# Trap Identifying and Disarming Formulas

GLvl = Character Guild Level
ThievingMod = value found in Help File, ie Thief = 9, Scavenger = 5 etc
MonLvl = Monster Guild Level
DunLvl = Dungeon Level

The chance for a successful disarm trap:
%Success = Dex/2 + Wis/4 + (4.5 + (Exp(LN(GLvl + 1) / LN(15)))) * ThievingMod * 1.4 - (LN(MonLevel) * LN(DunLvl + 1) * 9.375)
Minimum 5%, Maximum 98%

The chance for succesfully identifying a trap
X = Chance for successfully disarming the trap, without the max 98% cap (see formula above)

Value1 = Int(Wis/4) - Int(LN(MonLvl) * LN(MonDex) * 2.5)
Minimum 2, Maximum 98
%Success = Int(Int(Value1 + (X / 1.2)) + LN(GLvl)^2)
If ID fails, game will display a random trap.

The Thieving Ability Value found on Guild Tab is rather useless.
The guild name can be used to determine which guild backstabbing, disarm etc comes from though.

Formula if you really want to know:
X = (Dex/2 + Wis/2 + (4.5 + (EXP(LN(GLvl + 1) / LN(15)))) * ((ThievingMod / 10) * 14)) - (LN(2) * 4 * LN(2) * 1.25 * 1.25 * 1.5)
Y = (2/4 + 2/2 + (4.5 + (EXP(LN(1 + 1) / LN(15)))) * ((5 / 10) * 14)) - (LN(2) * 4 * LN(2) * 1.25 * 1.25 * 1.5)
Z = (30/4 + 40/2 + (4.5 + (EXP(LN(999 + 1) / LN(15)))) * ((9 / 10) * 14)) - (LN(2) * 4 * LN(2) * 1.25 * 1.25 * 1.5)

Thieving Ability = CInt((X-Y) / (Z-Y) * 100)
So, one way to get 100 is with a Lv 999 Thief with 40 Dex, 30 Wis
Can anyone see a practical use for this number?

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