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UO in Review -- 3 Nov 2006
Wilki Becomes Dev, No Longer Community Coordinator
UO Week in Review--29 September 2006
Server Maintenance
UO Week (or thereabouts) in Review--16 Sept 2006


Phazer Does Remove Trap

Remove Trap is used to remove traps from containers (either tinker-trapped chests, treasure chests or dungeon/town chests) and to disable faction floor traps placed by an enemy faction.


To be able to use/train the remove trap skill a chracater first has to have 50.0 Lockpicking and 50.0 Detect Hidden skill.


Usefulness
The usefulness of RT is actually very limited, and it is only advisable to train remove trap to disable faction traps or for roleplaying reasons.


  • Using remove trap will always reveal you if you are hidden. This makes the combination with other rogue skills such as hiding/stealth nearly impossible.
  • The third circle spell Telekinesis can set off a trap on dungeon/town chests as well as treasure chests.
  • High-level treasure chest traps can't be reliably removed by even a GM Trap remover.
  • Tinker-trapped boxes can be chopped open with an axe. Note that this will set off the trap, so it is best to do this near a shrine/healer.


Skill Training
Remove Trap can be trained with either dart traps (Max. 80 damage) or poison traps (lethal poison, can't be cured with magic/potions but shrines always cure.) Explosion traps do over 100 damage, so they are not usable for skill gain.


You can also gain by removing traps from dungeon chests and town chests.


The easiest way to train RT is by removing tinker-placed traps.

I recommend a setup similar to lockpicking: 5 bags with 20 crates each, plus a key ring holding the keys for all crates in that bag.

All crates should be dart-trapped by a GM tinker. The damage of dart traps is limited to about 80 hp. Explosion traps do much more damage (sometimes over 120) and the tinker trap poison is nearly uncurable by players.

If you have anatomy/healing you can heal yourself whenever you set off a trap (since RT has a 10 second delay and you can heal yourself is about that time it shouldn't cause any interruptions when working the skill.) If possible, another character healing you is of course safer.


It's safer/faster to train remove trap manually, but you can try to record an UOA macro like this:


Use skill: Remove Trap
Target Box #1
wait 500
Use item type: bandage
Target: self
WaitUntil: Health > 90

.. repeat 19 times ..



It is possible to train removetrap with poison traps if you work at a shrine (clicking a shrine will automatically cure all levels of poison.)
This may be useful if you can't heal the 50-80 damage you take when you fail to remove a dart trap yourself. You can cure the lethal poison before the first tick and take no damage.


RemoveTrap is best trained manually, but it is possible to record UOA macros to..


Use skill: Remove Trap
Target: Box #1
pause 200
Use item: shrine
pause 500
use item: shrine
pause 500
use item: shrine
pause 10000
[ repeat 19 times ]

The only problem here is that at higher levels you will remove some of the traps and when the macro is run a second time, the macro will attempt to remove traps that have already removed and waste 10 seconds per attempt ;-)


Retrapping chests should be done manually, but can be accelerated by a UOA macro:


Use item type: Tinker tools
Menu select: Trap
Target: Last target
Use item type: Keyring
Target: Last target

1) Reset the 'use item type: Keyring' to the keyring in the current bag.
2) Click the key-ring in the bag and unlock the first box.
(Keying = Last object, Box = LastTarget)
3) Play the macro to retrap/relock the box.
4) Press object (keyring), target the next box.
5) Play the macro.
6) repeat 4-5 until all boxes in this bag are retrapped.


Remove Trap in factions
I recommend at least 90-95 remove trap to remove faction traps, but it can be done with 80-85 skill.

To remove faction traps you must have a trap remove kit in your backpack. These kits are crafted by faction tinkers with at least 90.0 skill and 500 silver plus 10 ingots. The kits have 25 uses. You can get up to 100 silver per trap removed, depending on the faction tax rate.


Faction traps can be detected with about 65-70 detect hidden skill.


Tips & Tricks


  • You can start training with GM tinker traps as long as you are in powerhour. Out of powerhour use tinker traps about 10-20 points over your remove trap skill.
  • If you are in a faction, be very careful so you don't get killed by a trap. Tinker traps will put your character in 20-min statloss during which you can't gain.
  • When you are removing traps, move untrapped boxes into another corner of the bag they are in. This makes retrapping them later much easier, and you also don't have to worry about trying to untrap an already untrapped box.



--------------


Version 1.0: Initial draft.

Version 1.1: Clarified tinker trap skill gain, faction trap skill. Thanks KH/JC

Version 1.2: Added tips&tricks. Thanks KH





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