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Shattered Pixel Dungeon has added 23 new traps to the game, some with very dangerous effects. 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 trap effects will be prevalent. The enemies are still unable to trigger traps on their own, and will not move over discovered ones. While Shattered PD has a lot more traps than vanilla PD, most of them fall into a few basic categories.

Elemental traps[]

When triggered, these traps create a harmful elemental area of effect that lasts for several turns. These traps can be safely disarmed by throwing an item at them if you keep your distance, but be wary as some elemental effects can destroy certain items.

Burning Trap[]

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. Fire will destroy scrolls (except scrolls of upgrade), cook mystery meat, and can spread through flammable terrain.

This trap is very dangerous if there isn't any water nearby as fire deals a lot of damage and will likely destroy some of your scrolls unless you have a scroll holder. Fortunately, you can also extinguish it by splashing yourself with any potion or stepping on water.

Blazing Trap[]

SPD Trap Orange Stars
Blazing Trap
Stepping on this trap will ignite a powerful chemical mixture, setting a wide area ablaze.

Improved version of the burning trap, sets a 5x5 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).

Due to the long duration of this area of effect, you have to move away before extinguishing the fire.

Chilling Trap[]

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 for 3 turns. If the chill debuff duration on any character reaches 10 turns, it will be frozen until the area of effect dissipates. Frigid air will destroy potions (except potion of strength) and freeze mystery meat.

Luckily, you can avoid freezing by immediately moving away. Freezing also isn't harmful on it's own, but it leaves you open to enemy attacks and will likely destroy some of your potions unless you have a potion bandolier.

Frost Trap[]

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.

Unlike in the case of the chilling trap, you can't move from the area of effect before freezing with base movement speed. Teleport away if you don't want to risk your potions breaking.

Shocking Trap[]

See Lightning trap
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 spreads through water, recharges wands, paralyzes creatures and deals up to 2 + depth/5 damage every other turn.

Luckily, the damage can cause the Hero to break from paralysis allowing him to escape. In addition to that, you can use the electricity to recharge your wands, just wait until it dissipates before picking them up.

Storm Trap[]

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.

Improved version of the shocking trap. It fills a 5x5 area with fields of electricity for 20 turns. Very dangerous.

Gas traps[]

When triggered, these traps will release a harmful cloud of gas and anyone that stepped on the trap will be caught in it. You can escape it by moving diagonally as the gas spreads slower in that direction. This type of trap can be also safely disarmed from a distance. Just bear in mind that it will take quite some time before the gas dissipates and the room where it was is safe again depending on the size.

Confusion Gas Trap[]

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.

Getting away from this gas without teleportation is very difficult as you won't be able to control the direction in which you walk. It itself doesn't harm you but it's very dangerous in combination with other hazards as you suddenly can't escape them. If you get caught in the gas, it's usually safer to stay in place than to walk around randomly as you might trigger other more dangerous traps, run into enemies that otherwise would have also been confused by the trap; or even fall into a chasm.

Toxic Gas Trap[]

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.

Corrosive Gas Trap[]

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 corrosive gas at the trap's position, which applies the corrosion debuff to any characters in the cloud. The debuff deals 1 + depth / 4 damage every turn, increasing by 1 for each turn spent inside the cloud until the character escapes.

Enemy alerting/summoning traps[]

Flock Trap[]

SPD Trap White Waves
Flock Trap
Perhaps a joke from some amateur mage, triggering this trap will create a flock of magical sheep.

When triggered, this trap fills all open tiles in a 2-tile radius (centered on the trap) with magic sheep. Each sheep will last for 4 to 8 turns before disappearing.

This trap causes no harm, unless you are already caught in some hazardous blob. In fact, it can be beneficial for you as the sheep will stop any enemy from reaching you.

Alarm Trap[]

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.

Guardian Trap[]

SPD Trap Red Stars
Guardian Trap
This trap is tied to a strange magical mechanism, which will summon guardians and alert all enemies on the floor.

The improved form of an alarm trap. When triggered, this trap alerts all enemies on the floor (except animated statues and mimics) and draws them to the its location. It will also generate (depth - 5) / 5 (rounded up) summoned guardians on the level based on the depth of the floor. Each guardian carries an unenchanted and unupgraded weapon.

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.

Summoning Trap[]

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.

Distortion Trap[]

SPD Trap Teal Large Dot
Distortion Trap
Built from strange magic of unknown origin, this trap will summon all manner of creatures to this location.

More chaotic version of Summoning trap. When triggered, this trap spawns between 3-5 random creatures on surrounding tiles given enough space. These creatures will include:

  • The Rat King (has only 1% chance to spawn and will immediately run towards the staircase to get back to his room)
  • 1 - 3 regular enemies (no rare variants)
  • 1 Non-standard enemy (if it's a piranha and spawns on land, it instantly dies)
  • 0 - 1 rare enemy

Since this trap can summon any enemy in the game except bosses and minibosses regardless in which depth it is, it can be extremely dangerous if you get unlucky. Be prepared for suddenly facing a group of very powerful foes once you reach the Dwarven City, where it can first appear.

Teleporting traps[]

While these traps are not directly harmful, they can teleport you or your items away. You can safely disarm them by throwing an item from a distance, but that item, even a unique one, will be teleported away.

Disarming Trap[]

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 steps on this trap, the disarming trap will unequip the Hero's weapon unless it's cursed and transport it to a random spot on the level between 10 and 20 tiles away. Other weapon wielding creatures (like animated statue) will be instantly killed upon stepping on it (ignoring any damage resistance). Creatures without a weapon will be unaffected. If the trap is instead triggered by tossing an item on it, the item will be teleported to a random spot on the map.

Losing your weapon is a big deal, especially if you heavily rely on it. Having a way to deal with enemies without it is necessary for your survival. Fortunately, the destination of the teleported weapon/item will be visible, making it a bit easier to retrieve. Alternatively, you can protect yourself against this trap by deliberately cursing your weapon with the curse infusion spell or a cursing trap.

Teleportation Trap[]

SPD Trap Teal Dots
Teleportation Trap
Whenever this trap is triggered, everything around it will be teleported to random locations on this floor.

When triggered, this trap teleports all characters and items in 3x3 radius to another random location on that floor. The location will be different for every teleported item or creature.

This trap usually isn't very harmful and it can can save you a scroll of teleportation when you need to teleport. However, unlike the disarming trap, the location of teleported items will not be known, so if you throw an item onto it, you might have to search the entire floor to get it back.

Like most other forms of teleportation magic, this trap has no effect on boss floors.

Warping Trap[]

SPD Trap Teal Stars
Warping Trap
This trap is similar to a teleportation trap, but will also cause the hero to lose their knowledge of the floor's layout!

Improved version of the teleportation trap. Just like it, this trap randomly teleports any nearby items or creatures when triggered. However, if the Hero is teleported by it, he forgets the floor layout.

Like teleportation trap, this one usually isn't very harmful, you just have to remember the floor layout.

Like most other forms of teleportation magic, this trap has no effect on boss floors.

Permanent traps[]

These traps can go off an unlimited number of times, which makes throwing items at them pointless. Luckily, permanent traps never appear in small corridors where the Hero can't walk around them. It's also still possible to get rid of them with trap removing items like the potion of storm clouds or stone of disarming.

Gripping Trap[]

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 crippled debuff for 10 turns and bleeding with starting damage equal to random number between 0 and 2 + depth/2 to any character standing on it. Initial bleeding damage will be reduced by 1/2 of the creature's armor.

Flashing Trap[]

Shattered-Flashing trap
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.

Improved version of the gripping trap. When triggered, this trap applies the blinded debuff for 10 turns, crippled debuff for 20 turns and bleeding with starting damage equal to a random number between 0 and 4 + depth/2 to any character standing on it. Initial bleeding damage will be reduced by 1/2 of the creature's armor. Enemies that are affected by this trap will immediately return to wandering status and head off in a random direction.

Gateway Trap[]

Shattered-Gateway trap
Gateway Trap
This special teleportation trap can activate an infinite numbers of times and always teleports to the same location.

This trap functions similarly to teleportation trap, except it only teleports the creature/item that triggered it and always to the same location.

Like most other forms of teleportation magic, this trap has no effect on boss floors.

Auto-aiming traps[]

These traps automatically target the nearest creature and shoot at it when triggered, applying effect of the trap. Due to their nature they are harder to disarm safely, most commonly by using them when another creature is closer to one than the Hero. Luckily, auto-aiming traps never appear in small corridors where the Hero can't walk around them.

Worn Dart Trap[]

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 targets the nearest creature to shoot dart into it, dealing 4-8 physical damage.

Poison Dart Trap[]

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 4-8 physical damage and poisoning the target for 8 + ((2*depth) / 3) turns.

Very similar traps also appear during Tengu fight. These ones, however, turn invisible after a short time after spawning. They will also never target Tengu, even if he is a closer target; attempting to use them to player's advantage during the fight is ill-advised.

Disintegration Trap[]

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 deals (30 to 50) + depth magic damage to the nearest creature. Additionally, any item heaps on the trap tile will be destroyed including any item possibly used to trigger the trap (won't destroy unique and upgraded items). Despite shooting a disintegration beam, this trap cannot fire through walls. Therefore, it can be safely disarmed it the same cases as other auto-aiming traps, just remember to use a non-destructible item to trigger it.

Grim Trap[]

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 hits the nearest target dealing magic damage equal to its current HP. However, if the target is a Hero with more than 90% HP, the trap will deal 1 less damage letting them survive with 1 HP. Regular enemies will always die to this trap unless they have some form of damage resistance, bosses are resistant to it (though the trap does not normally spawn before the last area, and thus cannot be used on other bosses), and Yog-Dzewa is immune.

This trap is extremely dangerous, as triggering it by accident will likely result in the Hero's death, unless they have a ring of elements or tenacity, or armor of antimagic. Even at 90+% HP the Hero might still die when starving mere turns later as they lose their last HP to starvation damage, or get sniped by an enemy.

Other traps[]

Explosive Trap[]

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.

When triggered, this trap 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. The explosion will destroy any item caught in it except unique and upgraded items.

Luckily, this trap doesn't generate regularly and can only be encountered in minefield rooms or room of traps. In addition to that, it can be safely disarmed by throwing a unique or upgraded item onto it from a distance. Like any explosion, it can be used to determine whether an unidentified piece of gear is upgraded, though at the risk of destroying it in the case that it is not upgraded.

Geyser Trap[]

Shattered-Geyser trap
Geyser Trap
When triggered, this trap will cause a geyser of water to spew forth, knocking away all nearby characters and converting the surrounding terrain to water.

When triggered, nearby tiles are flooded and any characters within 1 tile of the trap are thrown 2 tiles back. The character that triggers the trap is thrown back 2 tiles in a random direction, but if it is the Hero, it's never thrown to any hazard (trap or pit). This makes geyser trap mostly harmless and potentially useful when running from enemies.

Ooze Trap[]

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 in 3x3 area around the trap tile for 20 turns.

Pitfall Trap[]

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, it does nothing in that turn besides warning the Hero if they stepped onto it. The next turn any non-flying character and/or item in a 3x3 area around the 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 creatures except the Hero. Monsters killed by chasms only grant half of their normal experience, and any potion they dropped as part of their loot will be destroyed as if it was thrown.

While falling down can easily kill you if you don't have a Potion of Healing, you have 1 turn to teleport away or drink a potion of levitation to avoid it. You can safely disarm this trap item onto it from a distance, but you will then have to find it on the next floor. This trap is probably the best trap to reclaim as it can one-shot multiple enemies and even destroy a demon spawner.

This trap, if triggered via Reclaim Trap spell, will not work on boss floors.

Rockfall Trap[]

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.

When triggered, this trap will affect every creature standing inside the same room as it, dealing 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 range of a 5x5 area.

Cursing Trap[]

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.

When triggered, this trap curses a weapon or armor currently worn by the Hero if he stepped on it and any items on the tile of the trap that can be cursed. Creatures other than the Hero aren't effected by it. When choosing between a weapon or armor, the trap will prioritize worn items, which can gain additional negative effects from being cursed (weapons without an enchantment, and armor without a glyph) as it cannot overwrite existing enchantments and glyphs. It will never curse the Mage's staff.

This trap isn't very dangerous if you have a way to remove the curse. Without it, some of the curse effects can be quite problematic. However, if you have both enchantment on your weapon and glyph on your armor, the trap will just make one of these items impossible to unequip, which likely won't be a problem in the lategame.

Weakening Trap[]

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 by a creature, this trap will afflict it with the weakness debuff reducing its physical attack damage by 33% for 60 turns (10 turns for bosses and minibosses).

Trap probabilities[]

Sewers[]

4/25 chance (16%) 2/25 chance (8%) 1/25 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
Gateway trap
  • Note: On the first level of the sewers, the only trap that can spawn is the worn dart trap.


Prison[]

4/32 chance (12.5%) 2/32 chance (~6.3%) 1/32 chance (~3.1%)
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 Gateway trap
Geyser trap


Caves[]

4/32 chance (12.5%) 2/32 chance (~6.3%) 1/32 chance (~3.1%)
Burning trap Guardian trap Confusion gas trap
Poison dart trap Gripping trap Summoning trap
Storm trap Rockfall trap Warping trap
Frost trap Pitfall trap
Corrosive gas trap Gateway trap
Geyser trap


Dwarven City[]

4/36 chance (~11.1%) 2/36 chance (~5.6%) 1/36 chance (~2.8%)
Frost trap Guardian trap Cursing trap
Storm trap Flashing trap Summoning trap
Corrosive gas trap Rockfall trap Warping trap
Blazing trap Weakening trap Disarming trap
Disintegration trap Pitfall trap
Distortion trap
Gateway trap
Geyser trap


Demon Halls[]

4/37 chance (~10.8%) 2/37 chance (~5.4%) 1/37 chance (~2.7%)
Frost trap Guardian trap Cursing trap
Storm trap Flashing trap Summoning trap
Corrosive gas trap Rockfall trap Warping trap
Blazing trap Weakening trap Disarming trap
Disintegration trap Pitfall trap
Distortion trap
Grim trap
Gateway trap
Geyser trap


Related badges[]

Icon Name Description Rarity
ShPD deadly misstep badge
Deadly Misstep Die to a grim or disintegration trap Gold
ShPD yet another sad death badge
Yet another sad death Die to fire, poison, toxic gas, hunger, deferred damage, and falling Platinum
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