Boomer - If you see a glistening black square, surrounded by a tight ring of fibrous cord, that catches your eye.
This is a good old fashioned "boomer".
If you blow this trap you destroy the box and the resulting explosion will leave you with external wounds.
This is not an area trap.
Gas - To see a vial of lime green liquid just under the box's lid with a stopper attached so the vial will open when the top is lifted is a poison gas cloud trap.
When blown this trap releases a gas cloud that lingers the room. This trap can affect those in the room and those that walk though it. If blown in town or a room considered by the law to be in town it will also give you several different fines.
This is an area trap.
Naphtha - A tiny striker is cleverly concealed under the lid that's set to ignite a frighteningly large vial of naphtha is a naphtha trap.
This creates a blast that hits you and can hit others in the room, leaving wounds all over your body. It can stun those it hits and also destroys the box.
This is an area trap, obviously.
Concussion Trap - Should you see a box where right above the lock inside the keyhole, there is a tiny metal tube poking out of a small wad of brown clay... you just found a very nasty area trap.
Not only will this trap stun you, but it leaves anyone it hits with bad internal, external wounds and a head injury that only an Empath can heal.
The force of the explosion is often enough to blow people into other rooms.
Shrapnel - If you have to squint slightly to see and notice that the box's keyhole is packed tightly with a powder around the insides of the lock.
This is a trap that lodges pieces of shrapnel into you and can hit others in the room.
Laughing gas - If examining a box for traps reveals a tiny glass tube filled with a black gaseous substance of some sort and a tiny hammer at the ready to do what it was designed for.
This is a laughing gas box. This area trap releases a cloud that causes anyone to inhale it to become...well giddy and act a tad odd.
While this trap can be fun to play with, it can be a major annoyance if it is set off in a crowded area.
Cyanide - Now on this one you might catch a glint of silver from the tip of a dart and still others might also catch a slight smell of almonds.
Not everyone can smell these but the dart still gives the trap away. To blow this one is to get a dart covered in cyanide between your eyes. The dart is keepable and a weapon.
But the poison is fast acting.
Poison - Finding a tiny needle with a greenish discoloration on its tip hidden next to the keyhole is an internal poison trap.
When blown the dart sticks you in your hand delivering a batch of poison into your bloodstream, how much or how strong can vary.
Nerve poison - Boxes that have a tiny needle with a rust colored discoloration on its tip hidden next to the keyhole are coated in a nerve poison.
Much like the previous trap they also deliver a load of poison into your bloodstream by poking you in the hand, and again how much or how strong it is can vary.
Poison bolt - To find a series of openings on the front of the box that conceals the points of several crossbow bolts that glisten with moisture, is to find a box set to not only fire crossbow bolts at you, but bolts that are coated with poison.
Each bolt that you have the misfortune to get hit with will give you a separate case of poison.
Bolt trap - If you find a series of openings on the front of the box that conceals the points of several wickedly barbed crossbow bolts, you have just found a crossbow box trap.
Blown it will fire crossbow bolts into you.
Acid - To look closely and notice a tiny hole right next to the lock, is to see an acid trap.
Set to spray acid if blown, this trap can dissolve away armor and/or flesh.
If it hits any armor you may be wearing, I would remove it so it doesn't eat unto your flesh when the armor is gone.
In spite of rumors, water or bathing will not help you if you get hit with this trap, however an empath can help keep you alive.
Zapper - If you see two silver studs right below the keyhole which look dangerously out of place, this box will zap you, fling you across the room and stun.
This box also can give nasty nerve damage, if you get hit I'd get healed before you try this one again.
Razor - Out of the corner of your eye, to notice a glint of razor sharp steel hidden within a suspicious looking seam is to spot a razor trap.
Failing this one causes a blade to sever your hand, blow it again without getting killed and you will lose your other.
I would not suggest trying this one again until you are fully healed.
Remember wounds hinder.
Bouncer - If you looking into the keyhole and see what seems to be a pin lodged against the tumblers of the lock and connected to the pin see a small shaft that runs downward into a shadow, this is a "bouncer" box.
True to its nickname it will shake from your hands and bounce along the ground spitting out the contents as you give chase.
Eventually the box will shatter.
Disease - While inspecting the box if you see what appears to be a small, swollen animal bladder recessed inside the keyhole, be careful.
Blown the bladder's contents will give you disease.
If you get hit you'll need to find an empath that can cure disease, since the hospitals will not take it.
Curse - If you notice a small glowing rune hidden inside the box near the lock.
Blowing this one releases a curse upon the box and its contents. This prevents you from dropping the box or selling the contents.
You'll need to find a cleric with uncurse to do either.
Mana trap - If you notice a bronze seal over a box's lock that is covered in strange runes and has a glass sphere is embedded within it, this is the trap commonly called a "Mana" trap.
If blown it "eats' your current mana.
If you are a spell caster, you will be unable to cast for while.
Lightning - While looking closely into the keyhole, if you spy what appears to be a pulsating ball with some sort of metal lacing around it that runs to meet a coin sized piece of metal near the keyhole itself, this box is set to hit you with a lightening bolt should you blow it.
This trap leaves you with many internal and external wounds and can easily kill.
I would not try this in water as it makes the effects of the box much worse.
Frog - If you notice a lumpy green rune hidden inside the box near the lock, this trap will turn you into a frog.
You can either wait it out or hope someone close by cares to kiss you.
Shadowling - To see small black crystal deep in the shadows of the box, is to see a fairly cute and harmless trap.
Blow this trap and you'll talk, and whisper, like a shadowling until it wears off.
Mime - If your box has a tiny bronze face, Fae in appearance, grinning ridiculously from its place on the box with some sort of fatty bladder sticks out from the edges of the miniature metallic visage, think carefully before you try to disarm this one.
The trap will turn you into a Mime.
Since it lasts along time and prevents you from talking and doing really much of anything its best to seek a cleric with uncurse if you get hit with it.
Picking - Picking the box is fairly straight forward, whether it is on the ground or in you hand. Simply pick the type of box with your lockpick. If the box is disarmed you won't have to worry about setting off a trap even if you do not successfully pick the lock. If you got the lock great! If not keep trying until you get it.
If your lockpick weakens it can affect your attempts to pick the box's lock. If you can't get it after multiple try's with a weakened lockpick, switch to another and then try again. If you still can't get it, you can always work on another then come back to that stubborn one later.
Dismantling: Thief - thump, Barbarian - bash, War Mage - fire, Ranger - whistle, Bard - scream/shriek, Kaldar - crush, Prydaen - claw, Dwarf - stomp, Gnome - jump.
By Valloa - Thieves day 2001