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PLANT TRAPS

General
PLANT TRAPS
Syntax: planttraps <type> <target>

A mechanist's art of sabotage. While a victim sleeps, a skilled mechanist can
slip traps onto their equipment that trigger under specific conditions.

Traps are not easily detected without the right skills, and removing a
trapped item carelessly may set it off.

A mechanist can plant one trap per hour, and a victim can carry at most two
planted traps at once. Traps wear off on their own after some time or after
triggering enough times.

Available traps:

tripwire    Tangled around leg armor.                  [legs]
slickshoes  Grease applied to footwear.                [feet]
falseteeth  An explosive charge hidden in face armor.  [face]
flashoil    Tainted oil poured into a lantern.         [light]
straps      Shield straps carefully weakened.          [shield]
grips       A slippery coating applied to gloves.      [hands]

See also: TRAPS, DETECT TRAPS, MECHANIST