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Power ideas - Class-themed traps

AuthorMessage
First Mate
Sep 13, 2010
402
We could all use some traps, right? Ok let's get started!

Jobu's Bait
(acquired by Witchdoctors)
Some glowing green thorn tendrils placed on the ground. They deal 25% of your Spell Power in Magic Damage, and leave -1% critical chance and -50% walk range on you after you walk over them. The placement is very complicated, it's like Stone Bastion from Earth Guardian's Helm: it's a wall that you can place from 3 squares away, and your weapon's range changes how long the wall is. Here's an equation for it, r being your weapon's range, and L being the length of the wall: L=3+2r. So if you use a melee weapon, the wall is 5 units long, and if you're a Witchdoctor using Phule's Wand, with 7 range, the wall is 17 units long.

Castle Blockades
(acquired by Privateers)
A 3x3 structure of castle walls, with a blank space in the middle, which can be used to protect your allies. The health of the walls are 2x your Spell Power. The walls cannot be jumped over but do not block vision. You can only place this structure if there's an ally or enemy in the middle of it. Any ally or enemy standing in the middle square of the structure will receive a debuff called "Lazy", which decreases your Weapon Power by 25%.

Assassin's Brambles
(acquired by Swashbucklers)
An X-pattern of thorny rose bushes, solid traps you can't walk on, which produce purple fog. The fog blocks vision for ranged attacks, and approaching them gives you an effect called "Poison!", giving you an Assassin's Gloom effect, and something similar to "Cursed!", but you just can't heal when you're standing next to a bush. There is also a 5x5 square of vines around the bushes labeled "Undergrowth", that have a 10% chance to grab you and immoblize you.

Bloodshed
(acquired by Buccaneers)
You select a 3x3 square on the battlefield, which will make a faint light shine from those 9 squares for 5 rounds. Being in that area will give allies on your team an effect called "War Zone", giving +30% Weapon Power, but also -15% accuracy and dodge. Enemies in the area must stay in the area for at least 1 round if they enter, or if the area is placed upon them.

...

What to do for Musketeers? They already have traps. No idea. Come up with another Musketeer trap if you like. Seriously, their traps don't need much improvement.

Corrupt Lucas Vries
__Level 65
__Enlightened One