Remove trap

Discussion in 'Renaissance Discussion' started by izcenine, Feb 5, 2013.

  1. izcenine

    izcenine Member

    Joined:
    Dec 30, 2012
    Messages:
    39
    Likes Received:
    3
    Remove trap seems impossible to raise. Anyone have any insight>?
  2. Tater Salad

    Tater Salad Renaissance Volunteers
    Renaissance Volunteers

    Joined:
    Nov 15, 2012
    Messages:
    312
    Likes Received:
    15
    I found the best way to do it was raise my tinker along with it, it works similar to the way lockpicking does, only slightly more sensitive. I started by buying both skills, then locking my tinker, trapping and un-trapping a box I had, and when remove trap stopped gaining for that level, I would raise my tinker a little, try a trap and see if it would gain again. I hope that helps. I don't have exact numbers but it seems like tinker and remove trap had to be similar skill levels, or tinker slightly higher to be able to gain. If too high you won't be able to attempt, and too low you won't gain.

    note - If you don't have a tinker now is a great time to make one. You can use the dart trap all the way to gm remove, so you don't waste all those potions/regs. But you will have to buy/make crossbow bolts. If you already have a tinker, a good method is the same as lockpicking, by creating chars at 30 and 50.

    Once you stop gaining off of the 50 one, you will have to raise it a little if you already have a gm tinker, I made a trap on my gm, and would periodically try to remove trap it to see if I could do it yet.
  3. izcenine

    izcenine Member

    Joined:
    Dec 30, 2012
    Messages:
    39
    Likes Received:
    3
    I was afraid of that. Seems like its a bit broken.
  4. Chris

    Chris Renaissance Staff
    Renaissance Staff

    Joined:
    May 14, 2012
    Messages:
    3,385
    Likes Received:
    6,195
    Ill take a look at this to make sure this is working properly for skill gain checks.
  5. izcenine

    izcenine Member

    Joined:
    Dec 30, 2012
    Messages:
    39
    Likes Received:
    3
    Thanks, Chris!
  6. Red_Rover

    Red_Rover Member

    Joined:
    May 18, 2013
    Messages:
    295
    Likes Received:
    20
    So I'm working Remove Trap this weekend.

    At 80 or 81 i was able to start using my GM Tinker to set traps on the box. Was working great. Once I got to 90.0 skill in Remove Trap, the gains stopped dead. I disarmed 1000 traps with NO gains at all.

    How do I gain above 90.0?

    Thanks!
  7. Bankshot

    Bankshot Member

    Joined:
    Jun 27, 2013
    Messages:
    58
    Likes Received:
    13
    It might require dungeon chests to gain past 90.
  8. Bayara

    Bayara Well-Known Member

    Joined:
    Dec 6, 2016
    Messages:
    251
    Likes Received:
    581
    I am bumping this!!

    considering making a dungeon crawler LP character with all the fixings. but gosh golly after reading what I could on remove trap it looks daunting. especially when there are other, extremely easy ways to deal with traps. but I do like the idea of doing it with skill and precision. not breaking stealth to cast telekinesis is also attractive. does backing up one tile and opening the trapped container and taking the damage reveal you if you are stealthing?

    to add something to this thread... I read you only need dungeon chest gains at 98 in order to gain/progress to GM. did this change?
  9. Pirul

    Pirul Well-Known Member
    UO:R Subscriber

    Joined:
    May 16, 2013
    Messages:
    3,219
    Likes Received:
    2,468
    Taking a step back and triggering not only does not break stealth, it doesn't hurt you either.
  10. Bayara

    Bayara Well-Known Member

    Joined:
    Dec 6, 2016
    Messages:
    251
    Likes Received:
    581
    how convenient.
    thanks for that quick and timely information!

    if I may also inquire...
    is dungeon picker loot good?
    will I only find ID wands and lesser poison potions?
    I have looked for info about this but haven't seen much.
  11. Pirul

    Pirul Well-Known Member
    UO:R Subscriber

    Joined:
    May 16, 2013
    Messages:
    3,219
    Likes Received:
    2,468
    When I GMed lockpicking I kept a log of how it went. I believe I went through somewhere between 1,000 and 1,200 dungeon chests from 95-100 skill. Each containing between 350-400gps, some scrolls, gems, regents and lesser items. You do the math.

    It's not tamer vs. blood elemental kind of gold per hour, but it isn't bad. That is, unless someone else is also picking the chests, as they take a while to respawn.
    Jupiter and Dalavar like this.
  12. Bayara

    Bayara Well-Known Member

    Joined:
    Dec 6, 2016
    Messages:
    251
    Likes Received:
    581
    yeah, I am not expecting the ** tamer VS blood ** kind of cash flow.
    just curious about the item content.
    is it realistic that I could go for some runs and walk away with some power weapons and a vanq or two?
  13. Pirul

    Pirul Well-Known Member
    UO:R Subscriber

    Joined:
    May 16, 2013
    Messages:
    3,219
    Likes Received:
    2,468
    Very highly unlikely (not to say completely unrealistic).
  14. Bayara

    Bayara Well-Known Member

    Joined:
    Dec 6, 2016
    Messages:
    251
    Likes Received:
    581
    alright then ::feels only slightly crushed::
    I was ready to hear that.

    I will still go for it, and if I am not smitten with the results then I will throw cartography on and work a few T-maps maybe.

    thanks again!
    One likes this.
  15. Pirul

    Pirul Well-Known Member
    UO:R Subscriber

    Joined:
    May 16, 2013
    Messages:
    3,219
    Likes Received:
    2,468
    You're welcome.
    One likes this.

Share This Page