It would be nice to have all of the relevant info for disarming and opening chests available in one place. This could be useful in deciding how many ranks to put in these skills and when. So please help me add to this as you can . . . Bonuses to Disable Device: 1. Int modifier (enhanced by . . . Fox's Cunning spell, Headband of Intellect +4 - Earth Node Chest, Headband of Intellect [+2, +4, +6] - Verbobonc magic shops, Scarlet Ioun stone (+2) - Verbobonc magic shops; Note: NONE of these enhancements stack) 2. Competence bonus (Guidance spell [+1], Inspire Competence Bardic Song [+2]; These should not stack but I haven't verified that) 3. Morale bonus (Heroism [+2], Greater Heroism [+4]; These should not stack but I haven't verified that) 4. Luck bonus (Prayer [+1]) 5. Masterwork Thieves' Tools (+2) - Boatmen's Tavern Barkeep in Nulb, Vest of Escape (+2) - Magic Shops in Verbobonc (These occupy the same slot) Bonuses to Open Lock: 1. Dex modifier (enhanced by . . . Cat's Grace spell; Gloves of Dexterity +2: Post-Lareth Assassin, Imerdys Run, Boatmen's Tavern Barmaid in Nulb, Rannos-Gremag Ambush in Nulb, Verbobonc Magic Shops, Slavers; Gloves of Dexterity +4: Boatmen's Tavern Barkeep in Nulb, Verbobonc Magic Shops, Hickory Branch, Robin Hood Random Encounter; Gloves of Dexterity +6: Verbobonc Magic Shops, Hickory Branch, Hommlet Quarry]; Deep Red Ioun Stone (+2) - Verbobonc Magic Shops; NONE of these enhancements stack) #2-#5 Same as above. 6. Lockslip grease (+1) - Alchemist in Verbobonc and R&G in Hommlet Penalties to Open Lock: Armor, Shield, Encumbrance (remove/drop this stuff before trying), no thieves' tools Traps to disable (Location, DC, Failure Effect): CN Opening, DC: 18 [DC 21 to Detect] Temple Broken Tower, DC: 18, +8 ATT Trap, DC 13 Fort Save, d4 dmg [DC 19 to Detect] Temple 1 Wonnilon, DC: 18, +8 ATT Trap [DC 21 to Detect] Temple 1 Ghoul, DC: 24 [DC 17 to Detect] Temple 1 Romag, DC 18 [DC 19 to Detect] Temple 2 Minotaur, DC: 26 [DC 31 to Detect] Temple 2 Kelno, DC: 18 Temple 3 Groaning Spirit, DC 22 [DC 25 to Detect] Temple 3 Falrinth, DC: 26, DC 15 Fort Save [DC 31 to Detect] Temple 3 Smigmal, DC: 18 [DC 19 to Detect] Temple 3 Shadows, DC 26, DC 15 Fort Save - Ungol Dust [DC 31 to Detect] Temple 4 Ettins, DC 26, DC 13 Fort Save [DC 31 to Detect] Temple 4 Ettins Left, DC 24, +15 Att 2d4+8 pierce DC 11 Fort for 1/2 dmg [DC 28 to Detect] Temple Interdicted Level, DC 30, DC 18 Fort Save [DC 37 to Detect] Earth Node, DC: 18 [DC 21 to Detect] Locks to open (Location, DC - Note that you always roll a 20 for opening locks; so if your bonus +20 equals the DC, you will suceed): 1. CN Opening, DC: 25 2. Welkwood Bog, DC: 22 3. Moathouse? 4. Hommlet (Blacksmith after Moathouse), DC: 34 5. Temple Broken Tower, DC: 28 6. Temple Entrace Robe Chests, DC: 22 7. Temple 1 Ghoul, DC: 28; Wonnilon, DC: 25; Romag, DC: 34 8. Temple 2 Minotaur, DC: 31; Feldrin, DC: 34; Fire Temple, DC: 31 9. Temple 2 Belsornig, DC: 33; Ahlrem, DC: 35; Kelno, DC: 35 10. Temple 3 Groaning Spirit, DC: 30; Falrinth, DC: 36; Smigmal, DC: 28; Shadows, DC: 0 11. Temple 4 Ettins, DC: 28; Deggum, DC: 24; Fungi, DC: ? 12. Temple Interdicted Level Empty Room, DC 28; Fungus Room, DC 0 13. Earth Node, DC: 30 14. Fire Node, DC: 40 . . .
Nice list Kharagh. Lockslip Grease should, in theory, be available from the Alchemist in Verbobonc and R&G in Hommlet, if not I'll have to fix that. It's not so much a +1 bonus as it reduces the DC by 1. I can't add alchemical bonuses at this time, alas.
DC on that one is 31, IIRC. Not sure about the DC to remove the trap, as I always use an Open spell after picking the lock.
That is probably worth pointing out: The 0th-level Open/Close spell completely replaces the need to search for and disable traps. The 2nd-level knock spell also replaces the need to pick locks - except for Brother Smythe's chest (the 2nd-level warp wood spell works even on that). Because of all this (and the fact that the only traps in this game are on chests), the 2nd-level Find Traps spell is pretty worthless.
I seriously thought your post was going to conclude with "Becasue of this, having a rogue is pretty worthless.", which would not be a bad conclusion. :giggle: Anyways, I agree with everything you said, just Open/Close and Knock your way thru the game. However, there are a few chests that don't open with Knock. The one in the fire temple near Bassanio, and at least one more I can't remember. For these I usually just zip back to Hommlet and grab poor Furnock for a grand adventure of being buffed up so he can open a locked chest before rudely sending him back to the inn.
I would never say rogues are worthless. Sneak attack lets them do more damage than any other class. And all those skill points make them the ideal face character. But yeah, the disarming traps/opening locks can pretty easily be replaced by other characters. In my own game I've raised the spell levels (by 2) of open and knock to compensate.
Ahem... the trapped Thieves' Tools in the Moathouse also comes to mind... (which teaches us that, in theory, anything can be trapped).
I think the only non-chest 'trap' in this game is now at Hickory Branch. But I don't think detect traps detects that one.