Traps & Avoiding Traps

Avoiding Traps

Traps while often easier than monsters, can still pose a deadly threat to your party. To avoid traps, units must choose one of four actions: TrapAction.large_effort, TrapAction.little_effort, TrapAction.evade, TrapAction.wait. Certain actions such as TrapAction.large_effort or TrapAction.little_effort will cost energy. The amount of energy each unit has to spend on actions is dependant on either their Unit.will or Unit.focus stats. Melee units specialize higher willpower, and magic units specialize in higher focus. If the Trap.stat property is TrapStat.will then the unit will use it’s Willpower stat, if it is TrapStat.focus the unit will use it’s Focus stat. As the unit chooses actions, the unit’s Unit.current_will or Unit.current_focus will go down based on which action was chosen. Each round, the unit’s focus or willpower will regenerate one point up to the unit’s base focus or willpower (Unit.focus or Unit.will).

Depending on the pass type (Trap.pass_type) of the trap, once your units have contributed enough effort to the trap (Trap.current_effort == Trap.required_effort), then your unit will have avoided/disarmed the trap and will be free to continue on their way.

If your units take too long however, based on the damage interval(Trap.damage_interval, the trap will deal Trap.damage according to a damage type(Trap.damage_type).

Effort Types:

  • Large Effort:
    • Description: The unit invests a large amount of effort in a small amount of time, at the cost of precision.
    • Energy cost: 5
    • Resulting Effort: 4
    • Additional Effects: None
    • Enum Value: TrapAction.large_effort
  • Little Effort:
    • Description: The unit invests only a little effort, but taking time to avoid errors or mistakes.
    • Energy cost: 2
    • Resulting Effort: 2
    • Additional Effects: None
    • Enum Value: TrapAction.little_effort
  • Evade:
    • Description: The unit attempts to avoid receiving damage from the trap.
    • Energy cost: 3
    • Resulting Effort: 0
    • Additional Effects: The unit takes 50% less damage from any trap effects for this round.
    • Enum Value: TrapAction.evade
  • Wait:
    • Description: The unit waits.
    • Energy cost: 0
    • Resulting Effort: 0
    • Additional Effects: None
    • Enum Value: TrapAction.wait

Trap Pass Types

  • Individual Pass: Each unit must disarm/navigate/avoid the trap on their own to succeed. The party only moves on when all units have succeeded or died. Its enum value is TrapPassType.individual_pass.
  • Group Effort Pass: The effort of the entire party contributes to the disarming of one trap. The party only moves on once the trap effort gauge is filled. Its enum value is TrapPassType.group_pass.
  • Group Pass on One Success: Each unit works to disarm/navigate/avoid their own trap. The party is able to move on once one unit succeeds in disarming a trap. Its enum value is TrapPassType.group_pass_on_first_success.

Trap Damage Type

  • TrapDamageType.random_one Randomly damages one unit.
  • TrapDamageType.random_two Randomly damages two units.
  • TrapDamageType.random_three Randomly damages three units.
  • TrapDamageType.all Damages all units.
  • TrapDamageType.lowest_health Damages unit with the lowest health.
  • TrapDamageType.highest_health Damages unit with the highest health.

Trap Properties

  • Trap.type: The type of trap you’re currently up against. Corresponds to a TrapType enum value.
  • Trap.stat: Which stat (Focus or Willpower) is associated with this trap. Corresponds to a TrapStat enum value.
  • Trap.required_effort: The amount of effort needed to pass the trap.
  • Trap.current_effort: How much effort has been put into the trap.
  • Trap.pass_type: The pass type of the trap. Corresponds to a TrapPassType enum value.
  • Trap.damage_interval: How often the trap will deal damage.
  • Trap.damage: How much damage the trap deals.
  • Trap.damage_type: How the trap decides who to damage.

Trap Types

Spike Pit

Description: A pit (or strip) of spikes.

Effort Stat Willpower
Effort Required 50
Pass Type Individual Pass
Damage Type Two Random Units
Frequency/Timer Every 3 turns
Damage Amount 150

Eldritch Barrier

Description: An anomalous barrier, formed from the maddening truths of reality.

Effort Stat Focus
Effort Required 50
Pass Type Individual Pass
Damage Type Random Unit
Frequency/Timer Every 2 turns
Damage Amount 100

Falling Ceiling

Description: The ceiling begins lowering until it squishes adventurers.

Effort Stat Willpower
Effort Required 60
Pass Type Group Pass
Damage Type All Units
Frequency/Timer After 18 Turns
Damage Amount 99999999

Puzzle Box

Description: An arcane, segmented box, glowing with odd runes.

Effort Stat Focus
Effort Required 150
Pass Type Group Pass
Damage Type Unit with lowest health
Frequency/Timer 1 Turns
Damage Amount 50

Pendulum Bridge

Description: A bridge, with many swinging axes between you and the exit. A leaver to disable the axes can be seen on the other side.

Effort Stat Willpower
Effort Required 50
Pass Type Group Pass on One Success
Damage Type Random Unit
Frequency/Timer Every 4 turns
Damage Amount 150

Riddles of the Sphinx

Description: A sphinx, waiting to tickle your mortal brain for eternity. Solve its riddles to escape.

Effort Stat Focus
Effort Required 100
Pass Type Group Pass on One Success
Damage Type Random Unit
Frequency/Timer Every 2 turns
Damage Amount 50