Difference between revisions of "The Master Key of Thievery"

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'''The Master Key of Thievery''' is the [[rogue]] [[quest artifact]]. It is the prize for completing the [[rogue quest]]. It is [[chaotic]] for [[wish]]ing purposes. Its base item type is a [[skeleton key]].
 
'''The Master Key of Thievery''' is the [[rogue]] [[quest artifact]]. It is the prize for completing the [[rogue quest]]. It is [[chaotic]] for [[wish]]ing 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. [[Invoke|Invoking]] it removes all traps{{refsrc|artifact.c|1250}} in the [[door]] or [[container]].
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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. [[Invoke|Invoking]] it removes all traps{{refsrc|artifact.c|1250}} in the [[door]] or [[container]]. Also, a Rogue carrying the Key has improved chances to disarm a trap.{{refsrc|trap.c|3020}}
Also, a Rogue carrying the Key has improved chances to disarm a trap{{refsrc|trap.c|3020}}.
 
  
In [[3.6.1]] the Key has additional effects, all of which only take place if it's blessed (non-cursed for Rogues){{reffunc|artifact.c|is_magic_key}}Firstly, locking or unlocking a trapped door or container with the Key automatically detects and offers to remove the trap{{refsrc|src/lock.c|111|nethack=3.6.1}} (this is guaranteed to succeed). In the inventory of a monster, the Key will also untrap any door the monster is trying to open{{refsrc|src/monmove.c|1260|nethack=3.6.1}}Secondly, untrapping doors and chests manually always succeeds as well{{refsrc|src/trap.c|4276|nethack=3.6.1}}Finally, wielding the Key without gloves will give you clues about adjacent traps of any kind{{reffunc|artifact.c|mkot_trap_warn}} (it will feel "warm" or "hot").
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Starting in [[3.6.1]], the Key has additional effects, all of which only take place if it's blessed (non-cursed for Rogues).{{reffunc|artifact.c|is_magic_key}} Firstly, locking or unlocking a trapped door or container with the Key automatically detects and offers to remove the trap{{refsrc|src/lock.c|111|nethack=3.6.1}} (this is guaranteed to succeed). In the inventory of a monster, the Key will also untrap any door the monster is trying to open.{{refsrc|src/monmove.c|1260|nethack=3.6.1}} Secondly, untrapping doors and chests manually always succeeds as well.{{refsrc|src/trap.c|4276|nethack=3.6.1}} Finally, wielding the Key without gloves will give you clues about adjacent traps of any kind{{reffunc|artifact.c|mkot_trap_warn}} (it will feel "warm" or "hot").
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==Strategy==
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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, particularly considering its low weight. It should be wished for early, because [[Wish#Artifact wishing|artifact wishing]] depends on the number of artifacts in existence already—in fact, a chaotic character may want to hold back on sacrificing before their first wish, because an artifact wish is only guaranteed if there are 2 or fewer artifacts generated. Also be sure to be able to withstand the [[Artifact blast|blasting]] damage; you need at least 41 HP (21 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.
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As with all [[quest artifact]]s, 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]].
  
 
==Encyclopedia entry==
 
==Encyclopedia entry==
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it has the ability to disarm any trap.
 
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, particularly considering its low weight. 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: you need at least 41 HP or 21 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 [[quest artifact|quest 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]].
 
  
 
==See also==
 
==See also==
* [[Invoke#Optimum_invocation_schedule]]
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* [[Invoke#Optimum invocation schedule|Invoke § Optimum invocation schedule]]
  
 
==References==
 
==References==

Revision as of 00:29, 2 August 2019

(   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 the prize for completing the rogue quest. 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. Also, a Rogue carrying the Key has improved chances to disarm a trap.[2]

Starting in 3.6.1, the Key has additional effects, all of which only take place if it's blessed (non-cursed for Rogues).[3] Firstly, locking or unlocking a trapped door or container with the Key automatically detects and offers to remove the trap[4] (this is guaranteed to succeed). In the inventory of a monster, the Key will also untrap any door the monster is trying to open.[5] Secondly, untrapping doors and chests manually always succeeds as well.[6] Finally, wielding the Key without gloves will give you clues about adjacent traps of any kind[7] (it will feel "warm" or "hot").

Strategy

Half physical damage is a rare property and is very useful, which makes the Master Key a good wish for a chaotic character, particularly considering its low weight. It should be wished for early, because artifact wishing depends on the number of artifacts in existence already—in fact, a chaotic character may want to hold back on sacrificing before their first wish, because an artifact wish is only guaranteed if there are 2 or fewer artifacts generated. Also be sure to be able to withstand the blasting damage; you need at least 41 HP (21 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 quest 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.

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.

See also

References

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