Locksmithing skill: Difference between revisions
No edit summary |
|||
Line 366: | Line 366: | ||
|[[Orc Reiver]]||200??||??|| ||High |
|[[Orc Reiver]]||200??||??|| ||High |
||
|- |
|- |
||
|[[Red-bristled Gremlin]]||205(?)||250+|| || |
|[[Red-bristled Gremlin]]||205(?)||250+|| ||Medium |
||
|- |
|- |
||
|[[Velakan Slaver]]||210(?)||??|| || |
|[[Velakan Slaver]]||210(?)||??|| || |
Revision as of 10:38, 23 February 2016
Locksmithing skill is used to pick locks and disarm traps, as well as for lockpick carving and lockpick fixing. Locksmithing is most commonly used for opening containers dropped by slain creatures, commonly referred to as boxes. The DR 3.0 update combined and replaced the Lockpicking and Disarming skills with Locksmithing.
Spells and abilities that boost Locksmithing
- Drums of the Snake (Bard)
- Focus (meditation) (Barbarian)
- Hands of Lirisa (Ranger)
- Khri Safe (Thief)
- Machinist's Touch (Moon Mage)
Spells and abilities that decrease Locksmithing
None
Training
All commands associated with lockpicking or disarming will train the Locksmithing skill to some degree. Some of the commands will also train perception, to a much smaller degree. There are multiple variations of both commands that can help increase both the amount of training received and chance of success.
Disarming
Disarm <item> Identify - Tells you the type of trap, and the difficulty in accordance with your skill. If the last trap on the box has already been disarmed you will incur a small roundtime letting you know what the disarmed trap looks like.
Disarm <item> <caution> - The act of actually disarming the trap, the level of caution you use is up to you.
- "Careful" - Slowest, but safest caution level
- None - Putting nothing for caution will result in the second slowest, and second safest form of disarming
- "Quick" - 2nd fastest and 2nd most dangerous.
- "Blind" - Fastest and most dangerous.
Disarm <item> Analyze - Analyzing a box will show you what type of mechanism can be harvested from trap. Each trap can only be harvested if you have not started working on the next trap.
Disarm <item> Harvest - Harvesting will attempt to retrieve a piece of the trap mechanism.
Lockpicking
Pick <item> Analyze - Analyzing a lock will tell you what the lock looks like, determining what type of lockpick should be used. If the last lock in the box has been picked you will receive a message saying the box is not locked, but no roundtime.
Pick <item> Identify - Identifying a lock will tell you the locks difficulty in accordance with your skill.
Pick <item> <caution> - Caution levels are the same as disarming; "Careful", none, "Quick", "Blind".
Lockpick carving
See Lockpick carving and FIX command articles.
Training Tips and Tricks
A popular trick for training the locksmithing skill is to Disarm(or have disarmed) boxes at, or above your skill level, then try to Pick Blind with armor on and standing. The Pick Blind command has the least chance of success, and the boxes will take awhile to pick. If you're not looking to use boxes as an immediate source of income, this can be a very good training technique.
Types of locks and picks
Certain lockpicks will need to be used on certain types of locks. Analyzing the lock will reveal what type of lock it is. This has only partially been introduced into the game and is waiting on the Lore rewrite to be fully incorporated. Quality and style will be separated out, so it will be possible to have a master quality pick of the following styles. It was mentioned that grandmaster quality would be able to open all styles of locks, but be restricted to the thief guild.
- Although difficult to spot at first, a thin hole along the bottom of the lock appears to be the key receptacle.
- Slim
- The lock's structure is relatively basic, standard in every way without any unusual characteristics.
- Ordinary
- A sturdy block of metal, the hole for the key is very wide. This big lock obviously is meant for a correspondingly large key.
- Stout
- An intricate steel star houses a complex locking mechanism, with two different spots that each look like they're meant to house keys.
- ??
Trap and lock difficulty
Disarm/Pick identify will give you an appraisal of the difficulty based on your skill. The following is a list of the varying difficulties.
Trap | Lock |
---|---|
An aged grandmother could defeat this trap in her sleep. | An aged grandmother could open this in her sleep. |
This trap is a laughable matter, you could do it blindfolded! | This lock is a laughable matter, you could do it blindfolded! |
The <material> <box>'s trap is a trivially constructed gadget which you can take down any time. | The lock is a trivially constructed piece of junk barely worth your time. |
The <material> <box> will be a simple matter for you to disarm. | The <material> <box> will be a simple matter for you to unlock. |
The <material> <box> should not take long with your skills. | The <material> <box> should not take long with your skills. |
You can disarm the <material> <box> with only minor troubles. | You can unlock the <material> <box> with only minor troubles. |
You think this trap is precisely at your skill level. | You think this lock is precisely at your skill level. |
The trap has the edge on you, but you've got a good shot at disarming the <material> <box>. | The lock has the edge on you, but you've got a good shot at picking open the <material> <box>. |
The odds are against you, but with persistence you believe you could disarm the <material> <box>. | The odds are against you, but with persistence you believe you could pick open the <material> <box>. |
You have some chance of being able to disarm the <material> <box>. | You have some chance of being able to pick open the <material> <box>. |
Disarming the <material> <box> would be a longshot. | Opening the <material> <box> would be a longshot. |
Prayer would be a good start for any attempt of yours at disarming the <material> <box>. | Prayer would be a good start for any attempt of yours at picking open the <material> <box>. |
You have an amazingly minimal chance at disarming the <material> <box>. | You have an amazingly minimal chance at picking open the <material> <box>. |
You really don't have any chance at disarming this <material> <box>. | You really don't have any chance at picking open this <material> <box>. |
You probably have the same shot as a snowball does crossing the desert. | You probably have the same shot as a snowball does crossing the desert. |
You could just jump off a cliff and save yourself the frustration of attempting this <material> <box>. | You could just jump off a cliff and save yourself the frustration of attempting this <material> <box>. |
A pitiful snowball encased in the Flames of Ushnish would fare better than you. | A pitiful snowball encased in the Flames of Ushnish would fare better than you. |
Enhancements
Locksmithing is affected by armor hindrance and can be especially affected by armor and brawling gear worn on the hands. If you are being impeded by anything you are wearing you will notice it when you try to Pick or Disarm. Kneeling and/or sitting while popping boxes is also recommended to increase chances of success.
Guild abilities
Guild | Enhancement |
---|---|
Barbarians | Focus meditation |
Bards | Drums of the Snake enchante |
Moon Mages | Piercing Gaze |
Rangers | Hands of Lirisa spell |
Thieves | Khri Safe |
Mid to high level difficulty chart by Kaxis
Synospsis: The effective ranks of Locksmithing needed for boxes to generally appraise as "precisely at your skill level"
Methodology: There are 17 difficulty level messages you can receive when disarm IDing a box. These are numbered from easiest to hardest. When disarm IDing a box, whatever level it registers was recorded as a numerical value. Ten boxes from all creatures were done 100 times and added together to give a final total score for that critter type. The maximum score a box could have using this system is 17000. Minimum would be 1000. Final skill values are based on how they scale relative to known difficulty values and total scores.
Source: Dragonrealms Forum: Survival Skills - Economic
Author: Kaxis
Note: Although still very useful as a relative guide, take these skill listings with a grain of salt. They are pre-3.1, they do not track with the table in the section below, and are likely as much 100 ranks off depending on Guild and Stat breakdown.
Boxes
Each box can contain multiple traps and multiple locks. Upon each successful disarm or unlock you will see if it is not yet fully disarmed or picked. Each type of trap has a unique appearance, a harvestable item, and a unique consequence for tripping it.
Creatures with boxes
Box Traps
Trap Type | Appearance | Failure Result | Harvestable Parts | Leathality |
---|---|---|---|---|
Acid Trap | As you look closely, you notice a tiny hole right next to the lock which looks to be a trap of some kind. | Sprays a random body part with acid. Will damage armor if some is worn on that part, but will prevent wounds and vitality damage | a glass reservoir | Deadly, Armor Damaging, Acid |
Boomer | A glistening black square, surrounded by a tight ring of fibrous cord, catches your eye. | Explodes the box causing damage to the hands and eyes. | a steel striker, a black cube | Deadly, explosion to hands/eyes |
Bug (Reaper) Trap | A crust-covered black scarab of some unidentifiable substance clings to the <material> <box> by six tiny legs, all of which are firmly imbedded into the <wood/metal> and look like it may be tough to dig them out. | Summons about 3 vykathi reapers, who appear at melee range with the locksmith. They do not share the locksmith's roundtime for the disarm attempt. | a tiny chitinous leg | Deadly, summons creatures |
Crossbolt Trap | You find a series of openings on the front of the <box> concealing the points of several wickedly barbed crossbow bolts. | Fires numerous crossbow bolts at the target, evasion skill affect how many hit, the amount shot is based off the difficulty of the box. | a tightly coiled spring | Deadly |
Crossbolt Trap (Poison) | You find a series of openings on the front of the box concealing the points of several crossbow bolts glistening with moisture. | Fires numerous poisoned crossbow bolts at the target, evasion skill affect how many hit, the amount shot is based off the difficulty of the box. | a coiled spring | Deadly, poison |
Concussion Trap | Right above the lock inside the keyhole, you see a tiny metal tube just poking out of a small wad of brown clay. | Explodes, possibly blasting some victims out of the room. All will receive internal head wounds, causing repeated ringing in the ears, accompanied by roundtime. The locksmith will also have hand wounds. | some brown clay | Deadly, Area Affect |
Cyanide Trap | The glint of silver from the tip of a dart and a slight smell of almonds catches your attention as you go over the <box>. | Shoots a tiny dart into forehead. Inflicts cyanide poison. Dart can be tended out and used as a weapon. | a coiled spring | Deadly, poison |
Disease Trap | While inspecting the <box> patiently, you see what appears to be a small, swollen animal bladder recessed inside the keyhole. | Infects the locksmith with disease. | a bloated animal bladder | Deadly, Disease |
Fire Ant Trap | Within the casing of the wooden strongbox is a mesh bag, a very sharp blade poised to the side just within the structure of the strongbox. The bag twitches on occasion, leading you to believe the blade's presence likely to be a very bad thing. | Upon failure, the blade slices open a bag of Fire Ants, which crawl up your hands and over your entire body. Every few seconds, there is a damage pulse and you receive the above messaging while taking a large hit to vitality (15-30% or more per pulse). Victim can die within a few moments of the trap activating if the burning sensation isn't resolved immediately. | a sharp blade | Deadly, pulsing vitality |
Flea Trap | Imbedded in the front of the iron <box> is a small glass tube of milky-white opacity. Small black dots bounce inside, though the lack of transparency makes it impossible to be certain what they are. | Causes to Disarmer to be covered in fleas that inflict vitality damage and random Roundtimes. You will need to find a body of water at least ankle deep (or a Warrior Mage with Water Globe) to wash away the fleas. | a tiny hammer | Deadly, pulsing vitality |
Gas Trap (Poison) | You notice a vial of lime green liquid just under the <box>'s lid. The stopper is attached so that the vial will open when the top is lifted. | Releases a cloud of Chlorine gas that will poison everyone in the room. There is a chance that the locksmith will inhale all the gas upon its release, preventing the gas cloud in the room. | a sealed vial, (easter egg) a stoppered vial |
Deadly, Poison, Area |
Lightning Trap | Looking closely into the keyhole, you spy what appears to be a pulsating ball with some sort of metal lacing around it. The lacing runs to meet a coin sized piece of metal near the keyhole itself. | Shoots a lightning bolt at the locksmith. Can be amplified if set off in water. | an iron disc | Deadly, Lightning Bolt |
Naphtha Soaker | Searching the <box> carefully, you notice a small notch beside a tiny metal lever on the front. Though it's hard to see, there also appears to be a liquid-filled bladder inside the notch. | A two stage trap. First Failure soaks the Disarmer in naptha. Second failure will ignite the naptha causing damage to various parts of the body and inflicting a hefty damage to vitality. The naptha will eventually evaporate if it's not ignited. | a metal spring,a tiny metal lever | Deadly, Naptha buring |
Naphtha Trap | A tiny striker is cleverly concealed under the lid, set to ignite a frighteningly large vial of naphtha. | Explodes in a large fireball. Can harm others in the room, but they have a chance of avoiding it. | a steel striker | Deadly, Explosion, Area |
Poison (Local) | You notice a tiny needle with a greenish discoloration on its tip hidden next to the keyhole. | Inflicts standard poison in either hand. | a broken needle | Deadly, poison |
Poison (Nerve) | You notice a tiny needle with a rust colored discoloration on its tip hidden next to the keyhole. | Inflicts nerve poison. | a short needle | Deadly, Nerve Poison |
Scythe Trap | Out of the corner of your eye, you notice a glint of razor sharp steel hidden within a suspicious looking seam on the <box>. | Chops off a random hand giving a very heavy bleeder. | a short curved blade | Deadly, hand bleeding |
Shocker Trap | You notice two silver studs right below the keyhole which look dangerously out of place there. | Discharges an electrical bolt at the Disarmer. Causes Nerve and vitality damage and inflicts a stun. | some silver studs | Deadly, Nerve and Vit damage |
Shrapnel Trap | Squinting slightly to see better, you notice the <box>'s keyhole is packed tightly with a powder around the insides of the lock. | Explodes, casting shrapnel at anyone in the room. The shards seem to pass all the way through the locksmith, but lodge in bystanders. | a steel striker | Deadly, explosion, Area |
Teleport Trap | The hinges of the <material> <box> are covered with a thin metal circle that has been lacquered with a shade of <deep ebony/bluish azure/bright crimson>. | Casts the Teleport spell on the locksmith. If the associated moon (see the color of the disc) is down, the locksmith is disintegrated. If the moon is up, they are teleported to a random one of several predetermined locations within nearby hunting grounds. The harder the box, the longer the potential range of the teleport. | a thin metal circle | Deadly, possible disentigration |
Bouncing Box | Looking into the keyhole you see what seems to be a pin lodged against the tumblers of the lock. Connected to the pin is a small shaft that runs downward into a shadow. | The box will bounce from room to room and eventually destroys the box. Will toss out the contents of the box as it's bouncing, one per room (may take several bounces to start), until it runs out, upon which it is destroyed. (At the moment the box doesn't actually spit out any treasure. This is due to the box changes that made treasure spawn within the box at the moment it is lockpicked.) | a steel pin | None |
Curse Trap | While checking the caddy with an careful eye, you notice a small glowing rune hidden inside the box near the lock. | Curses the box and contents so that it can not be dropped/stowed/dismantled. You will need a Cleric with Uncurse to break the curse or a Warrior Mage with Flashpoint. Eventually the curse on the box itself will fade, but the items inside will remain cursed. | a broken rune | Cursed, box won't leave hand |
Frog Trap | While checking the <box> with a careful eye, you notice a lumpy green rune hidden inside the <box> near the lock. | Turns the locksmith into a warty toad. Being kissed will change them back. Will wear off by itself after a few minutes. | a broken rune, (easter egg) : a lumpy green runestone |
Turned into frog temporarily |
Gas Trap (Laughing) | Examining the box for traps reveals a tiny glass tube filled with a black gaseous substance of some sort and a tiny hammer at the ready to do what it was designed for. | Causes anyone in the room to randomly tell jokes. May cause Roundtimes or cause a character to drop to his/her knees. | a tiny hammer | Involitary roundtimes and kneeling, Area |
Mana Sucker | While checking the box for traps, you notice a bronze seal over the box's lock. The seal is covered in strange runes and a glass sphere is embedded within it. | Drains mana and keeps it there for a few minutes. Uncurse can be used to prematurely end the effect. | a bronze seal, (easter egg) : a glass sphere |
Drains Mana |
Mime Trap | A tiny bronze face, Fae in appearance, grins ridiculously from its place on the <material> <box>. Some sort of fatty bladder sticks out from the edges of this miniature metallic visage. | Turns the locksmith into a mime. Many actions will result in the mime acting as if stuck in an invisible box, with a 10-second roundtime. Some actions have specific mime interpretations. It will wear off after a time, or can be canceled by a Cleric with Uncurse. | a tiny bronze face | Cursed as a mime |
Shadowling Trap | While scanning the <box> with a careful eye, you notice a small black crystal deep in the shadows of the <material> <box>. | Causes the locksmith to speak in gibberish. Does not affect gwethdesuan thoughts. | cracked black crystal | Can't speak temporarily |
Sleeper Trap | Two sets of six pinholes on either side of the oaken coffer's lock indicate that something is awry. | This will cause you to fall asleep. You will have to WAKE up which takes about 30 seconds. | a capillary tube | Cause SLEEP |