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Remove Trap

Remove Trap skill banner

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.

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.

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.

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.

Primary statDexterity
Secondary statIntelligence
TitleTrap Specialist
Mastery skillNo
Gain notesno 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.

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