Bug or not? Invested CPs disappearing

Discussion in 'Arcanum Hints & Tips' started by Solaris, Aug 30, 2003.

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  1. Solaris

    Solaris New Member

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    Its a bit embarrassing for me to ask gameplay questions, being a fairly experienced Arcanum veteran and all, but...
    I decided to play Arcanum once again a few days ago. Made a character (gunslinger dwarf, educator), and went on my way. Among other skills, I had 1 CP invested into pick pocketing.
    It all went fine, until I came to Black Root- and saw that I only have half CP left in pick pocketing (the same ammount you get as a bonus on tech skills when being a dwarf). In the next city (Ashbury) I already had none at all (while my apprentice status was still there, so there's no way I could just get confused). Did anyone else encountered this problem? Is it a bug, or does it have somethnig to do with my growing good alignment, or is it possible that some items I'm wearing may affect my pick pocketing skill in a negative way?
     
  2. Demosthenes

    Demosthenes New Member

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    Wearing gloves will lower your pickpocket skill, but the most I've seen is losing half a point.
     
  3. Solaris

    Solaris New Member

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    You're right, actually. Apparently, putting on War gauntlets reduces your pick pocket skill by one whole point, and dwarven gauntlets by a bit more than half point.
     
  4. Blinky969

    Blinky969 Active Member

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    Damn, I was wondering the same thing too, but I thought it was just my eyes. So that's why I've never been able to have the master pickpocket guy train me, I was wearing gloves!
     
  5. Demosthenes

    Demosthenes New Member

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    Leather gloves have no penalty for Pickpocket. There are also magic gloves that give you a bonus to pickpocket.
     
  6. Flink

    Flink New Member

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    Gosh, The people at Troika really thought about everything huh? I was amazed by a similar occurance while playing the game about a week ago, though I'm unable to recall exactly what that was at the moment... Oh well... :/
     
  7. Silvio-Arjunza

    Silvio-Arjunza New Member

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    (I mean no offense to any Trioka's by this) I think it's kinda amazing, that they put so much detail into something small as that... while they left Ren'ar Skulls quest a horrible dead-end... I think there should've been more than what there was... someone should go in and redo that quest... or at least fix the ending!! but yea, it is impressive that they installed such a small detail... oh, and speaking of pick-pockets, and what-not... can anyone get the unlocking-cantrip to work? I've got a level 60 mage who can not unlock the simplest of doors!!!
     
  8. Solaris

    Solaris New Member

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    Hmmm. How high your MA is? Are the doors "magickally held" maybe?
     
  9. Canis

    Canis New Member

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    The skulls quests is resolved very nicely, I think. The point is you can't possibly solve every little problem people have, and that some things will continue to elude you. BTW, Chris's mod/patch/whatever expands on this quest for all you control freaks. I like it the way it is though. It's good to feel frustrated sometimes.

    Each lock has a difficulty level, and to open it with UC your MA needs to match or exceed the difficulty. If you're trying to open a level 70 lock with only 20 MA it's not going to work.

    Anyway, the level cap remover changes a whole mess of things in the game, as I found to my great embarrassment. All bets are off if you're modded.
     
  10. gargob

    gargob New Member

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    You could always disentigrate locked doors
     
  11. Solaris

    Solaris New Member

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    Only if he has Disintegrate spell. Its a shame you can't Harm doors ;)
     
  12. Flink

    Flink New Member

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    Or... You can just hack the door to bits with a big axe. The possibilities are endless! :p
     
  13. Demosthenes

    Demosthenes New Member

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    As a mage, Fireflash is my preferred method of opening locked doors and chests. As a techie, you've gotta go with the Pyro Ax.
     
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