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Trap

Traps are a feature introduced in Gemcraft Chapter 0 (Gem of Eternity). They can only be built on the path. When you place a gem in a trap, it does 80% less damage and gets a really short range, only covering the square the trap is on, its specials (Critical hit, mana leech, etc.) are enhanced. They are largely ineffective against the special enemies that appear from Gemcraft: Labyrinth onward. This fact, along with the damage reduction generally makes them a bad choice for killgems, though yellow gem effects in these games can even the playing field.

In their debut in chapter Zero, most gems in traps get more powerful or even totally different specials than towers- splash hits up to a certain number of enemies, critical hit adds range and fire rate, chain hit gets a sizable chance to hit a second target but no more than that, poison's effectiveness is quadrupled, and shock and armor tearing have the same chance to trigger but are three times as effective when they do. Mana Leeching is the sole exception, gaining no innate bonus from traps, though it still benefits from the skill. There are two skills in chapter zero which specifically impact traps- Traplayer, which decreases its mana cost, and Trap Specials, which provides a boost to the specials of gems in traps up to 20%.

Later games simplify the effect of traps. In Labyrinth traps grant a simple 80% boost to special power, and the Deadly Traps skill can increase this further by a maximum of 30%. GC2 and GCFW decrease the innate boost to 50%, but the greater access to skills offsets this. In both, the primary effect of the trap skill increases their special power by 5%/level and the secondary effect increases fire rate by 3% every milestone.

GemCraft Lost Chapter: Frostborn Wrath[]

The skill to build traps can be obtained on field S4, by opening the Wizard Stash in Journey mode or the Bronze Stash in Iron Wizard mode.

Strategies[]

  • To maximize the use you get out of most types of traps, put a trap with a slowing gem ahead of your other traps, forcing enemies to stay within the trap's short range for longer.
  • The special buffing effects of traps can be effectively leveraged for powerful debuffs by powering them with a gem with a gem with a "primary" debuffing component and 1-2 other components meant to maximize the efficacy of the specials and the number of hits.
    • Poison, Suppression, and Armor Tearing are especially benefit from hitting the same enemy multiple times, and Chain hit, Shocking, Chapter Zero's Critical Hit (which improves fire rate and range in traps), Chasing Shadow's bound components (black is optimal, but white will serve in amplifiers or when black is unavailable), and amplifiers can maximize the mileage you get out of them. Beam and Barrage enhancements are often a reasonable choice for such gems.
    • Traps are also great for mana farming; these schemes benefit from the same support options as the above components. For optimal recipes, try youtube or steam guides.
    • Other Debuff components tend to gain less from hitting enemies repeatedly, but can still synergize with chain hit and GC2's bound components. Barrage is the better enhancement choice for these gems. Upgrading these gems is less necessary since enemies cannot resist them with pure statistics.
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