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Requests For New Traps

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References:

Damage Only Traps

Fire mine

  • Cost: 10 gold
  • Damage 12
  • Damage type: Fire
  • Effects: Burning
  • Concept: Cheap trap. Fire creatures are immune.
  • Purpose: Low end of the market
  • Optional features: Set fire to invaders…or your own dungeon!

Steel blade

  • Cost: 40 steel
  • Damage: Good against most units
  • Damage type: Physical
  • Effects: Stab units as they pass through
  • Concept: Stab with a steel blade.
  • Purpose: Physical damage trap.
  • Optional features: Multiple stabs before a reset is needed.

Silver blade

  • Cost: 40 gold
  • Damage Medium, but excellent damage against undead.
  • Damage type: Physical and Silver
  • Effects: Hurt undead
  • Concept: Traps designed to stab with a silver blade.
  • Purpose: Physical damage as the victim passes by.
  • Optional features: Cost mana instead of gold.

Poisoned dart

  • Build cost: 150 wood
  • Damage: Medium
  • Effects: Poison damage
  • Concept: A trap that shoots you with a poison dart.
  • Purpose: Enemy units are hurt by the dart. Further poison damage if not immune.
  • Festures: If not immune, chance to become badly poisoned.
  • Discussion: Could fire darts over more than one square

Traps with particular effects

Spike Trap (Causes bleeding)

  • Build Cost: 30 iron
  • Damage: Piercing, Moderate Damage
  • Damage type: Physical
  • Special effects: Stuns the enemy for one turn (Skewering them), wounds them and makes them bleed

–(they’ve just had a 8 foot spike run through their torso they aren’t happy campers anymore). –Death will soon follow from bleeding if untreated in an expedient manner.

  • Purpose in game: There is a severe lack of devious traps as it is.
  • Optional Features: insta kills low level enemies (12 or under).

–Theres a chance the spike will miss the intended target –(ie: the target wasn’t lined up with the trap and the spike just misses you).

Explosion Trap/magic mine (Knocks you back)

  • Build Cost: 100 mana
  • Damage: 15
  • Damage type: Physical
  • Special effects: Pushes invaders backwards, like the word-of-power spell
  • Concept: Invader triggering a blast
  • Purpose in game: Mana trap not wooden.
  • Optional features: Iron shards for extra damage.
  • Discussion: Discuss the idea here.

Confusion Trap (Causes Insanity)

  • Build Cost: Scroll of Deception + 100 wood (100 wood to reset possible?)
  • Damage: 0
  • Damage type: no damage
  • Special effects: causes mob to loose friend/foe target prejudice. Will turn on its allies unless attacked by keeper’s minions. Each hit from keeper’s minion has chance of breaking confusion.
  • Concept: Turn enemies on each other.
  • Purpose in game: ^
  • Optional features: Enemies will fight against turned mob. The mob will have a will saving throw to resist confusion and every x turns get a saving throw to break confusion.
  • Discussion: Discuss the idea here.

Pitfall Trap (Stuns)

  • Build Cost: 30 Stone
  • Damage: Low
  • Damage type: Physical
  • Special effects: Works similarly to the web trap but it does damage and can kill a Wounded enemy.
  • Concept: Well, How could you call yourself an Evil Villain if you can’t build BASIC pitfall traps
  • Purpose in game: there is a severe lack of devious traps as it is.
  • Optional features: Does no damage or even activates for flying enemies. Pitfall traps cannot be built one tile in any direction around an already existing Pitfall Trap.

Summon Guardian Trap (Makes automation)

  • Build Cost: 500 mana
  • Damage: 0
  • Special effects: Temporarily summons a friendly an automation (pet) to defend your dungeon.
  • Concept: Decent fighter but not a permanent member of your dungeon. Despawns like fire sphere and flies do.
  • Purpose in game: Defend dungeon with a guardian.
  • Optional features: Toughness of guardian gives correct game-play.
  • Discussion: Discuss the idea here.

Relocation Trap (Teleports invader)

  • Build Cost: 200 mana
  • Damage: 0
  • Special effects: Teleports the victim to the other side of the map
  • Concept: The enemy will find it harder to co-ordinate the attack when the party members are split up.
  • Purpose in game: You get more time to prepare.
  • Optional features: Teleport large distance or short distance.
  • Discussion: Discuss the idea here.

Memory Trap (Triggers spell cooldowns)

  • Build Cost: 100 mana
  • Damage: 0
  • Special effects: The victim forgets how to cast all his spells. The cool down on all spells become 200 ticks.
  • Concept: Spell casters cannot cast spells for 200 turns, when triggering the trap.
  • Purpose in game: A trap that targets spell casters.
  • Optional features: Creatures without spells can’t trigger the trap.
  • Discussion: Discuss the idea here.

Weapon Destruction Trap (Kills weapons)

  • Build Cost: 1000 wood
  • Damage: 0
  • Special effects: The victim’s weapon disintergrates.
  • Concept: The victim is disarmed by the trap. The weapon is lost forever and cannot be looted.
  • Purpose in game: A trap that destroys weapons
  • Optional features: ?
  • Discussion: Discuss the idea here.

Ruining Trap (Damages stats)

  • Build Cost: 100 mana
  • Damage: 0
  • Special effects: Stats are damaged temporarily.
  • Concept: Lose dex, strength, speed, accuracy
  • Purpose in game: Weaken the intruder. But let them recover.
  • Optional features: Different traps for different stats.
  • Discussion: Discuss the idea here.

Escape Route Trap (Creates a door)

  • Build Cost: 100 wood
  • Damage: 0
  • Special effects: When an intruder steps on it, a door appears behind them
  • Concept: Cut off the enemy’s escape route. Don’t let them back out again.
  • Purpose in game: They can’t retreat until they break down a sliding door that has cut them off
  • Optional features: The sliding door for this trap could look visually different from the standard doors.
  • Variations: Instead of a sliding door, it could be a heavy iron gate which falls down behind the intruder.
  • Discussion: Discuss the idea here.

Disguised traps

Explosive door runes

  • Build Cost: 100 mana
  • Damage: Physical damage. May knock back opponents?
  • Special effects: (Placed on doors, causing them to twinkle slightly, but explode if opened).
  • Concept: Door based traps
  • Purpose in game: Decent trap to put on the same tile as a door.
  • Optional features: Other door-based traps (traps that look like doors but aren’t).
  • Discussion: Discuss the idea here.

Trick bed

  • Build Cost: 100 mana
  • Damage: Physical damage
  • Special effects: Animated Objects (trap that causes beds to attack intruders)
  • Concept: Some traps can be visible and look like other common dungeon objects
  • Purpose in game: Beds that fight back! Perhaps difficult to disarm.
  • Optional features:
  • Discussion:I love it-Evil_Lee03

Trick bookshelf

  • As for trick bed but looks like a bookshelf

Trick chest

  • As for trick bed but looks like a chest

Magic bolt trap

  • Build cost: 120 mana
  • Damage: Medium
  • Effects: Physical damage
  • Concept: A trap disguised as a statue that shoots arrows.
  • Purpose: Guard dungeon.
  • Festures: Ranged 5. Cool down 2.
  • Discussion: Should be a decent option alongside other traps.

Hidden passage and Door

  • Build cost: 10 mana per block dug out, 25 mana for the door
  • Damage: None
  • Effects: Allows flanking options for allies, once used all enemies in sight range can see the hidden door and passage.
  • Concept: New AI allows wall destruction for combat, this would allow allies to flank such enemies. Also allows a better chance to surround enemies for possible capture.
  • Purpose: Tactics

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