Tinker Traps

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Tinker traps, also known as chumboxes, are traps that can be applied to boxes. Anyone that opens them risks death.

Basics

There are three kinds of tinker traps: explosion traps, poison traps and dart traps. Each can be created by a tinker with sufficient skill and the proper materials. Traps may only be placed on lockable boxes (not bags, doors or unlockable boxes). The level of damage or poison done by an opened tinker trap varies with the skill of the tinker that created the trap. A grandmaster tinker does the most damage.

Important Points

  • Explosion traps do the most damage. If made by a grandmaster tinker, a trap will almost always kill the person that opens it.
  • Poison traps can administer a level five poison, which if not quickly cured will be lethal. It is very difficult to cure level five poison.
  • Lesser explosions and lesser poisons are just as effective in tinker traps as greater explosions and greater poisons.
  • The tinker that makes a trap cannot be given a murder count (when an innocent is killed by it) only if the box is trapped while it is on the floor of a house which they are at least friended to. If the box is trapped while it is on the ground outside of their house, or if it is in another container a murder count can be given to them.
  • It is fun to leave traps on the porches of houses (or even inside unlocked houses), as items on the porch or floor of a house do not decay.
  • An easy way to find out if a box is trapped without opening it is to attempt to trade it with another player. Trapped items cannot be traded.
  • To avoid needless death at the hands of chumboxes, turn off Razor's auto-search option. (It is on by default.) It can be found in the lower left-hand corner of the Display tab.
  • Telekinesis can be used to safely open a trapped box from a distance. But do make sure you are far enough away!
  • Dropping a small chumbox filled with useless items on the body of a freshly slain monster is a fun and profitable way to pass the time.