Picking Locks

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Picking Locks is a skill used to open locks with lockpicks. Most often, this skill is used on boxes found in the treasure system, though there are a few locked doors and such that require the use of the skill to open. When used with boxes, it is advised that the character also train in Disarm Traps, as many boxes are trapped and many traps will kill an unaware or incapable character who attempts to pick a lock on a trapped box.[1]

Type Square Semi Pure
Profession Rogue Warrior Monk Bard Paladin Ranger Cleric Empath Savant Sorcerer Wizard
Max Ranks Per Level 3 2 2 2 2 2 2 2 - 2 2
Training Point Cost 1/1 2/3 3/3 2/1 2/4 2/3 2/4 2/4 - 2/4 2/4

Success in picking a lock is based on the following formula:

((Picking Locks skill + Dexterity bonus) * Pick modifier) + lock difficulty (negative number) + d100 roll.

Other factors that help include Locklore, the lockpick bonus, open rolls, and "modding down". Wounds, not enough skill for the used lockpick, and fumbles hurt picking attempts. Modding down occurs when a locksmith spots a lock, but fails to unlock it. There is a short time window where the locksmith has a better chance to open that lock, since he is focusing in on the size of the lock. Each subsequent lock spotting adds to bonus from the previous lock spotting. Stance does not factor in while picking locks.

Roundtime in picking a lock has a base of 20 seconds. If the lock is picked with a 150+ endroll, 10 seconds is deducted. If it's picked with a 200+ endroll, the roundtime is negated. These roundtimes are reduced if the picker has the Lockmastery guild skill, down to 5 seconds as a maximum at mastery. Fumbles still result in 20 seconds of roundtime.

Example, 44 ranks of picking locks, 14 dexterity bonus, using a Veniom lockpick, on a -235 lock, with a 56 roll:

((144 + 14) * 2.2) -235 + 56 = 169 (10 second Roundtime)

An endroll of 81-100 will sense the difficulty of the lock and reduce it by 5 for subsequent attempts. This modification stacks if repeated senses are made.
An endroll of 61-80 will result in a feeling that the lock is within your skill.
An endroll of 60 or less will lead to a hidden roll to determine whether the pick is damaged or broken.
A roll of 1 is always a fumble and a possibility to break a pick, even if it would have produced an endroll of over 100.
A roll more than 100 is an open roll.


See Also

References

  1. Skills, Play.net