Dungeon Traps
Dungeon Traps are traps that can be found throughout the Catacombs. They can be found on every floor, and come in several types. When activated, traps will damage players for a percentage of their total HP, ignoring defense and true defense. Traps can only be activated by players, and will only damage players.
Pitfall Traps
[edit | edit source]Pitfall Traps activate when a player steps on them. Upon being activated on, the floor will fall out, bringing the player down with it. These traps are usually easy to spot - they come in wood or stone varieties, and stand out from the surrounding floor.

Pitfall traps are often positioned above a location potentially dangerous for the player (for example, a Flamethrower Trap). Pitfall Traps are easily avoided with transmission abilities, such as the Aspect of the End or its Upgrades. Pitfall traps are commonly found in the dungeon's randomly-generated rooms, but are also always present in the aptly-named Trap Room (appearing on Floor III and above). Pictured is one of these Trap Rooms - the andesite floor falls once touched, leading to Flamethrowers below. The only way to avoid Pitfalls in Trap Rooms is by completing the parkour, as abilities are disabled.
One pitfall trap can sometimes be found leading to Deathmites on the left of a Trap Room
Flamethrower Traps
[edit | edit source]Flamethrower Traps deal AOE damage to the player when they activate. When activated by a player walking in front of them, they cause the ground ahead of them to fill with orange particles, symbolizing fire. They look like a row of dispensers at the bottom of a wall.
Flamethrower traps can be difficult to spot, as they are layed into the wall, and can be difficult to avoid if a player does not have a transmission ability (however, by this stage of the game the player should have likely unlocked one) with which teleport over it, since they block of the entire width of a passage. Flamethrower Traps come on and off in pulses (signified by fire charge sounds), so the player can wait for them to deactivate, and then cross safely. These appear in trap rooms at the floor of parkour sections. and deal significant damage.
Note that flamethrower traps do NOT deal D.O.T (damage over time), as one may assume is the nature of fire.
Arrow Traps
[edit | edit source]Arrow Traps shoot out arrows, and are motion-activated. The arrows are shot out of dispensers placed on the side of a wall in a criss-cross pattern. A way to avoid this trap (as is the case with all dungeon traps) is to use a transmission ability to teleport past them.
Because arrow traps deal heavy damage in a single hit, it is recommended to sprint or teleport past them, and check around corners. Arrow traps can easily catch a player off guard, and may one-hit-kill, if the player is not at full health. For this reason they should be avoided at all costs.
Tripwire Traps
[edit | edit source]Tripwire Traps activate when a player walks over the tripwire. When activated, they explode (the explosion does not self-destruct the trap), dealing massive damage to the player. They appear along the ground, and can appear frequently in certain Trap Rooms.
The main danger of tripwire traps is that they are often hard to spot. However, they can be defused using a Defuse Kit (note that Defuse Kits should only be used if the player wants the extra intelligence, from defusing 45 traps, or know that they are going to cross that area numerous times. Otherwise, it is more usually efficient to simply avoid them).
Tripwire Traps can easily be avoided with a Transmission Ability, or simply by jumping over them.
Crusher Traps
[edit | edit source]Crusher Traps are colossal blocks, moving backwards and forwards towards a wall. They appear as large slabs of polished granite.
Crusher Traps deal extreme damage - usually one-shot-killing the player. they are found abundantly in Trap rooms, some Secrets, and rarely in the random Dungeon Rooms. Their danger does not come from the fact that they are hard to spot or avoid (they are not - however, if the player is distracted, they may walk into one and get stuck), but from the fact that they MUST be crossed to get to the destination (for example, a Blessing chest)
Crusher Traps cannot be circumvented - the player must wait until the crusher is retracted, and then run through the passageway. there is usually a dugout in the wall around halfway through the passage, that the player can wait in if they do not have enough Speed. Crusher traps often appear joined together (that being, two of them moving towards each other, or towards a similar point).
Deathmite Trap
[edit | edit source]Currently, there is only one deathmite trap, which is found in a certain Trap Rooms. It is found on the left of the said room, with a crypt blocking a lever. Upon blowing up the crypt, the lever behind appears. Flicking this lever opens a door in another section of the room, as well as caving in the floor behind the lever, revealing a pit of deathmites.
When flicking the lever, it is essential that you stand on a block adjacent to the lever or far to the right of it, or you will fall into the trap.
Tips
[edit | edit source]- At a higher level, traps can often be largely forgotten about, due to the fact that the player teleports around dungeon rooms so quickly, and there is a built-in lag time on traps.
- When hit, the damage is also usually not much of an issue - a few ticks of Flamethrower damage, or a Tripwire, can be healed off almost instantly with a Florid Zombie Sword or Gloomlock Grimoire
- Players should still remain vigilant when exploring tight areas, however, as an unsuspecting Dungeoneer's journey can be cut short very easily by a well-timed Arrow.
History
[edit | edit source]| SkyBlock Prototype | ||
|---|---|---|
| Jul 7, 2020 | 0.8 | Added Dungeon Traps. |