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==Factors for Success==
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{{saved-post|category=Rogues|topic=Locksmithing and Traps|subject=Factors for Success|date=8/6/2005 5:19:09 PM|author=GS4-ILDRAN (GM Ildran)|messagenum=5141}}
 
IOI: 4
 
IOI: 4
  
 
Okay, here are the factors for success at each of the three tasks, by default, in a very particular order. Some traps may add their own modifiers. I don't think there's anything revolutionary here.
 
Okay, here are the factors for success at each of the three tasks, by default, in a very particular order. Some traps may add their own modifiers. I don't think there's anything revolutionary here.
  
Spotting traps:<br>
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Spotting [[trap]]s:<br>
Helps - Disarm skill, Intuition bonus, Perception skill, Traplore, Presence, Self Control, good lighting, Lucksong (helps your luck)<br>
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Helps - [[Disarming Traps]] skill, [[Intuition]] bonus, [[Perception]] skill, [[Disarm Enhancement (404)|Traplore]], [[Presence]], [[Self Control]], good lighting, [[Song of Luck (1006)|Lucksong]] (helps your luck)<br>
Hurts - Trap discovery difficulty, wounds, amunet, Sounds, Interference, Weapon Deflection, bad lighting, fog, fumbles<br>
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Hurts - Trap discovery difficulty, wounds, [[amunet]], [[Sounds]], [[Interference]], [[Weapon Deflection]], bad lighting, fog, fumbles<br>
  
 
Disarming traps:<br>
 
Disarming traps:<br>
Helps - Disarm skill, Dexterity bonus, Lucksong (helps your luck), Traplore, Self Control, good lighting, "modding down"<br>
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Helps - Disarm skill, [[Dexterity]] bonus, Lucksong (helps your luck), Traplore, Self Control, good lighting, "modding down"<br>
 
Hurts - Trap disarming difficulty, fumbles, amunet, Sounds, Interference, Weapon Deflection, bad lighting, fog, wounds
 
Hurts - Trap disarming difficulty, fumbles, amunet, Sounds, Interference, Weapon Deflection, bad lighting, fog, wounds
  
Picking:<br>
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[[Picking Locks|Picking]]:<br>
Helps - Picking skill, Dexterity bonus, Locklore, lockpick, open rolls, "modding down"<br>
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Helps - Picking skill, Dexterity bonus, [[Locklore]], [[lockpick]], open rolls, "modding down"<br>
 
Hurts - Wounds, not enough skill for the used lockpick, fumbles
 
Hurts - Wounds, not enough skill for the used lockpick, fumbles
  
 
- Consigliere Ildran, Shizlock Holmesplice
 
- Consigliere Ildran, Shizlock Holmesplice
  
[[Category:Saved Posts]]
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==ESP Penalty Removal==
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{{saved-post|category=Rogues|topic=Locksmithing and Traps|subject=Locksmiths Learn to Think |date=8/1/2010 7:21:11 PM|author=GS4-OSCURO|messagenum=9767}}
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Having an activated thought net (via crystal amulet or any other method) no longer provides a penalty to disarming traps or any other form of locksmithing. Locksmiths should feel free to use their regained rights to telepathically converse with other townsfolk.
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GameMaster Oscuro
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==403 and 404 Bonus Calculations==
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{{saved-post
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| category = Magic Spells and Systems
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| topic = Minor Elemental Circle
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| messagenum = 954
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| author = THEUMEJ
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| date = 2/13/2006 12:44:23 PM
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| subject = Re: 403 and 404
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}}Okay, here is the formula for [[Lock Pick Enhancement (403)|403]] and [[Disarm Enhancement (404)|404]], give or take:
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[[Level]]/2 + Skill Bonus/10 + [[Dexterity|Dex]] Bonus/2 + (something)
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That will be underestimating things by around 5-10 points.
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 +
-Porcell
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{{saved-post
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| category = Magic Spells and Systems
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| topic = Minor Elemental Circle
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| messagenum = 964
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| author = SDEMASK
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| date = 3/21/2006 1:38:17 PM
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| subject = Re: 403 and 404
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}}It depends on if the end use if a manual or magical lock opening.
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;403
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For manual lockpicking, success factors include the caster's level, the caster's [[Picking Locks|Pick Locks]] skill, the caster's Minor Elemental spell ranks, and the target's Dexterity bonus. At no time will the spell provide a bonus greater than the target's Pick Locks skill.
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For magical lockpicking, the target of the [[Unlock (407)|Unlock]] spell receives a bonus based on their own Minor Elemental spell ranks and [[Aura]] bonus, regardless of who cast Picking Enhancement upon them.
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;404
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For manual disarming, success factors include the caster's level, the caster's [[Disarming Traps|Disarm Traps]] skill, the caster's [[Minor Elemental]] spell ranks, and the target's [[Intuition]] bonus (if the character is not currently working on a trap) or Dexterity bonus (if the character has found a trap recently, but has yet to disarm it). At no time will the spell provide a bonus greater than the target's Disarm Traps skill.
 +
 
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For magical disarming, the caster of the [[Disarm (408)|Disarm]] spell receives a bonus based on their own Minor Elemental spell ranks and [[Aura]] bonus, regardless of who cast Disarm Enhancement upon them.
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== Box Difficulty ==
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{{saved-post|author=GS4-ILDRAN (GM Ildran)|date=11/1/2005 5:26:30 PM|subject=Re: When if ever do you stop?|category=Rogues|topic=Locksmithing and Traps|messagenum=5600}}
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IOI: 4
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>Interestingly enough, -1275 is the last lock in the range of [[Lock difficulty|Absurdly Well-Crafted]]. I have found no critter box in the range of Exceedingly Complex (-1280 to -1315), so it's possible that Absurdly Well-Crafted is the highest that a box will generate.
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Either -1275 or -1280 is the max that whichever Ithzir has the big boxes will produce (and thus is the largest that is routinely created by the box generation system), yep.
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- Consigliere Ildran, Shizlock Holmesplice
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[[Category:Locksmithing]]

Latest revision as of 09:49, 17 March 2017

Factors for Success

Category: Rogues
Topic: Locksmithing and Traps
Message #: 5141
Author: GS4-ILDRAN (GM Ildran)
Date: 8/6/2005 5:19:09 PM
Subject: Factors for Success

IOI: 4

Okay, here are the factors for success at each of the three tasks, by default, in a very particular order. Some traps may add their own modifiers. I don't think there's anything revolutionary here.

Spotting traps:
Helps - Disarming Traps skill, Intuition bonus, Perception skill, Traplore, Presence, Self Control, good lighting, Lucksong (helps your luck)
Hurts - Trap discovery difficulty, wounds, amunet, Sounds, Interference, Weapon Deflection, bad lighting, fog, fumbles

Disarming traps:
Helps - Disarm skill, Dexterity bonus, Lucksong (helps your luck), Traplore, Self Control, good lighting, "modding down"
Hurts - Trap disarming difficulty, fumbles, amunet, Sounds, Interference, Weapon Deflection, bad lighting, fog, wounds

Picking:
Helps - Picking skill, Dexterity bonus, Locklore, lockpick, open rolls, "modding down"
Hurts - Wounds, not enough skill for the used lockpick, fumbles

- Consigliere Ildran, Shizlock Holmesplice

ESP Penalty Removal

Category: Rogues
Topic: Locksmithing and Traps
Message #: 9767
Author: GS4-OSCURO
Date: 8/1/2010 7:21:11 PM
Subject: Locksmiths Learn to Think

Having an activated thought net (via crystal amulet or any other method) no longer provides a penalty to disarming traps or any other form of locksmithing. Locksmiths should feel free to use their regained rights to telepathically converse with other townsfolk.

GameMaster Oscuro

403 and 404 Bonus Calculations

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 954
Author: THEUMEJ
Date: 2/13/2006 12:44:23 PM
Subject: Re: 403 and 404

Okay, here is the formula for 403 and 404, give or take:

Level/2 + Skill Bonus/10 + Dex Bonus/2 + (something)

That will be underestimating things by around 5-10 points.

-Porcell

Category: Magic Spells and Systems
Topic: Minor Elemental Circle
Message #: 964
Author: SDEMASK
Date: 3/21/2006 1:38:17 PM
Subject: Re: 403 and 404

It depends on if the end use if a manual or magical lock opening.

403

For manual lockpicking, success factors include the caster's level, the caster's Pick Locks skill, the caster's Minor Elemental spell ranks, and the target's Dexterity bonus. At no time will the spell provide a bonus greater than the target's Pick Locks skill.

For magical lockpicking, the target of the Unlock spell receives a bonus based on their own Minor Elemental spell ranks and Aura bonus, regardless of who cast Picking Enhancement upon them.

404

For manual disarming, success factors include the caster's level, the caster's Disarm Traps skill, the caster's Minor Elemental spell ranks, and the target's Intuition bonus (if the character is not currently working on a trap) or Dexterity bonus (if the character has found a trap recently, but has yet to disarm it). At no time will the spell provide a bonus greater than the target's Disarm Traps skill.

For magical disarming, the caster of the Disarm spell receives a bonus based on their own Minor Elemental spell ranks and Aura bonus, regardless of who cast Disarm Enhancement upon them.

Box Difficulty

Category: Rogues
Topic: Locksmithing and Traps
Message #: 5600
Author: GS4-ILDRAN (GM Ildran)
Date: 11/1/2005 5:26:30 PM
Subject: Re: When if ever do you stop?

IOI: 4

>Interestingly enough, -1275 is the last lock in the range of Absurdly Well-Crafted. I have found no critter box in the range of Exceedingly Complex (-1280 to -1315), so it's possible that Absurdly Well-Crafted is the highest that a box will generate.

Either -1275 or -1280 is the max that whichever Ithzir has the big boxes will produce (and thus is the largest that is routinely created by the box generation system), yep.

- Consigliere Ildran, Shizlock Holmesplice