Changes

Containers

3,976 bytes added, 02:33, 11 January 2023
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| '''Failsafe trap''' || Detonates internal explosive charges, which will destroy 100% of the items inside. || 100% accurate || 1 || Always successful, cannot critically fail
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| '''Mimic trap, Biter''' || Is a mimic. Its lid is lined with sharp teeth superficially similar to knife blades or pointy metal rods. || See below || See below || See below
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| '''Mimic trap, Basher''' || Is a mimic. Has a sticky, glue-like surface and tentacles to bash opponents with. || See below || See below || See below
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| '''Mimic trap, Melter''' || Is a mimic. Can spit Acidblasts, similar to an [[Acidragon]]. || See below || See below || See below
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| '''Mimic trap, Burner''' || Is a mimic. Can spit Fireblasts, similar to a [[Dragon]]. || See below || See below || See below
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* Claymore trap, Flame trap: The weapon contained becomes accessible.
* Light gun trap, Heavy gun trap, Shotgun trap, Poison trap: All remaining ammunition becomes accessible.
 
=== Mimic traps ===
Mimic traps are less conventional traps used to protect a container's loot, and more magical creatures that happen to carry the loot inside their bellies. As mimics, they imitate the look and feel of a genuine container, until approached by an adventurer looking to open it. Even if you have the correct key for it, a mimic trap will make its presence known and attack.
 
Upon approaching a mimic trap, [[Combat mode]] immediately begins, with the mimic trap starting on the same Side as you.
All mimics have the following traits:
* '''Same durability as a regular container''', and its body and lock remain independently targetable and retain their HP and LDV. No Pain Sensitivity, Blood, or Armor Class. For [[ammunition type]] purposes, all Mimics count as '''Armored.'''
* Base accuracy: '''[[FT]] 6, [[IR]] 0'''.
* Capable of '''moving''', with an [[Agility]] of '''-1'''.
* Unlike regular containers and brute-forcing, hitting a mimic trap does not come with the risk of damaging the loot inside.
* Drops all of its loot upon dying.
 
Depending on the type of mimic trap encountered, it has access to different attacks:
 
==== Mimic trap, Biter ====
{| class="wikitable" style="font-size:10pt;text-align:center"
|-
! Damage type !! Range !! <span style="color:#274e13">MAPT</span> !! <span style="color:#0c53a6">IS</span> !! <span style="color:#980000">LDV</span> !! Pain (C1) !! Pain (C2) !! Pain (A1) !! Pain (A2) !! Pain (A3) !! Pain (A4) !! Pain (A5)
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| Piercing || Melee || '''<span style="color:#274e13">3</span>''' || '''<span style="color:#0c53a6">14</span>''' || '''<span style="color:#980000">+3</span>''' || 55% || 50% || 39% || 30% || 22% || 11% || 2%
|}
 
==== Mimic trap, Basher ====
{| class="wikitable" style="font-size:10pt;text-align:center"
|-
! Damage type !! Range !! <span style="color:#274e13">MAPT</span> !! <span style="color:#0c53a6">IS</span> !! <span style="color:#980000">LDV</span> !! Pain (C1) !! Pain (C2) !! Pain (A1) !! Pain (A2) !! Pain (A3) !! Pain (A4) !! Pain (A5)
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| Blunt || Melee || '''<span style="color:#274e13">5</span>''' || '''<span style="color:#0c53a6">14</span>''' || '''<span style="color:#980000">+1</span>''' || 33% || 31% || 26% || 21% || 17% || 8% || 2%
|}
 
==== Mimic trap, Melter ====
{| class="wikitable" style="font-size:10pt;text-align:center"
|-
! Damage type !! Range !! <span style="color:#274e13">MAPT</span> !! <span style="color:#0c53a6">IS</span> !! <span style="color:#980000">LDV</span> !! Pain (All ACs)
|-
| '''Spec-Acid''' || Ranged || '''<span style="color:#274e13">1</span>''' || '''<span style="color:#0c53a6">18</span>''' || '''<span style="color:#980000">+4</span>''' || 16%
|}
 
==== Mimic trap, Burner ====
{| class="wikitable" style="font-size:10pt;text-align:center"
|-
! Damage type !! Range !! <span style="color:#274e13">MAPT</span> !! <span style="color:#0c53a6">IS</span> !! <span style="color:#980000">LDV</span> !! Pain (All ACs)
|-
| '''Spec-Fire''' || Ranged || '''<span style="color:#274e13">1</span>''' || '''<span style="color:#0c53a6">18</span>''' || '''<span style="color:#980000">+4</span>''' || 45%
|}
 
 
== Container generation ==
Frames:
* Wooden frames have '''40 health and LDV-2'''. For [[ammunition type]] purposes, they are considered Armored.* Metal frames have '''80 health and LDV-4'''. For [[ammunition type]] purposes, they are considered Armored.
Locks:
* Mechanical locks have '''25 health and LDV-3'''. For [[ammunition type]] purposes, they are considered Armored.* Electronic locks have '''50 health and LDV-4'''. For [[ammunition type]] purposes, they are considered Armored.
Special cases:
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