Do not walk away halfway through
You begin working on an outpost lock. Walking away cancels the timed attempt. Staying close lets it finish, but success still depends on your skill and the lock’s rules.

Rogue · Skill guide
Opens ordinary locks and drives the timed operation used by rentable outposts, player dungeon caches and Ancient Dungeon Caches.
Recommended activities for Lockpicking at each skill range.
View the training tableOpen a lock without its key when the target’s rules allow it. Locks and traps are separate obstacles.
Maximum skill: 120 with a matching Power Scroll. It starts with a 100 cap. Scrolls unlock 105, 110, 115 or 120; you still train the points and keep the same shared total of 720.
Which value counts? These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.
If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.
Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.
What the skill affects: These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.
Current standard timed-operation settings. These are calculated channel durations; resolution runs in 0.5-second steps. The final lock check is separate.
| Effective Lockpicking | Calculated duration |
|---|---|
| 80 | 4.4 seconds |
| 90 | About 4.13 seconds |
| 100 | 3.85 seconds |
The lock’s required skill must still be met. Movement, range loss and other interruptions cancel the channel. Faster operation does not mean guaranteed success or bypass a key/ownership rule.
Only the skill in the first column changes unless the table says otherwise. Each extra trained point still uses one point from your shared total of 720.
Current timed-operation rules. These are calculated times; completion resolves in 0.5-second steps. Required skill, range and the separate success check still apply.
| Lockpicking | Calculated duration |
|---|---|
| 100 | 3.85 seconds |
| 110 | 3.58 seconds |
| 120 | 3.3 seconds |
Faster operation does not guarantee success, grant ownership or bypass keys. Movement and other interruptions still cancel the action.
You begin working on an outpost lock. Walking away cancels the timed attempt. Staying close lets it finish, but success still depends on your skill and the lock’s rules.
One recommended activity for each skill range, with a short note on what you need.
Before you start: set Lockpicking to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.
NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.
Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.
Beyond 100: consume the matching 105, 110, 115 or 120 Power Scroll first. A scroll raises only the individual cap; it grants no trained points and does not increase the shared 720-point total.
Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.
| Your skill | What to repeat | Quick note |
|---|---|---|
| 0.0–50.0 | Thief lesson | Optional NPC lesson; 300 gold when offered and room under your caps. |
| 50.0–80.0 | Pick an eligible practice lock | Use lockpicks on an eligible lock; meet its opening requirement and retain a non-automatic difficulty check. |
| 80.0–100.0 | Pick a challenging dungeon lock | Use lockpicks on an eligible lock; meet its opening requirement and retain a non-automatic difficulty check. |
| 100.0–120.0 | Pick an Ancient Dungeon Cache lock | Use lockpicks on an eligible lock; meet its opening requirement and retain a non-automatic difficulty check. |
Supported advanced locks channel in 500 ms steps. Higher Lockpicking shortens the duration, but movement, teleporting, death, logout, going more than one tile away or changing the target cancels it. One operator may control a host at a time. A failed timed attempt can break the lockpick with a 25% chance. Success still calls the target’s real lock rules; it never bypasses ownership, keys or an already solved cache.
Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.