Difference between revisions of "The Master Key of Thievery"

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(MKoT is actually a pretty good lawful wish)
(revert -- horrible advice, Valkyries get half physical damage from the Orb, and =oTC is a simpler way to get teleport control)
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==Encyclopedia entry==
 
==Encyclopedia entry==
This skeleton key was fashioned in ages past and imbued with
+
  This skeleton key was fashioned in ages past and imbued with
 
   a powerful magic which allows it to open any lock.  When
 
   a powerful magic which allows it to open any lock.  When
 
   carried, it grants its owner warning, teleport control, and
 
   carried, it grants its owner warning, teleport control, and
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Half physical damage is a rare property and is very useful, which makes the Master Key a good wish for a chaotic character. It should be wished for early, because [[Wish#Artifact wishing|artifact wishing]] depends on the number of artifacts in existence already (specifically you can only be certain of getting it if there are less than 2 artifacts in existence)—in fact, a chaotic character may want to hold back on sacrificing before their first wish because of this. Also be sure to be able to withstand the blasting damage: 40 maximum HP or 20 with [[magic resistance]]. Once the Key is in your inventory you should avoid dropping it, since picking it up again will blast you another time. Keep a normal [[skeleton key]] or [[lockpick]] for mundane unlocking purposes, since applying the Master Key will also [[Artifact blast|blast]] you.
 
Half physical damage is a rare property and is very useful, which makes the Master Key a good wish for a chaotic character. It should be wished for early, because [[Wish#Artifact wishing|artifact wishing]] depends on the number of artifacts in existence already (specifically you can only be certain of getting it if there are less than 2 artifacts in existence)—in fact, a chaotic character may want to hold back on sacrificing before their first wish because of this. Also be sure to be able to withstand the blasting damage: 40 maximum HP or 20 with [[magic resistance]]. Once the Key is in your inventory you should avoid dropping it, since picking it up again will blast you another time. Keep a normal [[skeleton key]] or [[lockpick]] for mundane unlocking purposes, since applying the Master Key will also [[Artifact blast|blast]] you.
  
As with all [[intelligent artifacts]], cross-aligned characters can only pick up the Master Key via appropriate use of a [[helm of opposite alignment]] (or permanent conversion at an [[altar]]). This is usually not worth the trouble, since non-chaotic adventurers are better off with an artifact that grants magic resistance, and neutrals can obtain half physical damage from the [[Orb of Fate]]. For a [[lawful]] non-[[Valkyrie]] with an early [[wand of wishing]], wishing for the Master Key of Thievery (once [[magic resistance]] is obtained) may be practical, as [[teleport control]] by itself is frequently a wish target, and there are no lawful half-physical damage artifacts. The [[Sceptre of Might]] is usually a better first lawful artifact wish, but when you have the early wishes to burn, the Master Key of Thievery is a good second choice. Remember that [[Excalibur]] is intelligent and will [[artifact blast|blast]] you when wielded if you convert to chaotic to pick up the Master Key.
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As with all [[intelligent artifacts]], cross-aligned characters can only pick up the Master Key via appropriate use of a [[helm of opposite alignment]] (or permanent conversion at an [[altar]]). This is usually not worth the trouble, since non-chaotic adventurers are better off with an artifact that grants magic resistance, and neutrals can obtain half physical damage from the [[Orb of Fate]].
 
 
  
 
==References==
 
==References==
 
<references/>
 
<references/>
 
[[Category:Quest artifacts|Master Key of Thievery]]
 
[[Category:Quest artifacts|Master Key of Thievery]]

Revision as of 22:15, 10 September 2009

(   The Master Key of Thievery   Skeleton key.png
Base item skeleton key
Affiliation
When carried
When applied
When invoked
Base price 3500 zm
Weight 3

The Master Key of Thievery is the rogue quest artifact. It is chaotic for wishing purposes. Its base item type is a skeleton key.

When carried, the Key confers warning, teleport control and half physical damage. Using the Master Key of Thievery for unlocking always succeeds. It also speaks to you: it gives a random rumor, true if the Key is blessed, false if cursed and either if uncursed. Invoking it removes all traps[1] in the door or container.

Encyclopedia entry

 This skeleton key was fashioned in ages past and imbued with
 a powerful magic which allows it to open any lock.  When
 carried, it grants its owner warning, teleport control, and
 reduces all physical damage by half.  Finally, when invoked,
 it has the ability to disarm any trap.

Strategy

Half physical damage is a rare property and is very useful, which makes the Master Key a good wish for a chaotic character. It should be wished for early, because artifact wishing depends on the number of artifacts in existence already (specifically you can only be certain of getting it if there are less than 2 artifacts in existence)—in fact, a chaotic character may want to hold back on sacrificing before their first wish because of this. Also be sure to be able to withstand the blasting damage: 40 maximum HP or 20 with magic resistance. Once the Key is in your inventory you should avoid dropping it, since picking it up again will blast you another time. Keep a normal skeleton key or lockpick for mundane unlocking purposes, since applying the Master Key will also blast you.

As with all intelligent artifacts, cross-aligned characters can only pick up the Master Key via appropriate use of a helm of opposite alignment (or permanent conversion at an altar). This is usually not worth the trouble, since non-chaotic adventurers are better off with an artifact that grants magic resistance, and neutrals can obtain half physical damage from the Orb of Fate.

References