Dark · Trap
Dark Order
Creates a trap effective against dark monsters. Traps strongest monsters.
Orden oscura
Spell scene
Choose the units and replay the cast with the cartridge’s sprites and sounds.
Press Replay or Resume to activate sound.
Spell drawing
Dark Order
This unit uses its idle pose for chanting or casting.
Illustrative reconstruction: frames, palettes and effect timings come from the ROM. Part placement and drawing speed are choices of this viewer.
Outcome and status application are selected for the demonstration; they are not a battle roll.
How to cast it
Draw these runes in order, each in one stroke, while holding L.
MP cost
It goes down as Isaac’s level in each rune’s element rises.
| Element level | 1–10 | 11–20 | 21–30 | 31–40 | 41–50 |
|---|---|---|---|---|---|
| MP | 65 | 61 | 57 | 54 | 50 |
Aim
Tap a point. Touch a point inside the range.
Affects: Enemies
What it does
- Power
- 128
- Duration
- 6 s · 360 ticks
- Cast range
- 160 px
- Trigger radius
- 16 px
- Captures at or below this HP
- 39.8 %
- Intended chance at 0 HP
- 99.2 %
- Intended chance at that HP
- 50 %
Its own rules
Catches the first regular enemy within the trigger radius, in the order of the game’s unit list (not the nearest or the weakest); bosses and allies are never caught. At or under the HP limit (the exact value counts) the capture always succeeds: the game’s chance formula adds a constant that pushes it over 100 %, so the intended chances below are never used. Over the limit the trap is spent on that unit. Obey and Order traps skip units of the opposite element. A new capture trap cancels the side’s earlier one only if that one has not gone off yet; if it has, the new one is the trap discarded.
Similar spells
The 19 spells that run on the same game code as this one. Only what changes between them is shown.
All 19 work the same way. A regular wild monster at or under the HP limit (the exact value counts: with 128 max HP, Trap catches 32 and not 33) is always caught; the caster’s magic, the drawing and the rank do not raise the limit. The trap checks units in the order of the game’s list, not the nearest or the weakest: if the first eligible one has too much HP, the trap is spent on it. Fire Trap and Water Trap differ only in element: their power 128 is a same-element factor of 1, not damage, and they freeze or burn nothing. Obey and Order skip units of the opposite element without spending the trap. All else equal, the cheapest trap whose limit covers the target’s HP is the better choice; a higher tier pays off for more HP, a longer reach (40, 65, 110 and 160 px) or a longer time (4 to 6 s).
| Spells | Element | MP (level 1–10) | Captures at or below this HP | Cast range | Duration | Intended chance at that HP | Runes |
|---|---|---|---|---|---|---|---|
| Trap | Dark | 10 | 25 % | 40 px | 5 s | 25 % | 1 |
| Fire Trap | Fire | 30 | 29.7 % | 65 px | 4 s | 35.2 % | 2 |
| Fire Obey | Fire | 50 | 35.2 % | 110 px | 5 s | 39.8 % | 2 |
| Fire Order | Fire | 65 | 39.8 % | 160 px | 6 s | 50 % | 2 |
| Water Trap | Water | 30 | 29.7 % | 65 px | 4 s | 35.2 % | 2 |
| Water Obey | Water | 50 | 35.2 % | 110 px | 5 s | 39.8 % | 2 |
| Water Order | Water | 65 | 39.8 % | 160 px | 6 s | 50 % | 2 |
| Wind Trap | Wind | 30 | 29.7 % | 65 px | 4 s | 35.2 % | 2 |
| Wind Obey | Wind | 50 | 35.2 % | 110 px | 5 s | 39.8 % | 2 |
| Wind Order | Wind | 65 | 39.8 % | 160 px | 6 s | 50 % | 2 |
| Earth Trap | Earth | 30 | 29.7 % | 65 px | 4 s | 35.2 % | 2 |
| Earth Obey | Earth | 50 | 35.2 % | 110 px | 5 s | 39.8 % | 2 |
| Earth Order | Earth | 65 | 39.8 % | 160 px | 6 s | 50 % | 2 |
| Light Trap | Light | 30 | 29.7 % | 65 px | 4 s | 35.2 % | 2 |
| Light Obey | Light | 50 | 35.2 % | 110 px | 5 s | 39.8 % | 2 |
| Light Order | Light | 65 | 39.8 % | 160 px | 6 s | 50 % | 2 |
| Dark Trap | Dark | 30 | 29.7 % | 65 px | 4 s | 35.2 % | 2 |
| Dark Obey | Dark | 50 | 35.2 % | 110 px | 5 s | 39.8 % | 2 |
| Dark Order | Dark | 65 | 39.8 % | 160 px | 6 s | 50 % | 2 |