Like the dungeons in Cyrodiil and Oblivion, the Shivering Isles are littered with traps. Although a few traps are familiar from the vanilla game (see notes), the dangers found in dungeons on the Isles are generally unique in appearance or function.
Most traps are tripped if you activate 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 you have not visited a particular cell for 72 in-game hours, everything in it respawns.)
Triggers
Button
Found in: Ruins |
Buttons will often only open a gate, but can sometimes trigger a trap instead. If the button next to a gate triggers a trap, you will have to look elsewhere for a mechanism to open the gate. Always be careful when pushing a button and look around first to see if there are signs of traps or other buttons.
Physical Traps
Physical traps usually damage their victims and push them backwards. The damage cannot be avoided by magical means; the only way to reduce damage from these traps is the Resist Normal Weapons effect. 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. As with trigger traps, physical traps can be used to a player's advantage to kill groups of enemies.
Cave In
Found in: Ruins |
Although it is impossible to actually recognize a column or ceiling that is about to cave in, there is a pattern in their placement. For example, when you see several columns in a row, there is a good chance that one will crumble (but usually not more than one per row). Some ruins may have no cave in traps at all, while some others are full with them. If you encounter one cave in, there is a good chance there are more in the area. Xeddefen is notable as the ruin with the most cave in traps.
Root Spikes
Found in: Aichan, Dire Warren, Dunroot Burrow, Fain, Fetid Grove, Gardens of Flesh and Bone, Knotty Bramble, Milchar, Rotten Den, and Xaselm |
The area targeted by the spikes is a narrow area perpendicular to the tunnel. Either avoid the trigger to avoid the trap, or move quickly over it.
Root Worm
Found in: Aichan, Dunroot Burrow, Fetid Grove, Knifepoint Hollow, and Rotten Den |
This trap will not physically move you, and can actually swiftly kill actors who wander into this trap by repeatedly damaging them.
Secret Wall
Found in: Ruins |
Some walls may not reveal an enemy, but instead hide treasure or even passages to other areas.
Trapped Floor
Found in: Ruins |
Sometimes spikes may be found under the trapped floor. In Ebrocca, some floors open and close after set time intervals. Some remote areas can only be reached by purposely falling through one of these traps.
Magical Traps
Magical traps fire spells at their victims. Depending on the spell cast, the effect can be absorbed, reflected, or resisted through magical means. Unlike physical traps, magical traps always aim directly at you, rather than at a fixed location. Magical traps will always "see" you, regardless of any Chameleon or Invisibility effects you may have.
Hunger Statue
Found in: Ruins |
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There are two main varieties of this trap: a normal version and a weaker version (with a reduced Damage Health effect). The weaker version is usually found in groups, and their combined effect is actually more dangerous than the standalone version. Effects for the weaker version of this trap are indicated by the levels shown in parentheses on the table.
A third, much less common variety employs an area Shock Damage spell with slightly lower stats than the standard Damage Health effect. This variety is found in only three places: two fallen hunger statues in Xeddefen, Felles and Xeddefen, Fales and a Sheogorath statue in Ebrocca, Masse.
The spell effect can be absorbed and resisted, but it cannot be reflected.
Scalon Statue
Level | Effect |
---|---|
1-6 | Damage Health 6pts in 12ft |
7-12 | Damage Health 12pts in 12ft |
13-18 | Damage Health 18pts in 12ft |
19-25 | Damage Health 24pts in 12ft |
26+ | Damage Health 30pts in 12ft |
Found in: Rotten Den, Ruins |
The spell effect can be absorbed and resisted, but it cannot be reflected.
Spore Pod
Level | Effects |
---|---|
1-7 | Drain Agility 5pts in 10ft for 15sec Fortify Speed 5pts in 10ft for 15sec |
8-15 | Drain Agility 5pts in 12ft for 20sec Fortify Speed 5pts in 12ft for 20sec |
16-23 | Drain Agility 10pts in 14ft for 25sec Fortify Speed 10pts in 14ft for 25sec |
24+ | Drain Agility 10pts in 16ft for 30sec Fortify Speed 10pts in 16ft for 30sec |
Found in: Aichan, Blackroot Lair, Corpserot Passage, Dire Warren, Dunroot Burrow, Fetid Grove, Knifepoint Hollow, Knotty Bramble, Rotten Den, and Swampgas Hole |
If you set off the trap by firing an arrow or spell at it, the trap may be used to hurt other actors. After the trap has been set off, it takes 15 seconds to recharge.
The spell effects can be absorbed and resisted, but not reflected.
Notes
- Dart traps and spike pits that appear in Oblivion are also used in Shivering Isles.