Lock pick

From NetHackWiki
Revision as of 22:35, 26 October 2024 by Umbire the Phantom (talk | contribs) (Strategy: copyedit)
Jump to navigation Jump to search
( Lock pick.png
Name lock pick
Appearance lock pick
Base price 20 zm
Weight 4
Material iron
Monster use Will not be used by monsters.

A lock pick is a type of tool that appears in NetHack. It is an unlocking tool that is made of iron.

Samurai know the lock pick as an osaku.

Generation

All Rogues start the game with an uncursed lock pick.

Lock picks make up 350 of all randomly-generated tools, and are always generated uncursed outside of bones levels and trap "bones". General stores and hardware stores can sell lock picks.

A lock pick is one of the items generated within the niches around the upstair room on the first floor of Vlad's Tower at level creation.[1]

Description

Applying a lock pick towards a door or lockable container will lock it if unlocked, or unlock it if locked, with the chance of the hero succeeding dependent on their dexterity and role: there is a (3*Dex)% chance of success for doors with a +30 bonus for Rogues, and a (4*Dex)% chance for containers with a +25 bonus for Rogues, and the chance of unlocking a container is halved if the lock pick is cursed.[2][3][4] This chance is calculated and rolled during each action of the occupation until the hero either succeeds, is interrupted or gives up after 50 turns - a completed attempt to use a lock pick exercises dexterity regardless of success.[5][6]

A hero applying a lock pick to a door in Minetown in view of a watch member has a 13 chance during each action of being interrupted and warned, causing the door to become trapped as well[7] - immediately attempting to lock or unlock that door again will anger the entire watch.[8]

A hero that applies a lock pick on a mimic disguised as a door will uncover the mimic, and the mimic will have a 12 chance of absorbing the tool and adding it to its inventory.[9]

Intelligent monsters with hands that are not tiny will pick up a lock pick and use it to unlock locked doors, and pets that can use lock picks will hold on to them for this purpose.[10]

The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

Per commit b12ea03d, intelligent monsters will also use lock picks to unlock containers.

Strategy

Lock picks are worth carrying for any hero, as it is a fairly fast unlocking tool for most roles. Rogues in particular that use lock picks have comparable odds of success with locking and unlocking doors to a skeleton key for most roles, and it is their fastest method of locking and unlocking containers. Lock picks are also the 'heaviest' unlocking tools at 4 aum, though this is not likely to be a factor for any player minus the especially cautious and the highly-efficient packrats.

Most heroes will only need one unlocking tool, though they can keep a backup in case the primary one is stolen or permanently lost. Be careful allowing pets to obtain lock picks, as they will become difficult to keep out of certain rooms (e.g. keeping higher-leveled pets away from shopkeepers and aligned priests).

History

The lock pick first appears alongside other unlocking tools in NetHack 3.0.0.

The ability of monsters to unlock doors using picks and other tools is introduced in NetHack 3.6.0 via commit c1393e50 and commit 74f08dcb.

Variants

Variants based on NetHack 3.4.3 and earlier versions may not add the ability for monsters to unlock doors with lock picks, while variants based on later versions usually retain this feature and allow them to unlock containers as well.

SLASH'EM

In SLASH'EM, non-artifact lock picks that are not blessed have a 140 chance of breaking for Rogues when applied, and a 130 chance otherwise.[11][12] This makes it useful for a hero to keep multiple unlocking tools on hand, which can be safely ditched once they can bless a couple or else obtain an artifact tool. Monsters cannot use lock picks.

Upgrading a skeleton key will produce a lock pick, and vice versa.

UnNetHack

In UnNetHack, monsters can pick up and use lock picks and other unlocking tools on doors starting in version 5.1.

dNetHack

In dNetHack, notdNetHack and notnotdNetHack, Andromalius is a spirit whose binding ritual can use a lock pick as one of the two items placed in his seal, and using two non-lock pick items in the binding ritual may generate a lock pick as the third item the hero receives if they successfully bind him.

Deminymphs that are generated with rogue kits are always given a lock pick.

SpliceHack

In SpliceHack, Cartomancers know the lock pick as a worthless card.

A lock pick can be created by combining two skeleton keys at a furnace, and two lock picks can be combined at a furnace to create a skeleton key.

SlashTHEM

In SlashTHEM, addition to SLASH'EM details, all Ninja start the game with a lock pick, and like Samurai they know the item as an "osaku".

The Lockpick of Arsene Lupin is an artifact lock pick that serves as the Locksmith quest artifact. It grants searching, telepathy, warning, stealth, magic resistance, and functions as a luck item while carried - the artifact speaks when wielded or applied, and invoking it can untrap doors and containers similar to The Master Key of Thievery.

EvilHack

In EvilHack, hobbit pickpockets have a 18 chance of generating with a lock pick.

Hack'EM

In Hack'EM, upgrading a lock pick will produce a skeleton key and vice versa.

Hobbit pickpockets have a 18 chance of generating with a lock pick as in EvilHack.

References

This page is based on a spoiler by Dylan O'Donnell. The original license is:

Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:

  1. The original contributors to any spoiler must continue to be credited.
  2. Any modifications to the spoiler must be acknowledged and credited.