I was looking up something today for my Magician and thanks to the variety of classes I've played an interesting thing came to light about the new lines of spells for WIS and INT casters to Sense Traps, Disarm Traps and Pick Locks.
As a recap...
LDoN zones can have chests that when safely and successfully opened give XP and often money or items. These chests can be secured with Cursed, Magical or Mechanical traps and locks. Cursed and Magical mechanisms are each vulnerable to two lines of LDoN spells and Mechanical mechanisms are vulnerable to three Bard and Rogue skills.
More clearly…
Cursed:
Druids, Shaman and Necromancers use the Reebo's line of LDoN spells
Clerics use the Iony's line of LDoN spells
Magical:
Enchanters, Magicians and Necromancers use the Wuggan's line of LDoN spells
Wizards use the Xalirilan's line of LDoN spells
Mechanical:
Bards and Rogues use Sense Traps, Disarm Traps and Pick Locks skills
So one has to wonder...why two lines of spells? Well I didn't really wonder until I saw the spell definitions for the Wuggan's Greater line of LDoN spells. What caught my eye were the values of the SKILLMAX entries in the spell definitions.
The values for the spells that Sense Traps and Disarm Traps are 120 and the value for the spell that Pick Locks is 125.
Do those numbers ring any bells for any Bards out there? Well they did for me so I looked up the spell definitions for the Xalirilan's Greater line of LDoN spells.
The values for the spells that Sense Traps and Disarm Traps are 200 and the value for the spell that Pick Locks is 210.
Do those numbers ring any bells for any Rogues out there? Yup you all guessed it, it seems the differing lines of spells to Sense Traps, Disarm Traps and Pick Locks parallel the abilities of Bards and Rogues to do the same.
So, when considering opening a Cursed or Magical chest in an LDoN zone pause and ask yourself...
If this was a Mechanical chest would I be comfortable letting a Bard try instead of a Rogue?
If the answer is no, then you best have a Cleric try to open a Cursed chest and a Wizard try to open a Magical chest because they are the Rogues of the Cursed and Magical chest world.
Here's the information by spell:
Druid, Enchanter, Magician, Necromancer or Shaman
Reebo's/Wuggan's Lesser = Sense Traps (69)
Reebo's/Wuggan's Lesser = Disarm Traps (69)
Reebo's/Wuggan's Lesser = Pick Locks (87)
*Equivalent to a level 13-17 Rogue *
Reebo's/Wuggan's = Sense Traps (72)
Reebo's/Wuggan's = Disarm Traps (72)
Reebo's/Wuggan's = Pick Locks (114)
* Equivalent to a level 14-22 Rogue *
Reebo's/Wuggan's Greater = Sense Traps (120)
Reebo's/Wuggan's Greater = Disarm Traps (120)
Reebo's/Wuggan's Greater = Pick Locks (125)
* Equivalent to a level 23-24 Rogue and maximum unadjusted skills for a Bard *
Cleric and Wizard
Iony's/Xalirilan's Lesser =Sense Traps (115)
Iony's/Xalirilan's Lesser = Disarm Traps (115)
Iony's/Xalirilan's Lesser = Pick Locks (140)
* Equivalent to a level 22-27 Rogue *
Iony's/Xalirilan's = Sense Traps (165)
Iony's/Xalirilan's = Disarm Traps (165)
Iony's/Xalirilan's = Pick Locks (190)
* Equivalent to a level 32-37 Rogue *
Iony's/Xalirilan's Greater = Sense Traps (200)
Iony's/Xalirilan's Greater = Disarm Traps (200)
Iony's/Xalirilan's Greater = Pick Locks (210)
* Equivalent to a level 39-55 Rogue and maximum unadjusted skills for a Rogue *
So in review...A Cleric or Wizard has a significantly better chance to safely and successfully open a chest compared to a Druid, Enchanter, Magician, Necromancer or Shaman. As a matter of fact those two classes have almost the same chance with their level 14 spells that the other five classes have with their level 34 spells and I imagine Clerics and Wizards are likely the only ones able to safely and successfully open a Cursed or Magical chest in a high-end dungeon or raid setting.
I fully admit that these conclusions are drawn strictly from my analysis of the data I’ve found and I have not had a chance to verify my conclusion that Clerics and Wizards do a better job of safely and successfully opening Cursed and Magical chests.
So if the conclusion bears out or falls flat on its face, please come back and post your successes or failures.
Blodget Guildbane
Blackguard of Bristlebane
Member of House of Aegis
Citizen of Luclin
LDoN - Interactive Objects
Tamara over at Sony sent us some new information about Lost Dungeons of Norrath:
The weapons rack, un touched:
The weapons rack, coming apart:
The weapons still falling:
The weapons rack, destroyed:
Deepest guk, a ghostly Gukta, and something of a rather nasty looking floating eyeball:
A New Ring, is it a monk item? Can bards never get haste items? Discuss ;)
--Illia
Lost Dungeons of Norrath will introduce a new EverQuest feature: Interactive Objects! These are boxes, vases, chests and similar objects that might contain treasures. You can inspect an object, and learn something about that object. But, be careful! Some of these objects may be booby-trapped. Poking around a booby-trapped object might set it off. However, if your character has the appropriate skills, you can Sense or Disarm the traps on these objects. Other objects may be locked. But, if your character has a Pick Lock skill, you may be able to open the lock. Or if you're the more brutal type, you may be able to just bash the object apart. Of course, brute force could set off any hidden traps. Note that if these skills fail, there will be few spells that can allow you to open locked objects.Included below are some (rather large) pictures of an interactive weapons rack. Also attached is a picture of a coming itemreward, and a picture from what appears to be part of Deepest Guk, interesting NPC models!