Trap: "Creates a trap that you set and leave for your enemy to trigger."
With the exception of certain PvE skills, Traps are exclusive to Rangers and are associated with Wilderness Survival and Beast Mastery attributes. Traps have activation times and are always easily interrupted while activating. They are location-based and are triggered--with one exception--by adjacent foes. Triggering them activates either an instant effect or an over-time effect. Many deal damage, and they commonly inflict conditions as well. Conditions caused by traps can be extended via various weapon prefix upgrades or some skills, such as Mystic Corruption, when the traps are triggered, not when the traps are laid.
The aforementioned exception is Healing Spring, which heals nearby allies every two seconds. Healing Spring triggers instantly, probably because it is triggered by allies and you, being an ally, are in trigger-range as soon as it's activated.
- For an alphabetical listing of traps, see Category:Traps.
- For a quick reference of trap skills, see Trap skills quick reference.
Currently, traps can be classified as three types (these names for the types are completely unofficial):
"Normal" Traps - Traps that have a damage level of 60, which mean they will inflict the damage written on the description on foes with 60 armor. The person that set up the trap will see the numbers when the trap damages foes.
"Ignoring" Traps - Traps that ignore armor, which mean they will inflict the damage written on the description on any foe without any damage modifying effects on them such as Frenzy. The person that set up the trap will see the numbers when the trap damages foes.
"Beneficial" Traps - Traps that affect allies only. Healing Spring is the only Trap with a beneficial effect to allies.