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#1 |
Dungeon Master
![]() Join Date: June 22, 2002
Location: Australia
Age: 42
Posts: 77
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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. |
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#2 |
Emerald Dragon
![]() Join Date: January 12, 2002
Location: Moria
Posts: 912
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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.
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There\'s one dwarf left in Moria that still draws breath! |
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#3 |
Elite Waterdeep Guard
![]() Join Date: July 21, 2002
Location: Germany
Age: 40
Posts: 8
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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...
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#4 |
Emerald Dragon
![]() Join Date: January 12, 2002
Location: Moria
Posts: 912
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Some of the later traps are nasty, especially the philosopher's bane one
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There\'s one dwarf left in Moria that still draws breath! |
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#5 |
Manshoon
![]() Join Date: February 24, 2002
Location: Sidney, Nebraska
Posts: 198
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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
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Life is too serious to be taken seriously. |
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#6 | |
Drow Warrior
![]() Join Date: October 2, 2001
Location: California
Age: 73
Posts: 266
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Quote:
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. |
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#7 |
Elite Waterdeep Guard
![]() Join Date: April 7, 2003
Location: work
Age: 42
Posts: 19
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just force everything....6 lizardmen and a whole bunch of chest slammin is what i suggest...lol
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#8 |
Elite Waterdeep Guard
![]() Join Date: April 16, 2003
Location: Tennessee, USA
Age: 51
Posts: 20
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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
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#9 |
40th Level Warrior
![]() Join Date: March 24, 2002
Posts: 10,215
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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.
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#10 | |
Baaz Draconian
![]() Join Date: June 6, 2002
Location: Germany
Posts: 795
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Quote:
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). |
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