LDoN - Interactive Objects

Tamara over at Sony sent us some new information about Lost Dungeons of Norrath:
Lost Dungeons of Norrath will introduce a new EverQuest feature: Interactive Objects! These are boxes, vases, chests and similar objects that might contain treasures. You can inspect an object, and learn something about that object. But, be careful! Some of these objects may be booby-trapped. Poking around a booby-trapped object might set it off. However, if your character has the appropriate skills, you can Sense or Disarm the traps on these objects. Other objects may be locked. But, if your character has a Pick Lock skill, you may be able to open the lock. Or if you're the more brutal type, you may be able to just bash the object apart. Of course, brute force could set off any hidden traps. Note that if these skills fail, there will be few spells that can allow you to open locked objects.
Included below are some (rather large) pictures of an interactive weapons rack. Also attached is a picture of a coming itemreward, and a picture from what appears to be part of Deepest Guk, interesting NPC models! The weapons rack, un touched: The weapons rack, coming apart: The weapons still falling: The weapons rack, destroyed: Deepest guk, a ghostly Gukta, and something of a rather nasty looking floating eyeball: A New Ring, is it a monk item? Can bards never get haste items? Discuss ;) --Illia

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What I Believe about LDoN objects
# Feb 05 2004 at 5:15 PM Rating: Default
I was looking up something today for my Magician and thanks to the variety of classes I've played an interesting thing came to light about the new lines of spells for WIS and INT casters to Sense Traps, Disarm Traps and Pick Locks.

As a recap...

LDoN zones can have chests that when safely and successfully opened give XP and often money or items. These chests can be secured with Cursed, Magical or Mechanical traps and locks. Cursed and Magical mechanisms are each vulnerable to two lines of LDoN spells and Mechanical mechanisms are vulnerable to three Bard and Rogue skills.

More clearly…

Cursed:
Druids, Shaman and Necromancers use the Reebo's line of LDoN spells
Clerics use the Iony's line of LDoN spells

Magical:
Enchanters, Magicians and Necromancers use the Wuggan's line of LDoN spells
Wizards use the Xalirilan's line of LDoN spells

Mechanical:
Bards and Rogues use Sense Traps, Disarm Traps and Pick Locks skills

So one has to wonder...why two lines of spells? Well I didn't really wonder until I saw the spell definitions for the Wuggan's Greater line of LDoN spells. What caught my eye were the values of the SKILLMAX entries in the spell definitions.

The values for the spells that Sense Traps and Disarm Traps are 120 and the value for the spell that Pick Locks is 125.

Do those numbers ring any bells for any Bards out there? Well they did for me so I looked up the spell definitions for the Xalirilan's Greater line of LDoN spells.

The values for the spells that Sense Traps and Disarm Traps are 200 and the value for the spell that Pick Locks is 210.

Do those numbers ring any bells for any Rogues out there? Yup you all guessed it, it seems the differing lines of spells to Sense Traps, Disarm Traps and Pick Locks parallel the abilities of Bards and Rogues to do the same.

So, when considering opening a Cursed or Magical chest in an LDoN zone pause and ask yourself...

If this was a Mechanical chest would I be comfortable letting a Bard try instead of a Rogue?

If the answer is no, then you best have a Cleric try to open a Cursed chest and a Wizard try to open a Magical chest because they are the Rogues of the Cursed and Magical chest world.

Here's the information by spell:

Druid, Enchanter, Magician, Necromancer or Shaman

Reebo's/Wuggan's Lesser = Sense Traps (69)
Reebo's/Wuggan's Lesser = Disarm Traps (69)
Reebo's/Wuggan's Lesser = Pick Locks (87)
*Equivalent to a level 13-17 Rogue *

Reebo's/Wuggan's = Sense Traps (72)
Reebo's/Wuggan's = Disarm Traps (72)
Reebo's/Wuggan's = Pick Locks (114)
* Equivalent to a level 14-22 Rogue *

Reebo's/Wuggan's Greater = Sense Traps (120)
Reebo's/Wuggan's Greater = Disarm Traps (120)
Reebo's/Wuggan's Greater = Pick Locks (125)
* Equivalent to a level 23-24 Rogue and maximum unadjusted skills for a Bard *

Cleric and Wizard

Iony's/Xalirilan's Lesser =Sense Traps (115)
Iony's/Xalirilan's Lesser = Disarm Traps (115)
Iony's/Xalirilan's Lesser = Pick Locks (140)
* Equivalent to a level 22-27 Rogue *

Iony's/Xalirilan's = Sense Traps (165)
Iony's/Xalirilan's = Disarm Traps (165)
Iony's/Xalirilan's = Pick Locks (190)
* Equivalent to a level 32-37 Rogue *

Iony's/Xalirilan's Greater = Sense Traps (200)
Iony's/Xalirilan's Greater = Disarm Traps (200)
Iony's/Xalirilan's Greater = Pick Locks (210)
* Equivalent to a level 39-55 Rogue and maximum unadjusted skills for a Rogue *

So in review...A Cleric or Wizard has a significantly better chance to safely and successfully open a chest compared to a Druid, Enchanter, Magician, Necromancer or Shaman. As a matter of fact those two classes have almost the same chance with their level 14 spells that the other five classes have with their level 34 spells and I imagine Clerics and Wizards are likely the only ones able to safely and successfully open a Cursed or Magical chest in a high-end dungeon or raid setting.

I fully admit that these conclusions are drawn strictly from my analysis of the data I’ve found and I have not had a chance to verify my conclusion that Clerics and Wizards do a better job of safely and successfully opening Cursed and Magical chests.

So if the conclusion bears out or falls flat on its face, please come back and post your successes or failures.

Blodget Guildbane
Blackguard of Bristlebane
Member of House of Aegis
Citizen of Luclin
spells??
# Aug 19 2003 at 9:29 PM Rating: Decent
notice the last part.....

Quote:
Note that if these skills fail, there will be few spells that can allow you to open locked objects


/em wonders how much this will negate the usefullness of these skills
Dungeons
# Aug 07 2003 at 1:44 PM Rating: Default
and then the mighty rog's had a purpose.
Traps to practice on
# Aug 07 2003 at 12:08 PM Rating: Default
Another nasty trap to watch for is TOFS 6th floor, 650pt 3 wave AOE, will killa party fast ).

the golden rule up there if you see Spectres and ice shades near a drong stature, Skirt the left side of the room.
Hrmm
# Aug 07 2003 at 8:46 AM Rating: Default
Well actually there are quite a few traps in EQ. The problem is they're mostly packed into a few zones. There are many many traps in Dragon Necropolis. And there's an obvious one in Sol B (the stone block that moves up and down). There are also plenty of traps in Ssra, and at least one annoying on in Velketor's Labarynth in the pit area. The sense and disarm traps skills have never been "useless" just kinda over needed in a few zones and used nowhere else. Again, a fine example of using sense/disarm traps or face certain death is Dragon Necropolis

65 Lord Protector
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7th Hammer
#Anonymous, Posted: Aug 07 2003 at 5:41 AM, Rating: Sub-Default, (Expand Post) Diablo3D anyone? Yes, now you too can go around in randomly created dungeons, rapidly left clicking on objects like a fiend! hey hey, maybe they'll put in shrines too, ya know, full mana, full health, n' gem shrines for the weapon and armor augmentations! All they'd have to add in is the ability for druids to turn into werewolves and werebears at will, and for necromancers to summon golems and have a HORDE of skeletons and skeletal mages following em around!
RE: hrm..
# Aug 07 2003 at 1:54 PM Rating: Decent
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2,268 posts
So?

Diablo 2 was a great game, and if they came out with a Diablo 3 I'd play it. =) Seriously, though, these concepts are great for an immersive world. So what if Diablo used them first? I think it's a great move for SoE to finally include treasure chests (and the like) into an RPG. If you want to look at it in the way of lootable objects, Neverwinter Nights also has many chests, as well as other lootable objects. As does any Final Fantasy game that you play. 99.9 % of RPG's have treasure chests. I applaud Sony for including them. Excellent move on their part.

For my part, though, I'm looking forward to this expansion. Looks like a lot of great stuff is going to come out of it.
Useless?
# Aug 07 2003 at 5:19 AM Rating: Default
why would they put random objects in to people to trigger traps with, and have no rewards for doing so? Mabe you can be able to loot the rack or something.
RE: Useless?
# Aug 07 2003 at 10:46 AM Rating: Decent
Read the last part of the first paragraph again...

Quote:
These are boxes, vases, chests and similar objects that might contain treasures.


Maybe you'll acquire something, maybe you won't. Just like farming items off of MOBs, you can't tell when you just look at 'em if they have what you're looking for. There's only one way to find out....
always wondered...
# Aug 07 2003 at 4:32 AM Rating: Decent
Always wondered y EQ had those trap skills...
Took them long enough to make them useful
good for bards like me /cheer
Now where to train those skills at...
RE: always wondered...
# Aug 07 2003 at 9:26 AM Rating: Good
Dragon Nec is a great place to work on sensing and disarming traps as a bard.

I am quite pleased whenever I get a chance to use my trap skills (and it may - although probably not, heh - make it useful to actually buy Advanced Trap Negotiation) so I'll be glad to see this fun new thing go live.

However, the skill levels required to sense and disarm traps, or pick the locks for these items remains to be seen. If they set the levels too high so that only rogues can do it, it will bring the bard community back to whining about level caps. I don't see how it would break the game for a bard to be able to work with these new objects, nor would it make a rogue any less useful. It would just give people a second option when a rogue isn't available.

Sony is being creative and trying to launch new (for EQ at least) concepts into the game, rather than simply rehashing existing ones, and that is to be applauded.

Edited, Thu Aug 7 10:31:14 2003
new skills
# Aug 07 2003 at 12:40 AM Rating: Default
playing a bard on test and noticed a new skill called "inspect". wondered what it was for, now I know!
Sense/Disarm Traps
# Aug 07 2003 at 12:00 AM Rating: Default
Holy Crap!! you mean there's a use for those skills?
Hail, Diablo 2!
# Aug 06 2003 at 10:13 PM Rating: Default
Hail, it's a Diablo 2 weapon's rack!

Doesn't mean I'm not looking forward to it, of course.
Enjoyable
# Aug 06 2003 at 9:29 PM Rating: Decent
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Can't wait to start... And I'm just a pally... Thank SOE!
#Anonymous, Posted: Aug 06 2003 at 4:30 PM, Rating: Sub-Default, (Expand Post) w00t , i was planning on making a bard =)
whee
# Aug 06 2003 at 3:54 PM Rating: Default
And all the rogues rejoiced
hurrah
# Aug 06 2003 at 3:49 PM Rating: Default
Finally people will want rogues in groups for more than just dealing damage!
You mean
# Aug 06 2003 at 3:23 PM Rating: Decent
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195 posts
You mean, in these dungeons, dungeon skills will be usefull. How novel . . .
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About time
# Aug 06 2003 at 2:57 PM Rating: Decent
Finaly! Bards and rogues dont have useless abilities. Good job SOE
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