Force

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This article is about the extended command. For manually attacking a chosen square, see force-fighting.
For the force that sometimes prevents you from teleporting or climbing stairs, see mysterious force.

In NetHack, the hero can force open locked containers using a weapon.

Description

A hero can use the #force extended command or press alt + f to try and force the lock on a locked container with the hero's current wielded weapon. The exact method of forcing the lock varies with the type of weapon being used:[1]

Forcing a lock open with a weapon is an occupation that has a percentage change equal to 2x+1 of success each action, with x representing the amount of damage that the weapon deals against large monsters (e.g., a dagger deals 1d3 damage to large monsters, and thus has a 2*3+1=7% chance of succeeding).[3]

The per-action probabilities of success for forcing a lock with a weapon are listed in the table below, with each unlocking tool included for comparison:

Tool For Rogues For non-Rogues
Door Box Door Box
Any weapon (not possible) 2*wldam (die size against large monsters) (not possible) 2*wldam
skeleton key (70+Dex)% (75+Dex)% (70+Dex)% (75+Dex)%
lock pick (3*Dex + 30)% (4*Dex + 25)% (3*Dex)% (4*Dex)%
credit card (2*Dex + 20)% (Dex + 20)% (2*Dex)% (Dex)%

The hero will give up if their weapon breaks or if they have not succeeded after around 50 actions[4][5] - whether or not an attempt at forcing a lock succeeds, completing an attempt with an edged weapon exercises dexterity even if the weapon breaks, while using a blunt weapon exercises strength.[6][7][8]

Successfully forcing and breaking a container's lock will prevent it from being locked again, unless the hero uses a wand of locking or the wizard lock spell on the container.[9] Breaking the lock of a container that belongs to a shop will incur a charge, and the hero will have to pay for any containers and contents that are destroyed in the process of forcing the lock.[10][11]

Bladed weapons

As hinted at above, forcing open a locked container with an edged weapon has a chance of the weapon breaking, and cursed weapons are unbreakable in this manner (to prevent easily freeing the hero's hand), while artifact weapons resist breaking 99100 of the time.[12] The probability that a non-artifact, noncursed, edged weapon will survive an unsuccessful attempt to force a locked container is given in the following table, depending on the weapon's enchantment and erosion level:[13]

Enchantment Erosion level
Uneroded Eroded Very eroded Thoroughly eroded
+7 0.95 0.57 0.34 0.20
+6 0.90 0.54 0.33 0.19
+5 0.86 0.52 0.31 0.19
+4 0.82 0.49 0.30 0.18
+3 0.78 0.47 0.28 0.17
+2 0.74 0.45 0.27 0.16
+1 0.70 0.42 0.25 0.15
+0 0.67 0.40 0.24 0.14
-1 0.64 0.38 0.23 0.14
-2 0.61 0.36 0.22 0.13
-3 0.58 0.35 0.21 0.12
-4 0.55 0.33 0.20 0.12
-5 0.52 0.31 0.19 0.11
-6 0.50 0.30 0.18 0.11
-7 0.47 0.28 0.17 0.10

Blunt weapons

A hero that successfully forces a locked container open with a blunt weapon has a 13 chance (33%) chance of destroying the container.[14][15] Destroying a container this way also destroys any potions inside, and has a 13 chance of destroying each of the remaining contents.[16] This prints messages depending on the material involved (e.g. "An orange potion shatters!"), and is detailed in the table below:

Material Message
Paper torn to shreds
Wax crushed
Veggy pulped
Flesh mashed
Glass shatters
Wood splinters to fragments
Anything else destroyed

Strategy

Forcing a container's lock is typically done in the very early game by a hero that did not start with an unlocking tool and has not yet obtained one—a spare, non-cursed orcish dagger or other junk edged weapon is usually the most suitable for this purpose, since at worst the hero will only break a weapon they were not intending to use anyway. Once unlocking tools are obtained, it becomes unnecessary to force locks.

Messages

There is a <chest/box> there, but its lock is already <unlocked/broken>.
The command is aborted because the container was already forced or unlocked.
You decide not to force the issue.
This is generally printed after any of the above if the #force command is declined or aborted.

Variant

SLASH'EM

In SLASH'EM, the hero can #force doors open by bashing them down with their weapon.

References

  1. src/lock.c in NetHack 3.6.7, line 542: weapons that can force locks
  2. src/lock.c in NetHack 3.6.7, line 236: edged weapon odds
  3. src/lock.c in NetHack 3.6.7, line 596: bladed weapons and doors
  4. src/lock.c in NetHack 3.6.7, line 231: 50 action limit
  5. src/lock.c in NetHack 3.6.7, line 242: weapon breaks mid-attempt
  6. src/lock.c in NetHack 3.6.7, line 232: exercise even if the attempt fails
  7. src/lock.c in NetHack 3.6.7, line 246: breaking edged weapon completes attempt and exercises dexterity
  8. src/lock.c in NetHack 3.6.7, line 256: edged weapons exercise dexterity; blunt weapons exercise strength
  9. src/lock.c in NetHack 3.6.7, line 169
  10. src/lock.c in NetHack 3.6.7, line 173
  11. src/lock.c in NetHack 3.6.7, line 197
  12. src/lock.c in NetHack 3.6.7, line 238: cursed weapons won't break, while artifact weapons almost always resist
  13. src/lock.c in NetHack 3.6.7, line 237: edged weapons breaking depend on their enchantment and erosion
  14. src/lock.c in NetHack 3.6.7, line 182
  15. src/lock.c in NetHack 3.6.7, line 260
  16. src/lock.c in NetHack 3.6.7, line 237