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Lockpick: Misc

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Fallout

Up to date as of February 01, 2010

From The Vault

Lockpick
Fallout, Fallout 2, Fallout Tactics
modifies: Chance to pick a lock
modified by: Perception, Agility
initial level: 20% + (1%xaver. of Perception&Agility)
related perks: Master Thief
related traits: Small Frame, Night Person
Fallout 3
modifies: Which level of locks you can pick
Chance for a successful "force lock" attempt
modified by: Perception
initial level: 2 + (Perception x 2) + Luck/2 (round. up)
related perks: Infiltrator, Thief

Lockpick is a Fallout, Fallout 2, Fallout Tactics, and Fallout 3 skill. It is the skill of opening locks without the proper key.

Contents

Fallout, Fallout 2 and Fallout Tactics

The use of lockpicks or the Expanded Lock Pick Set for mechanical locks, the electronic lockpicks or the Electronic Lock Pick MK II for electronic locks will greatly enhance this skill.

Initial Level: Starting Lockpick skill is equal to 20% + (1% x the average of your Perception and Agility). Average characters will have a 25% skill. The first time a lock is picked there is a chance it will jam.

Fallout 3

Initial Level: Starting Lockpick skill is equal to 2 + (Perception x 2) + (Luck/2) (rounded up)

In Fallout 3, your Lockpick skill determines which locks the game will allow you to attempt to pick. Your skill must be at least the lock rating to try, and locks are rated at 25% increments: 25%, 50%, 75% and 100%. Thus, there is little reason to invest more points in this skill beyond the level of lock you want to have access to. If you have the prerequisite skill, picking a lock takes the form of a mini game. See Lock for details.

You can increase your Lockpick skill by finding the Bobblehead - Lockpick and reading Tumblers Today.

In the PS3 and 360 versions, there is a slight bug where all Very Easy locks are always opened when the bobby pin points up, unlike in the PC where it can be up, left, or right.

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Lockpick-based perks

Perk Requirement Level Additional Requirements
Infiltrator 70 18 Perception 7

Dialogue choices

It is unknown whether there are any additional dialogue options granted by the lockpick skill.

Skills

This article uses material from the "Lockpick" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

Lockpick
Image:LockPick.jpg
Item details
Cost: 1 Platinum 500 Gold

Lockpicks were released with the addition of hard mode. In hard mode all chests are Locked Chests and require lockpicks instead of keys. Lockpicks have a base 10% chance of surviving the opening of a Locked Chest. This percentage increases based on the character's ranks in the Lucky and Treasure Hunter titles.

Using a lockpick to open a high-end chest adds 1 point toward the Treasure Hunter title. If you successfully retain a lockpick after use, you gain 250 points towards the Lucky title. If it breaks, you gain 2.5 points towards the Unlucky title for each percent chance to retain. For example: if your chance to retain is 73%, you gain 182 unlucky points since 73×2.5=182.

Lockpicks also work on all normal mode chests. If you try to open a normal mode chest with both the proper key and a lockpick in your inventory, the game will ask you which item is to be used. Each normal mode chest provides an inherent bonus to the probability of retaining the lockpick. The bonus is related to the value of the corresponding key so that chests with cheaper keys have a higher bonus. While opening cheapest chests with lockpicks doesn't provide valuable drops or points to Treasure Hunting, it is a relatively efficient method of advancing one's rank in the Lucky title.

Contents

Availability

Lockpick survival chance for "Locked Chests"

Level 20 Lucky
Treasure Hunter 0 1 2 3 4 5 6
0 10 12 14 16 18 20 22
1 13 15 17 19 21 23 25
2 16 18 20 22 24 26 28
3 19 21 23 25 27 29 31
4 22 24 26 28 30 32 34
5 25 27 29 31 33 35 37
6 28 30 32 34 36 38 40
7 31 33 35 37 39 41 43
  • In Hard Mode , the percent chance of a lockpick not breaking after use is:
10 + (3 * Treasure Hunter ranks) + (2 * Lucky ranks)
  • NOTE! The Locked Chests found in Normal Mode in Guild Wars Eye of the North are actually normal chests with the same qualities as those requiring a 600Gold key to open but can only be opened with Lockpicks.

Economic value of using a lockpick on Normal Mode chests

When a normal mode chest is opened with a lockpick, the total chance of retaining the lockpick is a combination of the base chance, as given in the table for Locked Chests, and an inherent bonus specific to the type of chest. This bonus is directly related to the value of the corresponding key, and given in the third column of the table below. The economic efficiency of using lockpicks in normal mode depends on the value of the respective key relative to the value of the lockpick, and the number of uses one gets from the lockpick. The second column of the table shows what the total retention chance must be in order for the use of lockpicks to be economically viable as a replacement for the use of keys. The fourth column indicates the base chance required to reach this break even point. Having a higher chance of retaining the lockpick than indicated in the table means you should use a lockpick. Having a lower chance means you should use a regular key.

Key price Retention chance needed
to break even
Inherent survival
chance bonus 1
Bonus needed from titles
and base chance 2
50Gold 97% +55% 42%
80Gold 95% +54% 41%
200Gold 87% +50% 37%
300Gold 80% +45% 35%
450Gold 70% +35% 35%
600Gold 60% +30% 30%
750Gold 50% +25% 25%
1250Gold 17% +10% 7%

1 This is the bonus given to your chance of retaining the lockpick when using on a particular tier of normal mode chests.
2 There is an approximately 10% decrease in this retention break even point if one is going for Lucky/Unlucky titles. See lockpick lucky contribution note below.

  • the percent of bonus needed from titles can be found by:
(1 - (Price of Key / Price of Lockpick)) = Inherent Survival Chance Bonus
  • Level 20 characters have a base chance of 10% even before titles are factored in, and thus using a lockpick is always a better deal than using a 1250Gold key.
  • If you purchase your lockpicks from a Discount Merchant, the base price of lockpicks goes down to 1200g per key, resulting in a substantial lowering of survival chance needed to break even. Discounted lockpicks will have a better value than discounted keys only if the regular priced lockpick had a better value than the regular priced key. Note that this does not mean you have an increased chance of keeping a lockpick, but that, since you can buy more lockpicks for the same amount, you can open more chests for the same amount of money.
  • See also Luck titles guide for a detailed cost/benefit analysis.
  • Note that using lockpicks also contributes to Lucky and Unlucky title, so there is an added incentive to using them over keys which give slightly better value per use. The monetary value of this Lucky/Unlucky title contribution has not been factored into the above table. The value of a lockpick with lucky+unlucky points obtained from it added in is approximately 305.6Gold worth of playing 9 Rings.
If one is going for both lucky and unlucky titles in addition to wanting to know the least expensive way of opening treasure chests (and gaining Treasure Hunter points), the use of a lockpick would be advisable (take into account the above table, find the appropriate break even point and take into account an additional 300Gold). For example, with a 26% retention rate it would be beneficial to use lockpicks for 600Gold and 450Gold key chests as well. Thinking of it another way, the lucky+unlucky feature of lockpicks reduces the retention % break even point by 8-11% (10% for most of the chest key categories), so you would need a 15% (25-10%) native retention rate or higher in order for a lockpick to be more beneficial than a key for a 750 Gold key.

Theoretical calculations for maxing titles

This table shows the theoretical number of lockpicks needed to gain levels in the Treasure Hunter and Lucky/Unlucky title tracks, assuming you are starting from 0 in all titles and all lockpicks are used on high-end chests in normal mode, i.e. having a base retention rate of 40% (30% for the chest + 10% for being level 20). Each row shows the cumulative totals at the point that a level is gained in either the Treasure Hunter or Lucky title, the bold number indicating which title increased. (Unlucky is not noted similarly, as it does not affect the retention rate.)

Since this is a theoretical analysis of title progression, the table does not take into account such things as income from selling the items you get out of chests or buying lockpicks at a discounted price.

Treasure Hunter
points
Treasure Hunter
level
Lucky points Lucky
level
Unlucky
points
Unlucky
level
Retention
rate
Lockpicks
used
Lockpick
cost
0 0 0 0 0 0 40% 0 0
100 1 10000 0 6000 1 43% 60 90 Platinum
250 2 26125 0 15245 2 46% 146 219 Platinum
458 2 50000 1 28125 3 48% 258 387 Platinum
550 3 61087 1 33885 3 51% 306 459 Platinum
855 3 100000 2 52882 4 53% 455 682.5 Platinum
1200 4 145986 2 66397 4 56% 557 835.5 Platinum
1945 4 250000 3 120717 5 58% 945 1417.5 Platinum
2500 5 330460 3 154502 5 61% 1178 1767 Platinum
3612 5 500000 4 220687 5 63% 1612 2418 Platinum
5000 6 718652 4 301485 6 66% 2125 3187.5 Platinum
6705 6 1000000 5 397185 6 68% 2705 4057.5 Platinum
10000 7 1560126 5 576365 7 71% 3759 5638.5 Platinum
15295 7 2500000 6 849005 7 73% 5295 7942.5 Platinum

The Unlucky title will be maxed first, then Treasure Hunter, and finally Lucky. If all Lockpicks are purchased from merchants for 1.5 Platinum each, the cost to max Treasure Hunter is approximately 5638 Platinum, and the cost to max Lucky is approximately 7942 Platinum.

The Optimal Retention Rate for Unlucky Points

If one would like to gain unlucky points while breaking a minimal amount of lockpicks, then opening chests with a high retention rate is the way to go about it.

But what if one doesn't care about the amount of lockpicks broken and instead only cares about gaining unlucky points as fast as possible, that is, opening a minimal amount of chests.

As the retention rate increases, the (average) amount of unlucky points per chest increases, but the chance of breaking the lockpick decreases. It turns out that opening chests with a 50% retention rate will maximize the (average) amount of unlucky points per chest.

The calculation can be performed as follows: denote the retention rate by n. The average amount of unlucky points per chest is the chance to break the lockpick 1-n/100 times the unlucky points gained (2.5n). This is 2.5n - n^2/40 which is maximized at n=50, yielding 62.5 unlucky points per chest.

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This article uses material from the "Lockpick" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

A Lockpick is an item that members can use via the Thieving skill to open a locked door more easily. Some locked doors even require a lockpick to open them.

Players can obtain a lockpick by picking rogues' pockets (with level 32 Thieving[1]), by picking bandits' pockets (with level 53 Thieving[2]), or by buying it from another player. They can also buy one from Martin Thwait in the Rogue's Den[3], but they must have at least 50 Thieving and 50 Agility to do so. They can also be obtained by looting a Young impling jar.[4]. There is a spawn near the end of Yanille Agility Dungeon in the small room containing the pile of rubble that has to be climbed before fighting Salarin the Twisted. To access this room, a player will require either 57 Agility to cross the monkey bars or 82 Thieving and already be in possession of a lockpick to open the door in the basement of the house beside Yanille bank.

The Lockpick may also break when used (only in some cases), so it is advised to bring a number of lockpicks when picking on locks in which can break the lockpick.

Uses of lockpicks

Doors:

  • A gate leading to a small mining area in Ardougne Sewers.
  • A door in the second floor of Ardougne Castle.
  • Two doors near the East Ardougne marketplace.
  • Pirates' Hideout in deep Wilderness.
  • Entrance to the H.A.M. base west of Lumbridge.
  • Entrance to Yanille Agility Dungeon from the basement of the house beside Yanille bank, requires 82 Thieving.
  • Entrance to Castle Wars (teleportation only).

Thieving:

  • The Hemenster arrow chest requires a lockpick to open.
  • All chests in Dorgesh-Kaan require lockpicks to open.
  • Increases success when thieving from Zogre Coffins.

Quests:

Minigames:

References

  1. ^ Thieving - Pickpocketing, RuneScape manual
  2. ^ Thieving - Pickpocketing, RuneScape manual
  3. ^ Rogues' Den, RuneScape manual
  4. ^ Thieving - Extra Features, RuneScape manual
Wikipedia
Wikipedia has an article about:

This article uses material from the "Lockpick" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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