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Any point in thief skills > 100%?
Posted: Fri Oct 03, 2003 4:29 am
by pgroves
Is there any point in having thief skills (e.g. move silently, for an assassin) above 100%?
Paul
Posted: Fri Oct 03, 2003 4:36 am
by garazdawi
yes, sometimes monsters have a modifier that decreases your skills and then skill level over 100% is good to have, but these monsters are rare and for monst cases 100% is enough by far
Posted: Fri Oct 03, 2003 11:03 am
by Sker
It's especially helpful in picking pockets. The merchant in the Copper Coronet has an outrageous chance of catching pick-pockets. A score around 200 is safe for him.
For most other things, 100 is sufficient.
Posted: Fri Oct 03, 2003 2:16 pm
by UserUnfriendly
detect traps at about 150% is incredibly useful if you have tactics mod....
a lich protected with spell immunity divination, abjuration and improved invisibility is completely immune to true sight and dispell/remove magic...requires some nasty evil tactics to dump its spell protections...but a thief with 100 or higher detect traps can remove the improved invisibility, allowing you to spell strike them and remove magic the combat protections...
becareful raising thief skills to 200...if you exceed 255 with items that give bonuses to thief skills, it wraps around and goes back to zero...
Posted: Fri Oct 03, 2003 3:43 pm
by Numinor
Originally posted by UserUnfriendly
detect traps at about 150% is incredibly useful if you have tactics mod....
Isn't that Detect Illusions ? Though you use the find traps button for it the scores in Detect Illusions are important if I'm not mistaken.
Posted: Fri Oct 03, 2003 4:46 pm
by VonDondu
I was wondering the same thing. Does Find Traps detect and remove invisibility?
Posted: Fri Oct 03, 2003 4:53 pm
by UserUnfriendly
sorry. meant detect illusions...though both use the same button, you want 100% in detect traps, and 150% in detect illusions...
and yes, I've confirmed this with liches and undead (deleted) in the tactics and solafein mod...using smarmy liches and wizards...
Posted: Wed Oct 08, 2003 2:22 am
by Sulik
for pick locks and detect traps u will need more than 100% to open every lock/trap in the game... im pretty sure
Posted: Wed Oct 08, 2003 2:47 am
by UserUnfriendly
nope...
you need only skills of about 100 for pick locks...you don't need much in detect traps AT ALL...
you see, you can always use cleric spell detect traps which is a low level skill, and is 100% successful every time...and lasts a long time...
Posted: Wed Oct 08, 2003 3:17 am
by VonDondu
Actually, UserUnfriendly, we can't use the Priest spell Find Traps "all the time" unless we use the "Sorceror-skill/auto-rest/spell-replenishment" trick you taught us.
For most of us, who want a character in our party who can ALWAYS find traps, a thief is not yet obsolete.
But the real question is, if you don't have many points in Find Traps, how do you disarm them? I've used summoned monsters to set them off occasionally, but that doesn't always work, and it's a waste of a, uh, limited resource (maybe not in your book).
Same with protection from magic.
Posted: Wed Oct 08, 2003 3:47 am
by UserUnfriendly
sorry if i wan't clear...i mean we all mostly know where the traps are by the second run thru...what i find is that while nalia, who has rather low level detect traps skill, she tends to find the low level traps rather quickly and easily, she can miss the higher level ones...for example, the hold trap in the slaver ship...then i have jaheira detect traps per the spell, and the trap is revealed...i then have nalia drink a potion, and then disarm the trap...her trap disarm skill is not so hot either...
while a low level thief will get the more common low level traps, sometimes when you run upagainst the high level traps, that are harder to detect and disarm, you do not need a thief with high level trap detection and disarm ability to take care of them...combination of detect traps the spell, and potions or devices will get you by...and of course i too agree completely that a thief is necessary for every party...
of course the solo school teaches that minor spell turning, stoneskin and knock will allow a solo sorceror to get by 90% of all the traps and stuff in the game, but I like parties and interactions...