Remove Trap

Disarming Deadly Devices

Overview

Remove Trap is the specialized skill for safely disarming trapped containers and devices. Essential for treasure hunters and dungeon delvers, it allows you to neutralize deadly traps without triggering them.

Unlike using Telekinesis to trigger traps from a distance, Remove Trap completely disarms them, allowing safe access to container contents without damage or poison.

Requirements

⚠️ Prerequisites Required

  • Lockpicking: Minimum 50.0 skill
  • Detect Hidden: Minimum 50.0 skill

You cannot use Remove Trap without meeting both prerequisites!

Faction Traps

Special requirements for faction traps:

  • Remove Trap: 80.0+ required
  • Tinkering: 80.0+ required
  • Faction Kit: Needed if not trap owner

Core Mechanics

How It Works

  • Activation: Use skill from menu
  • Target: Trapped container or device
  • Range: Adjacent (1 tile)
  • Cooldown: 10 seconds
  • Safe Failure: Never triggers trap

Success Rate

Success based on trap power versus skill level
  • Difficulty Range: TrapPower to TrapPower+30
  • T-Map Chests 4+: Fixed 90-100 difficulty
  • Failure: Trap remains armed

Trap Types

Container Traps

Trap Type Effect Difficulty
Explosion Area damage Variable
Poison Poisons opener Variable
Dart Physical damage Variable
Magic Spell effects Variable

Treasure Map Chests

Map Level Always Trapped Difficulty
Level 1-3 Sometimes Low-Medium
Level 4-5 Always 90-100 (Fixed)

Faction Traps

  • Spike Trap: Physical damage trap
  • Gas Trap: Poison area effect
  • Explosion Trap: Area damage
  • Saw Trap: Bleeding damage

Training Guide

Skill Progression

Skill Range Method Notes
0-50 Cannot Train Need prerequisites
50-70 Tinker Traps Low power traps
70-90 Dungeon Chests Natural training
90-100 T-Map Chests Level 4+ maps

Training Tips

  • Prerequisite First: Get LP and DH to 50
  • Tinker Friends: Have traps made for training
  • Safe Practice: Failures don't trigger traps
  • Reusable Traps: Some can be reset
  • Natural Training: T-hunting provides gains

Character Builds

Treasure Hunter

  • • 100 Cartography
  • • 100 Lockpicking
  • • 100 Remove Trap
  • • 100 Mining
  • • 100 Magery
  • • 50 Detect Hidden
  • • 50 Meditation

Dungeon Rogue

  • • 100 Lockpicking
  • • 100 Remove Trap
  • • 100 Detect Hidden
  • • 100 Hiding
  • • 100 Stealth
  • • 100 Stealing
  • • 100 Snooping

Advanced Tips

Professional Strategies

  • • T-Hunter Essential: Required for high-level maps
  • • Dungeon Safety: Disarm chests before groups loot
  • • Service Provider: Offer trap removal services
  • • Faction Play: Crucial for faction trap warfare

Alternative: Telekinesis

If you don't want to invest in Remove Trap:

  • Telekinesis Spell: Triggers traps from distance
  • Take Damage: You'll still get hit
  • Resist/Heal: Need ways to survive
  • Not for Faction: Can't handle faction traps

Important Notes

  • 10s Cooldown: Can't spam attempts
  • Adjacent Only: Must be next to container
  • Safe Skill: Never triggers on failure
  • High Investment: Needs 3 skills (RT+LP+DH)
  • Worth It: Essential for serious T-hunters