Prima Games eGuides Pillars of Eternity eGuide

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Pillars of Eternity eGuide Items

Traps

Party members can deploy traps from their quick item slots. Any character can set a trap, but the Accuracy of the trap is modified by the character’s Mechanics skill. Each party member can have one trap deployed at a time (potentially for a total of six). Once a trap is placed, it can’t be recovered. However, when hostile traps (not placed by party members) are disarmed, they give the character who disarmed it a trap that they can use.

Placed traps derive things like AoE, damage modifiers, Interrupt, etc. from the character’s stats in the normal way. The one exception is Dexterity, which is not used for Accuracy . Additional character-specific Accuracy bonuses from things like spells, items, or racial abilities do not apply to trap Accuracy.

Total Trap Accuracy = Base Trap Accuracy + Leveled Character Accuracy + (Mechanics * 3)

Traps
NameArea of EffectEffectValue
Bounding Missiles Trap 1.0m Radius Hazard Hazard AoE: 13-20 Pierce vs. Deflection (-10 Accuracy) 100cp
Upon being triggered, this trap looses a series of arcane projectiles in the direction of its victim. Upon striking, the missiles seek out a second, additional target, though they rapidly lose their momentum with each subsequent hit.
Fireball Trap 1.0m Radius Hazard Hazard AoE: 13-17 Burn vs. Reflex (-10 Accuracy) 75cp
This trap, once triggered, hurls a large, spherical plume of flame toward a designated point, where it bursts with explosive force. The distance it must travel sometimes permits the especially fleet-footed to avoid harm, but this is not a common problem.
Gaze of the Adragan Trap 1.0m Radius Hazard Hazard AoE: Petrified for 7 sec vs. Fortitude (-10 Accuracy) 150cp
Once triggered, this powerful trap inflicts a heavy curse that paralyzes all foes within its range, rendering them vulnerable to further attack.
Sunlance Trap 1.0m Radius Hazard Hazard AoE: 20-25 Pierce vs. Deflection (-10 Accuracy) 200cp
A favorite among Eothasians, the Sunlance Trap calls down a powerful lance of pure and blinding light that strikes with lethal force. Those intruders that are not impaled outright are often seared alive by the resulting heat.
Freezing Pillar Trap 1.0m Radius Hazard Hazard AoE: 8-20 Freeze vs. Reflex (-10 Accuracy), Hobbled for 3 sec vs. Fortitude (-10 Accuracy) 150cp
Upon stepping upon the trigger point for this trap, the unfortunate victim is struck with a massive, gleaming shard of ice. Those caught in the immediate vicinity do not escape unharmed either, for the shard emanates a cold so powerful that it spreads a circle of frost from the point of impact.
Hail of Darts Trap 1.0m Radius Hazard Hazard AoE: 10-13 Pierce vs. Deflection (-10 Accuracy) 50cp
A further improvement upon the popular dart trap, this trap fires multiple darts upon a given area, inflicting damage to all caught within.
Noxious Burst Trap 1.0m Radius Hazard Hazard AoE: 33-40 Corrode, Sickened for 15 sec vs. Fortitude (-10 Accuracy) 100cp
This trap emanates a cloud of foul-smelling gas, causing all those caught within it to grow sickened. The noxious fumes have been known to strip paint from shields.
Dart Trap 1.0m Radius Hazard Hazard AoE: 10-13 Pierce vs. Deflection (-10 Accuracy) 25cp
A variant on the popular arrow trap, this results in a small dart being fired at the target, resulting in a proportionally smaller amount of damage. Even so, a dart to the head can be quite painful.
Boiling Spray Trap 1.0m Radius Hazard Hazard AoE: 0 Burn, 2.0m Push vs. Reflex (-10 Accuracy) 125cp
This trap sprays those unlucky enough to stumble upon it with a blast of superheated water, causing grievous burns and no small measure of alarm.
Arrow Trap 1.0m Radius Hazard Hazard AoE: 20-27 Pierce vs. Deflection (-10 Accuracy) 50cp
This mechanism allows for the firing of an arrow toward a designated position. A simple, but highly effective means of discouraging intruders.
Chain Lightning Trap 1.0m Radius Hazard Hazard AoE: 10-17 Shock vs. Reflex (-10 Accuracy) 175cp
A dangerous trap for both creator and target, this trap delivers a powerful jolt of lightning that leaps to up to six nearby enemy targets before it loses sufficient force to dissipate.
Malignant Cloud Trap 1.0m Radius Hazard Hazard AoE: 3-9 Raw vs. Fortitude 125cp
This trap releases a cloud of virulent poison from several hidden valves, inflicting considerable damage to the lungs of any and all standing within its reach.
Pillar of Holy Fire Trap 1.0m Radius Hazard Hazard AoE: 33-40 Burn vs. Reflex (-10 Accuracy) 175cp
This popular trap promises dramatic results, for it conjures a searing pillar of flame upon a designated site. Though those affected may well consider themselves abandoned by the gods, the mechanisms of this trap are not the strict purview of the faithful.
Concussive Missiles Trap 1.0m Radius Hazard Hazard AoE: 10-18 Crush vs. Deflection (+20 Accuracy) 150cp
This trap results in five swift missiles of force being directed toward the unlucky target. These missiles travel at sufficient power to also cause the formation of a small shockwave around the target, striking nearby bystanders, as well.
Fan of Flames Trap 1.0m Radius Hazard Hazard AoE: 17-22 Burn vs. Reflex (-10 Accuracy) 25cp
This trap ignites a short-ranged burst of flame in a single direction. Highly dramatic, but short-lived.
Poison Dart Trap 1.0m Radius Hazard Hazard AoE: 10-13 Pierce, Weakened for 7 sec vs. Deflection (-10 Accuracy) 75cp
This trap fires a poison-tipped dart at a single target, injecting them with foul toxins.
Poisonous Cloud Trap 1.0m Radius Hazard Hazard AoE: 15-20 Corrode, 1000 Raw Damage vs. Fortitude (-10 Accuracy) 200cp
This trap releases a poisonous cloud of chemicals from a hidden valve beneath the trigger mechanism, affecting all those caught within the toxic haze.
Tanglefoot Trap 1.0m Radius Hazard Hazard AoE: Hobbled for 10 sec vs. Reflex (-10 Accuracy) 75cp
This trap releases a sprawling, magical patch of vines and plants that immediately begins to twine about the boots and legs of those standing upon it, fouling their steps.