Traps

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Trap icon.pngTraps are hovering hazards which explode when one or more targets come close enough. A trap will either deal fire-based damage to all targets within its area of effect, or inflict a status condition.

Field traps[edit | edit source]

Traps are a feature of each zone, however they generally do not appear in Forest except in certain quests. They can be in rooms or hallways. Traps are often found in groups, and often guard loot boxes or switches. Traps are normally invisible until triggered, however a player can use a Tool icon.pngTrap Vision to reveal any traps within its radius. Frame icon.pngLieutenant Mantle grants always-on trap vision while equipped. Android characters have permanent trap vision.

When a trap is triggered, it briefly becomes visible to all players, then explodes. A trap will either deal damage, inflict Poison.pngPoison, Paralysis.pngParalysis, Confuse.pngConfuse, Freeze.pngFreeze, Shock.pngShock, or Slow.pngSlow, or both. Visible traps can be attacked with ranged weapons or techniques before they detonate. They are immediately destroyed when hit by any attack. Some traps may follow the target player around by hovering directly over their head before exploding; these traps must be targeted by a technique such as Zonde.pngZonde or attacked by a fellow player.

An uncommon green trap, shaped like a medical cross, will heal players in proximity during its activation.

Other traps[edit | edit source]

Beside the standard traps, which float in the air for a short while before going off, other types exist:

  • In Ruins, Guom traps occasionally fall from the ceiling, threatening to capture a player inside. Teammates have a few seconds to disable the trap before it explodes, dealing damage.
  • In Central Control Area, Seabed and Control Tower, ground traps may fold upwards and form an electric cage around the player, which deals damage and Shock.pngShock if not destroyed in time by a teammate.
  • In all Episode 2 maps and some Episode 1 quests, turret-like traps may pop out of the ground and cast either Foie.pngFoie or Gibarta.pngGibarta on the player. They are activated by proximity or triggering of a laser barrier. Traps of this type attack continuously, until destroyed by 1-4 hits from any attack (1 hit in Episode 1 quests; 2 hits for most Episode 2 maps; 4 hits in Seabed).
  • Some growths in Ruins as well as Gee nests in Seaside will periodically spew and apply poison to players in close proximity.

Player traps[edit | edit source]

All android classes can deploy traps of their own, namely damage traps, freeze traps, and confuse traps. Androids start at level 1 with 2 of each trap and gain more of them as they level up, with each class gaining different amounts of each trap (maxing out at 20) as they level up. Traps are replenished by leveling up, using a healing ring, the Medical Center, or when reviving from death with a Tool icon.pngScape Doll.

Player-placed traps will affect monsters and not other players. After deploying, they take a moment to "come online" and once they do so, they immediately detonate when one or more monsters are nearby. The time spent to "come online" is reduced in higher difficulties.

A player who deploys a trap can immediately detonate it by shooting it with a ranged weapon, such as a handgun or a Gun icon.pngSpread Needle.

Players cannot deploy traps in boss arenas.

Trap growth[edit | edit source]

All android classes start with two of each Trap icon.pngTrap at level 1, and gain more traps based on the formula level/x (where "x" depends on the specific class and kind of trap, indicated in the table below). This means trap count can be calculated for any level with the following formula:

  • Trap count = 2 + (level/x)

The maximum amount for all traps is 20.

The below table references "x" for each class. The numbers in parentheses indicate what level the class maxes out their trap count.

HUcast HUcaseal RAcast RAcaseal
Damage 11 (198) 9 (162) 7 (126) 7 (126)
Freeze 7 (126) 10 (180) 9 (162) 11 (198)
Confuse 7 (126) 10 (180) 11 (198) 9 (162)