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#226114 04/05/04 05:55 PM
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Has anyone found the lockpick skill to be totally useless? I gave my death night level 10 in lockpick and he has yet been unable to open any door or chest with it very frustrating.

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Sorry, useless so far. At least in the German version up to 1.3

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Pickpocket is a much better skill, I've found...

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Pickpocket does seem to be broken--but in a way some people will like. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> Even with a couple of levels it lets you steal the most amazingly large things in one major try. I see no evidence that you are ever caught. It is patently ridiculous for a party to pickpocket a merchant in such a way that they leave with a suit of body armor and four or five large weapons--yet not get noticed. But it happens. Repeatedly.

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Nope, not a bug - a feature. In former versions you could even steal keys and quest items <sniff> was changed with patch 1.2 <doublesniff>.
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thankfully, useless skills can be unlearned. yay.

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Yes, they can, but at a cost. <img src="/ubbthreads/images/graemlins/disagree.gif" alt="" />

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Useless in version 1.32 (English) too.

I had some chests I could not open by the end of act one. I saved, unlearned a lot of stuff, and put 10 points in lockpicking, I still could not open the damn chests (Skill too low the game says <img src="/ubbthreads/images/graemlins/rolleyes.gif" alt="" /> )


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but at least you can unlearn them. better than being stuck with it the entire game, and aggravating you like a grain of sand under your fingernail. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

hopefully, larian will take the time to correct the skills that seem to be superfluous and/or broken right now, and not worth even bothering with.

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Slight problem with "unlearning" skills. The skill square that the unlearned skill once occupied apparently cannot be used again. Ever. So there is definitely a limit on how many skills one can unlearn/learn.

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Slight problem with "unlearning" skills. The skill square that the unlearned skill once occupied apparently cannot be used again. Ever. So there is definitely a limit on how many skills one can unlearn/learn.


It just leaves the old icon there.

Click the old icon (The picture a skill creates in a square), and then learn a skill like normal.

If you want to revert to a blank square (like nothing was ever there) click the icon, then go to the far right of the window and there's a "Change Icon" box.

You can make all your skills look pretty cool with that (i.e. know what they are without hovering).

Edit: (One of the 'new' icons is the original blank space)

Hope that made sense.

Last edited by MonkehmaN; 05/05/04 02:23 PM.

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Yes, what you said makes sense. Only on my game it won't work like that. I changed the icon to a blank square, but when I click on it to "learn a new skill" there, the description of the old skill (one-handed slash etc.) comes up in the text area, sans any points in it. Therefore, I can't use that square to learn anything else.

Perhaps one must pay not just to unlearn a skill in one lump sum, but in several lump sums? I.E., a separate payment to unlearn every skillpoint in the skill AND a separate payment to unlearn the skill itself? If so, that is extraordinary... and negates the much-touted ability to try things out because you can supposedly "unlearn" them later.

I'll have to see if I have to pay a second sum to free up the box itself. If so, it's one more design decision that puts a <img src="/ubbthreads/images/graemlins/suspicion.gif" alt="" /> on my face.

<img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

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I'll have to see if I have to pay a second sum to free up the box itself. If so, it's one more design decision that puts a <img src="/ubbthreads/images/graemlins/suspicion.gif" alt="" /> on my face.

<img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


I hope you're wrong, though the last part of this discussion has frankly left me confused.

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Well, i've unlearnt lots of skills myself. I totally buggered up my Death Knight <img src="/ubbthreads/images/graemlins/ohh.gif" alt="" /> It costs depending on level. For example:

I taught a summoned creature (skeleton) a skill. To unlearn it was only 12000 (or close to that).

A Death Knight skill (he is level 27) cost around 26000+ to unlearn.

One payment should unlearn the skill totally. Are you sure there is enough money to cover the cost? If not this sounds very weird.

I've taught my death knight; 1 handed slashing, (unlearnt), 2 handed slashing (unlearnt) and 2 handed crushing (Current). All use the same original square the 1 handed slashing was on.

I'm just as confused as you are, this sounds weird. It's like different copies of the game work differently. <img src="/ubbthreads/images/graemlins/confused.gif" alt="" />



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I loaded the game to check this out. Yesterday I "unlearned" one-handed slash for about $10,000 bucks. At least I thought I did. Perhaps clicked the X rather than the check mark, because when I tried to reuse the box that one-handed slash had been housed in, the text still popped up. Today I clicked on that text and saw... a skill point still lurking in one-handed slash. I unlearned it again, at a cost of $13,000 now, and it totally disappeared. The box is now free. I tested this by unlearning several other skills, and each of them worked as advertised no matter how many skill points I had in them.

So I did something wrong yesterday. Unlearn skills works fine. Clearly I do not know what I am talking about. <img src="/ubbthreads/images/graemlins/ohh.gif" alt="" /> Ignore me.

(Unless y'all can figure out why my summoning dolls won't stay summoned. Then please, enlighten me. I'm desperate!)


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$13,000 would seem a bit steep to unlearn a skill, at least in Act I. My party has some money, but with 5 points invested in a useless magic spell, and no merchants who have money, well--it just seems a bit excessive.

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I'm in Act 2... near the end of Act 2, actually, and my DK is level 20.

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(Unless y'all can figure out why my summoning dolls won't stay summoned. Then please, enlighten me. I'm desperate!)


The dolls are on a time limit (very short one in some cases). They flash red just before they are going to disappear. They are really only for tough battles as a tank to take the damage or as an extra hitter on the side. I just use my summons as mules, put all heavy items I don't use on them and let them 'unsummon' after the time limit. All stuff on them is there when I summon them back. Like an extra backpack.

The skill menu is just how you said; if you don't click the tick before exiting the menu, it takes it as you cancelled your actions. The tick button is like "accept" I guess, and the cross is "exit". I've done this a couple of times and had to re-level up.

Unlearning skills is a lot easier in act 3+, money is a lot faster to get. I usually have too much and as merchants dont restock, I have nothing to spend it on. At the moment I have over 260,000 gold. So I experiment with different skills etc. Money really isn't as scarce as it was in Divine Divinity. Later anyhow.





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Money really isn't as scarce as it was in Divine Divinity.

Scarce? I ended the main game (before traveling onwards into that dull desert) with nearly 100,000 gold: the trading skill and lots of selling to a few specific merchants worked.

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The limit for summoning dolls should be distance based, though, not time based. I can leave a summoning doll standing in place indefinitely as long as I do not enter houses or use stairs, etc. DiAnna has a problem where the doll will not stick around even if it doesn't move.

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