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spells to disarm traps


4n+13[]D0p

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Actually, I recall being able to use a combination Open and Telekinesis spell (Target and Self, respectively), then activating the door from a distance to break open locks. This may be because traps are essentially the door casting a touch-type spell on you -- in fact, I think that only touch-type spells are avaliable when choosing a trap.

 

EDIT: I've just used that method to break into the Palace of Vivec -- the door glowed orange and fizzled out when I activated it, and no damage came to my charachter.

 

So back the the matter at hand, the only methods that I know of are using telekinesis to attempt opening the door from a distance, using a probe to disarm the trap, setting the trap off and braving the storm, or acquiring the key to the door (Which opens the thing safely and breaks both the lock and trap).

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I've found that probes are the best way, even if your security skill is around ten. Unlike lockpicks, you never get the "lock too complex to pick" problem: an apprentice's probe will disarm *any* trap, even if it does take a bit longer. I've never hard the problem of running out of probes either, I still have maybe 20 or so stowed somewhere.

 

Since I'm a mage, I *could* cast open, but instead I made myself a "ring of luck" and a "ring of intelligence". Boosting both of these stats increases the probability of picking/disarming and allows you to lockpick higher level locks.

 

I only use my telekinises spell for stealing, whenever chamelon fails (since it's almost impossible to increase sneak without paying a trainer).

 

Also, if you're the atronach sign, there's only a 25% chance that traps will do any damage to you, if any, and a 50% chance that the trap damage will be converted to mana (side effect: shrines do the same thing-I've only had two work on me!). Even then, I still use probes, to increase security (for the benefit of lockpicking and leveling of course).

 

Good Mage = Better thief :)

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