Trap list
Basic Basic
| Name | Category | Description |
|---|---|---|
| Damage | Small damage to the enemy that steps on it. Unlimited. |
N N
| Name | Category | Description |
|---|---|---|
| Bind | Small damage and holds the enemy for 3 turns. Heavy or slippery enemies break free. | |
| Bind | Holds the enemy that steps on it for 5 turns. Useless on heavy or slippery enemies. | |
| Lure | Rattles when placed: every enemy on the floor heads here for 5 turns. | |
| Damage | Medium damage and 1 turn of paralysis. | |
| Status | When an enemy steps on it, enemies in a 3x3 area lose sight of you for 3 turns and can't sense traps. | |
| Movement | The enemy slides 2 more cells the way it was going. | |
| Lure | Beasts within 4 cells come to eat it for 2 turns. Even trap-sniffing beasts can't resist. | |
| Defense | Becomes a wall that also stops ranged attacks. Breaks after 3 hits. | |
| State | Coats the enemy in oil for 5 turns. No damage, but fire traps then deal double damage and set it burning. | |
| State | Soaks a 3x3 area for 5 turns. Lightning traps deal 1.5x damage and paralyze for longer. | |
| Bind | Holds the metal bodies of machines and androids to the floor for 3 turns. Works on heavy ones; cleaner robots can't swallow it. | |
| Status | A bang and a flash: machines and androids in 3x3 lose their sensors for 3 turns, zombies are confused for 3 turns. | |
| Bind | A small hit when stepped on. An enemy that tries to disarm or swallow it falls through: bound for 5 turns and a medium hit. | |
| Damage | A small lightning hit and a turn of paralysis. Reaches holograms. x1.5 on a wet target. |
R R
| Name | Category | Description |
|---|---|---|
| Area | Explodes when stepped on: medium damage to ground targets in 3x3, you included. | |
| Delayed | Explodes 3 turns after placing: heavy damage in 3x3, hitting flyers too. | |
| Damage | A log swings 3 cells the way it was placed: medium damage and a 1-cell push. | |
| Lure | Becomes a scarecrow (15 HP). Enemies within 7 cells attack it before you. | |
| Status | Everyone in 3x3 sleeps for 4 turns, you included. Damage wakes sleepers. | |
| Anti-air | Brings a flying enemy down for 3 turns; ground traps work on it meanwhile. | |
| Movement | The enemy slides until it hits a wall, triggering traps on the way. | |
| Damage | Medium damage in a cross, 2 cells each way. | |
| Anti-burrow | When a burrowing enemy comes within 2 cells, it's dragged up: heavy damage and stunned for 2 turns. | |
| Movement | Turns the enemy around and confuses it for 1 turn. Shields fail for 3 turns. | |
| Chain | When an enemy touches the wire, every trap of yours within 3 cells goes off at once. | |
| Damage | Sparks for small fire damage. Heavy damage and burning on oiled enemies; weak against soaked ones. | |
| Bind | A net drops on the enemy that steps here and holds it. People-shaped enemies are held longest (zombies 6 turns, androids 6), others 3. Also holds heavy and slippery enemies. | |
| Bind | A cage drops on the enemy that steps here and shuts it in for 8 turns. Works on heavy and shielded enemies; nothing gets out to attack. Bosses 3 turns. | |
| Status | A golden mist: clears the boosts of enemies in 3x3 and slows them for 3 turns (half speed, no healing). | |
| Status | Machines and androids within 3 cells lose their trap sensors and ranged attacks for 5 turns. |
SR SR
| Name | Category | Description |
|---|---|---|
| Area | Heavy damage to ground targets in 2x2, you included. Instantly defeats heavyweight non-boss enemies. | |
| Area | Medium damage to ground targets in a 5-cell line the way it faces, you included. 3 uses. | |
| Status | Medium lightning damage and 2 turns of paralysis. 3 uses. | |
| Status | Small damage and 1 turn of paralysis in 3x3. Heavy damage to bodiless hologram enemies. | |
| Defense | A ranged attack that passes over this tile is bounced back. | |
| Movement | Carries the enemy through a tube and drops it on the last trap you placed. | |
| Stealth | Invisible even to trap-spotting enemies. Medium damage to ground targets in 3x3, you included. | |
| Bind | Freezes ground targets in 3x3 for 4 turns, even heavy ones. You included. | |
| Lure | Every enemy in the room heads here for 5 turns. | |
| Status | Place on water. When an enemy touches connected water, the whole area takes medium lightning damage and 2 turns of paralysis. You too, if you're in the water. | |
| Status | Zombies within 4 cells lose the key's orders: for 8 turns they stop working together and wander. |
SSR SSR
| Name | Category | Description |
|---|---|---|
| Area | Heavy damage to everything in 5x5, flyers included, you included. | |
| Movement | 2 turns after placing, pulls enemies within 4 cells to the center. You included. | |
| Bind | Binds everything in 5x5 for 6 turns. Bosses for 3. | |
| Chain | When another trap goes off, it sets off every trap within 3 cells. | |
| Lure | Always active. Spawns 3 decoys that draw enemy aim (decoys have HP). | |
| Bind | Binds the enemy that steps on it for 10 turns, bosses too. | |
| Area | Stepped on in water, it drags ground and water enemies in 3x3 under: instant defeat. Heavy damage to bosses. You included. |
UR UR
| Name | Category | Description |
|---|---|---|
| Special | A spring shoots a stake up to 6 cells: the first enemy takes a large hit and is bound for 4 turns, bosses too. Nothing sees it coming, disarms it or learns it. | |
| Area | Instantly defeats everything in 3x3. Heavy damage to bosses. | |
| Special | Stops every enemy on the floor for 8 turns. | |
| Delayed | 5 turns after placing, massive damage in 7x7. You are immune. | |
| Lure | Always active. Draws in every enemy in the room and deals small damage each turn to those in range. |





















































