75 Str
16 Dex
20 Int
What's keeping my dex from rising?
--
Mat
I know =) I've played a long time, just seems like I gained DEX a _lot_
easier (actually had to keep mining to keep str up and dex down when I
had my last fighter character active)
Are there still some useful skills, like hiding, that improve dex? it's
so darn hard to fight when you hit once an hour =)
--
Mat
Jasper, Europa
Mat skrev i meddelelsen ...
/Jasper
Mat skrev i meddelelsen ...
>"PhoeniX" <Sla...@dewd.com> wrote in message
>news:HhR_3.193$Pk5...@news.get2net.dk...
>> All the skills you mention (except archery), is mainly str based.
>Thats why
>> you dont gain much dex. But dont worry so much about statgain. Play
>the game
>> and have fun. Then the stats will follow.
>
Hmm.. i'd rather not end up being scoundrel =) how about picklocks? it's
supposedly needed to open chests in dungeons these days? that could be
useful to be at least reasonably good at, only problem was that with my
tinker (57 skill) i made a lockable box and didn't have a snowballs
chance in hell of picking it..
gypsies don't teach lockpicking either (opposed to what stratics says)
still have to wander to a tinker guild to see if tinkers do.. (heck,
what is this silly stuff about thieves _not_ teaching picklocks?)
--
Mat
You'll break a lot of lockpicks, but, you can be trained up to about 40
right off the bat, so you'll have a fair success rate, and your skill
will rise pretty fast. Plus, with your tinkering skill and some ingots,
you can make your own lockpicks.
: gypsies don't teach lockpicking either (opposed to what stratics says)
: still have to wander to a tinker guild to see if tinkers do.. (heck,
: what is this silly stuff about thieves _not_ teaching picklocks?)
They do. They simply don't "advertise" it. You have to ask them
specifically: "Bart teach lockpicking"
They'll be happy to take your money... (legally, even :)
Just make small crates after buying tinkering up to 20ish until you have a
lockable crate. Practice locking and lockpicking that crate over and over
again, you can fairly easily get into the 90s lockpicking, less then a week
of heavy play would be my guess. You will have 100 dex and access to all the
chests at the Orc Spawns and in dungeons.
Typical Orc spawn, ~4 orc worth 20 gold each and an Orc Lord worth ~200.
Typical two chests at the spawn; 100 gold in one, 250 gold in the other with
a gem and maybe a magical weapon. Takes a lockpicker 30 seconds to get the
chest loot, takes a fighter probably 5 mintutes to kill the Orcs.
Patrick B Fisher <pbfi...@blue.seas.upenn.edu> wrote in message
news:81gske$grh$1...@netnews.upenn.edu...
You probably already know this, but keep fed. Being hungry retards
normal gain in stats and attributes.
--
-- Rock, Imperterritus VXt, wanderingHealer/adventurer/cook
-- http://rocq.home.att.net/SIHwheel.html
--
Sent via Deja.com http://www.deja.com/
Before you buy.
Brian (uone...@hotmail.com) wrote:
: You're wrong, noone teachs lockpicking, I tried everyone that stratics says
Jasper, Europa
Mat skrev i meddelelsen <4UR_3.402$4K3....@news.eunet.fi>...
>"PhoeniX" <Sla...@dewd.com> wrote in message
>news:FzR_3.206$Pk5...@news.get2net.dk...
>> If you dont mind about the karmaloss you could start snooping. You
>could
>> also find a pickpockets dip and train stealing. Both skills should
>boost
>> your dex.
>
>Hmm.. i'd rather not end up being scoundrel =) how about picklocks? it's
>supposedly needed to open chests in dungeons these days? that could be
>useful to be at least reasonably good at, only problem was that with my
>tinker (57 skill) i made a lockable box and didn't have a snowballs
>chance in hell of picking it..
>
>gypsies don't teach lockpicking either (opposed to what stratics says)
>still have to wander to a tinker guild to see if tinkers do.. (heck,
>what is this silly stuff about thieves _not_ teaching picklocks?)
>
>--
>Mat
>
>
Hey, I was illustrious before =) Don't pick on me just because i'm small, it
doesn't mean i ain't old =)
> You probably already know this, but keep fed. Being hungry retards
> normal gain in stats and attributes.
Oh good grief.
Hey SunSword, can we get another "final word" on this? Better yet, just post
it weekly.
> "Richard Cortese" <rico...@netmagic.net> wrote in message
> news:s3o67r...@corp.supernews.com...
>
> > Just make small crates after buying tinkering up to 20ish until you
> have a
> > lockable crate. Practice locking and lockpicking that crate over and
> over
> > again, you can fairly easily get into the 90s lockpicking, less then a
> week
> > of heavy play would be my guess. You will have 100 dex and access to
> all the
> > chests at the Orc Spawns and in dungeons.
>
> Umm, this sounds like good advice, though i'll probably create a
> tinker/carpenter mule to provide the chests, i don't want to mess with
> my skills now that i've finally got them in some kind of balance =)
My boy TomSawyer can suply you with enough crates and chests to cover the
earth. :-\
> PS. Has anyone made any more specific studies into lockpicking, like
> what to pick to gain skill at what levels,
Gain seems to be uniform regardless of the type of lock. The worst tinfoil
lock with a paper key and a wide open back and all the rivets missing seems
to give the same gain as a Diebold Class A 30 minute 4x 11-pin
force-resistant hidden shackle high security lock such as they use on
military arms room doors. I presume this is another thing they'll never
"fix," while making taming all the harder all the time. :-\
> how hard the locks are in spawns vs. the locks in dungeons and so on,
One rule is simple: If magic Unlock won't do it, it takes at least 80
lockpicking.
> also maybe research the quality of the chests made by tinkers by
> attempting to pick using diff levels of lockpick skill?
That reminds me of the Iranian minefield detector. Guy holds his hands over
his ears and stomps the ground in front of him. (Not too far from the
truth, either.)
> You probably already know this, but keep fed. Being hungry retards
>normal gain in stats and attributes.
Myth. Stamina and normal healing rate only.
Otara
> Just make small crates after buying tinkering up to 20ish until you
have a
> lockable crate. Practice locking and lockpicking that crate over and
over
> again, you can fairly easily get into the 90s lockpicking, less then a
week
> of heavy play would be my guess. You will have 100 dex and access to
all the
> chests at the Orc Spawns and in dungeons.
Umm, this sounds like good advice, though i'll probably create a
tinker/carpenter mule to provide the chests, i don't want to mess with
my skills now that i've finally got them in some kind of balance =)
Thanks a bundle though =)
PS. Has anyone made any more specific studies into lockpicking, like
what to pick to gain skill at what levels, how hard the locks are in
spawns vs. the locks in dungeons and so on, also maybe research the
quality of the chests made by tinkers by attempting to pick using diff
levels of lockpick skill?
--
Mat
Yeah, but the only problem is then that you gain nada if you have 0%
chance to get it open even once =)
> One rule is simple: If magic Unlock won't do it, it takes at least 80
> lockpicking.
Ahah, thanks.
> That reminds me of the Iranian minefield detector. Guy holds his
hands over
> his ears and stomps the ground in front of him. (Not too far from the
> truth, either.)
Eww =)
--
Mat
My fisher/treasure dude now has the title of master rogue, being at 97.8
base lockpicking skill (.1 above fishing dangit). What I did was get a
BUNCH of lockpicks (like 500 or so) and sat down in front of a gm tinker
chest until I could pick it. That got me to 80 in just one day.
From 80 on, I took a locked box made by my 89 tinker and locked/picked
it over and over while doing other stuff (namely fishing), and am now at
97.8, haven't broken a single pick, although it's taken me a week.
What this says is that there are two ways to go about it. The fast path
is to find a gm-made box and pick it, then move to one of the town
chests that are in the 90s (there is almost always one in brit guard
tower next to the west bank). You'll break hundreds of expensive picks
but skill gain will be pretty fast. You can gm lockpicking inside of a
week this way.
The slow/cheap path is to use any old box and just keep locking and
picking it. Since the skill isn't difficulty-based, you keep gaining
from success, although it's a lot slower than the gain-from-failure
route. It's a lot cheaper but will take a month to gm.
So decide if you have more time or more money and proceed from there.
Brandy (WE, LS)
Mat <mat.n...@hereeither.tackman.net> wrote in message
news:v%5%3.467$4K3....@news.eunet.fi...
First, get a crate made by an apprentice tinker (50+), pick it over and over
and over, you'll easily get up around 37 before you can pop the lock.
But you're not done yet, now you have to lock and pick it until every attempt
opens the box, and skill gain is nil.
Now, if you're lucky enough to find a Master/GM tinker locked box at a
reasonable price(or have a tinker friend who could make you one), go for it.
This will help you get up into the 70's in lockpicking, 65+ until you can pop
it, 73+, skill gain retards.
Now, it's time for camps :} You will quickly become a VERY rich person,
provided you hunt in areas with high orc/lizard and ratman camp spawns.
Practicing on the camp's bigger chests(the shiny, metal tortuous mind-benders)
will get your skill up into the 80's, at which point it's easy enough to pick
them, just remember your telekinesis spell, what with all chests being trapped
and all. hehe
I have a guide of high level town chests someone posted for me somewhere....if
i remember where, i'll repost it.
Hope this helps anyone with lockpicking questions.
Cyrus of Delucia,
Warrior of Shadows, PRS
Atlantic.
{go here: www.beck.com/sexxlaws; listen and expand your mind....}
sorry, i'm a HUGE beck fan. hehe:}
I would be interested in seeing that guide if you can find it. Does it tell
what town chests have "kewl stuff" in them and which just have crap?
Brandy (WE, LS)
The Weeble King <cyst...@aol.com> wrote in message
news:19991125130810...@ng-fp1.aol.com...
Oops. I apologize for propigating an MTWD (Myth That Won't Die). It
sure seemed like once I ate a fish steak or two, my tactics would begin
to move again while sparring...
--
-- Rich
-- http://rocq.home.att.net/
Umm, no that's incorrect. I took my lockpicker from zero to 80 in one
day picking on a gm chest. You gain from failure.
On my current TC character, I probably went through a large number of picks,
but that was because as soon as I hit 70ish I started hitting the dungeons
and looting. But still, got all the way to 70 with just couple of hundred
picks.
My Hokuto lockpick, having learned the lessons of the first two, started
with a tinker made crate at 20 tinkering. Took exactly 34 lockpicks, 476
gold total, to get to the point where they stopped breaking picks.
This was raising it from 0.0 real skill, if you buy lockpicking up or start
a lockpicker from scratch, you should be able to preserve you newbie
lockpicks until you are GM and never be with out them.
My theory is that the time delay created by eating sometimes makes a
difference, rather than the eating itself.
But it could simply be perceptual error/behavioural conditioning - we
tend to notice connected successes much more than connected failures
(eat/succeed vs eat/fail).
Otara
> I'll back you up on this. It is the attempt rather then the failure.
On one
Hmm.. I did buy 30 picks, started picking one of the chests in the shop,
went through all 30 picks and not a single .1 in skill gained, failed
each and every time of course since i started at 0.0
And yes, I had the skill marked 'up' :)
--
Mat
Mat wrote:
> Hmm.. I did buy 30 picks, started picking one of the chests in the shop,
> went through all 30 picks and not a single .1 in skill gained, failed
> each and every time of course since i started at 0.0
>
> And yes, I had the skill marked 'up' :)
Buy skill first. Otherwise you have a rather small success rate.
But I think you should have increased anyway. I don't know how it works
now after the patch, but before you could have 0 in hiding and get a few
% by doing a few failed hiding attempts.
Cozy
> now after the patch, but before you could have 0 in hiding and get a
few
> % by doing a few failed hiding attempts.
Hiding and stuff still works, but failed lockpicking attempts don't even
seem to work for the first 10.0 skill like it does in almost every other
skill.
--
Mat
Are you at cap? Are all the skills marked up?
That's possible. My fisherman is in the mid-60s magery, and I notice
that if I try to cast a spell while smoke is still coming out my butt
from the last failure then I'm likely to fail again. If I wait for the
sound and smoke to clear, I'm less likely to fail again.
My theory is that the random number generator that flips the coin is on
a fixed cycle. There are discernable periods where you are more likely
to fail.
Reason I ask is because there are 4 different types of large fish. I use UOA
to auto stack them for me, and everytime I do a marathon fishing expedition
the numbers of the fish never match up.
That is, I will have ~470 of one type, 490 of another, 525 of another.
I believe that all fish are created equal and endowed with certain
unalienable rights. If I am right, the only way I can explain the difference
in catch ratios is UO random number generator is not very random.
I haven't tested it since the last round of skill patches since they wiped
my characters on TC to mirror LS and Atlantic. I will check it out right now
and let you know if a newbie character doesn't gain. If they do gain skill
on failure, I won't report back. If things don't work like I posted, I will
post a correction. It will be a 0.0 actual skill lockpick.
> Hmm.. I did buy 30 picks, started picking one of the chests in the shop,
> went through all 30 picks and not a single .1 in skill gained, failed
> each and every time of course since i started at 0.0
>
> And yes, I had the skill marked 'up' :)
Did you have any marked down? Not that it matters if you are not capped.
> I believe that all fish are created equal and endowed with certain unalienable
> rights.
Let's see. Life, liberty, and the pursuit of worms?
> If I am right, the only way I can explain the difference in catch ratios is UO
> random number generator is not very random.
There is a great deal that is random about OS and UO, but chances of success and
advancement do not seem to be among these. Statistical science shows that
sometimes long streaks of success or failure must be expected, but the shear
number of such streaks in UO says that something is extremely wrong.
>Started a fisher yet?
>
>Reason I ask is because there are 4 different types of large fish. I use UOA
>to auto stack them for me, and everytime I do a marathon fishing expedition
>the numbers of the fish never match up.
>
>That is, I will have ~470 of one type, 490 of another, 525 of another.
Statistically thats about what I would expect.
>I believe that all fish are created equal and endowed with certain
>unalienable rights. If I am right, the only way I can explain the difference
>in catch ratios is UO random number generator is not very random.
Actually if they were identical in number, _then_ the generator
wouldnt be random.
Otara