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How effective is Remove Trap

Discussion in 'UO Factions' started by TexasBlack, May 22, 2008.

  1. TexasBlack

    TexasBlack Guest

    :thumbup: I'm working Detect Hidden and Lockpicking just so I can get remove trap. My question is should I gm remove trap to make it more effective . Or is it just enough to have it in the 70's range. I find the allure of factions appealing to my darker side. Anyone who has gm'd remove trap have any pointers I've been working the towns but the gains are slow thanks to ROT but I will get there :thumbup: . By the way I play on Siege Perilous it's the only shard for me.:shots:
     
  2. Cardell

    Cardell Lore Keeper
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    I think you need 80 ish to even remove faction traps at all and even at GM you fail a lot I think. So yeah, GM remove trap is pretty much essential if you wish to have a fighting chance against a good TB guild defending.
     
  3. TexasBlack

    TexasBlack Guest

    :thumbup: Well seeing as I plan on joining a faction in the future it's good to know ;) thanks.
     
  4. Arabella

    Arabella Lore Keeper
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  5. Demonous

    Demonous Rares Fest Host | Ches Jul 2010
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    how do u train this skill?
     
  6. Arabella

    Arabella Lore Keeper
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    http://www.uopowergamers.com/ Try this link, on the left side is the skills guide, then look up remove trap. I took off all of my skills but lockpicking, tinkering detect hidden and remove trap. You have to have at least 50 detect hidden and lockpicking for remove trap to be worked. I used uoa to to lock and unlock all my chest, which is a pain the first time around

    http://www.uoguide.com/Remove_Trap

    If your character is human you can make the red boxes to work your skills, I would also work my tinkering up as you go.
     
  7. Tina Small

    Tina Small Stratics Legend
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    Demonus, as Arabella said, plan on raising Tinkering skill on the same character that is working on Remove Trap skill. Your only alternative to this is to raise Tinkering skill on a separate character at the same time and switch between the two characters as you go.

    If you do the Tinkering skill on the same character as Remove Trap, you can probably get away with just using one box that you trap and disarm repeatedly. However, if you have the two skills on separate characters, you will most likely want to work with a much larger number of boxes. Put the keys on keyrings. Each keyring will hold 20 keys, so perhaps do either 20, 40, or 60 boxes.

    Try to keep your Tinkering skill at least 5.0 but not more than 15.0 points higher than the Remove Trap skill. I did one time manage to GM Remove Trap with my Tinkering skill raised only to 92, but I think your Remove Trap gains will come a lot faster if you take the time and use up the ingots to get to GM Tinkering. Also, if you plan to make faction traps, you need to have at least 90 Tinkering skill to make them (ignore the fact that the tinker tool gump shows a lower skill level).

    As mentioned, you must have at least 50 Lockpicking and 50 Detect Hidden skill before you can purchase Remove Trap training. I believe you can manage to train Remove Trap all the way to GM with only 50 Detect Hidden skill. However, if you have any plans to actually use the skill in factions, you will need enough Detect Hidden skill to reveal a faction trap before you can disarm it. I think you start being able to reveal faction traps (if your character is in factions) when you hit 80 Detect Hidden skill. (Could be 90, though. Can't remember.) You can train Detect Hidden skill off your trapped boxes as you go. Or hit up any place that has large amounts of static trapped chests/boxes and use the skill on them. The Treasure Hunters of Britannia section of the main Stratics site (http://uo.stratics.com/thb/index.shtml) has a lot of information about where to find chests of varying levels and types (i.e., static versus spawning).
     
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