Difference between revisions of "Wizard lock"

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(some significant corrections and a strategy suggestion)
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'''Wizard lock''' is a magical way to close and lock a [[door]]; in doing so it repairs broken doors, and it can even create a locked door in an empty [[doorway]]. This spell is useful for creating a barricade between [[you]] and some [[monster]]s, so that the monsters are unable to enter or exit a [[room]] of the main [[Dungeons of Doom]]. Very few monsters can open locked doors (although any intelligent monster can use a [[skeleton key]]); only a handful can pass them through other means.
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'''Wizard lock''' is a magical way to close and lock a [[door]]; in doing so it repairs broken doors, and it can even create a locked door in an empty [[doorway]]. This spell is useful for creating a barricade between you and some [[monster]]s, so that the monsters are unable to enter or exit a [[room]] of the main [[Dungeons of Doom]]. Very few monsters can open locked doors (although any intelligent monster can use a [[skeleton key]]); only a handful can pass them through other means.
  
 
Wizard lock is a [[spell]] from the [[spellbook of wizard lock]], but [[zap]]ping a [[wand of locking]] has the exact same effect.
 
Wizard lock is a [[spell]] from the [[spellbook of wizard lock]], but [[zap]]ping a [[wand of locking]] has the exact same effect.
  
Wizard lock will also repair and engage the locks on [[chest]]s and [[large box]]es. This use is not generally beneficial, but it must work because [[The DevTeam Thinks Of Everything]]. Locking a chest or large box does nothing to protect your [[stash]], because at present, no monsters in [[NetHack 3.4.3]] ever try to open a container, locked or not. It only inconveniences you or wastes a wand charge because you have to unlock or pry open the container again to add to or remove from its contents. (Any [[gelatinous cube]] swallowing a container cares not whether it was locked.)
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Wizard lock will also repair and engage the locks on [[chest]]s and [[large box]]es. This use is not generally beneficial. Locking a chest or large box does nothing to protect your [[stash]], because at present, no monsters in [[NetHack 3.4.3]] ever try to open a container, locked or not. (A [[gelatinous cube]] swallowing a container doesn't care if it's locked.)
  
 
== Strategy ==
 
== Strategy ==
 
Few characters will find a [[spellbook of wizard lock]] early in the game, when it is most useful. A few other characters will find a [[wand of locking]] but will need to identify it. It is good practice to be engrave-testing your [[wand]]s; five types of wands do nothing special when engraving (including the [[wand of secret door detection]] unless it detects something). Test these wands by zapping them toward an unlocked door or doorway.
 
Few characters will find a [[spellbook of wizard lock]] early in the game, when it is most useful. A few other characters will find a [[wand of locking]] but will need to identify it. It is good practice to be engrave-testing your [[wand]]s; five types of wands do nothing special when engraving (including the [[wand of secret door detection]] unless it detects something). Test these wands by zapping them toward an unlocked door or doorway.
  
Okay, you learned wizard lock or found the spell. Then you will find it most useful in the [[Dungeons of Doom]] and in [[Minetown]], the places that contain many rooms with doors. When fleeing away from monsters, if you pass into or out of a room, you can use wizard lock to stop monsters from chasing you. When most monsters, chasing after that adventurer, discover a locked door coalesce in the [[corridor]] in front of them, the monster in front will lean against the door waiting for you to open it again or reappear somewhere else.
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When fleeing from monsters, you can use wizard lock to stop monsters from chasing you. Additionally, you can prevent monsters from fleeing from you, such as raiding a [[leprechaun hall]] or [[sanctum]].
  
Wizard locking a chest or large box will allow you to <nowiki>#force</nowiki> it open again. This has a chance of breaking your currently-equipped weapon, which is one way to rid yourself of a cursed weapon. This method works without wizard lock, but you will generally succeed in breaking the lock and be unable to retry.
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Wizard lock is also useful in order to intentionally break a cursed weapon (by [[#force|#forcing]] the lock on a chest) or practice [[#unlock]]ing locked containers, if your [[key]] can only be used to unlock (such as a [[credit card]]).
  
 
=== In Minetown ===
 
=== In Minetown ===
 
[[Minetown]] has many rooms; wizard lock can be an important lifesaver if you need to lock yourself in a room to heal, or if you need to lock some monsters in a room. Most players will find and use a [[skeleton key]] for this purpose. If you broke one of the doors, then wizard lock may be useful even though a key is not.
 
[[Minetown]] has many rooms; wizard lock can be an important lifesaver if you need to lock yourself in a room to heal, or if you need to lock some monsters in a room. Most players will find and use a [[skeleton key]] for this purpose. If you broke one of the doors, then wizard lock may be useful even though a key is not.
 
=== Caveats ===
 
Wizard lock is but one [[strategy]] of many, and sometimes it will not work.
 
 
Remember though that if you cannot use wizard lock in one place, then you might retreat some more and use wizard lock against the next available door or doorway.
 
  
 
==== Doorways versus empty squares ====
 
==== Doorways versus empty squares ====
Wizard lock only creates locked doors on squares that NetHack believes were doors or [[doorway]]s. Not every square is a doorway. A doorway is an empty square on the boundary of a [[room]], regardless of whether NetHack generated it that way or something [[digging|dug]] away the wall. Most doorways are in the [[Dungeons of Doom]] and in the other places with rectangular rooms. You will not find doorways in places that are not made from rooms, such as the [[Gnomish Mines]].
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Wizard lock only creates locked doors on squares that NetHack believes were doors or [[doorway]]s. If something digs away [[wall]]s in the Dungeons of Doom, then you may use wizard lock to fill the gaps with locked doors. If something digs away walls in the Gnomish Mines, then wizard lock is of no use.
 
 
If something digs away [[wall]]s in the Dungeons of Dooms, then you may use wizard lock to fill the gaps with locked doors. If something digs away walls in the Gnomish Mines, then wizard lock is of no use.
 
  
 
==== Objects where the door would be ====
 
==== Objects where the door would be ====
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Monsters such as [[ghost]]s and [[xorn]]s can pass through doors. [[Blob]]s, [[pudding]]s, [[mimic]]s and [[y|lights]] can squeeze or flow themselves underneath doors.
 
Monsters such as [[ghost]]s and [[xorn]]s can pass through doors. [[Blob]]s, [[pudding]]s, [[mimic]]s and [[y|lights]] can squeeze or flow themselves underneath doors.
  
Other than [[xorn]]s, most of these monsters are slow and weak, so you should still be able to flee them. You might consider fighting one, knowing that the other monsters remain stuck behind the door. Also, [[giant]]s can crash open doors.
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Other than [[xorn]]s, most of these monsters are slow, so you should still be able to flee them. You might consider fighting one, knowing that the other monsters remain stuck behind the door. Also, [[giant]]s can crash open doors.
  
 
==== Monsters with wands of striking ====
 
==== Monsters with wands of striking ====

Revision as of 18:10, 21 January 2007

Wizard lock is a magical way to close and lock a door; in doing so it repairs broken doors, and it can even create a locked door in an empty doorway. This spell is useful for creating a barricade between you and some monsters, so that the monsters are unable to enter or exit a room of the main Dungeons of Doom. Very few monsters can open locked doors (although any intelligent monster can use a skeleton key); only a handful can pass them through other means.

Wizard lock is a spell from the spellbook of wizard lock, but zapping a wand of locking has the exact same effect.

Wizard lock will also repair and engage the locks on chests and large boxes. This use is not generally beneficial. Locking a chest or large box does nothing to protect your stash, because at present, no monsters in NetHack 3.4.3 ever try to open a container, locked or not. (A gelatinous cube swallowing a container doesn't care if it's locked.)

Strategy

Few characters will find a spellbook of wizard lock early in the game, when it is most useful. A few other characters will find a wand of locking but will need to identify it. It is good practice to be engrave-testing your wands; five types of wands do nothing special when engraving (including the wand of secret door detection unless it detects something). Test these wands by zapping them toward an unlocked door or doorway.

When fleeing from monsters, you can use wizard lock to stop monsters from chasing you. Additionally, you can prevent monsters from fleeing from you, such as raiding a leprechaun hall or sanctum.

Wizard lock is also useful in order to intentionally break a cursed weapon (by #forcing the lock on a chest) or practice #unlocking locked containers, if your key can only be used to unlock (such as a credit card).

In Minetown

Minetown has many rooms; wizard lock can be an important lifesaver if you need to lock yourself in a room to heal, or if you need to lock some monsters in a room. Most players will find and use a skeleton key for this purpose. If you broke one of the doors, then wizard lock may be useful even though a key is not.

Doorways versus empty squares

Wizard lock only creates locked doors on squares that NetHack believes were doors or doorways. If something digs away walls in the Dungeons of Doom, then you may use wizard lock to fill the gaps with locked doors. If something digs away walls in the Gnomish Mines, then wizard lock is of no use.

Objects where the door would be

This section is a guess, and needs verification.

Any single object can prevent a door from closing. If you want to use wizard lock to create a door on a certain square, then you need to remove any objects from there. This is mostly an issue if you want to lock a door after slaying some monster there, and the monster dropped something. If the monster dropped a heavy corpse or a loadstone, then you might not be capable of clearing the square.

Monsters that can pass locked doors

Monsters such as ghosts and xorns can pass through doors. Blobs, puddings, mimics and lights can squeeze or flow themselves underneath doors.

Other than xorns, most of these monsters are slow, so you should still be able to flee them. You might consider fighting one, knowing that the other monsters remain stuck behind the door. Also, giants can crash open doors.

Monsters with wands of striking

If a monster happens to carry a wand of striking, then they might break down a locked door. Currently monsters do not aim for locked doors, but they might zap at you and hit the door by accident.