Oblivion talk:Traps/Archive 1

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search
Semi Protection
This is an archive of past Oblivion talk:Traps discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Page Rewrite

I've rewritten the entire Traps page. The traps used to be listed in one table, with only brief and sometimes confusing summaries. The rewrite should list all traps (some were missing) and information on:

  • Where to find them.
  • How they appear (if they are not yet triggered).
  • What happens if the trap is triggered.
  • What effect the trap has on its victim (usually the amount of damage).

A picture for each trap has been added, as well details on how to avoid the trap and some other information that doesn't fall into an above mentioned category.
--Timenn 11:35, 10 May 2007 (EDT)

Confirmation of Argonian Immunity

Can someone confirm the immunity of Argonians to the Gas Trap and the Gas Room? I was surprised by this statement as the scripts of these traps appear to be generally the same as the scripts of other physical traps. The one main difference is that these Gas traps deal damage over a longer amount of time, but nowhere I have seen an indication that an immunity ability could help resist the damage dealt by such physical traps.
I could test this later with adding the immunity abilities of Argonians to my character and see if they help. --Timenn 08:30, 17 June 2007 (EDT)

Your wish is my command ;) I turned my tutorial-save character (i.e., no fancy equipment or other protection) into an Argonian, went to Vindasel, and stood on the gas vent there for a while. And absolutely nothing happened. The gas was definitely working, because one of the rats who came after me died from it. On the other hand, the spike pit in the first room at Vindasel still did as much damage as ever when I ran into it. So it looks like somewhere the effect used by the gas traps is flagged as a poison, implying that any Resist Poison effect will reduce the damage from the traps. Perhaps the bTrapContinuous flag is somehow used to decide whether to treat the damage as physical or poison? --NepheleTalk 16:06, 20 June 2007 (EDT)
It even gets more interesting... First of all, it seems like Gas Trap damage the Resist Poison resists is a general resistance. It means that all characters with a Resist Poison effect active will only receive partial damage from the Gas. (100% means no damage ofcourse) I tested this first with a non Argonian character by first adding the Argonian racial ability, and later a spell that only give 50% resistance.
Second, the bTrapContinious variable is not responsible for determining whether a trap is physical or poison. In fact, I switched the scripts of the ARGasGrateTrap01 and the ARTrapSpikePit01 as both traps have similar scripts and a similar triggering zone. I didn't make a difference (except for different damage values).
Then I went on and switched the mesh .nif files of the two trap Statics. This did make a difference, the trap called ARGasGrateTrap01 was acting exactly like a Ayleid Ruin Spike Pit, and the ARTrapSpikePit01 was acting exactly like the Gas Trap.
From this it may be concluded that the Poison flag is set in the mesh itself. However, I'm not familiar with modelling, so I couldn't check if this is true. Maybe someone with experience in this, and who has the time, is able to shed some light into this.
For now I think we could change the statement about Argonians to a statement on how Resist Poison resists Gas damage, and provide as example Argonians.

Another Page Rewrite

Nothing too major, I just went in and cleared up a lot of statements and passages under a lot of the traps (grammar, sentence structure, consistency, etc.). I also changed the names of two of the traps, both of which contained "Spike Pit" (one was referring to the platform that drops onto spikes in Ayleid ruins and the other was referring to the spikes below holes in the ground in places like forts). The former, called "Ayleid Ruin Spike Pit" in the table, I changed to simply "Spike Pit", whereas I changed the latter to "Hole" and provided some more information. I put them both in the correct alphabetical order on both the article and the table. However, if anyone could provide damage tables for lava under "Hole", that would be great. Also, could anyone confirm that the Dark Welkynd stones change into the color of the elemental spell they will cast? I don't ever recall seeing any of them turn anything but red. SubtleCynicism 05:19, 27 July 2007 (EDT)

I undid the name changes, because those names have been used on all of the dungeon pages when describing the traps found in dungeons, including in the cross links to the Traps page. So changing the names here has some widespread consequences. --NepheleTalk 12:42, 27 July 2007 (EDT)
I just ran around and got myself zapped by a few different varieties of Welkynd Stones. Three did frost damage (ARTrapEvilStoneAUTOFIRE01, ARTrapEvilStoneAUTOFIREFAR01, ARTrapEvilStone01) and one did shock damage (ARTrapEvilStoneAUTOFIRE02). Every single one of them definitely glowed red before firing, so I've changed the text accordingly. --NepheleTalk 02:12, 2 August 2007 (EDT)

Bone Claw trap

Should the Bone Claws in the final area of Echo Cave be mentioned on this page?- they are clearly metioned as a trap on the Echo cave walkthrough.--Willyhead 14:50, 20 August 2007 (EDT)

I'll say "No" for two reasons. First, they're unique; that's the only place you get exactly that style of 'trap' (or so I believe). Second, they don't do any damage - their purpose is to stop you from running. The data on the Echo Cave page is generated automatically and I imagine it classified the spikes as a trap because they use a similar detect-and-spring trigger as other traps. I'd leave it as it is to be honest. --RpehTalk 06:14, 21 August 2007 (EDT)
But then claw traps are included on the page- wich do no damage, and it doesn't say on the page that any traps added must not be unique- since it has a spring trigger and traps the player, that's a good enough reason for me to call it a trap.--Willyhead 14:31, 2 September 2007 (EDT)
I agree with Rpeh, but only for his first reason. A trap doesn't necessarily have to hurt its victim. Think of the Crumbling Bridge trap, where the fall damage might be minimal (or none) but the "punishment" is the detour you have to take to get back on your original track. The Claw trap in Confront the King is not only unique but also only triggers once, and that one is on a scripted ocassion. That trap is also unavoidable (well it should be, anyway), while the characteristic of all Oblivion traps is that they are possible to avoid. --Timenn 15:17, 7 September 2007 (EDT)
Well actually, the claw trap is easy to avoid with high acrobatics. Doing so however is quite pointless because you cannot cast spells through it or swing a blade through it to actualy damage Mannimarco.Crazydax 02:48, 4 March 2008 (EST)

Claw Trap's damage

This edit claims that Claw Traps do deal damage. I would like to see some evidence backing up this claim as the script for this trap doesn't set the usual fTrapDamage. I've also tested trying to get damaged myself without any luck. --Timenn 16:31, 15 October 2007 (EDT)

Unfortunately I have no evidence I can show you. The way I found this out is from adventuring in Oblivion. I was battling a daedroth, and suddenly a claw trap pronged from underground and killed the weakened daedroth. To further test if this was true I walked into the spikes of the claw trap and suffered some damage. I did the same thing three times and the same thing happened every time. So I came to the conclusion that they do damage. We better hear others opinions on this.--Willyhead 16:38, 15 October 2007 (EDT)
Checking over the construction set, I'm wondering whether there are two different varieties of the claw trap and whether that helps to explain this discrepancy.
  • The most common type of claw trap has editor names ClawGateLeft01 and ClawGateRight01, and appears in 35 different locations. As Timmenn says the script used by this type of trap (OblivionBoneGateTrapSCRIPT01) doesn't have any of the fTrap settings. Also these traps do not have the "Dangerous" flag set in the CS.
  • There are two other claw traps under the editor ID OblivionGateClawGateOpen. The script (KvatchClawGateOpen) still doesn't have any fTrap settings, but the trap does have the "Dangerous" flag set. These two traps are only found in Random Oblivion World 5. Just to add even more confusion, there are another two claw traps in ROW5 that are of the more common variety.
I'm wondering whether Willyhead happened to encounter one of the two dangerous traps in ROW5, whereas Timenn's tests were all on the more common non-dangerous traps that exist everywhere else. Not that AFAIK we know what the "Dangerous" flag actually means. In fact, checking another dozen traps that definitely do cause damage, none of them are flagged as dangerous ;) But given the discrepancies here it seems like it's worth looking into. --NepheleTalk 04:01, 20 October 2007 (EDT)
Good idea, I will look into this after the weekend. If it's true it will mean that a note could be added to the Claw Trap explaining the exception in ROW 5. Using tdt to check the amount of damage it deals could be a way to track the script that explains the damage dealt by this trap. --Timenn 09:53, 20 October 2007 (EDT)
I have been hit with this trap a few times, all that happens to me is that I get pushed out of the way. I think its just there to block the way, not kill. 06:19, 31 October 2007 (EDT)

I've tested the trap Nephele mentioned, but it seems they don't do any damage. I doubt they are the traps Willyhead could mean, as they are scripted to only act once (I've tested this also ingame). I'm not sure what else could cause the difference, other than mods. Maybe Willyhead can tell where the trap can be found, or test the trap at a different location. --Timenn 09:35, 5 November 2007 (EST)

Is it possible that the trap was near a small lava stream that went unnoticed?(is unexperianced with Oblivion Gates) --Debatra 17:29, 28 June 2008 (EDT)

Pressure Plate

Ive noticed that the pressure plate switch is set off if enough weight is applied to it, does this mean by using various feather spells I could step on one and nothing would happen? -- 06:17, 31 October 2007 (EDT)

No. Feather spells don't have any effect on your mass in the game, just on the amount you can carry. Otherwise, for instance, you'd go flying every time somebody hit you during combat if you had a big feather spell in effect! --RpehTCE 06:36, 31 October 2007 (EDT)

Ah yes, that does make sense, I forgot that the character has weight

What's the purpose of this page?

What exactly is the purpose of this page? I had one of my edits removed with the reason that it wasn't the purpose of this page. I thought this page was about traps, where to find them, what they do, how to deal with them so I added two minor detail on cave ins. 1) Fallen rocks may cover stuff on the ground. 2) You can blast the rock out of your way if you want to look under them. Somehow these minor edit was not judged worthy, with a poor explanation too. So, exactly why is these two minor details not appropriate for this page? Oh, I once found a chest with some minor loot under a cave in(amelions tomb?). That's why I wanted to mention it here. Preceeding coment added by Bongo 16:54, 29 November 2007 (EST)

Okay, this time I'll leave it. But the page is about damage and how to avoid the traps; not really about things getting covered. --RpehTCE 17:29, 29 November 2007 (EST)
The problem with part of that information is that it doesn't cover everything. A rock that has fallen down can be moved by more than just area effect spells. An area effect spell is just an easy way of moving things. It's also trivial that loose objects can be moved in Oblivion, so mentioning that on a Traps page is just not necessary. I think a note of the amount of rocks that fall down, and the effect that can have, is more than enough. --Timenn < talk > 17:40, 29 November 2007 (EST)
Cave ins, logs and landslides all have the capacity to cover interesting stuff. Unlike the other two, objects covered by cave ins will usually be unaccessible until you figure out how to remove the rocks. The hold key is useless on such rocks, a fireball works(and bring the rocks back to life!). I agree that damage dealt by traps and how to avoid it should get priority on this page but I still think we have room for secondary effects as well. Not sure if the mentioned chest in amelions tomb is a bait or just placed there to frustrate players though. Preceeding comment added by Bongo 16:42, 2 December 2007 (EST)
"The objects released by this trap will remain and may hinder the player's passage or cover items of interest."
I propose this as a compromise. "objects" may be replaced by the trap's released objects (e.g. logs). The reason why I'm hesistant to add more information is because this trait is only encountered on a few ocassions. It should not suggest that a player has to deal with it with every trap of this kind, but merely that he/she should be aware of it. --Timenn < talk > 10:17, 3 December 2007 (EST)
Looks good to me, Timenn. It gets the information into the article without placing too much emphasis on it. --RpehTCE 10:30, 3 December 2007 (EST)
I got no problem with a rewording. I hope you leave the info on how to move rocks afterwards though *and* the fact that a fireball will make the rocks dangerous again...(note to self:throw rocks against an enemy on first occasion, might be fun ;) )Bongo 10:00, 4 December 2007 (EST)

The previously proposed comment has been added to the Avalanche, Cave In and Falling Logs traps. I've only added an extra note about rocks being shot away by area of effect spells to the Cave In trap (Avalanche is outside thus unlikely that rocks hit you, logs are too heavy). I've added a verification tag to it because it needs to be verified, but I can imagine this being true (if rocks are moving faster than the set fTrapMinVelocity). --Timenn < talk > 09:40, 13 December 2007 (EST)

What part needs verifying? I have sent rocks from cave-ins flying with fireballs on several occasions and they do indeed hurt. Haven't tested against enemies though. Haven't looked for variables either(the construction kit is still unchartered territory for me) but from observation the rock are capable of damage even when moving slowly. Bongo 07:18, 3 January 2008 (EST)
Well I can't get this to happen at all. Having just spent several fun minutes with various different rock falls, the Enemies Explode spell and potions of restore magicka, the one time I managed to hurt myself was when I managed to hit myself with my own spell. I'm not saying it doesn't happen but I can't work out how you did it. —RpehTCE 07:48, 3 January 2008 (EST)
I'll give it another look then. I tested in amelions tomb with the weak fireball spell you get from one of the mages guild reccomendation quests. That spell has a limited range which sort of rules out me toasting myself(didn't know you could hit yourself at all). Have to find me a couple more caveins...could amelions tomb be something special?
Went to crumbling mine right outside chorrol to check the cavein there and flying rocks was *almost* as dangerous as they were in amelions tomb. I say *almost* because quite a few of the rock did not hurt when blasted around. The game crashed before I could measure the cave properly but a rough estimate is that about a third of the rocks did not cause damage when reactivated. Seems like those rocks are physics-enabled but not "damage-enabled". Could be a performance thing, if "damage-enable" is performance-heavy it makes sense to disable it where the player is unlikely ever to walk into the falling rocks.Bongo 05:12, 10 January 2008 (EST)
I don't see how it is possible to hit yourself with a spell. I've tried this, even without any equipment, and I could not manage to do it.
I've also tried the Cave Ins at Amelion Tomb and Crumbling Mine, and I can confirm it is possible to hurt yourself by setting the rocks into motion by an area of effect spell. The bigger the area, the more rocks are affected and the greater the chance of being hit. I noticed no difference between the Cave In at Amelion Tomb and the Cave In at Crumbling Mine. That should be correct, according to the Construction Set they are the same trap.
I'm not sure what you mean with damage-enabled and physics-enabled. There are a few noteworthy values set in a Trap's script. Two are fTrapDamage and fLevelledDamage, they determin the damage the trap does, fTrapMinVelocity determins at what speed the object in question (in this case the rock) must travel to be dangerous. (There are two more values, fTrapPushBack and bTrapContinuous (for e.g. the Gas Trap), the latter is disabled).
I'd say we remove the verification tag, as it is now confirmed by two people. I hope Rpeh can get this to work as well (try climbing on the rocks in Amelion Tomb and firing Enemies Explode at the floor) or is ok with changing this. --Timenn < talk > 08:59, 10 January 2008 (EST)
Okay, fair enough. I'll try again and see if I can make it work. I got the spell to hit myself by having a speed of something over 200 at the time. :) I couldn't do it again though so it might have been a fluke. –RpehTCE 09:13, 10 January 2008 (EST)
'Physics-enabled' and 'damage enable' is just me using pseudo-code trying to express that an object can be 1)tossed around and manipulated(as opposed to just being part of the scenery) or 2)able to inflict damage in one way or the other. Slightly off-topic but isn't it weird that sending a large pile of swords flying round your ears doesn't reduce you to mincemeat? LOL Bongo 13:59, 10 January 2008 (EST)

Fallen Logs

After testing, I can confirm it is possible to damage others (and yourself) by grabbing and moving the fallen logs of the Falling Logs trap. It is very unreliable though, and I doubt it is a good technique to be used in battle. The reason I kept the comment is because the amount of damage done is significant enough, and it obviously doesn't count as assault. --Timenn < talk > 18:00, 15 January 2008 (EST)

Dealing With Cave-in Traps

So let's assume that not everyone has a high ranking magic user or is interested in magic. How does one clear the cave-in traps if they're playing a physical character?

How do you see them coming if you can't see the roof of the cave? I'm in Fatback cave, and there is no way I can see to get down this hall without setting off the trap. Once in place, it cannot be removed to my knowledge. — Unsigned comment by Alaston (talkcontribs)

Heavy lifting! You can pick up the rocks using the grab key, and move them to wherever you want. I'm sure you feel that is roleplaying for a physical character. :)
The traits listed on the page are mostly the only things you can recognize a Cave In with. Usually Cave Ins are placed right past the trigger, so if you walk carefully and notice a shaking screen, halt. --Timenn < talk > 18:18, 14 February 2008 (EST)
Is it possible to move the rocks with the grab key? I haven't played Oblivion for a while, but I remember having trouble with that, while the spell technique always worked. Also, in an earlier discussion on this talk page, Bongo mentions that "The hold key is useless on such rocks...". (I would find out myself, but I can't run the game anymore.) --Quill 18:37, 14 February 2008 (EST)
Yes, you're right. I just tried it and I wasn't able to move any of the rocks with the grab key. I must have assumed that, since it possible to move alot of other objects. --Timenn < talk > 08:34, 15 February 2008 (EST)

In my experience, what happens is the rocks become static after a short period of time, right after they drop. If you grab one before it goes into 'static' mode, you can move it with the grab key. Although, static probably isn't the best descriptor, as magic can move them whenever, in my experience --Scxe 01:57, 4 March 2008 (EST)

Land Mine Traps

I'm about 99% sure they do not respawn, so I made a minor change to the opening paragraph on the main page. I'm not sure if it would be better suided moved down to the segment for land mine traps further down the page, but, I feel its worth mentioning that they do not respawn. --Scxe 13:17, 3 March 2008 (EST)

I'm sorry to be your 1%, but as far as I managed to test this, Land Mines do reset. I've just checked most Oblivion Worlds (1, 2, 3, 5, 7, Kvatch) and Land Mines were reset, and I know I have set them off before (I usually clean out an Oblivion World when visiting them). This is also backed up both by long gameplay experience, and the fact that the Land Mine scripts have a Reset section that is comparable to other Traps.
What may be the case is some delayed cell reset. This may be related to the script function CloseCurrentOblivionGate, which is hard coded. What is possible is that the cells don't reset if you leave an Oblivion World instead of closing the gate.
I'm removing the comment from the article. --Timenn < talk > 14:58, 3 March 2008 (EST)

Hrm. Well, I know with the oblivion world that has the secret area in it (bow, arrows, mace) they didn't reset on the way to the secret area. However, I'll do some testing to see if it was a one time occurance, or if it happens regularly to me, and in different worlds.--Scxe 01:55, 4 March 2008 (EST)

hate to burst your bubble but you can have two oblivion gates open at the same time with the same world and what happens in one will not affect the other

Plant traps

Should Harrada and Spiddal plants be added to this page? They technically behave as traps - proximity triggered, not subject to detection rules (they can see through Chameleon/Invisibility), and they're certainly not creatures, you can't attack or kill them. The fact that you can harvest ingredients from them makes them a bit different, but in all other ways, they function exactly like traps. --TheRealLurlock Talk 10:57, 8 June 2008 (EDT)

I'm all for this too. I think that Harrada and Spiddal Stick should be added to traps (physical and magical respectively). Limduhl 13:15, 25 March 2009 (EDT)

Triggering Pressure Plates

I've just spent some time testing these, and the information on the page was (nearly) correct; the only thing I found was that the weight of the object you place on the plate doesn't matter. Even dropping the zero-weight Skeleton Key on the plate caused it to activate. Any type of arrow shot with any type of bow also caused set it off. I don't know where the script is that checks for activation, but there must be something in there about things other than the player. –RpehTCE 09:59, 28 June 2008 (EDT)

Just out of curiosity, which pressure plates did you test (e.g., where were they located)? There are dozens of pressure plate scripts, so I think I only scanned the first dozen or so the other day before getting bored ;) If I knew which specific script to look at, it might help to make sense of this. Thanks :) --NepheleTalk 14:35, 28 June 2008 (EDT)
Hmmm... I don't think it has anything to do with scripts. As I stated in my original edit before the editing frenzy hit, any HAVOKed item will trigger the pressure plate. (It was a little technical, I get it.) The pressure plate is HAVOKed as is every item you can pick up, move, or grab. That means virtually anything you can get on the plate will set it off. (I missed the word "heavy"... Probably there before I edited it... I don't know if the specified carrying weight has any barring on the physics simulation, apparently not...) I've not been in the CS long, but it is my understanding that the pressure plate (and tripwire for that matter) is linked to a HAVOKed item (ie: the ball and chain, logs, or whatever the trap is), so the setting off of the trap is not a function of scripting but a function of the HAVOK physics engine. --Enterprise2001 13:39, 20 July 2008 (EDT)

Can objects behave like traps?

When you drop something from high up, will it kill/injure someone? like when a spike ball falls, and you get hit, you get hurt, i just wandered if the same rule applies to objects like swords, etc Humansaw93 15:06, 23 November 2008 (EST)

No. There are specific settings (fTrapDamage and iLeveledDamage) that determine whether an object in question act as a trap, i.e. will do damage if thrown against someone. These settings do not apply to normal objects you can pick up and keep in your inventory. Instead they are applied to an object like a Cave In. That means that all objects associated with that (the rocks) deal damage when thrown against you hard enough. In short, only trap objects deal damage. --Timenn < talk > 16:34, 23 November 2008 (EST)
can something get up enough speed to hit hard enough to kill someone though? Humansaw93 21:11, 23 November 2008 (EST)
No. If an object isn't marked as a trap it can't hurt. –RpehTCE 04:06, 29 November 2008 (EST)

Dark Welkynd Stone

I have no idea if this is notable as it is presumed that traps do not "see"...

But if you have 100% Chameleon on, the trap will still fire at you.

It's rather interesting since the enemies stand perfectly still beside the fact that the Stone sees you. -Nesskid 21:00, 21 January 2009 (EST)

Actually, it might be all Magic Traps that can see you. I will test it out this weekend. If true, I will add it to the article under the "Magic Traps" description. I'm not sure if it's really important to note, but it does keep the 100% Chameleon player at least a little bit careful when near, when usually he/she may roam as they please. -Nesskid 11:35, 23 January 2009 (EST)

Recent Addition to Ceiling Spikes

It mentions "a speed of 79 and a holstered weapon"... These conditions seem far too specific and unlikely to constitute general useful information. I'm not entirely sure if it's worth adding, but I do not think so. -Nesskid 16:49, 22 January 2009 (EST)

Fort Rayles Falling Grate

The is a rusty grate in Fort Rayles which sends you tumbling down into another part of the fort, dealing damage. It is obviously a trap, so why isn't it on this page? Are there any other forts/mines/caves/ruins which also have this grate?- 16:27, February 8 2009 (EST)

"Bottomless" pit traps

Not technically a trap, per se. I've noticed a "bottomless" pit in a few caves at different points (bottomless meaning you fall a certain distance then reach the bottom of the cell, or maybe a script effect, and then die). I'm really not sure they belong in traps, but it was an idea. I somewhat recall a rotten plank over a bottomless pit, although that might just be my imagination. They do not trigger, and they are not able to be "activated," but they are a peril of adventuring that doesn't seem to fit into any other category either. Also, I apologize for not leaving any locations of these traps, as I am not on a computer that currently has Oblivion installed. Limduhl 13:15, 25 March 2009 (EDT)

There's a bottomless pit in the second level of Sinkhole Cave, near to the Imperial City. It also has a rotten plank across it. The bottomless pit has got to be using a script effect, or something like that, as I deliberately fell into it with a character that had a 'featherfall' effect (basically stops you taking any damage when you fall), and they still died. --Gaebrial 06:37, 26 March 2009 (EDT)
Good catch! There is actually an activator (trigger zone) named KillBox01 that kills any target coming into contact with it. I agree that this should have a seperate entry on the article. I will be working on adding that one. --Timenn < talk > 08:10, 26 March 2009 (EDT)

This "Bottomless" pit thing refers to the Abyss right? i tried shoving Martin into one in Lost Boy Canyon, trying to get a game over. The one I tried pushing him into is when you come in from Lost Boy Cavern into Lost Boy Canyon it will be the first one you cross. All that happens is he repeatedly falls unconscious, wakes up then passes out again for perpetuity. The game most definitely does not end. Has anyone else tried this? Is it just Martin who can survives an Abyss and would other essential NPCs actually die, or is this info on the page incorrect because it says he should die. Is there any way to kill Martin before he becomes non-essential, i want to kill him to see what happens Thanks --Procrastinator 10:02, 15 February 2010 (UTC)

Yes, that was wrong. I think the only Game Over you can get is if Martin dies after he loses his essential status. rpeh •TCE 10:36, 15 February 2010 (UTC)

Swinging Blades in Ayleid Ruins

With my character's athletics and speed set to 100, I noticed often the traps would not trigger. I assume this is because my character moved too fast through an activation zone, or something, but even standing in front of the slot in the wall, I could not make it come out and hit me! Scxe 11:22, 6 April 2009 (EDT)

There is one rare variety in Ninendava that only triggers once. Could you have encountered that one? --Timenn < talk > 09:09, 8 April 2009 (EDT)

Spell Reflect?

The article claims that magical traps (Oblivion mines, dark welkynd stones, etc) can be magically reflected however the Spell Effects page says that they cannot since there is nothing to reflect the spell back to. In my experience I find that magical traps cannot be reflected. I would change the article but I cannot be 100% certain. SteVB ( 07:02, 12 May 2009 (EDT))

Dark Welkynd Stones

It says on the article that dark welkynd stones cannot be deactivated, but in one ayleid ruin (can't remember its name) there was an ayleid button thing (you know, square with the blue dot in the middle) that appeared to stop the stones firing at me. Sorry I can't remember the name of the ruin, but I'm sure that's what happened.— Unsigned comment by Remorse1994 (talkcontribs) at 10:23 on 23 July 2009

The Ayleid Ruins which contain Dark Welkynd Stones are Arpenia, Elenglynn, Malada, Morahame, Nenalata, Nenyond Twyll, Silorn, Vahtacen, Wendelbek and Wendir, but there is nothing on their respective pages that suggest that you can somehow deactivate them. But perhaps you can now remember which Ayleid Ruin it was. Wolok gro-Barok 11:08, 23 July 2009 (UTC)
This'll be interesting! My first research! I'll see if I was right or if my memory was playing tricks on me! Remorse1994 07:37, 24 July 2009 (UTC)

Crumblings bridges

Isn't it also possible to get harmed by the pieces of the crumbled bridge? It is also possible to use the pieces of the bridge to create a pile, then jump back on the bridge — Unsigned comment by (talk) on 9 August 2009

Do they leave rubble? I never noticed. If there is rubble, it can't harm you, as the trap isn't set to do that. And I doubt you will even be able to pick the rubble up with your grab key. --Timenn-<talk> 19:11, 9 August 2009 (UTC)

Other Pressure Plates

Pessure plates can look different that just a brown plate-in Fort Homestead Heroes' Hall, there are pressure plates that look like other stones in the path, which are slightly raised and have black marks at the corners if I remember rightly.Maybe someone could put this on the article on better words? Volthawk 17:32, 18 October 2009 (UTC)

You're right. There is a different kind of Pressure Plate, commonly found in Ayleid ruins. I've added that to the description. --Timenn-<talk> 12:34, 19 October 2009 (UTC)

Triggering Land Mine traps

I notice that fire, frost and generic magic damage spells will trigger the mine, however lightning spells will NOT trigger it. Perhaps someone should update the article to reflect that one issue. Torinir 18:44, 14 February 2010 (UTC)

Prev: None Up: Oblivion talk:Traps Next: None