Traps are special squares in quests that will give you a malus once you step on them. Difficult quests tend to have more traps than easier ones. It is possible to nullify their effect by bringing units that possess a trap counter passive skill. Be aware though that traps also have levels and an unit might not be able to counter a trap if its level is too high.
|Level 1||Returns you to the previous square you were on.|
|Level 3||Teleports you to a random square.|
Movement traps cost you 1 SP as well, but do not count as a turn (therefore not reducing an Active Skills cooldowns).
When using teleportation active skills is should be noted that if you are teleported onto a Block trap you will be launched back to the square you originated from. For example, if you use Heavenly Beast Gryps' Hawk Wing from the beginning of a floor and there is a Block trap in front of the gate you will be bounced back to the starting point.
Note: If you to land on a damage dealing trap that deducts your HP to ≤ 0 it will result in a Game Over.
Dark traps do not stack. If one is already in play when another is encountered it will be ignored.
Poison traps do not stack. If one is already in play when another is encountered it will be ignored. Also, unlike Damage traps they will not result in a Game Over.