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		<title>imported&gt;VANKRASN39: /* 403 and 404 Bonus Calculations */ add box difficulty post</title>
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		<updated>2017-03-17T15:49:14Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;403 and 404 Bonus Calculations: &lt;/span&gt; add box difficulty post&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Factors for Success==&lt;br /&gt;
{{saved-post|category=Rogues|topic=Locksmithing and Traps|subject=Factors for Success|date=8/6/2005 5:19:09 PM|author=GS4-ILDRAN (GM Ildran)|messagenum=5141}}&lt;br /&gt;
IOI: 4&lt;br /&gt;
&lt;br /&gt;
Okay, here are the factors for success at each of the three tasks, by default, in a very particular order. Some traps may add their own modifiers. I don&amp;#039;t think there&amp;#039;s anything revolutionary here.&lt;br /&gt;
&lt;br /&gt;
Spotting [[trap]]s:&amp;lt;br&amp;gt;&lt;br /&gt;
Helps - [[Disarming Traps]] skill, [[Intuition]] bonus, [[Perception]] skill, [[Disarm Enhancement (404)|Traplore]], [[Presence]], [[Self Control]], good lighting, [[Song of Luck (1006)|Lucksong]] (helps your luck)&amp;lt;br&amp;gt;&lt;br /&gt;
Hurts - Trap discovery difficulty, wounds, [[amunet]], [[Sounds]], [[Interference]], [[Weapon Deflection]], bad lighting, fog, fumbles&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Disarming traps:&amp;lt;br&amp;gt;&lt;br /&gt;
Helps - Disarm skill, [[Dexterity]] bonus, Lucksong (helps your luck), Traplore, Self Control, good lighting, &amp;quot;modding down&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Hurts - Trap disarming difficulty, fumbles, amunet, Sounds, Interference, Weapon Deflection, bad lighting, fog, wounds&lt;br /&gt;
&lt;br /&gt;
[[Picking Locks|Picking]]:&amp;lt;br&amp;gt;&lt;br /&gt;
Helps - Picking skill, Dexterity bonus, [[Locklore]], [[lockpick]], open rolls, &amp;quot;modding down&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Hurts - Wounds, not enough skill for the used lockpick, fumbles&lt;br /&gt;
&lt;br /&gt;
- Consigliere Ildran, Shizlock Holmesplice&lt;br /&gt;
&lt;br /&gt;
==ESP Penalty Removal==&lt;br /&gt;
{{saved-post|category=Rogues|topic=Locksmithing and Traps|subject=Locksmiths Learn to Think |date=8/1/2010 7:21:11 PM|author=GS4-OSCURO|messagenum=9767}}&lt;br /&gt;
Having an activated thought net (via crystal amulet or any other method) no longer provides a penalty to disarming traps or any other form of locksmithing. Locksmiths should feel free to use their regained rights to telepathically converse with other townsfolk.&lt;br /&gt;
&lt;br /&gt;
GameMaster Oscuro&lt;br /&gt;
&lt;br /&gt;
==403 and 404 Bonus Calculations==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Magic Spells and Systems&lt;br /&gt;
 | topic = Minor Elemental Circle&lt;br /&gt;
 | messagenum = 954&lt;br /&gt;
 | author = THEUMEJ&lt;br /&gt;
 | date = 2/13/2006 12:44:23 PM &lt;br /&gt;
 | subject = Re: 403 and 404&lt;br /&gt;
}}Okay, here is the formula for [[Lock Pick Enhancement (403)|403]] and [[Disarm Enhancement (404)|404]], give or take:&lt;br /&gt;
&lt;br /&gt;
[[Level]]/2 + Skill Bonus/10 + [[Dexterity|Dex]] Bonus/2 + (something)&lt;br /&gt;
&lt;br /&gt;
That will be underestimating things by around 5-10 points.&lt;br /&gt;
&lt;br /&gt;
-Porcell&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Magic Spells and Systems&lt;br /&gt;
 | topic = Minor Elemental Circle&lt;br /&gt;
 | messagenum = 964&lt;br /&gt;
 | author = SDEMASK&lt;br /&gt;
 | date = 3/21/2006 1:38:17 PM &lt;br /&gt;
 | subject = Re: 403 and 404&lt;br /&gt;
}}It depends on if the end use if a manual or magical lock opening.&lt;br /&gt;
&lt;br /&gt;
;403&lt;br /&gt;
For manual lockpicking, success factors include the caster&amp;#039;s level, the caster&amp;#039;s [[Picking Locks|Pick Locks]] skill, the caster&amp;#039;s Minor Elemental spell ranks, and the target&amp;#039;s Dexterity bonus. At no time will the spell provide a bonus greater than the target&amp;#039;s Pick Locks skill.&lt;br /&gt;
&lt;br /&gt;
For magical lockpicking, the target of the [[Unlock (407)|Unlock]] spell receives a bonus based on their own Minor Elemental spell ranks and [[Aura]] bonus, regardless of who cast Picking Enhancement upon them.&lt;br /&gt;
&lt;br /&gt;
;404&lt;br /&gt;
For manual disarming, success factors include the caster&amp;#039;s level, the caster&amp;#039;s [[Disarming Traps|Disarm Traps]] skill, the caster&amp;#039;s [[Minor Elemental]] spell ranks, and the target&amp;#039;s [[Intuition]] bonus (if the character is not currently working on a trap) or Dexterity bonus (if the character has found a trap recently, but has yet to disarm it). At no time will the spell provide a bonus greater than the target&amp;#039;s Disarm Traps skill.&lt;br /&gt;
&lt;br /&gt;
For magical disarming, the caster of the [[Disarm (408)|Disarm]] spell receives a bonus based on their own Minor Elemental spell ranks and [[Aura]] bonus, regardless of who cast Disarm Enhancement upon them.&lt;br /&gt;
&lt;br /&gt;
== Box Difficulty ==&lt;br /&gt;
{{saved-post|author=GS4-ILDRAN (GM Ildran)|date=11/1/2005 5:26:30 PM|subject=Re: When if ever do you stop?|category=Rogues|topic=Locksmithing and Traps|messagenum=5600}}&lt;br /&gt;
IOI: 4&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Interestingly enough, -1275 is the last lock in the range of [[Lock difficulty|Absurdly Well-Crafted]]. I have found no critter box in the range of Exceedingly Complex (-1280 to -1315), so it&amp;#039;s possible that Absurdly Well-Crafted is the highest that a box will generate.&lt;br /&gt;
&lt;br /&gt;
Either -1275 or -1280 is the max that whichever Ithzir has the big boxes will produce (and thus is the largest that is routinely created by the box generation system), yep.&lt;br /&gt;
&lt;br /&gt;
- Consigliere Ildran, Shizlock Holmesplice&lt;br /&gt;
&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>imported&gt;VANKRASN39</name></author>
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