# Traps

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 This page is about the skill. For a list of Fallout 3 traps, see Fallout 3 traps.
 This page is about the skill. For a list of Fallout: New Vegas traps, see Fallout: New Vegas traps.
Traps
Fallout, Fallout 2, Fallout Tactics
modifiesLikelihood of spotting traps; Ability to disarm/neutralize traps
governed byAgility and Perception
initial valueFallout, Fallout 2: 20% + (1% x the average of PER and AGI)
related perksDemolition Expert, Light Step
related traitsNone
Lionheart
modifiesAbility to visually detect hidden traps and doors
governed byAgility and Perception, Luck

The finding and removal of traps. Also the setting of explosives for demolition purposes.

— In-game description

Traps is a Fallout, Fallout 2 and Fallout Tactics skill. It was called Find Traps/Secret Doors in Lionheart. In Fallout 3, it was split into Explosives and Repair.

The Traps skill governs the player's ability to find and remove traps. The skill also has an impact on the player's ability to handle timed explosives properly. This excludes grenades, as they are handled under the Throwing skill.

## Initial LevelEdit

$\text{Initial level}=20+(.5\times\text{Perception})+(.5\times\text{Agility})$

Example: A starting Perception of 5 and Agility of 5.

$20+(.5\times5)+(.5\times5)=25\%$

## Using the Traps SkillEdit

In all three of the Fallout games in which the Traps skill appears, it is handled identically in gameplay.

### As a Passive SkillEdit

In part, the Traps skill is passive, and determines the ability of the player to spot a trap before setting it off. If the player attempts to interact with a trapped object, such as a booby-trapped safe, the game checks the player's Traps skill against the difficulty of the trap. If the check succeeds, the interaction is aborted and the player is warned that the object may be trapped. If the check fails, the interaction proceeds and the trap is triggered.

The other passive application of the traps skill involves the various types of floor traps found in Fallout 2. In this case, Perception conditions are used to modify the check of Traps skill against difficulty. If the check succeeds, the player is able to spot the trap prior to setting it off, typically with the warning "You see a raised tile," or the warning of a land mine. The trap then becomes visible in the play area. If the check fails, the player is able to walk over the trapped tile, potentially setting off the trap.

### As an Active SkillEdit

Players can also actively use the Traps skill from the skills menu. The active use of the Traps skill has two functions. Primarily, it is used to disarm and remove a trap that has already been spotted. However, careful players can check objects for traps prior to interacting with them by using the Traps skill. Landmines and floor traps can typically only be spotted passively.

Once a trap has been spotted, the player should activate the Traps skill and attempt to use it on the trap. The game then runs a check of the player's Traps skill against the trap's difficulty. Success results in the trap being disarmed. If there is a removable component, such as a bundle of dynamite or a grenade, this is added to the inventory by a script. Failure typically means that the player was unable to disarm the trap, but causes no ill effect. However, a critical failure detonates the trap or mine, usually injuring the player.

### In conversationEdit

fo2 To get the option to assassinate Bishop after "drinks" with his wife, you must have 81% traps skill. Remember that drugs can temporarily boost the skill by raising your base stats.

### As a Demolitions SkillEdit

The Traps skill also affects the player's ability to properly arm timed explosives such as dynamite or plastic explosives. A higher Traps skill yields more accurate results with timer settings. Players with a low Traps skill should avoid setting explosives timers for 30 seconds or less due to the very real risk of premature detonation.

## Applicable perksEdit

Note: These do not apply to Fallout.

The Demolition Expert perk removes the risk of premature detonation when handling timed explosives, eliminating that aspect of risk when dealing with a low Traps skill. Players with the Demo Expert perk also enjoy improved damage from explosives. Similarly, the Crazy Bomber perk in Fallout Tactics nullifies failed traps tests meaning that traps cannot be set off when attempting to arm or disarm them.

Meanwhile, the Light Step perk helps prevent players from setting off floor-based traps such as land mines and pressure plates by halving the trap difficulty for the purposes of the skill check. Players should note, however, that unlike in Fallout 3 and Fallout: New Vegas, the Light Step perk in Fallout, Fallout 2 and Fallout Tactics does not prevent the triggering of floor traps, but rather only makes that event less likely.