DDO information project/Traps and locks/Trap header

Traps
This is a list of known DCs for traps, useful to help characters know whether a Disable Device skill is adequate in a given quest or at a given level.

If you have data on a trap that is not yet confirmed, please add the data as a new row under that trap description. If we have enough data to mathematically confirm a DC value, we will.

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 bonuses):


 * Critical Failure: DC >= ROLL + 5
 * Trap's min DC is equal to or greater than your modified roll + 5 (e.g. Rolling a 26 and critically failing, means 31-? range)


 * Failure: DC >= ROLL + 1 AND DC <= ROLL + 4
 * 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 25-28 range)


 * Success: DC <= ROLL AND DC >= ROLL - 19
 * Trap's max DC is equal to or less than your modified roll. (e.g. Rolling a 31 and succeeding, means 12-31 range)


 * Critical Success: DC <= -20 ROLL'''
 * Trap's max DC is equal or less than your modified roll -20. (e.g. Rolling a 31 and critical succeeding, means ?-11 range)

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
This is a list of known DCs for locks, useful to help characters know whether an Open Lock skill is adequate in a given quest or at a given level.

If you have data on a lock that is not yet confirmed, please add the data as a new row under that lock description. If we have enough data to mathematically confirm a DC value, we will.

Unlike traps, picking locks is a simple pass/fail.

Success: DC <= ROLL

Lock's max DC is equal to or less than your modified roll. (e.g. Rolling a 31 and succeeding, means ?-31 range)

Failure: DC >= ROLL + 1

Lock'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 25-? range)

Unlike traps, lock DCs do not increase as the difficulty of a quest increases. The only exception to this is Epic quest difficulty, where the DC values occasionally, but not always, do get increased.

Quest
Search & Spot DCs

Traps

Locks