Ahbuddy wrote:If your wearing an invis item with several charges on it, will it auto cast invs again if your reveled, or do you need to remove it and re equipt it?
While your invised, can you hide and will it stick?
This is a question that I bet Rose could answer (lots of other folks, too, I am sure).
I will gladly tell you: I honestly have no idea; I don't have to cast Invisibility often enough at all, and its duration is on the order of two minutes, which has always been a lot longer than I've ever needed; I'm filling houses with unused Invisibility-charges.
If you
revealed yourself accidentally/prematurely, well, don't do whatever you did ever again: you should be able to complete another casting of Invisibility before any nearby mobs aggro on you (unless they are really, really close);
If you were revealed by a PKer, it doesn't much matter ... this is part of the problem many players have who overestimate the ability of Hide + Stealth, thinking it provides some kind of uber-escape-mechanism ("
no problem, I'll just Hide, then sneak away, muahahaha": no you won't; not unless the PKer is really, really stupid):
if the PKer does
not know that you are even there in the first place,
then you might just have a chance to sneak off into some nook, breaking LOS to cast Recall; if he knows you're there, however, he also knows you have to wait 10 seconds after Hiding to activate Stealth, so you can expect a purple-potion to be inbound to your last visible tile ...; in either situation, a mere 15ish Real skill in Tracking will permit any PKer to track anyone on the same screen, and a little dancing around will precisely pinpoint the exact tile you occupy.
So, the instant you see a PKer charging in, Recall, without hesitation (hesitation kills; it's true); if you are with friends who can PvP, maybe you
can risk using Hide/Invisibility and/or Stealth to wait and see what develops.
Ahbuddy wrote:I will probably only carry scrolls and no regs on picker.
I was planing on keeping the picker hidden while the mage casts telekinesis on surface treasure chest. Then have the picker open the chest but stay hidden for 1st spawn.
Unless I misunderstand you, this sounds like more Hiding + Stealth stuff. With a surface chest, I am pretty sure you need to be entirely out of the trap's range, no matter who 'blows' it (anyone who can correct me on this, please do; the information might come in handy ...), so I advise you not to blow up your lockpicker when your mage pops the trap. Otherwise, I am a little confused about "1st spawn": the 1st spawn will appear the exact instant the chest finishes rising out of the ground, long before anyone has had a chance to try to pick the lock; I'm not sure what it is that you intend.
One skill no one has mentioned yet: Mining; 90+Mining gives the cartographer a 9x9-tile digging radius. You don't use this to find the chest: you use it to be 4 tiles away, and outside of the spawn, when you dig it up; if you ever lose track of the exact tile, dig until dirt appears then stop, move 4 tiles away, and start digging all over again. Mining certainly isn't essential, either, though.
Ahbuddy wrote:After that is cleared will use picker to move items around in chest to get the most spawns possible out of each map
( will probably be rezzing lockpicker alot rofl )
Hopefully, you won't need too many Resurrections ... There will always be at least a tiny, little delay before any new mob aggros on you, so I am thinking that you might be over-thinking this: you'll be able to slap a hotkey bound to an Invisibility item, or zoooooooom on your mount away from the chest, even if that mount is only a horse; caster-mobs need to touch you (or be attacked by you), before they will start casting against you, so you can use the delay to run and build enough distance to cast Invisibility, or whatever; Teleport casts fast-enough that you could probably use it to 'jump' away from the chest, if you aren't mounted and think that your own feet aren't fleet-enough; Teleport jewelry is even faster ...
After the 1st spawn (when the chest comes out of the ground), each and every subsequent spawn-event will only produce
one mob, so you won't get 'ganked': otherwise, only-one-mob can be good, or it can be very annoying; with a Lvl3-4 map and a bard handy, an 'early' Ogre Lord is your newest BFF, because you will Provoke everything else onto it and it will kill them all for you quite handily, but a 'late' Ogre Lord will eventually become a big nuisance ...
Anyone can loot the chest, after it has been opened, it needn't be the lockpicker, or the cartographer: the bard is likely the better choice in all cases, if there is one handy; just make sure you wait 10 seconds after the last use of Provocation before diving back into the chest ...
I'll ask for a favour from you, right now: only the cartographer who solves a map may destroy that map's chest (do this only after it's emptied, of course) by using an axe/hatchet on it; please be nice, and do this.
It is accurate, at least mostly, but I think it's a little dumb because the success chances given are not for free-casting spells directly using Magery, but for using Magery to cast spells from scrolls: to my mode of thinking, this kind of chart would be better if it showed free-casting values, then married those to scroll-casting; otherwise, I am not convinced that all of the values are precise, but scroll-success might function a little bit differently than I understand it (my understanding is scroll = Circle-2 compared to Magery, i.e. Circle6scroll = Circle4cast but, maybe, it's a little more complicated) ...
From that same page on the Wiki, I think the better reference is the "Minimum magery requirements for casting spells" chart, which shows both absolute minimum-skill and minimum-skill-to-expect-100%-success, and also guidelines for calculating near-values of success for skill-levels in-between. Preferences vary, I suppose.
I'm sorry this became such a monster-post ...
SS