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TrainingRoom / RemoveTrap

Remove Trap Note: In order to begin learning the art of removing traps, you must first demonstrate proficiency in the thievish arts of Lockpicking and Detecting Hidden - when you have achieved a base skill level of 50 in each, you may begin training in trap removal.

There are now 'self arming' trapped chests on the roof of the Insula bank to raise your remove trap skill.

For those in search of Treasure Chests, it is less expensive in terms of skill points (and far safer!) to assume they all contain Chest Traps. Casting Telekinesis from a distance will set off any dangerous devices installed and disarm a chest permanently (assuming it was not barred with the Magic Lock spell). This skill is still useful in Factions as it is the only way to remove enemy Faction Traps. Arrange to have a tinker create 100 dart trapped boxes. You will need 3 different skill tinkerer levels: 50, 80, and 100. Arrange 20 boxes and put all the keys on a keyring for each backpack. Unlock and relock the boxes to activate the traps again. Make sure to wear a 70 physical resistance suit because you will be damaged on some failures. A method of healing will be needed also.

  • 0 - 30: Train at Tinker or Thief.
  • 30 - 50: Use on 50 skill trapped boxes.
  • 50 - 80: Use on 80 skill trapped boxes.
  • 80 - 100: Use on 100 skill trapped boxes.

Page last modified on August 29, 2016, at 01:37 PM