Knock changes

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Tsavong
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Knock changes

Post by Tsavong »

The changes to the knock spell now seem to make the spell useless I took my lvl 34 pure wizard to Earth yesterday manly to see if I could get into the moleman and found out that even with 34 lvls and all the INT he has I could not unlock it with the spell as you can see in the SS even with +6 from transmutation focus feats I would not have opened the door and this is playing a character who is probably higher lvl than what would normally go to earth

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So with these changes it would seem that there are now areas of the sever where you can not go unless you are rogue or from SL and a assassin (molemen or the zons slaves) is the way the server and knock intended to be?
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Dalan
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Re: Knock changes

Post by Dalan »

Yes, this is the way it was intended to be.

Knock was changed awhile back , so that pc's with the open lock skill would be more usefull.

There was a problem. The change didn't actually lower the effectiveness of Knock.

Recently, that problem was fixed. The knock spell now has a limit to what it can open.

Open Lock is open for business.
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Aarkon Draco
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Re: Knock changes

Post by Aarkon Draco »

and factions that dont have OL as a class skill are supposed to do what exactly?
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Amoenotep
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Re: Knock changes

Post by Amoenotep »

i believe every faction has the capability to open any lock on the game..if you plan and build
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LinuxPup
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Re: Knock changes

Post by LinuxPup »

Knock is definitely fixed now...more than a nerf. Take a look at the DC in that picture... it seems that Flailer (who I think made Earth plane) wanted it to take a pure caster with epic transmutation to open that door (or a rogue)... same I think for adamantine chests. Rogues (and Assassins) are supposed to be the only ones that can open certain doors.
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Amoenotep
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Re: Knock changes

Post by Amoenotep »

clerics with trickery domain get a bonus to open locks also i believe...hint hint NC...;)
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Tsavong
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Re: Knock changes

Post by Tsavong »

Amoenotep wrote:i believe every faction has the capability to open any lock on the game..if you plan and build
May be im being naive but how would NC do this they can not have a rogue or an assassin and unless im mistaken nun of there classes have open lock as a class skill?

at least before they could use UMD to cast knock form a scroll

@LinuxPup according to your post in the change log a pure caster with epic SF transmutation would get +6 boost (my wizard is a epic necromancer with a lot of int) so even if he was a epic transmutater he would not open it at lvl 34 and shorly by then the earth plane starts to loose its appeal for xp?

edit (took so long posting 1 got wall i was doing it)

Divine Trickery - Bonus to hide, persuade, search, disable trap, move silently, open lock, and pick pocket checks equal to 1 per 2 caster levels. This effect lasts for 5 turns + the Cleric's Charisma modifier.

would that be enough to open a door?
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Amoenotep
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Re: Knock changes

Post by Amoenotep »

cross class skill, alot of cleric lvls with trickery domain, high cha, +open lock equipment...should just call you a rogue.
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frogofpeace
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Re: Knock changes

Post by frogofpeace »

yes, I have a cleric (cleric/rogue/ftr, in the interests of full disclosure, so not NC) who nevertheless has only 20 points in open lock but with gloves, rings, and trickery domain powers can open any lock or chest he's come across (DC 70 is the highest I've seen, and he gets a little better than that on his roll - is there higher?) In fact, part of the reason I made him was because locked chests drive me NUTS!!
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Amoenotep
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Re: Knock changes

Post by Amoenotep »

yeah..NC is more then capable of opening high dc locks if you want to put some effort into it.
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Sparky
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Re: Knock changes

Post by Sparky »

Bards are granted a substantial bonuses to all skills as well, and they have more skill points to throw around than the usual cleric. Just my two cents.
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Re: Knock changes

Post by Amoenotep »

yeah..if your not getting an idea of how your not getting shafted by now, i'm probably going to have to play your account and build your char for you :(
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Fezz
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Re: Knock changes

Post by Fezz »

Well i really like this FIXto knock a lot. It adds a bit of realism to the server, and yes i know its not real lol. But comeon doesn't anyone think it was a bit stupid that a lvl 2 spell virtually eliminated the need for a rougue to round out your party. Wizards are already strong enough as it is imo.

So now if your going to zones we might see what ive never seen before - shout : lvl 24 + looking for rogue for zons :-) or the same can be said for molemen in earth plane, and as they say it dosent HAVE to be a rogue it might be a trickery cleric or even a bard.

Well done and thanks for this FIX to knock.
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Re: Knock changes

Post by frogofpeace »

Amoenotep wrote:yeah..if your not getting an idea of how your not getting shafted by now, i'm probably going to have to play your account and build your char for you :(
Don't tease - I asked Metis to do just that in a previous post, and got zilch :)
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Amoenotep
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Re: Knock changes

Post by Amoenotep »

not really a fix to knock..more of a fix to the fix as it was reading the wrong skill to unlock.
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