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Pick vs Probe
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RPGDot Forums > Morrowind - General

Author Thread
XeroX
The MasterCopy
The MasterCopy




Joined: 13 Dec 2001
Posts: 7125
Location: The Netherlands
Pick vs Probe
   

I want to know the difference between a lock pick and a probe.
I know there is a quality difference.

Thanks
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Post Sun May 19, 2002 3:27 pm
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Mephisto
Leader of the Senate
Leader of the Senate




Joined: 05 May 2002
Posts: 300
Location: Holland
   

I thought probes were for disarm, not sure though.
Post Sun May 19, 2002 3:34 pm
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SuperCowMan24
Blademaster of the Moo
Blademaster of the Moo




Joined: 20 Apr 2002
Posts: 1194
Location: Texas, USA
   

Quality difference... the higher the quality... the better it will work simple
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Post Sun May 19, 2002 3:35 pm
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Midiboy
Head Merchant
Head Merchant




Joined: 06 May 2002
Posts: 74
   

Mephisto is correct.

Lockpick opens locks.

Probe disarms traps.
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Post Sun May 19, 2002 3:36 pm
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SuperCowMan24
Blademaster of the Moo
Blademaster of the Moo




Joined: 20 Apr 2002
Posts: 1194
Location: Texas, USA
   

oh.... well... i stand corrected.

but still i had an important point... always use the item with the better quality.
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Post Sun May 19, 2002 3:41 pm
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Midiboy
Head Merchant
Head Merchant




Joined: 06 May 2002
Posts: 74
   

And a beautifully valid point that is, SuperCowMan!
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Post Sun May 19, 2002 9:49 pm
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Joey Nipps
Orcan High Command
Orcan High Command




Joined: 03 Jan 2002
Posts: 849
Location: Outer Space
Picks and Probes
   

I disagree. I use the lower capability probe or pick whenever possible. This is for two reasons. With the lower quality probe you get more pick chances and thus (I suspect) more opportunities for raising your skill (which is ever important in a skill based world). Further, I prefer to use up the lower quality picks because there are locks that the lower quality picks simply won't work on at all - thus I save the higher quality picks for more important circumstances.
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Post Sun May 19, 2002 9:54 pm
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Zaal
Head Merchant
Head Merchant




Joined: 03 May 2002
Posts: 64
Location: Calgary, Alberta, Canada
   

Another thing to keep in mind is to keep your better picks (Journeyman's and Master) for harder lock levels. Same with probes.

If you have a above average pick skill (50+) you could use apprentice picks on most locks in the game. However, each lock rating has a minimum quality pick that can be used to attempt to open it. Occassionally you'll get the message that your pick isn't good enough to open the lock you are trying to pick.

Zaal
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Post Sun May 19, 2002 9:55 pm
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Sasquatchenator
Guest






   

Yeah, my main character is a Khajiit Thief, and since i have a fairly high security level, i usually use a journeyman's lockpick for locks around 50, apprentices for anything below 30 or so, and for the real tough locks, i use the masters pick
Post Mon May 20, 2002 10:18 pm
 
Venni
Village Dweller
Village Dweller




Joined: 20 May 2002
Posts: 3
Skill Gains
   

You only recieve a skill gain for ANY skill in the game, on a SUCCESSFUL use. You must unlock the lock, disarm the trap, successfully cast the spell, actually block a blow, or actually hit a monster for your skill to rise.

The only exception I have found is the enchant skill, which raises with failed attempts to enchant. I assume alchemy is the same.
Post Mon May 20, 2002 11:10 pm
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Fireteddy
Guest






   

While we're on the topic of meaningless corrections

The Alchemy skill doesn't go up with failed attempts, much to my horror. If all my failed potions were successful, the weight would have probably crused me by now, and my alchemy still stands at its pathetic initial 20.

-Matt
Post Mon May 20, 2002 11:29 pm
 



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