Server Guides
Traps
“There is no sweeter sound in the caves than the dry echo of iron closing on the creature that thought it was hunting us.” — A sorcerer from Kazordoon.
A Faithful 7.4 Mechanic
Portable traps in RUBERA were designed to reproduce their behavior from Tibia 7.4 as faithfully as possible.
They are simple, reusable tools that reward preparation and positioning. A trap does not become stronger with your character, hold a creature in place or replace conventional combat. Used well, however, it can provide a modest source of additional damage—particularly against creatures with little armor.
Placing and Opening a Trap
Place the trap on the ground and open it manually. It must be open before it can be triggered.
When a monster steps or is pushed onto an open trap:
- The trap deals physical damage.
- The monster's armor reduces that damage.
- The trap closes immediately.
- It can then be opened and used again.
The trap does not paralyze the monster or prevent it from moving. It causes its damage once and closes.
An open trap also closes if it is moved or picked up. Multiple traps cannot be stacked on the same square.
Fixed Physical Damage
Every trap deals exactly 30 points of raw physical damage.
This damage does not increase with:
- Character level
- Vocation
- Skills
- Magic level
- Weapons
- Equipment
Shielding and defensive skill do not reduce trap damage. Monster armor does, and physical resistance may also affect the final result.
A creature without armor may receive the full 30 points. Against lightly armored creatures, the result will usually remain close to that amount. Heavily armored monsters may receive very little damage or block the hit completely.
For this reason, traps are generally more effective against weaker creatures and enemies with low armor.
Reusable by Design
Traps are not consumed when activated. Once a trap closes, it can be opened again and reused.
You can place one in a creature's path, lure or push the creature onto it, reopen the trap after it activates and continue fighting with your usual attacks. Its effectiveness depends on positioning and attention rather than character progression.
Players and Traps
Players do not receive damage when stepping onto an open trap.
Instead, a brief smoke effect appears and the trap closes. The trap still does not hold, slow or otherwise restrict the player's movement.
Combat and Creature Credit
Trap damage does not identify a player as its attacker. If you depend exclusively on traps to kill a creature, credit for that kill may not be assigned as expected.
To secure experience, Bestiary progress and other forms of creature credit, deal at least some damage with one of your own attacks. Treat the trap as part of the fight, not as its only source of damage.
Quick Highlights
- Portable and reusable.
- Must be opened manually.
- Deals 30 raw physical damage, reduced by monster armor, not shielding.
- Does not scale with level, vocation or skills.
- Does not stop creature movement.
- Closes after activation or movement.
- Cannot be stacked with another trap on the same square.
- Use at least one personal attack to secure creature credit.
Portable traps preserve a small but distinctive part of Tibia 7.4 combat. Their strength comes not from scaling or special bonuses, but from knowing where to place them, when to reopen them and which creatures are worth using them against.