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Rogue Traps ​

Trap kits are consumable-feeling tools that let you plant a spell-like trap on the ground. Anyone can use one, but they scale hard off rogue levels and the Set Trap skill — in the hands of a real rogue they are devastating, and in anyone else's they are a weak novelty.

Setting a Trap ​

Activate a trap kit and target a spot on the ground. Your character walks over, kneels to arm it, and a trap appears. The trap is yours — it shows with a friendly highlight, and it will never trigger on you or your party. Only your enemies spring it.

  • Arming is interruptible — if you are attacked or move while setting, no trap is placed (and no charge is spent).
  • A set trap is a real, detectable trap. Enemy rogues can spot and disarm it.

Uses & Resting ​

Every kit has a number of uses based on its tier. What happens when it runs dry depends on how good the kit is.

Lower-tier kits are consumables. Once you spend the last use, the kit is used up and gone — resting will not bring it back. Stock up.

Epic kits and better are permanent. They never disappear, and their uses refresh when you rest. Legendary kits are simply unlimited.

TierUsesRefreshes on rest?
Common / Enhanced3No — consumed when spent
Magic4No — consumed when spent
Rare5No — consumed when spent
Mythic6No — consumed when spent
Epic8Yes
Titanic10Yes
LegendaryUnlimited—

A consumable kit shows its remaining uses on the item icon. A rechargeable kit shows them in its name instead, e.g. Epic Fire Trap (6/8).

Limits ​

To keep the battlefield sane:

  • Per area: up to 6 traps may exist in a single area at once.
  • Per character: you may have up to 3 of your own traps live in an area. Setting a fourth quietly removes your oldest.
  • Expiration: traps do not linger forever — damage traps last about an hour, control traps about half that, then vanish on their own.

Potency — Rogue Levels & Set Trap ​

A trap's save DC and its damage/effect scale on two things together:

  • Rogue levels raise the ceiling and drive the payload — a level-40 rogue roughly doubles a damage trap's dice, and likewise doubles how long a control trap holds its victim, compared to a non-rogue.
  • Set Trap skill ranks raise the DC, but only up to what your rogue levels allow.

Because both matter, a character with one rogue level and maxed Set Trap gets little out of a kit — you need real rogue levels behind the skill. Non-rogues can pop a kit, but its DC, damage and hold times are minimal.

Level Requirements ​

Better kits demand a more seasoned hand. You must meet a character level minimum to set one — any class counts, since this only governs whether you can use the kit at all, not how well it performs.

TierMinimum level
Common / Enhanced1
Magic5
Rare9
Mythic13
Epic17
Titanic21
Legendary25

A kit may display its own "required level" when examined — ignore it. That number comes from the game engine and is not what the trap system enforces; the table above is.

Trap Types ​

Each kit is one of many types, split into damage traps and control traps. The type also sets which saving throw resists it.

Damage Traps ​

Deal their element in a small blast; the save halves the damage.

TypeDamageSave
FireFireReflex
FrostColdReflex
AcidAcid (leaves a lingering cloud)Reflex
ShockElectricalReflex
SonicSonicFortitude
SpikePiercingReflex
NecroticNegativeFortitude

Control Traps ​

Deal no damage but inflict a status effect; the save negates it entirely.

TypeEffectSave
TangleEnsnared (web)Reflex
StunStunnedWill
SleepAsleep (mind-fog)Will
HoldParalyzedWill
FearFrightenedWill
SlowSlowedReflex
DazeDazedWill
ConfusionConfusedWill

Piercing immunity: the strongest control traps (high-tier Stun, Sleep, and Hold) can lock down even foes that would normally be immune to the effect.

Lingering clouds: several control traps (Sleep, Fear, Confusion, and the Gas/Necrotic types) leave a cloud behind when they spring. The cloud is a persistent hazard — any enemy standing in it rolls the save again each round and is re-affected on a failure, so it keeps holding an area even after the initial burst. The cloud fades after a short time.

Finding Trap Kits ​

Trap kits turn up in loot throughout the world. Rogues find them far more often than other classes — so if you are building a trapper, keep looting.

The Deadfall Set ​

Rogues can hunt the six-piece Deadfall gear set — a trap-focused kit that adds effective rogue levels (more trap damage and higher DCs), extra Set Trap, and raises both the per-area and personal trap limits. The full set roughly turns a mid-level rogue's traps into a high-level rogue's.

Wyrdwood player reference.