Animal Trapping

My animal trapping focuses on a variety of ways to catch animals, not just a variety of bait, and is heavily influenced by the region the player is in. I hope to have several methods and contraptions for the player to use. As my own traps are unique objects the placed traps you already find in the game can be converted into Animal Traps by activating them.

Below you'll find some information on animal traps as I create them. I will also edit this page accordingly when the feature is updated with new content.

How it Works

To start the trapping system you must complete the quest There's More Than One Way to Skin.... After completing this quest you'll find a backpack leaning against the guild chest in the Whiterun Outpost (as pictured here) containing an Animal Trap (Novice), Trap Repair Kit (Novice), and the Spell Tomes for the Arcane Traps. After collecting the gear you'll then be able to craft traps and repair kits at blacksmith forges.

Traps are objects that you drop, and "activate" to set up. You bait them, set them, and after a period of time you may have made a catch. If the bait doesn't work for an animal in your region, the trap will always fail. If the bait works but your trapping skill isn't high enough, the bait will be taken but your trap won't catch an animal.

Standard and Arcane traps can catch an animal within approx 10-12 hours, but Insect traps will catch within approx 6 hours. You have to be at least 13 feet away from any trap other than insect traps for them to work.

If you try to add an item as bait that isn't recognised, such as a sword, it will be given back to the player. If you add more than 1 object as bait, such as 10 Venison, the player will be given back 9 Venison when they close the bait container menu.

Traps will break after so many successful catches, and higher quality traps last longer, as well as grant higher catch rates. See the Trapping Abilities page for details.

Trap radiance ensures fun and random events can happen whether the trap is successful or not. Events such as a treasure hunter being caught by your trap leading to a quest, or a group of Skeever being attracted to your kill.

Standard and Arcane traps, once set, will be deleted from the world after 7 days of inactivity. This was done as a fail-safe in case the player forgets where they set it. Quest markers can be added to traps however.

Types of Traps

Animal Trap

The primary method for trapping animals, the animal trap catches almost all types of animal using almost all types of bait. Varieties of different baits and regions determine the available animals. Improving the quality of your traps adds an increase to the chance of catching an animal. See the Trap Crafting ability for more info.

Arcane Trap

Conjured traps enriched with elemental damage, Arcane Traps are cast on the ground and come in three types; Fire, Frost and Shock. Each type gives a slight increase in the chance of trapping different animals. Fire traps give a 10% catch chance bonus to predators such as Bears and Wolves, Frost to wild-game such as Deer and Fox, and Shock to monsters such as Hagraven and Spriggan. They are cast using the conjuration spells you receive from the Trapping Supplies bag, detailed above.

Your Destruction skill determines the quality of your Arcane Traps, unlike the Trap Crafting ability for normal Animal Traps. Destruction up to level 19 gives the same bonus as a novice trap, level 34 an apprentice trap, level 49 a journeyman trap, and level 50 and above a master trap.

Arcane Fire Trap (baited)
Fire damage effect

Insect Trap

Insect traps can be set up almost everywhere and trap insects within approx. 4 to 6 hours. Once placed they can remain stationary, so that you can set these up around your permanent camp or hut, and are only removed if you choose to do so.

More info coming soon for all trapping. Check out the above video!