← Back to the toolkit

Ultima Online Remove Trap - what it disarms, what failure costs, and the page with no numbers on it

For official shards · Thieving skill · Dex/Int · caps at 100 — no Power Scroll exists for it · every figure sourced

Remove Trap does one job, and uo.com states it in one line: “Remove trap is a skill used to remove traps on containers and disarm floor traps in various locations.” You target a floor trap or a trapped box, crate or chest, and either the trap comes off or — uo.com’s own emphasis — “if you fail to remove the trap there is a high probability that you will trigger it instead!”

[!] uo.com’s Remove Trap page contains no skill numbers at all. No thresholds, no chest-level-to-skill mapping, no failure chance, not even a disarm time despite the page stating that higher skill disarms faster. That is a gap in uo.com’s documentation, and it is said first below. Remove Trap caps at 100, is the skill uo.com itself names as an example of having no Power Scroll, and has no Skill Mastery.

The page with no numbers on it

This has to come first, because it changes how you read everything else about this skill.

Everything below this point is published unless marked [!].

What it actually does

The targets are floor traps and trapped containers — boxes, crates and chests. To use it, click the blue gem next to the skill on your skill list, then target the item you want to disarm.

Failure sets the trap off. uo.com tells you to prepare healing supplies for exactly that reason: a failed disarm carries a chance of setting the trap off. The published advice is to plan on taking the hit rather than on avoiding it, which is why Healing and Anatomy sit so often on the same template.

Disarm first, then pick. Once the trap is disarmed, you can then try to pick the lock. Doing it the other way round on a town or dungeon container means opening a box that carries up to 3 traps.

Gloves hinder it [!]. Some traps have delicate inner workings that need a fine touch, and gloves get in the way.

It does not reveal you. uo.com: “Using this skill will not cause a hidden character to be revealed”. A character in Hiding or moving on Stealth can disarm without coming off the ground.

Higher skill is faster. uo.com states that more Remove Trap reduces disarming time. It is the only skill in the thieving group with a published speed component at all — which makes the missing seconds figure frustrating rather than academic, since the whole point of the statement is that it matters while something is spawning behind you.

The entry barrier is gone. uo.com: “Until publish 105 there were ‘qualifying’ requirements which must be met before the skill could be trained, these have been removed.” Initial training is now purchasable from an NPC like any other skill.

[!] uo.com does not say what those old requirements were. An unpublished account gives them as at least 50 [!] points each in Lockpicking and Detecting Hidden — a description of the system that was removed, not of the one in force, and not presented here as a live requirement.

Treasure chests, where a failure costs twice

uo.com: treasure chests “give the best gains, but require a treasure map to be dug up.” While you work, “Ancient Chest Guardians, chosen from the monsters that can spawn during the initial dig, will spawn to defend the chest” and must be defeated.

What a failure costs [!]: the chest spawns one dark-blue, loot-less guardian of a type matched to the chest’s level, and it must be defeated before you can try again. At the same moment you take damage scaled to the chest’s level, so every failed attempt is doubly dangerous.

Read that as a rule: a missed disarm costs you health and a fight that drops nothing, before you are permitted to try again. That is the reason a treasure hunter brings a combat character or a pet rather than going alone with Cartography and lockpicks, and the reason the no-penalty training route below exists at all.

Three trap types, and how to know which one you are facing

uo.com: town and dungeon chests feature “three types, dart, explosion or poison and of varying difficulty.” uo.com’s Lockpicking page supplies the count — up to 3 traps per container — and the warning that goes with it: do not open them unless you can deal with what is inside.

You can identify the trap before touching it. Detecting Hidden produces a [trapped] label, and in the Classic Client only, a colour:

ColourTrap type
PurpleExplosion
BlueDart variants
GreenPoison variants

Enhanced Client users do not get the colour cue, which is a client-dependent feature rather than a skill one.

In PvP

Said plainly: Remove Trap has no published function against another player. uo.com describes no Remove Trap mechanic that operates on a person. What it contributes to a Felucca character is indirect, and comes down to two points.

In PvM

Caps, stats and training

Primary stat Dex, secondary Int. Remove Trap has no Power Scroll, and this is the clearest published exclusion of any skill in the thieving group: uo.com’s Scrolls of Transcendence page names it as the example, “All skills (including non-Powerscroll skills such as begging and remove trap) are available.” It is likewise absent from the Power Scroll list. It stops at 100, against the 720 total skill cap. Scrolls of Transcendence do apply to it. There is no Remove Trap mastery.

uo.com publishes four training methods:

MethodWhat uo.com says
Puzzle BoxesFrom the Oddities Trader at the Lycaeum in Moonglow — “circuit trap, the cylinder trap and the slider trap; they will not penalise a failed attempt.” The only published no-penalty route, and therefore the safe default.
Treasure Chests“These give the best gains, but require a treasure map to be dug up.” Ancient Chest Guardians spawn to defend the chest and must be defeated.
Town and Dungeon ChestsDart, explosion or poison, of varying difficulty. uo.com recommends a Crystal Ball of Knowledge from Ortlem The Mystic in Ter Mur to judge difficulty, and names the Britain Warrior’s Guild hidden room as excellent, with “a wide range of difficulty levels” — the shared training spot for this skill, Detecting Hidden and Lockpicking.
Tinker Trapped ChestsCarpenter-crafted crates or boxes trapped by a tinker, but “slightly problematically as the tinker placing the traps must be quite close in skill level” to the person removing them.

Two unpublished variations: dart-trapped boxes made by tinkers at skill levels 50 [!], 80 [!] and 100 [!], and the same puzzle kits — slider, cylinder or circuit — from the Lycaeum vendor, who is also known as The Collector of Oddities.

[!] uo.com states no tinker skill tiers for Remove Trap training, so the 50 / 80 / 100 set above is unpublished. It is not the same thing as a skill threshold for the player, and is not presented as one.

Underneath any route, the Guaranteed Gain System awards a mandatory 0.1 when nothing has been gained inside your bracket’s window, and a Scroll of Alacrity raises each check to 0.2–0.5 for 15 minutes.

What is not published

Where these come from

uo.com Remove Trap · uo.com Lockpicking · uo.com Detect Hidden · uo.com Hiding · uo.com Stealing · uo.com Skills, Stats & Attributes · uo.com Scrolls of Power · uo.com Scrolls of Transcendence · uo.com Skill Masteries · uo.com Skill Gain Systems. Everything here is from uo.com or the game itself; anything uo.com does not publish is marked [!] as unpublished where it appears.

Every skill in the game

This is one of fifty-eight. The full skill list has all of them — what each does, its stats, where it caps, and which skills it works with.

The other 7 thieving skills:
Detecting Hidden · Hiding · Lockpicking · Poisoning · Snooping · Stealing · Stealth

The spell books

Magery · Necromancy · Chivalry · Bushido · Ninjitsu · Spellweaving · Mysticism

More from UO Toolkit

Questions, bugs, or want to talk to other players?

Join the UO Toolkit Discord →