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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