DDO information project/Traps and locks/Trap header

This is a list of known Disable Device and Open Lock DCs for disarming traps or unlocking locks. Characters who have leveled Disable Device or Open Lock can use this to determine whether their skills are adequate in a given quest or at a given level.

If you have Disable Device or Open Lock data on a trap or lock that is not yet confirmed, please add the information to the tables below. If you have Spot or Search data, please add it to the tables on DDO information project/Spot and Search. If we work together, maybe someday every Spot, Search, Disable Device, and Open Lock DC in DDO will be known!

Traps
Here is how to determine the "suspected" range for traps (DC is the difficulty required to disarm the trap, ROLL is your modified Disable Device Roll - 1d20 plus any modifiers):


 * Critical Failure: DC ≥ ROLL + 5
 * The trap's DC is greater than or equal to your modified roll + 5 (e.g. Rolling a 26 and critically failing means the possible DC range is 31–?)


 * Failure: DC > ROLL AND DC < ROLL + 5
 * The trap's DC is at least 1 higher than your modified roll and at most 4 higher than your modified roll. (e.g. Rolling a 24 and failing means the possible DC range is 25–28)


 * Success: DC ≤ ROLL AND DC > ROLL − 20
 * The trap's DC is less than or equal to your modified roll. (e.g. Rolling a 31 and succeeding means the possible DC range is 12–31)


 * Critical Success: DC ≤ ROLL − 20'''
 * The trap's DC is less than or equal to your modified roll − 20. (e.g. Rolling a 31 and critical succeeding means the possible DC range is ?–11)

Remember: A trap's DC will increase as the difficulty increases, so a lower confirmed number on a harder difficulty (due to a lower roll, using different equipment, etc.) may narrow the range on easier difficulties. A trap on Normal which has "11:CritFail; 25:Success," which succeeds on a 23 on Hard, will have a range of 16–23, not 16–25.

Locks
Unlike traps, using Open Lock to pick locks is a simple pass/fail. Due to this fact, the result of an Open Lock attempt can be used to calculate the actual DC as follows.

Success: DC ≤ ROLL

The lock's DC is less than or equal to your modified roll. (e.g. Rolling a 31 and succeeding means the possible DC range is ?–31)

Failure: DC > ROLL

The lock's DC is at least 1 higher than your modified roll. (e.g. Rolling a 24 and failing means the possible DC range is 25–?)

Quest
Search & Spot DCs

Traps

Locks