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This page is a translated version of the page Traps and the translation is 14% complete.
Symbol traps

Traps are created under the Utilities menu. When a Hostile passes a trap, they gain a negative Effect, often dealing some damage or restricting their movement. Traps are especially effective in 1 block wide corridors as different traps' effects are stacked up.
Note: Your Townsfolk are not affected by any traps, but Animals can trigger them.

Log Trap

Log trap

Log Trap.
Left: Armed,
Right: Activated.

Uses

The log trap is the most basic trap, causing one hit of Trap damage (51-75 damage) with no after effects.
Cooldown is 1d74+74 (75-148).

Requirements

It requires 2 wood and 1 bone. Needs to be crafted on a Carpentry bench, Wood detailer and Carving Bench.

Spike Trap

Spike trap

Spike Trap

Uses

The spike trap does not inflict any damage but will Slow down anything that passes it (travels 10% of their usual speed). This trap is useful for townies trying to retreat from hostiles.
Cooldown is 1d24+24 (25-48).

Requirements

It requires 3 wood and needs to be crafted on a Carpentry bench and Wood detailer.

Bear Trap

Bear trap

Bear Trap.
Left: Armed,
Right: Activated.

Uses

The bear trap inflicts the victim with the Stunned and Bleeding effects, causing damage and loss of movement for a short period of time.
Cooldown is 1d120+120 (121-240).

Requirements

It requires 1 wood and 2 iron. Needs to be crafted on Mason's Bench.

Poison Trap

Poison trap

Poison Trap.
Left: Armed,
Right: Activated.

Uses

The poison trap lets out toxic gases which Poisons the victim, causing it to take damage over a short period of time.
Cooldown is 1d24+24 (25-48).

Requirements

It requires 1 wood, 1 iron and 1 Poison bottle, making it the hardest trap to make. Needs to be crafted on Mason's bench and Carpentry bench.

Carnivorous Planted Plant

Plant trap

Carnivorous Planted Plant.
Left: Armed,
Right: Activated.

Uses

This environmentally friendly trap acts similarly to a bear trap in that it also inflicts the victim with the Stunned and Bleeding effects. They cannot harm animals so it's fine to keep them near animal farms.
Cooldown is 1d220+220 (221-440).

Requirements

These traps can only be planted using Plant trap seedlings which can be harvested from Carnivorous plants, making them the easiest trap to make. Care must be taken though because wild carnivorous plants can harm your townies as well as other animals and hostiles. There are also a limited number of wild carnivorous plants making this trap quite limited.

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