Difference between revisions of "Remove Trap"
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For those in search of [[Treasure Chest]]s, it is less expensive in terms of skill points (and far safer!) to assume they are <i>all</i> trapped. 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). | For those in search of [[Treasure Chest]]s, it is less expensive in terms of skill points (and far safer!) to assume they are <i>all</i> trapped. 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). | ||
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+ | This skill still usefull in [[Factions]] is the only way to remove the enemy [[Faction Traps]]. | ||
==Using== | ==Using== |
Revision as of 04:32, 17 April 2008
Contents
The skilled rogue can disarm traps using the Remove Trap skill. 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.
For those in search of Treasure Chests, it is less expensive in terms of skill points (and far safer!) to assume they are all trapped. 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 still usefull in Factions is the only way to remove the enemy Faction Traps.
Using
To use the Remove Trap skill:
- Click the blue gem next to the skill on your Skill List.
- Target the item that you wish to disarm.
If you are successful in your attempt, the trap is disarmed and you can then attempt to pick the lock of the container. If, however, your fingers slip and you fail to disarm the trap, there is a chance it may be set off. Traps that are set off often reset themselves, requiring another Remove Trap attempt.
This skill is quite risky and you would be wise to practice it with caution. Wearing gloves can hinder your ability to disarm traps, as the delicate inner works of certain traps require a fine touch.
Training
- 0 - 30: Train at Tinker or Thief.
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.
- 30 - 50: Use on 50 skill trapped boxes.
- 50 - 80: Use on 80 skill trapped boxes.
- 80 - 100: Use on 100 skill trapped boxes.