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Traps

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Traps are hazards hidden in the world: your character may notice them as turns pass, may search deliberately, and then disarm or route around them. This page quotes the official same-release "Traps" tutorial entry and gives the verified spotting, disarming, and evasion formulas plus concrete trap effects; anything not yet verified is listed as a documented gap.

Spis treści

Overview

The safest order is to use Examine Surroundings before crossing an unfamiliar room, route around any revealed trap, and compare the menu's disarm and evade values only when crossing is necessary. A snake trap is the key exception: discovering it immediately releases a snake to attack. A failed disarm triggers the trap immediately; a failed evade resolves normally as you enter its tile. A crowbar can handle mechanical traps other than webs, but costs turns and Durability and makes noise.

Darkness decides how much you can see and how hard traps are to notice: Vision and darkness are explained in "Darkness and Lighting", and the rest of exploration is covered by "Map exploration and discovery". This page publishes only what the same-release data supports.

The official tutorial entry

You'll often encounter hidden traps. You can discover them passively - the chance to spot a trap depends on your Perception attribute.

It's also possible to reliably discover all hidden traps within your Vision by using "Examine Surroundings" - this basic skill has just been added to your hotbar.

Press [1] to use it.

The trap has been revealed. All's left is to disarm it

Summon the trap's context menu by pressing [RMB] and choose the "Disarm" option.

It's also possible to try and Evade a trap as you pass it, but it's a riskier option, more suitable for characters with high Dodge Chance. It's better not to use it for now.

The paragraphs above are the whole official "Traps" tutorial entry, reproduced paragraph by paragraph in the game's own order; the key names shown in brackets are written that way in the official text and are neither rewritten nor substituted here.

Spotting traps passively

Passive spotting needs no input: on every turn the character checks the traps nearby that are still hidden. Whether one is noticed depends on the character's Perception attribute - higher Perception finds more - and on distance: the farther away a trap is, the harder it is to notice.

For an ordinary findable trap, the roll input is [(0.75 - 0.25 × darkness stage) × Perception] ÷ R. R is not a pixel distance: it is the straight-line distance between the character's and trap's grid coordinates, rounded to a whole tile. A higher darkness stage lowers the input. The result is the percentage-point input passed to the chance function; it is not multiplied by another percent sign.

The same-release chance function draws an equally likely integer from 0 through 100, inclusive, and requires it to be strictly below the input; an input of at least 100 succeeds immediately. For an input T below 100, the actual success probability is ceil(T) ÷ 101 (zero when T ≤ 0), which does not always match the intuitive percentage printed from T. Every other 'chance input' on this page uses that rule.

Example (formula illustration only): for an ordinary trap with Perception 10, R = 2, and darkness stage 0, the input is (0.75 × 10) ÷ 2 = 3.75. Successful draws are 0, 1, 2, and 3, so the actual probability is 4 ÷ 101, about 3.96%.

At R = 0 an ordinary trap first receives an input of 100, but that is not unconditional: an unfindable flag subsequently changes it to 0, and a hunting-net trap overwrites it with its own formula. A hunting net's passive input is (0.05 × Perception) ÷ R; deliberate search uses (5 + Perception) ÷ R. Same-tile discovery of a hunting net is not guaranteed on this page, so search ahead and be ready to route around it.

There is also one place where the check does not run at all: inside the tutorial area, where a dedicated lesson and quest teach the player how traps work.

Disarm, tools and evasion

The options appear only after a trap has been found: right-click it to disarm normally, use a Crowbar, or choose Evade. The Crowbar route only requires carrying the item and does not require learning another skill; the official entry likewise advises disarming instead of trying to evade right away.

The tinker route uses a Crowbar and is unavailable on webs. Each work turn uses clamp(base trap disarm value + 0.5 × Strength, 0, 100); it first spends 1 Crowbar Durability, then produces noise power 16 and 0.1 Fatigue. Only a successful work roll adds 100 to the trap's base disarm value and enters normal disarming. The menu's displayed '100%' therefore describes that final disarm stage, not guaranteed completion on the first work turn.

Normal disarming uses min(100, base trap disarm value + 2 × Agility × faction coefficient + Trap Disarm Chance). The coefficient is 2 when actor and trap share a faction and 1 otherwise; this is a source-level faction relationship, not a general bonus the player can toggle. The menu displays that input, while the actual success probability still follows the 0-through-100 integer draw explained above.

Example (formula illustration only): an enemy Claw Trap has base disarm 50. With Agility 10, Trap Disarm Chance 0, and faction coefficient 1, the input is 50 + 20 = 70, giving an actual success probability of 70 ÷ 101, about 69.31%.

Disarming is not guaranteed: failure triggers the trap immediately. Compared with walking into it, this halves the base damage, and the hit lands on the hands - a normal trigger hits the legs.

On entering a trap tile, Evade uses min(Avoiding Traps attribute × that trap's can-avoid flag, 100) as its input; if the flag is off, the input is zero. Success passes safely and failure triggers normally. A creature-releasing trap skips this evade roll. The tutorial's 'high Dodge Chance' is player-facing guidance; the implementation reads the dedicated Avoiding Traps attribute.

A successful disarm is recorded in the character's statistics; only disarming a trap that is not your own side's grants experience and raises Morale.

Triggering and effects

A trap is a mark registered on a tile, and it resolves when a unit changes tiles: as soon as the coordinates change, the trap on that tile resolves. Flying units are not resolved by ground traps.

Traps do not take sides: both the player and enemies set them off by stepping on them. A trap the player laid down remembers its owner - when it kills an enemy for the player, the kill is credited to the player.

Dungeon traps are not generated from nothing: the room layout places trap markers first, and a marker draws one concrete trap from a set of candidates when it spawns, so the same marker need not always produce the same trap. The player can also lay traps, and a trap laid that way belongs to the player's side.

'Pressure Plate' alone does not identify one fixed effect; use the specific type. Damage values are raw inputs to downstream resolution. Status durations are base values; actual remaining turns are also affected by general effect rules such as Fortitude and trigger timing.

The first column shows each trap while it waits to trigger, and the second shows its state after triggering. Caltrops and snake traps disappear when triggered; a web shows its second appearance only briefly before its trigger animation ends. Poison, flame, and net plates share the pressure-plate image in the game.

Triggering and effects
Type and untriggered appearanceAfter triggeringBase valuesEffect and response
Claw TrapTriggeredRaw damage 30; disarm 50; hostile-disarm XP 15Base Immobilization is 3 turns with roll input 100 - 0.5 × Move Resistance; it also causes base Confusion for 6-10 turns. Route around it or use a Crowbar.
CaltropsDisappears on triggering; no persistent appearanceRaw damage 20; disarm 100; one activationBase Confusion for 4-6 turns, Immobilization for 2 turns, and Stagger for 2 turns roll separately, each using 100 - 0.5 × Move Resistance. Once found, normal disarming is already at the guaranteed threshold.
Spike TrapTriggeredRaw damage 40; disarm 25; hostile-disarm XP 25After hitting the legs, it attempts to worsen bleeding with input 100 - the relevant leg Bleeding Resistance. Low-Agility characters should route around it or use a Crowbar.
Poison-cloud plate (descriptive label)TriggeredRaw damage 4; disarm 33; hostile-disarm XP 25Creates poison smoke and applies base Poisoning for 5-10 turns with roll input 100 - Poison Resistance - Nature Resistance. Both resistances lower the roll input.
Flame plate (descriptive label)TriggeredRaw damage 30; disarm 33; hostile-disarm XP 25Creates explosions across its covered area and applies base Burning for 3-5 turns with roll input 100 - Fire Resistance - Nature Resistance. Avoid the whole blast area.
Noise TrapTriggeredNo direct damage; disarm 70; hostile-disarm XP 5A normal trigger adds a noise source of power 32; a disarm-trigger state does not add it. Route around or disarm it before nearby enemies are cleared.
Snake trap (descriptive label)Disappears on triggering; no persistent appearanceRaw damage 10; disarm 50Discovering it releases a snake and attacks immediately, before entering the tile and without an evade roll; on a hit it applies base Poisoning for 12-16 turns with roll input 100 - Poison Resistance. Be ready to fight even when searching at range.
Hunting-net trapTriggeredNo direct damage; disarm 70; hostile-disarm XP 5Uses the special spotting formulas; a normal trigger makes noise power 6 and uses 100 - Dodge as the net roll input. Raise Perception, search from close range, and keep a route around it.
WebAt the end of its trigger animation; then disappearsNo direct damage; Crowbar unavailableTiny and giant targets skip Web; other sizes receive base Web for 2 turns, after which the trap also tries to place a crawler on a nearby free tile. It uses ordinary spotting rules.
Net plate (descriptive label)TriggeredNo direct damage; disarm 33; hostile-disarm XP 25Normally sized targets use 100 - Dodge as the net roll input; base net duration is 6 turns for medium and 3 for large targets. If the target is not netted, a ground net lasting 4 turns is left behind.

Official interface strings

The same-release interface reports Disarmed, Avoided, or Failed, and labels the two menu values Chance to disarm and Chance to evade. The combat log separately reports spotting, triggering, successful disarming, and failed disarming; this page explains those meanings without publishing runtime placeholder templates.

Tutorial quest objective: "Disarm the Trap".

Chance labels in the context menu: "Chance to disarm:" and "Chance to evade:"

Outcome labels for disarming and evading: "Disarmed", "Avoided", "Failed"

Trap names listed by the game: "Claw Trap", "Spike Trap", "Noise Trap", "Pressure Plate", "Web"

The same release also has poison, fire, net and snake variants, several of which reuse the pressure plate appearance; they are not part of the display-name list above, and no names are invented for them here.

Documented gaps

The following has not yet been verified for this page and is not asserted here (documented gaps).

Which marker spawns which trap type: room markers draw one concrete trap from a candidate set when they spawn. This page has not yet verified the full index-to-name mapping, so it does not state each marker's candidate types or odds.

Final Health loss: the table above publishes raw values passed from trap records into the damage system. Armor, body part, and the character's current state still take part downstream, so a raw value is not final Health lost.

Room and floor distribution: this page has not yet verified which room types and floors carry traps or how distribution changes with depth.

Cost and cooldown of "Examine Surroundings": this page has not yet verified whether using it costs a turn or its cooldown duration, so it publishes no values.

Official display names for code variants: the poison, flame, net-plate, and snake branches have closed behavior, but the same-release display-name list does not name each one separately. Their labels above are explicitly descriptive rather than presented as official localization.