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.

Quick facts: Only Archers can place Ankle Snares. The current server allows up to 3 active traps at once. A trap lasts 7 seconds if nobody triggers it, and a successful catch applies TrapLock for 7 seconds.

The Trap Item

ItemItem TypeWeightShop Price
AnkleSnareArcher Trap10300 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

  1. Have an Ankle Snare in your inventory.
  2. Use the trap item and select a valid tile.
  3. The selected tile must be within the trap placement range.
  4. If the location is valid and you are below the active-trap limit, one Ankle Snare is consumed and the trap becomes active.
Maximum placement range: up to 8 tiles horizontally and 8 tiles vertically from your current position.

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.
Combat restriction: After taking damage, you must wait 5 seconds before setting another trap.

Active Trap Limit

The current server setting allows each Archer to maintain:

Maximum Active Traps = 3

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.

ViewerCan see an idle trap?
Trap ownerYes
Enemy playerNo
Friendly playerNo
Other players on the mapNo

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.

Trigger Area = 1 tile around the trap
That is effectively a 3 × 3 area centered on the trap.
Relative PositionCan trigger?
Standing directly on trap tileYes
1 tile north/south/east/westYes
1 tile diagonallyYes
2 or more tiles awayNo

Valid Targets

Traps are hostile-control tools. They do not catch the Archer who placed them or friendly-side targets.

TargetCan trigger your trap?
Your own characterNo
Friendly / same-side playerNo
Enemy playerYes
Friendly-side NPCNo
Hostile monster / NPCYes

What Happens When a Trap Triggers?

On a successful trigger, the server performs three important actions:

  1. The enemy is pulled onto the trap tile.
  2. The target receives the TrapLock status.
  3. The trap is consumed and disappears.
Current TrapLock Duration = 7 seconds

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 TrappedAllowed?
Move / RunNo
Pick up ground itemsNo
Normal spell castingNo
Physical attacksYes
Remain facing / fighting from the trapped tileYes
Battle Staff exception: HGServer contains a special Battle Staff magic-attack exception that can operate while TrapLocked, provided the player is not also blocked by Stun, Silence, or Inhibition.

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.

Trap Retrigger Cooldown = 30 seconds

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

TimeTarget State
0sTarget triggers trap and is pulled in
0~7sTrapped
7sTrap ends
7~30sCan 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

StatCurrent Value
Trap itemAnkleSnare
Class restrictionArcher only
Maximum active traps3
Placement range8 tiles per axis
Trigger radius1 tile
Trigger footprint3 × 3
Trap lifetime7 seconds
Trap status duration7 seconds
Target anti-retrigger cooldown30 seconds
Cannot place after taking damage5 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.

Trigger condition:
|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 CaughtTitle
10Tripwire Rookie
25Trap Setter
50Sneaky Hunter
100Ambush Artist
250Trap Specialist
500Master Trapper
1,000Walking Hazard
2,500Ambush Predator
5,000Lord of Bad Footing
10,000You Should Watch Your Step

Trap Monster

Monsters CaughtTitle
25Snare Rookie
50Beast Catcher
100Monster Snarer
250Trap Hunter
500Ambush Specialist
1,000Beast Controller
2,500Trap Expert
5,000Predator's Nightmare
10,000Lord of the Hunting Ground
25,000Nothing Escapes the Trap
Achievement rule: Progress is awarded when a trap actually catches a valid target. Merely placing or expiring a trap does not count.

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

RuleBehavior
Who can place traps?Archer only
Current trap itemAnkleSnare
Max active traps3
Idle trap visible to enemies?No
Triggers enemy players?Yes
Triggers hostile monsters?Yes
Triggers allies?No
Trigger radius1 tile / 3×3 area
Pulls target onto trap tile?Yes
Trap status duration7 seconds
Target retrigger immunity30 seconds
Trap expires after7 seconds
Unused trap returned on normal expiry?No
Trap returned after death/logout/map change?No
In short: Ankle Snares are short-lived hidden ambush tools. Place them before contact, force an enemy into their 3×3 trigger area, and use the 7-second Trap window to control the fight.