Trap

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

Upon being triggered, a trap will inflict both health and stress damage to a random hero in the party. The health damage will be a percentage of the hero's MAX HP, while stress will always be +15. Additionally, traps in different locations also inflict various additional effects:

Avoiding traps
Triggered traps can be dodged, with the chance depending on a hero's Trap Resist (not their DODGE). The best method to avoid traps, however, is scouting the area beforehand. Scouted traps will be represented with a purple icon on the map and are visible on the ground as they're approached, giving heroes a chance to disarm them. Disarming a trap renders it harmless and heals 8 stress for the hero. Traps can sometimes be encountered along corridors that have already been explored, as they have a chance to spawn when moving into an already-explored hallway.

Trap Resist / Disarm Chance
Trap Resist is the chance to dodge unscouted traps. If a trap has been scouted, the chance for a hero to disarm it is their Trap Resist + 40%. Like most other hero resistances, Trap Resist increases by 10% per Resolve Level.

Additionally, it is possible to further raise Trap Resist by equipping appropriate trinkets, with a theoretical maximum of +55% for Grave Robbers (Ancestor's Map + Raider Talisman). Disarm Chance, in addition to being displayed in the character's page, is featured in a purple icon that appears when approaching a trap, alongside other buff and debuff icons above the health bar.

Disarm Chance can go above 100%; expeditions of higher difficulty level require a higher chance to be disarmed successfully: traps in Veteran level dungeons have +20% chance to resist disarm, while traps in Champion level dungeons have +40% chance. Darkest level dungeons have +50% chance, but this is only applicable to the Countess' quest, as the Darkest Dungeon completely lacks traps.

The list of heroes by their base Trap Resist, from highest to lowest: