One success may not finish the job
A supported layered trap starts at 0% disarmed. A successful resolved attempt adds 20 progress. It can take several attempts to finish, and an unfinished trap can still trigger.

Rogue · Skill guide
Progressively disarms signed Mechanical and Ward layers and resolves Ancient Dungeon Cache mechanisms.
Recommended activities for Remove Trap at each skill range.
View the training tableWork on dangerous mechanisms so you can handle supported containers more safely. A trap can have several layers, and each layer can need a different response.
Maximum skill: 120 with a matching Power Scroll. It starts with a 100 cap. Scrolls unlock 105, 110, 115 or 120; you still train the points and keep the same shared total of 720.
Which value counts? These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.
If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.
Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.
What the skill affects: These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.
Current standard timed-operation settings. These are calculated channel durations, resolved in 0.5-second steps. The final disarm check and progress are separate.
| Effective Remove Trap | Calculated duration |
|---|---|
| 80 | 5.6 seconds |
| 90 | 5.25 seconds |
| 100 | 4.9 seconds |
A resolved successful disarm adds 20 progress; it does not automatically remove every layer. Accidental-trigger chance falls with existing disarm progress, not simply because your skill reaches 100. Lockpicking 50 and Detect Hidden 50 prerequisites still apply.
Only the skill in the first column changes unless the table says otherwise. Each extra trained point still uses one point from your shared total of 720.
Current timed-operation rules, resolved in 0.5-second steps. The final check and disarm progress remain separate.
| Remove Trap | Calculated duration |
|---|---|
| 100 | 4.9 seconds |
| 110 | 4.55 seconds |
| 120 | 4.2 seconds |
A successful resolved attempt adds 20 progress. Extra skill does not remove every layer at once. The Lockpicking 50 and Detect Hidden 50 prerequisites remain.
A supported layered trap starts at 0% disarmed. A successful resolved attempt adds 20 progress. It can take several attempts to finish, and an unfinished trap can still trigger.
One recommended activity for each skill range, with a short note on what you need.
Before you start: set Remove Trap to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.
NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.
Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.
Beyond 100: consume the matching 105, 110, 115 or 120 Power Scroll first. A scroll raises only the individual cap; it grants no trained points and does not increase the shared 720-point total.
Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.
| Your skill | What to repeat | Quick note |
|---|---|---|
| 0.0–50.0 | Meet Lockpicking 50 and Detect Hidden 50 | Ordinary use requires Lockpicking 50 and Detect Hidden 50. |
| 50.0–80.0 | Disarm an eligible Academy trap | Ordinary use requires Lockpicking 50 and Detect Hidden 50. |
| 80.0–100.0 | Disarm an eligible Dungeon Cache ward | Ordinary use requires Lockpicking 50 and Detect Hidden 50. |
| 100.0–120.0 | Disarm an advanced Dungeon Cache ward | Ordinary use requires Lockpicking 50 and Detect Hidden 50. |
Signed traps and native cache wards use different knowledge and operation paths. Detecting or identifying a ward does not disarm it.
The 50.0 Lockpicking and 50.0 Detect Hidden prerequisites are enforced before training. Signed traps channel in 500 ms steps, retain their partial disarm percentage and gain 20 progress on a successful resolved attempt. Accidental-trigger risk falls from 40% at the beginning toward 2% near completion. Movement, teleporting, death, logout, leaving one-tile range or changing the host cancels the timed channel. Poison-family layers use Poisoning as their dedicated neutralization counter.
Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.