Anyone know what attributes I would need to unlock evey chest and door as well as to equip the best weapons and armor?
Rogue Attributes?
Débuté par
Spideywulf
, août 17 2011 06:41
#1
Posté 17 août 2011 - 06:41
#2
Posté 17 août 2011 - 07:13
Standard Locks - 20 cun
Complex - 30 cun
Master - 40 cun
equipment with improved lockpicking reduces the cun requirement by 10. (I think)
Rogue gear has a requirement of dexterity and cunning. Post-patch the cunning requirement is a lot less. In any case, you shouldn't have any problems with rogue gear.
If you try equipping cross-class gear (which may count as the 'best armour') you may have to pump some magic etc and try to prebuff as muh as possible (i.e. equipping +attribute gear).
Complex - 30 cun
Master - 40 cun
equipment with improved lockpicking reduces the cun requirement by 10. (I think)
Rogue gear has a requirement of dexterity and cunning. Post-patch the cunning requirement is a lot less. In any case, you shouldn't have any problems with rogue gear.
If you try equipping cross-class gear (which may count as the 'best armour') you may have to pump some magic etc and try to prebuff as muh as possible (i.e. equipping +attribute gear).
Modifié par mr_afk, 17 août 2011 - 07:13 .
#3
Posté 17 août 2011 - 07:36
According to an older thread (5 months ago), Bonus to Lockpicking gives +50% to your Cunning score for opening chests. I've no idea if this is accurate; the only way to test it would be to find a Master chest, save, respec your Cunning to 27, then equip a Bonus to Lockpicking item and see if you can open it. Unfortunately, I'm no-where near a Master Chest, so I can't test it myself. And it may have changed in recent patches.
#4
Posté 17 août 2011 - 07:44
There are master locks in act 2. End game ultra traps require 44.
General rule of thumb is:
30 before The Deep Roads Expedition
40 asap into act 2
44 before act 3
General rule of thumb is:
30 before The Deep Roads Expedition
40 asap into act 2
44 before act 3
#5
Posté 17 août 2011 - 09:00
Mr AFK is correct on the bonus to lockpicking. I remember that old thread too.
Oh **** I didn't know that about Ultra traps! That would explain why my 40 cunning Varric wouldn't detect some traps. Is that what the traps are in the last leg of Forbidden Knowledge? I believe the door that locks behind you when entering the Nexus Golem room in Act 2 must also be an ultra lock.
Oh **** I didn't know that about Ultra traps! That would explain why my 40 cunning Varric wouldn't detect some traps. Is that what the traps are in the last leg of Forbidden Knowledge? I believe the door that locks behind you when entering the Nexus Golem room in Act 2 must also be an ultra lock.
#6
Posté 17 août 2011 - 10:35
Awesome,thanks
#7
Posté 18 août 2011 - 12:48
The first trap in the Amell Family Estate is standard 20. (Usually requires a respec to achieve this.)
The Spider trap in act 2 is is master, where you get that +atk +crit amulet. (critter spider ambush) (Nexus Dungeon)
the Trap rooms during Isabela's quest and the one during the quest Meredith gives you to find the Blood mages in the Orlesian's mansion are ultra as well. (you will need to be actively controlling the rogue to detect the switch)
Forbidden Knowledge, yes.
(Although some pc systems or installs ignore the 44 and require 50. This is unconfirmed but reported.)
The Spider trap in act 2 is is master, where you get that +atk +crit amulet. (critter spider ambush) (Nexus Dungeon)
the Trap rooms during Isabela's quest and the one during the quest Meredith gives you to find the Blood mages in the Orlesian's mansion are ultra as well. (you will need to be actively controlling the rogue to detect the switch)
Forbidden Knowledge, yes.
(Although some pc systems or installs ignore the 44 and require 50. This is unconfirmed but reported.)
Modifié par SuicidialBaby, 18 août 2011 - 12:51 .
#8
Posté 19 août 2011 - 06:38
SuicidialBaby wrote...
(Although some pc systems or installs ignore the 44 and require 50. This is unconfirmed but reported.)
It's also 50 cunning for my PC version. However items with "Bonus to evade traps", such as Stealth Boots and Fen'Harel's Tooth, will let you reveal and disarm every trap in the game, regardless of your cunning level.
The act 1 dagger Thrice-Bound on the other hand will only grant you a +10 cunning bonus on disarming traps.
The spider master trap is act 1, btw (Magistrate's Orders). That's why I'm never able to disarm it ;-(
Modifié par Banky77, 19 août 2011 - 06:40 .





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