Oblivion:Traps

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There are various types of traps in Oblivion, practically all of which are found in dungeons or the Planes of Oblivion. Most traps are tripped if the player activates a certain "trigger", which may be a physical object or an invisible proximity trigger. Traps are usually hidden in dark areas, or are blended into their environment, making them harder to avoid. After an activated trap resets, there is usually a small time period where it is safe to pass. They are returned to their original state altogether during a cell reset. (When a cell has not been visited by the player for 72 in-game hours everything in it respawns.)

[edit] Triggers

While many traps are triggered by proximity, others have a physical trigger of some kind. A careful player can avoid traps by avoiding the trigger. Clever players can use traps against his/her enemies by activating these triggers at the right time.


[edit] Claw Lever

Claw Lever
Claw Lever


Found in: Oblivion Citadels
Traits: A yellow, claw-shaped lever placed on the wall.
Action: When the lever is pulled, the trap linked to the Claw Lever will be set off.
Operating Mode: A Claw Lever resets in a few seconds after it is pulled. Whether it has any effect to pull it again depends on the trap linked to it.


[edit] Pressure Plate

Pressure Plate
Pressure Plate

Found in: Ayleid Ruins, Caves, Forts, Mines
Traits: A brown round metal plate lying on the ground. A loud clicking sound is heard when the Pressure Plate is set off.
Action: When sufficient weight is applied to the Pressure Plate its associated trap will activate. This weight need not come from an actor. The trap can be triggered from a distance by firing an arrow at the plate or by placing an item on the plate (for example, using Telekinesis).
Operating Mode: Except for a few rare cases, Pressure Plates only activate once; standing on the plate a second time has no effect.


[edit] Tripwire

Tripwire
Tripwire


Found in: Ayleid Ruins, Caves, Forts, Mines
Traits: A wire at ankle height, stretched between two wooden poles that are embedded in the ground and cannot be moved. The tripwire is usually set in narrow passages to maximize the effectiveness of a linked trap. A snapping sound is heard when the wire breaks.
Action: When something passes through the string, the wire breaks and the trap linked to the Tripwire will be set off.
Operating Mode: Tripwires lose their functionality after they are set off the first time.

The wire can also be broken from a distance by firing an arrow into one of the poles. If you are close enough, you can break the tripwire by activating it.

[edit] Physical Traps

Physical traps usually damage their victims and push them backwards. The damage cannot be Reflected, Absorbed, or Resisted by magical means. The damage dealt by Physical Traps is leveled and is calculated for each actor individually by using its own level. The amount of damage dealt is not affected by the difficulty slider.



[edit] Avalanche

Avalanche
Avalanche


Found in: Planes of Oblivion, exterior.
Traits: Look for light brown rocks lying on the top of a nearby hill. When the trap is set off, a rumbling sound will be heard and the screen will shake.
Action: When the player comes in close proximity to an avalanche trap, several rocks will come rolling down a nearby hill.
Operating Mode: The boulders will only be released once, but they will remain and can be moved by area of effect spells.
Effect: Anyone hit by rocks will receive 10 damage.

The Avalanche is frequently set off before you have time to reach it. Even if you are caught in an Avalanche, you can easily sidestep the falling boulders. Therefore, it seems reasonable that this trap was intended to be mostly decorative and not a true hindrance to the player.


[edit] Ayleid Ruin Spike Pit

Ayleid Ruin Spike Pit
Ayleid Ruin Spike Pit


Found in: Ayleid Ruins
Traits: Lightly tinted floors with small holes.
Action: When stepped on, the floor will descend onto spikes that shoot up through the holes in the platform.
Operating Mode: This trap will always remain active and cannot be disabled.
Effect: Anyone struck by spikes will receive 15 + 1.5 × Level damage.

When an actor triggers the trap, it will only take damage if it actually falls into the pit. The floor will lower even if no physical contact occurs, so jumping over the trap does not help. When the trap activates, move near the edge of the platform to avoid the spikes. After this trap has reset, it will take five seconds to rearm.


[edit] Cave In

Cave In
Cave In


Found in: Caves, Forts, Crumbling Mine, Ceyatatar
Traits: Loose rocks can be seen on the ceiling. When a Cave In is triggered, the screen shakes and a rumbling sound is heard.
Action: Rocks will fall, damaging anyone beneath them.
Operating Mode: The rocks will only be released once, but they will remain and possibly cover objects on the ground. The rocks will still do damage if they move fast enough, so be careful when firing area of effect spells at them.
Effect: Anyone hit by a falling rock will receive 5 + 1 × Level damage.

Cave Ins often occur in dead-end passages. These passages may be identified by loose rocks lying on the floor at the end.


[edit] Ceiling Spikes

Ceiling Spikes
Ceiling Spikes


Found in: Ayleid Ruins
Traits: Lightly tinted platform on the ground covered in bloodstains. A large, square-shaped gap in the ceiling will be present above the platform. Spikes may or may not be visible within the gap.
Action: When stepped on, the floor will rise to meet the spikes protruding from the ceiling, damaging anyone who comes into contact with the spikes.
Operating Mode: This trap will always remain active and cannot be disabled.
Effect: Anyone hit by spikes will receive 15 + 1.5 × Level damage.

The floor will only rise when an actor physically stands on it, so it is safe to jump over the trigger zone. It is possible to stand on the corner or sides of the rising platform and be missed by the spikes. After this trap has reset, it will take five seconds to rearm.


[edit] Citadel Guillotine Blade

Citadel Guillotine Blade
Citadel Guillotine Blade

Found in: Portals of Natural Disasters, The Claw Monolith, The Brooding Fortress, World Breaker; all are Oblivion Citadels.
Traits: A huge blade, perpendicular to the hallway, with yellow edges mounted on the ceiling. Unusual grooves, creases or gaps can be found in the wall.
Action: When triggered, the blade will quickly descend. When the blade reaches the ground, the screen will shake and a loud crashing sound will follow. The blade will stay down for a few seconds, and then slowly rise up again.
Operating Mode: This trap will always remain active and cannot be disabled.
Effect: Being struck by the blade causes 20 + 1.5 × Level damage.

It is possible to avoid a Citadel Guillotine Blade by either quickly running through the target area before the blade falls or by triggering the blade, stepping back, and passing under after the blade has retracted. This trap can also be triggered by a Claw Lever. Be careful, as even walking into the blade can damage you. After this trap has reset, it will take five seconds to rearm.


[edit] Citadel Spikes

Citadel Spikes
Citadel Spikes

Found in: Oblivion Citadels
Traits: Vertical rows of holes in the walls.
Action: When triggered, spears fly out of said holes.
Operating Mode: This trap will always remain active and cannot be disabled.
Effect: The spikes will cause 20 + 1.5 × Level damage.

Citadel Spikes are located on the walls of Citadels and are easily spotted, making them less dangerous than other traps. If you run directly through the target area, you will escape the damage zone before the spears can fully extend. Alternatively, it is possible to trigger the spears, step backward, and wait for them to retract back into the wall. After this trap has reset, it will take five seconds to rearm.


[edit] Citadel Trident Blade

Citadel Trident Blade
Citadel Trident Blade

Found in: The Flesh Spire, The Lust Keep, The Sorrow Keep, The Brooding Fortress, The Chaos Stronghold; all are Oblivion Citadels.
Traits: Large claw-like mechanism in the ceiling, usually near the entrance of a wide hall.
Action: When triggered, the blade silently swings down from the ceiling towards the player.
Operating Mode: The blade will only be released a single time but it will still do damage if you run into it.
Effect: Being struck by the swinging blade will cause 25 + 1.5 × Level damage.

This trap is difficult to dodge because it gives so little indication that it has been triggered. Dodge it by stepping to either side when you see the blade coming towards you. This trap can also be triggered by a Claw Lever.


[edit] Claw Trap

Claw Trap
Claw Trap

Found in: Planes of Oblivion
Traits: Small curved bone spikes on both sides of a path.
Action: When triggered, bone claws will protrude from the ground.
Operating Mode: This trap will always remain active and cannot be disabled.
Effect: This trap's main purpose is to block movement, although being only about ten feet in width, it is not particularly effective. The spikes do no damage.

Claw traps are fairly easy to avoid. The claws will remain above ground for 19 seconds, after which it will reset. It will take five seconds to rearm.


[edit] Crumbling Bridge

Crumbling Bridge
Crumbling Bridge


Found in: Ayleid Ruins, Forts
Traits: As the name indicates, this trap can be found on bridges. A Crumbling Bridge trap consists of a small section of a bridge that is rigged to give way as you pass over it. Sections of the bridge that are rigged to crumble will have a slightly lighter color than normal material. The bridge may also have small spike looking protrusions.
Action: When you step on the trapped section, it will crumble and part of the bridge will fall.
Operating Mode: The bridge will remain damaged after it has crumbled and it will be harder to maneuver over the bridge.
Effect: Anyone standing on a section that is trapped will fall. They may also be damaged, depending on the length of the fall.

Tread carefully when crossing bridges in Ayleid Ruins. Should you fall down, you will be forced to retrace your steps in order to return to the bridge. While this trap is not particularly dangerous, it can be bothersome to progress.


[edit] Darts

Darts
Darts


Found in: Forts
Traits: Look for a series of holes mounted on a wall.
Action: When triggered, darts will fire out of the holes in the wall.
Operating Mode: This trap will always remain active and cannot be disabled.
Effect: Being hit by a dart will cause 5 + 1 × Level damage per second.

This trap is fairly dangerous. It is possible to avoid these traps by stepping into trigger range, stepping back to avoid the trap, and running past once the trap has stopped firing. There is a short delay between firings. Although each individual dart is weak, they do add up, as anyone caught by a Darts trap will usually be barraged by a multitude. After firing, a Dart trap will not rearm for five seconds. It is not uncommon to find dart traps combined with other traps, e.g. a Crumbling Bridge that drops the player into the trigger range of a Darts trap.


[edit] Falling Blades

Falling Blades
Falling Blades


Found in: Ayleid Ruins
Traits: Look for large, rusted blades suspended by metal hanging from the ceiling.
Action: When triggered, the blade will fall.
Operating Mode: This trap will always remain active and cannot be disabled.
Effect: Anyone hit by a Falling Blade will receive 20 + 1.5 × Level damage.

Falling Blades are moderately dangerous, as they deal a fair amount of damage. However, they are easily spotted, making them far less dangerous than other, more inconspicuous traps. Falling Blades are avoided by either triggering the blade and jumping over it while it remains on the ground or by triggering the blade and waiting for it to reset. After this trap has reset, it will take five seconds to rearm.


[edit] Falling Logs

Falling Logs
Falling Logs


Found in: Caves, Mines, Forts
Traits: Look for a stack of wooden logs, often situated at the top of an incline or drop.
Action: When triggered, the logs will be released and become physics-based.
Operating Mode: The logs will only be released once, but they will remain and hinder your passage. Be careful when grabbing them or moving them with area of effect spells, as they will still do damage if moved fast enough.
Effect: The log will cause 30 + 1.5 × Level damage.

Falling logs appear singularly in the form of a pyramid-shaped pile. They can be either triggered or activated. Falling Logs are dangerous, as the damage dealt by a successful hit is large. However, they are easily avoidable, and can even be useful when tripped on purpose as a means of damaging enemies.


[edit] Gas Trap

Gas Trap
Gas Trap


Found in: Ayleid Ruins, Arkved's Tower, The Caverns of The Moth
Traits: Watch for small, floor-mounted squares or large gratings.
Action: When triggered, a poisonous gas is released that will cause damage within a small radius.
Operating Mode: This trap will always remain active and cannot be disabled.
Effect: Anyone within the gas clouds will receive 2 + 0.125 × Level damage per second.

The damage dealt by Gas Traps is minimal, but the trap is difficult to avoid. Most Gas Traps require a trigger to activate, but some are constantly active. Poison resistance negates the effects of this trap. Argonians are immune to Gas Traps because of their racial trait, which grants them immunity to poison.


[edit] Gas Room

Gas Room
Gas Room


Found in: Ayleid Ruins, Planes of Oblivion
Traits: Look for an open room with multiple pillars and a grate in the middle. A large indentation forming a square will also be visible around the perimeter of the trap. Gas Rooms found in Oblivion are generally identical, save for the material of the wall.
Action: When you enter the center of a Gas Room, walls will rise up around the pillars, trapping you inside. Shortly after, poisonous gas will begin to flood the room. The walls will lower after 8 seconds.
Operating Mode: This trap will always remain active and cannot be disabled.
Effect: The gas will cause 2 + 0.125 × Level damage per second. Additionally, gas in Oblivion will damage the Speed attribute.

There are usually items of value placed within Gas Rooms, in order to lure you into the trap. Some Gas Rooms require the activation of a button in order to lower the walls. Poison resistance negates the effects of this trap. Argonians are immune to Gas Rooms because of their racial trait, which grants them immunity to poison.

Bug Note: If you stand on the walls when they rise up, they will smash you through the roof. You can then walk around over the roof and see through various walls and ceilings. To return to the normal interior, jump into the void and the game will automatically teleport you back.


[edit] Rotten Plank

Rotten Plank
Rotten Plank


Found in: Caves, Flooded Mine, Fort Strand
Traits: Look for a plank used as a bridge to cross a gap.
Action: When stepped on, a Rotten Plank will break.
Operating Mode: The plank will not be replaced so it will be harder to maneuver over the gap.
Effect: Anyone standing on a Rotten Plank will fall while it is activated. Damage may be received depending on the length of the fall.

You are advised to avoid walking across any planks, as it is difficult to discern Rotten Planks from ordinary planks. Jumping across gaps spanned by planks is advised whenever possible. If a gap is too large to jump, you are advised to quickly run across that plank.


[edit] Spike Pit

Spike Pit
Spike Pit


Found in: Forts, Caves, Mines, Planes of Oblivion, The Caverns of The Moth
Traits: Look for holes in the bottom of corridor floors. Areas below Spike Pits are often populated with sharp spikes. Spike Pits in Planes of Oblivion may sit over lava. Also, Spike Pits may be covered by unstable gratings.
Action: If you are not careful enough to avoid the hole, you will fall through it.
Operating Mode: The trap is passive and it will always remain a hindrance to the player.
Effect: Falling into the trap causes 10 + 1.5 × Level damage. In addition, if you fall through a hole resting over nothing, you may be damaged, depending on the length of the fall. If you fall through a hole resting over lava, lava damage will be applied.

You are advised to walk carefully when passing through small corridors. If a hole is encountered, the simple solution is to jump over it. Be careful though, as you may hit the ceiling of the passageway, greatly cutting your jump short. If you fall through an ordinary hole or a hole resting over spikes, you will likely take damage and be required to retrace your steps in order to reach the corridor again. However, if you fall through a hole situated over lava, you will most likely die, as there are usually no escape routes from the lava chambers under holes. Also, note that other actors will not cause gratings over Spike Pits to fall when they step on them.


[edit] Spiked Barrier

Spiked Barrier
Spiked Barrier


Found in: Elenglynn, Niryastare, Nonungalo, Varondo; all are Ayleid Ruins.
Traits: Look for a grating with spikes welded onto it at the end of a hallway or long span. Once triggered, Spiked Barriers emit rattling sounds.
Action: When triggered, the spiked barrier will sweep back and forth.
Operating Mode: This trap will always remain active and cannot be disabled.
Effect: Anyone hit by the spiked barrier will be pushed away and will receive 20 + 1.5 × Level damage.

Spiked Barriers are triggered by proximity and will sweep across their platform. Attempting to cross its threshold during a sweep is inadvisable, as Spiked Barriers move quickly and are difficult to dodge. Avoiding a Spiked Barrier requires you to trigger it first and wait for it to reset, at which point you may bypass it.


[edit] Swinging Blades

Swinging Blades
Swinging Blades


Found in: Ayleid Ruins
Traits: Look for vertical slits that arch around corridor walls. After activation, Swinging Blades make loud, sweeping sounds with each swing. They may get "stuck" in the walls and stop swinging for one period.
Action: When triggered, multiple large blades will swing from side to side across the passageway. This will continue until the player has distanced himself from the Swinging Blades.
Operating Mode: This trap will always remain active and cannot be disabled.
Effect: Being struck by Swinging Blade causes 20 + 1.5 × Level damage.

Triggering a Swinging Blade trap is unavoidable. However, Swinging Blades can be dodged rather easily. Swinging Blades move both dependently and independently from each other, and their timing is varied. There is a large enough space between each blade to stand without fear of being struck. After the trap has been triggered, watch the pattern of the blades and pass at intervals in which there is no blade movement. Alternatively, you may opt to dash across a Swinging Blade trap in one motion, but this method is inadvisable, as the timing may change.


[edit] Swinging Log

Swinging Log
Swinging Log


Found in: Caves, Mines, Fort Strand, Mouth of the Serpent
Traits: Look for logs suspended by chains that are attached to the ceiling.
Action: When triggered, the log will be released and it will swing downward.
Operating Mode: Although the log will only be released once, it may still do damage if you move it enough while grabbing it, or firing area of effect spells at it.
Effect: Being hit by the log causes 15 + 1.5 × Level damage.

Swinging Logs are usually placed to strike an area a few feet in front of their trigger. More often than not, Swinging Logs are triggered by tripwires or pressure plates, both of which emit loud, noticeable sounds. If you wish to avoid Swinging Logs, you should stand still after hearing one of these sounds. The trap will most likely strike the area directly in front of you, leaving you unharmed. If you have good aim, you can use the grab function to stop the log and gently let go of it; you can even use the log against other enemies by pulling it up and releasing the log.


[edit] Swinging Mace

Swinging Mace
Swinging Mace


Found in: Ayleid Ruins, Caves, Forts, Mines
Traits: Look for maces suspended by chains that are attached to the ceiling.
Action: When triggered, the mace will be released and it will swing downward.
Operating Mode: Although the mace will only be released once, it may still do damage if you move it enough while grabbing it, or firing area of effect spells at it.
Effect: Depending on the variety, the mace will either deal 10 + 1.5 × Level damage, or 20 + 1.5 × Level damage.

Swinging Maces are usually placed to strike an area a few feet in front of their trigger. More often than not, Swinging Maces are triggered by tripwires or pressure plates, both of which emit loud, noticeable sounds. If you wish to avoid Swinging Maces you should stand still after hearing one of these sounds. The trap will most likely strike the area directly in front of you, leaving you unharmed. There are two varieties of Swinging Mace; the first is a small, ball-shaped mace and the second is a larger, cylinder-shaped mace. If you have good aim, you can use the grab function to stop the mace while it is swinging and gently let go of it; you can even use the mace against other enemies by pulling it up and releasing the mace.

Additionally, some Swinging Maces that are located above thrones in abandoned Forts differ slightly from the usual. These particular traps are unique in that they are triggered when you sit on the throne.

[edit] Magic Traps

Magic traps fire spells at their victims. Dependent on the spell cast, the effect can be Absorbed/Reflected/Resisted through magical means. Unlike Physical Traps, Magic Traps always aim at the player character itself, rather than at a fixed location.



[edit] Dark Welkynd Stone

Dark Welkynd Stone
Dark Welkynd Stone
Level Damage
1 - 5 10pts
6 - 10 20pts
11 - 15 35pts
16 - 20 70pts
21+ 110pts


Found in: Ayleid Ruins, Arkved's Tower, Shrine of The Moth
Traits: Look for crystals set in pillars (the pillar starts and stops above and below the crystal).
Action: When you are within range, the Stone will charge and fire an elemental damage spell.
Operating Mode: This trap will always remain active and cannot be disabled.
Effect: The trap casts a Frost Damage spell or Shock Damage spell on Target.

When you move into range, the Dark Welkynd Stone will begin to charge and glow red, warning that it is about to fire. Some stones will power down if you stop moving; some will only power down if you move out of its range. The spell fired by the Dark Welkynd Stone can be Absorbed/Reflected/Resisted.


[edit] Fire Turret

Fire Turret
Fire Turret
Level Damage
1-7 6pts
8-15 20pts
16-20 30pts in 10ft
21+ 50pts in 15ft


Found in: Planes of Oblivion, both exterior and in Citadels.
Traits: Look for large pillars with claw-like mechanisms at the top.
Action: When the player comes within range, the top of the tower will begin to spin. If the player remains within range, the Fire Turret will shoot a Fire Damage spell at the player.
Operating Mode: This trap will always remain active and cannot be disabled.
Effect: The trap casts a Fire Damage spell on Target.

The projectile of the Fire Turret can be dodged easily enough, but at higher levels the fireballs will have an area of effect, making it much harder to avoid. The trajectory of the turret's fireball, like other projectiles, may be thrown off by quickly changing directions as the spell is fired. If done correctly, the fireball should travel in an odd direction. The tower will not fire if you are too close to it.
The fireball can be Absorbed/Reflected/Resisted.


[edit] Land Mine

Land Mine
Land Mine


Found in: Planes of Oblivion, both exterior and in Citadels.
Traits: Look for small, claw-like mechanisms embedded in the ground.
Action: When triggered by proximity, the Land Mine will eject from the ground and spin upwards to about one and a half feet height, at which point it will launch a fireball at the player. When triggered by a projectile, the Land Mine will explode right away and launch a fireball at the player.
Operating Mode: A mine explodes once and it will only leave some debris.
Effect: The trap casts a Fire Damage spell on Target.

If you spot a Land Mine before it sets off, you can disarm it remotely by firing a projectile weapon or ranged damage spell at it from a safe distance. The mine will still launch its fireball at you, so stand ready to sidestep it. In the case that a Land Mine is triggered by proximity, quickly back away and out of range before the Land Mine detonates. It will lower and not explode, allowing you to defuse it as described above. The Fire Damage spell fired by the Land Mine can not be Absorbed/Reflected/Resisted.

Level Damage
1-4 Fire Damage 2pts in 14ft for 5sec on Target.

Fire Damage 26pts in 14ft on Target.

5-8 Fire Damage 4pts in 14ft for 5sec on Target.

Fire Damage 32pts in 14ft on Target.

9-12 Fire Damage 6pts in 14ft for 5sec on Target.

Fire Damage 38pts in 14ft on Target.

13-16 Fire Damage 8pts in 14ft for 5sec on Target.

Fire Damage 44pts in 14ft on Target.

17-20 Fire Damage 10pts in 14ft for 5sec on Target.

Fire Damage 50pts in 14ft on Target.

21-24 Fire Damage 12pts in 14ft for 5sec on Target.

Fire Damage 60pts in 14ft on Target.

25+ No spell fired.*

* The mine will detonate but it will fire no spell at all.

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