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All the traps
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Traps are environmental hazards which can cause damage, hinder movement, or otherwise get in your way.
- 1 Acid Barrels
- 2 Bottomless Pit
- 3 Dart Guns
- 4 Flamethrower
- 5 Flame Wall
- 6 Lightning Bolt Trap
- 7 Nocturnal Creeper
- 8 Poison Darts
- 9 Poison Gas
- 10 Poisonous Spores
- 11 Rock
- 12 Spear Trap
- 13 Spinning Blades
- 14 Spinning Chains
- 15 Swinging Spikes
- 16 Trip Wire
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 whole fighting the Ilambris Twins.
Skills and Abilities
- Watch your step.
Flamethrower traps are triggered by stepping on a pressure plate and activating the gouts of flames waiting in the walls.
Flame Walls are timed hazards that will spew fire for a few seconds and then stop for that amount of time. They run continuously.
Lightning Bolt Trap
Poison Darts are found most commonly in Xanmeers. Triggered by stepping on a pressure plate, these traps will barrage the player with a ticking poison Damage over Time, and can hit repeatedly.
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.
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.
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 Abilities
- You are crushed by the rock.
Spinning Blades are present in the Clockwork City, in such locations as Halls of Fabrication.
Trip Wire is a hazard that is 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.