All Runes
Activate Trap

Min. rarity:

Normal

How to get:

Synthesis

Weapon:

All weapons
Spell
Duration
Forces all installed Traps to activate.
Rune Level 1
Mana Cost 15Cooldown 4 s
Force Trap ActivationActive Range 1200Trap DMG 22% per Traps that can be activated
Rune Level 45
Mana Cost 49Cooldown 4 s
Force Trap ActivationActive Range 1200Trap DMG 46.4% per Traps that can be activated
Rune Grade
+20% Trap Activation Effect
+30% Trap Activation Effect
+50% Trap Activation Effect
Awakening
Source
Change to AuraCan be used with Seal15% Resource Cost AmplificationCooldown 10 sAdd Toggle, Toggle Effect tagsRemove Duration tagApplies to Trap summoned by selfAura Radius 500+138% Trap DMGChange Legendary effect to the following effect+50% Attack Aura and Seal Effect-[8-3]% Resource Cost Amplification
Origin
For every active Trap, gain Trap DMG Amplification effect for 2 sMax Stacks 10[1-1.5]% Trap DMG Amplification per stack
Verity
For every active Trap, gain Dodge Rate Amplification effect for 3 sMax Stacks 5[2-3]% Dodge Rate Amplification per stack