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New items:
Two new/amended uniques for every trap, including my new ideas:
Dart trap:
Existing unique - unchanged
Ice breaker darts - darts do hugely increased damage to chilled and frozen targets + % increase to base attack speed
Spike trap:
Oppressor spring - CD of trap is reduced by % per unit hit by attack, the more units struck, the faster the CD
Perforator spines - Attack reduces enemy weight (20% of current weight lost) + increase rearm speed & damage increase
Push trap:
Spirit plate - Enemies pushed by trap are feared
Existing unique - unchanged
Barricade:
Existing unique - unchanged
Titanium struts - No attack can do more than % of the barricades max health (% decreases with level, starts at 40%)
Harpoon trap:
Existing unique - unchanged
Chain drive - hugely increased pull force, trap now knocks target back on hit too
Chakram trap:
Existing unique - unchanged
Unstable glaives - attacks now cause either fire, electrical or frost damage, each attack is assigned an element randomly and this element changes per bounce
Bola trap:
Ultra dense ropes - attacks cause knockback + increased damage
Elasticated links - now wraps 3 targets per attack
Grinder trap:
Sapping wirewood - enemies now take constant damage on grinder, even when grinder is jammed (20% of dps)
Cooking processer - Grinder does massively increased damage to enemies on fire
Demon portal:
Detonator - demons explode on death (damage dealt is based on max HP)
Ageing magic - demons increase in health the longer they are alive
Bolt trap:
Existing unique (Changed from point blank bolt) - Blood bolt - Bolts now inflicts bleeding in addition to normal damage, base damage increases as enemies get closer to the trap
Exploding bolts - Bolts explode at end of like (after max penetrations or range, whichever comes first) doing 20% of the traps damage in a small AOE
Inferno trap:
Existing unique - unchanged
Darkfire flames - damage done is also deducted from the units max health (prevents healing for damage done by the flamer, exclusively) + increased damage
Frost trap:
Bitterwind fans - trap constantly slows enemies around it (15% slow in 3x3 area)
Stacked fans - trap attacks twice in quick succession and then has double rearm time
Spinblade trap:
Long reach blades - trap now has 50% increased AOE + increased force and damage
Deploy-able wall - trap now does no damage and lasts half as long, but completely obstructs enemies and cannot be passed, even by flying enemies (does not reroute pathing, enemies will fruitlessly try to by-pass it until it retracts)
Spring trap:
Weakpoint springs - enemies take massively increased damage (500%+) whilst midair after being flung by the trap
Blungeoning springs - enemies flung will be stunned (longer is they hit a wall)
Lightening trap:
Blazer arcs - trap now sets enemies on fire
Power surge - trap now damages all enemies standing on the trap when it fires
Slime trap: Dense sludge - increases slow by 15% (stacks with upgrades in game) Flammable slime - enemies standing on slime pit or effected by slime pit slow will have an additional 50% vunerability to fire damage
Axe trap:
Decapitator - Axe traps will increase in damage for every enemy killed by 0.2% per enemy killed + increased damage & force
Hammer blade - attack now stuns enemies hit + increased force
Shockwave trap:
Blast charges - doubles AOE of trap
Crushing blow - enemies directly on top of trap will suffer huge damage when it triggers
Blackhole trap:
Magnetic core - hugely increased force vs armoured enemies and high weight enemies
Black death core - trap causes current health % damage to enemies caught in it (10% of current health) + increased force & rearm speed
Hex trap:
Spirit breaker - if trap fails to kill target, they take max health damage instead (60% of max health)
Double hex - Trap now attacks twice per attack + increased damage
Lich portal:
Skeletal mimics - skeletons raised by lichs now mimic the stats of the enemy they were raised from (includes modifiers)
Powerful necronomicon - Lichs have hugely increased health & damage at the cost of rearm speed
Rocket trap:
Disabled safety mechanism - Rockets arm instanctly + increased damage
Farsight explosives - rockets increase in damage the further they travel (up to 200%)
Soul harvester:
Visions of pain - every soul harvested causes one enemy to become feared in the traps AOE
Soul gorge - increases the value of souls the longer they remain in the traps AOE (Up to 150% after 10 seconds)
Teleporter trap:
Sanity breaker - enemies teleported are feared + faster rearm speed
Shredding wormhole - enemies teleported suffer massive bleeding damage, the more enemies that are teleported, the more bleeding they suffer
Catapult trap:
Flash bang rocks - Catapult impacts now stun enemies
Obsidian rocks - Rocks thrown cause bleeding damage to enemies hit + increased stone velocity & damage
Impaler trap:
Jagged spears - Enemies impaled now take bleeding damage + increased damage
Tungsten core - Spears now last much longer and slow enemies impaled more
Kiln trap:
Intensifier coals - enemies take increased damage from repeated Kiln attacks (25% increase per attack recieved, no upper limit) + increased damage
Vault breaker charge - High health enemies take hugely increased damage
Half cade:
Seering enforcement - half-cade constantly damages enemies around it (30% of mastery level per second in damage) + increased health
Treasury skilts - half-cades earn 2 gold per second
Annihilator trap:
Liquifier - enemies killed by trap explode, dealing 10% of their max health in damage around them
Horror beam - Enemies have a chance to be feared if someone near them is killed by this trap, chance increases with units size and health, the bigger the unit killed, the higher chance of fear
Midas pit:
Hyper pumps - increases rearm speed & amount of enemies effected per "attack"
Gold shock - First layer of gold on an enemy has slow effect doubled
Additional uniques:
Frozen blood stone - Chilled enemies take hugely increased damage from all bleeding damage + increased chilled duration & chilled vulnerability
Nightmare capacitor - Lightening damage has a chance to fear after stun has ended + increased stun chance
Downdraft feathers - enemies flying over pits are slowed considerably (70% slow)
Anti quagluent armaments - all bleeding damage now does additional % max health damage
Frostfyre gem - chilled enemies take increased fire damage, enemies on fire stay chilled for longer
Breaker pendant - All stun effects deal damage (enemies take damage based on stun duration and trap level that inflicted the stun)