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Subject Item
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Spike Trap Spike trap
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Full: When Spike Trap is triggered, every second (for 2 seconds total), all nearby foes are struck for 10...34 piercing damage, become Crippled for 3...21 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Concise: (90 seconds.) Affects nearby foes. Every second (for 2 seconds), this trap deals 10...34 piercing damage, causes knock-down, and inflicts Crippled condition (3...21 seconds). Easily interrupted. __TOC__ The Spike Traps cannot move, so as long as you stay off them, or time the intervals that they come up in, you should be fine, or they can be blocked by the Shield. The Spike Trap is a trap from the Saw franchise, appearing in Saw IV. The Spike Trap is a trap available for Dungeon Keeper 2 that pushes out sharp spikes which stab any enemy creatures that walk over it. Like many other traps, it is imvisible to the enemy until activated, and similarly to Gas Traps, it's best to put them in a straight line, such as down narrow corridors, to ensure maximum damage. File:Anim918.gif This article is a . You can help My English Wiki by expanding it. The Spike Trap is a large, aggressive flora species. The Spike Trap may not be implemented before version 1.0 of Subnautica. Spike Trap is a Devices skill of the Demon Hunter. It can be considered an offensive variant of Caltrops. The spike trap is a settlement object in the Fallout 4 add-on Wasteland Workshop. Spike traps are inexplicable hazards littered throughout Mobius, but most often seen in the Green Hill Zone and Emerald Hill Zone. It is unknown if they are naturally occurring traps or were designed by Doctor Robotnik, but they have yet to claim anyone's life in the pages of Sonic the Comic. As the name suggests, they are traps in the form of spike pits placed near cliffs where heroes are likely to accidentally fall in. A Spike trap can be built in the trap hotspot of the Dungeon in a player-owned house. It requires 72 Construction to make. When built, it earns the player 223 experience. When activated, the player takes a bit of damage and jumps back. This could be fatal if many strong guardians are present.
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6 3 9
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No
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スパイク・トラップ
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Spiky!
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Trap
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1
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Fire
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file:shieldtrigger.jpg S・トリガー ■ バトルゾーンにある相手のコスト5以下のクリーチャーを1体選び、持ち主のマナゾーンに置く。
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Saw IV
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FO4WW
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DMR-07 Episode 2: Golden Dragon
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Spike trap
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Maximum of Spike Traps active at one time; Lasts seconds
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Spike Trap Spike trap
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settlement Test Competition Trap Spell
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Lay a trap that remains dormant until another Hatred spender is used to detonate the trap. When detonated, the trap and all other traps will explode in a chain reaction for damage as Fire to all enemies within yards of each trap.
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Nature
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1
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to
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Gears x3 Spring 3 Concrete x6 Steel x9
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PLAYER-OWNED HOUSES!
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Spike Trap
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ドギャヒー! まさか、オレの方が拷問されるなんてー! -Filefish Jacket, Shadow of Torture
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Demon Hunter
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Ties that Bind Cupid's Arrows
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5 Hatred
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Spike Trap Flora.png
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* -
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2006-05-31
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Active
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nejita
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223
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Increase settlement defense by 1
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Common
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■ Choose one of your opponent's creatures that costs 6 or less and put it into its owner's mana zone.
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Devices
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Full: When Spike Trap is triggered, every second (for 2 seconds total), all nearby foes are struck for 10...34 piercing damage, become Crippled for 3...21 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Concise: (90 seconds.) Affects nearby foes. Every second (for 2 seconds), this trap deals 10...34 piercing damage, causes knock-down, and inflicts Crippled condition (3...21 seconds). Easily interrupted. __TOC__ The Spike Trap is a trap available for Dungeon Keeper 2 that pushes out sharp spikes which stab any enemy creatures that walk over it. Like many other traps, it is imvisible to the enemy until activated, and similarly to Gas Traps, it's best to put them in a straight line, such as down narrow corridors, to ensure maximum damage. File:Anim918.gif This article is a . You can help My English Wiki by expanding it. The spike trap is a settlement object in the Fallout 4 add-on Wasteland Workshop. Spike Trap is a Devices skill of the Demon Hunter. It can be considered an offensive variant of Caltrops. The Spike Trap is a large, aggressive flora species. The Spike Trap may not be implemented before version 1.0 of Subnautica. A Spike trap can be built in the trap hotspot of the Dungeon in a player-owned house. It requires 72 Construction to make. When built, it earns the player 223 experience. When activated, the player takes a bit of damage and jumps back. This could be fatal if many strong guardians are present. The Spike Trap is a trap from the Saw franchise, appearing in Saw IV. Spike traps are inexplicable hazards littered throughout Mobius, but most often seen in the Green Hill Zone and Emerald Hill Zone. It is unknown if they are naturally occurring traps or were designed by Doctor Robotnik, but they have yet to claim anyone's life in the pages of Sonic the Comic. As the name suggests, they are traps in the form of spike pits placed near cliffs where heroes are likely to accidentally fall in. In the very first story, Enter: Sonic, Sonic the Hedgehog built up too much momentum after smashing a group of Buzz Bomber Badniks and plummeted towards a trap. Fortunately, a passing Bat Brain took this opportunity to attack Sonic. The collision allowed Sonic to bounce over to safety, as well as helping him to rescue organic battery Porker Lewis from reaching a spiky end. Later, in the Labyrinth Zone, Sonic encouraged his hero friends to watch out for hidden traps planted to stop them from rescuing Tails. Time Racer shows the landscape littered with spikes, although there appears to be no obvious place to fall from into them. The underground of the Casino Night Zone has them in a pinball machine. They were finally phased out after a computer simulation on the Death Egg saw Sonic trick a Rhinobot onto one, with Tails keeping Sonic safe from harm. Alternative spike traps involve crushing walls, usually horizontally-aligned ones, that are also fitted with protruding spikes. These spike traps gradually zone in on anyone that happens to fall into the pit, with the aim being to flatten and/or impale the victim. On occasion, this variety of spike trap can even be electrified, preventing anyone from simply using the spikes to climb out of the hole. Away from Mobius, Joe Musashi had to deal with a spike trap in the Neo Zeed building in Tokyo, Japan. This was just one of many traps Musashi was able to safely navigate in his search for Naoko. The Spike Traps cannot move, so as long as you stay off them, or time the intervals that they come up in, you should be fine, or they can be blocked by the Shield.
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