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Traps

From Fiend's Outlands Wiki

Tinkering is required to craft Traps, which come in two forms: Container Traps and Ground Traps. Container Traps are used exclusively in PvP, while Ground Traps are designed for PvM. Players must meet specific skill requirements to craft and use each type of trap effectively.

Container Traps

Players must have at least 100 Tinkering skill to create a Container Trap. These traps are always Explosive Traps and cannot be of any other type. To create a trap, a player must double-click a Trap Wire in their backpack and then target the desired container. If the placement is successful, it will consume one Trap Wire and one Greater Explosion Potion from the player’s backpack.

Ground Traps

Ground Traps are physical items that can be crafted using the Tinkering skill under the Traps category. Like Container Traps, Ground Traps are always of the Explosive type, and they are stackable. A placed Ground Trap is consumed upon activation.

Trap Placement

To place a Ground Trap, a player must have at least 80 Tinkering and 80 Detect Hidden. Players can place a Ground Trap at their current location by double-clicking it in their backpack or by typing [PlaceTrap. The placement process takes 4 seconds, during which the player is hindered. Successfully placing a trap consumes it.

Trap Mechanics

Once placed, a Ground Trap will remain in the world for up to 5 minutes unless detonated. Players may only have one Ground Trap placed at a time, and placing a new trap will remove the previous one. Each player can only see their own traps and cannot detect or interfere with traps belonging to others. Placement locations are unrestricted, meaning multiple traps from different players can exist in the same area.

A Ground Trap has a default Radius of 2. The trap’s center is marked by a Ground Trap Marker, while its active radius is depicted with 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

To detonate a Ground Trap, players must have a Trap Detonator in their backpack and be within 8 tiles of the center Ground Trap Marker. Detonation can be triggered by:

  • Double-clicking the Trap Detonator in the backpack
  • Double-clicking any of the Purple Radius Markers
  • Typing [DetonateTrap

Trap Cooldown

After detonating a Ground Trap, players must wait for their Trap Cooldown to expire before detonating another. The cooldown duration is calculated as:

(30 - (0.25 * (Detect Hidden - 80))) seconds

While players can place a new Ground Trap during this cooldown, they cannot detonate it until the timer has expired. A system message will notify the player when they are able to detonate another trap. The remaining cooldown time can also be checked by single-clicking a Trap Detonator.

Trap Max Targets

When detonated, a Ground Trap will hit up to 5 targets within its radius. If the number of available targets exceeds this limit, the trap prioritizes hitting creatures with the lowest remaining Hit Points.

Trap Damage

When detonated, a Ground Trap deals damage based on the player’s Tinkering and Alchemy skills. The Base Damage is calculated as:

(1200 + (15 * (Tinkering - 80)))

Players also receive a Bonus Damage equal to 25% of their Effective Alchemy Skill. If multiple creatures are hit, the base damage is reduced by 10% per additional target beyond the first.

Each creature hit takes:

  • 33% of the Base Damage instantly
  • 66% of the Base Damage over 9 seconds (split into 3-second intervals)

Additional damage bonuses can be gained from Mastery Chain Links, Aspects, Codexes, and other mechanics.

Example
  • A player with 120 Tinkering places a Ground Trap.
  • The Base Damage is (1200 + (15 * (120 - 80))) = 1800.
  • The trap hits 3 creatures, reducing Base Damage by 20% (10% per additional target).
  • The adjusted Base Damage is (1800 * 80%) = 1440.
  • Each creature immediately takes 480 damage.
  • Each creature then takes 960 damage over 9 seconds (320 damage per tick every 3 seconds).

Trap Kit

A Trap Kit is a Blessed item that players can use to enhance their Ground Traps, effectively acting as a Trap Codex. Trap Kits can be crafted using the Tinkering skill under the Traps category. Players must have 80 Tinkering and 80 Detect Hidden to use them.

A player gains experience towards their Trap Kit by killing monsters, which unlocks up to a maximum of 20 Points to spend on Upgrades. These upgrades affect only Ground Traps and not Container Traps. Players may reset their Trap Kit Upgrades if they have no active Ground Trap and no Trap Cooldown.

Trap Kit Upgrades
Name Points Per Tier Description
Blasting Powder 1 / 2 / 3 Reduces the cumulative Damage Penalty of hitting more than one target by (4% / 7% / 10%)
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 (5% / 10% / 15%) and each target hit will be will be Hindered for (1.5 / 3.0 / 4.5) 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 (6% / 12% / 18%) chance for player to incur no Trap Cooldown
Nail Canister 1 / 2 / 3 Increases Damage by (4% / 8% / 12%) and hits will ignore (20% / 40% / 60%) of target's Armor
Razorglass 1 / 2 / 3 Increases Damage by (8% / 16% / 24%) but delayed damage will be resolved over an additional (2 / 4 / 6) seconds
Trigger Happy 1 / 2 / 3 Increases Damage by (3% / 6% / 9%) and reduces the time needed to place traps by (0.5 / 1.0 / 1.5) seconds