Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Forums > Miscellaneous Games (RPG or not)
FAQ Calendar Arcade Today's Posts Search

Reply
 
Thread Tools Search this Thread
Old 07-22-2002, 05:25 AM   #1
fung
Dungeon Master
 

Join Date: June 22, 2002
Location: Australia
Age: 41
Posts: 77
Is the lock and trap skill worth any investment at all for a gadgeteer, rouge etc.

Since in the mid-late game almost every party will have at least one caster that can cast the knock knock spell at power level 7.

I'm currently puting some points into the lock and trap skill for my gadgeteer coz I've run out of places to dump my points.
fung is offline   Reply With Quote
Old 07-22-2002, 06:00 AM   #2
Gimli
Emerald Dragon
 

Join Date: January 12, 2002
Location: Moria
Posts: 912
I think it is, combined with a 7th level divine trap spell it's a safer way to disarm traps than with knock knock. If you get it over 60 or so you should be good, can't hurt to raise it as far as 75 though if there's nothing else you need to spend the points on. Thieves' buckler helps for gadgies; rogues have the benefit of dual thieves' daggers and their class bonus, but the way I played rogues they didn't have the skill points to waste there, so I also went with the gadgie as the lock picker/trap disarmer.
__________________
There\'s one dwarf left in Moria that still draws breath!
Gimli is offline   Reply With Quote
Old 07-22-2002, 09:39 AM   #3
Paradigm
Elite Waterdeep Guard
 

Join Date: July 21, 2002
Location: Germany
Age: 39
Posts: 8
I find that the damage the fail of an opening makes is not so high after all...
I never found something really good there anyway...
__________________
I am German, so all mistakes can be blamed on my English-teacher...
Paradigm is offline   Reply With Quote
Old 07-22-2002, 09:52 AM   #4
Gimli
Emerald Dragon
 

Join Date: January 12, 2002
Location: Moria
Posts: 912
Some of the later traps are nasty, especially the philosopher's bane one Basically if you have a locks guy you can avoid having to reload; or if you're playing IM I think it's a must to have one.
__________________
There\'s one dwarf left in Moria that still draws breath!
Gimli is offline   Reply With Quote
Old 07-22-2002, 10:05 AM   #5
armakh
Manshoon
 

Join Date: February 24, 2002
Location: Sidney, Nebraska
Posts: 198
I also don't like the heatwave trap-it breaks your potions. I tend to hoard magic nectar, and it sucks to lose a big hoard of those
__________________
Life is too serious to be taken seriously.
armakh is offline   Reply With Quote
Old 07-22-2002, 10:08 AM   #6
Rhea
Drow Warrior
 

Join Date: October 2, 2001
Location: California
Age: 72
Posts: 266
Quote:
Originally posted by Gimli:
Some of the later traps are nasty, especially the philosopher's bane one Basically if you have a locks guy you can avoid having to reload; or if you're playing IM I think it's a must to have one.
I agree. My Bard's doing the lock picking this time, and my Ninja's doing pickpocketing. Knock knock is good, but the combination of that and the lockpicking skill is better. And just examining chests helps up the lockpicking skill. Plus, you don't need Divine Trap to try to figure out what to disarm.

So, either you have a combo of two spells, Knock Knock and Divine Trap, or one guy with agile fingers. Early on I'd rather save the spell picks for something more substantial like buffing spells.
Rhea is offline   Reply With Quote
Old 04-20-2003, 03:21 PM   #7
kryptobeats
Elite Waterdeep Guard
 

Join Date: April 7, 2003
Location: work
Age: 41
Posts: 19
just force everything....6 lizardmen and a whole bunch of chest slammin is what i suggest...lol
__________________
\"Roll to see if I\'m getting drunk\"
kryptobeats is offline   Reply With Quote
Old 04-21-2003, 11:35 AM   #8
Lunaticlord
Elite Waterdeep Guard
 

Join Date: April 16, 2003
Location: Tennessee, USA
Age: 50
Posts: 20
If you have a gadgeteer in the party, then you should probably have plenty of points to put into Locks and Traps since he has no spells to worry about. I usually put 3 points in Locks, Engineering and Modern Weapons. Ranged combat and other stuff goes up just fine on its own, I think.


The Lord of Lunacy
__________________
You want me to do WHAT?! Yeah, that is pretty disgusting... Count me in.<br /> <img border=\"0\" alt=\"[monster9]\" title=\"\" src=\"graemlins/monster9.gif\" /> <br />The Lord of Lunacy
Lunaticlord is offline   Reply With Quote
Old 04-21-2003, 07:57 PM   #9
Kakero
40th Level Warrior
 

Join Date: March 24, 2002
Posts: 10,215
to me it's very important to put a lot of points in lock and picks skill. knock knock spell can do the same but you'll be wasting your mana casting it.
Kakero is offline   Reply With Quote
Old 04-22-2003, 05:57 AM   #10
Wereboar
Baaz Draconian
 

Join Date: June 6, 2002
Location: Germany
Posts: 795
Quote:
Since in the mid-late game almost every party will have at least one caster that can cast the knock knock spell at power level 7.
A level knock-knock not necessary opens a lock. For high-level locks, sometimes 4 level 7 knock-knock spells (from different casters) are not enough. But combined with 2-3 casters, a skill of 10-20 is enough (which you can get from items).

But since your gadgeteer has nothing else to do, raise it. At least in ironman, its well worth it (just lost $70.000 to the chest at Barlone).
Wereboar is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Lock & Trap skill question Gundar Miscellaneous Games (RPG or not) 3 01-14-2005 08:55 PM
Is Blacksmith trait or Scout skill worth the bother?? Robalex Wizards & Warriors Forum 7 05-25-2004 05:50 PM
Dual weapons skill - worth the points??? justindavis Miscellaneous Games (RPG or not) 5 04-26-2003 12:16 AM
survey: required trap skill dale Miscellaneous Games (RPG or not) 7 03-03-2002 09:57 PM
Tumbler Locks & learning lock/pick skill dale Miscellaneous Games (RPG or not) 2 02-11-2002 12:42 PM


All times are GMT -4. The time now is 01:05 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved