armor. Remove protection before attempting.
4 Razor no no yes Moderately dangerous. Have someone good with First Aid handy.
5 Shocker no no no Can cause internal damage, such as twitching.
6 Gas yes no no NEVER try one of these in a public area. If it goes off, it WILL seriously poison EVERYONE in the room, and the picker even more so.
7 Mana Sucker no no semi Harmless to those who do not cast spells; to those who do, it erases their spell-casting ability for a while.
8 Bolt no no no Can be dangerous, depending on where the bolts strike, and how many hit you.
9 Nerve Poison no no yes More serious than regular poison. Have a healer handy.
10 Naphtha semi semi N/A Causes burns over a victim's entire body, as well as some (potentially) serious vitality loss.
11 Lightning no no yes? Don't try these while standing in water.
12 Shrapnel yes yes N/A Be careful with these; they impale everyone nearby with slivers of metal.
13 Disease no no yes These can cause a serious disease. Have a good Empath ready.
14 Dart no no no Also known as cyanide traps. Fast-acting poison.
15 Laughing Gas yes no no Relatively harmless and funny, but can lead to harm.
16 Bouncer no yes N/A These boxes are very funny. I once saw someone chase a strongbox through the room...
17 Poison Bolt no no no Similar to the bolt trap, but with an extra degree of danger.
18 Shockwave yes yes N/A Very nasty. Like the gas traps, try these near a good Empath, but in a private room, alone. Also known as 'concussion.'
19 Cursed no no no This trap doesn't hurt, but can be a pain.
20 Frogger no no no Relatively harmless. Funny and embarrassing.
21 Mime no no no The trap itself is harmless. The results are horrendous just the same.
22 Shadowling no no no Relatively harmless fun.
23 Flea no no no No comments yet.
24 Teleporter no ? yes? Can cause instant death. Observe!
25 Thief Fae ? no yes Funny! Hope you didn't need that item right away...
26 Vykathi semi ? ? Incredibly nasty. Only open these in a safe room!

NEW!November 18, 2007: Several updates to the box system:
Acid trap downtweaked.
Bolt/poison bolt trap: number of bolts downtweaked, strength of hit increased.
Poison bolt trap: poison uncapped.
Mime trap duration capped.
"Drag" feature (bug, actually) removed.
Dismantle "dumping" option enabled.
See details on DR Forums.
January 23, 2007: Flea trap RT adjusted.
July 16, 2006: Slight cosmetic update to the pages.
November 21, 2002: DISARM 2.0 released!
August 24, 2002: Slight cosmetic update to the pages.
August 6, 2002: New traps released: Flea, Teleporter, Thief Fae, and Vykathi.
May 1, 2002: Two new container types: case, crate.
Four new traps: Flea, Teleporter, Thief Fae, Vykathi.
New box materials: mahogany, copper, driftwood, ironwood.
June 1, 2001: Four new container types: box, caddy, casket, skippet.
Two new traps: Mime and Shadowling.
Room Effect refers to whether or not others in the same room are affected when the trap is set off. A razor trap, for example, affects only the picker, and thus is not a room effect trap. Gas traps, however, hurt everyone nearby, and are definitely room effect traps.
Box Destroying indicates whether the box you are picking will disintegrate if the trap is set off. Boomers, for example, eliminate all trace that any box ever existed.
Resetting Trap tells if the trap resets itself to strike you again if you set it off. Poison traps, when set off, inject you with their juice and reset themselves so they can inject you again if you try and fail again. Box destroying traps are obviously exempt from this category, as there is no longer a trap to reset.
On the specific trap pages, I have listed what you see when you look at a trap in its various stages. In all cases, <box> refers to your box, and stands for box, caddy, case, casket, chest, coffer, crate, skippet, strongbox, or trunk. <Type> is used less frequently, and refers to the material the box is made of, as in wooden coffer, and even less frequently, <descriptor> is the condition of the box, as in rotting wooden coffer. In the event that you witness someone else set off a trap, their name is here represented by <person>, and his or hers and him or her are simply <his> and <him> for the sake of simplicity.






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