Disarm Enhancement (404)

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Disarm Enhancement (404)
Mnemonic [DSENHANCE]
Base Duration 30 sec +1 sec per level
Added Duration 30 sec +1 sec per level
Span Stackable
Utility Magic - Skill Enhancement  
Subtype Enhancement 
Skill Enhancement Disarming Traps 
Availability All 
Minor Elemental Spells
Elemental Defense I (401) Defensive
Presence (402) Utility
Lock Pick Enhancement (403) Utility
Disarm Enhancement (404) Utility
Elemental Detection (405) Utility
Elemental Defense II (406) Defensive
Unlock (407) Utility
Disarm (408) Utility
Elemental Blast (409) Attack
Elemental Wave (410) Attack
Elemental Blade (411) Offensive
Weapon Deflection (412) Attack
Elemental Saturation (413) Attack
Elemental Defense III (414) Defensive
Elemental Strike (415) Attack
Piercing Gaze (416) Utility
Elemental Dispel (417) Attack
Mana Focus (418) Utility
Mass Elemental Defense (419) Defensive
Magic Item Creation (420) Utility
Elemental Targeting (425) Offensive
Elemental Barrier (430) Defensive
Major Elemental Wave (435) Attack

Disarm Enhancement (also called Trap Lore) gives the target a bonus in both manual and magical disarming.

When disarming manually, several factors affect the bonus to disarming including the caster's level, the Minor Elemental spell ranks, the caster's Disarming Traps skill, and the caster's Intuition bonus if the caster has not spotted the trap or Dexterity bonus if the character has already detected a trap but has not yet disarmed it. At no time will the spell provide a bonus greater than the target's Disarm Traps skill.

When disarming magically, several different factors affect the bonus to disarming including the caster's minor elemental spell ranks and the caster's Aura bonus.

If the spell is being cast from a scroll or magic item and the user does not have personal knowledge of the spell then the bonus is reduced between 10% and 50%. The actual reduction will be based on the user's ability to use said item. Further, casting the spell on a target other than the caster results in an additional 50% loss to the bonus. In a situation where both penalties are applicable, the item-cast penalty is applied first, and the non-self-cast penalty is applied to the result of that.

The spell will never give a negative disarm bonus. If it would otherwise do so according to the internal formula (for example, if the caster has a highly negative Intuition stat bonus), then the spell will fail to cast.

In addition to helping with the disarming process, this spell is also known to give a small bonus to aiming thereby helping ranged weapon users. The bonus can be applied by the archer or by another caster.

Disarming Traps Bonus

Stat bonus in the formula below is Intuition for detection and Dexterity for disarming.

Bonus = MIN(Disarming Traps Bonus, (TRUNC(level / 2) + TRUNC(Disarming Traps Bonus / 10) + Stat Bonus + TRUNC(MnE Ranks / 4)))

Reduce by 10-50% if caster does not know the spell (using scroll or item).

Reduce by additional 50% if not self-cast.

Lore Benefit

The Water Lore benefit adds a bonus to the chance to not set off a trap when failing a disarm. When you fail to disarm a trap, it will provide phantom ranks (at a seed 1 rate) when determining if you failed badly enough to set off the trap.


Cast You become calm and focused.
Expiration The focused look leaves you.

Alchemy Recipes

A scintillating pale red potion
Eastern version Western version
  1. Add water
  2. Add red trafel mushroom
  3. Boil
  4. Add powdered brown sphene
  5. Simmer
  6. Add 3 doses of ayanad crystal
  7. Chant Disarm Enhancement (404)
  1. Add water
  2. Add red trafel mushroom
  3. Boil
  4. Add powdered blood red garnet
  5. Simmer
  6. Add 3 doses of ayanad crystal
  7. Chant Disarm Enhancement (404)