Lockpicking
Lockpicking opens locked doors, boxes and treasure chests without a key. On UO Sagas it is a core treasure-hunting skill: dungeon chests and treasure map chests are locked behind a pin-picking mini-game, and the best loot sits behind the hardest locks. Lockpicking trains to 120 via Skill Scrolls — and level 6 dungeon chests require all 120 points.
Lockpicks ↑ top
You need lockpicks to use the skill. They are sold by NPCs and crafted by tinkers (25 ingots). Crafting them from colored ingots makes them genuinely better:
| Metal | Skill bonus | Uses |
|---|---|---|
| Iron | +0 | 50 |
| Shadow Iron | +5 | 75 |
| Copper | +10 | 100 |
| Bronze | +15 | 125 |
| Verite | +20 | 150 |
| Valorite | +25 | 175 |
Exceptional quality adds +25 uses. The skill bonus applies to your effective Lockpicking on every pick attempt — valorite picks let a 95-skill picker work 120-level locks. Each pick attempt (success or fail) consumes one use.
Simple locks ↑ top
Doors and ordinary locked containers use a single skill check: target the lock, wait a moment, and it either yields or it doesn't. Magically locked doors and locks above your skill cannot be picked.
The chest mini-game ↑ top
Dungeon chests, treasure map chests and paragon chests open through a lockpicking window: the lock has 2–5 pins that must each be picked in the right order.
- Each pin attempt is a skill check (the window shows your exact success chance with the currently selected lockpicks) and costs one lockpick use.
- Set a pin out of order and all pins reset — part of the game is discovering the combination.
- Failing a pin attempt has a 10% chance to set off the chest's trap (which also re-arms and reveals you).
- If you are working hidden, a failed attempt can also make you slip and reveal yourself (10% base chance) — Luck reduces that risk linearly, down to zero at the Luck cap of 100.
- While you are picking a chest, it is reserved for you: other players cannot butt in for 90 seconds after your last attempt.
- Once the last pin is set the chest opens — and arms a final trap. Have a defuse kit ready: see Remove Trap.
Full chest-by-chest requirements, traps and loot rules are in Dungeon Chests and Treasure Maps.
See it in action ↑ top
The mini-game is easier to understand watching it than reading about it — pins being set, the order resetting, and the trap at the end:
Training 0 → 120 ↑ top
Train on the chest ladder — each chest level gains until its 100% point:
- 0–40: buy points from a thief trainer, then pick level 1 (iron) dungeon chests in the newbie dungeon or shallow dungeon areas.
- 40–100: move up the chest levels (shadow 40+, copper 60+, bronze 80+) as your skill allows. Treasure map chests follow the same ladder.
- 100–120: verite (100+) and valorite (120) chests in deep dungeon areas. Colored lockpicks let you start a chest tier early — but attempts only gain skill while the chest is still challenging for you.
See Skills Overview for gain modifiers.
Related ↑ top
- Dungeon Chests — finding and cracking hidden chests
- Treasure Maps — locked treasure chests
- Remove Trap — the second half of chest cracking
- Detect Hidden — finding hidden dungeon chests
- Tinkering — crafting colored lockpicks