User:Deider/Unimplemented2

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Systems and Tools

Introduction

Trapcrafting allows characters to make their own traps. Any class build can be a trapcrafter. There are two trapcrafting systems in Avlis. The original system was developed by Deider in 2006 and then improved by Croton in 2009. This page refers to a newer system added in 2021 which adds Trapcrafting to the Avlis Crafting System (ACS).

Getting Started

To become a trapcrafter you need to acquire a Trapcrafting Kit. There are a few merchants in Negaria who will sell you this kit. You can do several things with the kit:

  • If you use the kit and target a spot on the ground it will spawn a trapcrafting station (a small bag which represents the kit). You will use this station to make traps. If you use the kit and target another spot on the ground while you already have a station out the original station will be destroyed and a new one will spawn where you targeted it. When a trapcrafting station is destroyed anything inside it is spilled onto the ground.
  • If you use the kit on a stack of arrows, bolts, darts or shuriken it will prime that item, allowing it to be used as a component in the creation of projectile traps.
  • If you use the kit on your PC you will get a temporary Craft Trap synergy bonus to set traps (see below for details).

Note: The Trapcrafting Kit is not a Plot item.

The trapcrafting station is a placeable which can hold inventory. It can be destroyed in two ways:

  • targeting it with your Trapcrafting Kit
  • through physical attacks and spells

Destroying the station always dumps its contents on the ground.

One difference between Trapcrafting and other ACS tradeskills is its portability. For other tradeskills such as Blacksmithing and Tailoring you must go to one of the many crafting stations available throughout the servers. With Trapcrafting you can make traps anywhere.

Trapcrafting Experience and Progression

As a part of ACS, Trapcrafting provides both tradeskill and character XP. Trapcrafting XP has a level progression the same as character levels. The XP granted by the original system is different from the XP granted by the ACS version of Trapcrafting.

Differences Between the Original System and the ACS System

Both the original trapcrafting system and the new ACS system share the advantage of portability and both allow you to create the same standard traps which are found in Neverwinter Nights but there are several differences between the systems.

Advantages of the original custom system:

  • Custom traps (Blinding Light, Darkness, Thorny Tangle, Thunder & Lightning) can be made with different qualities based on the Craft Trap ranks of the crafter. Bonuses to set, detect and disarm the trap are tied to the skill of the trap crafter.
  • Custom traps can be set without breaking stealth.
  • Custom traps have various other features.

Advantages of the newer ACS system:

  • Can craft more than one trap at a time.
  • Crafting grants tradeskill and character XP.
  • Bonuses to set, detect and disarm all traps are tied to the Craft Traps skill of the trap setter.
  • The recipe list has been expanded to include new traps (see below).
  • All traps are NWN traps. Player Tool 5 is not needed to set or recover traps. All traps set by the PC will have a green trigger.

Traps

The list of traps which can be crafted via ACS is as follows. Items in blue are custom traps.

Type Strength Target Damage Special Save Save DC Set DC Detect DC Disarm DC Custom Bonus
Acid Blob Minor single creature 3d6 acid paralysis, 2 rounds reflex 15 XX XX XX stuff
Average single creature 5d6 acid paralysis, 3 rounds reflex 20 XX XX XX
Strong single creature 12d6 acid paralysis, 4 rounds reflex 25 XX XX XX
Deadly single creature 18d6 acid paralysis, 5 rounds reflex 25 XX XX XX
Epic single creature a lot paralysis, 5 rounds reflex ?? XX XX XX
Acid Splash Minor single creature 2d8 acid reflex 12 XX XX XX stuff
Average single creature 3d8 acid reflex 14 XX XX XX
Strong single creature 5d8 acid reflex 17 XX XX XX
Deadly single creature 8d8 acid reflex 20 XX XX XX
Epic single creature a lot reflex ?? XX XX XX
Electrical Minor 15 ft radius 8d6 electrical reflex 19 XX XX XX stuff
Average 15 ft radius 15d6 electrical reflex 22 XX XX XX
Strong 15 ft radius 20d6 electrical reflex 26 XX XX XX
Deadly 15 ft radius 30d6 electrical reflex 28 XX XX XX
Epic 15 ft radius 30d6 electrical reflex 35 XX XX XX
Fire Minor 5 ft radius 5d6 fire reflex 18 XX XX XX stuff
Average 5 ft radius 8d6 fire reflex 20 XX XX XX
Strong 10 ft radius 15d6 fire reflex 23 XX XX XX
Deadly 10 ft radius 25d6 fire reflex 26 XX XX XX
Epic 10 ft radius 50d6 fire reflex 33 XX XX XX
Frost Minor single creature 2d4 cold paralysis, 1 round fortitude 12 XX XX XX stuff
Average single creature 3d4 cold paralysis, 2 rounds fortitude 13 XX XX XX
Strong single creature 5d4 cold paralysis, 3 rounds fortitude 14 XX XX XX
Deadly single creature 8d4 cold paralysis, 4 rounds fortitude 15 XX XX XX
Epic single creature 40d4 cold paralysis, 5 rounds fortitude 30 XX XX XX
Holy Minor single creature 2d4 divine 4d10 dmg vs. undead none n/a XX XX XX stuff
Average single creature 3d4 divine 5d10 dmg vs. undead none n/a XX XX XX
Strong single creature 6d4 divine 8d10 dmg vs. undead none n/a XX XX XX
Deadly single creature 8d4 divine 12d10 dmg vs. undead none n/a XX XX XX
Epic single creature a lot a lot more dmg vs. undead none n/a XX XX XX
Negative Minor single creature 2d6 negative -1 strength fortitude 12 XX XX XX stuff
Average single creature 3d6 negative -1 strength fortitude 15 XX XX XX
Strong single creature 5d6 negative -2 strength fortitude 18 XX XX XX
Deadly single creature 8d6 negative -1 level fortitude 21 XX XX XX
Epic single creature a lot something fortitude ?? XX XX XX
Sonic Minor 10 ft radius 2d4 sonic stun, 2 rounds will 12 XX XX XX stuff
Average 10 ft radius 3d4 sonic stun, 2 rounds will 14 XX XX XX
Strong 10 ft radius 5d4 sonic stun, 3 rounds will 17 XX XX XX
Deadly 10 ft radius 8d4 sonic stun, 4 rounds will 20 XX XX XX
Epic 10 ft radius 40d4 sonic stun, 4 rounds will 30 XX XX XX
Spike Minor single creature 2d6 piercing reflex 15 XX XX XX stuff
Average single creature 3d6 piercing reflex 15 XX XX XX
Strong single creature 5d6 piercing reflex 15 XX XX XX
Deadly single creature 25d6 piercing reflex 15 XX XX XX
Epic single creature a lot reflex ?? XX XX XX
Tangle Minor 5 ft radius slow, 3 rounds reflex 20 XX XX XX stuff
Average 5 ft radius slow, 4 rounds reflex 25 XX XX XX
Strong 10 ft radius slow, 4 rounds reflex 30 XX XX XX
Deadly 10 ft radius slow, 5 rounds reflex 35 XX XX XX
Epic ? ft radius slow, ? rounds reflex ?? XX XX XX
Gas Minor poison poison 18 XX XX XX stuff
Average poison poison 20 XX XX XX
Strong poison poison 18 XX XX XX
Deadly poison poison 20 XX XX XX
Epic poison poison ?? XX XX XX
Blinding Light Minor ?? XX XX XX stuff
Average ?? XX XX XX
Strong ?? XX XX XX
Deadly ?? XX XX XX
Epic ?? XX XX XX
Darkness Minor ?? XX XX XX stuff
Average ?? XX XX XX
Strong ?? XX XX XX
Deadly ?? XX XX XX
Epic ?? XX XX XX
Thunder & Lightning Minor ?? XX XX XX stuff
Average ?? XX XX XX
Strong ?? XX XX XX
Deadly ?? XX XX XX
Epic ?? XX XX XX
Darkness Minor ?? XX XX XX stuff
Average ?? XX XX XX
Strong ?? XX XX XX
Deadly ?? XX XX XX
Epic ?? XX XX XX
Arrow Minor pierces +1 DR ?? XX XX XX stuff
Average pierces +2 DR ?? XX XX XX
Strong pierces +3 DR ?? XX XX XX
Deadly pierces +4 DR ?? XX XX XX
Epic pierces +5 DR ?? XX XX XX
Bolt Minor pierces +1 DR ?? XX XX XX stuff
Average pierces +2 DR ?? XX XX XX
Strong pierces +3 DR ?? XX XX XX
Deadly pierces +4 DR ?? XX XX XX
Epic pierces +5 DR ?? XX XX XX
Dart Minor pierces +1 DR ?? XX XX XX stuff
Average pierces +2 DR ?? XX XX XX
Strong pierces +3 DR ?? XX XX XX
Deadly pierces +4 DR ?? XX XX XX
Epic pierces +5 DR ?? XX XX XX
Shuriken Minor pierces +1 DR ?? XX XX XX stuff
Average pierces +2 DR ?? XX XX XX
Strong pierces +3 DR ?? XX XX XX
Deadly pierces +4 DR ?? XX XX XX
Epic pierces +5 DR ?? XX XX XX
Magical Minor ?? XX XX XX stuff
Average ?? XX XX XX
Strong ?? XX XX XX
Deadly ?? XX XX XX
Epic ?? XX XX XX
Positive Minor ?? XX XX XX stuff
Average ?? XX XX XX
Strong ?? XX XX XX
Deadly ?? XX XX XX
Epic ?? XX XX XX
Spell Minor 1st-2nd lvl spells ?? XX XX XX stuff
Average 3rd-4th lvl spells ?? XX XX XX
Strong 5th-6th lvl spells ?? XX XX XX
Deadly 7th-8th lvl spells ?? XX XX XX
Epic 9th lvl spells ?? XX XX XX

Cocktail Components

Groups of components used to make cocktails include but are not limited to:

  • Beer/Ale: as described above
  • Wine: any item with the property Cast Spell: Alcohol, Wine Single Use, as well as Avlis custom wines
  • Spirits/Liquor: any item with the property Cast Spell: Alcohol, Spirits Single Use, as well as Avlis custom spirits
  • Strong Liquor: as described above
  • Fruit
  • Juice
  • Herbs: some plants (herbs, vegetables, etc.) can be used to garnish a cocktail or infuse it with flavor
  • Cocktail Mix: a catch-all item used in higher level recipes for more complicated cocktails that require things like syrup and soda water, such as Deputy Tom Collins, Song Island Tea, and Tyeduan Sunrise.

Mixed cocktails cannot be used as components in other cocktails. For example, you can't use a Half and Half to make a Shandy or a Garnished Beer.

Mixing Potions

Once a PC has gained 10 levels in Bartending, they gain the ability to mix potions. When two potions are successfully mixed, the end result is a new potion that will grant the effect of the one the two original potions, but at the combined caster level of the two potions that were mixed. The resulting potion effect is randomly chosen between the two potions.

Example: a bartender mixes two standard NWN potions, Potion of Aid and Potion of Barkskin, both of which have a caster level of 3. If successful, the bartender will create either a new Potion of Aid or Potion of Barkskin, which when drunk will cast its respective spell at caster level 6.

There are some limitations to potion mixing:

  • You cannot mix two potions of the same spell, even if they are of different caster levels.
  • Mixed potions cannot be further mixed with other potions.
  • Only potions that cast spells can be mixed; custom scripted potions such as the Potion of Psionic Resistance cannot be used in potion mixing.

The chance that a bartender successfully mixes two potions is affected by the combined caster level of the potions to be mixed as well as the PC's Bartending and Alchemy levels. In some cases a PC can outdo himself and create a mixed potion which casts its spell with metamagic (empowered, extended, maximized) when drunk. Likewise, it is possible for the bartender to fail when mixing potions, sometimes in spectacular fashion. There are also cases when the bartender can create a mystery potion, whose effects are completely unknown until drunk.