Draft:Magic key

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Omega 0.90.4

A magic key reliably unlocks an adjacent closed door. An ordinary copy disintegrates after one successful unlocking; positive blessing permits additional uses. Its unidentified name, key, is also a possible name for useless grot.[1]

Generation and purchase

Members of the Explorers' Club can buy identified keys for 40 Au each. Joining requires level 2 and 100 Au; return after enrollment to use the shop. Keys also occur as item-level-2 random miscellaneous items, pawn-shop stock and acquirement choices.[2]

Description

Choose Activate, item, and the key, then select an adjacent locked door. It must be closed and no longer secret. The key unlocks it without opening it and does not require prior identification. Each successful unlocking lowers the key's blessing by one; the key disappears if the resulting blessing is negative. Cancellation, an invalid target or an already unlocked door does not use up the key.[3]

Initial blessing Uses on ordinary locks
Zero or negative One successful unlocking, then destroyed
Positive B B + 1 successful unlockings
Any blessing, special floor one below maximum depth Unlocks, then destroyed immediately

These counts describe one key; keys in a stack share the changing blessing value. The special-depth destruction happens after unlocking, so this key works where a pick refuses the lock. Enchantment does not add uses.[4]

Strategy

Keep a key as a light, reliable reserve when repeated picking would expose you to enemies. A cursed key still opens one lock; do not discard it solely because it is cursed. For frequent ordinary doors, a reusable pick is more economical. Neither tool raises portcullises: those call for a garage door opener or the appropriate map mechanism.[5]

References