Lockpick

**The Lockpick** is a utility item in *Barony*, which provides a slew of utilities around locked items, as well as augmenting the functionality of Traps introduced with the expansion of the Locks skill into Tinkering.

## Description

The Lockpick is a simple tool for most players, often found throughout the dungeon to help pry open chests that are otherwise locked. If the player decides to invest heavily into Tinkering however, the use of the Lockpick begins to open up.

## Unlocking Items

If an object such as a door or a chest is locked, the Lockpick can be used to unlock that item. Doing so, there is a chance that the lockpick will successfully unlock the target, with a scaling chance to do so as the player’s Tinkering skill increases. However, every attempt at unlocking a locked item, successful or not, has a chance to degrade the lockpick, eventually having it break.

As of the 3.3.4 update, the Lockpick was buffed in regards to opening locked objects. As the player repeatedly attempts to open an object, the likelihood of successfully unlocking increases as more attempts are accomplished.

Like the Skeleton Key, the Lockpick loses out on some of the benefits of the magic equivalent, the Open spell, regarding things such as gates. Even moreso, the Lockpick lags behind the Skeleton Key in regards to lock-picking, since the key does not degrade and instantly unlocks regardless of Tinkering skill.

Fortunately, using the Lockpick does provide points to the Tinkering skill, and with a Tinkering Kit along with basic skill, the player can easily create many lockpicks for considerably low scrap costs. As a consolation prize to using the lockpick to unlock chests, they will also yield both metal and magic scrap scaling with Tinkering skill, as well as providing a bonus 100 Gold or an extra item for each chest unlocked with a lockpick after achieving maximum Tinkering skill.

## Tinkering

In the Tinkers and Archers 3.3.0 Update, the Lockpick received a major utility buff, in that now it could be used to augment certain aspects of traps laid out by the player to make them more tactical.

Interactivity with the lockpick on a trap allows it to trigger whenever an entity is nearby, different from only detonating when enemies are nearby, allowing players to trigger their own traps once in proximity. Teleport Traps also have another mode when interacted with a lockpick, allowing it to become a “receiver”, where subsequent teleport traps will send their targets to that point.

Tinkering also provides a nice feedback loop to using the Lockpick, as it can be created from a Tinkering Kit with little to no subsequent Tinkering skills, allowing a player to almost always have access to a lockpick at any time.

## Disarming

### Automaton

Lockpicks also have the niche ability to interact with Automatons, where backstabbing one will result in two different results based on chance which is determined by the player’s current Tinkering level:

* If the player fails to lockpick the automoton, a locked gear will break loose and the Automoton will become hostile towards the player, becoming exceptionally more sturdy and damaging.

* If the player does successfully lockpick the automoton, its gears will seize up, causing it to stop in its tracks and automatically begin its self-destruct sequence.

Successfully disarming an Automoton in this fashion will reward the player with metal and magic scrap scaling with Tinkering Level, as well as being able to increase the player’s Tinkering level.

### Arrow Trap

Alongside the expansion of ammo types used by Arrow Traps in the Tinkers and Archers 3.3.0 Update, these traps can be manipulated by the player to release their quiver of arrows for the player to use.

The success of disarming an arrow trap in this manner depends on the player’s Tinkering level, increasing alongside each other. Failed attempts will have the trap fire one of its remaining arrows directly at the player, while success will drop the quiver. The type of arrows awarded correspond to the type fired by that specific trap, as well as how many arrows are left in the quiver depending on how many remaining shots the trap contained.

Moving past the trap after successfully disarming it will behave like it had fired off all its arrows, being completely harmless.