11-01-2002, 03:47 AM | #11 |
Jack Burton
Join Date: March 31, 2001
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The big disadvantage of "find traps" is that the spell doesn't disarm them. You'll still need a thief with a good find/disarm traps ability if you want to be able to get through narrow passages unharmed, or open that promising container.
It's best used to help your thief locate traps so you can move at a faster rate than one step at a time without triggering every trap in the tower, and does a good job at that, but in my experience it's more worthwile to leave the memorisation slots open for other spells. |
11-01-2002, 06:13 AM | #12 |
Banned User
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yeah i dont bother with find traps either, best to use your thief to find and dismantle them, with high enough ability he will find them all, btw find traps or detect traps doesnt work on certain traps in durlags, some are undetectable whatever your skill level
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11-01-2002, 08:28 AM | #13 | |
Elminster
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Quote:
j/k.[/QUOTE]Of course you will be saved and patched up by the friendly Kobolds living downstairs.
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I went this way while he went that way, so I scream to my partner, \"WHERE\'D HE GO?\" only to have my partner answer, \"WHERE\'D WHO GO?\" |
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11-01-2002, 09:59 AM | #14 |
Banned User
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no no no the vicious kobold ingrate would first steal from you then torture you mercilessly, only reason he'd patch you up would be to dress you like a pirate for a laugh
is evil still evil if its only merely annoying? |
11-03-2002, 03:45 AM | #15 |
Manshoon
Join Date: June 1, 2001
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Also, one problem with the theories of some who say to run through traps to disarm them, in that some of the traps can be fired off an unlimited number of times. In cases like this it's best to first see if there is a way around them...
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11-03-2002, 04:08 AM | #16 |
Ironworks Moderator
Join Date: June 10, 2001
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To elaborate more, I meant use Find Traps in conjunction with Disarm Traps. Detect Traps is not 100% guaranteed, but Find Traps will reveal the traps( unless it is one of those annoying cannot be seen traps) so that your Thief can disarm it.
ADD] In addition, even if your D/DT was not of high enough level to detect or disarm the trap, at least you know where the trap is, so that you can at least avoid it. [ 11-03-2002, 04:13 AM: Message edited by: Dundee Slaytern ] |
11-03-2002, 05:35 PM | #17 | |
Dracolisk
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11-04-2002, 07:25 AM | #18 |
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yep, keep those spells handy for lg and fire resistance cos they make a big diff, should by this stage also have a pair of 50 percent lg boots to temporarily give to your tank char so he can deliberately set traps off unfortunately you'll have to figure out which ones are infinite (theres not many) some only have 6 charges, one for each party member.
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