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Shattered Pixel Dungeon has added 23 new traps to the game, some with very devastating results. They now have unique sprites to help identify the trap visually, and have stopped using the level-dependent visual motif from original Pixel Dungeon. Traps have also been re-balanced, so that earlier levels will see a decline in the number of traps and less severe traps in general, but in later levels even more crippling traps effects will be prevalent. The enemies are still unable to trigger traps on their own, and will not move over discovered ones.

Trap probabilities Edit

Sewers Edit

8/48 chance (~16.7%) 4/48 chance (~8.3%) 2/48 chance (~4%)
Chilling trap Alarm trap Flock trap
Toxic gas trap Ooze trap Summoning trap
Worn dart trap Teleportation trap
Shocking trap Confusion gas trap
  • Note: On the first level of the sewers, the only trap that can spawn is the worn dart trap.


Prison Edit

8/60 chance (13.3%) 4/60 chance (6.7%) 2/60 chance (~3,3%)
Chilling trap Ooze trap Confusion gas trap
Burning trap Alarm trap Flock trap
Poison dart trap Gripping trap Summoning trap
Toxic gas trap Teleportation trap
Shocking trap


Caves Edit

8/63 chance (~12.6%) 4/63 chance (~6,3%) 2/63 chance (~3%) 1/63 chance (~1.5%)
Burning trap Explosive trap Confusion gas trap Pitfall trap
Poison dart trap Gripping trap Summoning trap
Storm trap Rockfall trap Warping trap
Frost trap Guardian trap
Corrosive gas trap


Dwarven City Edit

8/68 chance (~11.7%) 4/68 chance (~5.8%) 2/68 chance (~3%) 1/68 chance (~1.5%)
Frost trap Explosive trap Cursing trap Disarming trap
Storm trap Flashing trap Summoning trap Pitfall trap
Corrosive gas trap Rockfall trap Warping trap
Blazing trap Guardian trap
Disintegration trap Weakening trap


Demon Halls Edit

8/71 chance (~11,5%) 4/71 chance (~5,5%) 2/71 chance (~3%) 1/71 chance (~1%)
Blazing trap Explosive trap Summoning trap Disarming trap
Disintegration trap Guardian trap Warping trap Distortion trap
Frost trap Rockfall trap Cursing trap Pitfall trap
Storm trap Flashing trap Grim trap
Corrosive gas trap Weakening trap


Area traps Edit

Traps that can affect many targets in their respective range.

Alarm trap Edit

See Alarm trap
SPD Trap Red Dots
Alarm Trap
This trap seems to be tied to a loud alarm mechanism. Triggering it will likely alert everything on the level.
  • The alarm trap remains unchanged from the original Pixel Dungeon, waking up every enemy and causing them to head toward the triggered trap.

Burning trap Edit

See Fire trap
SPD Trap Orange Dots
Burning Trap
Stepping on this trap will ignite a chemical mixture, setting the surrounding area aflame.
  • Sets a 3x3 area aflame.

Blazing trap Edit

SPD Trap Orange Stars
Blazing Trap
Stepping on this trap will ignite a powerful chemical mixture, setting a wide area ablaze.
  • Sets a 2-tile radius (5x5 tiles area) aflame. Fire caused by this trap burns for 5 turns, unless it lands on water or a chasm (in which case it burns for one turn).

Chilling trap Edit

SPD Trap White Dots
Chilling Trap
When activated, chemicals in this trap will rapidly freeze the air around its location.
  • Creates a frigid air cloud in a 3x3 area, chilling anything caught in the effect.

Confusion gas trap Edit

SPD Trap Teal Grill
Confusion Gas Trap
Triggering this trap will set a cloud of confusion gas loose within the immediate area.
  • Seeds the space above the trap with 300 + (20 * depth) units of confusion gas which applies the vertigo debuff to any character in the cloud.

Corrosive gas trap Edit

Shattered-Corrosion gas trap
Corrosive Gas Trap
Triggering this trap will set a cloud of deadly acidic gas loose within the immediate area.
  • When triggered, this trap seeds 80 + (5 * depth) units of venom gas at the trap's position, which applies the venom debuff to any characters in the cloud.
    • Corrosion starting damage is equal to 1 + depth / 4 and will increase by 1 for each turn spent inside the cloud.

Distortion trap Edit

SPD Trap Teal Large Dot
Distortion Trap
Built from strange magic of unknown origin, this trap will shift and morph the world around you.
  • This trap will re-create the floor, destroying any previous items that hadn't been acquired, and regenerating a new distinct floor with items and enemies.
    • Floor-specific items (i.e. keys) will be removed from the Hero/ine's backpack.
    • Progression items (potions of strength and scrolls of upgrade) will not regenerate along the whole floor and will be permanently lost.
  • This can be considered a beneficial trap, essentially giving the player a new floor to loot.
    • Unfortunately, these traps are very rare and limited to the Demon Halls, arguably the most dangerous floors to explore.

Explosive trap Edit

SPD Trap Orange Diamond
Explosive Trap
This trap contains some powdered explosive and a trigger mechanism. Activating it will cause an explosion in the immediate area.
  • Sets a bomb explosion at the origin of the trap.
    • Explosion will harm creatures in 1 tile radius, dealing from depth + 5 to 10 + depth * 2 of physical damage.
    • Destroys items caught in the explosion.
      • Upgraded and unique items wont be destroyed. This feature can be used to understand what gear is upgraded.

Flock trap Edit

SPD Trap White Waves
Flock Trap
Perhaps a joke from some amateur mage, triggering this trap will create a flock of magical sheep.
  • It fills all open tiles in a 2-tile radius (centered on the trap) with immortal sheep.
    • Each sheep will last for 4 to 8 turns.

Frost trap Edit

SPD Trap White Stars
Frost Trap
When activated, chemicals in this trap will trigger a powerful snap-frost at its location.
  • Improved version of chilling trap.
  • When triggered, the trap will create 2-tile (5x5 area) radius of frigid air cloud that lasts 20 turns.

Guardian trap Edit

SPD Trap Red Stars
Guardian Trap
This trap is tied to a strange magical mechanism,[sic] which will summon guardians and alert all enemies on the floor.
  • The improved form of an alarm trap. When triggered, this trap will alert all enemies on the floor (except animated statues) and draw them to the trap's location. It will also generate multiple summoned guardians on the level based on the depth of the floor.
    • The number of summoned guardians created is equal to (depth - 5) / 5, rounded up.
    • Summoned guardians are created after the beckoning effect of the trap, so they won't necessarily head to the location of the trap. Unlike their animated statue brethren though, they are capable of being beckoned by other alarm/guardian traps or a scroll of rage.
    • Each summoned guardian carries an unenchanted and unupgraded weapon.

Rockfall trap Edit

Shattered-Rockfall trap
Rockfall Trap
This trap is connected to a series of loose rocks above, triggering it will cause them to come crashing down over the entire room!

Thankfully the trigger mechanism isn't hidden.

  • This trap will affect every creature standing inside room, dealing from 5 + depth to 10 + depth * 2 physical damage and paralyzing for 10 turns.
    • The doorways to the room the trap is in also count as part of the room and can be dangerous to stand in.
  • This trap, if triggered via Reclaim Trap spell, has only a maximum of 5x5 area range.

Toxic gas trap Edit

See Toxic gas trap
SPD Trap Green Grill
Toxic Gas Trap
Triggering this trap will set a cloud of toxic gas loose within the surrounding area.
  • The toxic gas trap remains unchanged from the original Pixel Dungeon, spawning 300 + 20 * depth units of toxic gas above it, which will deal 1 + depth/5 damage every turn.


Summoning trap
Edit

Modifies Summoning trap
SPD Trap Teal Waves
Summoning Trap
Triggering this trap will summon a number of monsters from the surrounding floors to this location.
  • The summoning trap remains unchanged from the original Pixel Dungeon, spawning 1 to 3 enemies of the area the trap is located in.

Shocking trap Edit

Shattered-Shocking trap
Shocking Trap
A mechanism with a large amount of energy stored into it. Triggering this trap will discharge that energy into a field around it.
  • This trap fills a 3x3 area with a field of electricity for 10 turns, which will electrify water, deal damage and paralyze creatures.

Storm trap Edit

Shattered-Storm trap
Storm Trap
A mechanism with a massive amount of energy stored into it. Triggering this trap will discharge that energy into a large electrical storm.
  • This trap is an upgraded version of the shocking trap.
  • This trap fills a 5x5 area with field of electricity for 20 turns, which will electrify water, deal damage and paralyze creatures.

Single tile traps Edit

These traps affect only their own tile, and whatever may be standing on them.

Cursing trap Edit

SPD Trap Violet Waves
Cursing Trap
This trap contains the same malevolent magic found in cursed equipment. Triggering it will curse all worn items, and all items in the immediate area.
  • This trap curses 1 (66%) or 2 (33%) pieces of equipment currently worn by the Hero/ine, and any upgradeable items that are on the tile of the trap when it's activated.
    • The effect will not overwrite existing enchantments and glyphs.
  • The trap will prioritize worn items which can gain additional negative effects from being cursed: artifacts, weapons without an enchantment, and armor without a glyph.
    • Take care when disarming this trap by throwing items onto it!

Disarming trap Edit

SPD Trap Red Large Dot
Disarming Trap
This trap contains very specific teleportation magic, which will warp the weapon of its victim to some other location.
  • If the Hero/ine steps on this trap, the disarming trap will unequip the Hero/ine's weapon and transport it to a random spot on the level.
  • If the trap is triggered remotely by tossing an item on it, the trap will teleport that item to a random spot on the map.
  • Fortunately, the destination of the teleported weapon/item will be visible, making it a bit easier to retrieve.

Flashing trap Edit

SPD Trap Yellow Stars
Flashing Trap
On activation, this trap will ignite a potent flashing powder stored within, temporarily blinding, crippling, and injuring its victim.

The trap must have a large store of powder, as it can activate many times without breaking.

  • This trap will apply the blinded debuff for 10 turns, crippled debuff for 20 turns and bleeding with starting damage equal to random number between 0 and 4 + depth, armor will reduce bleeding damage.
    • Enemies that are affected by this trap will immediately return to wandering status and head off in a random direction.
  • Despite the slightly misleading description, this trap will never break from use.

Gripping trap Edit

Modifies Gripping trap
Shattered-Gripping trap
Gripping Trap
This trap latches onto the feet of whoever trigger it, damaging them and slowing their movement.

Due to its simple nature, this trap can activate many times without breaking.

  • When triggered, this trap applies the bleeding and crippled debuffs to any character on the trap's tile.
    • The crippled debuff lasts 15 turns.
    • Starting bleeding damage is equal to random number between 0 and 2+depth, this damage may be reduced by any kind of physical armor (armor, barkskin, herbal armor, etc.)
  • Despite the slightly misleading description, this trap will never break from use.

Ooze trap Edit

SPD Trap Green Dots
Ooze Trap
This trap will splash out caustic ooze when activated, which will burn until it is washed away.
  • When triggered, this trap applies the caustic ooze debuff to any character present on the trap tile for 20 turns.

Pitfall trap Edit

SPD Trap Red Diamond
Pitfall Trap
This pressure plate rests atop a fairly weak floor, and will likely collapse into a pit if it is pressed.
  • When triggered, any non-flying character and/or item at the same tile as the pitfall trap will be dropped to a random location on the next floor as if they had fallen down a chasm.
    • As with chasms, this is fatal to all non-flying enemies.
  • If the pitfall trap is immediately impassable (such as in a hall), the trap will leave behind a deactivated trap. If it's at a location where it can be navigated around in the immediate area, however, it will leave a chasm at that spot. This prevents the floor from becoming impassable due to a triggered pitfall trap.
  • This trap, if triggered via Reclaim Trap spell, will not work on boss floors.

Warping trap Edit

SPD Trap Teal Stars
Warping Trap
Whatever triggers this trap will be warped to some other location in the dungeon.
  • When triggered, this trap will take anything on its tile (a character or items), teleport them to a random spot and make the Hero forget the floor layout.
    • Like other teleportation magic, this trap fails on any floors marked as a boss floor.

Teleportation trap Edit

SPD Trap Teal Dots
Teleportation Trap
Whatever triggers this trap will be warped to some other location on this floor.
  • When triggered, this trap will teleport whatever character and whatever items may be on the same tile as the trap to another random location on that floor.
    • Unlike the disarming trap, the location of teleported items will not be known, so care must be taken to remember what items to track down that were present on the trap when it was triggered, especially since they can end up in a previously explored area of the floor.

Weakening trap Edit

SPD Trap Green Waves
Weakening Trap
Dark magic in this trap sucks the energy out of anything that comes into contact with it.
  • When triggered, this trap will weaken the entity that activated it.
    • Hero will temporary lose 2 points of strength.
    • Enemy's attack damage will be reduced by 33%.
  • If unresisted, the weakening effect will last for 80 turns.
    • The duration is halved for bosses and minibosses.

Auto-aiming traps Edit

These traps automatically target the nearest creature and shoot it, applying effect of the trap.

Worn dart trap Edit

Shattered-Worn dart trap
Worn Dart Trap
A small dart-blower must be hidden nearby, activating this trap will cause it to shoot at the nearest target.

Due to its age it's not very harmful though, it isn't even hidden...

  • This trap will target to the nearest creature to shoot dart into it, dealing 1-4 physical damage.
  • This trap is never hidden.

Poison dart trap Edit

Shattered-Poison dart trap
Poison Dart Trap
A small dart-blower must be hidden nearby, activating this trap will cause it to shoot a poisoned dart at the nearest target.

Thankfully the trigger mechanism isn't hidden.

  • This trap will target the nearest creature to shoot a poisoned dart at, dealing 1-4 physical damage and poisoning the target. Does not deal damage to enemies with the inorganic property.

Disintegration trap Edit

Shattered-Disintegration trap
Disintegration Trap
When triggered, this trap will lance the nearest target with beams of disintegration, dealing significant damage and destroying items.

Thankfully the trigger mechanism isn't hidden.

  • This trap does (30 to 50) + depth damage
  • Any item heaps on the trap will be destroyed when the trap is triggered (including any item possibly used to trigger the trap).
  • Disintegration traps will also pick one random item out of your inventory and attempt to destroy it.
    • If the item is unique or upgraded, the disintegration will fail.
      • Unique items include anything with the "unique" flag set, such as the dew vial, armor kit, amulet, etc.
    • If the item is a single item, the item will be destroyed.
    • If the item is a stack of items, the trap will destroy a random amount of items in that stack.
    • If the item is a bag (potion bandolier, scroll holder, etc.), a random item in the bag will be targeted.
    • Disintegration traps can and will destroy any type of key.

Grim trap Edit

SPD Trap Grey Large Dot
Grim Trap
Extremely powerful destructive magic is stored within this trap, enough to instantly kill all but the healthiest of heroes. Triggering it will send a ranged blast of lethal magic towards the nearest character.

Thankfully the trigger mechanism isn't hidden.

  • This trap is (fortunately) never hidden.
  • If the Hero/ine's health is <= 90%, this trap will do fatal damage. If the Hero/ine's health is > 90% though, this trap will drop their health to 1.
    • Enemies will always take lethal damage from this trap, regardless of their health.
      • Bosses resist the grim trap effect if used against them with Reclaim Trap spells, Yog-Dzewa is completely immune against it.
  • The bolt from a grim trap will not travel through walls but will otherwise strike the nearest character regardless of how the trap is triggered.
    • This makes triggering a grim trap extremely dangerous, even if you are doing so from a distance.
  • Do not risk triggering this trap when starving, and only use it when you're sure you're not the nearest target!
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