Spends Runic Ward to place Hazardous Runes that arm, trigger when enemies step on them, deal Attack damage not based on weapon damage, and apply Electrocution buildup.
Related: Conductive Runes, Runic Ward, ElectrocutionMechanic
Hazard
Hazards are ground effects created by Skills that trigger when an enemy moves through them. Triggering destroys the Hazard and makes it deal damage, apply an effect, or both. Hazards do not block movement and cannot be hit like ordinary damageable objects.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Hazard does
Current rulesPlace or create the Hazard where an enemy will cross it, allow any skill-specific arming time to finish, and account for its duration and maximum count. Hazard Damage, Area of Effect, Duration, debuff scaling, and Immobilisation buildup apply only where their wording matches. A rearm chance can recreate a triggered Hazard after a short delay, and rearmed Hazards do not count toward the original Hazard type's maximum allowance.
- A Hazard is a triggerable ground effect
- Hazards remain at a position in the world and are destroyed when an enemy traverses them. Their Skill determines whether the trigger deals damage, applies a Debuff, builds Immobilisation, or combines several effects.
- Hazards do not block movement
- Unlike an object that occupies space, a Hazard allows movement through its position. The enemy crossing that position is what triggers it.
- Hazards cannot be hit
- A Hazard is not an ordinary damageable object. Attacks and Spells do not destroy it by hitting it unless a specific Skill or effect explicitly provides another interaction.
- Arming rules belong to the Skill
- Some Hazards arm after a delay, while others can trigger immediately. Ice Shards and Conductive Runes explicitly arm after a time. Do not assume one global arming delay for every Hazard.
- Duration and maximum count are separate
- A Hazard can expire when its duration ends and a Skill can also impose a maximum number active at once. Creating another beyond that maximum follows the Skill's own replacement behaviour.
- Rearm creates another trigger opportunity
- Rearm chance can cause a triggered Hazard to return after a short delay. Since patch 0.2.0g, Hazards created by Rearming do not count toward the maximum allowance of that Hazard type.
- Hazard modifiers have explicit scopes
- Hazard Damage and Area affect matching damage and area. Hazard Duration changes how long an untriggered Hazard remains. Debuff Slow Magnitude and Hazard Immobilisation buildup improve different results and do not automatically raise Hit damage.
- Hazards became a general family in 0.2.0
- Content Update 0.2.0 introduced the current Hazard family and its related support and passive scaling. Older material may describe individual traps or ground objects without using the current Hazard tag.
Hazard skills and support behaviour
7 casesFires Crossbow bolts at the ground to leave Ice Shards. After arming, a shard explodes when an enemy steps on it and gains damage according to how long it has been armed, up to its limit.
Related: Ice Shards, CrossbowSpearfield leaves spears that explode when enemies touch them. Trail of Caltrops and the Caltrops support create movement-triggered ground Hazards through different Skill actions.
Related: Spearfield, Trail of Caltrops, CaltropsSupported Slams create Hazardous Brambles that damage and Maim enemies on contact. The support has its own Bramble count, radius, duration, and early-destruction damage rule.
Related: Brambleslam, MaimPrevents supported Hazards from being triggered for three seconds after creation. It delays enemy activation rather than adding one universal arming time to every Hazard.
Related: Controlled HazardAllows supported Hazards to trigger only immediately after creation or at the end of their duration, lowers their duration, and grants more damage.
Related: Delayed ReactionLimits and exceptions
5 rules- Hazards do not block enemy movement.
- Hazards cannot normally be damaged by Hits.
- Arming time, duration, and active limit are defined by the creating Skill.
- Hazard Damage does not automatically improve a non-damage Debuff effect.
- A rearmed Hazard and an ordinary newly created Hazard have different maximum-allowance rules.