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Traps are environmental hazards which can cause damage, hinder movement, or otherwise get in your way.

Abyssal AssaultEdit

 
Abyssal Assault

Abyssal Assault functions exactly like Slaughterfish does. It prevents you from swimming too far from the intended area by dealing rapidly increasing ticks of Oblivion Damage. Abyssal Assault replaces Slaughterfish in Apocrypha.

There is one achievement associated with Abyssal Assault:

Achievement Points Description
   Slaughtered by Tentacles 5 Defeated by tentacles in Apocrypha.

Acid BarrelsEdit

Ancient SpikesEdit

 
Ancient Spikes

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

 
An avalanche at Sorrow

These periodic, naturally occurring events threaten to make the unwary adventurer lose their footing and kill them. They deal moderate damage and knockbacks targets hit towards the ravines. These can only be found during the ascension of Sorrow 

Bear TrapsEdit

 
Bear Trap

Bear Traps will cause high physical damage and stun the character for two seconds if they are stood on and triggered. You have the option of interacting with them to set them off prematurely.

Bottomless PitEdit

Bottomless Pits are deep holes or chasms in the ground found in many areas that the player can fall into and instantly 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 falling off the arena while fighting the Ilambris Twins in Crypt of Hearts I. 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

 
Dormant
 
Active

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 continuous Shock Damage. It looks like electrical trip wire.

Electrical Discharge ValveEdit

 
A Dwemer electrical discharge valve

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, which deals minor shock damage and knocks back targets hit. They are especially deadly in Nchuleftingth's Ruins where they push you into a Bottomless Pit.

FlamethrowerEdit

 
An inactive flamethrower
 
An active flamethrower

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.

 
An active flamethrower in Xi-Tsei

Flame JetEdit

 
A flame jet
 
An inactive flame jet

The flame jets are flamethrowers that continuously spew flames, dealing continuous moderate flame damage, until they are deactivated by pulling a lever. They are found at the Black Market in Zenithar's Abbey.

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 which also applies a 5 second flame damage over time effect named "Coldharbour Flames".

Flame WallEdit

 
Dormant
 
Active

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.

Frigid WatersEdit

 
Frigid Waters
 
Frigid Waters' visual effect on a player

Frigid Waters are cold patches of water in the ice-themed arenas of Infinite Archive. Each second spent in those waters gives you a stack of "Frigid Waters" for one second. You are dealt frost damage and snared for one second each time you get a stack. Each stack adds frost damage and snare power to this effect.

Ghostly GripEdit

 
Searching
 
Triggered

Ghostly Grip reach up from the ground to grapple you, dealing minor magic damage and stunning you. They can be found in Ghost Haven Bay Cavern (in the collapsed cave), Spire of the Crimson Coin and in Fathoms Drift (with a blue-colored animation).

Grasping RootsEdit

 
Grasping Roots
 
Ensnared in Grasping Roots

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.

Grasping TentaclesEdit

 
Grasping Tentacles

Grasping Tentacles are green-colored tentacles found throughout Apocrypha. When stepped on, you are dealt moderate magic damage, knocked back and stunned for 2 seconds. This trap has no cooldown. This trap doesn't activate if you walk on it while in Crowd Control Immunity and even staying inside after Crowd Control Immunity expires, exiting the trap will make you vulnerable to it again. It will set off even if you are invisible.

HackwingEdit

 
Hackwing crossing two portals

In Nchuthnkarst, at fixed areas, sometimes two portals open and a Hackwing exits from one to go into the other, dealing damage and knocking down targets in its wake with its "Portaling" ability. The hackwing has no health bar and is untargetable.

Heretical LiteratureEdit

 
Heretical Literature
 
The tentacle appears

Heretical Literature appear as open books found around Apocrypha and its delves. When triggered a tentacle emerges from the book, knocking back nearby targets then swipes around, knocking back nearby targets again over before disappearing.

Hist PondEdit

 
A Hist Pond

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.

Iron AtronachEdit

 
Iron Atronach and the "Blast Furnace" areas

Iron Atronach are non-NPC environmental Iron Atronachs found in the south part of The Deadlands: The Burn. The iron atronach continuously spews lava in front of it so there is always 5-6 "Blast Furnace" areas on the ground. Standing in those areas deals continuous minor flame damage. For some reason the lava spewn doesn't deal damage when impacting the ground.

LaserEdit

 
Laser trap in Nchuleftingth

Lasers are four lines of electricity lined verticaly that activate on a pattern found in Nchuleftingth Control Room. They deal extremely fast minor ticks of "Generic" damage to anyone standing inside which makes it deadly. The Death Recap's name is "Laser Damage". "Generic" damage is reduced by your Armor rating.

Lava PoolEdit

 
Lava Pool

Lava Pools, or sometimes simply Lava, deal continuous minor flame damage to targets inside in numerous places such as Embervine, Molavar, The Black Forge and the lava-themed arenas of Infinite Archive. They deal continuous high flame damage to targets inside in Blessed Crucible, The Brimstone Den and The Cauldron. Lava serves as out-of-bounds in The Deadlands but still deals continuous minor flame damage so you can freely swim inside with only minor tanking investement. Invisible walls far in the out-of-bounds will still block you.

Lightning Bolt TrapEdit

(?)

Lightning StrikeEdit

 
Lightning Strikes

Lightning Strikes are areas where lightning strikes in the east part of The Deadlands: The Sever. Many can be seen at Annihilarch's Summit. They periodically deal moderate-high shock damage in an area. Ironically, they always strike the same location.

Molten DestructionEdit

 
Molten Destruction splash when hitting the ground
 
Molten Destruction falling

Molten Destruction are pieces of lava launched at you by the environment lava in the places they appear. They deal, in a area, moderate flame damage in Theater of Despair and in the lava-themed arenas of Infinite Archive, and very high flame damage in Coldharbour Colosseum.

  • Note that the lava left on the ground is purely visual.

Necrotic PoisonEdit

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Necrotic Poison is the poisoned pool which surrounds the platform where you fight the Gravelight Sentry in Imperial City Prison. It deals continuous high poison damage and snares targets inside.

Nocturnal CreeperEdit

 
Nocturnal Creeper

Nocturnal Creepers are shadowy tendrils that will snare and silence players they catch in their roots. They are summoned by Z'Maja in Cloudrest.

PlantsEdit

Four type of plants that are found in many places in ESO act as traps/hazards. They have their own pages: Catapult Cabbage, Gas Blossom, Lantern Mantis and Static Pitcher.

PoisonEdit

 
Poison

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.

Poisoned DartsEdit

 
Poisoned Darts

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

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

 
Red Rook Trap, as seen when you crouch.

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

 
Rock

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. It deals moderate physical damage (named Crushed in the death recap).

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.

Rune TrapEdit

 
Rune Trap

Rune Traps are magical runes on the ground of Apocrypha that emanate dark fumes and activate upon walking on them. They deal moderate magic damage and reappear a few seconds after activating. Sneaking on them does not activate them.

SlaughterfishEdit

Slaughterfish are used as out-of-bounds in areas with water. They have their own page.

Spear TrapEdit

Spike TrapEdit

 
Dormant
 
Active

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 Dragonstar Arena, Pinepeak Cavern and Nonungalo. need other locations Round Spike Traps are found in the Lost Sanctum part of Imperial City Prison before Lord-Warden's Council, those actually damage enemies as well.

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Spinning BladesEdit

 
Dwemer Spinning Blade

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 Vent in Blackreach
 
Steam Vent in Coldharbour
 
Large steam vent in The Great Shackle
 
Steam Vents introduced in Arkthzand

Steam Vents are found primarily in Dwarven ruins and Coldharbour's industrial places. They deal two minor ticks of flame damage to targets standing in the steam (named "Searing Steam" in death recap) in Coldharbour while dealing nine minor ticks of flame damage in Dwarven Ruins. In Coldharbour most of them are square-shaped but some can be larger and in Dwarven ruins they often ressemble a small round metal plate pulsing with steam. They can be found in: Blackreach, Nchuleftingth, Rkhardahrk, The Great Shackle, The Scraps and in Volenfell: The Guardian's Skull.

Swinging BladesEdit

 
Swinging Blades Trap in Arpenia

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 LogsEdit

 
Swinging Log

Swinging Logs are logs of wood that swing between trees in Galen. They deal minor physical damage, knock back and stuns targets hit. They are continuously active, they swing back and forth then they have a small pause until the next swing happen.

Swinging SpikesEdit

TornadoEdit

 
Tornado

Tornadoes are wind tornadoes found in the north part of The Deadlands: The Sever. Many can be seen at Annihilarch's Summit. Going in contact with one will deal moderate damage and knock you high in the air. If you come in contact while mounted, you only take damage.

Trip WireEdit

 
Intact Trip Wire
 
Àn already-used Trip Wire

Trip Wires are a hazard that serve as a catalyst for other traps by walking on them. They mostly unleash falling rocks which deal high physical damage, knocks down and stuns targets hit in an area, but other types of traps can be triggered, or in the case of the Thieves Guild dlc, you may be tripped or Revealed. Crouching will reveal them with a bright yellow glow and crouching close to them makes you able to disarm them with a press of your action key. After being triggered, they re-arm themselves after some time. They unleash falling rocks in Deadhollow Halls and Silorn. need more locations

Vampiric MineEdit

 
Vampiric Mine

Vampiric Mines are runes inscribed on walking surfaces. When stepped on they trigger, dealing moderate magic damage. These can be found in Castle Grayhome, Emerald Glyphic Vault, Nighthollow Keep, Shrine of the Golden Eye and the Spire of the Crimson Coin.

Volatile PoisonEdit

 
Volatile Poison's plant
 
Volatile Poison's visual effect on a player

Volatile Poison is a green smoke area hazard spewn by a specific type of plant. It can be found in Stage 7 of Maelstrom Arena, in Bedlam Veil and in Mota-ka. It deals massive poison damage over time in Maelstrom Arena and in Bedlam Veil and minor poison damage over 30 seconds in Mota-Ka. Also in Maelstrom Arena and in Bedlam Veil your screen turns green and you cannot purge the DoT with a cleanse ability, you must instead walk into a nearby water pool to do it. Getting hit by a second plant while under the first's DoT only refreshes its duration.

Watcher SentryEdit

 
Watcher Sentry's gaze
 
Watcher Sentry's laser attack

Watcher Sentries are Watchers that patrol an area with their gaze in Apocrypha. Getting spotted will make the watcher shoot a tracking green laser with its large eye, dealing very minor magic damage in an area over five seconds and stunning targets hit for one second. Its gaze passes through your invisibility. It isn't an usual watcher enemy as it is primarily an environmental hazard, you cannot attack it and displays nothing if you point it.

Welkynd ChillEdit

 
Welkynd Chill

Welkynd Chill are altars with a floating crystal on top of them located in the Necromancer-controlled areas of Silorn. Getting close to one for a second makes it launch a frost bolt at you, dealing low frost damage on hit then snaring for 8 seconds. A Welkynd Chill will fire at you only every 8 seconds. Getting hit again while under the snare of a previous Welkynd Chill only refreshes its duration.

Welkynd FlareEdit

 
Welkynd Flare

Welkynd Flares are altars with a floating crystal on top of them located in the Animal-controlled areas of Silorn. Getting close to one for a second makes it launch a fire bolt at you, dealing low flame damage on hit then minor flame damage over 8 seconds. A Welkynd Flare will fire at you only every 8 seconds. Getting hit again while under the DoT of a previous Welkynd Flare only refreshes its duration.

Wildburn Grasping RootsEdit

 
Wildburn Grasping Roots
 
Ensnared in Wildburn Grasping Roots

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.

 
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