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 levelEffectsDamage, averageHighest sampled damageTiers
1144Common 80.7% Uncommon 19.3%
101.07818Common 44.3% Uncommon 24.7% Rare 31%
201.271542Common 21% Uncommon 31.7% Rare 27.7% Elite 19.7%
301.3723.384Uncommon 22.7% Rare 59.3% Elite 11.3% Legendary 6.7%
401.9343.3104Rare 40.3% Elite 34% Legendary 25.7%
502.1658.4124Rare 19.3% Elite 43.7% Legendary 37%
300 random traps per level, rolled the way the game rolls them; listed damage strengths before resistances and difficulty. The sample maximum is not a guaranteed upper limit; timed effects can repeat.

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, distanceLevel 1Level 10Level 20Level 30Level 40Level 50
Human (20), on top of it100%100%94%63%51%35%
Human (20), at 2091%64%46%40%34%28%
Human (20), at 4049%39%32%29%26%20%
Dwarf (30), on top of it100%100%100%96%72%59%
Dwarf (30), at 20100%98%72%61%48%43%
Dwarf (30), at 4074%61%49%39%39%29%
Chance per turn, sampled with the game’s own check. The number after the race is its trap detection.

Disarming

With the Disarm Trap skill, a level-20 Thief’s chance on the first try:

Traps proficiencyLevel 1Level 10Level 20Level 30Level 40Level 50
172%56%41%25%9%·
379%67%56%44%33%21%
583%74%65%56%46%37%
786%78%71%63%55%48%
1089%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

EffectAt CommonBest case, Legendary
Acid damage431
Fire damage431
Frost damage431
Holy damage431
Lightning damage431
Necrotic damage431
Piercing damage48
Poison damage431

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.