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Old 07-08-2003, 01:26 PM   #31
Alson
Galvatron
 

Join Date: December 14, 2001
Location: Israel
Age: 36
Posts: 2,187
SixOfSpades pretty much summed it all... but here are a few interesting tidbits:

As far as Disarm Traps & Open Locks go, don't bother with more than 99 points in both. From the game engine's PoV, if a [trap/lock] has a [disarming/opening] score bigger than 99, it means it's either "magically warded ..." or requires a special key.

Excluding Hide in Shadows and Move Silently, there's not such thing as "penalties". Traps and locks don't enforce penalties - they just have minimum scores required. Same goes for Pickpocketing (and on the same vein, Shoplifting) - the person you're pickpockting has a basic score, which varies according to its class, level, etcetera. If you're Thief's Pickpocketing score is higher than the aforementioned value, you'll make it. If it's lower, it becomes chancy: The game rolls a d100 roll for you. If it's higher than
(Victim's "Can be Pickpocketed Above X" Score - Your Thief's Pickpocketing Score)

You'll make it. If not, you'll fail and get caught.

Rumor has it the more your Detect Illusions score is higher than 100, the more rapid it becomes. I think this one's true, but I'm not 100% sure. Can someone confirm?

Finally, if you're interested, check out the "Light Maps" of the various .ARE files with the Infinity Explorer. It clearly shows what parts of the map are easier to hide in, and what are harder.
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