Trapping

The **Trapping** skill is one of the 18 skills in the game, it covers a wide range of constructible traps which can be found under the hunting tab in the Blueprint menu. These contraptions allow for the capturing of Animals that can provide the player with a reliable source for Food in the long-run. This can come in the form of Carcasses, which may be butchered for Meat and other useful resources, or live catches, which can be converted into Livestock through the use of an Enclosure.

## Mechanics

Traps require bait to operate (except Fish Traps). Most foods can be used as bait, however, they will catch different Animals or have vastly different probabilities depending on how appropriate it is for Herbivores, Carnivores, and Omnivores.

When Traps are initially constructed, they are in the "armed" state and can be immediately put to use by placing bait inside. This starts a timer which counts up as Time passes by. Once the timer reaches a certain threshold, every TP afterwards will have a chance to trigger a catch. If the timer reaches the end of the assigned range, it will also trigger (ex. Deadfall trap has a range of 75 - 225 TP, after 225 TP, it is a guaranteed trigger).

If the bait spoils or is taken out, the timer will reset. Use baits that will not spoil any time soon to ensure that the trap can trigger.

When a catch is triggered, two things will occur:

* The trap will change to its unarmed state
* A roll for what is caught (or failure)

Traps must be rearmed before it can be used again (except Fish Traps).

The chance of a successful catch depends on the player's **Trapping** skill mastery (%), location, appropriate Food for desired catch, and if the Trapping Fence location Improvement is built.

## Skill Experience

Similar to other skills, the **Trapping** mastery value ranges from 0 (0%) - 150 (100%). Experience is gained through constructing traps, traps being triggered, and rearming traps. Most of these actions grant 0.5 exp.

In regards to Action Staleness, the following are counted as unique actions:

* Constructing different types of traps (eg. Deadfall Trap, Snare Trap)
* Triggering ANY trap with DIFFERENT Baits (eg. triggering Deadfall Trap or Snare Trap with Lemongrass counted as same action, triggering Deadfall Trap (x2) with Fish Scraps and Lemongrass counted as different.
* Constructing different types of traps (eg. Deadfall Trap, Snare Trap)

\*Highly recommend checking out the Action Staleness page if you are unaware of this mechanic\*

It should also be noted that traps triggered in the same instance of each other will not affect each other, granting the full experience, and will only add one counter to the Action Staleness (eg. Deadfall Trap (x3) with Lemongrass triggered at the same time after visiting a location will add one to Action Staleness counter for "LemongrassStalks\_Catch\_Prey" and give 3 x 0.5 = 1.5 exp.

## Catch Probabilities

The chance of a successful catch depends on the player's **Trapping** skill mastery (%), location, appropriate Food for desired catch, and if the Trapping Fence location Improvement is built. Depending on these factors the following formula can be used:

* x = *trapping skill / ratio + trapping fence*
* *y = total - x*
* *Animal chance = Base chance / y*
* *Failure chance = (Base Chance - x) / y*

The example bellow shows how to interpret the information and apply the formula:

 Total = 142

Let's say the player's **Trapping** skill is at 20% (0.2 x 150 = 30). The chance to catch a Crab can be calculated as such:

* *x = 30/3 = 10*
* y = *142 - 10*
* *Crab chance = 20 / 132*
	+ *= 15.15%*
* *Failure chance = (100 - 10) / 132*
	+ *= 68.12%*

Let's say the player's **Trapping** skill is at 100% (150) and the Trapping Fence Improvement has been built. The chance to catch a Crab can be calculated as such:

* *x = 150/3 + 20 = 70*
* y = *142 - 70*
* *Crab chance = 20 / 72 = 27.78%*
* *Failure chance = (100 - 72) / 72 = 41.67%*

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The different Traps and a lot more in-depth information is available below.

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## Deadfall Trap

*See also: Deadfall Trap*

The Deadfall Trap is a basic contraption that crushes small prey under its heavy weight. It is unlock by obtaining a Heavy Stone, it can be baited with any food and yields the same results. While it is not a very reliable source of getting food, as it only catchs small game and failing most of the time, however, it is easy to build and is a great way to increase **Trapping** skill mastery.

## Snare Trap

*See also Snare Trap*

The Snare Trap functions similarly to the Deadfall Trap, however, the crucial difference is that it is able to catch a live Partridge (can be male or female) and not as dead one. It is unlocked upon reaching 7% **Trapping** (V40), it can be baited with any food and yields the same results. While it is not a very reliable direct source of catching food, however, the ability to catch Live Partridges and release them inside an Enclosure allows for a Livestock industry that will supply valuable Eggs that can act as Food or more Bait.

## Log Trap

*See also: Log Trap*

The Log Trap is a glorified Deadfall Trap that is able to catch big game, almost always killing its prey, with the exception being Macaque, there is a chance of capturing a Wounded Macaque instead of a carcass.

## Pit Trap

*See also Trapping Pit*

The Trapping Pit allows for the easy capturing of the big game. Some Animals such as Boar and Goat may be captured alive and raised as Livestock inside an Enclosure. With the exception of Macaques, it is much more reliable than a Log Trap.

## Trapping related pages

Placeholder

Kiln & PotteryClay StructuresAgriculture - Plants