Lockpick

Lockpick is a Fallout, Fallout 2, Fallout 3, Fallout Tactics and Fallout: New Vegas skill.

Fallout, Fallout 2 and Fallout Tactics
$$\text{Initial level}\%=$$ $$20+(.5\times\text{Perception})+(.5\times\text{Agility})$$

Example: A starting Perception of 5 and Agility of 5.

$$20+(.5\times5)+(.5\times5)=25\%$$

The use of lock picks or the expanded lock pick set for mechanical locks, the electronic lock pick or the electronic lock pick Mk II for electronic locks will significantly enhance this skill. In Fallout 2, this skill can also be used to lock doors, allowing the player to trap enemies in or lock them out of rooms. The first time a lock is picked there is a chance it will jam.

Fallout 3

 * $$\text{Initial level}=2+(2\times\text{Perception})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Perception of 5 and Luck of 5.
 * $$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$$

In Fallout 3, your Lockpick skill determines which locks the game will allow you to attempt to pick. Your skill must be at least the lock rating to try, and locks are rated at 25% increments: Very Easy - 0%, Easy - 25%, Average - 50%, Hard - 75% and Very Hard - 100%. If you have the prerequisite skill, picking a lock takes the form of a mini game (see Lock for details).

Because lock picking is based on the above thresholds, many players see little reason to invest more points in this skill beyond the level of lock you want to have access to. However, incremental increases increase the probability of a successful Force Lock maneuver, which, combined with the Infiltrator perk, can be a somewhat effective (if potentially wasteful) convenience mechanism.

Ways To increase Lockpick

 * Permanent
 * Levelling up (up to +20 or +23 with the Educated perk)
 * Bobblehead - Lockpick (+10)
 * Tumblers Today (+1 or +2 with Comprehension)
 * Thief (+5 for each rank, max 3 ranks)
 * Tag! (+15)
 * Covert Ops (+3) (Operation: Anchorage)
 * Temporary
 * Vault 101 utility jumpsuit (+5)
 * Dad's wasteland outfit (+5)
 * Mentats (+2-10 depending on Perception, a perfect Perception of 10 will see no benefit)
 * Lag-Bolt's shades (+3) (Broken Steel)

Interactions that require Lockpick Skill

 * See Locks.

Fallout: New Vegas

 * $$\text{Initial level}=2+(2\times\text{Perception})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Perception of 5 and Luck of 5.
 * $$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=14.5$$

Lockpick in Fallout: New Vegas operates in much the same way as Fallout 3, with your Lockpick skill determines which locks the game will allow you to attempt to pick. Your skill must be at least the lock rating to try, and locks are rated at 25% increments: Very Easy - 0%, Easy - 25%, Average - 50%, Hard - 75% and Very Hard - 100%. If you have the prerequisite skill, picking a lock takes the form of a mini game (see Lock for details).

Because lock picking is based on the above thresholds, many players see little reason to invest more points in this skill beyond the level of lock you want to have access to. However, incremental increases increase the probability of a successful Force Lock maneuver, which, combined with the Infiltrator perk, can be a somewhat effective (if potentially wasteful) convenience mechanism.

Ways to increase Lockpick

 * Permanent
 * Levelling up (up to +15 or +17 with the Educated perk)
 * Tumblers Today (+3 or +4 with Comprehension)
 * Tag! (+15)
 * Skilled (+5)
 * Permanent/temporary
 * Anything that increases Perception, will improve Lockpick by +2 per point of increased Perception (up to +10)
 * Temporary
 * Locksmith's Reader (+10 or +20 with Comprehension)
 * Vault 3 utility jumpsuit (+5)

Interactions that require Lockpick skill

 * 35 Lockpick is needed to persuade God to follow you.
 * 100 Lockpick is required to persuade Elijah to come down to the Sierra Madre Vault.

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