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New skill for the combination of {{skill|Lockpicking}} and {{skill|Disarm Traps}}, introduced with [[DR 3.0]].
New skill for the combination of {{skill|Lockpicking}} and {{skill|Disarm Traps}}, introduced with [[DR 3.0]].
All commands associated with [[Pick command|lockpicking]] or [[Disarm command|disarming]] will train the Locksmithing skill to some degree.



Ordered trap and lock difficulties:
Ordered trap and lock difficulties:
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{{Cat|Survival Skillset,Experience 3.0 Skills,Skills}}
{{Cat|Survival Skillset,Experience 3.0 Skills,Skills}}



The '''Lockpicking [[page type is::skill]]''' is primarily used to open containers dropped by slain creatures, although it is also part of the [[Lockpick Carving|lockpick carving]] and [[Fix command#Lockpick Fixing|lockpick fixing]] systems.
The '''Lockpicking [[page type is::skill]]''' is primarily used to open containers dropped by slain creatures, although it is also part of the [[Lockpick Carving|lockpick carving]] and [[Fix command#Lockpick Fixing|lockpick fixing]] systems.

Revision as of 16:39, 7 November 2014

New skill for the combination of Lockpicking skill and Disarm Traps skill, introduced with DR 3.0. All commands associated with lockpicking or disarming will train the Locksmithing skill to some degree.


Ordered trap and lock 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.

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The Lockpicking skill is primarily used to open containers dropped by slain creatures, although it is also part of the lockpick carving and lockpick fixing systems.

In DragonRealms 3.0, this skill will be merged with Disarm Traps and be known as the Locksmithing skill.

Use

See PICK command, Lockpick Carving, and FIX command articles for syntax related to the Lockpick skill.

Training

Lockpicking training should use the tables found in the Disarm Traps skill article to determine difficulty.

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.
??

Associated Titles

Locksmith (300 ranks)


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Additional Information

Incomplete Article
  • This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.


The Disarm Traps skill is used to disarm traps safely and quickly. It is trained, as one might expect, by disarming challenging traps. Traps are most commonly found on treasure boxes dropped by creatures, but may also be found in fixed locations, for example when passing through a room (like in the Undershard Gallery) or on an entryway (such as the door to the Baron's office in Theren Keep).

In DR 3.0, The Disarm Traps skill has been replaced with the Locksmithing skill.

Use

See DISARM command article.

Training

As a general statement, the more difficult the maneuver, the more you can expect to learn from the risk you take. Likewise, a more difficult trap relative to your skill level will present a greater potential to learn from the risk.

For the maximum amount of experience, a person should do the following:

  • DISARM IDENTIFY Teaches perception and disarm. Further, the appraised difficulty using this command takes into account Khri, but does not take into account urban bonus or armor. For example, wearing HP and not wearing HP, a box would identify as the same, but using khri safe it would identify easier than not using khri safe. This was tested by Zihnj by ID a box 100 times under each scenario with armor, without armor, in town, out of town, with khri, without khri. He then compared the average appraised difficulties.
  • DISARM (BLIND, QUICK, NORMAL, CAREFUL) Disarm at the quickest speed possible for the highest amount of experience gain. Teaches only disarm.
  • DISARM ANALYZE Teaches perception and disarm. <optional>
  • DISARM HARVEST Teaches only disarm. <optional>

Creatures drop different treasure, such as boxes, at different rates. As a result some creatures which drop boxes may drop boxes at a much slower rate than creatures of a similar level. This is important to note for anyone trying to gather boxes for training, as you can easily spend hours in some locations while finding a few boxes, while in others you will have dozens per hour.

The creatures below have been reported to drop boxes at an "above average" or high rate.

Trap Types

See the Box Trap List for help with trap identification.

Identified Trap Difficulty

  • 1: An aged grandmother could defeat this trap in her sleep.
  • 2: This trap is a laughable matter, you could do it blindfolded!
  • 3: The <material> <box>'s trap is a trivially constructed gadget which you can take down any time.
  • 4: The <material> <box> will be a simple matter for you to disarm.
  • 5: The <material> <box> should not take long with your skills.
  • 6: You can disarm the <material> <box> with only minor troubles.
  • 7: You think this trap is precisely at your skill level.
  • 8: The trap has the edge on you, but you've got a good shot at disarming the <material> <box>.
  • 9: The odds are against you, but with persistence you believe you could disarm the <material> <box>.
  • 10: You have some chance of being able to disarm the <material> <box>.
  • 11: Disarming the <material> <box> would be a longshot.
  • 12: Prayer would be a good start for any attempt of yours at disarming the <material> <box>.
  • 13: You have an amazingly minimal chance at disarming the <material> <box>.
  • 14: You really don't have any chance at disarming this <material> <box>.
  • 15: You probably have the same shot as a snowball does crossing the desert.
  • 16: You could just jump off a cliff and save yourself the frustration of attempting this <material> <box>.
  • 17: A pitiful snowball encased in the Flames of Ushnish would fare better than you.

Ranks Required

These Ranks are based on unbonused Disarm Traps and Lockpicking ranks needed to successfully open boxes, They do NOT reflect combat ranks required

Minimum Ranks being described as the amount you need to never see the "jump off a cliff" message when you identify

THIS TABLE IS STILL UNDER CONSTRUCTION

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Creature Approx. Min. Ranks Approx. Cap

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