If you enjoying removing traps, there's a fun new quest in the Underworld that may be just up your alley, especially if you also have a tinker that enjoys blowing up stuff for fun and profit.
I need a few guinea pigs to try out the trap kits from the quest to help figure out the minimum skill levels for being able to complete the quest and then for actually using the traps and anything else about them that is noteworthy (e.g., what can they damage/kill).
Here's what I know about the quest and traps at this point
Quest Name: Done In The Name of Tinkering
Quest NPC and Location: Fiddling Tobin The Tinker, found in The Underworld
Description: Travel into the Abyss and find five floor traps using the Detect Hidden skill. Collect the floor traps by using the Remove Trap skill. Bring the components of the trap to Tobin for your reward.
Tobin: "The name's Tobin, friend. Specialist in all forms of tinkerin' that involves traps. Only private contract stuff of course, royal projects an' the like. I've joined this Society of Ariel Haven so that I might find any new devices that might be in this ancient place.
"Say then, this old bird Dugan has been holding us up with a bunch of bureaucratic mumbo jumbo. Something about dangerous creatures or some such. Since you ain't under her thunb, why don't you go look around and bring ol' Tobin back any traps ye discover. I'll need several specimens to work out the particulars. In exchange, I will share with ye any tinkeries I discover from it. What do you say?"
You find and remove 5 floor trap components and bring them back to Tobin. He rewards you with 5 floor trap kits.
You need a minimum amount of tinkering in order to be able to place and hide the traps. 50 tinkering isn't enough, but I don't know what the minimum is. If you can remove traps and have a character with tinkering somewhere between 50 and GM, would you like to try to help discover the minimum tinkering skill required to use these traps?
You can have up to seven traps placed at a time. They appear to be one-use traps and only do damage to monsters. (I tested them in Fel as well as in Trammel.) If a monster (or a character) walks over them, they are triggered and appear to become useless. (They can no longer be detected after they have been walked over and yet they still seem to count against the max number of traps that can be placed even though they are no longer visible.) They expire after some length of time, but I haven't discovered yet how long they last. You cannot be flying or mounted when you place the traps. They can be detected by other characters and it appears that no detect hidden skill is required to temporarily reveal the traps.
One of my little skill point holders with virtually no skills except a bit of chivalry and about 93 tinkering was able to blow up a hopper and an elven brigrand using the traps, once I somewhat mastered the tactic of getting the monster to follow her over the traps. She's not really up to dungeon diving to see what else she can kill with the traps, so I'm hoping someone else with a nice adventerous tinker might want to mess with the traps and see what they can do.
I need a few guinea pigs to try out the trap kits from the quest to help figure out the minimum skill levels for being able to complete the quest and then for actually using the traps and anything else about them that is noteworthy (e.g., what can they damage/kill).
Here's what I know about the quest and traps at this point
Quest Name: Done In The Name of Tinkering
Quest NPC and Location: Fiddling Tobin The Tinker, found in The Underworld
Description: Travel into the Abyss and find five floor traps using the Detect Hidden skill. Collect the floor traps by using the Remove Trap skill. Bring the components of the trap to Tobin for your reward.
Tobin: "The name's Tobin, friend. Specialist in all forms of tinkerin' that involves traps. Only private contract stuff of course, royal projects an' the like. I've joined this Society of Ariel Haven so that I might find any new devices that might be in this ancient place.
"Say then, this old bird Dugan has been holding us up with a bunch of bureaucratic mumbo jumbo. Something about dangerous creatures or some such. Since you ain't under her thunb, why don't you go look around and bring ol' Tobin back any traps ye discover. I'll need several specimens to work out the particulars. In exchange, I will share with ye any tinkeries I discover from it. What do you say?"
You find and remove 5 floor trap components and bring them back to Tobin. He rewards you with 5 floor trap kits.
You need a minimum amount of tinkering in order to be able to place and hide the traps. 50 tinkering isn't enough, but I don't know what the minimum is. If you can remove traps and have a character with tinkering somewhere between 50 and GM, would you like to try to help discover the minimum tinkering skill required to use these traps?
You can have up to seven traps placed at a time. They appear to be one-use traps and only do damage to monsters. (I tested them in Fel as well as in Trammel.) If a monster (or a character) walks over them, they are triggered and appear to become useless. (They can no longer be detected after they have been walked over and yet they still seem to count against the max number of traps that can be placed even though they are no longer visible.) They expire after some length of time, but I haven't discovered yet how long they last. You cannot be flying or mounted when you place the traps. They can be detected by other characters and it appears that no detect hidden skill is required to temporarily reveal the traps.
One of my little skill point holders with virtually no skills except a bit of chivalry and about 93 tinkering was able to blow up a hopper and an elven brigrand using the traps, once I somewhat mastered the tactic of getting the monster to follow her over the traps. She's not really up to dungeon diving to see what else she can kill with the traps, so I'm hoping someone else with a nice adventerous tinker might want to mess with the traps and see what they can do.