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Lockpicking
(Passive) DEX
Possessed By: Some Humans, Rogues, Assassins, Sentinels.
Effects: The Lockpicking skill has the following uses:
* Unlock Doors (Passive): A successful Lockpicking skill test can open a locked door; the DC is determined by the quality of the lock on the door, but 15 is typical in the earlier dungeon levels. This check may only be made once per day, but if it is failed the character can try again the next day with a +4 retry bonus. The bonus increases to +6 on the third day, then +8, etc. -- eventually a character will be able to pick a given lock regardless of their skill.
If a character fails to pick a lock and does not have time to lose, they can attempt to force the door open by kicking it. This has several disadvantages -- it makes noise, which will wake up sleeping monsters and attract others, and if the door is trapped kicking it will trigger the trap automatically, but picking the lock does not.
* Unlock Chests (Passive): Similarly, the Lockpicking skill can be used to open locked chests. Chests can also be forced by striking them, but this risks breaking fragile items contained inside the chest, such as potions or scrolls, and will automatically trigger any traps on the chest.