Lockpicking
이 콘텐츠는 아직 번역되지 않았습니다.
Lockpicking opens locked containers and doors with picks. The prose is community-derived (paraphrased from the uorenaissance.com skill list plus ServUO behavior) pending field verification; the stats table and pick mechanics below are source-verified against ServUO.
What it does
Section titled “What it does”Lockpicking lets you open locked chests and doors without a key — dungeon chests, locked loot, and, most lucratively, the chests dug up from treasure maps. Higher locks demand more skill, and a trapped chest can spring on you if you have not dealt with the trap.
How to use it
Section titled “How to use it”Carry lockpicks, use one, and target the locked container or door. The roll compares your skill to the lock’s difficulty. Beware: picking a trapped chest can trigger it — clear it first with Remove Trap. See gathering resources.
How to train it
Section titled “How to train it”Quick start: an NPC Tinker or Thief Guildmaster teaches Lockpicking up to one-third of
its own skill, capped at 42.0 (Scripts/Mobiles/Normal/BaseCreature.cs, CheckTeach:
baseToSet = ourSkill.BaseFixedPoint / 3) — buy to ~30–42 first.
The classic rig: have a Tinker craft locked boxes whose lock matches your skill, and pick them in a loop (re-lock and repeat).
- Low/mid skill — pick those tinker-made boxes; set the lock difficulty just above your skill so each pick sits in the gain window.
- High skill — pick harder dungeon and treasure chests; treasure-map chests scale their lock to map level. GGS guarantees the slow late points as long as you keep picking.
See skill gain and using & training skills.
Mechanics & numbers
Section titled “Mechanics & numbers”| Primary stat | Dexterity |
| Secondary stat | Intelligence |
| Title | Infiltrator |
| Mastery skill | No |
| Gain notes | skill-ups can raise Dex +2 (per-use stat gain weights) |
From Scripts/Items/Consumables/LockPick.cs: you must have skill ≥ the lock’s
RequiredSkill to attempt it; the check then rolls CheckTargetSkill(Lockpicking, container, LockLevel, MaxLockLevel). On failure there is a 25% chance the lockpick
breaks. A lock level of 0 cannot be picked, and −255 means it is magically locked (needs a
spell, not a pick).
Related skills & synergies
Section titled “Related skills & synergies”- Cartography + Mining + Remove Trap — the treasure-hunter kit: decode, dig, disarm, pick.
- Tinkering — crafts the locked boxes used to train (and the picks).
See also
Section titled “See also”Banner icon courtesy of uorenaissance.com.