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As of update 0.3.1, Shattered Pixel Dungeon has added 23 new traps to the game, some with very devastating results. Traps now have unique sprites to help identify the trap visually, and have done away with the level-dependent visual motif from 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 later levels will see an increase with much more crippling trap effects possible.

Trap Probabilities Edit

Sewers Edit

8/38 chance (~21%) 4/38 chance (~10.5%) 2/38 chance (~5%)
Chilling Trap Alarm Trap Flock Trap
Toxic Gas Trap Ooze Trap Summoning Trap
Worn Trap Teleportation Trap
  • Note: On the first level of the sewers, the only trap that can spawn is the Worn Trap.


Prison Edit

8/64 chance (12.5%) 4/64 chance (6.25%) 2/64 chance (~3%)
Chilling Trap Toxic Gas Trap Confusion Gas Trap
Fire Trap Alarm Trap Flock Trap
Poison Trap Flashing Trap Summoning Trap
Spear Trap Gripping Trap Teleportation Trap
Paralytic Gas Trap
Lightning Trap


Caves Edit

8/81 chance (~10%) 4/81 chance (~5%) 2/81 chance (~2.5%) 1/81 chance (~1.25%)
Fire Trap Explosive Trap Confusion Gas Trap Warping Trap
Frost Trap Flashing Trap Flock Trap
Poison Trap Gripping Trap Guardian Trap
Spear Trap Paralytic Gas Trap Pitfall Trap
Venom Gas Trap Lightning Trap Summoning Trap
Rockfall Trap Teleportation Trap
Ooze Trap


Dwarven City Edit

8/70 chance (~11.5%) 4/70 chance (~5.5%) 2/70 chance (~3%) 1/70 chance (~1.5%)
Blazing Trap Explosive Trap Cursing Trap Disarming Trap
Frost Trap Gripping Trap Flock Trap Warping Trap
Spear Trap Lightning Trap Guardian Trap
Venom Gas Trap Rockfall Trap Pitfall Trap
Ooze Trap Summoning Trap
Weakening Trap Teleportation Trap


Demon Halls Edit

8/75 chance (~10.5%) 4/75 chance (~5%) 2/75 chance (~2.5%) 1/75 chance (~1%)
Blazing Trap Explosive Trap Cursing Trap Disarming Trap
Disintegration Trap Gripping Trap Flock Trap Distortion Trap
Frost Trap Lightning Trap Grim Trap Warping Trap
Spear Trap Ooze Trap Guardian Trap
Venom Gas Trap Weakening Trap Summoning Trap
Teleportation Trap



Trap Details Edit

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 unaffected from the original Pixel Dungeon, waking up every enemy and causing them to head toward the triggered trap.


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 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 trigger a snap-frost at its location.

  • When triggered, the trap will do 1 to (dungeon depth) damage to the target, and will inflict the target with the chilled debuff for 5 to (5 + dungeon depth - 1) turns.


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 * dungeon depth) units of confusion gas which applies the vertigo debuff to any character in the cloud.


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 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.
    • Knuckledusters and cursed weapons are immune to this effect.
  • 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 teleported weapon/item will be visible where it lands, making it a bit easier to retrieve.


Disintegration Trap Edit

SPD Trap Violet Large Dot
Disintegration trap
When triggered, this trap will lance the target with beams of disintegration, dealing significant damage and destroying items.

  • This trap does either 50% to 66% current HP damage or 20% max HP damage, whichever is larger.
    • This trap makes wandering the Demon Halls at 20% HP or less a very dangerous idea.
  • 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.
      • If you defeat Yog Dzewa and step on a Disintegration Trap on a previous floor before using his key to unlock the door to the Amulet of Yendor, you could lose the skeleton key and not be able to get the Amulet.


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.

  • Distortion Traps will re-create the floor, destroying any previous items that hadn't been acquired and regenerating a new distinct floor with items.
    • Floor-specific items (i.e. keys) will be removed from the Hero/ine's backpack.
  • 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.
  • Destroys any items caught in the explosion, making it a difficult trap to trigger without sacrificing an item.


Fire Trap Edit

See Fire trap
SPD Trap Orange Dots
Fire trap
Stepping on this trap will ignite a chemical mixture, setting the immediate area aflame.

  • The Fire Trap remains unaffected from the original Pixel Dungeon.


Flashing trap Edit

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

  • This trap will apply the blinded and crippled debuffs to whomever triggers it for a duration of (5 + dungeon level) to (10 + dungeon level) turns.
    • Enemies that are affected by this trap will immediately return to wandering status and head off in a random direction.


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 sheep.
    • The sheep will last for 2 + (0 to (depth + 9)) 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.

  • When triggered, the trap will do 1 to (dungeon depth) damage to the target, and will inflict the target with the frozen debuff for 10 to (10 + dungeon depth - 1) turns.
  • The freezing effect of this trap can destroy potions in the Hero/ine's inventory if they're not safe in a potion bandolier.
  • This trap will also freeze any items present on it, potentially destroying potions that may have generated on top of it.


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 strongest heroes. Triggering it will send a lethal blast of magic towards the nearest character.

  • This trap is (extremely 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.
  • 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!


Gripping Trap Edit

Modifies Gripping trap
SPD Trap Grey Crosshair
Gripping trap
Triggering this trap will send barbed claws along the ground, damaging the victims feet and rooting them in place.

  • When triggered, this trap applies the bleeding, crippled, and rooted debuffs to any character on the trap's tile.
    • Initial bleed damage is, at most, equal to (dungeon level), but damage reduction such as armor, herbal armor, and barkskin will help to reduce damage taken (and possibly nullify it).
    • The crippled debuff lasts 15 turns.
    • The rooted debuff lasts 5 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 big brother to the 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 ((dungeon 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 weapon, unlike their Animated Statue brethren.


Lightning Trap Edit

Modifies Lightning trap
SPD Trap Teal Crosshair
Lightning trap
A mechanism with a large amount of energy stored into it. Triggering the trap will discharge that energy into whatever activates it.

  • The Lightning Trap remains largely similar to the original Pixel Dungeon version, except that the blast from the trap will not charge wands in your pack, but it will charge a wand that is present on the tile when it's triggered.
    • A Lightning Trap will restore half the currently missing charges, rounded up.
      • This makes the trap a beneficial recharging station for wand users.
    • This trap will not, however, recharge the Mage's Staff.


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.


Paralytic Gas Trap Edit

See Paralytic gas trap
SPD Trap Yellow Grill
Paralytic gas trap
Triggering this trap will set a cloud of paralytic gas loose within the surrounding area.

  • The Paralytic Gas Trap remains unaffected from the original Pixel Dungeon.


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 entered 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.


Poison Trap Edit

See Poison dart trap
SPD Trap Violet Crosshair
Poison trap
A small dart-blower must be hidden nearby, activating this trap will cause it to shoot a poisoned dart at you.

  • The Poison Trap remains unaffected from the original Pixel Dungeon, save for a change to the name.


Rockfall Trap Edit

SPD Trap Grey Diamond
Rockfall trap
This trap is connected to a series of loose rocks above, triggering it will cause them to come crashing down.

  • When triggered, this trap causes a cascade of damaging rocks to crash down in a 1-tile radius around the trap's tile, damaging and paralyzing any characters caught in the landslide.
  • The falling rocks deal a random amount of damage; damage = (depth) to (depth * 2) and paralysis for 5 turns.
  • While dangerous, the extra radius of the Rockfall Trap along with the damage and paralysis makes it ideal for triggering on enemies.


Spear Trap Edit

SPD Trap Grey Dots
Spear trap
The classic spear trap, primitive but effective. Due to their simple nature, these traps can activate many times without breaking.

  • As stated in this description, this trap does not deactivate when triggered.
    • When found in halls, this trap can be a tremendous nuisance.
  • The Spear Trap does a random amount of damage; damage = (depth) to (depth * 2).


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 unaffected from the original Pixel Dungeon.


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.


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 unaffected from the original Pixel Dungeon.


Venom Gas Trap Edit

SPD Trap Violet Grill
Venom gas trap
Triggering this trap will set a cloud of deadly venom gas loose within the immediate area.

  • When triggered, this trap seeds (80 + 5 * dungeon depth) units of venom gas at the trap's position, which applies the venom debuff to any characters in the cloud.


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) and teleport them to a random spot on a random, previous floor.
    • Like other teleportation magic, this trap fails on any floors marked as a boss floor.
    • When going for a "true win" (ascending to and exiting from depth 1), the Warping Trap can be an extremely useful shortcut as it only teleports things to earlier depths.


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 impair the character who triggers it... the Hero/ine will be weakened while the enemies will be slowed.
    • If unresisted, the weakening effect will last a full 80 turns on the Hero/ine.
    • Enemies affected by the trap will be slowed for 10 turns.


Worn Out Trap Edit

SPD Trap Black Dots
Worn out trap
Due to age and possibly poor workmanship, it looks like this trap has worn to the point where it won't do anything when triggered.

  • When triggered, these traps will literally do nothing, even going so far as to post "nothing happens.." to the game messages.
  • Despite having no effect, Worn Out Traps are still considered "armed" until they've been triggered, and therefore, they will block player pathing despite there being no risk from stepping on them. For that reason, it's recommended to trigger them when they're in halls, so they don't send the Hero/ine on excessively long paths when trying to get from one point to another in the dungeon.


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