Traps
Overview
A trap consists of two compulsory elements – one weapon plus one base. In addition, charms, which enhance certain features of a trap, can optionally be armed by hunters ranked Journeyman and above.
Along with cheese, traps are absolutely essential for catching mice. (In fact, unlike cheese that can run out, it is impossible not to have a trap.) The term trap is sometimes used interchangeably with weapon, although in the strictest sense that is not correct.
The weapon is the part of the trap that does the actual catching of the mice. It is arguably the much more important part of the trap as it contributes the majority of the power to the setup most of the time and determines the power type of the trap. The base is the part upon which the trap rests and which holds the cheese (with the exception of Double Diamond Adventure, Explosive Toboggan Ride and to some extent, Sphynx Wrath). Each part of the trap, weapon and base, has its own characteristics (described below) that will affect a hunter's success when used in certain areas, against certain mice, and so on, and it is not always the most powerful combination that is most appropriate in every situation. All factors must be taken into consideration to design a trap that meets the individual hunter's goals.
Traps are available at all Trapsmiths. Every new hunter is given a choice between one of two weapons (Tacky Glue Trap or High Tension Spring) plus a Wooden Base. As hunters capture more mice and get more gold and experience, they can (and should) upgrade their traps with better components to increase their success in catching more powerful mice.
Charms were invented by Moustachio the Charmer and introduced during Ronza's January 2011 visit. Charms are optional but helpful additions to trap setups, adding unique boosts that can tweak a trap's effectiveness in a given region or even against a specific mouse. Unlike weapons and bases, charms are consumable; each charm has its own unique properties, but most are consumed upon encountering a mouse. Charms can be obtained in the following ways (not all charms are available via all methods):
- Purchased in Charm Shoppes in the Mountain or Muridae Market
- Crafted using orbs and charmbits
- Purchased from the Marketplace
- Obtained as loot
- Transferred from a friend using the Give To Friends option
- Rewarded for completing an Library Assignment
Additionally, hunters need at least one Charm Conduit to use charms.
A hunter's weapons, bases and charms appear in the Traps Inventory tab. A hunter can select which trap component is armed from the inventory page, from the primary Camp page, and also from a Trapsmith / Charm Shoppe just after purchasing a trap component. Additionally, each Hunter's Profile includes a status of how many trap components a hunter owns, split into lists of weapons and bases (charms are not displayed here) on the Items tab.
A Charm can be disarmed by clicking on the icon of the charm to bring up the charm selector page. Click on another charm to switch charms or to the currently equipped charm to disable the use of charms.
Trap Attributes
Component stats
- The overall strength of the component. Traps with higher power are more likely to catch mice.
- Mice have specific weaknesses to certain Power Types. Using the appropriate weapon in the appropriate area is a critical part of any hunter’s strategy.
- The power bonus of both weapon and base are added together and then applied to the total power of the trap, increasing its power.
- The attraction bonus boosts the attraction power of the bait being used increasing the odds of a mouse approaching a hunter’s trap.
- Some components are designed to offer small chances of catching a mouse regardless of the mouse’s strength. It is not uncommon for lucky traps to grant hunters the ability to catch mice that seem far too powerful for their trap. Luck also increases the chance of a mouse dropping loot when caught.
- Any time a mouse is not attracted to a trap during a hunt there is a chance for the cheese to turn stale. Some components are built using harmful chemicals that increase the odds of spoiling bait. Traps with a fresh cheese effect help reduce the likelihood of cheese turning stale.
Refunds
All weapons and bases that were bought from a Trapsmith can be refunded for 18% of the vendor price. A hunter can refund a trap component only if the Trapsmith at the current location also sells it. Therefore, crafted traps can never be refunded.
Charms that were bought from a Charm Shoppe can be refunded for 30% of the vendor price.