Trap

A trap is an obstacle that can be encountered along corridors during expeditions.

Effects
Upon being triggered, a trap will inflict both health and stress damage to a random hero in the party. Additionally, traps in different locations also inflict various additional effects that may be avoided thanks to hero resistances:
 * Warrens - apply bleed.
 * Weald - apply blight.
 * Cove - apply a debuff to Speed and Dodge for 12 turns.

Avoiding traps
Triggered traps can be dodged, the chance depends on a Hero's trap resistance. The best method to avoid traps, however, is scouting the area beforehand. Scouted traps will be signalled by a purple icon in the minimap and will be visible on the ground as they're approached, allowing heroes a chance to disarm them. Disarming a trap renders it harmless and grants a 8 point stress heal to the hero. Traps can be encountered along corridors that have already been explored.

Disarm chance
Each different hero has a different inherent chance of success when attempting trap disarm. Any resolve level increases the base chance by 20%; additionally, it is possible to further raise the disarm chance by equipping appropriate Trinkets, with a maximum total value of 135%. The disarm chance of each hero, in addition to being displayed in the character's page, is featured in a purple icon that appears along other buff and debuff icons upon the health bar.

Heroes with good trap disarm chance include the Hound Master, the Grave Robber and the Highwayman.

Trap disarm chance can go upward of 100%, however, expeditions of higher difficulty level will have a chance to avoid disarm: traps in Veteran level expeditions have 20% chance to resist disarm, while traps in Champion level expeditions may resist with a 40% chance. The chance to disarm resist is subtracted to the disarm chance of the hero, giving the final disarm chance.