Trap
A Trap is an obstacle that can be encountered along corridors during expeditions.
Upon being triggered, a Trap will inflict a negative effect on a random Hero or the party.
List of Traps
Dungeon | Image | Name | Effect |
---|---|---|---|
Catacombs | Gulgoceth Jaws | 25% HP DMG 100%/120%/140% Bleed 6/8/10 Stress 5/8/10 | |
Decayed Mehkrub | 15% HP DMG Stress 22/24/26 | ||
Caverns | Troglodyte Larvae | 5% HP DMG 100%/120%/140% Debuff -10 DODGE, -6 SPD/-15 DODGE, -8 SPD/-20 DODGE, -10 SPD (4 Battles) 15%/20%/25% Symptom Random Stress 18/20/22 | |
Troglodyte Egg | 15% HP DMG 100%/120%/140% Blight 6/8/10 20%/25%/30% Symptom Random Stress 8/10/13 | ||
Exposed Interior | Sleeping Adder | 10% HP DMG 100%/120%/140% Blight 5/7/10 Stress 10/13/15 | |
Spike Trap | 20% HP DMG 15%/20%/25% Symptom Random Stress 10/13/15 | ||
Treasury | Boulder | Effects are for Party 5/10/15 DMG 100%/120%/140% Debuff +15% DMG Received (1 Battle) | |
Floor Hermit | 5/8/10/12% HP DMG Start a fight with a Cactonid Supterpath |
Avoiding traps
Triggered Traps can be dodged, with the chance depending on a Hero's Trap Resistance. The best method to avoid traps, however, is scouting the area beforehand. Scouted Traps will be represented with a purple icon on the map and are visible on the ground as they're approached, giving heroes a chance to disarm them. Disarming a Trap renders it harmless and heals 8 stress for the hero. Traps can sometimes be encountered along corridors that have already been explored, as they have a chance to spawn when moving into an already-explored hallway.
Trap Resistance / Disarm Chance
Trap resistance is the chance to dodge Traps. If scouted, the chance to disarm a trap is resistance +40%. Like most other hero resistances, this increases by 10% per Resolve Level.
Additionally, resistance can be raised or lowered by Trinket or Quirk effects and temporarily increased by +50% with the use of an Archeology Kit allowing any Hero to disarm a trap when at the same level as the dungeon.
Traps also have resistance to disarm attempts, the base value being 100%; in expeditions of higher Difficulty Level Traps have additional resistance: Veteran level dungeons have +20% disarm resistance, Champion level dungeons have +40% resistance and Darkest level dungeons have +50% resistance. Disarm chance is Trap disarm resistance - Hero disarm chance.
Hero Stats
Stats shown here are for Resolve level 1 as that is the Black Reliquary starting level.
Trap resistance is the chance to avoid a Trap after activation by walking on it. Trap disarm is resistance +40% and is the base chance to successfully disarm a scouted Trap.
Both values are shown when hovering the resistance icon, but only disarm is shown with other buffs when approaching a Trap.
Trap Resistance / Trap Disarm | |||||
---|---|---|---|---|---|
Grave Robber | Bounty Hunter | Highwayman | Houndmaster | Philomath | Dredge |
60% 100% |
50% 90% |
50% 90% |
50% 90% |
50% 90% |
50% 90% |
Jester | Hellion | Plague Doctor | Shieldbreaker | Abomination | Antiquarian |
40% 80% |
30% 70% |
30% 70% |
30% 70% |
20% 60% |
20% 60% |
Arbalest | Crusader | Judicator | Leper | Man-at-Arms | Musketeer |
20% 60% |
20% 60% |
20% 60% |
20% 60% |
20% 60% |
20% 60% |
Occultist | Thrall | Vestal | Flagellant | Hexer | Veiled |
20% 60% |
20% 60% |
20% 60% |
10% 50% |
10% 50% |
10% 50% |