Rogue's basic - Traps and Locks
Posted: May 25th, 2010, 4:18 am
You surely want to know how to disarm traps and pick locks as a rogue, don't you? so here is some basic to cover that.
I). Traps and Skullduggery skill
To disarm traps, you need first detect it, spot hidden skill is useful but not required here, you have to walk around the spot with the trap until you detect it.
Then all you need is your hands, hmm, actually nothing is required, even character without any skill can try to disarm a trap, although the chance to fail will be high.
All traps have a trap level, the chance to disarm them are based on your skullduggery skill level and concentration attribute.
The chance to disarm a trap sucessfully is:
Chance to disarm% = skullduggery skill level * 3 + concentration/3 + 60 - Trap Level * 10
Maximum success rate is 99%, minimum success rate is 1%
For each trap you disarmed successfully, the experience you can gain is:
Experience gained = Trap Level * 25
Of course no experience if you failed to disarm it, failing to disarm will also trigger the trap.
There are 4 other ways to remove a trap:
1). Use your own body, step on it or open the door or chest directly.
2). Use Trap Kill spell, a Tier 2 element spell.
3). Do some damage to the trap, you might need try a few times to make enough damage, also this do not work on ground trap. Ranged weapon or spell is recommended.
4). Lure a stupid enemy to step on it, only works on ground trap.
No experience from above methods, as a rogue, we usually prefer to disarm the trap, don't we?
List of traps with their level and message when triggered:
Level 1: Steam Bath
A burst of hot steam blasts your torso and face, severly scalding you!
Level 2: The Hobbler
A steel bar snaps out and smashes into your kneecaps, causing your legs to buckle!
Level 3: Barbed Darts
Several barbed darts shoot at you, piercing your arms and neck!
Level 4: Bixby's Noxious Cloud
A cloud of Nightshade spores fills your lungs!
Level 5: Festering Stew
A splash of rancid, green fluid hits your face. It smells like rotting flesh.
Level 6: Thieves' Surprise
A fiery blast of black powder explodes around you!
Level 7: Wicked Sunrise
A brilliant flash of magnesium severely burns you!
Level 8: Yara's Vengeance
A splash of searing acid sprays upon you, damaging your equipment and blistering your skin!
Level 9: Dragonbite
A large, toothy steel trap snaps down upon your legs!
Level 10: ???
A powerful trap made by orakur like the level 10 lock?
II). Locks and Pick Locks skill
To pick locks, you need at least 1 point in pick locks skill, and have at least one lockpick with you.
All locks have a lock level too, which is shown in pick lock confirm box as lock rating, the chance to success are based on your pick locks skill level and dexterity attribute.
Lock picking formula:
Chance to pick% = pick locks skill level * 3 + dexterity/3 + 50 - Lock Level * 10
Maximum success rate is 99%, minimum success rate is 1%
For each lock you picked successfully, the experience you can gain is:
Experience gained = Lock Level * 25
If you failed to pick a lock, there is also chance you will break a lockpick, the higher level the lock is, the higher chance you will break a lockpick.
As long as you have enough lockpicks in your pocket, you can always retry picking, the broken lockpicks won't block the lock.
There are 3 other ways to remove a lock:
1). Smash or blast it, actually the chest or the door instead of the lock itself.
2). Use Lock Melt spell, a Tier 2 element spell.
3). Obtain the corresponding key to unlock it. (you can't pick the lock anymore once you found the key for it)
No experience from above methods, as a rogue, we usually prefer to pick it, don't we?
Here are the list of known locks:
Level 1: a rusted, damaged lock
Level 2: a flimsy, loose lock
Level 3: a lock of moderate quality
Level 4: a somewhat good brass lock
Level 5: a good iron lock
Level 6: a very good steel lock
Level 7: an excellent Dwarven-steel lock
Level 8: a superior Dwarvish-steel lock
Level 9: a masterful adamantium lock
Level 10:a wondrous lock of unknown design
Remember, better to disarm or pick when you are out of combat and with nobody around seeing you. and it is always good to do a quick save before disarming or picking lock.
I). Traps and Skullduggery skill
To disarm traps, you need first detect it, spot hidden skill is useful but not required here, you have to walk around the spot with the trap until you detect it.
Then all you need is your hands, hmm, actually nothing is required, even character without any skill can try to disarm a trap, although the chance to fail will be high.
All traps have a trap level, the chance to disarm them are based on your skullduggery skill level and concentration attribute.
The chance to disarm a trap sucessfully is:
Chance to disarm% = skullduggery skill level * 3 + concentration/3 + 60 - Trap Level * 10
Maximum success rate is 99%, minimum success rate is 1%
For each trap you disarmed successfully, the experience you can gain is:
Experience gained = Trap Level * 25
Of course no experience if you failed to disarm it, failing to disarm will also trigger the trap.
There are 4 other ways to remove a trap:
1). Use your own body, step on it or open the door or chest directly.
2). Use Trap Kill spell, a Tier 2 element spell.
3). Do some damage to the trap, you might need try a few times to make enough damage, also this do not work on ground trap. Ranged weapon or spell is recommended.
4). Lure a stupid enemy to step on it, only works on ground trap.
No experience from above methods, as a rogue, we usually prefer to disarm the trap, don't we?
List of traps with their level and message when triggered:
Level 1: Steam Bath
A burst of hot steam blasts your torso and face, severly scalding you!
Level 2: The Hobbler
A steel bar snaps out and smashes into your kneecaps, causing your legs to buckle!
Level 3: Barbed Darts
Several barbed darts shoot at you, piercing your arms and neck!
Level 4: Bixby's Noxious Cloud
A cloud of Nightshade spores fills your lungs!
Level 5: Festering Stew
A splash of rancid, green fluid hits your face. It smells like rotting flesh.
Level 6: Thieves' Surprise
A fiery blast of black powder explodes around you!
Level 7: Wicked Sunrise
A brilliant flash of magnesium severely burns you!
Level 8: Yara's Vengeance
A splash of searing acid sprays upon you, damaging your equipment and blistering your skin!
Level 9: Dragonbite
A large, toothy steel trap snaps down upon your legs!
Level 10: ???
A powerful trap made by orakur like the level 10 lock?
II). Locks and Pick Locks skill
To pick locks, you need at least 1 point in pick locks skill, and have at least one lockpick with you.
All locks have a lock level too, which is shown in pick lock confirm box as lock rating, the chance to success are based on your pick locks skill level and dexterity attribute.
Lock picking formula:
Chance to pick% = pick locks skill level * 3 + dexterity/3 + 50 - Lock Level * 10
Maximum success rate is 99%, minimum success rate is 1%
For each lock you picked successfully, the experience you can gain is:
Experience gained = Lock Level * 25
If you failed to pick a lock, there is also chance you will break a lockpick, the higher level the lock is, the higher chance you will break a lockpick.
As long as you have enough lockpicks in your pocket, you can always retry picking, the broken lockpicks won't block the lock.
There are 3 other ways to remove a lock:
1). Smash or blast it, actually the chest or the door instead of the lock itself.
2). Use Lock Melt spell, a Tier 2 element spell.
3). Obtain the corresponding key to unlock it. (you can't pick the lock anymore once you found the key for it)
No experience from above methods, as a rogue, we usually prefer to pick it, don't we?
Here are the list of known locks:
Level 1: a rusted, damaged lock
Level 2: a flimsy, loose lock
Level 3: a lock of moderate quality
Level 4: a somewhat good brass lock
Level 5: a good iron lock
Level 6: a very good steel lock
Level 7: an excellent Dwarven-steel lock
Level 8: a superior Dwarvish-steel lock
Level 9: a masterful adamantium lock
Level 10:a wondrous lock of unknown design
Remember, better to disarm or pick when you are out of combat and with nobody around seeing you. and it is always good to do a quick save before disarming or picking lock.