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Traps and Chests

Within Lost Dungeons of Norrath adventures you will find traps and chests.  Of course, traps are a little more difficult to sense, often you won't know one is there until its too late.  Having a Rogue or Bard along to sense traps while they scout is a good idea, but things have gotten a little more tricky with traps.  There are now more types of traps than just your standard one from previous expansions which can be disarmed by a skill.  With Lost Dungeons of Norrath there are three types of traps and these are attached to chests as well as being out in the zone as well.

The three types are as follows:

Mechanical Traps Traps, Boxes and Chests which can sensed and disarmed by Bards or Rogues using the Sense Trap and Disarm Trap skill.
Magical Traps Traps, Boxes and Chests which can be sensed and disarmed by Intelligence based caster classes using spells purchased with adventure points from any adventure camp.
Cursed Traps Traps, Boxes and Chests which can be sensed and disarmed by Wisdom based caster classes using spells purchased with adventure points from any adventure camp.  Necromancers can also disarm these traps.

Detecting Traps in Chests

When you encounter a trap you should first have a Bard or Rogue attempt to sense traps on it.  If they receive a message at some point stating "You cannot tell if this object is trapped" it means that it is not a mechanical trap.  Any other message will indicate that it is a mechanical trap object which should be disarmed and then opened by the Bard or Rogue.

Other classes should use their appropriate spells to detect the traps.  Using higher level spells will work on higher level chests.  Always use the highest level one you have.  Note that "Augury" spells are used for detecting Cursed Traps and  "Appraisal" spells are used for detecting Magical Traps.  You will also need a Lesser Scrying Stone, Scrying Stone or Greater Scrying stone to match the spell you choose to use.  These are purchased from the LDON Magus NPC's for 3pp, 7pp and 17pp respectively.

Opening Chests

Once you have detected the trap, disarm it using either the Disarm Trap skill or the appropriate spell.  The "Exorcism" line for Cursed Traps and the "Discombobulation" line for Magical Traps.  Then proceed to open the chest itself.  If the chest is locked you will need to pick lock the chest if it is mechanical or use the appropriate spell.  The spells to open these are "Cleansing" spells for cursed chests and boxes and "Extrication" spells for magical chests and boxes.

Once you have cast these or used the appropriate skill you will still need to target the chest and type /open in order to inspect it.  Rewards can range from cash only, to items, to experience.

Note that almost all chests are trapped in some form and simply typing /open without going through the disarm procedure will not only destroy what is inside, but possibly kill one or more players resulting in serious downtime.  You cannot blow up a chest by sensing traps or using sense trap spells, so at least take the time to check out if someone in your party can open the chest and if no one has the right skills or required items then move on and continue with the adventure.

Spells

As some further information to the spells.  All of them are purchased from adventure merchants for 60 Adventure points each.  So in order to get all 3 for your class it will cost 180 adventure points.  Possibly more if you cannot buy the highest level one straight out and need to buy multiple versions.

 































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