Traps
Hidden traps wait in the wilds and in dungeons. Spot one before you step on it and you can walk around it or disarm it. A detected trap can still go off if you step on it; trap evasion may let you avoid triggering it.
How hard they hit
| Trap level | Effects | Damage, average | Highest sampled damage | Tiers |
|---|---|---|---|---|
| 1 | 1 | 4 | 4 | Common 80.7% Uncommon 19.3% |
| 10 | 1.07 | 8 | 18 | Common 44.3% Uncommon 24.7% Rare 31% |
| 20 | 1.27 | 15 | 42 | Common 21% Uncommon 31.7% Rare 27.7% Elite 19.7% |
| 30 | 1.37 | 23.3 | 84 | Uncommon 22.7% Rare 59.3% Elite 11.3% Legendary 6.7% |
| 40 | 1.93 | 43.3 | 104 | Rare 40.3% Elite 34% Legendary 25.7% |
| 50 | 2.16 | 58.4 | 124 | Rare 19.3% Elite 43.7% Legendary 37% |
Spotting traps
Each turn you are within 40 of a trap you get a chance to notice it. The further away and the higher its level, the harder it is. Racial talent and spells like Detect Traps help.
| Who, distance | Level 1 | Level 10 | Level 20 | Level 30 | Level 40 | Level 50 |
|---|---|---|---|---|---|---|
| Human (20), on top of it | 100% | 100% | 94% | 63% | 51% | 35% |
| Human (20), at 20 | 91% | 64% | 46% | 40% | 34% | 28% |
| Human (20), at 40 | 49% | 39% | 32% | 29% | 26% | 20% |
| Dwarf (30), on top of it | 100% | 100% | 100% | 96% | 72% | 59% |
| Dwarf (30), at 20 | 100% | 98% | 72% | 61% | 48% | 43% |
| Dwarf (30), at 40 | 74% | 61% | 49% | 39% | 39% | 29% |
Disarming
With the Disarm Trap skill, a level-20 Thief’s chance on the first try:
| Traps proficiency | Level 1 | Level 10 | Level 20 | Level 30 | Level 40 | Level 50 |
|---|---|---|---|---|---|---|
| 1 | 72% | 56% | 41% | 25% | 9% | · |
| 3 | 79% | 67% | 56% | 44% | 33% | 21% |
| 5 | 83% | 74% | 65% | 56% | 46% | 37% |
| 7 | 86% | 78% | 71% | 63% | 55% | 48% |
| 10 | 89% | 83% | 77% | 70% | 64% | 58% |
What a trap can do
Better traps roll extra effects: each list below becomes possible from its tier upward. Common traps never roll a bonus, but can still carry a curse. Negative effects are curses; a priest can lift them.
Common and above
| Effect | At Common | Best case, Legendary |
|---|---|---|
| Acid damage | 4 | 31 |
| Fire damage | 4 | 31 |
| Frost damage | 4 | 31 |
| Holy damage | 4 | 31 |
| Lightning damage | 4 | 31 |
| Necrotic damage | 4 | 31 |
| Piercing damage | 4 | 8 |
| Poison damage | 4 | 31 |
Traps appear in: Badlands, Graveheart Sanctuary, Desert, Forest, Emberwood Expanse, Winter Forest, Meadow, Mountains, High Mountains, Oasis, Blazing Barrens, Swamp, Moltenpeak Range, Dark Woods, Dwarven Castle, Elven Castle, Human Castle, Orcish Castle, Desert Cave, Shale Cave, Wind Cave, Winter Cave, Dungeon, Dwarven Keep, Elven Keep, Human Keep, Orcish Keep, Labyrinth, Mine, Ruin, Dwarven Tomb, Elven Tomb, Human Tomb, Orcish Tomb.
How it works
The rules
Each turn you get one chance to notice each trap within 40: roughly your trap detection ÷ (distance + trap level + 1), capped at certainty. Detection lets you avoid or disarm it; stepping on a detected trap can still set it off unless you evade it. Disarming rolls 1 to your skill’s strength against 10 + half the trap’s level; success gives experience equal to the trap’s level.
Triggering a trap adds an explicit log entry with its damage type and level, such as Stepped on Fire Trap (4). A trap that kills the hero is identified as the killer instead of the internal attacker used to calculate its damage.
