Difference between revisions of "Container trap"

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(better info on the chances of disarming a trap)
(Disarming: Master Key)
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If a roll of ''[[D notation|d]](difficulty)'' is less then or equal to your proficiency, and you are neither [[confused]] nor [[fumbling]], the trap is disarmed ''(“You disarm it!”)''. Otherwise, the trap is set off as normal. In either case the container is no longer trapped.
 
If a roll of ''[[D notation|d]](difficulty)'' is less then or equal to your proficiency, and you are neither [[confused]] nor [[fumbling]], the trap is disarmed ''(“You disarm it!”)''. Otherwise, the trap is set off as normal. In either case the container is no longer trapped.
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You can also [[invoke|#invoke]] the [[Master Key of Thievery]] to remove a container trap, with no chance of setting it off.
  
 
== References ==
 
== References ==

Revision as of 12:01, 17 April 2009

Chests and large boxes each have a 10% chance of being protected by a container trap. If you apply, loot or kick open a trapped container, or use a unlocking tool to lock or unlock it, the trap will be set off. The #untrap command checks a container for traps, and will prompt you to disarm it if one is found.

The type of trap on a trapped container is not determined until it is set off.

Wishing for a “poisoned” large box or chest will create one that is guaranteed to be trapped.

Disarming

Use the #untrap command on your current square (.) to search a container in that square for traps. If a trap exists on a container, the chance of actually finding it is 10/(30-Xlvl).[1] This is a 1/3 chance at experience level 1, increasing to 100% at level 21. Searching for a container trap will never set it off, even if you fail to find it.

When a trap is found, you are given the option of disarming it.

Your proficiency at disarming traps is (Dex+Xlvl), which is doubled if you are a Rogue. The difficulty of a particular trap is [75+(Dlvl/2)], based on the current dungeon level when you try to disarm the trap.

If a roll of d(difficulty) is less then or equal to your proficiency, and you are neither confused nor fumbling, the trap is disarmed (“You disarm it!”). Otherwise, the trap is set off as normal. In either case the container is no longer trapped.

You can also #invoke the Master Key of Thievery to remove a container trap, with no chance of setting it off.

References

  1. (trap.c, line 3500) Finding a trap on a container.


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