recursal/Fanatic-Fandom huggingface dataset:
Abyss Crater

**Essence cost** | 50

**Abyss Crater#** is a mystic ground trap in *Deathtrap*.

## Description

A continuously active trap that has a chance of instantly killing horde and normal type enemies when they first step on it. Enemies (of any type) that aren't instantly killed take Fire and Lightning damage instead. Instantly killed enemies do not generate Essence.

## Upgrades

 Essence Residue
 Damage
 Disintegration Blast
Resources

**Resources** represent the assets at your disposal that can be used to modify the city, pass laws, and so on and so forth.

## List

* Political goodwill represents your standing with the political parties.
* Prestige represents the personal leverage you can employ for political actions.
* Brainpower is the research output of your city, affecting how fast Progress Cloud inventions are generated.
* Funds represent the coffers, of the city and your family.
Cave of Valor

**Cave of Valor** is a *Deathtrap* level.

## Description

The majestic ring of islands floating around the Inkheart was once a hub of leisure for the wealthy citizens of a long-lost civilization, since these plateaus offer breathtaking vistas of the churning, black chaos from a safe distance. Some of these islands, though, catered for visitors who craved for pleasures of a more decadent kind, and the arenas of crystal and marble hosted grandiose battles between gladiators. When the Trapmakers began to build their first strongholds, they decided to make good use of these abandoned vaults. Where once gladiators fought to death, now monsters die shrieking.

## Strategy

### Tier 2

With proper tactics the slow, but deadly Artillery Sentries can rain concentrated fire upon your enemies.

### Tier 3

This map is not for the faint-hearted. There are no regular monsters this time, only Champions will enter the arena. Keep your Imprisoned Golems in the fight!

### Tier 4

Attention! You can only use Mystic and Mechanical Ground Traps on this map. Be prepared for a large number of Armored creatures as well.
Heat Ray Sentry

**Essence cost** | 150

**Heat Ray Sentry#** is a unique tower trap in *Deathtrap*.

## Description

A special trap appearing in level 6. Shoots a beam of energy at a single target continuously damaging it. The damage starts low but increases steadily the longer the beam stays on the same target. Always encountered in dedicated trap slots.
Mana

**Mana** is a regenerating resource used for casting spells and using abilities. The classic name is used by the Sorceress. The Mercenary's equivalent resource is called Rage, while the Marksman's Focus.

## Gaining mana

* The Sorceress' basic regeneration rate is 20 points of mana per second. It only applies if she stands still and doesn't perform any action.
* Moving, attacking, or doing anything else will impose a -40% penalty. 12 points of mana will regenerate per second.
* If enemies are in proximity to the Sorceress, the regeneration will take a further -50% penalty, for a total of -90%. Only 2 points of mana will regenerate per second.
Lightning Pillar

**Essence cost** | 50

**Lightning Pillar#** is a mystic tower trap in *Deathtrap*.

## Description

When inactive, this trap generates a charge every 3 seconds up to a maximum of 5 charges. These are used for interim attacks at half time between regular ones. Each such attack uses up one charge.

BASE RANGE: 10m BASE COOLDOWN: 1 second

## Upgrades

 Multi-Jolt
 Attack Range
 Extra Charge
Heat Curse

**Heat Curse** is one of the Sorceress world skill perks for the skill Shivering Curse in *Deathtrap*.

## Effects

Enemies affected by the Shivering Curse spell are also afflicted with fire vulnerability to a smaller degree **(This is a percentage of the Shivering Curse vulnerability)**. Also increases the duration of the Shivering Curse spell.

% of ice vulnerability
Ghastly Shape

**Ghastly Shape** is one of the Mercenary active battle skills in *Deathtrap*.

Damage: Physical/Ice

Rage cost: 50

Cooldown: 3s

## Effects

Makes your character charge towards the cursor at a blinding speed (up to a maximum of 20 meters). If you hit enemies along the way, you simply run through them, deal Physical/Ice damage to them and freeze them for 1 second.

% of your damage dealt

**Ghastly Shape's** damage dealt is counted both as physical and ice simultaneously.
Frost Ring

**Frost Ring** is one of the Mercenary active battle skills in *Deathtrap*.

Damage: Ice

Rage cost: 10

Cooldown: 20s

## Effects

Creates a 3 meter radius circle of extreme cold around you for 8 seconds. Enemies caught in the area take continuous Ice damage and are also slowed down.

Unlocked at level 10.

% of your damage dealt
Inkheart

**Inkheart** is a *Deathtrap* level.

## Description

The Inkheart is a mystery, an absence of something colossal, a gap that distorts time and space in its vicinity. Countless generations of scholars have devoted their lives to the study of this anomaly, and the most plausible theory so far is that the Inkheart is all that remained of a civilization that had manipulated the dream-material of the Ink until they destroyed themselves and left a festering wound in the void that still gorges out their own nightmares from time to time. This fortress is too close to the Inkheart... and the presence of darkness is the most powerful here.

## Strategy

### Tier 2

Heat Ray Sentries increase their damage per second, so you might want to keep the targeted monster in their crosshairs. They can save you a lot of trouble on this map, where Tower Traps slots are very limited.

### Tier 3

Imprisoned Golems will be your first line of defense on this map, where you will face multiple Bosses at the end of each wave!

### Tier 4

This map only grants you Summoning traps and some special traps unique to this level. Tip: try to build as many kinds of the available traps as you can.
Necropolis

**Necropolis** is a *Deathtrap* level.

## Description

The islands of the Ink have seen the rise and fall of many strange empires. Most of these cultures hardly had anything in common, apart from the veneration of their fallen brethren and the need to build grandiose monuments to honor the departed. There are still countless shrines in the Ink dedicated to the dead, most of them lost forever or protected by ancient charms. But this graveyard is too close to the Inkheart, so it became a battleground ages ago... small consolation, but at least the fallen heroes have their monuments prepared for them.

## Strategy

### Tier 2

Unlike most levels, this map grants you clusters where the trap slots converge. You can save a lot of Essence if you build Service Stations first.

### Tier 3

This time you'll face summoners and undead creatures who can call their minions into battle or raise the dead. Prepare for a last ditch effort near your Gate and a stunningly large number of attackers.
Wave 1:
Tripod Crawler (8)
Kobold Wartfiend (25)
Arachnopod (25)
Inkwraith (9)

### Tier 4

You can only use Tower traps on this map. Forget all your other traps this time: it's a tale of the two... three... well, a lot of towers.
Support Alternative Media

**Support Alternative Media** is a Administration edict.

## Description

Societies are pluralistic, made up of many voices, hopefully united. But many fringe groups are unrepresented and lack funds to create their own media, their own art. Funds should be made available for these a alternative and fringe groups and subcultures.
Marksman

**Starting attributes** | Health: 700Focus: 100Damage: 200Armor: 5

The **Marksman** is one of three hero classes in *Deathtrap*. He is a ranged fighter, though unlike the Sorceress, he focuses on dealing damage directly through his ranged weapons and traps, rather than spells.

He cloaks automatically after 2 seconds without attacking monsters, becoming invisible and regenerating Focus.

## Background

The Marksman is a legendary hunter, known for his vast collection of monster trophies. His foray into the fortress ruins was originally intended to be a special hunting trip to complete his collection - but turned out to be something more once it became obvious that the second swarm was coming.

## Starting gear

Outfit
* Rough leather hat
* Worn duster coat
* Jade-studded belt

Weapon
* Light hand crossbow

Jewelry
* Lavastone pendant
* Inkthread ring

Other
* 10 healing potions

## Skills

Marksman's skill set focuses on damage over time, ranged and poison traps. See Marksman skills for more information.

## General Tactics

The Marksman relies more on the damage output of his traps than his own skills, and is a bit of a slow-starter; his very useful skills don't unlock until level 20. His general attack skill is fast and light with an area of effect, similar to a Gun Turret, and also has the problem of not doing well against Armored opponents. He relies more on a numbers game; he has a very effective skillset for boosting the Essence he gets from enemies via traps and skills for reducing the costs of traps, allowing him to build a larger number of them than normal.

In terms of direct combat skills he can do brief bursts of strong damage against opponents if he can get into very close range, which is risky, but not heavy sustained damage.
Imprisoned Golem

**Essence cost** | 100

**Imprisoned Golem#** is a unique ground trap in *Deathtrap*.

## Description

Releases an imprisoned golem that will fight on your side until it is destroyed. The golem's attacks do area damage periodically and these attacks also knock foes off their feet. Note that the golem does not respawn and cannot be sold!
Forest of the Fallen

**Forest of the Fallen** is a *Deathtrap* level.

## Description

The First Swarm burst out of the Inkheart ages ago, before the Trapmakers had even began to experiment with the first arcane defensive mechanisms, so the Void Kingdoms had no choice but to gather a huge army to stop the monsters that were tearing through the portals of the Ring, destroying the islands one by one. According to our annals, the bloodiest battle took place here, where the armies eventually managed to stop the tide, but they paid a terrible price: these forests are still haunted by sad presence of the countless thousands who sacrificed their lives among the trees.

## Strategy

### Tier 2

The Pillars of Rejuvenation will heal your creatures and your character continuously. With these Pillars and some careful planning you can stand your ground for a very long time. The effect of the Pillars in close vicinity will stack.

### Tier 3

You will face fast moving groups of monsters on this map, who can easily overrun your defenses. Hook Grinders can cut their numbers down, Salvage Recyclers can provide the extra funds.

### Tier 4

This map has several nodes where the pathways converge. It could be useful to build your defenses accordingly. Apart from the special traps unique to this map, you can only use Mystic Tower traps and Mechanical Ground trap slots.
Disintegration Blast

**Disintegration Blast** is one of the Sorceress battle skill perks for the skill Disintegrating Ray in *Deathtrap*.

## Effects

When the Disintegrating Ray spell kills an enemy, an explosion occurs that deals damage within 4 meters. The damage is proportional to the maximum health of the killed enemy.

% of enemy max health in damage
Acid Geyser

**Essence cost** | 50

**Acid Geyser#** is a mechanical ground trap in *Deathtrap*.

## Description

Sprays jets of corrosive toxin within the area when enemies step on the trap. Enemies are also afflicted by 30% vulnerability against physical damage for 10 seconds (This does not stack with itself)

## Upgrades

 Poison
 vulnerability\_u2
Darkmoor

**Darkmoor** is a *Deathtrap* level.

## Description

The fabled Darkmoor! I've studied the history of this place. A floating island once covered by lush gardens and beautiful glades, where the wealthy decadents of a lost age could enjoy the sight of the Inkheart swirling out there, in the void. But as one of the manifest points in the Ring, where Portals can appear during the cycles, the whole island was turned into one of the Deathtrap Strongholds. The side effects of arcane machines transformed the beautiful gardens into a haunted bog and the deadly skirmishes of the previous cycles destroyed all that what was left. I wish I could have seen it in its prime.

## Strategy

### Tier 2

Build Empower Beacons at the strategically important points of the map. They will enhance the damage dealt by your character and by the creatures you summon. The boosts of Empower Beacons in close vicinity always stack.

### Tier 3

You will face a selection of regenerating, healing monsters on this map. You can boost your chances of survival with the Revitaliser Beacons and Wind of Death traps.

### Tier 4

Beware: this map only allows you to use Mystic Ground Trap slots and some special traps unique to this level!

## Scenario

There are 16 optional challenges here that require skill to complete. This map contains the following:
Gameplay basics

*Deathtrap* is an unique game and mastering it requires practice and understanding the differences between it and other games in the genre.

## General

* Whatever happens, always pay attention to the minimap. It shows all incoming monsters and their avenues of approach. It's easy to miss a handful of monsters as they take a detour and hit your portals from another side entirely.

## Heroes

* By default, the hero will head to whatever location you click on the main screen. To avoid ending up in the middle of a horde by accident, use the Shift key to keep them in one spot.
* Traps are not enough to kill off entire waves on their own. Keep your hero close to the frontline and make liberal use of the various skills at your disposal.
* Good equipment is necessary to survive. Upgrade whenever possible, there's no shortage of resources in the game.
* You can use your hero to bait enemies. Attacking a monster will cause it to break away from the path and attack the hero, same as if the hero enters their aggro range. Note that if you put too much distance between you, the monsters will return to their path and make a beeline for the portal.

## Traps

* Good trap placement is essential to victory. While you only have a pre-defined amount of slots available for the various traps, study the wave makeup carefully and deploy traps as necessary.
* Towers dear modest damage, but they have the advantage of being able to attack both land-based and flying enemies. They can also be set up in combinations to provide overlapping fields of fire, increasing the damage sustained by monsters passing through or baited with the hero to remain in range.
* Pairing traps is good, especially when you can set up a floor trap that weakens the monster right before a high damage trap.
* Summoning traps are extremely effective at delaying waves, especially when paired with a tower.

## Monsters

* Not all monsters are created equal. Tailor your strategy to your target and pay close attention to their special abilities.
* With special Champion or Boss quality monsters, maintain crowd control by killing off weaker minions, but don't forget to take care of them as soon as possible. Their special abilities can overwhelm your defense if not mitigated early.
* Use your skills and spells often. Freezing a batch of monsters, even for a few seconds, help keep them under control.
Crystal Vaults

**Crystal Vaults** is a *Deathtrap* level.

## Description

Just look at this colossal vault! This underground stronghold was built above a gaping chasm that opens straight into an entirely different world - or at least that's what the ancient annals say. However, this is not what makes this fortress so unique. The scholars of a bygone era spent decades studying the crystals that still grow on the ledges and cliffs, only to discover that these glowing outgrowths absorbed the incredible arcane energies that once destroyed the Second Swarm. Sadly the methods of tapping into this power have been lost to us since then.

## Strategy

### Tier 2

The Imprisoned Golems will be your mighty allies in this battle, but you can only build them once: if their HP falls to zero, they'll be destroyed forever.

### Tier 3

You will encounter only Ranged attackers on this map. Use your Enhancer Beacons and Heat Ray Sentries wisely.

### Tier 4

Concentrate on the choke points scattered all over the map and build your defenses there. Try to keep an eye on the Giant creatures.
Chain Snare

**Chain Snare** is one of the Mercenary active battle skills in *Deathtrap*.

Damage: Physical

Rage cost: 25

Cooldown: 4s

## Effects

Launches many chain hooks towards the cursor in 120 degrees. Enemies hit by the chains take Physical damage and are pulled directly next to you from a maximum distance of 15 meters. Giant and boss creatures are immune to the pull effect but still take damage.

Unlocked at level 10.

% of your damage dealt

Number of monsters pulled
Deathtrap Wiki

Deathtrap Wiki
Beyond the veil of this world, there is a chain of strongholds that were once built to keep the horrors of the void at bay. And now the monsters are returning from the depths to conquer and kill: only you can stop the monsters before they break through to the everyday world. Choose your hero and defend the silent forts: use, rebuild and improve those ancient traps and magical machines.

You can create a new article by typing a new title in the box below and clicking "Create page".

You can also create new pages using the search box. Just type a new title, click "Go", and near the top of the results page, there will be a link to create the new page.
**HELP**
Getting started
Editing pages
Starting a new page
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Dream Shards

**Dream Shards** are a resource available for purchase from the Xbox Live store or PSN Store. They are used for crafting and purchasing items in the in-game store. The special sales items are only purchasable this way.

1. ↑ 1.0 1.1 Trademark of Microsoft Corp. Prices as of 02/07/2017 are $0.49 for 10 shards, subject to change without notice.
2. ↑ 2.0 2.1 Trademark of PlayStation. Prices TBD.
Crafting

**Crafting** is an option unlocked after completing three levels, allowing you to break down items for components and craft new ones using **recipes**. Most components are also obtainable separately from chests at the end of levels.

## Components

* Gold
* Prismatic (random resource)
* Diamond
* Emerald
* Ruby
* Topaz
* Dream Shards (Purchasable content only)

### Salvaging

Any equipment found or bought can be broken down. They award different materials and different quantities based on what you salvage.

 Rare
 Epic
 Ancient
 Godlike

#### Salvage Warning

When salvaging anything epic grade or higher, you will be asked to confirm.

## Upgrading

Ancient and godlike items can be upgraded with random attributes.

* Ancient = 5 upgrades
* Godlike = 10 upgrades

## Recipes

Required to craft certain equipment. Obtainable as drops from loot chests or sold in the store.

### Recipe Names

Schema: Legendary Amulet

Schema: Legendary Ring

Schema: Legendary Belt

Schema: Legendary Staff

Schema: Legendary Polearm

Schema: Legendary Crossbow

Schema: Legendary Marksman Armor

Schema: Legendary Hat

Schema: Legendary Mercenary Armor

Schema: Legendary Mercenary Helm

Schema: Legendary Sorceress Armor

Schema: Legendary Mask

Schema: Advanced Crossbow

Schema: Runecrafted Amulet

Schema: Runecrafted Ring

Schema: Runecrafted Belt

Schema: Runecrafted Staff

Schema: Runecrafted Polearm

Schema: Runecrafted Crossbow

Schema: Runecrafted Marksman Armor

Schema: Runecrafted Hat

Schema: Runecrafted Mercenary Armor

Schema: Runecrafted Helm

Schema: Runecrafted Sorceress Armor

Schema: Runecrafted Mask

Schema: Runecrafted Ring of Luck

Schema: Runecrafted Amulet of Luck

Schema: Runecrafted Belt of Luck

Schema: Runecrafted Staff of Might

Schema: Runecrafted Polearm of Sharpness

Schema: Runecrafted Crossbow of Suffering

Schema: Runecrafted Cloak of Defense

Schema: Runecrafted Hat of Defense

Schema: Runecrafted Mercenary Armor of Defense

Schema: Runecrafted Helm of Defense

Schema: Runecrafted Sorceress Armor of Defense

Schema: Runecrafted Mask of Defense

Schema: Ring of Luck

Schema: Amulet of Luck

Schema: Belt of Luck

Schema: Ring of Strength

Schema: Ring of Ice

Schema: Ring of Fire

Schema: Ring of Poison

Schema: Ring of Lightning

Schema: Cloak of Focus

Schema: Hat of Focus

Schema: Amulet of Health

Schema: Ring of Health

Schema: Belt of Health

Schema: Masterwork Staff

Schema: Masterwork Polearm

Schema: Masterwork Crossbow

Schema: Cloak of Defense

Schema: Hat of Defense

Schema: Mercenary Armor of Defense

Schema: Helm of Defense

Schema: Sorceress Armor of Defense

Schema: Mask of Defense

Schema: Basic Ring

Schema: Basic Belt

Schema: Basic Amulet

Schema: Ring of Swiftness

Schema: Lightning Amulet

Schema: Belt of Strength

Schema: Quality Staff

Schema: Quality Polearm
Abandoned Laboratories

**Abandoned Laboratories** is a *Deathtrap* level.

## Description

Some of the strongholds were built in the colossal vaults where the Trapmakers used to experiment with their first killing devices. Mystery shrouds those early days, and from the few remaining notes it seems that they had some truly strange ideas, like platforms that could trap you in a god's dream or sigils that could conjure thunderstorms. For reasons unknown they eventually abandoned these designs just as they left behind their laboratories. Ironically some of these places became forts where the swarms can relive the history of their previous defeats.

## Strategy

### Tier 2

The Metamorpher Sentries fire in a tight angle. Kill the weakened monsters before they change back to their original shapes. Beware: transmorphed creatures move with a much greater speed!

### Tier 3

Teleporting, rushing, cloaking monsters will try to overrun your defenses. You will have to fight with very limited resources. Salvage Recyclers and Enhancer Beacons will help you in the struggle.

### Tier 4

This map only has Mechanical Tower slots and Mechanical Ground Trap slots, apart from some special traps unique to this map. Tip: keep an eye on the approaching waves, observe which creatures follow which lanes.
Incendiary Barrage

**Incendiary Barrage** is one of the Marksman active battle skills in *Deathtrap*.

Damage: Fire

Focus cost: 70

Cooldown: 40s

## Effects

Launches a hail of 20 firebolts which impact the ground within 4 meters of the target. Any enemies hit by one or more bolts take Fire damage (multiple hits deal damage individually).
Classes

There are three **hero classes** in *Deathtrap:*

* Warrior: A tank-type hero class, tailored for fighting in close quarters.
* Sorceress: The anti-thesis of the Warrior, designed for long range fighting using a variety of spells and debuffs.
* Marksman: A ranged fighter, designed for direct damage dealing and amplifying trap effects.
Plateau of Decay

**Plateau of Decay** is a *Deathtrap* level.

## Description

This is an eerie, haunted maze of colossal stone bridges and stairs that seem to lead nowhere. The historians of the Crawling Monastery believe that the Plateau was originally an ordinary floating island just like the others in the Ring around the Inkheart, but it was carved, shaped and sculpted until nothing else remained but a twisted, strange stone skeleton. The purpose of the endless rows of corroded chains and iron rings embedded in the walls is still unclear, but they certainly remind the visitors of a prison for inhuman creatures, shackled to the slabs floating above the void.

## Strategy

### Tier 2

Beware! This map doesn't allow you to build Tower Traps. Use the vicious Hook Grinders instead. Try to use Ground traps or clever tactics to make the best use of them.

### Tier 3

Flying creatures will take shortcuts to your gate, so make good use of Empower Beacons and Wind of Death traps.

### Tier 4

This map only has Mystic Tower slots and some Summoning slots. And watch out: there will be Flying creatures as well! Have fun.
Cavern of Marble and Brass

**Cavern of Marble and Brass** is a *Deathtrap* level.

## Description

This gigantic hall used to be part of a larger underground residence, one of the secret palaces built by the royal family of a kingdom long extinct. The echoing, ornamental chamber must have been a ballroom or even a throne room, filled with music, laughter and clamor until the Trapmakers turned it into a mechanical and magical battleground, where the only sound now is the noise of the traps... mingling with the shrieks of dying monsters.
Icicle Field

**Essence cost** | 50

**Icicle Field** is a Mystical Ground trap in *Deathtrap*.

## Description

Enemies take Ice damage and are slowed for 5 seconds when they first step on the trap (Triggers once per enemy).

Damages enemies for [VALUE] Ice damage

Slows enemies by [VALUE]%

## Upgrades

  Greater Ice Rune
  Immobility Rune
 Name
  Damage
  Vulnerability
Halls of Remembrance

**Halls of Remembrance** is a *Deathtrap* level.

## Description

This colossal hall of forlorn beauty was built to commemorate the countless lives sacrificed to stop the monstrosities from breaking through to the world beyond. A sudden twist of fate eventually turned the memorial into an actual Stronghold, and the empty eyes of the giant statues seem to look at the battles almost longingly... or with contempt. No one could know for sure.
Enfeeblement

**Enfeeblement** is one of the Marksman active world skills in *Deathtrap*.

Duration: 8s

Cooldown: 60s

## Effects

All enemy creatures temporarily lose a portion of their maximum health. Flyers lose double of that amount, while boss creatures lose only half. Enemies start to gradually regain their lost health after the duration of the spell (unless they are killed first).
Hallowed Ground

**Hallowed Ground** is a *Deathtrap* level.

## Description

The necropolises in the Ink are abandoned places, for numerous reasons. Most wanderers avoid these sacred grounds because they respect the silence of the departed. Certain graveyards, on the other hand, have fearsome reputations: the tales of haunted tombs, tainted air and the aura of evil presence repel adventurers and vagabonds. But what happens if one of these infamous graveyard islands happens to float around the Inkheart? Rest assured: nothing good will come out of that.
Icebolt

**Icebolt** is Sorceress main battle skill in *Deathtrap*.

Damage: Ice

Cooldown: 0.8s

## Effects

Launches an ice shard at a single target which takes ice damage and is frozen for 2 seconds (horde creatures) or 1 second (normal creatures). Giant and armored creatures cannot be frozen by this spell, they are slowed by 15% for 2 seconds instead. Each hit with an Icebolt also generates 5 Mana.
Disintegrating Ray

**Disintegrating Ray** is one of the Sorceress active battle skills in *Deathtrap*.

Damage: Fire/Lightning

Mana cost: 25/s

## Effects

Creates a magical ray of energy that runs towards the mouse cursor while you keep the the mouse button pressed, stopping at the first solid obstacle it hits (up to a maximum of 20 meters). The ray deals continuous fire and lightning damage to all targets within 2.5 meters of its impact point.
Lightning

**Lightning** is one of the Sorceress active battle skills in *Deathtrap*.

Damage: Lightning

Mana cost: 65

Cooldown: 2s

## Effects

A 1 meter wide, 10 meter long bolt of lightning shoots forward, damaging all targets in its path and stunning them for 0.5 seconds. When fully upgraded with its subsequent passives Thunderbolt and Surge of Power this is a very, very useful skill; massive damage, frequent use and stun over quite a long lane. If you also like the Lightning Pillar for your Mystical tower type, Mark of the Storm can be a nice tie-in buff to both the turret and this skill.
Grappler Bolt

**Grappler Bolt** is one of the Marksman active battle skills in *Deathtrap*.

Damage: Ice

Focus cost: 30

Cooldown: 1.3s

## Effects

Laucnhes a bolt that deals Ice Damage to a single target. The bolt releases grappling hooks upon impact which grab and pull all enemies within 6 meters to the original target. Pulled creatures are slowed for 2 seconds.

Pulled enemies are slowed
Slaantz, The Great Boglord

**Experience** | 350

**Slaantz, The Great Boglord** is a boss giant monster in *Deathtrap*.

## Overview

Monster ignores attacks by hero or summoned minions.
Cannot be pushed.

## Skills and spells

Furious Stomp
Frost Missile
Summon Protector Spirits
Summon Cogbinders
Summon\_energy\_ball\_effect
kill\_summoned\_on\_death

## Strategies

Keep your Concentrated traps running by killing the Cogbinders, destroy all Protector Spirits immediately and steer clear of the Frost Missiles.
Pale Keep

**Pale Keep** is a *Deathtrap* level.

## Description

This place feels haunted, but at least it gives me some sense of protection. It's comforting to see walls for a change, even if there isn�t much left of them. I shouldn't be surprised. According to my notes, this place used to be a colossal fort built of the marble bones of some long-forgotten species of the Ink. And being one of the first Strongholds, constructed right before the first cycle, the constant swarms have already reduced it to rubble. Still, I'm fairly confident that it can withstand another tide of monstrosities if I can just use its defenses to my advantage.

## Strategy

### Tier 2

Make good use of the Whirlblade Columns located on this map, as they all deal massive damage to the monsters.

### Tier 3

Beware! This map has no Mystic Tower slots. Also, waves of monsters will vary between Horde and Armored creatures, so you might have to plan or rethink your trap building accordingly.

### Tier 4

This map has various clusters for Summoning trap slots. Try to build different kinds of traps there instead of piling up traps of the same type in one place.
Sorceress

**Starting attributes** | Health: 600Mana: 100Damage: 150Armor: 5

The **Sorceress** is one of three hero classes in *Deathtrap*. As the name suggests, she is a purely ranged combatant, relying on her broad range of spells to rout enemy hordes.

## Background

Unlike the Marksman and the Warrior, who find themselves in the role of protector of the Ink by accident, the Sorceress has trained for this since childhood. She is a willing defender and stands against the Swarm with conviction worthy of this higher cause.

## Starting gear

Outfit
* Goldlight tiara
* Rift Guardian garb
* Jade-studded belt

Weapon
* Invocatus staff

Jewelry
* Lavastone pendant
* Inkthread ring

Other
* 10 healing potions

## Skills

Sorceress's skills and spells focus on elemental damage dealing, debuffs and buffing mystical traps. For more information, see Sorceress skills.

## General Notes

The Sorceress is a damage-dealing, crowd control powerhouse, right from the early levels. Her normal attack slows or freezes; her initial Lightning skill can stun, do a lot of damage and be used very frequently when its cost is dropped; her one Trap Boost Aura trap boost AoE skill is so effective it takes two separate simultaneous skills from the Marksman to match the damage boost, and; she can hit every active enemy on the map with a massive debuff, damage or both.

In terms of economy she can't boost her income very much compared to the other two classes, instead relying on a smaller number of more powerful turrets with focused builds, and applying her own skills in any areas where it looks like enemies are breaking through. It is more recommended to focus skills into the higher ranged Tower traps than the floor traps so less turrets can cover a larger area, ideally multiple lanes, and instead of spreading out upgrades into a wide variety of turrets focus them into a key few to make them very effective: one Mechanical type, one Mystic type, and between them make sure one is good against Swarms and the other Armored (such as a combination of the Gun Sentry and Lightning Pillar). A good ranged floor panel option to put some points into is the Archer Post.

To compensate for this massive damage output the Sorceress is far and away the most fragile of the classes. She cannot take very much damage at all, relying more on killing her enemies before they can get to her. Be very, very aware of enemy attacks especially ranged ones that leave a Damage over Time effect on the floor; remember, dying also costs you a health point off of the end portal which could, in turn, cost you one of the completion Stars for a level; you need to complete the level with no portal damage at all to get all stars.
Stasis Trap

**Essence cost** | 50

**Stasis Trap#** is a mystic ground trap in *Deathtrap*.

## Description

reates three stasis bubbles that can each entrap a single creature that touches them. The bubbles deal physical damage to entrapped creatures and hold them for 5 seconds. The bubbles respawn periodically. Giant size creaures cannot be held.Enemies who survive entrapment cannot be affected by another stasis bubble for 5 seconds.

## Upgrades

 Damage
 Hold Time
 Reset Time
Winter Queen Sigil

**Essence cost** | 150

**Winter Queen Sigil#** is a summoning ground trap in *Deathtrap*.

## Description

Summons a Winter Queen spirit who fights on your side. The spirit casts blizzard spells at enemies when they step within range. The spell does damage in a 3 meter radius area.

## Upgrades

 Reset Time
 Reduced Delay
 Creature Health
Shivering Curse

**Shivering Curse** is one of the Sorceress active world skills in *Deathtrap*.

Duration: 5s

Cooldown: 60s

## Effects

All enemies already present on the map are afflicted with vulnerability against ice damage for a short time. This is basically intended to be used in a one-two combo with Icy Wind, turning it into a map-wide nuke.
Suicide Swarm Nest

**Essence cost** | 100

**Suicide Swarm Nest#** is a summoning ground trap in *Deathtrap*.

## Description

Releases a swarm of 5 suicide spawns who rush at the nearest enemy within their sight range and attack them. When a spawn dies, it explodes in a cloud of acid dealing poison damage within 2 meters.

## Upgrades

 Blast Radius
 Swarm Size
 Instant Replacement
Spectral Serpent

**Spectral Serpent** is one of the Sorceress active battle skills in *Deathtrap*.

Damage: Poison

Mana cost: 40% max mana reserved for each serpent

Duration: 20s

Cooldown: 40s

## Effects

Summons a ghostly serpent at the designated location that automatically attacks enemies for the duration of the spell. Its attack is a venomous spit that does poison damage to a single target. The serpent itself cannot be attacked and does not block movement.
Black Warrens

**Black Warrens** is a *Deathtrap* level.

## Description

The archeologists dedicated to the study of the Deathtrap Strongholds have long argued over the question of whether this haunted place was once a factory dedicated to the manufacturing of the occult mechanisms or a place of worship to a long-forgotten machine god. We might never know for sure, but the obsidian platforms, the cast-iron girdles, the chaotic maze of staircases and the gloomy chasms definitely have an air of grim sanctity - a sanctitiy that will be desecrated every time the Chaos Portals disgorge their shrieking hordes onto the black, empty floors.

## Strategy

### Tier 2

Important notice: you'll start this map with extremely limited Essence and you can only gain Essence with the Salvage Recyclers. Always consider carefully what you want to build next.

### Tier 3

Only giants will roam the Warrens this time! You will need strong trap clusters to counter and halt the tide. Use the Metamorpher Sentries cleverly and they will make your job much easier.
Wave 5:
Augmented Dirigblusa (4)
Pistonbeast (10)
Quag Thing (22)
Quag Devourer (2)
Tripod Charger (13)
Inkwraith (21)
Dirigblusa (10)
Behemoth (4)
Augmented Dirigblusa Champion, Gate 5
Inkwraith Champion, Gate 4
Pistonbeast Champion, Gate 2
Quag Devourer Champion, Gate 3
Arachnideus, Gate 1

### Tier 4

Beware the flying creatures! You'll have to face a lot of those nasties here. And to make it slightly more interesting, there are only Summoning and Mystic Ground trap slots on this map.
Bottomless Pit

**Bottomless Pit** is a *Deathtrap* level.

## Description

The Ink is a treacherous realm, where reality twists into pockets of incredible anomalies. The closer you get to the Inkheart, the more disturbing these distorted realms become. Some of these ancient strongholds were constructed in the bowels of an infinite cave system that folds into itself and at some places the ground opens into the lightless void. Legends say that those monsters from the previous swarms who were cast into the depths are still falling and failed to touch bottom yet. Are they still alive? This is a question you might not want to ask before your next battle.

## Strategy

### Tier 2

Squash Traps can smash even the largest monsters into pulp. Try not to waste their potential.

### Tier 3

Beware! Flying monsters will take shortcuts on this map. Whirlblade Columns and Empower Beacons will help you to deal with the rest.

### Tier 4

This map has only Ground traps and Mechanical Tower slots. Bear in mind that the waves will include Armored and Flying creatures.
Storm Curse

**Storm Curse** is one of the Sorceress world skill perks for the skill Shivering Curse in *Deathtrap*.

## Effects

Enemies affected by the Shivering Curse spell are also afflicted with lightning vulnerability to a smaller degree **(This is a percentage of the Shivering Curse vulnerability)**. Also increases the duration of the Shivering Curse spell.

% of ice vulnerability
Essence

**Essence** is a resource spent for building and upgrading traps in the field. It does not regenerate and is instead accumulated by killing monsters. Mark of the Keeper increases the starting amount of Essence, while certain skills can multiply the amount of Essence received for dispatching monsters.
Rune Scribing

**Rune Scribing** is one of the Sorceress passive trap skills in *Deathtrap*.

## Effects

Upgrading mystic type traps is cheaper. When compared to Arcane Crafting this is the better skill economically, as it always costs more to fully upgrade a turret than it does to initially build it, so level for level you will save more Essence with Rune Scribing.
The King Arthur Martin Knight Tale MNT-One & The King Arthur Morgan Night Male MNT-One of jeu arcade for SNES

Arthur Martin, Arthur Morgan, Arthur Diego, Arthur Amigo, Arthur Hugo, Arthur Vigo, Alex Romano, Axel Dromano, Brian France, Ariel Franche, Albert Merlin, Robert Cerdin, Rosalindo, Alfonso, Dimateo, Ricadio, Albertini, Rozinsky, Max Hunter, Jax Thunder, Rex Silver, Fox Slavador, Johns Wild, Jeans Wolf, Goerge Wanted, Alexandre Ramirez, Furguson Mandez, Jonathan Meida, Rafael Alveida, Michel Romantis, Andy Armontis, Tinosor Teddy Jobber, Tignosor Riddy Polar, Candy Sylvester Lionosor, Ant Mogador Dragosor, Hont Elver Pendragonosor, Soldat Ace, Soldat Rage, Soldat Chevaled Arme Mon, Soldat Sinor Chef Armure Dom, Sebastian Messi Charet Trevor, Frederique Avtard Chariot Travor, Arthur Henry, Arthur Harry, Alex Hilton, Axel Shilton, Palet Camelot, Charet Ramelot, Cave, Caverne, Prison, Silon,
Tick Mine Dispenser

**Essence cost** | 150

**Tick Mine Dispenser#** is a mechanical ground trap in *Deathtrap*.

## Description

Attaches a small bomb to enemies who step on the trap with a small chance of success. When an enemy with an attached bomb dies, an explosion occurs that deals Fire damage within 3 meters around them.

## Upgrades

 Ignite
 Blast Radius
 Twin Mines
Quadlord

**Experience** | 300

**Quadlord** is a boss giant monster in *Deathtrap*.

## Overview

Quaglord is a �tutorial� boss, appearing in the first level of the campaign (Darkmoor).
Monster ignores attacks by hero or summoned minions.
Cannot be pushed.

## Skills and spells

Death Syphon Aura
Regeneration Aura
Pool of Fire
Summon Kobold Wartfiends

## Strategies

Build strong defences in the path of this monster, avoid his fire magic and don't let the summoned minions slip by your defences.
Wounded Crag

**Wounded Crag** is a *Deathtrap* level.

## Description

The closer you get to the Inkheart, the more destructive the pull of the seething darkness becomes. Here you can almost feel the presence of that gaping void out in the mists. Relentless forces have been slowly grinding away this island for millennia: for all we know, this fortress once could have been a pleasure garden, a forested plateau or a castle of ivory and silver, but now it is nothing but a wounded place, floating chunks of lifeless rocks and rusted chains, where the air is heavy with despair.

## Strategy

### Tier 2

Word of advice: focus on Wind of Death traps scattered all over the map. They can turn the tide even in the most desperate situation.

### Tier 3

Brace yourself for the most annoying gathering of monsters: they'll freeze traps and turn brave heroes to ice! Tip: Heat Ray clusters and Squash Traps might come handy.

### Tier 4

This map only allows you to build Mystic Tower traps and Mechanical Ground traps. If you want survive, try to combine these two trap types as often as you can. Good luck!
Reanimator Pit

**Essence cost** | 50

**Reanimator Pit#** is a summoning ground trap in *Deathtrap*.

## Description

Any enemies who die in or near the pit have a chance of turning into a Ghoulkin. Ghoulkin exist for 45 seconds and fight on the player's side. The pit can control a maximum of 3 Ghoulkin at a time.

## Upgrades

 Creature Limit
 Creature Health
 Creature Damage
Olympus Pillar

**Essence cost** | 100

**Olympus Pillar#** is a mechanical tower trap in *Deathtrap*.

## Description

Strikes an enemy with a thunderbolt that deals Lightning damage to all enemies within 3 meters of the original target (and the original target itself). The thunderbolt arrives with a 2 second delay after the trap activates.

## Upgrades

 Delay Decrease
 Damage
 Blast Radius
Spool Of Fire

**Spool Of Fire** is one of the Sorceress active battle skills in *Deathtrap*.

Damage: Fire

Mana cost: 20% of max mana upkeep

Duration: 15s

Cooldown: 45s

## Effects

Creates a 3 meter wide fiery column at the designated location which seeks out the nearest enemy. While moving, the column looks for the nearest enemy periodically. The touch of the column deals continuous fire damage.
Shield Dome

**Shield Dome** is a monster ability in *Deathtrap*.

## Effects

The creature raises a 5 meter radius energy dome that travels with it and has a health of its own (equal to 1/3 of the owner's health). All attacks that would damage creatures underneath the dome damage the shield instead. The shield dissipates when its health is depleted.
Teleport

**Teleport** is one of the Sorceress active battle skills in *Deathtrap*.

## Effects

You jump to the designated location instantly (up to a maximum of 20 meters distance). A powerful mobility skill, when maxed with its passives you can do a 20 meter jump every 2.2 seconds for a negligible mana cost. This gives the Sorceress much greater mobility than the Mercenary (whose charge can't go through terrain obstacles) or Marksman (who has no mobility skill at all), making it much easier for her to reposition to a vulnerable lane without relying on teleport circles.
Poison Streak

**Poison Streak** is one of the Marksman active battle skills in *Deathtrap*.

Damage: Poison

Focus cost: 40

Cooldown: 2s

## Effects

Launches a projectile that creates a 0.5 meter wide, 15 meter long gas streak that deals Poison damage to enemies caught in its path. They are also poisoned and take 60% additional damage per second for 5 seconds.
1.9.2

1.9.2

 Data wydania
 Nieoficjalne wersje
 Serwery zgodne z

**1.9.2** to aktualizacja pełnej wersji gry. Została wydana 30 marca 2016 roku w celu naprawienia błędów. Serwery 1.9.2 nie są kompatybilne z wersją 1.9.1.

## Naprawione błędy

Sprzed wersji 1.9.1
* MC-18995 - Niezniszczalne łodzie można zniszczyć
* MC-26552 - Zainfekowany osadnik ma szansę stać się dzieckiem zombie
* MC-45115 - Błąd podczas teleportacji
* MC-50261 - Statystyka `stat.walkOneCm` zwiększa się podczas skradania
* MC-87943 - Pochodnie generują się jako inne bloki

Z wersji 1.9.1
* MC-100318 - Problem z ładowaniem gry
* MC-100283 - Błąd z połączeniem się gry z Minecraft Realms

## Przypisy

Poniżej znajduje się lista przypisów na tej stronie.

1. ↑ https://twitter.com/SeargeDP/status/715191753595232257
1.7.8

1.7.8

 Data wydania
 Nieoficjalne wersje
 Serwery zgodne z

**1.7.8** - aktualizacja pełnej wersji gry, edycji komputerowej. Została wydana 11 kwietnia 2014 roku w celu poprawy błędów. Serwery 1.7.8 są kompatybilne z serwerami wersji 1.7.6 - 1.7.7.

## Zmiany

### Streamy na Twitchu

* Teraz gra prosi o zezwolenie przed rozpoczęciem transmisji.

### Serwery

* Teraz serwer automatycznie wyrzuca gracza, jeśli jest na serwerze dłużej niż 23 godziny i 59 minut.

## Naprawione błędy

**Naprawiono 6 błędów**.

Z wersji 1.7.x
* MC-52639 - Błąd po aktualizacji powodujący znikanie chunków.
* MC-52652 - Serwer 1.7.6 nie może wczytać listy zbanowanych graczy po aktualizacji.
* MC-52668 - Błąd tagu NBT podczas przywoływania głów komendą `/give`.
* MC-52718 - Błąd wczytywania skórek w 1.7.7
* MC-52755 - Bycie na serwerze ponad 24 godziny crashuje każdego będącego na nim gracza.
* MC-52673 - Po odwróceniu osi Y myszki w opcjach i ponownym wejściu do gry ta opcja resetuje się.
1.1

**1.1** to pierwsza główna aktualizacja do pełnej wersji gry. Dodano w niej m.in. możliwość wyboru języka, super płaski typ świata, plaże oraz jaja przyzywające moby.

## 1.1

Aktualizacja 1.1 została wydana 12 stycznia 2012 roku.

### Dodatki

#### Generalne

Tłumaczenia gry
* 56 nowych tłumaczeń gry (w tym polski)

Server.properties
* Nowe ustawienia:
	+ `level-type`
	+ `spawn-npcs`
	+ `generate-structures`

#### Generacja świata

Super płaski
* Opcja generacji świata
* Po wybraniu generuje płaski świat stworzony z bloków trawy, ziemi i skały macierzystej

Plaża
* Ponownie dodano plaże

#### Bloki i przedmioty

Jaja przyzywające
* Tworzy moby po użyciu prawym przyciskiem myszy
* Dodano 20 typów jaj spawnujących
	+ Są to: Mooshroom, Creeper, szkielet, pająk, zombie, szlam, Ghast, Osadnik, zombie pigman, Enderman, świnia, pająk jaskiniowy, owca, rybik cukrowy, krowa, płomyk, kurczak, kostka magmy, kałamarnica i wilk.
* Dostępne jedynie w trybie kreatywnym

### Zmiany

#### Generalne

Serwery
* Użytkownicy serwera zostaną z niego wyrzuceni, jeśli spamują na czacie
	+ Nie dotyczy to operatorów

#### Rozgrywka

Alchemia
* Zredukowano czas warzenia mikstur z 30 do 20 sekund

Zaklinanie
* Zmieniono ilość potrzebnych poziomów doświadczenia do niektórych zaklęć

Próżnia
* Usunięto próżniowy pył w trybie kreatywnym

#### Generacja świata

Biomy
* Biomy mają zróżnicowaną głębokość warstwy powierzchniowej
* Na granicach biomów kolory bloków przechodzą w inne barwy płynniej
* W tajdze można teraz znaleźć śnieg i lód

Wioski
* W kuźniach można znaleźć skrzynie z losową zawartością

#### Bloki i przedmioty

Łuk
* Łuki można teraz zaklinać
	+ Dostępnymi zaklęciami są *Moc*, *Uderzenie*, *Nieskończoność* i *Płomień*

Strzała
* Teraz płonące strzały mogą podpalać moby i graczy

Złote jabłko
* Zmieniono recepturę tworzenia
* Złote jabłka nadają teraz  i nadają efekt Regeneracji na 5 sekund

Furtka
* Pole kolizji furtki jest teraz bardziej podobne do pola kolizji płotu
* Furtki mogą być otwierane i zamykane przy pomocy czerwonego kamienia

Dębowe liście
* Teraz istnieje 1/200 szansy że po zniszczeniu dębowych liści wypadnie jabłko

Arbuz i dynia
* Teraz arbuzy i dynie mogą rosnąć również na bloku ziemi

Pszenica
* Dystans, z którego zwierzęta będą podchodzić do gracza został zwiększony do 8-9 bloków

Płyta muzyczna
* Każda płyta muzyczna (poza nagraniem *11*) może zostać zdobyta po zabiciu Creepera przez szkieleta

#### Moby

AI mobów
* Poprawiono system AI mobów
	+ Pozwala teraz na bardziej skomplikowane reakcje

Owca
* Owce jedzą teraz trawę, dzięki której odrasta im wełna
* Owca pozostawia 1-3 bloków wełny po ostrzyżeniu

Kostka magmy
* Kostka magmy pozostawia po sobie magmowy krem