Trap
Discover/Disarm traps set in dungeon
Increase effectiveness of
Trap-type techs.
Vigour
Auto Effect
Acquisition Requirements
10
-
-
100000
Ecological Research 1 Rank
Acquire Skill
- Athens - Adventurer Guild
- St. Petersburg - Adventurer Guild
Preferential Jobs
Equipment
Aides
Enver
Lookout 43
( 10 / 8 / 0 )
Rachel
Lookout 60
( 20 / 5 / 8 )
View All Comments

Steward
01-14-2014
Im wondering at which rank this skill actually disables/destroys traps. I keep setting off traps in chests...
Battousai01-14-2014
At rank 10 and you dont have to worry about floor traps anymore.
ThatOneGuy07-15-2014
Hi, does anybody know if you can use +skill equips to learn new trap techs? Like if I'm Trap R6+2, can I learn r8 trap skills?
BIakeC07-15-2014
Apparently yes you can. I managed to acquire Improved Pit Trap (which requires R4 Search and R4 Trap) one day in dungeon even though I had only R3+1 Trap.
Guilder07-15-2014
I've found this to be true of both trap and weapon techs -- I got Fuse Explosive (R4 Geo, R3 Trap) with boosters, and just recently learned the New Swift Throw (r7 Throwing, 10 Power Finesse) knife tech at R6+2 Throwing.
H.-Gazi12-31-2014
***Information Summary***
This skills enables you to learn Trap techs(boost works). It allows you also to disarm traps in dungeons (floor 7, 12, 13 and 14).
Aside getting better Techs from higher traps, it increases the damage output and may prolong the duration of the tech-effect. Like ReaD said you will be 100% trap-proof in dung when your trap is rank 10+ :D
Other skills may also require in order to get certain Trap techs, these are:
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Search
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Biology
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Ecological Research
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Provisions
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Geography
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Throwing
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Archaeology
For more information see gvo.gamedb.info/wiki/?Combat/Technic
It may require translation from browser, because it is written in Japanese and note that not all names are correctly translated D:
In my experience getting rank 3+ trap is really hard and only certain NPC opponents uses them in order to have a chance. For those who want to receive Techs faster
Finesse Acquisition Instruction increases greatly the chance, but it is a NC/astro item unfortunate :(
Hope this information may be useful to most of you!
King regards,
Huseyin-Gazi
mois01-11-2015
Is there a list of laceration and burning traps ?
Guilder01-12-2015
Sure is. Run the gvo.gamedb.info link listed above through a webpage translator, and you'll see every tech listed, along with their status effects and so on.
Boop09-10-2015
There are Gloves (Protective Gloves) from Abu Simble Middle Floor Secret Room which give +2 Traps (and +1 Marching). Couldnt find them in the database
Guilder09-11-2015
Thanks. They are in the DB, but I don't blame you for missing them; they're mislabeled:
Protective Gloves
Or, were they mistranslated? Hmm. Either way, I hope the site admin(s) can fix this soon.

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Guilder01-26-2017
A +2 Trap weapon now exists as an MA reward.
Staff of Light (from El Greco in Seville)
100 Durability
40 Formality
60 Attack
+2 Sword Mastery
+2 Trap
+1 Tactics
15k fame to equip, club/staff-type weapon
Currently the only +2 Trap weapon in the game, I believe. Completing the album requires visiting Atlantis' dungeon and beating powerful multi-boss squads in the hopes that they'll drop three MA items. More details can be found in comments here:
Memorial Album
Note: Unless something changes for GAMA, Atlantis will disappear when the Age of Revolution's first chapter launches, and since the Atlantis dungeon cannot be accessed with ESBT, this album cannot be completed unless Atlantis reappears, so obtaining the weapon isn't an easy task. If you go hunting for one, I wish you well.
Sources:
gvo.gamedb.info/wiki/?Labyrinth (MA item drop tables - Poseidon section)
yukimiiro.blog.fc2.com/blog-entry-301.html (screenshots of the item drops and weapon)
Guilder05-12-2017
Two unlisted +2 Trap accessories:
Claw Talisman: +2 Trap/Livestock trading/Sniping. Only obtained from "Nomadic Clothing Culture" MA which requires +1 Sewing/Handicrafts aides (plus the skills on your character) and Quarters production, plus 14th Century Chrono title equipped.
Neo Six Secret Teachings & Three Strategies -- +2 Swordplay/Swordmastery/Trap. Released in a Sailor Bottle on 5/11.
Nekos05-14-2017
Abu Simble Middle in the Hidden Passages, the area with 2 chest and an altar in the middle.There's a new thing.
Protective Gloves
Durability 70/70
Defense 10
Trap+2
Marching+1
Required Total Fame 8.000
H.-Gazi12-24-2017
I need some fellow adventure/dungeoneers to confirm about: trap-proof from dungeon floors. It was R10 or higher (boost works), but now I get the feeling even R7+ may do it as well... I am not sure if that changed but so far I haven't been caught by a single trap since then.
Thank you in advance. ^^
Kosevo12-24-2017
Hi Gazi, I am not sure about other dungeons, but base on my experience back in GAMA, I had R10 Trap and I was able to get past most trap floors without any issues at all. I had tested R10 trap floors on Giza Mid&Lower as well as Luxor Mid, not an issue at all.
Not sure about FSD side. I think it should be trap-proof too. Someone whose doing FSD can confirm this too thanks.
H.-Gazi12-25-2017
R10 was the condition yes, but I got the feeling they may have soften the condition for this as well to R7. But it is an hypothese still. :)
Almeida01-25-2019
Instructor Stellario at Pisa Adv. school says Adventurers are better served by Trap techs than by Item or Weapon techs. Why are Trap techs better than Weapon techs?
Guilder01-25-2019
Adventurers can activate their Trap techs in 1 second, but all others take 2 seconds; same for Merchants with Merchandise Knowledge techs and Maritimers with weapon techs -- each job class can use their inherent specialty techs quicker than they can others.
That's what the ever lovelorn Instructor Stellario was trying to hint at, in UWO's typically fun, nebulous way. But the truth is that all tech types can be useful depending on your land battle preferences. Trap techs inflict status ailments, MK techs boost item efficacy, and of course weapon techs make you deadlier in damage output. You just can't use them all as quickly as you might others, depending on your current job class.
That's my take on it. Others may chime in with their own experiences and views. Cheers.
Alrn01-26-2019
Instructor Stellario said that just so he can trap 'someone' he likes lol :P
Guilder07-24-2021
Almeida10-16-2021
After acquiring this skill is it necessary to keep Ecological Research skill to acquire more trap skills?
Guilder10-17-2021
Currently, you can check all existing techs (even some unacquirable NPC skills) by clicking Techs from the bottom of the front page. Or go here:
uwodbmirror.ivyro.net/eg/main.php?id=172&chp=69
That aside, it looks like Bear Trap tech tree requires E.Research (r7 max) but no others.
Almeida02-12-2023
It is a known fact that Ecology is required to acquire the Traps skill. However, if one 'forgets' Ecology after getting Traps, it may be difficult to later acquire Trap techs. I had done exactly that and got no Trap techs fighting for 90 minutes. After re-acquiring Ecology I got a Trap tech in 5 minutes and another 10 minutes later. Just an FYI for those who haven't already figured this out.
Guilder02-13-2023
Actually, you can acquire Trap skill without learning Eco skill by changing into a job which favors Trap. I think if Eco skill was truly required to acquire Adventure/Trap techs, it would be listed along with the other tech requirements (Biology skill for Wasps, etc.) -- and several Trap favoring jobs (Steam Engineer, Gladiator, Guerrilla) lack Eco skill entirely.
Your tip is appreciated, but I do feel that some additional testing is required, especially since Techs in general are known to be difficult to acquire quickly without the use of UWC items. Cheers.
CABlakeC02-13-2023
Leg Hold Trap and
Bear Trap techs DO NEED a certain rank in Ecological Research to be able to acquire them, but in theory you shouldn't need it for the others. Also keep in mind that techs do take time to get.
Govinda12-13-2023
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