Temporal Snare

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FeatureTemporal Snare
Details
Feature typeEquipment attachment
AccessItem Workbench · Perks Mode
Rules and progression
RequirementsAmulet / Ring
LimitsUses one item attachment slot
ProgressionLevels 1–5

Temporal Snare is an item perk made at Item Workbench. Its compatible equipment is listed above.

What it changes

A successful direct hit on a living monster can slow its normal attack cadence by one game tick. The strongest attachment across neck and ring supplies the activation chance and duration.

The cooldown is attached to the monster itself and is shared by all attackers. Multiple copies or players cannot stack a second extra tick. Cooldown begins when the slow activates.

When it helps

Gives more time between ordinary monster attacks while the slow lasts. It is useful when the monster attacks through its normal combat loop; it does not slow independent timed hazards.

Worked example

A monster that normally attacks every 4 ticks instead attacks every 5 ticks while snared, changing its regular interval from 2.4 to 3 seconds. Level 5 can maintain that effect for 17 ticks (10.2 seconds) per activation, with a 20-tick (12-second) cooldown on the target.

Levels

Level Effect
1 Activation chance per eligible hit: 8%
Added attack interval: 1 tick (0.6 seconds)
Slow duration: 5.4 seconds (9 ticks)
Cooldown on that NPC: 20.4 seconds (34 ticks)
2 Activation chance per eligible hit: 10%
Added attack interval: 1 tick (0.6 seconds)
Slow duration: 6 seconds (10 ticks)
Cooldown on that NPC: 18 seconds (30 ticks)
3 Activation chance per eligible hit: 12%
Added attack interval: 1 tick (0.6 seconds)
Slow duration: 7.2 seconds (12 ticks)
Cooldown on that NPC: 16.2 seconds (27 ticks)
4 Activation chance per eligible hit: 15%
Added attack interval: 1 tick (0.6 seconds)
Slow duration: 8.4 seconds (14 ticks)
Cooldown on that NPC: 14.4 seconds (24 ticks)
5 Activation chance per eligible hit: 18%
Added attack interval: 1 tick (0.6 seconds)
Slow duration: 10.2 seconds (17 ticks)
Cooldown on that NPC: 12 seconds (20 ticks)

Limits and interactions

Requires a successful direct hit on a monster that remains alive after the hit. Misses, killing blows, healing and secondary perk hits cannot trigger it. Gridmaster echo and guardian hits do not trigger it. There is no ordinary-attack-only or combat-style restriction.

Works on eligible NPC targets in the Wilderness and Gridmaster. It does not trigger on attacks against players.

Only the strongest neck/ring copy counts. One NPC-wide cooldown is shared even when several players have attachments.

Only the shared normal NPC attack loop receives the extra tick. Scripted events, projectiles already launched, movement speed and attacks scheduled outside that loop are not delayed.

Attach and upgrade

At home, open Item Workbench and choose Perks Mode. Select the equipment from your inventory, then choose Temporal Snare. The first application rolls a level from 1 to 5. Applying it again can raise its level; an equal or lower roll keeps the current level and does not refund materials used. Each attempt normally spends the recipe again; eligible donation ranks can preserve individual recipe entries. This does not change the level-roll chances. Level 5 cannot be upgraded further.

Material Full recipe Remove Perk return
Refined Essence 150 105
Prismatic Essence 25 17
Resonant Catalyst 3 2
Ascendant Catalyst 1 0

Stored and carried materials combine; storage is used first. The return column is for Remove Perk in Perks Mode. It refunds part of one base recipe to Workbench Storage, even after several upgrades. Disintegration destroys the equipment and its attachments.

Level roll chances

Rolled level Chance per attempt
1 55%
2 27%
3 10%
4 5%
5 3%

These are the chances of each exact rolled level. Selecting a level preview does not choose the result. Repeated attempts do not guarantee level 5.

See also