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Is it possible to disarm traps without a thief?


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10 réponses à ce sujet

#1
ARKdeEREH

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I know it's possible to unlock doors/chests with the mage knock spell and to detect traps with the cleric detect traps spell, but is it possible to also disarm traps with a spell?  If not, are there any items that allow non thieves to get trap disarming skills or that render characters immune to traps?

I don't usually have thieves in my party since the only function I need them for is disarming traps and they seem to take a long time to get competent enough to do that.  Normally if I'm in a trapped area I send my pc through first since he has high health and a cloak that reflects electrical damage. This usually works, but there are several areas with traps that are deadly without a thief.  If it were possible to disarm traps without them I wouldn't use thieves at all. 

Thanks!

Edit: This question applies to both BG1 and BG2.  I have wondered this in both games, but am currently playing BG Tutu so would prefer information about how to disarm traps without a thief in that game. 

Modifié par ARKdeEREH, 18 novembre 2011 - 09:52 .


#2
ussnorway

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You can drink a potion of power... will give a basic (I think it's 20%) disarm traps skill.

#3
Grond0

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You can protect your character with spells, e.g. mirror image, spell deflection, death ward, elemental protection. This is obviously much easier if you know what sort of trap you're facing.

I think a couple of the familiars have some ability with traps as well.

You could use one of the tweak mods to take all traps out of the game if you really don't like them.

#4
Humanoid_Taifun

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The potion of power will not improve the trap disarming abilities of non-thieves.

What Grond0 said (protect your characters from the specific effects of the trap) is the usual way to go.
Apart from that, there is a mod that gives familiars the ability to disarm traps and another mod that allows a mage to summon a thief. I don't know the names of either of the two anymore though.

#5
The Potty 1

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Useful familiars is no longer available, but I can tell you what it does, which is simple enough to do yourself in shadowkeeper. However familiars are only summonable by mage PC's, and as your PC 'has high health', I assume it won't help.

The short method is identify the relevant .CRE file both for SoA & ToB. Edit this to make the familiar a multiclass mage/thief. Then edit the thieving skills tab as you see fit. If you already have a familiar you have to kill it and summon a new one, you should then remove the con penalty or boost your con by 1 in compensation.

#6
Grimwald the Wise

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An alternative is to use Level 1 NPCs to make Imoen put all her thieving skills into disarming traps.
When she levels up, continue to put all her points into disarming traps. Then, as soon as she has sufficient points, dual her to whatever you want. (Some kind of mage is the norm). After that you can use the spell "find traps" to locate them, and Imoen to disarm them.

It does seem silly that you can have a spell to find traps, a spell to unlock, but no spell to disable traps. It would seem sensible to create such a spell in a mod, if that hasn't already been done.

#7
Humanoid_Taifun

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Grimwald the Wise wrote...

An alternative is to use Level 1 NPCs to make Imoen put all her thieving skills into disarming traps.
When she levels up, continue to put all her points into disarming traps. Then, as soon as she has sufficient points, dual her to whatever you want. (Some kind of mage is the norm). After that you can use the spell "find traps" to locate them, and Imoen to disarm them.

Find Traps is responsible for both detecting and disarming the traps, IIRC?

It does seem silly that you can have a spell to find traps, a spell to unlock, but no spell to disable traps. It would seem sensible to create such a spell in a mod, if that hasn't already been done.

D0Tweaks (and possibly others)
Doesn't work with chests of course, as summons cannot pick up items.

#8
Incantatar

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D0Tweaks is the mod of choice for mages imo. Green circles can trigger traps, like they could in PnP.
Door traps are automatically disabled with Knock. Only chests remain and you really don't need to open most chests.

#9
Grimwald the Wise

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I'm wondering if King Dutka's Thief works with Tutu or just BG2. Does anyone know?

If it doesn't, would importing a scroll from BG2 work?

I should have read the readme before posting. It looks as though it only works for BG2.

Modifié par Grimwald the Wise, 29 décembre 2011 - 09:11 .


#10
Wierdo

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In my current game, Imoen is only level 4 but already has 75 points in both open locks and find/remove traps, which should be sufficient for most locks/traps in the game.

In most low-mid level parties I take two thieves - one focused on stealth, the other on locks/traps.

IMHO, thieves are very powerful in BG and should not be underrated.

Monks are served the greatest injustice - they can find traps well, but have no ability to remove them. This seems arbitrary and unfair to me.

I think that Knock spell works on chests, but usually don't use it myself for the abovementioned reasons (I always have a capable thief in the party).

High-strength characters can attempt to open chests/doors by equipping a weapon and attacking it.

A Remove Trap spell would be a nice and worthwhile addition.

#11
Humanoid_Taifun

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Wierdo wrote...
A Remove Trap spell would be a nice and worthwhile addition.

Several ways to do this IMO:
1) vs magical traps, which are supposed to go off when a hostile creature comes close (as opposed to mechanical ones, which are triggered by stepping on the wrong stone or something like that) : "Non-Hostile Trap", a spell to confuse traps in a certain area that you are actually a friend and not to be harmed (this might also be used to become invisible to Skull Trap, Delayed Blast Fireball, the various symbol spells and Glyph of Warding).
1b) If that is possible you should also be able to use the enemies' (magically triggered!) traps against themselves by messing up their entire friend/foe recognition system. Sort of a "Charm Trap" spell.
2) vs mechanical ones: "Understand Traps" - The reason why the enemies don't trigger their own traps is that they know which stones not to step upon etc. This spell would give you this information as well, rendering the traps in a certain area useless against everybody this spell is cast upon (or against the entire party, if you believe in shared information)
3) The most obvious solution: A "Trigger Trap" spell, which would allow you to set them off from a safe distance (and with no real target).