- If a player intends to disarm traps for experience they do not need to evade them and vice versa, meaning that one of the effects can be considered essentially useless.
- Bonus to evade traps increases the chance that a character will avoid the damaging effect of a trap (by leaping backwards, away from danger). It does not allow a character to walk over traps without triggering them and losing the experience the trap could have provided.
- There are only a few instances of scripted traps which cannot be disarmed, most of them have hidden shut off switches that can be detected and used instead.
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