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Traps are environmental hazards which can cause damage, hinder movement, or otherwise get in your way.
Acid BarrelsEdit
Ancient SpikesEdit
These spike traps are present in Khajiiti ruins within Northern Elsweyr, such as Dov-Vahl Shrine. They deal physical damage and hinder your movement speed.
AvalancheEdit
These periodic, naturally occurring events threaten to make the unwary adventurer lose their footing and kill them.
Bottomless PitEdit
Bottomless Pits are deep holes or chasms in the ground that the player can fall into and die. Examples involve falling off of the side of the world at the Tower's Summit in Aetherian Archive, falling into The Chasm in Coldharbour, and roll-dodging off the side of the arena while fighting the Ilambris Twins. The tooltip that appears on the death recap when you fall into a pit says Watch your step.
Cave-InEdit
Rocks and debris fall from overhead while inside a cave, doing some health damage.
Dart GunsEdit
Dwarven Charge-WireEdit
Dwarven Charge-Wires are found in many Dwemer ruins, including Nchuleftingth. Two nodes are set on either side of a narrow passage, hallway, bridge, alcove, etc. Occasionally, an electrical current similar to a lightning discharge is activated, connecting the two nodes and emitting Laser Damage. It looks like electrical trip wire.
Electrical Discharge ValveEdit
Electrical Discharge Valves are found in many Dwemer ruins, including The Scraps and surrounding the Guardian of Bthark in Nchuleftingth. They emit a short puff of harmless steam first, then the entire assembly moves suddenly, discharging electricity.
FlamethrowerEdit
Flamethrower traps are triggered by stepping on a pressure plate and activating the gouts of flames waiting in the walls. They are found in Dov-Vahl Shrine and in Xi-Tsei.
Flame JetEdit
Flame SpoutEdit
Flame Spouts are timed hazards that will spew fire for a few seconds and then stop for that amount of time. They run continuously. They can be found in Pinepeak Cavern. There is a cold flame variant found in The Wailing Prison's undercroft.
Flame WallEdit
Flame Walls are timed hazards that will spew fire for a few seconds and then stop for that amount of time. They run continuously. They can be found in Hozzin's Folly.
Ghostly HandEdit
Ghostly Hands reach up from the ground to grapple you. They can be found in Ghost Haven Bay Cavern (in the collapsed cave) and in Fathoms Drift (with a blue-colored animation).
Grasping RootsEdit
Grasping Roots are thorny roots that, when stepped on, snare you and deal low damage over time. They can be found within the Dawnwood in the West Weald.
Heretical LiteratureEdit
Heretical Literature appear as open books found around Apocrypha and its delves. When triggered, a tentacle emerges from the book and knocks the player over before disappearing.
Hist PondEdit
Hist Ponds are pools full of Blistering Amber located throughout the Ruins of Mazzatun. Standing in it applies a painful DoT. The damage over time effect is called Blistering Amber, and the orange glow that persists after you step in a pond is called Hist Sickness.
Lightning Bolt TrapEdit
Nocturnal CreeperEdit
Nocturnal Creepers are shadowy tendrils that will snare and silence players they catch in their roots. They are summoned by Z'Maja in Cloudrest.
PoisonEdit
A pressure plate activated spout on a wall with spew poison in front of it, dealing moderate poison damage if you're hit by it. These can be found in Khajiit ruins such as Dov-Vahl Shrine.
Poison GasEdit
Poison Gas is a deadly hazard. It can be found in Stage 7 of Maelstrom Arena, and most notably, spewed by Gas Blossoms in the wilds of Murkmire.
Poisoned DartsEdit
Poisoned Darts are found most commonly in Xanmeers and Khajjit ruins in Northern Elsweyr. Triggered by stepping on a pressure plate, these traps will barrage the player with a ticking poison Damage over Time, and can hit repeatedly. They are located in the Teeth of Sithis and Dov-Vahl Shrine.
Poisonous SporesEdit
Poisonous Spores are exploding fungal spores found in Fang Lair. They pop up around the dungeon and act as a mechanic during the fight against the Cadaverous Menagerie. They set a stacking DoT on players that hurts more if more spores explode on the same player.
Red Rook TrapEdit
The Red Rook bandits set these out on the grounds surrounding Red Rook Camp. They explode and are quite powerful against low-level characters. They can be disarmed.
RockEdit
Rocks fall from the ceiling in Bloodroot Forge after the occasional tremor rattles the earth. They are used to traverse lava, as they can be jumped on to prevent the molten substance from melting anyone unfortunate enough to step in it. They can also fall on top of you if you're not careful, and even if you are.
Rock is crucial for two primary mechanics in Bloodroot Forge. One mechanic involves the Lava Shalks that litter the dungeon. When a player is targeted by shalk lava, they must find a pool of lava where a Rock is sat upon and jump onto that rock. The shalk lava will dissipate in the larger lava pool, and the player will be safe on their Rock.
The second mechanic involves the Minotaur boss, Galchobhar. When Galchobhar throws his weapon, players must leap to their own solitary rock to escape his fiery wrath. If a player does not pick a Rock to stand on, they risk being burned to a crisp. If a player stands on the same rock as another player, that rock will disintegrate into the lava much quicker. It is paramount for each player to stand on their own Rock in order to survive.
Skills and AbilitiesEdit
- Crushed
- You are crushed by the rock
Spear TrapEdit
Spike TrapEdit
Spike Traps are timed hazards that cause spikes to protrude from the ground for a few seconds, and then stop for that amount of time. They run continuously. They can be found in Pinepeak Cavern.
Spinning BladesEdit
Spinning Blades are present in Dwemer ruins, such as Nchuandzel; and in Clockwork City, in such locations as the Halls of Fabrication.
Spinning ChainsEdit
Steam VentsEdit
Steam Vents are found primarily in Dwarven ruins, such as The Scraps or in Blackreach.
Swinging BladesEdit
Swinging Blades are found inside Ayleid ruins, Nordic ruins, and Clockwork City (here in the Pneumatic Forge, for example). In all cases, the hinge is at the top, with the blade swinging laterally across the direction of travel inside a hallway.
Swinging SpikesEdit
Trip WireEdit
Trip Wires are a hazard that serve as a catalyst for other traps. Generally, a greater threat will reveal itself, or in the case of the Thieves Guild dlc, you may be tripped or Revealed. In Deadhollow Halls, tripwires can unleash falling rocks.
Vampiric MineEdit
Vampiric Mines are a rune inscribed on a walking surface. When stepped on, they trigger. These can be found in Castle Grayhome, Emerald Glyphic Vault, Nighthollow Keep, and the Shrine of the Golden Eye.
Wildburn Grasping RootsEdit
Wildburn Grasping Roots are thorny roots that, when stepped on, snare you and deal low damage over time. They can be found at the Wildburn in the West Weald.