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The Fabled Insta Death Crates</font color=red></center>
Damage Information:(Based on GM Tinker)
<font color=green>Poison</font color=green> traps will kill its victim 99.99% of the time.
<font color=red>Explosion</font color=red> traps will deal 40-180 HP Damage.
<font color=blue>Dart</font color=blue> traps will do Max Damage of 80 HP.
Testing Methods:
<font color=green>Poison</font color=green>: Magery cannot cure this poison, period. If you are a mage and get a dose of lethal, you're dead, end of story. Don't waste your time and reagents, recall to a shrine. From todays testing I found that Lethal can be cured, and pretty reliably as it turns out. My character with 94.2/93.2 displayed/real healing, and 100 Anatomy was able to cure pretty well. Out of 5 doses of Lethal from a crate I only lost the player once. Which was from failing 4 times in a row. I doubt you will have time to cure yourself though which is good for tinkers. Bandages taking about 11 seconds to apply with high dex. So there you go it can be done, but your healer has to be on the ball.
<font color=red>Explosions</font color=red>: I used Bless items to raise my strength from 100 to 200 and a greater strength potion for this, total of 220 HP was attained. More often than not it was 100+ HP damage, but Explosions are not a sure fire thing for an outright kill. You may also get freak explosions that do 180 HP but they are rare.
<font color=blue>Darts</font color=blue>: I use dart traps to train healing,
20HP<=Damage<=80HP
Tinker traps will reset forever, or until the Remove Trap skill is used successfully on it. This is because errr... you successfully remove the trap. Duh.
Strength of Traps: Using higher strength potions have nothing do to with strength of traps, personally I use Greater Explosions only because thats what I have lying about, for poisons I use lesser as they are cheap to make, store bought would do just as well I would imagine.
Ownership and Responsibility for Deaths: UPDATED 26/09/2001
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Damage from a trap will not cause the maker of the trap to be a candidate for a murder count, unless the maker is also the controller. Thus, if you are the maker and are the last one to set the trap, you can get a murder count if your trap kills someone." This was taken from the uo.com pages, and it's wrong, test it for yourself, and make up your own minds. My tinker has always created and enabled his own traps, he is also still blue.
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The controller is defined as the last person to set the trap. If you make a trap, and give it to another player who sets the trap, that player is the controller. Again, if someone dies to a tinker trapped box, only the controller of that box is eligible for a murder count."
Bold entries are straight from custhelp.uo.com
The last sentence seems to indicicate that the the controller(the person that enables the trap), can be liable for a count.
This is also
Incorrect, they seem to contradict themselves in the same paragraph. Stating earlier that you can only be liable for a count if you are the maker and controller. The only thing I can say for sure is that none of my non-tinker characters have ever gotten a count for using a crate.
If your trap kills someone you are responsible, with criminal not murderous consequences. The Owner (tinker) will be attackable by the Guards for about 30 seconds after the death of the victim, and you will go grey for the standard amount of time. You may or may not go grey depending on who you ask, I go grey a lot, I also get guard whacked on occasion. Others say that they have never been grey or guard whacked. The victim may get the option to report the owner for murder, however no count will be transfered, even if the victim places a Bounty. I have personally reported my tinker a few times when I accidently miss a rune book and d/click the crate. It's a spite thing for my own stupidity. I cannot stress this enough, YOU MUST CREATE AND ARM TRAPS INSIDE OF YOUR HOUSE. Again depends on who you ask, but this would have to be the safest way.
20/10/01 While macroing away inside my house, I had already been at it for some 4 hours making kegs for my vendor, when all the sudden I get the following happen to me, so for those that say you wont go grey from tinker traps, don't say I didn't warn you. I haven't made any crates in great numbers for months, the ones I have made were for personal use and I havent lost any of those. So this crate would be at least 4-6 weeks old. Didn't get a count though and that's always nice /php-bin/shared/images/icons/biggrin.gif
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Things that have a lot more relavance now.
Your tinker may very well go grey at any given time day or night, also if the person getting killed by your trap chooses to res-kill themselves, (thinking that they are giving you counts), you could be grey for a very long time. Some people say that they have never gone grey, all I can say is that I have been. I suggest you play around and find out for yourselves, try everything.
"Vendor Buy Bank Guards Recdu Recsu Stable" macros are extremely irritating and anyone using them should be instantly and permanently banned, they are also dangerous for a grey tinker inside of towns. This macro will get you guard whacked should one of your traps kill someone at the wrong time. PK'ing people that use these macros should not be criminal. If I was in town when the above picture was taken and someone had spammed the above macro in the 30 secs I was "attackable by guards", I wouldve gotten whacked.
Creation:
All crates follow the same creation procedure.
1) Make a lockable wooden crate (any size), using the Carpentry skill. Not Chests, not armoires, not little red boxes, only crates.
2) Trap it with your desired style of trap, using the Tinkering skill. (any style)
3) Turn it 90 degrees any way you can, either by positioning it on the floor, or lock it down and use the decor tool. (Large crates can only be turned by the decor tool)
4) Unlock it with 3rd circle spell "Unlock". (At GM Tinker skill, you will require a GM Mage to cast the spell, lower level mages just don't have the *power* in spell casting. Even at lower Tinker levels you may still require a GM Mage.)
Ways to set off the trap:
UOA's count resourse option. Damages you.
UOA's auto open new containers. Damages you.
Trying to pick. Damages picker.
D/clicking. Damages person trying to view contents.
Axe. Damages weilder of axe.
Starting out:
I suggest you experiment with dart traps to begin with, until you are comfortable with the creation and use of the crates, darts generally won't kill you in one hit. Explosion and Poison tinker traps are more deadly than a GM Lumberjacking Balron with a Vanquishing Axe on cable.

You can use crates or any other container along with UOA to make an "undress bag" or "disarm bag", useful for storing your stuff in till you can bank it.
Losing resource counts:
Crossing a server line on foot or by boat can mess up your resources count, and dying or dropping the crate from your pack will certainly do it. This will happen to you eventually, and it can be a pain in the butt. Doesn't have to be that way though.
Stackable items, such as reagents and bandages are easily fixed by adding a few of each type to the crate this will reveal the full amount. (Bandies must be exact same colour.)
Potions on the other hand are best carried outside of your trapped crate. It's a desperate thief that has to clear a perma from stealing a potion. If I may generalise about thieves, most seem to be after things of value, weapons/novelties/rares, and little trinkets that are more of an annoyance to be without.
If you have lost resources, it's not the end of the world. You can still cast spells even though your count says you have none available, it just finds them somehow. Potions and bandages it wont.
If you absoutely have to get your stuff out of a trap, do it at a shrine. There are other ways, (aren't there always), and you should try to find out that yourself rather than have everything delivered to you on a silver platter.
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The owner of the chest can access the chest automatically without firing the trap. The owner is defined as the last person to lock the chest."
This is not entirely correct, my tinker can make and arm and then die to his own traps if he does not have the keys on him.
You can however turn them out of Insta mode and have your tinker access the contents without the trap firing. (Tested and proven, credit to Crimer)
Playing within the rules:
Don't PK with them in Trammel! It has taken years, much debate and frustration to get an answer on the legality of them, don't screw it up for the rest of us by generating support calls.
Try to be a little discerning in who you supply your crates to. If your customer uses them in Trammel to kill other players, chances are you will get a visit from a GM next time you log in your Tinker. You may have to explain yourself.
Stuff to consider:
The 3rd Circle spell Telekinesis will tell you what sort of trap it is if you have forgotten, or have made a bulk amount of different types, remember to do this from a safe distance.
Explosion traps that you are the owner of will do no damage to you in Trammel, (great for unlimited Para busters.) Although they will kill you if you forget and use them in Felucca. You must have the key for the crate inside the crate. Experiment with this one, doesn't always work. Once you have a crate that does no damage to you, keep it. Make insta Exp crate while unlocked drop key in it. Do it at the healers just incase it doesn't work he first time.
Some quirks with large crates:
You will notice that the only difference is the way the timber joins run, it's not obvious which way they face, which is a good thing.
Another good thing about large crates is that after you use the decor tool, they stay the way they are supposed to be facing even when you drop them on the ground. Small and medium crates are prone to turn about when dropping them, putting them out of insta mode.
You cannot get an item count from large crates while facing in the insta mode direction. Small and medium you do. Theres a tip.<P ID="edit"><FONT class="small">
Edited by Lusty on 10/19/01 06:05 PM.</FONT></P>