Spellbook of knock
spellbook of + knock ![]() | |
---|---|
Appearance | random |
Abundance | 3.5% |
Base price | 100 zm |
Weight | 50 |
Turns to read | 1 |
Ink to write | 5–9 |
Spell type | matter |
Level | 1 |
Power cost | 5 Pw |
Direction | beam |
Equivalent | wand of opening |
In NetHack, the spellbook of knock can be read to learn the spell of knock. It is a level 1 matter spell, and the spellbook takes roughly 1 turn to read.
Contents
Generation
Wizards may be given a spellbook of knock as the secondary spellbook in their starting inventory.[1]
Spellbooks of knock make up 7⁄200 (3.5%) of all randomly-generated spellbooks. General stores, second-hand bookstores and rare books stores can sell spellbooks of knock.
Writing a spellbook of knock with a magic marker uses up 5 to 9 charges.
Description
Casting the spell has the same effects as zapping a wand of opening: the spell emits a beam in the prompted direction that opens and/or unlocks any drawbridges, lockable containers and doors it makes contact with, as well as revealing affected secret doors hidden in room walls[2][3][4][5][6][7]—an iron chain that connects a heavy iron ball to a punished hero will be removed if hit by the beam.[8] Containers with broken locks and doors that were being "dug" through with a pick-axe or dwarvish mattock will be repaired if zapped.[9]
A hero that casts the spell at a web or beartrap they or a monster are trapped in will release the trap's victim.[10] A hero casting the spell downward while over a trap door or falling rock trap will activate it, and a hero casting the spell downward while trapped in a pit or spiked pit will be freed from that pit.[11][12] If a hero is standing on the down stair of a Quest branch home level that they do not yet have access to, casting the spell downward will print a unique message with no other effect.[13]
A hero that casts the spell at a monster engulfing them will cause that monster to expel the hero.[14] Casting the spell at a monster wearing a saddle will cause it to fall off and land on its square, throwing the hero off and causing wounded legs if they were riding that monster.[15][16] A hero casting the spell downward while they are sinking into lava or trapped in the floor from cooling lava will be freed, though in the former case they will immediately begin sinking again.[17]
Monsters hit by the spell's beam will never be awakened from sleep.[18]
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
Per commit 149cb960, a cloaked mimic hit by the spell's beam will uncloak.
Per commit ce0d2512, the spell is also capable of knocking back monsters, and will always fail on monsters that are too large—targeting a pet with the spell may make it hostile.Strategy
Similar to the wand of opening, the spell can be used to unlock doors and containers and open drawbridges from a distance, and does so instantaneously where an unlocking tool can sometimes require multiple actions. The spell can also be used to escape engulfing monsters, though unlike the spell of dig it does no damage—this gives it a very slight advantage in cases where a hero wishes to escape from a non-hostile engulfer that is confused or under conflict, such as a pet purple worm, though the wand is superior for reliable escapes. The spell can also be used by the hero to quickly and painlessly free themselves from a floor they were stuck in as a result of cooled lava.
The spell can be used with with the wizard lock spell or wand of locking to weaponize the Castle drawbridge. Unlike the wands, using one or both spells to crush monsters requires a fair amount of energy investment, which is generally only feasible for spellcasting heroes with a means of energy regeneration or recovery (e.g. Wizards or Priests that have completed their respective Quests). Both the wizard lock and knock spells can also be used to train up skill in matter spells in order to cast high-level spells such as polymorph.
History
The spellbook of knock first appears in NetHack 3.0.0, along with the wand of opening.
Messages
Variants
SLASH'EM
In SLASH'EM, the spell of knock is the Yeoman's special spell. Archeologists have a 1⁄5 chance of starting the game with a blessed spellbook of knock, and Priests have a 1⁄9 chance of starting the game with a blessed spellbook of knock as their secondary spellbook.[19][20]
The spell has no effect on the indestructible doors in Vlad's Tower.
EvilHack
In EvilHack, the wand of opening is one of a few ways to unlock an iron safe, and is one of a handful of methods that can unlock a locked crystal chest.
SlashTHEM
In SlashTHEM, in addition to SLASH'EM details, the spell of knock is the Locksmith's special spell.
Reference
- ↑ src/u_init.c in NetHack 3.6.7, line 169
- ↑ src/lock.c in NetHack 3.6.7, line 895
- ↑ src/lock.c in NetHack 3.6.7, line 936
- ↑ src/lock.c in NetHack 3.6.7, line 1011
- ↑ src/zap.c in NetHack 3.6.7, line 2056
- ↑ src/zap.c in NetHack 3.6.7, line 2495
- ↑ src/zap.c in NetHack 3.6.7, line 3301
- ↑ src/zap.c in NetHack 3.6.7, line 1882
- ↑ src/lock.c in NetHack 3.6.7, line 904
- ↑ src/zap.c in NetHack 3.6.7, line 2853
- ↑ src/zap.c in NetHack 3.6.7, line 2515
- ↑ src/trap.c in NetHack 3.6.7, line 4648
- ↑ src/zap.c in NetHack 3.6.7, line 2845
- ↑ src/zap.c in NetHack 3.6.7, line 330
- ↑ src/zap.c in NetHack 3.6.7, line 346
- ↑ src/zap.c in NetHack 3.6.7, line 2710
- ↑ src/trap.c in NetHack 3.6.7, line 4639
- ↑ src/zap.c in NetHack 3.6.7, line 329
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1020
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1143