Difference between revisions of "Untrap"

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{{Keyboard Commands}}
 
{{Keyboard Commands}}
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The '''#untrap''' [[extended command]] will attempt to disable an adjacent [[trap]] if it can be disabled. This has a special interaction with [[pit]]s, [[bear trap]]s and [[spider web]]s, as it will instead attempt to help out any [[monster]] trapped in one, which may result in said monsters becoming [[peaceful]]. It is a good idea to untrap your [[pet]] should it fall victim to a [[beartrap]] or other trap. [[Lawful]] characters occasionally get a +1 alignment bonus for helping monsters out of a trap ("You feel that you did the right thing.") Attempting to help a [[footrice]] this way without wearing gloves will cause you to be [[petrified]]. When attempting to #untrap a [[squeaky board]], the player will be asked for an [[item]] to [[apply]], for which the intended response is a [[potion of oil]] or a [[can of grease]] with charges.  Successfully untrapping a [[land mine]] or bear trap will recover a trap object that can later be applied by the player.  Untrapping an [[arrow trap]] or [[dart trap]] will recover the appropriate type of projectiles. Many traps cannot be disarmed directly with this command; instead, it often suffices to dig a pit to replace it (if there is not already one there) and fill the pit.
 
The '''#untrap''' [[extended command]] will attempt to disable an adjacent [[trap]] if it can be disabled. This has a special interaction with [[pit]]s, [[bear trap]]s and [[spider web]]s, as it will instead attempt to help out any [[monster]] trapped in one, which may result in said monsters becoming [[peaceful]]. It is a good idea to untrap your [[pet]] should it fall victim to a [[beartrap]] or other trap. [[Lawful]] characters occasionally get a +1 alignment bonus for helping monsters out of a trap ("You feel that you did the right thing.") Attempting to help a [[footrice]] this way without wearing gloves will cause you to be [[petrified]]. When attempting to #untrap a [[squeaky board]], the player will be asked for an [[item]] to [[apply]], for which the intended response is a [[potion of oil]] or a [[can of grease]] with charges.  Successfully untrapping a [[land mine]] or bear trap will recover a trap object that can later be applied by the player.  Untrapping an [[arrow trap]] or [[dart trap]] will recover the appropriate type of projectiles. Many traps cannot be disarmed directly with this command; instead, it often suffices to dig a pit to replace it (if there is not already one there) and fill the pit.
  
The base chance of disarming most traps is 1 in 3.{{reffunc|trap.c|untrap_prob}} It is decreased if you're [[confused]], [[stunned]], [[blind]], [[hallucinating]] or [[fumbling]]. [[Ranger]]s and (sometimes) high-level [[Rogue]]s get a bonus. There's additional bonus for Rogues carrying their [[The Master Key of Thievery|quest artifact]]. Finally, there's a bonus for disarming traps you set yourself. Any one of those bonuses improves your base chance to 50%, and two or more guarantee success, assuming you don't suffer from any of the effects listed above.  Failure to disarm a trap will set it off if [[rnl]](5) > 0.{{refsrc|trap.c|3972|nethack=3.6.1}}
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== Probability of untrap and effects of failure ==
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The base chance of disarming most traps is 1 in 3.{{reffunc|trap.c|untrap_prob}} The full algorithm is:
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* Set chance to 3.
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* If it is a [[spider web]], and not yours, increase to 30.
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* Add 1 if you are confused, hallucinating, or both.
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* Add 1 if you are blind.
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* Add 2 if you are stunned.
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* Double the chance if you are fumbling.
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* Subtract 1 for each of the following (if chance drops to 1, there are no further subtractions):
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** It is your own trap.
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** You are a rogue (1 is subtracted with probability you_experience_level/60).
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** You are a rogue carrying your quest artifact, [[The Master Key of Thievery]].
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** You are a ranger.
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With probability of 1 in chance, you initial efforts succeed. Otherwise, you only get a message "This/That/Your (trap) is difficult to disarm/remove".{{refsrc|trap.c|3972|nethack=3.6.1}}
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If your initial efforts succeed, you still fail if [[rnl]](5) > 0. For example, the chance of failure is 80% if your luck is -1 to 1, about 2% if your luck is 11-13, and about 89% if your luck is -13.  In case of failure, bad things happen:
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* if you tried to untrap a monster from bear trap, the monster is abused, loses hit points, and may die.
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* if you tried to untrap a monster from spider web, the web stretches to your square, and you become trapped in it.
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* If the trap is under you, it hits you.
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* If the trap is not under you, and there is no monster in it, you move into the trap.
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== Other information ==
  
 
Attempting to #untrap a door will cause you to search the door for traps, after which you will be asked if you want to attempt to disarm it.
 
Attempting to #untrap a door will cause you to search the door for traps, after which you will be asked if you want to attempt to disarm it.

Revision as of 07:37, 30 July 2018

Keyboard commands
~ ! @ # $ % ^ & * ( ) _ = +
Q W E R T Y U I O P { } |
q w e r t y u i o p [ ] \
A S D F G H J K L : "
a s d f g h j k l ; '
Z X C V B N M < > ?
z x c v b n m , . /
q w e r t u i o p Alt
a s d f j l Alt
c v n m ? Alt
A C R T O Alt
a c d o p r t [ Ctrl


The #untrap extended command will attempt to disable an adjacent trap if it can be disabled. This has a special interaction with pits, bear traps and spider webs, as it will instead attempt to help out any monster trapped in one, which may result in said monsters becoming peaceful. It is a good idea to untrap your pet should it fall victim to a beartrap or other trap. Lawful characters occasionally get a +1 alignment bonus for helping monsters out of a trap ("You feel that you did the right thing.") Attempting to help a footrice this way without wearing gloves will cause you to be petrified. When attempting to #untrap a squeaky board, the player will be asked for an item to apply, for which the intended response is a potion of oil or a can of grease with charges. Successfully untrapping a land mine or bear trap will recover a trap object that can later be applied by the player. Untrapping an arrow trap or dart trap will recover the appropriate type of projectiles. Many traps cannot be disarmed directly with this command; instead, it often suffices to dig a pit to replace it (if there is not already one there) and fill the pit.

Probability of untrap and effects of failure

The base chance of disarming most traps is 1 in 3.[1] The full algorithm is:

  • Set chance to 3.
  • If it is a spider web, and not yours, increase to 30.
  • Add 1 if you are confused, hallucinating, or both.
  • Add 1 if you are blind.
  • Add 2 if you are stunned.
  • Double the chance if you are fumbling.
  • Subtract 1 for each of the following (if chance drops to 1, there are no further subtractions):
    • It is your own trap.
    • You are a rogue (1 is subtracted with probability you_experience_level/60).
    • You are a rogue carrying your quest artifact, The Master Key of Thievery.
    • You are a ranger.

With probability of 1 in chance, you initial efforts succeed. Otherwise, you only get a message "This/That/Your (trap) is difficult to disarm/remove".[2]

If your initial efforts succeed, you still fail if rnl(5) > 0. For example, the chance of failure is 80% if your luck is -1 to 1, about 2% if your luck is 11-13, and about 89% if your luck is -13. In case of failure, bad things happen:

  • if you tried to untrap a monster from bear trap, the monster is abused, loses hit points, and may die.
  • if you tried to untrap a monster from spider web, the web stretches to your square, and you become trapped in it.
  • If the trap is under you, it hits you.
  • If the trap is not under you, and there is no monster in it, you move into the trap.

Other information

Attempting to #untrap a door will cause you to search the door for traps, after which you will be asked if you want to attempt to disarm it.

The command can also be used to detect or remove a container trap.

If the number_pad-option is on, you can press u to untrap.

See Also

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