ip
does not do it. Sorry but a dart trap is more on the order
of a mosquito bite annoying but little else. Blech
is better especially if the trap is made with Deadly
Poison, but Boom is
definitely where it's at. This essay will concentrate on
Boom but the general principles are the same for any trap.
Making the trap
First of all: to make a powerful explosion trap, you need
5 things.
- a lockable wooden chest or wooden (red) box
- a set of tinkering tools
- an ingot
- a purple potion (strength of potion is not important
but see below)
- a high level tinker
(most important)
To create the trap do the following:
double click the tinkering tools,
single click the ingot
the program checks your tinkering skill to see if you
were successful (if you were not, repeat the last steps)
choose from the menu to create a explosion trap
single click the chest to be trapped
the program checks your tinkering skill again to determine
the potency of the trap, creates the trap, then deletes
the purple potion from your inventory
I have thoroughly tested the making of traps, and have
come to the conclusion that the strength of a Tinker�s trap
is mainly based on tinkering skill.
I believe it is a misconception that the strength of a potion
matters very much. Once a Tinker achieves Adept level of
Tinker skill, it is possible for that Tinker to make a super
strong trap. There appears to be an added bonus for being
a GM Tinker versus 99.9 Master which is in line with
other professions.
Editors note:
The same is true for poison traps. The strength of a Tinker�s
trap is mainly based on tinkering skill.
I have done a bit of testing using various explosion potions.
I have 94 tinkering, I made 20 trapped chests, five using
lesser explosion, five using NPC bought purples, and 5 using
greater explosion. I used my Sillyhood guildmate Jenna who
has 99 hit points and she drank greater strength potions
to get to 119 hit points for testing. All the traps were
opened with no armor on. Additionally I made 5 more traps
with random potions that we tested while wearing a full
suit of plate armor to see if armor has any effect on the
damage. The following are my testing results. In the cases
where she died, I put >119 (greater than 119).
Trap Damage |
Type of trap |
Results of the tests |
Traps made with lesser potions |
81 |
>119 |
81 |
74 |
67 |
Traps made with NPC potions |
90 |
58 |
>119 |
67 |
108 |
Traps made with greater potions |
112 |
>119 |
72 |
>119 |
54 |
Various traps while wearing platemail |
117 |
98 |
99 |
>119 |
58 |
As can be seen, Jenna died under all four scenarios, so
the ability to make the very high damage traps are not dependent
on the strength of the potion used to make the trap. In
fact one of my lowest damage traps was actually made with
greater explosion. From this simple test, I could not see
any difference if Jenna was wearing armor or not. Jenna
did seem to be taking more damage on average as the test
went on, but I would have to test a much greater sample
size to recognize trends. The purpose of this test was to
answer the questions:
Does the high damage traps depend
on the potion used? No, all potions made traps
that did over 119 damage.
Note: This
conclusion is somewhat misleading. A simple calculation
will show that Lesser Explosion potions produced a mean
damage of 84 whereas NPC-made potions produced a mean damage
of 88. Player-made Greater Explosion produced a mean damage
of 95. In each case, the difference in damage between Lesser
and Greater is statistically significant. I suspect that
a larger sample size will not show much variation in this
statistic.
Does armor matter:
I think not based upon the results of this test, the damage
levels were comparable to not wearing armor.
Note: In
point of fact the mean damage wearing armour was 98! This
testing was done with random potions so a more definitive
conclusion cannot be reached. However, the results would
seem to support the impression amongst GM Tinkers and others
that wearing armour increases the damage from an explosion
trap.
Tinker Trap Damage Formula:
Months after I did this testing described above, I was
able to obtain a numerical model that is very good to determine
the strength of an explosion trap. When a trap is created,
it is assigned a trap level 1 through 10. The ability to
make the different levels of traps pretty much follows your
skill in Tinkering. (i.e.: someone with tinkering in the
60s would only be able to make a trap level 6., only a Grandmaster
can make a level 10 trap). Now at my Tinkering level of
94, I can make level 9 traps. The damage of the trap is
calculated by taking the trap level * random number between
5�15. (Level*(5-15)). So a level 9 trap could do 45�135
damage.
Note:Taking
this all together we must conclude that best results are
obtained with traps made by GM Tinkers utilizing player-made
Greater Explosion potions.
Creating the trap safely
Trapping a moveable (player made, highlights yellow) chest
that is located in either a building or boat that you own
is not a crime of any sort(keeping the key in your pack
while creating the box helps ensure this). This is a defensive
measure for players to protect their possessions. Taking
the chest outside of the building makes no difference on
criminal behavior. In fact, any chest created inside a building
or boat that you own has no 'ownership' at all, and can
be used without fear of criminal consequence.
Note: the
chest must be on the floor when you trap it in order to
avoid responsibility for the trap.
Note: currently,
"the boat that you own" means that you are carrying a
key to the boat in your backpack,
in the upper level. Do not bury the key several
packs down.
Trapping a non-moveable (dungeon, town, monster camp etc.)
chest or a player made chest that is not in a building or
boat that you own will set the trapper as the controller
of the chest. If the trap damages an Innocent the trapper
will be flagged as a Criminal and Aggressor (to the victim).
If the Innocent dies, he/she can report the trapper as a
Murderer.
Using traps safely and effectively
If I trap a chest, it will explode and kill most anybody
who opens it. It will remain this way until the key is used
on it.
Editors
note: Therefore, if you intend to place these
items upon your vendor, take the key out of the box before
you trap it. Then lock/unlock the box. The key may then
be placed safely back into the box and the box placed into
the vendor's pack. I learned this the hard way! It is also
a good idea to include a book within the box containing
instructions on safely arming/disarming the box and the
key ring warning (see below). Blowing up your customers
is considered bad for business.
Trapped chests are an excellent means of protecting yourself
against thieves. For more info read the thief
protection essays.
For tinkers trying to sell trapped chests directly to
other players: Trapped chests cannot be placed in a trade
window. However, if you place another object in the trade
window first, for example the key to said trapped chest,
you can place a trapped chest in the trade window.
Let this be a warning to buyers as well. If someone offers
you something for sale and places a chest or box not
as the first item in the trade window, do not
try to open the chest or box, it may be trapped.
Once I use the key, the characteristics of the trapped
chest change.
- The key will unlock/disable the trap or lock/re-enable
the trap.
- If the chest is locked and the trap is enabled, a person
clicking on it will not die, they get the, "This appears
to be locked" message.
- If the chest is unlocked and the trap is disabled, a
person clicking on it will not die, the chest will simply
open.
So you see, using the key makes the trapped chest not blow
up on opening anymore.
ANY Rogue can pick the lock (with the Lockpicking Skill)
and in turn be successful, but if they open the chest, no
matter what their Lockpicking Skill, the chest will explode
just the same.
With all this said, there is a way to turn the chest back
into its lethal explode-on-opening configuration: You need
a key ring (buy this from a tinkerer shop). Lock the chest
(thus re-enabling the trap), then place the key on a key
ring and unlock the chest using the key ring.
Important!
When you unlock the trapped chest using the key ring as
opposed to the key itself, it will unlock the chest, but
it DOES NOT DISARM IT.
To get stuff back out of an instant-open-exploding chest,
you simply have to take the key off of the key ring and
lock the chest again, and unlock/disarm the chest again.
In my house I have 5 trapped chests which I store stuff
in, and I leave in the instant-exploding configuration.
I already had a house thief blow himself up in my house
:).
I have a bag where I keep the 5 chest keys lined up in
order (separate), and in this same bag, I have 5 copies
of those keys on a key ring, along with my house key. This
way I don't have to keep putting keys on the key ring, and
then take them off again. This is the most efficient way
to use keys by themselves, and keys on the key ring.
If you stumble upon a chest and want to know if it is trapped
or not you can use the detect
hidden skill to determine that. If you pass the skill
check and the chest is trapped the text "[trapped]" will
appear above the chest. This will not disarm the
trap, only the key can disarm it.
Tactics that DO NOT work to open
trapped chests:
- Using Magic Untrap on the chest. This will accomplish
nothing.
- Using Magic Reflect on the chest. This will accomplish
nothing.
- Using an axe on the chest while the chest is in its
lethal exploding configuration (trapped and unlocked),
or its unlocked and disarmed configuration. This will
make the chest explode and you take full damage. However
if an axe is used on a trap that is locked and armed,
the axe will destroy the chest without damage to the player.
As you can see, the most useful configuration of the trap
is its lethal exploding configuration. You can store things
in it, but players cannot take the stuff. They blow up
if trying to open it or hit it with an axe. A locked trapped
chest is basically worthless as someone can just smash
it with an axe to empty the contents.
- Using Magic Unlock on the chest. This may unlock the
chest, but the trap will remain active.
Tactics that DO work to open trapped
chests:
- Opening the chest from a few squares away. If you have
enough hitpoints you may survive the blast.
- Using Telekinesis on the chest. If you are standing
away far enough it is possible to receive no damage at
all.
- Successfully using the Remove Trap skill.
The higher the Level the trap (higher level traps are
made by higher level tinkers) the harder it will be to
remove the trap.
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