Remove Trap
Remove Trap detects and disables traps on containers. The stats table and timing/mechanic notes below are source-verified against ServUO; the general training advice is community guidance pending field verification.
What it does
Section titled “What it does”Remove Trap lets you disarm the traps on chests and containers — explosion, dart, and poison traps on dungeon and treasure chests — so you can loot them safely instead of eating the blast. It is the companion to Lockpicking and Detecting Hidden on a treasure hunter.
How to use it
Section titled “How to use it”Stand next to the trapped container (you must be in range), use the skill, and target it. A successful roll clears the trap. On treasure chests the work takes longer the higher the chest tier. See gathering resources.
How to train it
Section titled “How to train it”Quick start: an NPC Tinker or Thief Guildmaster teaches Remove Trap up to one-third of
its own skill, capped at 42.0 (Scripts/Mobiles/Normal/BaseCreature.cs, CheckTeach:
baseToSet = ourSkill.BaseFixedPoint / 3; on this EJ shard the old Lockpicking/Detect-Hidden
prerequisite for being taught is waived — see CheckTeach’s !Core.EJ guard) — buy to ~30–42.
The classic rig: have a Tinker trap boxes at a difficulty matched to your skill, then disarm them in a loop (re-trap and repeat).
- Low/mid skill — disarm those tinker-trapped boxes; you must first detect the trap (Detect Hidden helps) before you can remove it.
- High skill — disarm real dungeon and treasure-map chests. GGS guarantees the slow late points as long as you keep disarming.
See skill gain and using & training skills.
Mechanics & numbers
Section titled “Mechanics & numbers”| Primary stat | Dexterity |
| Secondary stat | Intelligence |
| Title | Trap Specialist |
| Mastery skill | No |
| Gain notes | no stat gain on use (Str +0 / Dex +0 / Int +0) |
From Scripts/Skills/RemoveTrap.cs: there is a 10-second reuse delay (the OnUse return),
the disarm target reaches only 2 tiles (InternalTarget : base(2, …)), and on success the
chest’s TrapPower, TrapLevel, and TrapType are all cleared. An ordinary trapped container
rolls CheckTargetSkill(RemoveTrap, chest, TrapPower, TrapPower + 10).
New-system treasure chests use a longer timed disarm instead. With Remove Trap ≥ 100 the work is a fixed safety window by tier — 20 / 60 / 180 / 420 / 540 seconds for Stash / Supply / Cache / Hoard / Trove (measured from when the chest was dug). Below 100 it is a repeating 10-second skill-check loop that can spawn an Ancient Chest Guardian on a failed tick.
On this shard (EJ expansion, per Config/Expansion.cfg) the old requirement to use
Remove Trap — Lockpicking ≥ 50 and Detecting Hidden ≥ 50 — is also waived by the same
!Core.EJ guards in OnUse, so any skill level can attempt a disarm.
Related skills & synergies
Section titled “Related skills & synergies”- Lockpicking + Detecting Hidden + Cartography + Mining — the treasure-hunter toolkit.
- Tinkering — crafts the trapped boxes used to train.
See also
Section titled “See also”Banner icon courtesy of uorenaissance.com.