Hi, recent player (returned from pre-2000's), 1st time forum poster. I'd like to make a dungeon chest raider/treasure hunter and would like to include Remove Trap (despite it being sub-optimal). So I was wondering how to make RT more relevant or even necessary. A few ideas included: The ability to remain hidden/stealth while using Remove Trap - obviously an advantage when in a dugeon attempting to loot with monsters about T-maps and dungeon chests above a certain level cannot be forced with telekinesis (those clever tinkerers have used some metal resistant to spells!) - perhaps from T maps 4 or 5 upwards and chests on dungeon levels 3+9515 Alternatively perhaps a greater cost for forcing the lock - some items inside damaged/lost as the chest flares up from the spell reacting with the explosive potion used to trap it resulting in a brief magical conflagration destroying any t-maps inside and scouring items of their magical properties. I think all 3 are relatively sensible/balanced considering the difficulty in raising RT. It would mean a firm skill slot used on these builds but hopefully that would just encourage people to work together in teams (or I guess be forced to use their second or third account characters to clear the spawn). Regardless, except for perhaps level 1-3 T maps, I think it should be a group activity. Thanks for your time reading this. I'm really enjoying UOR so far and look forward to running into some of you out there (but hopefully not at the end of a weapon or spell directed at me... yet).