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Traps

Two kinds of traps: tinker traps that players place, and dungeon traps hidden in the floor of dungeons.

Tinker traps

Placing a trap

Double-click a placeable trap in your backpack. Rules:

  • You need 80 Tinkering or 80 Remove Trap.
  • You can only have one trap placed at a time, and only one trap can be in an area.
  • Not in towns, guarded areas, safe zones or duel pits. Not near teleporters.
  • In PvP you must dismount first.
  • Placing takes 1.5 seconds, and you're frozen while you do it.
  • Cooldown: 15 s, −0.25 s per point of Tinkering and Remove Trap above 100 (min 5 s).
  • A trap lasts 5 minutes, then disappears.

The trap is invisible. It goes off when a valid target steps on it. You never trigger your own harmful traps, and neither do your pets or your allies' pets.

Range

Range
Against players always 1 tile
Against monsters by Tinkering + Remove Trap: under 200 = 1, 200+ = 2, 210+ = 3, 220+ = 4, 240 = 5 (+1 with Artisan mastery, max 6)

You can turn off PvP for your traps in your options, so they never hit players.

Trap types

Trap Effect
Explosive Fire damage, and sets monsters burning
Poison Poisons (Lesser, Regular at 75 Poisoning, Greater at 100, Deadly at 110) plus half damage
Corpse Damage and bleeding
Mortal Strike Mortal wound for 5 s (no healing)
Bear Trap Freezes for 1 s, then slows to walking speed for 2 s
Healing Heals whoever steps on it
Curative Heals over 30 seconds (15 ticks)
Hiding Hides whoever steps on it
Surging Restores mana

Damage to monsters

A trap hits up to 5 monsters, lowest HP first:

damage = trap base × (1 − 5% per tile from the trap)
         × (1 + skill bonuses)
         × (1 − 15% per extra monster hit)
         × tier reduction
  • Skill bonuses: +0.75% per point above 100 in each of Tinkering, Remove Trap and Detect Hidden, +5% for each at 120, +2% per Artisan mastery level, + Trap Damage runes.
  • Tier reduction: Hard −15%, Elite and Legendary −25%, Abomination and stronger −75%.
  • 33% of the damage lands right away. The other 66% is dealt over 9 seconds (3 ticks).
Trap Base damage to monsters
Explosive 650
Corpse 500
Poison 450
Mortal Strike / Bear Trap 150

Damage to players

damage = 10 + 2 per point of Tinkering above 100 + 2 per point of Remove Trap above 100   (max 50)

The damage is split between every player in range.

Healing traps

heal = 20–35 + (Tinkering + Healing) / 8      (+15 + 3 per Artisan level)

The amount is split between everyone in range.

Dungeon traps

Dungeons have hidden floor traps.

Spotting them

  • Walking within 5 tiles gives you a Detect Hidden % chance to spot a trap.
  • Using Detect Hidden on the area can also reveal them.
  • Revealed traps hide again after about 10 seconds.

Disarming them

Use Remove Trap on a trap within 2 tiles, or use its Disarm menu entry.

  • Chance: Remove Trap / 100.
  • A failed Remove Trap attempt has a 25% chance to set the trap off.
  • A disarmed trap rearms after 10–12 seconds.

Types

Trap Effect
Spike 20–30 physical damage
Snow 20–30 damage and a slow
Blood Bleeding damage
Bone Bone shards hitting everyone nearby for 10–15 each
Poison 5–15 damage, Regular poison (30% chance Greater)
Lightning 15–25 energy damage, 2 s paralyze
Disease Disease damage over time, getting weaker each tick

A trap can only go off once every 5 seconds.