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