
Remove Trap¶
Overview¶
Remove Trap allows you to disarm traps on containers before opening them, or disarm traps found in dungeon floors.
You can't use this skill until you have at least 50 in both Lockpicking and Detecting Hidden.
If you fail to remove a trap, there is a high chance that it will activate.
Dungeon chests¶
Disarming a dungeon treasure chest's trap lets you salvage part of the mechanism: crossbow bolts from level 1 chests, and explosion or poison potions from deeper chests.
- Chests disarmed before being picked hold an extra stack of gems and have better odds at dungeon dye material
- A trap disarmed by a Grandmaster (100.0) doubles the chance of finding a hidden compartment when that chest is picked
- A GM Remove Trap can always attempt to disarm a level 4 chest trap
For more information visit the Dungeon Treasure Chests page.
Training¶
Remove Trap can be used on a 10 seconds cooldown.
Train on tinker made traps of rising difficulty. Once you reach 98, move to dungeon chests or high-level treasure maps.
While training this skill you can also gain Dexterity (primary) and Intelligence (secondary). Visit the stats page to learn more.