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Use Magic Device

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Anonymous
April 13, 2005 12:27:17 AM

Archived from groups: alt.games.neverwinter-nights (More info?)

Does anyone know how high a Use Magic Device skill rating allows a rogue
or bard to use any item s/he finds (assuming relevant weapon proficiency
feats and so on)?

More about : magic device

Anonymous
April 13, 2005 12:27:18 AM

Archived from groups: alt.games.neverwinter-nights (More info?)

On Tue, 12 Apr 2005 20:27:17 GMT, Kish <Kish_K@pacbell.net> wrote:

>Does anyone know how high a Use Magic Device skill rating allows a rogue
>or bard to use any item s/he finds (assuming relevant weapon proficiency
>feats and so on)?

As with spells and wands, the more expensive the item the higher the
UMD skill you need. I don't believe there's any limit to the value of
an item and thus no limit to the possible cost.

I was playing a wizard/thief with some non-wizard magic that I needed
UMD to wear. I took the character into that dungeon generator module
that doesn't give out the usual treasure but rather runes which
enhance existing items. I enhanced my monk-only boots and suddenly
they fell off every night. I could put them back on after buffing. I
added a few more points of UMD to put a stop to that.
Anonymous
April 14, 2005 12:42:21 AM

Archived from groups: alt.games.neverwinter-nights (More info?)

Kish <Kish_K@pacbell.net> wrote in
news:FaW6e.2211$dT4.1652@newssvr13.news.prodigy.com:

> Does anyone know how high a Use Magic Device skill rating allows a
> rogue or bard to use any item s/he finds (assuming relevant weapon
> proficiency feats and so on)?

I finally got a thief with UMD maxed, and skill focused, and epic skill
focused, until he got into the 40's on the UMD skill, and there wasn't
any item he couldn't use in HOU. I was going for Lavoerna's Mace (of
Disruption), and it took all of those points in UMD to get it to work.

--
John Viveiros
xxjjv4xx@prodigy.net
remove the x's to reply
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Anonymous
April 16, 2005 7:07:57 AM

Archived from groups: alt.games.neverwinter-nights (More info?)

"Loren Pechtel" <lorenpechtel@removethis.hotmail.com> wrote in message
news:ejeo51h664sjtg1ho0fmc7p6a1771nqri5@4ax.com
> I was playing a wizard/thief with some non-wizard magic that I needed
> UMD to wear. I took the character into that dungeon generator module
> that doesn't give out the usual treasure but rather runes which
> enhance existing items.

Which module is this?

--
Brian Perler bperler@sprynet.com
"People who want to share their religious views with you almost never want
you to share yours with them." -Dave Barry
Anonymous
April 16, 2005 11:56:46 AM

Archived from groups: alt.games.neverwinter-nights (More info?)

On Sat, 16 Apr 2005 03:07:57 GMT, "OTL" <bperler@sprynet.com> wrote:

>"Loren Pechtel" <lorenpechtel@removethis.hotmail.com> wrote in message
>news:ejeo51h664sjtg1ho0fmc7p6a1771nqri5@4ax.com
>> I was playing a wizard/thief with some non-wizard magic that I needed
>> UMD to wear. I took the character into that dungeon generator module
>> that doesn't give out the usual treasure but rather runes which
>> enhance existing items.
>
>Which module is this?

I don't remember what it's called. It's got a bunch of rooms that
will be randomly connected into a dungeon and monsters supposedly (it
doesn't work too well for high level magic users) consistent with your
level are added to each room.

It's also got a bug in town where if you have a high enough detect
traps skill you can rack up huge amounts of xp for just walking back
and forth through a buggy area.
!