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.
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!
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?
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.
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.
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?
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!