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Editing 40d:Defense guide
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===Traps=== | ===Traps=== | ||
− | {{main|Trap | + | {{main|Trap}} |
The most reliable way to stop intruders is lots of [[trap]]s, which, large or small, can become an essential part of your fortification design. A line of traps can wipe out an entire ambush, and inflict significant damage on a siege. A thief's trap avoidance is subject to chance, so the more the better. However, be aware that vast numbers of traps have the potential to take some of the [[fun]] and challenge out of the game - use accordingly. | The most reliable way to stop intruders is lots of [[trap]]s, which, large or small, can become an essential part of your fortification design. A line of traps can wipe out an entire ambush, and inflict significant damage on a siege. A thief's trap avoidance is subject to chance, so the more the better. However, be aware that vast numbers of traps have the potential to take some of the [[fun]] and challenge out of the game - use accordingly. | ||
− | There are several types of [[trap]]s that a [[mechanic]] can place in a single tile and that target a single creature, but there are larger, more complex traps that only you can design, using [[lever]]s or [[pressure plate]]s. (See [[Trap design]]. | + | There are several types of [[trap]]s that a [[mechanic]] can place in a single tile and that target a single creature, but there are larger, more complex traps that only you can design, using [[lever]]s or [[pressure plate]]s. (See [[Trap design]]. |
− | Note that | + | Note that some few creatures and enemies have the "trap avoid" token, potentially negating this defense against them. |
===Military=== | ===Military=== |