Difference between revisions of "RyonaRPG/Traps"

From Hgames Wiki
Jump to: navigation, search
(Tentacle Bed)
 
m
 
(8 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{RyonaRPG|zh=RyonaRPG/陷阱}}
+
{{RyonaRPG}}
A list of different trap types
+
'''Traps''' range from hidden floor triggers to visible machinery, capture devices and scripted encounters. Some use the game's shared trap-evasion check; others have their own rules. A character who reliably avoids ordinary floor traps can still be caught by a Bear Trap, struck by a moving saw or pulled into a scripted capture.
  
Most traps give your character negative status, for details please view [[RyonaRPG/Status|Status]]
+
__TOC__
  
==Visible/Fixed traps==
+
== Quick survival guide ==
[[Image:Ether_Eater.png|thumb|right|100px|click to enlarge]]
 
=== Ether Eater ===
 
*Location : [[RyonaRPG/岩山の洞窟|岩山の洞窟]] zone 1 map 146
 
*Effects : Take some of your MP potion
 
*Note : fixed location, but very difficult to see.
 
  
=== Tentacle ===
+
* Use the '''Vigilance''' stance or enable the learned '''Alert''' ability before entering a trap-heavy area.
*Location : [[RyonaRPG/岩山の洞窟|岩山の洞窟]] zone 4 map 165
+
* '''Float''', '''Levitation''' and '''Flight''' bypass many floor-based traps, but not every trap in the game.
*Effects : Captured/捕獲, drain HP and MP slowly, causes Paralysis/麻痺 or ???, and removes all items
+
* '''Thieves' Eye''' disables supported random traps while the character is not attacking or charging.
*Note : Only found in water, don't walk on the spot that looks odd.
+
* Status resistance still matters. A trap may fail to deal much damage but leave the character Poisoned, Bleeding, Paralyzed, Silenced or Captured.
 +
* Carry a '''Remedy''', '''Panacea''', '''Teleport Stone''' and any area-specific supplies you expect to need.
 +
* Save before interacting with conspicuous beds, restraints, eggs or machinery. Some are encounters rather than ordinary damage traps.
 +
* The '''Invincible''' support effect does not prevent trap damage.
 +
 
 +
== How trap protection works ==
 +
 
 +
There is no single immunity that covers every object called a trap. The current game uses several overlapping systems.
 +
 
 +
{| class="wikitable"
 +
! System
 +
! What it protects against
 +
! Important limits
 +
|-
 +
| '''Shared trap evasion'''
 +
| Most hidden random traps and several named floor triggers
 +
| Does not automatically apply to visible machinery, Bear Traps, Demon Flower's Fragrance or scripted captures.
 +
|-
 +
| '''Float-compatible avoidance'''
 +
| Many arrows, blades, spikes, shocks and other floor-level triggers
 +
| Each trap decides whether Float works. It is not universal immunity.
 +
|-
 +
| '''Status resistance'''
 +
| The ailment applied after a trap hits
 +
| May prevent or shorten the ailment without preventing damage or the trap animation.
 +
|-
 +
| '''Capture resistance'''
 +
| Restraint and capture checks that support it
 +
| Scripted captures and special endings may use their own conditions.
 +
|-
 +
| '''Equipment-specific protection'''
 +
| The exact routines named by the item or event
 +
| Do not assume that protection against ordinary traps covers every set piece.
 +
|}
 +
 
 +
=== Shared trap evasion ===
 +
 
 +
When a trap uses the shared check, the game combines the applicable character, stance, ability, magic and equipment effects. A successful check cancels the trap before its main effect. The following are the most useful sources.
 +
 
 +
{| class="wikitable sortable"
 +
! Method
 +
! Effect
 +
! Notes
 +
|-
 +
| '''Vigilance''' stance
 +
| Trap resistance +30%; capture resistance +50%
 +
| Attack, Defense, Magic and Spirit are reduced by 20% while the stance is active.
 +
|-
 +
| '''Alert''' ability
 +
| 25%, 50% or 75% trap-evasion chance at levels 1–3
 +
| Learned in the '''Ability Space''' and enabled from '''Special Menu -> Abilities'''. Some older in-game explanations call this ability Vigilance.
 +
|-
 +
| '''Thieves' Eye'''
 +
| Disables supported random traps
 +
| A support spell found through [[RyonaRPG/Locations/Dokuno Falls and Dokuno Marsh|Dokuno Falls and Dokuno Marsh]]. It is inactive while attacking or charging.
 +
|-
 +
| '''Float''', '''Levitation''' or '''Flight'''
 +
| Automatically bypasses compatible traps
 +
| Particularly useful against floor triggers. Bear Traps and some scripted hazards ignore it.
 +
|-
 +
| '''Karakroid Shield'''
 +
| Prevents supported traps from triggering
 +
| It also has an explicit exemption from Demon Flower's Fragrance. This still does not guarantee immunity to every moving or scripted hazard.
 +
|-
 +
| '''10-Foot Pole'''
 +
| Excellent trap avoidance
 +
| The weapon is deliberately slow.
 +
|-
 +
| '''Kunoichi Mail'''
 +
| Improves capture and trap resistance
 +
| The item description does not display a numerical rate.
 +
|-
 +
| '''Dance Robe [Ame-no-Uzume]'''
 +
| Trap evasion +25%
 +
| Requires current Charm of 60 or higher. See [[RyonaRPG/Charm|Charm]].
 +
|-
 +
| '''Warrior''' type
 +
| Trap evasion +10%
 +
| A passive class-type bonus.
 +
|-
 +
| '''Fate Spin'''
 +
| Forces supported random checks toward their best result
 +
| Helps with the shared routine, but does not make a non-random scripted hazard evadable.
 +
|}
 +
 
 +
The '''No Resistance''' stance disables evasion abilities. A character using it should expect supported traps to connect even if Alert or another evasion effect is enabled.
 +
 
 +
Several characters also have innate protection. Examples include Ultima, Carmilla and Lilith's Float or Levitation, Yuffie's trap-evasion bonus, Fairy's Flight and Cherie's Hawk Knight avoidance. See [[RyonaRPG/Characters|Characters]] for the exact character mechanics.
 +
 
 +
== Hidden random traps ==
 +
 
 +
Hidden random traps select their effect when triggered. The trap's name is shown near the upper-right corner of the play area. The ordinary and strong pools have different contents.
 +
 
 +
=== Standard random trap ===
 +
 
 +
{| class="wikitable sortable"
 +
! Result
 +
! Chance
 +
! Typical effect
 +
|-
 +
| Poison Arrow || 20% || Damage and Poison
 +
|-
 +
| Invisible Blade || 20% || Physical damage, often with Bleeding
 +
|-
 +
| Electric Shock || 20% || Lightning damage and Paralysis
 +
|-
 +
| Demon Flower's Fragrance || 20% || An arousal-related effect checked through its own routine
 +
|-
 +
| Seal || 10% || Silence or magic restriction
 +
|-
 +
| Darkness Trap || 10% || Blindness
 +
|}
 +
 
 +
The shared random-trap routine is used most heavily in [[RyonaRPG/Locations/Demon Castle Gaddem|Demon Castle Gaddem]], with smaller groups in several other late-game and trap-focused areas.
 +
 
 +
'''Demon Flower's Fragrance is the exception inside this pool.''' Generic trap evasion and Float do not avoid it. Status resistance remains useful, while the Bio-Rubber Suit and Karakroid Shield have explicit protection in its event.
 +
 
 +
=== Strong random trap ===
 +
 
 +
The stronger pool appears chiefly in late-game areas such as Demon Castle Gaddem and [[RyonaRPG/Locations/Floating Continent Laputa|Floating Continent Laputa]]. Every result selected by this pool uses the shared evasion check.
 +
 
 +
{| class="wikitable sortable"
 +
! Result
 +
! Chance
 +
! Typical effect
 +
|-
 +
| Flame Pillar || 25% || Heavy fire damage
 +
|-
 +
| Poison Arrow || 12.5% || Damage and Poison
 +
|-
 +
| Invisible Blade || 12.5% || Physical damage, often with Bleeding
 +
|-
 +
| Electric Shock || 12.5% || Lightning damage and Paralysis
 +
|-
 +
| Handcuffs || 12.5% || May force Slave Princess's Handcuffs onto the character
 +
|-
 +
| Ether Eater || 9.375% || Consumes Ether from the inventory
 +
|-
 +
| Magic Seal || 9.375% || May force a Magic-Sealing Collar onto the character
 +
|-
 +
| Seal || 6.25% || Silence or magic restriction
 +
|}
 +
 
 +
== Common named traps ==
 +
 
 +
The table summarizes recurring trap routines rather than every individual tile. Placement and exact damage can vary by map.
 +
 
 +
{| class="wikitable sortable"
 +
! Trap
 +
! Main effect
 +
! Shared evasion?
 +
! Notes and common areas
 +
|-
 +
| '''Poison Arrow'''
 +
| Damage and Poison
 +
| Yes
 +
| Float-compatible. Common in the [[RyonaRPG/Locations/Dwarven Great Tunnel|Dwarven Great Tunnel]], [[RyonaRPG/Locations/Villains' Valley|Villains' Valley]], Mountain Cave and [[RyonaRPG/Locations/Suspicious Temple|Suspicious Temple]].
 +
|-
 +
| '''Darkness Trap'''
 +
| Blindness
 +
| Yes
 +
| Float-compatible. Used in the Dwarven Great Tunnel, [[RyonaRPG/Locations/Forgotten Mansion|Forgotten Mansion]], Ancient Library and Suspicious Temple.
 +
|-
 +
| '''Invisible Blade'''
 +
| Damage and Bleeding
 +
| Yes
 +
| Float-compatible. Mage Armor reduces its damage. Common in the Forgotten Mansion, Suspicious Temple, [[RyonaRPG/Locations/Undersea Temple|Undersea Temple]] and Demon King's Palace.
 +
|-
 +
| '''Spike Floor'''
 +
| Physical damage
 +
| Yes
 +
| Float-compatible. Used in the Forgotten Mansion, Pyramid, Dwarven Great Tunnel and Suspicious Temple.
 +
|-
 +
| '''Electric Shock'''
 +
| Lightning damage and Paralysis
 +
| Yes
 +
| Float-compatible. Found in Floating Continent Laputa, [[RyonaRPG/Locations/The Astral|The Astral]], [[RyonaRPG/Locations/Lionel Ideology Church|Lionel Ideology Church]] and Suspicious Temple.
 +
|-
 +
| '''Seal'''
 +
| Silence or magic restriction
 +
| Yes
 +
| Float does not automatically cancel this trap. Found in the Dwarven Great Tunnel, [[RyonaRPG/Locations/Mullonde Necromancy Hall|Mullonde Necromancy Hall]], Villains' Valley and Suspicious Temple.
 +
|-
 +
| '''Freezing Gas'''
 +
| Ice damage and Freeze
 +
| Yes
 +
| Float-compatible where the shared trigger is used.
 +
|-
 +
| '''Flame Pillar'''
 +
| Heavy fire damage
 +
| Yes
 +
| Used prominently in Suspicious Temple and Floating Continent Laputa.
 +
|-
 +
| '''Ether Eater'''
 +
| Removes 1–3 Ether
 +
| Yes
 +
| The inventory loss occurs only if the trap connects.
 +
|-
 +
| '''Curse Ring'''
 +
| Forces one of several cursed rings onto the character
 +
| Yes
 +
| Removal follows the cursed-equipment rules. See [[RyonaRPG/Curse Level|Curse Level]].
 +
|-
 +
| '''Handcuffs'''
 +
| May force Slave Princess's Handcuffs
 +
| Yes
 +
| A restraint trap in the strong random pool and some individual placements.
 +
|-
 +
| '''Magic Seal'''
 +
| May force a Magic-Sealing Collar
 +
| Yes
 +
| Separate from the ordinary Seal result.
 +
|-
 +
| '''Tentacle Stripping'''
 +
| Removes equipment
 +
| Yes
 +
| Bio-Rubber Suit and Tentacler Z are explicitly protected from this routine.
 +
|-
 +
| '''Flesh Rope'''
 +
| Forces Flesh Rope equipment
 +
| Yes
 +
| The forced equipment has its own removal rules.
 +
|-
 +
| '''Cordlike Parasite'''
 +
| Forces Cordlike Parasite equipment
 +
| Yes
 +
| The internal trap routine is also used by bondage-themed triggers. See [[RyonaRPG/Parasites|Parasites]].
 +
|-
 +
| '''Sticky Mucus'''
 +
| Inflicts Slime-Coated
 +
| Yes
 +
| Bio-Rubber Suit and Tentacler Z are explicitly protected.
 +
|-
 +
| '''Trip Stone'''
 +
| Knocks the character down or interrupts movement
 +
| Yes
 +
| Float-compatible. Used on the Ayakashi Mountain Path.
 +
|-
 +
| '''Alarm Device'''
 +
| Activates an area-specific alarm response
 +
| Yes
 +
| The consequence is controlled by the surrounding map event.
 +
|-
 +
| '''Meteor'''
 +
| Heavy scripted damage
 +
| Yes
 +
| Used in The Astral.
 +
|}
 +
 
 +
== Fixed and moving hazards ==
 +
 
 +
These traps usually have visible map objects, movement patterns or their own event logic. Their behavior cannot be inferred from the shared random-trap rules.
  
[[Image:Spinning_Saw.png|right]]
 
 
=== Spinning Saw ===
 
=== Spinning Saw ===
*Location : Deep inside [[RyonaRPG/海底神殿|海底神殿]]
 
*Effects : Causes Bleeding/出血, deals damage, and pushes the character to the direction it is going to
 
*Note : Their moving speed and path is fixed, but if you are stuck between two saw or in a dead end there is no way to escape. Also there is a different type of saw that will chase you and have similar effects and greater damage, you can find them in 海底神殿 and 処刑塔, although it only have 80 hp but it is not possible to destroy them.
 
  
[[Image:Sparking_Rod.png|right]]
+
Moving saws deal damage, can cause Bleeding and may knock the character away. They are especially associated with the Undersea Temple and [[RyonaRPG/Locations/Execution Tower|Execution Tower]]. Watch a full movement cycle before crossing a narrow lane.
 +
 
 
=== Sparking Rod ===
 
=== Sparking Rod ===
*Location : Deep inside [[RyonaRPG/海底神殿|海底神殿]]
 
*Effects : You will keep taking damage and Paralysis/麻痺 when you step on water, if the rod pierce through you, will take about 50~100 damage and have Bleeding/出血, Fallen/転倒 status
 
*Note : The rod will reappear at random spot.
 
  
[[Image:Swing_Axe.png|right]]
+
Electrical rods deal damage and can inflict Paralysis, Bleeding or Fallen depending on the version and area. Some variants are Float-compatible; do not assume that every sparking obstacle uses the same event.
=== Swing Axe ===
+
 
*Location : [[RyonaRPG/忘れられた邸宅|忘れられた邸宅]] indoor
+
=== Swinging axes, lances and falling objects ===
*Effects : Deals 100 damage , causes Bleeding/出血, Fallen/転倒
+
 
*Note : At the sides of the mansion there are some storage room, if you see blood on the floor, don't step on it.
+
Swinging axes, giant lances, logs, boulders, meteors and iron balls use map-specific timing. Some deal a fixed amount, while others scale from maximum HP. The [[RyonaRPG/Locations/Lomei Labyrinth|Lomei Labyrinth]] is particularly dense with visible spears, cutters, arrows, lava and rolling discs. Demon King's Palace uses several heavy falling-object traps, while the Ayakashi Mountain Path uses trip stones and logs.
 +
 
 +
=== Bear Trap ===
 +
 
 +
Bear Traps are hidden restraints used most prominently in Villains' Valley. They do '''not''' use the generic trap-evasion check, and Float does not protect against them. Status resistance can still help. If the character is Captured, press the attack key repeatedly to escape unless the surrounding event gives different instructions.
 +
 
 +
=== Spider Web ===
 +
 
 +
Spider Webs restrain the character and are common in [[RyonaRPG/Locations/Norsley Sea of Decay|Norsley Sea of Decay]] and the [[RyonaRPG/Locations/Poison-Insect Labyrinth|Poison-Insect Labyrinth]]. The exact follow-up depends on the nearby enemies or event.
 +
 
 +
=== Giant Insect's Mouth ===
  
[[Image:Tentacle_Bed.png|right]]
+
Some insect areas disguise a capture or damaging trigger as part of the terrain. These use their own routine rather than the standard random-trap pool. Treat suspicious organic openings as encounters, not safe scenery.
=== Tentacle Bed ===
 
*Location : [[RyonaRPG/蟲毒の迷宮|蟲毒の迷宮]] special zone ('''accessible after you finish the dungeon and cheat to go at second room)'''
 
*Effects : Drain HP and MP quickly, attack all part of you body (lose virgin), remove all items, Captured/捕獲 (You will be Bleeding/出血 when you lose virgin, and Tired/疲労 after orgasm)
 
*Note : They still able to get you even you equip anti capture item, cannot equip anything afterward because of the Tired status, that make you very vulnerable. Special ending if you have been captured for a long time (can be rescued). Most of them are inactive, only some of them will attack you, and they only grab the prey at certain spot (e.g. if it only grab the prey at its left side, you are safe to stand in front of it)
 
  
You can also find them in 拷問部屋 (secret room inside village's grocery store, that need 愛の巣の鍵 found in 海底神殿 to enter)(MAP ID 034)
+
=== Writhing Cave floor traps ===
  
==Hidden traps==
+
The [[RyonaRPG/Locations/Writhing Cave|Writhing Cave]] contains faintly glowing floor triggers, tentacles, organic spikes and capture hazards. Vigilance can evade supported floor traps, but the cave also contains enemies and scripted contacts that use separate checks.
=== Animal Trap ===
 
*Location : [[RyonaRPG/裏通り|裏通り]], [[RyonaRPG/廃墟メルベル|廃墟メルベル]], [[RyonaRPG/岩山の洞窟|岩山の洞窟]], [[RyonaRPG/海底神殿|海底神殿]]
 
*Effects : Captured/捕獲
 
  
=== Chains ===
+
=== Tentacle Bed ===
*Location : [[RyonaRPG/処刑塔|処刑塔]]
 
*Effects : Captured/捕獲, deals damage
 
*Note : This trap also triggers chained pictures for characters who have one, works similar to the Animal Trap.
 
  
=== Poison Arrow ===
+
Tentacle Beds appear in places including the Poison-Insect Labyrinth, Norsley Sea of Decay and scripted torture areas. They are capture events rather than ordinary damage tiles. The character may be restrained, drained and stripped of items or equipment. Failing or refusing to escape can advance a special route, including the persistent Kodoku Broodbed outcome described under [[RyonaRPG/H Events and Endings|H Events and Endings]]. Save before interacting if you do not want to enter that route.
*Location : [[RyonaRPG/裏通り|裏通り]], [[RyonaRPG/岩山の洞窟|岩山の洞窟]]
 
*Effects : Causes Poison/毒, deals damage
 
  
=== Flower's Scent ===
+
== Treasure and scripted traps ==
*Location : [[RyonaRPG/裏通り|裏通り]], [[RyonaRPG/岩山の洞窟|岩山の洞窟]], Life Science Institute basement
 
*Effects : Causes ???
 
  
=== Floor Spikes ===
+
Chests, mimics, suspicious furniture and event props may run a battle, force equipment, move the character or begin an ending. These are not automatically covered by Alert, Thieves' Eye or Float merely because they function as traps in ordinary language.
*Location : [[RyonaRPG/裏通り|裏通り]], [[RyonaRPG/廃墟メルベル|廃墟メルベル]], [[RyonaRPG/岩山の洞窟|岩山の洞窟]], [[RyonaRPG/海底神殿|海底神殿]], [[RyonaRPG/忘れられた邸宅|忘れられた邸宅]] indoor, Life Science Institute basement(few), [[RyonaRPG/蟲毒の迷宮|蟲毒の迷宮]](few)
 
*Effects : Deals damage
 
  
=== Sticky Mucus ===
+
The route called [[RyonaRPG/Locations/Trap Cave|Trap Cave]] is part of the Interspecies Village kidnapping incident. Its name does not mean that every trap routine is confined to that location.
*Location : [[RyonaRPG/岩山の洞窟|岩山の洞窟]]
 
*Effects : Causes Mucus/粘液
 
  
=== Tear Gas ===
+
New Game Plus can enable '''More traps''', increasing the number of hazards placed in supported areas. This changes exploration pressure without changing the basic distinction between shared and scripted traps.
*Location : [[RyonaRPG/岩山の洞窟|岩山の洞窟]], [[RyonaRPG/海底神殿|海底神殿]]
 
*Effects : Causes Darkness/暗闇
 
  
=== Seal Magic circle ===
+
== Recovering from a trap ==
*Location : [[RyonaRPG/岩山の洞窟|岩山の洞窟]]
 
*Effects : Causes Silence/沈黙
 
  
=== Invisible Blade ===
+
* '''Poison:''' Antidote, Remedy, Esuna or Panacea.
*Location : [[RyonaRPG/海底神殿|海底神殿]]
+
* '''Blindness:''' Eye Drops, Remedy, Esuna, Panacea or time.
*Effects : Deals damage, causes Bleeding/出血
+
* '''Silence:''' Book of Curing Silence, Remedy, Esuna, Panacea or time.
 +
* '''Paralysis:''' Gold Needle, Remedy, Esuna, Panacea or time.
 +
* '''Bleeding:''' Hemostat, Remedy, Esuna or Panacea.
 +
* '''Slime-Coated:''' Holy Water, Remedy, Esuna, Panacea or time, unless an equipped item or active event immediately reapplies it.
 +
* '''Captured:''' Press the attack key repeatedly. A Teleport Stone breaks the standard Captured state, but not every scripted capture.
 +
* '''Forced equipment:''' Follow that item's removal system. Cursed rings, collars, restraints and parasites are not all removed in the same way.
  
=== Electric shock ===
+
See [[RyonaRPG/Status|Status]] for full ailment details. If a trap begins a scene or ending, consult [[RyonaRPG/H Events and Endings|H Events and Endings]] instead of treating it as an ordinary status effect.
*Location : [[RyonaRPG/海底神殿|海底神殿]], Life Science Institute basement
 
*Effects : Deals damage, causes Paralysis/麻痺
 
  
[[Image:Delta_Horse.png|right]]
+
== Gallery ==
=== Delta Horse ===
 
*Location : [[RyonaRPG/忘れられた邸宅|忘れられた邸宅]] indoor (lobby and hallway, also inside the rooms), [[RyonaRPG/海底神殿|海底神殿]] floor 3 map 11, [[RyonaRPG/処刑塔|処刑塔]]
 
*Effects : Deals damage, causes ???
 
*Note : This trap also triggers wooden horse pictures for characters who have one. 海底神殿's delta horse does higher damage and also decreases MP.
 
  
[[Image:Tentacle2.png|right]]
+
<gallery widths="180" heights="120">
=== Tentacle ===
+
File:RyonaRPG Ether Eater.png|Ether Eater
*Location : [[RyonaRPG/蟲毒の迷宮|蟲毒の迷宮]] (very few)
+
File:RyonaRPG Spinning Saw.png|Spinning Saw
*Effects : Captured/捕獲, drain HP and MP slowly, causes Paralysis/麻痺 or ???, and removes all items
+
File:RyonaRPG Sparking Rod.png|Sparking Rod
*Note : Once you discover this trap it just look like sticky mucus, sometimes you may need their help if you are infected by parasite, they can remove them for you!
+
File:RyonaRPG Swing Axe.png|Swinging Axe
 +
File:RyonaRPG Tentacle Bed.png|Tentacle Bed
 +
File:RyonaRPG Delta Horse.png|Delta Horse
 +
File:RyonaRPG Tentacle2.png|Tentacle trap
 +
File:RyonaRPG Spider Web RyonaRPG.png|Spider Web
 +
</gallery>
  
[[Image:Spider_Web_RyonaRPG.png|right]]
+
== Related pages ==
=== Spider web ===
 
*Location : [[RyonaRPG/蟲毒の迷宮|蟲毒の迷宮]]
 
*Effects : Captured/捕獲
 
*Note : There are lots of web in 蟲毒の迷宮, anti capture item is a must.
 
  
=== Giant bug ===
+
* [[RyonaRPG/Abilities|Abilities]]
*Location : [[RyonaRPG/蟲毒の迷宮|蟲毒の迷宮]]
+
* [[RyonaRPG/Magic|Magic]]
*Note : Fall into the stomach of a giant bug, its digestive juice quickly reduce your HP and the monsters there have powerful attack. You need to kill the brown anemone-like monsters to force the giant bug to vomit and release you.
+
* [[RyonaRPG/Status|Status]]
===Meat Rope===
+
* [[RyonaRPG/Equipment|Equipment]]
*Location: Squirming Cavern, Magicians Retreat
+
* [[RyonaRPG/Parasites|Parasites]]
*Effects: Equips a Meat Rope in your armour slot, Captured
+
* [[RyonaRPG/Curse Level|Curse Level]]
*After the first time it activates, it looks like Mucus/A tentacle trap on the ground, with the exception of the one in the Magician's Lair, which can be found in the sewage.
+
* [[RyonaRPG/H Events and Endings|H Events and Endings]]
===Random Trap===
+
* [[RyonaRPG/Locations|Locations]]
*Location: Demon Castle Goddamned
 
*Effects: Flame Flare (deals high damage), Spark Floor, Invisible Blade, Mystical Flower Fragrance, Servant Princess's Shackles (equips Princess's Manacles in the weapon slot, fallen, increases EX), Magic Sealing Collar (Doesn't function properly - Fallen + Silenced), Poison Arrow, Magic Seal
 
*This trap deals one of the above effects every time you stand on it. Additionally, you can never see it on the ground, even after activation.
 

Latest revision as of 18:47, 4 September 2026

RyonaRPG edit


Japanese release
Core 0163
2026-04-29



Gameplay:

Technical help:


External links:

The Japanese uploader and board may require a Japanese VPN on some networks.

Traps range from hidden floor triggers to visible machinery, capture devices and scripted encounters. Some use the game's shared trap-evasion check; others have their own rules. A character who reliably avoids ordinary floor traps can still be caught by a Bear Trap, struck by a moving saw or pulled into a scripted capture.

Quick survival guide

  • Use the Vigilance stance or enable the learned Alert ability before entering a trap-heavy area.
  • Float, Levitation and Flight bypass many floor-based traps, but not every trap in the game.
  • Thieves' Eye disables supported random traps while the character is not attacking or charging.
  • Status resistance still matters. A trap may fail to deal much damage but leave the character Poisoned, Bleeding, Paralyzed, Silenced or Captured.
  • Carry a Remedy, Panacea, Teleport Stone and any area-specific supplies you expect to need.
  • Save before interacting with conspicuous beds, restraints, eggs or machinery. Some are encounters rather than ordinary damage traps.
  • The Invincible support effect does not prevent trap damage.

How trap protection works

There is no single immunity that covers every object called a trap. The current game uses several overlapping systems.

System What it protects against Important limits
Shared trap evasion Most hidden random traps and several named floor triggers Does not automatically apply to visible machinery, Bear Traps, Demon Flower's Fragrance or scripted captures.
Float-compatible avoidance Many arrows, blades, spikes, shocks and other floor-level triggers Each trap decides whether Float works. It is not universal immunity.
Status resistance The ailment applied after a trap hits May prevent or shorten the ailment without preventing damage or the trap animation.
Capture resistance Restraint and capture checks that support it Scripted captures and special endings may use their own conditions.
Equipment-specific protection The exact routines named by the item or event Do not assume that protection against ordinary traps covers every set piece.

Shared trap evasion

When a trap uses the shared check, the game combines the applicable character, stance, ability, magic and equipment effects. A successful check cancels the trap before its main effect. The following are the most useful sources.

Method Effect Notes
Vigilance stance Trap resistance +30%; capture resistance +50% Attack, Defense, Magic and Spirit are reduced by 20% while the stance is active.
Alert ability 25%, 50% or 75% trap-evasion chance at levels 1–3 Learned in the Ability Space and enabled from Special Menu -> Abilities. Some older in-game explanations call this ability Vigilance.
Thieves' Eye Disables supported random traps A support spell found through Dokuno Falls and Dokuno Marsh. It is inactive while attacking or charging.
Float, Levitation or Flight Automatically bypasses compatible traps Particularly useful against floor triggers. Bear Traps and some scripted hazards ignore it.
Karakroid Shield Prevents supported traps from triggering It also has an explicit exemption from Demon Flower's Fragrance. This still does not guarantee immunity to every moving or scripted hazard.
10-Foot Pole Excellent trap avoidance The weapon is deliberately slow.
Kunoichi Mail Improves capture and trap resistance The item description does not display a numerical rate.
Dance Robe [Ame-no-Uzume] Trap evasion +25% Requires current Charm of 60 or higher. See Charm.
Warrior type Trap evasion +10% A passive class-type bonus.
Fate Spin Forces supported random checks toward their best result Helps with the shared routine, but does not make a non-random scripted hazard evadable.

The No Resistance stance disables evasion abilities. A character using it should expect supported traps to connect even if Alert or another evasion effect is enabled.

Several characters also have innate protection. Examples include Ultima, Carmilla and Lilith's Float or Levitation, Yuffie's trap-evasion bonus, Fairy's Flight and Cherie's Hawk Knight avoidance. See Characters for the exact character mechanics.

Hidden random traps

Hidden random traps select their effect when triggered. The trap's name is shown near the upper-right corner of the play area. The ordinary and strong pools have different contents.

Standard random trap

Result Chance Typical effect
Poison Arrow 20% Damage and Poison
Invisible Blade 20% Physical damage, often with Bleeding
Electric Shock 20% Lightning damage and Paralysis
Demon Flower's Fragrance 20% An arousal-related effect checked through its own routine
Seal 10% Silence or magic restriction
Darkness Trap 10% Blindness

The shared random-trap routine is used most heavily in Demon Castle Gaddem, with smaller groups in several other late-game and trap-focused areas.

Demon Flower's Fragrance is the exception inside this pool. Generic trap evasion and Float do not avoid it. Status resistance remains useful, while the Bio-Rubber Suit and Karakroid Shield have explicit protection in its event.

Strong random trap

The stronger pool appears chiefly in late-game areas such as Demon Castle Gaddem and Floating Continent Laputa. Every result selected by this pool uses the shared evasion check.

Result Chance Typical effect
Flame Pillar 25% Heavy fire damage
Poison Arrow 12.5% Damage and Poison
Invisible Blade 12.5% Physical damage, often with Bleeding
Electric Shock 12.5% Lightning damage and Paralysis
Handcuffs 12.5% May force Slave Princess's Handcuffs onto the character
Ether Eater 9.375% Consumes Ether from the inventory
Magic Seal 9.375% May force a Magic-Sealing Collar onto the character
Seal 6.25% Silence or magic restriction

Common named traps

The table summarizes recurring trap routines rather than every individual tile. Placement and exact damage can vary by map.

Trap Main effect Shared evasion? Notes and common areas
Poison Arrow Damage and Poison Yes Float-compatible. Common in the Dwarven Great Tunnel, Villains' Valley, Mountain Cave and Suspicious Temple.
Darkness Trap Blindness Yes Float-compatible. Used in the Dwarven Great Tunnel, Forgotten Mansion, Ancient Library and Suspicious Temple.
Invisible Blade Damage and Bleeding Yes Float-compatible. Mage Armor reduces its damage. Common in the Forgotten Mansion, Suspicious Temple, Undersea Temple and Demon King's Palace.
Spike Floor Physical damage Yes Float-compatible. Used in the Forgotten Mansion, Pyramid, Dwarven Great Tunnel and Suspicious Temple.
Electric Shock Lightning damage and Paralysis Yes Float-compatible. Found in Floating Continent Laputa, The Astral, Lionel Ideology Church and Suspicious Temple.
Seal Silence or magic restriction Yes Float does not automatically cancel this trap. Found in the Dwarven Great Tunnel, Mullonde Necromancy Hall, Villains' Valley and Suspicious Temple.
Freezing Gas Ice damage and Freeze Yes Float-compatible where the shared trigger is used.
Flame Pillar Heavy fire damage Yes Used prominently in Suspicious Temple and Floating Continent Laputa.
Ether Eater Removes 1–3 Ether Yes The inventory loss occurs only if the trap connects.
Curse Ring Forces one of several cursed rings onto the character Yes Removal follows the cursed-equipment rules. See Curse Level.
Handcuffs May force Slave Princess's Handcuffs Yes A restraint trap in the strong random pool and some individual placements.
Magic Seal May force a Magic-Sealing Collar Yes Separate from the ordinary Seal result.
Tentacle Stripping Removes equipment Yes Bio-Rubber Suit and Tentacler Z are explicitly protected from this routine.
Flesh Rope Forces Flesh Rope equipment Yes The forced equipment has its own removal rules.
Cordlike Parasite Forces Cordlike Parasite equipment Yes The internal trap routine is also used by bondage-themed triggers. See Parasites.
Sticky Mucus Inflicts Slime-Coated Yes Bio-Rubber Suit and Tentacler Z are explicitly protected.
Trip Stone Knocks the character down or interrupts movement Yes Float-compatible. Used on the Ayakashi Mountain Path.
Alarm Device Activates an area-specific alarm response Yes The consequence is controlled by the surrounding map event.
Meteor Heavy scripted damage Yes Used in The Astral.

Fixed and moving hazards

These traps usually have visible map objects, movement patterns or their own event logic. Their behavior cannot be inferred from the shared random-trap rules.

Spinning Saw

Moving saws deal damage, can cause Bleeding and may knock the character away. They are especially associated with the Undersea Temple and Execution Tower. Watch a full movement cycle before crossing a narrow lane.

Sparking Rod

Electrical rods deal damage and can inflict Paralysis, Bleeding or Fallen depending on the version and area. Some variants are Float-compatible; do not assume that every sparking obstacle uses the same event.

Swinging axes, lances and falling objects

Swinging axes, giant lances, logs, boulders, meteors and iron balls use map-specific timing. Some deal a fixed amount, while others scale from maximum HP. The Lomei Labyrinth is particularly dense with visible spears, cutters, arrows, lava and rolling discs. Demon King's Palace uses several heavy falling-object traps, while the Ayakashi Mountain Path uses trip stones and logs.

Bear Trap

Bear Traps are hidden restraints used most prominently in Villains' Valley. They do not use the generic trap-evasion check, and Float does not protect against them. Status resistance can still help. If the character is Captured, press the attack key repeatedly to escape unless the surrounding event gives different instructions.

Spider Web

Spider Webs restrain the character and are common in Norsley Sea of Decay and the Poison-Insect Labyrinth. The exact follow-up depends on the nearby enemies or event.

Giant Insect's Mouth

Some insect areas disguise a capture or damaging trigger as part of the terrain. These use their own routine rather than the standard random-trap pool. Treat suspicious organic openings as encounters, not safe scenery.

Writhing Cave floor traps

The Writhing Cave contains faintly glowing floor triggers, tentacles, organic spikes and capture hazards. Vigilance can evade supported floor traps, but the cave also contains enemies and scripted contacts that use separate checks.

Tentacle Bed

Tentacle Beds appear in places including the Poison-Insect Labyrinth, Norsley Sea of Decay and scripted torture areas. They are capture events rather than ordinary damage tiles. The character may be restrained, drained and stripped of items or equipment. Failing or refusing to escape can advance a special route, including the persistent Kodoku Broodbed outcome described under H Events and Endings. Save before interacting if you do not want to enter that route.

Treasure and scripted traps

Chests, mimics, suspicious furniture and event props may run a battle, force equipment, move the character or begin an ending. These are not automatically covered by Alert, Thieves' Eye or Float merely because they function as traps in ordinary language.

The route called Trap Cave is part of the Interspecies Village kidnapping incident. Its name does not mean that every trap routine is confined to that location.

New Game Plus can enable More traps, increasing the number of hazards placed in supported areas. This changes exploration pressure without changing the basic distinction between shared and scripted traps.

Recovering from a trap

  • Poison: Antidote, Remedy, Esuna or Panacea.
  • Blindness: Eye Drops, Remedy, Esuna, Panacea or time.
  • Silence: Book of Curing Silence, Remedy, Esuna, Panacea or time.
  • Paralysis: Gold Needle, Remedy, Esuna, Panacea or time.
  • Bleeding: Hemostat, Remedy, Esuna or Panacea.
  • Slime-Coated: Holy Water, Remedy, Esuna, Panacea or time, unless an equipped item or active event immediately reapplies it.
  • Captured: Press the attack key repeatedly. A Teleport Stone breaks the standard Captured state, but not every scripted capture.
  • Forced equipment: Follow that item's removal system. Cursed rings, collars, restraints and parasites are not all removed in the same way.

See Status for full ailment details. If a trap begins a scene or ending, consult H Events and Endings instead of treating it as an ordinary status effect.

Gallery

Related pages