Locksmithing skill

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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.

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.

Boxes

To see detailed information about creature dropped containers, see the boxes page. 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.

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.

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

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

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