Tripper

This article contains unmarked spoilers for Book 4.

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"I cast Tripper." Carl [1]

Tripper is a spell that triggers all passage-, motion-, heat-, and weight-triggered traps in a Crawler's radius. At level 15, the radius is massive.

The spell may be gained from items or class selection.[2]

AI Description

Tripper

A lot of people say crawlers who use this spell are chickenshit cowards. But then again, those same people are sitting at home covered in Cheeto mud watching this show while wearing pajamas.

This spell automatically triggers all passage, motion, heat, and weight-based traps in a certain radius.

Cost: This is an item-based spell. This spell does not require mana to cast. If you unequip the associated item, you will lose access to this spell. The cooldown will not reset.

Target: a 10-meter radius sphere centered around the right hand of caster + 10 meters of radius per level of Intelligence.

Duration: instantaneous.

This spell is one of those good news, bad news situations. If you have your intelligence high enough, you can automagically trigger every trap in the quadrant with the snap of the finger. Blades will fall. Bombs will explode. Electrodes will zap. It’s great fun.

Here’s the catch. This triggers the traps. It doesn’t disarm them. If you don’t know why that might be bad, then you’re probably gonna die anyway, so I wouldn’t worry about it.[3][2]

Story

Carl may cast a Level 15 Tripper once every five hours as long as he has Drakea's Enchanted Kerchief of Disorder equipped. He gains the Kerchief on the Fifth Floor.[2]

References

  1. Dinniman, Matt. This Inevitable Ruin (Chapter 31)
  2. 2.0 2.1 2.2 Dinniman, Matt. The Gate of the Feral Gods (Chapter 28)
  3. Dinniman, Matt. The Gate of the Feral Gods: Dungeon Crawler Carl Book 4 (pp. 434-435). Dandy House. Kindle Edition.