4.3 Traps

Most traps are of magical nature, and thus it is appropriate to explain how they work here. Traps can be set off when you open chests, sarcophagi, barrels, or doors. There are 7 different types of traps (including skeletons) in the original Diablo. Three new ones were added in Hellfire. The probability of a trap is shown in the table below. Traps originating from shrines are not covered by this guide.

Probability of traps5
Origin Church Catacombs Caves and Hive Hell and Crypt
Chest in Diablo trap: 0 % arrow:
fire arrow:
5 %
5 %
arrow:
fire arrow:
nova:
3.3 %
3.3 %
3.3 %
arrow:
fire arrow:
nova:
3.3 %
3.3 %
3.3 %
Chest in Hellfire trap: 0 % arrow:
fire arrow:
5 %
5 %
arrow:
fire arrow:
nova:
ring of fire:
mana drain:
disenchant:
1.7 %
1.7 %
1.7 %
1.7 %
1.7 %
1.7 %
arrow:
fire arrow:
nova:
ring of fire:
mana drain:
disenchant:
1.7 %
1.7 %
1.7 %
1.7 %
1.7 %
1.7 %
Sarcophagus skeleton: 20 % n/a n/a n/a
Barrel, Pods and Urns outside rooms explosion:
skeleton:
20 %2
16 %3
explosion:
skeleton:
20 %2
16 %3
explosion:
skeleton:
20 %2
0 %
explosion:
skeleton:
20 %2
0 %
Barrels, Pods and Urns inside rooms6 explosion:
skeleton:
50 %2
0 %
explosion:
skeleton:
83 %2
0 %
explosion:
skeleton:
75 %2
0 %
explosion:
skeleton:
88 %2
0 %
Origin dlvl 1-2 dlvl 3-5 dlvl 6-8 dlvl 9-164
Doors5 arrow: 100 % arrow:
firebolt:
50 %
50 %
arrow:
firebolt:
lightning:
3.3 %
3.3 %
3.3 %
n/a
1Sarcophagi only exist in the Crypt, never in Hell.
2In each cluster of barrels, pods and urns, the first barrel placed has a 25% chance having an explosion trap. All subsequent barrels have a 20% chance. As the number of barrels in a cluster is very hard to calculate accurately, I have used the value of 20% for all barrels. This will also affect the value for skeletons slightly, as it is 20% for a non exploding barrel.
3Skeleton traps are, of course, only available if there are skeletons on the same level.
4Hell and Crypt can't have traps form doors.
5The probabilities for doors apply to doors that do have traps. It seems that the probability to have traps is linked to the actual dungeon layout for doors in that it needs a wall opposite to it.
6Rooms also includes the fenced locations in caves. A room does not necessarily need to have a door, in cats and especially in hell, many rooms just have an opening.

For damage and other information about the traps, see below. For damage, when two values or formulas are given, the top one is minimum damage and the bottom one is maximum damage. With fire arrows, the maximum damage might at times be less than the minimum damage (possible on dlvl 1-8). In that case, the actual damage done is always identical to the minimum damage. The table also list some dungeon features that while not being traps, still deal damage to players.

Trap Damage Speed/Duration Other
Arrow Min: dlvl
Max: 2·dlvl
32 Will fire an arrow, originating from the nearest wall.1
Burning cross Church:        6/64
Catacombs:  8/64
Caves:         10/64
Hell:            12/64
n/a The flame will hit once every 0.05 seconds for as long as you are standing in it.
Fire Arrow Min: dlvl + Rnd[10] + 1
Max: 2·dlvl + Rnd[10] + 1
32 Will fire an arrow, originating from the nearest wall.1
Firebolt dlvl + Rnd[2·dlvl] 26 Will cast the spell Firebolt, originating from the nearest wall.1
Lightning (dlvl + Rnd[dlvl])/32 32 / 0.4 seconds2 Will cast the spell Lightning, originating from the nearest wall.1
Nova Itt(3, Rnd[3]) + dlvl/2 32 Will cast the spell Nova, originating from the chest.
Exploding barrel Min: 8
Max: 16
n/a An exploding barrel does fire damage and is treated like a Firebolt hitting.
Skeleton n/a n/a Will create a random skeleton of those present on the same dlvl.
Ring of Fire (Rnd[10] + Rnd[10] + dlvl + 2)/8 Unknown Will cast the spell Ring of Fire, originating from the chest.
Mana Drain n/a n/a Will drain you of all current mana. This trap has the ability to affect other players on the same dlvl.
Disenchant potions
Full Healing:Healing
Full Mana:Mana
Full Rejuvenation:  Rejuvenation - 33%
 Full Healing - 33%
 Full Mana - 33%
Healing:destroyed
Mana:destroyed
Rejuvenation:Healing - 50%
 Mana - 50%
For each potion in your belt, there is a 50% chance that it will be replaced with another potion according to the left. If several possibilities exist, the chance is equal for all possibilities and shown after the potion. This trap has the ability to affect other players on the same dlvl.
1In caves, hell, the Hive, and the Crypt it will originate form the chest, pod or urn.
2The bolt will try to hit once every 0.05 seconds.

To Hit
To Hit for traps is calculated according to the formulas below.
To Hit for an arrow trap: 100 - AC/2
To Hit for a magic trap: 40
As with attacks from monsters, there is also an automatic chance of hitting for traps, and it is listed below. Of course, the auto To Hit for magic traps is 40%, even on dungeon levels 14 to 16.
arrow trap: 10%
magic trap: 40%
on dungeon level 14: 20%
on dungeon level 15: 25%
on dungeon level 16: 30%
  • magic traps includes Fire Wall, Flame Wave and Ring of Fire attacks from other players.