Trapmaking

Overview
Trapmaking is a feat made available to Rogues and Artificers once they reach Level 4. It gives the ability to not only craft traps, but scavenge parts from existing traps.

The Basics, Acquiring parts
The only way to do any crafting is the Trapmaking feat. At 4th level a rogue and artificer is granted this automatically. Other classes can purchase the Trapmaking feat so long as they meet the prerequisites. The trapmaking feat allows two things. It lets a rogue or artificer use crafting stations to make traps, and it allows a rogue and artificer to harvest parts from the boxes he disables. Once your rogue or artificer has the ability to collect trap parts, you should find your pack beginning to fill with an assortment of parts as you quest. Every box you disable has a chance of bestowing trap parts, and trap boxes are the only place to get parts. Your chance of parts, and how many you receive depend on four things:


 * 1) The level of Disable Device. (The higher the skill, the more parts you'll get)
 * 2) The level of quest. (Again, the higher, the better) This means the base level of the quest. You get same range on epic as normal
 * 3) The DC of the trap. (Tougher traps generally give you more parts)
 * 4) Having Rogue Mechanic I + II (Increases the chances that a trap will give parts)

However, it is always a random amount of parts. These factors just better your chances of getting a larger amount of parts. Sometimes a box will give you 1 part, another time it will give 15. Since you do have a random amount of parts, your best bet to obtaining many parts are to go to quests that have many trap boxes, especially many boxes of the same type of trap, such as Fire or Mechanical. It's important to note that if a single box controls multiple traps of different types, that box will only give one type of trap part.

There are 10 types of trap parts, each corresponding to their particular type of trap that the box controls:


 * Mechanical (Spikes, Blades, etc.)
 * Fire
 * Electric
 * Acid
 * Cold
 * Sonic
 * Force
 * Unholy (not usable (no recipe) drops from Haunted Library source)
 * Holy (not usable (no recipe), drops from Siegebreaker)
 * Magical (Both Poison and Spell Traps)

In addition to parts, there are a few other trapmaking ingredients


 * Vials (Only from the Free Agent Vendor)
 * Siberys Dragonshard Fragments (From chests and collectables)
 * Other collectables

All of the parts do stack by type, but I highly recommend heading over to the Twelve and claiming the free tiny ingredient bag as soon as possible. If you plan to do serious crafting on your rogue, then you'll want to invest in a small ingredient bag.

Mines and Grenades
With parts, you can make traps, specifically two types of traps. Mines and Grenades.

Grenades are very much like the various bombs that kobold throwers have, or like the Sun Flasks during the Festivult. They fly in an arch, and can be aimed to hit places a bow might miss. They can also simply be used while targeting, and they will usually hit the monster. Grenades are splash weapons, so it's best to use them when there are many monsters gathered close together and out of reach.

Mines function in a unique way. When used, you will enter in a short duration and a small device will be placed on the ground. Placing a mine will not disable your Sneak. After a second, the mine will set, indicated by a small light switching on. After that, any monster that steps on the mine will trigger the explosion. Mines deactivate and despawn after 150 seconds.

Since mines can be set up in the midst of combat, they are very useful when surrounded.

The weaker mines only have a blast radius similar to a fireball. The average and large mines however have an area of effect of twice that size. Deadly mines are even larger, with an area of effect that will hit an entire room.

If you plan to use mines regularly, it is important to make sure that DC is as high as feasibly possible. Since the DC is based on the total Disable Device skill, equipping an item to boost the skill is a good practice before setting up traps. Mine DC's are determined in the following way.

Elemental Traps


 * Normal Rogue : Disable Device Skill* 1/3
 * Mechanic I Rogue : Disable Device Skill* 1/2
 * Mechanic II Rogue : Disable Device Skill * 2/3

Magical Traps
 * Normal Rogue: 10 + Spell Level + Intelligence Modifier
 * Mechanic I Rogue: 10 + Spell Level + Intelligence Modifier + 2
 * Mechanic II Rogue: 10 + Spell Level + Intelligence Modifier + 4

Magical Traps are a very unique type of trap. You can only use a select list of spells from 1st to 3rd level with magical traps, and all of them are focused towards crowd control. Examples include: Grease, Glitterdust, Hold Person, etc. These traps function similarly to mines, except that when they activate, the spell is cast. Since these spells are solely derived from the scrolls, the durations are very short in general, and the DC's very low.

Crafting
Crafting the traps is a very simple process, provided you have all the ingredients. First you have to find a Crafting Station, one of which is located in the Harbor among all the warehouses. If your guild is high enough, these crafting stations can be rented on the airship.

The process of crafting is similar to the other crafting systems in the game. You open up the interface, place in the various materials, and press the craft button. The window will show the available recipes you can make with those ingredients and what the cost for building is. Be sure to select the right recipe from the list you wish to build.

Crafting Iron Defender Modules

Cannith Crafting does not, by itself, allow for the crafting of Iron Defender modules. However, pre-crafted handwraps (and uncrafted ones too) can be turned into Iron Defender modules with the same abilities and enhancements by using any of the trapmaking Device Workstations (currently found in the Harbor, House Cannith, and some guild ships).

The recipe for this requires any non-named handwraps and an amount of mechanical trap parts that increases based on the total enhancement bonus of the handwraps.
 * +1 to +3:    10 Mechanical Trap Parts
 * +4 to +6:    25 Mechanical Trap Parts
 * +7 to +9:    50 Mechanical Trap Parts
 * +10 to +12:  75 Mechanical Trap Parts
 * +13 or more: 100 Mechanical Trap Parts

Important Notes:
 * Modules may be Disjunctioned and made craftable using the Cannith crafting system, but since no recipes exist that require them, the crafting process is not reversible without starting fresh with a different pair of handwraps.
 * The Artificer's Iron Defender Homunculus will not be able to use modules that have a guild level requirement (carried over from the base handwraps).
 * The Artificer's Iron Defender Homunculus will not be able to use modules that have an alignment requirement unless the homunculus has taken the corresponding homunculus enhancements for that alignment.
 * The effectiveness of converting impact handwraps (for bludgeoning weapons) to a module (not a bludgeoning weapon) has not currently been tested.

Crafting Thieves' Tools

Mechanical Trap Parts can be used along with any weapon with the corresponding total enhancement bonus(the weapon will be consumed in the crafting process) to create Thieves' Tools.
 * 10 Mechanical Trap Parts and a +1 weapon for 50 +1 Thieves' Tools
 * 25 Mechanical Trap Parts and a +2 weapon for 50 +2 Thieves' Tools
 * 50 Mechanical Trap Parts and a +3 weapon for 50 +3 Thieves' Tools
 * 75 Mechanical Trap Parts and a +4 weapon for 50 +4 Thieves' Tools
 * 100 Mechanical Trap Parts and a +5 weapon for 50 +5 Thieves' Tools

Specific Trap Recipes
All recipes follow the same basic pattern. In all traps, replace  with your element of choice.

Mines

 * Noisemakers
 * Recipe: 25 Mechanical Trap Parts
 * Result: 15 Noisemakers (Creates a small noise after several seconds, which lures creatures to it)
 * Level 2 to use item


 * Weak  Mine
 * Recipe: 10  Trap Parts, 10 Mechanical Trap Parts
 * Result: 15 Weak  Mines (10d6 Damage)
 * Level 3 to use item


 * Small  Mine (minimum level 5)
 * Recipe: 25  Trap Parts, 10 Mechanical Trap Parts, 10 Siberys Dragonshard Fragments
 * Result: 15 Small  Mines (20d6 Damage)
 * Level 5 to use item


 * Average  Mine
 * Recipe: 50  Trap Parts, 25 Mechanical Trap Parts, 50 Siberys Dragonshard Fragments, 4 Lesser  Essences
 * Result: 15 Average  Mines (30d6 Damage, Large Area of Effect)
 * Level 7 to use item


 * Large  Mine
 * Recipe: 75  Trap Parts, 25 Mechanical Trap Parts, 100 Siberys Dragonshard Fragments, 12 Lesser  Essences
 * Result: 15 Strong  Traps (40d6 Damage, Large Area of Effect)
 * Level 9 to use item


 * Deadly  Mine
 * Recipe: 100 <Elemental> Trap Parts, 25 Mechanical Trap Parts, 250 Siberys Dragonshard Fragments, 32 Lesser <Elemental> Essences
 * Result: 15 Deadly <Elemental> Mines (50d6 Damage, Huge Area of Effect)
 * Level 11 to use item

Grenades

 * Weak <Elemental> Grenades
 * Recipe: 10 <Elemental> Trap Parts, 25 Crude Vials
 * Result: 25 Weak <Elemental> Grenades (2d6 Damage, Reflex Save - 12)


 * Small <Elemental> Grenades
 * Recipe: 25 <Elemental> Trap Parts, 25 Crude Vials, 10 Siberys Dragonshard Fragments
 * Result: 25 Small <Elemental> Grenades (6d6 Damage, Reflex Save - 16)


 * Average <Elemental> Grenades
 * Recipe: 50 <Elemental> Trap Parts, 25 Simple Vials, 50 Siberys Dragonshard Fragments, 4 Lesser <Elemental> Essences
 * Result: 25 Average <Elemental> Grenades (12d6 Damage, Reflex Save - 20)


 * Large <Elemental> Grenades
 * Recipe: 75 <Elemental> Trap Parts, 25 Simple Vials, 100 Siberys Dragonshard Fragments, 12 Lesser <Elemental> Essences
 * Result: 25 Large <Elemental> Grenades (20d6 Damage, Reflex Save - 24)


 * Deadly <Elemental> Grenades
 * Recipe: 100 <Elemental> Trap Parts, 25 Unadorned Vials, 250 Siberys Dragonshard Fragments, 32 Lesser <Elemental> Essences
 * Result: 25 Deadly <Elemental> Grenades (30d6 Damage, Reflex Save - 28)
 * Level 16 to use item

Acid, cold, electric, fire and sonic traps and grenades use respectively Lesser Earth, Water, Air, Fire and Air Essences. Force traps and grenades use Lesser Arcane Essences.

Marketplace square sells level 1 scrolls
 * Magical Traps*
 * Recipe: 10 Magical Trap Parts, 10 Mechanical Trap Parts, 1 Scroll of (Daze Monster, Cause Fear, Grease, Hypnotism, Sleep)
 * Result: 15 Magical Traps

Marketplace square sells level 2 scrolls
 * Recipe: 25 Magical Trap Parts, 10 Mechanical Trap Parts, 1 Scroll of (Blindness, Daze Monster, Glitterdust, Hypnotic Pattern, Otto's Resistible Dance, Scare, Touch of Idiocy, Web)
 * Result: 15 Magical Traps (ML:5)

House P, Object of Desire sells level 3 scrolls
 * Recipe: 50 Magical Trap Parts, 10 Mechanical Trap Parts, 1 Scroll of (Deep Slumber, Dispel Magic, Halt Undead, Hold Person, Slow)
 * Result: 15 Magical Traps (ML:7)

Grenades

 * Weak Alchemist's Spark
 * 10x Electrical Trap Parts + 10x Crude Vials yields 10 grenades
 * 2-12 dmg area
 * Weak Alchemist's Cacophony
 * 10x Sonic Trap Parts + 10x Crude Vials yields 10 grenades
 * 2-12 dmg area
 * Weak Alchemist's Frost Grenade
 * 10x Cold Trap Parts + 10x Crude Vials yields 10 grenades
 * 2-12 dmg area
 * Weak Alchemist's Fire Grenade
 * 10x Fire Trap Parts + 10x Crude Vials yields 10 grenades
 * 2-12 dmg area

Mines

 * Weak Fire Trap
 * 10x Mechanical Trap Parts + 10x Fire Trap Parts yields 15 mines
 * 10-60 fire dmg
 * Weak Cold Trap
 * 10x Mechanical Trap Parts + 10x Cold Trap Parts yields 15 mines
 * 10-60 cold dmg
 * Weak Acid Trap
 * 10x Mechanical Trap Parts + 10x Acid Trap Parts yields 15 mines
 * 10-60 acid dmg
 * Weak Lightning Trap
 * 10x Mechanical Trap Parts + 10x Electrical Trap Parts yields 15 mines
 * 10-60 electrical dmg
 * Weak Sonic Trap
 * 10x Mechanical Trap Parts + 10x Sonic Trap Parts yields 15 mines
 * 10-60 sonic dmg
 * Weak Force Trap
 * 10x Mechanical Trap Parts + 10x Force Trap Parts yields 15 mines
 * 10-60 force dmg


 * Small Cold Trap
 * 25x Mechanical Trap Parts + 10 Siberys Dragonshard Fragments + 25 Cold Trap Parts yields 15 mines
 * 20-120 cold dmg

info courtesy of -Coldin 7/2/2010 Coldin's Trapmaking Guide