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Trap

Trap: Rage Trap and 2 more

Lays a mine that damages and knocks down the enemy that steps on it.

3 spells the game runs with the same code.

DamagesKnocks down or backSummons or places
The same in all of them:Element: EarthTraits: Knocks downDuration: 15 s (900 ticks)Power: 420Affects: Enemies
How is the total effect worked out?

Rage Trap places a single mine at a point, with less reach. Death Trap and Sin Trap place them in an area with the same numbers (power, time and trigger area); only their runes, texts and MP change, so Sin Trap gains nothing for its higher cost.

Total effect: what one unit receives over the whole spell. The real figure depends on who casts and who receives it, so it is worked out for a fixed reference: the caster has magic 30 (Isaac at level 1), the element at level 1–10 and a perfect stroke (quality 1); the receiver has defense and magic defense 0, a neutral element and no weakness or shield; no random factor. “up to” is a maximum that needs every hit to land, or the unit to stay where the spell reaches it; “not confirmed” marks what the code read so far does not settle.

To cast a spell you draw its runes, each in one stroke and each scored on its own: a long stroke with many turns takes longer and gives more chances to slip out of the shape. Each spell shows its runes, drawn from their strokes, with their level (I to III) and how long their strokes are added up, in widths of the rune: the game scales the drawing, so its size on screen does not count. A higher level is usually longer, but not always (Water II is shorter than Wind I).

Best spells · Which spells pay off and why, each with the number behind it. The filters leave only what Isaac already has at hand.

  1. Earth · Level I

    Range 45 px · Lasts 15 s

  2. Earth · Level II

    Range 65 px · Lasts 15 s

  3. Earth · Level III

    Range 65 px · Lasts 15 s

Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor. How is it worked out?

Grouped by the effect class and subkind of each spell in the game’s data, as the research did; the notes come from reading the code, not from playing.

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