IRONVEILULTIMA ONLINEA DIFFERENT PATH
Menu
Browse Wiki
Ironveil fantasy artwork illustrating this skill category

Lockpicking

Rogue · Skill guide

Opens ordinary locks and drives the timed operation used by rentable outposts, player dungeon caches and Ancient Dungeon Caches.

MAX SKILL120with Power Scroll
SKILL GROUPRogue
PVPCheck guide
PVMYes
TRAININGSee route

How do I train this skill?

Recommended activities for Lockpicking at each skill range.

View the training table

How It Works

Open a lock without its key when the target’s rules allow it. Locks and traps are separate obstacles.

Skill summary, training and related paths
Power Scroll and cap information

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.

Understanding effective skill

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.

How to use it, step by step

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.

  1. Carry lockpicks, double-click one and select a supported locked container.
  2. For timed outpost or cache locks, remain within one tile and let the attempt finish.
  3. Read the result. Check for traps before opening a dangerous container.

What changes as your skill rises

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.

Detailed formulas and comparison tables

Example advanced lock: lock level 80

Current standard timed-operation settings. These are calculated channel durations; resolution runs in 0.5-second steps. The final lock check is separate.

Effective LockpickingCalculated duration
804.4 seconds
90About 4.13 seconds
1003.85 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.

100–120 scaling: what you gain

100–120 scaling: what you gain

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.

Advanced lock, level 80

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.

LockpickingCalculated duration
1003.85 seconds
1103.58 seconds
1203.3 seconds

Faster operation does not guarantee success, grant ownership or bypass keys. Movement and other interruptions still cancel the action.

Examples in play

Easy examples

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.

Skills that work with it

Advanced notes

Things to remember

  • A failed timed attempt can break a lockpick. Bring spares.
  • Lockpicking does not bypass ownership protections or turn private player houses into burglary targets.
  • An unlocked chest can still be trapped.
Training and Skill Progression

TRAINING / SKILL PROGRESSION

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.

Recommended training

Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.

Your skillWhat to repeatQuick note
0.0–50.0Thief lessonOptional NPC lesson; 300 gold when offered and room under your caps.
50.0–80.0Pick an eligible practice lockUse lockpicks on an eligible lock; meet its opening requirement and retain a non-automatic difficulty check.
80.0–100.0Pick a challenging dungeon lockUse lockpicks on an eligible lock; meet its opening requirement and retain a non-automatic difficulty check.
100.0–120.0Pick an Ancient Dungeon Cache lockUse lockpicks on an eligible lock; meet its opening requirement and retain a non-automatic difficulty check.

Rules and numbers

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.