Difference between revisions of "Lockpicking"

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(started a skill check list. Includes SGS, SGS outposts, mushroom cove, Warehouse Block Alpha and GMS compound)
m (Grammar fix)
 
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== Related items ==
 
== Related items ==
 
* {{Itemlink|Jackknife}} (+7)
 
* {{Itemlink|Jackknife}} (+7)
 +
* {{Itemlink|JKK Tactful Jacket}} (+10)
 
* {{Itemlink|Lemurian Engineer Suit}}{{expedition-inline}} (+10)
 
* {{Itemlink|Lemurian Engineer Suit}}{{expedition-inline}} (+10)
 
* {{Itemlink|Lockpick}} (+0)
 
* {{Itemlink|Lockpick}} (+0)
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== Lockpicking skill checks ==
 
== Lockpicking skill checks ==
 
{{Incomplete list}}
 
{{Incomplete list}}
Most skillchecks are based on base skill level at that level. For example, areas with roughly level 18 content will have locks that require 100 effective skill. Most locks before [[Deep Caverns]] can be opened with 100 effective skill. Locks in DC go up to level 25 or 135 skill.
+
{{Expand section|all skillchecks}}
 +
{{Expand section|random loot table entries for reward column}}
  
The following list is incomplete, there are only skillchecks up to the GMS compound. It also may be that there are some skillchecks missing. The reward column is mostly empty because I thought the content would be randomised (or I couldn't pick the lock) but besides some unique drops it could be that the content is chosen from a pool of given items {{verify}} so there are some filled entries but it is not guaranteed that the loot always consists of those. Hower that doesn't mean the containers are empty, most of them contain one or more items (except doors of course).
+
Most skillchecks are based on base skill level at that level. For example, areas with roughly level 18 content will have locks that require 100 effective skill. Most locks before [[Deep Caverns]] can be opened with 100 effective skill. Locks in Deep Caverns go up to level 25 or 135 skill. Using omni-tool to open ventilation shafts also requires lockpicking. See [[Omni-Tool]].
 +
 
 +
The following list contains skillchecks only up to the GMS compound. It also may be that there are some skillchecks missing. Besides some unique drops, loot is chosen from a pool of items. See [[Random loot table]] for details. The reward column is currently mostly empty because most loot is randomised. There are some filled entries, but it is not guaranteed that the loot always consists of those.
  
 
{| class="sortable wikitable"
 
{| class="sortable wikitable"
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| locker || 60 || || crime
 
| locker || 60 || || crime
 
|-
 
|-
|rowspan="6"| [[South Gate Station level 5]] ||rowspan="2"| room next to yours || footlocker || 25 || 300 SGS Credits, boot spring || crime
+
|rowspan="6"| [[South Gate Station level 5]] ||rowspan="2"| room next to yours || footlocker || 25 || 300 SGS Credits || crime
 
|-
 
|-
 
| footlocker || 25 || 350 SGS Credits || crime
 
| footlocker || 25 || 350 SGS Credits || crime
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| Northwest tunnel || room with the elevator || locker || 14 || [[Omega ID Card]], 2 Health Hypos ||
 
| Northwest tunnel || room with the elevator || locker || 14 || [[Omega ID Card]], 2 Health Hypos ||
 
|-
 
|-
| [[Mushroom Cove]] || Mushroom Cove Base || locker || 25 || || ||
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| [[Mushroom Cove]] || Mushroom Cove Base || in the room with two desks || locker || 25 ||
 
|-
 
|-
 
|rowspan="2"| [[Warehouse Block Alpha]] || rowspan="2"| Warehouse Block Alpha 1 || building to the north || door || 35 || [[Omega ID Card]] in a shelf ||
 
|rowspan="2"| [[Warehouse Block Alpha]] || rowspan="2"| Warehouse Block Alpha 1 || building to the north || door || 35 || [[Omega ID Card]] in a shelf ||
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| fence || fence door || 20 || ||
 
| fence || fence door || 20 || ||
 
|-
 
|-
|rowspan="11"| [[GMS compound]] ||rowspan="3"| GMS compound level 1 || second room on the table || footlocker || 25 || ||
+
|rowspan="11"| [[GMS compound]] ||rowspan="3"| GMS compound level 1 || second room, on the table || footlocker || 25 || ||
 
|-
 
|-
 
|rowspan="2"| room with 3 lockers || door || 20 || || you can circumvent that door
 
|rowspan="2"| room with 3 lockers || door || 20 || || you can circumvent that door
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| upper door of the room with the metal crate || door || 15 || || you can circumvent that door
 
| upper door of the room with the metal crate || door || 15 || || you can circumvent that door
 
|-
 
|-
| trap door in the room to the bottom || trap door || 50 || you can descend to level 3 || can be open with [[Emergency Hatch Key (GMS)]]
+
| trap door in the room to the bottom || trap door || 50 || you can descend to level 3 || can be opened with [[Emergency Hatch Key (GMS)]]
 
|-
 
|-
 
|rowspan="4"| GMS compound level 3 || room with two shelves || footlocker || 25 || 6 supercharged lithium cells ||
 
|rowspan="4"| GMS compound level 3 || room with two shelves || footlocker || 25 || 6 supercharged lithium cells ||
 
|-
 
|-
| room on the top of the 4 adjacent rooms || locker || 30 || [[Level 1 Storage Key Card (GMS)]] || can be open with [[Bloomberg's Key]]
+
| room on the top of the 4 adjacent rooms || locker || 30 || [[Level 1 Storage Key Card (GMS)]] || can be opened with [[Bloomberg's Key]]
 
|-
 
|-
 
| room with the body || footlocker || 25 || ||
 
| room with the body || footlocker || 25 || ||
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| room next to the rooms with two shelves || locker || 25 || ||
 
| room next to the rooms with two shelves || locker || 25 || ||
 
|}
 
|}
 
  
  
 
{{Skills navbox}}
 
{{Skills navbox}}
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 19:18, 15 March 2022

Lockpicking is a skill.

Allows you to pick mechanical locks and dismantle other mechanical barriers such as ventilation shafts.

In-game description

Related Base Ability

Skill Synergies

Details

Lockpicking skill is used to open mechanical locks on doors and containers using lockpicks and also to open and close ventilation shafts with Omni-Tool.

Related feats

See Category:Lockpicking feats.

Related items

Lockpicking skill checks

This list is incomplete; you can help by expanding it.
This section needs expansion with all skillchecks.
This section needs expansion with random loot table entries for reward column.

Most skillchecks are based on base skill level at that level. For example, areas with roughly level 18 content will have locks that require 100 effective skill. Most locks before Deep Caverns can be opened with 100 effective skill. Locks in Deep Caverns go up to level 25 or 135 skill. Using omni-tool to open ventilation shafts also requires lockpicking. See Omni-Tool.

The following list contains skillchecks only up to the GMS compound. It also may be that there are some skillchecks missing. Besides some unique drops, loot is chosen from a pool of items. See Random loot table for details. The reward column is currently mostly empty because most loot is randomised. There are some filled entries, but it is not guaranteed that the loot always consists of those.

Location Zone Exact Location Type Skill Reward Remarks
South Gate Station South Gate Station level 1 inside the barracks locker 30 crime
footlocker 30 crime
footlocker 30 crime
South Gate Station level 2 near Lucas footlocker 75 crime
weapon locker 50 crime
weapon locker 50 crime
South Gate Station level 3 Tanner's buerau locker 60 crime
locker 60 crime
locker 60 crime
locker 60 crime
locker 60 crime
South Gate Station level 4 Library footlocker 40 crime
locker 55 crime
locker 55 crime
Vera Hale's bureau door 75 crime
locker 60 crime
locker 60 crime
South Gate Station level 5 room next to yours footlocker 25 300 SGS Credits crime
footlocker 25 350 SGS Credits crime
surveillance room Power Box 100 crime
room next to surveillance room footlocker 40 crime
room to the north locker 40 crime
room opposite of the toilets safe 90 crime
South Gate Station level 6 operating room footlocker 40 crime
locker 45 crime
South Gate Station level 7 cyber labs locker 40 crime
locker 40 crime
South Gate Station level 8 hallway door 55 crime
agronomy fence door 30 free the cave hoppers crime
door 15 crime
South Gate Station level 9 hallway fence door 100 access to the surveillance room crime
South Gate Outposts South outposts upper outpost door 10 access to the upper outpost You can enter the outpost through a hidden trap door.
East outpost outpost door 12 access to the outpost You can enter the outpost through a hidden trap door.
Northwest tunnel room with the elevator locker 14 Omega ID Card, 2 Health Hypos
Mushroom Cove Mushroom Cove Base in the room with two desks locker 25
Warehouse Block Alpha Warehouse Block Alpha 1 building to the north door 35 Omega ID Card in a shelf
fence fence door 20
GMS compound GMS compound level 1 second room, on the table footlocker 25
room with 3 lockers door 20 you can circumvent that door
locker 30
GMS compound level 2 room with throwing net on the table footlocker 25 Omega ID Card, Health Hypo
surveillance room safe 30
upper door of the room with the metal crate door 15 you can circumvent that door
trap door in the room to the bottom trap door 50 you can descend to level 3 can be opened with Emergency Hatch Key (GMS)
GMS compound level 3 room with two shelves footlocker 25 6 supercharged lithium cells
room on the top of the 4 adjacent rooms locker 30 Level 1 Storage Key Card (GMS) can be opened with Bloomberg's Key
room with the body footlocker 25
room next to the rooms with two shelves locker 25