Traps
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Summary
- Tinkering is required to craft these Traps
- There are two types of Traps: Container and Ground Traps
- Container Traps only work in PvP
- Ground Traps only work in PvM
Container Traps
Trap Placement
- Players must have 100 Tinkering Skill or higher to create a Container Trap
- Container Traps will now always be considered Explosive Traps (can no longer do other types)
- Players can create a Container Trap by double-clicking a Trap Wire in their backpack and then targeting the desired container
- Successful placement of a Container Trap will consume 1 Trap Wire and 1 Greater Explosion Potion from the player's backpack
Ground Traps
- Ground Traps are a physical item that can be crafted using the Tinkering skill under the Traps category
- Ground Traps are always considered to be Explosive Traps (there are no longer 8 different types of traps)
- Ground Traps are stackable and are consumed upon successful placement
Trap Placement
- Players must have 80 Tinkering Skill or higher and 80 Detecting Hidden Skill or higher to place a Ground Trap
- Players can place a Ground Trap at their current location by double-clicking it in their backpack
- Players may also type [PlaceTrap to place a Ground Trap at their current location
- Ground Traps take 3 seconds to place, and will Hinder the player during placement
- The Ground Trap will be consumed upon successful placement
Trap Mechanics
- When placed, Ground Traps will remain for up to 5 minutes, unless they are detonated
- Players may only have 1 Ground Trap placed in the world at a time
- If a player attempts to place an additional Ground Trap, it will remove their previous Ground Trap from its location
- Players can only see their own Ground Traps (they cannot see traps belonging to other players)
- There is no restriction on placement location of Ground Traps relative to other player's Ground Traps
- Ground Traps have a default Radius of 2
- The Center of the Trap is depicted by the center Ground Trap Marker
- The Radius of the Trap is depicted by surrounding Purple Radius Markers
Trap Recovery
- Players can recover a placed Ground Trap by shift-clicking the center Ground Trap Marker and selecting "Deactivate This Item"
Trap Detonation
- In order to Detonate a Trap, players must have a Trap Detonator in their Backpack and be within 8 tiles of the center Ground Trap Marker
- Players can Detonate their Ground Trap by double-clicking a Trap Detonator in their backpack
- Players can also Detonate their Ground Trap by double-clicking any of its Purple Radius Markers
- Players can also Detonate their Ground Trap by typing [DetonateTrap
Trap Cooldown
- Once a player has detonated a Ground Trap, they must wait for a Trap Cooldown duration to pass before they may detonate another Ground Trap
- Players have a Trap Cooldown of (30 - (0.25 *(Detect Hidden Skill - 80))) seconds
- Players can place a new Ground Trap while they have a Trap Cooldown in effect (they just cannot detonate it)
- Players will receive a system message informing them when they are able to detonate another Ground Trap
- Players can also single-click a Trap Detonator to see how much time remains before they can detonate another Ground Trap
Trap Max Targets
- When a Ground Trap detonates, it will hit a number of Creatures within its Radius value up to the Trap's Max Targets number
- Ground Traps have a default Max Targets of 5
- If the number of available targets exceeds the Trap's Max Targets number, it will prioritize hitting creatures with the lowest remaining Hit Points
Trap Damage
- When Ground Traps are detonated, they will have a Base Damage of (1200 + (15 * (Tinkering Skill - 80))) Damage
- Players will receive a (25% * (Effective Alchemy Skill)) bonus to Traps Damage
- If more than one creature is hit by the trap, the Base Damage of the trap will be reduced by (10% * (Targets Hit - 1))
- Each creature hit will immediately take 33% of the Base Damage of the trap
- Each creature hit will then also take 66% of the Base Damage of the trap spread out over 9 seconds (in 3 second tick intervals)
- Players will be able to substantially increase the damage of their Ground Traps with additional resources such as Mastery Chain Links, Aspects, Codexes, and other mechanics
Example |
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Trap Kit
- Trap Kits are a Blessed items that players can use to improve their Ground Traps (effectively a "Trap Codex")
- Trap Kits can be crafted with the Tinkering skill under the Traps category
- Trap Kits require 80 Tinkering and 80 Detecting Hidden to use
- Players will earn Experience towards their Trap Kit when killing Monsters
- By accumulating experience, players unlock up to a maximum of 20 Points to spend on Upgrades within the kit
- Upgrades will only affect Ground Traps, and not any Container Traps
- Players can Reset their Spent Points for a Trap Kit if they have no Ground Trap currently placed and have no Trap Cooldown in place
Trap Kit Upgrades | ||
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Name | Points Per Tier | Description |
Blasting Powder | 1 / 2 / 3 | Reduces the 10% Damage Penalty of hitting more than one target down to (7% / 4% / 0%) per additional target hit |
Breaching Charge | 1 / 2 / 3 | Increases Damage by (5% / 10% / 15%) and each creature hit will take an additional (5% / 10% / 15%) damage from any future traps detonated by player within next 45 seconds (bonus will not stack) |
Flashdust | 1 / 2 / 3 | Increases Damage by (6% / 12% / 18%) and each target hit will be Hindered for (1 / 2 / 3) seconds |
Groundwork | 1 / 2 / 3 | Increases Damage by (8% / 16% / 24%) but increases time needed to place traps by (0.5 / 1 / 1.5) seconds |
Kill Switch | 1 / 2 / 3 | Detonating a trap has a (7% / 14% / 21%) chance for player to incur no Trap Cooldown |
Nail Canister | 1 / 2 / 3 | Increases Damage by (5% / 10% / 15%) and hits will ignore (15% / 30% / 45%) of target's Armor |
Razorglass | 1 / 2 / 3 | Increases Damage by (8% / 16% / 24%) but delayed damage will be resolved over an additional (1 / 2 / 3) seconds |
Trigger Happy | 1 / 2 / 3 | Increases Damage by (5% / 10% / 15%) and reduces the time needed to place traps by (0.5 / 1 / 1.5) seconds |