Hazards

Environmental hazards are substances, traps, or phenomenon which could either inflict direct damage to The Beheaded through some form of contact or, for non-lethal traps, could cause a less direct form of danger to The Beheaded (commonly, falling). While there are some forms of environmental hazards common to all biomes, most hazards are considered to be biome-specific.

Native environmental hazards
Native environmental hazards are hazards specific to a biome.

Poisonous water
Poisonous water is found all throughout the Toxic Sewers and the Ancient Sewers, with poisonous water from the Toxic Sewers appearing green and poisonous water from the Ancient Sewers appearing almost brownish or light yellow. If The Beheaded steps into a puddle or pool of poisonous water then he gets mild poison damage.
 * See the Mechanics entry for poisonous puddles to understand its damage behavior.
 * Poisonous puddles can be escaped from without incurring any poison damage by quickly jumping out of the water. The animation should look like The Beheaded is jumping on the surface of the water itself. Otherwise, The Beheaded incurs poison damage if the legs get submerged in poisonous water.
 * Poison damage from poisonous water can be nullified by the Poison Immunity modifier found in some amulets.
 * Poisonous water also interacts like normal water. It cannot be burned (except with the help of oil) and it can conduct electricity.

The Darkness
The Darkness is native to the Forgotten Sepulcher and deals damage to The Beheaded once it completely envelopes him. Traversing The Darkness requires the use of a light source to temporarily protect The Beheaded from getting inflicted by The Dark.
 * See the Mechanics entry for The Darkness to understand its damage behavior.

Lava
Lava can be found in both the Prisoners' Quarters, in the Cavern, and in the Astrolab. Damage inflicted by the lava is considered trap damage and scale according to enemy tier, thus, lava deals moderate damage in the Prisoner's Quarter and massive, possibly lethal damage in the Cavern.
 * Upon surviving a fall into lava, The Beheaded is transported back to the safety of land.

Abyss
The abyss can be found in the Ramparts, the Clock Tower, the Fractured Shrines, the Undying Shores, the Cavern, and in the Astrolab, and describes any of the unseen parts of a biome to which The Beheaded can fall unto. As with lava, falling into the abyss is considered as trap damage and will scale according to enemy tier.
 * See the Mechanics entry for falling to understand the damage behavior associated with the abyss.
 * Upon surviving a fall into the abyss, The Beheaded is transported back to the safety of land.

Traps

 * This section of the article describes traps that inflict damage to The Beheaded. For the deployable gear, see Traps & Turrets.

Traps inflict damage to The Beheaded either through close-contact or through projectiles. All trap damages scale according to enemy tier.

Spike
Spikes are the most common traps to all biomes. They are usually found to line walls, ceiling, and pits/floors and are often found in narrow passages. All forms of spikes also damage enemies.

Hidden spike
Hidden spikes are a form of pressure-triggered spike traps which, at rest, simply appear as jagged floors or walls which profile an outline of the top of the hidden spikes.
 * When triggered, the spikes shine briefly, as if to explode, before quickly protruding

Retracting spike
Retracting spikes are a form of spike traps which repeatedly slide in and out from floors or walls in a set duration. These are usually coupled with other hazards and require more precise timing to completely avoid.

Spiked ball
Rotating spiked balls are perhaps the second most common form of traps that are found across all biomes. They are anchored, via a chain, to a fixed point in the floor, wall, or ceiling, and they continuously rotate around that anchor point at a fixed direction (clockwise or counterclockwise) and at a fixed pace.
 * The spiked ball can be dodge rolled
 * The Beheaded can usually duck under spiked balls anchored to the floor

Disk trap
Disk traps repeatedly fire buzzsaw disks into a singular direction and following a fixed rate of fire. They can be found attached on floors, walls, or ceilings and are native to Challenge Rifts and in the Astrolab.
 * Buzzsaw disks cannot be dodge rolled but can be parried and blocked

Thorn
Introduced in The Bad Seed DLC/Version 1.7, the thorn behaves like an ordinary spike.
 * Seen in the Prisoners' Quarters.

Carnivorous plant
Introduced in The Bad Seed DLC/Version 1.7, the carnivorous plant is a pressure-triggered plant which, at rest, leaves its mouth wide open for The Beheaded to use as a platform. When stepped into, the plant then promptly and quickly closes its mouth in an attempt to bite The Beheaded. Landing on the plant while it's mouth is closed allows The Beheaded to bounce up high in the air.
 * Seen in the Prisoners' Quarters.

Magnetic bomb
Magnetic bombs are native to the Cavern and in the Astrolab. They are triggered via proximity once The Beheaded approaches the bomb mid-air.
 * When approached, a red ring of light will first surround the bomb as a warning to any entity that has come dangerously close to its area of effect. Approaching further will trigger a strong magnet that sucks in anyone within the red ring of light before the bomb promptly explodes.
 * The magnetic effect can be quickly escaped by dodge-rolling.
 * Magnetic bombs simply charge back and reset after exploding.
 * Also damages enemies.

Electricity
Electricity is native to the Cavern and in the Astrolab and are contained between two projectors which project a wide constant beam of electricity to each other. The two projectors are always horizontally leveled with each other making electricity only always appear as a horizontal beam.
 * Also deals damage to enemies.

Pitfalls
Pitfalls are any platforms which trip, disappear, or give way after The Beheaded steps into them.

Trip platforms
Trip platforms are pressure-triggered platforms which gives out and drops a mere split-second after being stepped on. They are usually found on top of spikes, poisonous water, lava pits, and the abyss. When stepped on, they briefly shake before the hinges give.
 * Trip platforms always reset back to its normal position after a while.

Ice platforms
Native to the Throne Room, a narrow platform of ice hovers mid-air to provide The Beheaded a small piece of high ground. The ice breaks away a second after being stepped on.
 * The ice fades as it breaks
 * A thicker ice platform, one which does not break, is placed over the pits after The Hand of the King is defeated.

Elevator

 * Elevator platforms can deal trap damage to The Beheaded if the platform lands on top of The Beheaded
 * Likewise, The Beheaded can get caught between the floor and the platform while riding the elevator going up

Secret area
Some secret areas are specially designed as really effective booby-traps:
 * A secret area in the Ancient Sewers is designed to make The Beheaded fall from high above the ceiling into a puddle of poisonous water. Because the fall stuns The Beheaded, the poison damage can only be averted by using the Poison Immunity modifier or by using more than two jumps to reach a safe platform.

Achievements

 * Some Achievements and Trophies are related to hazards.