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Lockpicking

Lockpicking skill banner

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.

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.

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.

  • Low/mid skill — pick easy locks. Tinkers can craft locked boxes at a chosen difficulty, the classic training setup.
  • High skill — pick harder dungeon and treasure chests; treasure-map chests scale their lock to map level.

See skill gain.

Primary statDexterity
Secondary statIntelligence
TitleInfiltrator
Mastery skillNo
Gain notesskill-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).

Banner icon courtesy of uorenaissance.com.