Archer Traps Guide
Archers can control the battlefield with Ankle Snares — hidden traps that pull an enemy onto the trap tile and temporarily lock them in place. Traps work against both enemy players and hostile monsters, making them useful for ambushes, kiting, and controlling narrow paths.
The Trap Item
| Item | Item Type | Weight | Shop Price |
|---|---|---|---|
| AnkleSnare | Archer Trap | 10 | 300 Gold |
One Ankle Snare is consumed from your inventory when the trap is successfully placed. If placement is rejected, the item is not consumed.
How to Place a Trap
- Have an Ankle Snare in your inventory.
- Use the trap item and select a valid tile.
- The selected tile must be within the trap placement range.
- If the location is valid and you are below the active-trap limit, one Ankle Snare is consumed and the trap becomes active.
This uses a square range check. A tile can therefore be up to 8 tiles away on both axes at the same time.
Placement Rules
A trap can only be placed when all of the following conditions are satisfied:
- You are playing the Archer class.
- You are alive and fully connected to the game.
- You have a valid Ankle Snare item in your inventory.
- The target tile is a valid walkable tile.
- The tile is currently unoccupied.
- There is no other trap already on that exact tile.
- You have fewer than the current maximum number of active traps.
- You have not taken damage during the previous 5 seconds.
Active Trap Limit
The current server setting allows each Archer to maintain:
Once you reach the limit, you must wait for one of your traps to trigger, expire, or otherwise be removed before placing another.
Who Can See the Trap?
While a trap is waiting for a target, its ground visual is sent only to the Archer who placed it.
| Viewer | Can see an idle trap? |
|---|---|
| Trap owner | Yes |
| Enemy player | No |
| Friendly player | No |
| Other players on the map | No |
When a trap successfully catches something, nearby clients receive the pull animation for the caught target. The hidden idle-trap visual itself is then removed and everyone nearby will see the trap.
Trigger Area
A target does not need to step directly onto the trap tile. The trap checks the surrounding tiles as well.
That is effectively a 3 × 3 area centered on the trap.
| Relative Position | Can trigger? |
|---|---|
| Standing directly on trap tile | Yes |
| 1 tile north/south/east/west | Yes |
| 1 tile diagonally | Yes |
| 2 or more tiles away | No |
Valid Targets
Traps are hostile-control tools. They do not catch the Archer who placed them or friendly-side targets.
| Target | Can trigger your trap? |
|---|---|
| Your own character | No |
| Friendly / same-side player | No |
| Enemy player | Yes |
| Friendly-side NPC | No |
| Hostile monster / NPC | Yes |
What Happens When a Trap Triggers?
On a successful trigger, the server performs three important actions:
- The enemy is pulled onto the trap tile.
- The target receives the TrapLock status.
- The trap is consumed and disappears.
The owner also receives a popup confirming which player or monster was caught.
Trap Isn't Stun
Trap is a movement-control effect, but it is not as restrictive as Stun.
| Action while Trapped | Allowed? |
|---|---|
| Move / Run | No |
| Pick up ground items | No |
| Normal spell casting | No |
| Physical attacks | Yes |
| Remain facing / fighting from the trapped tile | Yes |
For the full comparison between Trap, Stun, Paralyze, Silence and other effects, see the Status Effects Guide.
Can a Target Be Trapped Repeatedly?
No. successful trap catches apply a separate anti-retrigger cooldown to that target.
During those 30 seconds, that same player or monster cannot activate another Archer trap, even after the original 7-second Trap has ended.
Timeline Example
| Time | Target State |
|---|---|
| 0s | Target triggers trap and is pulled in |
| 0~7s | Trapped |
| 7s | Trap ends |
| 7~30s | Can move normally, but cannot trigger another Archer trap |
| 30s+ | Eligible to trigger another trap again |
Trap Lifetime
An idle trap does not stay on the map permanently.
If the trap expires without catching a valid target, it will disappear and the Ankle Snare will not be returned.
Current Archer Trap Stats
| Stat | Current Value |
|---|---|
| Trap item | AnkleSnare |
| Class restriction | Archer only |
| Maximum active traps | 3 |
| Placement range | 8 tiles per axis |
| Trigger radius | 1 tile |
| Trigger footprint | 3 × 3 |
| Trap lifetime | 7 seconds |
| Trap status duration | 7 seconds |
| Target anti-retrigger cooldown | 30 seconds |
| Cannot place after taking damage | 5 seconds |
Trap Formula & Logic
Archer traps do not use a random success roll. Once a valid hostile target enters the trap's trigger area and passes the status/cooldown checks, the trap attempts to catch it.
|Target X - Trap X| ≤ 1|Target Y - Trap Y| ≤ 1
The target must also:
- be on the same map as the trap,
- be an enemy to the trap owner,
- not already be Trapped or held,
- not already be inside another pending trap pull, and
- not be inside the 30-second trap retrigger cooldown.
Archer Trap Achievements
Player catches and monster catches have separate character-scoped achievement tracks.
Trap Enemy Player
| Enemy Players Caught | Title |
|---|---|
| 10 | Tripwire Rookie |
| 25 | Trap Setter |
| 50 | Sneaky Hunter |
| 100 | Ambush Artist |
| 250 | Trap Specialist |
| 500 | Master Trapper |
| 1,000 | Walking Hazard |
| 2,500 | Ambush Predator |
| 5,000 | Lord of Bad Footing |
| 10,000 | You Should Watch Your Step |
Trap Monster
| Monsters Caught | Title |
|---|---|
| 25 | Snare Rookie |
| 50 | Beast Catcher |
| 100 | Monster Snarer |
| 250 | Trap Hunter |
| 500 | Ambush Specialist |
| 1,000 | Beast Controller |
| 2,500 | Trap Expert |
| 5,000 | Predator's Nightmare |
| 10,000 | Lord of the Hunting Ground |
| 25,000 | Nothing Escapes the Trap |
Practical Tips
- Place traps around corners, narrow routes, or areas where an enemy is likely to move through the 3×3 trigger area.
- Remember that Trap does not stop physical attacks. Do not assume a trapped melee player is harmless.
- Because the target gets 30 seconds of retrigger protection, spreading traps too close together against one target can waste potential catches.
- You cannot immediately trap after taking damage, so prepare your trap before the enemy reaches you rather than trying to place one reactively while being hit.
- Keep inventory space available if you want unused traps to return when their timer expires.
Quick Reference
| Rule | Behavior |
|---|---|
| Who can place traps? | Archer only |
| Current trap item | AnkleSnare |
| Max active traps | 3 |
| Idle trap visible to enemies? | No |
| Triggers enemy players? | Yes |
| Triggers hostile monsters? | Yes |
| Triggers allies? | No |
| Trigger radius | 1 tile / 3×3 area |
| Pulls target onto trap tile? | Yes |
| Trap status duration | 7 seconds |
| Target retrigger immunity | 30 seconds |
| Trap expires after | 7 seconds |
| Unused trap returned on normal expiry? | No |
| Trap returned after death/logout/map change? | No |
