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Traps

From Fiend's Outlands Wiki

Traps are devices crafted using the Tinkering skill. They come in two main varieties with distinct uses:

  • Container Traps: Placed inside containers, primarily for PvP purposes (triggering when opened).
  • Ground Traps: Placed on the ground, designed for PvM area-of-effect damage.

Container Traps (PvP)

  • Crafting Requirement: 100.0 Tinkering.
  • Type: Always Explosive Traps.
  • Creation Process:
    • Double-click a Trap Wire (crafted via Tinkering).
    • Target the container you wish to trap.
    • Requires and consumes: 1 Trap Wire and 1 Greater Explosion Potion.
  • Effect: Deals explosive damage to the player who opens the trapped container.
A container trap being set.

Ground Traps (PvM)

Ground Traps are physical, stackable items crafted via Tinkering under the Traps category. They are designed for dealing AoE damage to creatures.

Crafting Ground Traps via Tinkering menu.

Trap Placement

  • Skill Requirements: 80.0 Tinkering AND 80.0 Detect Hidden.
  • Placement Action: Double-click a Ground Trap item in your backpack or use the command `[PlaceTrap`.
  • Process: Takes 4 seconds to place, during which the player is Hindered (cannot run). Success consumes the trap item.
  • Location: Placed at the player's current location.
Placing a Ground Trap.

Trap Mechanics

  • Duration: A placed Ground Trap remains active for up to 5 minutes unless detonated or replaced.
  • Limit: Players may only have one Ground Trap placed in the world at a time. Placing a new one removes the old one.
  • Visibility: Players can only see their own placed traps. Traps placed by other players are invisible and cannot be interacted with (detected, disarmed, or detonated by others). Multiple traps from different players can occupy the same tile.
  • Visuals:
    • A placed trap appears as a central Ground Trap Marker.
    • Purple Radius Markers indicate the trap's effect radius.
    • Default Radius: 2 tiles from the center marker.
A placed Ground Trap with center and radius markers.

Trap Recovery

Players can safely recover their own placed, undetonated Ground Trap:

  • Shift-click the center Ground Trap Marker.
  • Select "Deactivate This Item" from the context menu.
  • The Ground Trap item is returned to the player's backpack.
Deactivating a placed Ground Trap.

Trap Detonation

  • Requirements: Must have a Trap Detonator (crafted via Tinkering) in backpack and be within 8 tiles of the trap's center marker.
  • Trigger Methods:
    • Double-click the Trap Detonator item.
    • Double-click any of the trap's Purple Radius Markers.
    • Use the command `[DetonateTrap`.
Trap Detonator item.

Trap Cooldown

  • After detonating a Ground Trap, the player incurs a cooldown before they can detonate another one.
  • Cooldown Formula: ` (30 - (0.25 * (Detect Hidden Skill - 80))) seconds `
    • Example: 80 Detect Hidden = 30s cooldown.
    • Example: 100 Detect Hidden = (30 - (0.25 * 20)) = 25s cooldown.
    • Example: 120 Detect Hidden = (30 - (0.25 * 40)) = 20s cooldown.
  • Players can place a new trap during the cooldown but cannot detonate it until the cooldown expires.
  • A system message indicates when the cooldown is over. Single-clicking a Trap Detonator also shows the remaining time.

Trap Max Targets

  • When detonated, a Ground Trap hits up to a maximum of 5 targets (creatures) within its radius.
  • If more than 5 valid targets are in the radius, the trap prioritizes hitting the 5 targets with the lowest current Hit Points.

Trap Damage (PvM)

Ground Trap damage scales with the placer's Tinkering and Alchemy skills.

  • Base Damage Formula: ` (1200 + (15 * (Tinkering Skill - 80))) `
  • Bonus Damage: ` + (Effective Alchemy Skill * 0.25) ` (Added to the Base Damage)
  • Multi-Target Penalty: Base Damage (after Alchemy bonus) is reduced by a cumulative 15% for each target hit beyond the first.
   *   Hitting 1 target: 0% penalty
   *   Hitting 2 targets: -15% damage
   *   Hitting 3 targets: -30% damage
   *   Hitting 4 targets: -45% damage
   *   Hitting 5 targets: -60% damage
  • Damage Application:
   *   33% of the (penalty-adjusted) damage is dealt instantly.
   *   66% of the (penalty-adjusted) damage is dealt over 9 seconds as a Damage Over Time (DoT) effect (ticking every 3 seconds for 3 ticks).
Trap damage numbers appearing on creatures.
Trap Damage Example
  • Player has 120 Tinkering and 100 Alchemy.
  • Base Damage = (1200 + (15 * (120 - 80))) = 1200 + (15 * 40) = 1200 + 600 = 1800.
  • Alchemy Bonus = 100 * 0.25 = 25.
  • Total Pre-Penalty Damage = 1800 + 25 = 1825.
  • Trap hits 3 creatures. Penalty = 30% (15% * 2 additional targets).
  • Adjusted Damage = 1825 * (1 - 0.30) = 1825 * 0.70 = 1277.5 (per target).
  • Instant Damage per target = 1277.5 * 0.33 ≈ 421.6
  • DoT Damage per target = 1277.5 * 0.66 ≈ 843.1 (approx 281 per tick for 3 ticks).

Trap Kit

A Trap Kit is a Blessed item functioning like a Codex specifically for Ground Traps.

  • Crafting: Made via Tinkering (Traps category).
  • Usage Requirements: 80.0 Tinkering AND 80.0 Detect Hidden.
  • Progression: Gains experience from killing monsters, unlocking up to 20 Points to spend on Upgrades.
  • Effect: Upgrades enhance Ground Trap functionality (damage, cooldown, radius, special effects). Does not affect Container Traps.
  • Resetting: Upgrade points can be reset if the player has no active Ground Trap placed and is not on 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