Earning Traps
Every player begins with the same set of starter traps and a basic loadout. Additional traps and items for the loadout are obtained from reward chests, earned when victory conditions are met. The first time a trap card is obtained, that trap becomes available for use in the loadout. Every following time that trap card is obtained, additional cards will be added to the card stockpile until the upgrade threshold is reached.
Trap Tiers And Upgrades
Traps begin at tier 1 and have 7 available tiers. With enough trap cards and skulls, a trap may be upgraded in the workshop. The quantity of cards needed for each upgrade depends on the rarity of the trap and the upgrade tier.
Each upgrade makes the trap more powerful. At tiers 3, 5, and 7 traps unlock one part slot for further customization. As the difficulty of each battleground tier increases, these trap upgrades and parts become more and more important.
Trap Parts
Each trap has a maximum of three part slots. Depending on the type of trap, each of these part slots accepts a specific type of part that modifies the trap's function. There are 10 different types of parts, and several different examples of each.
Whew, that's complicated. Let's let Nananea break it down for us in this Trap Parts 101: Intro to Parts video!
Trap Parts 101 Cheat Sheet
Don't be afraid to experiment when it comes to your trap parts! You can mix and match parts as often as you chose without any cost. Adding a part to a trap is not permanent, and they are not destroyed when they are removed. You can swap in different parts without penalty until you find the configuration that works best.
Accumulator
Affects the knockback on trap, generally.
Example: Double Tank Accumulator increases knockback by +25%.Attuner
Increases the effectiveness of buff traps like the Shield Powerup.
Example: Deep Cell Attuner increases power of trap buffs by +25%.Cladding
Reinforces destructible traps like the Barricade.
Example: Reflective Armor reflects half the received damage. Coil
Affects recharge or refire rate of non-damage dealing traps.
Example: Discount Coil reduces cost but decreases recharge speed. Component
Modifies build cost.
Example: Vanity Plating increases cost but provides battle XP per second to the trap's owner. Field
Provides bonuses when enemies pass over the trap.
Example: Health Siphon restores health to its owner when triggered. Frame
Reinforces destructible traps like the Decoy.
Example: Double Struts reduce damage. Resonator
Increases damage.
Example: Fire Resonator increases damage dealt to burning enemies. Spring
Affects recharge or refire rate of traps.
Example: Double Spring improves recharge speed but makes the trap more expensive. Trigger
Affects the trigger criteria for activating traps.
Example: Heavy Pressure Plate only triggers when heavy enemies are near.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=903870488
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