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	<title>Draft:Whip - Revision history</title>
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	<updated>2026-09-21T21:31:09Z</updated>
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	<entry>
		<id>https://www.omega-rl.wiki/index.php?title=Draft:Whip&amp;diff=1006&amp;oldid=prev</id>
		<title>OmegaAdmin: 补全武器独立草稿、远程及特殊效果说明：melee</title>
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		<updated>2026-09-09T15:04:52Z</updated>

		<summary type="html">&lt;p&gt;补全武器独立草稿、远程及特殊效果说明：melee&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Version box|version=0.90.4}}&lt;br /&gt;
{{Weapon infobox|name=Whip|damage=4|hit=+8|attack=Striking|hands=1|price=200|weight=20}}&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;whip&amp;#039;&amp;#039;&amp;#039; is a light, one-handed [[Draft:Weapon|weapon]] that can entangle an opponent. Its low physical damage makes that movement restriction its main attraction. The separate [[Draft:Acid whip|acid whip]] shares its unidentified appearance.&amp;lt;ref&amp;gt;{{Source|iinit.h|218}}; {{Source|iinit.h|254}}; {{Source|itemf2.c|307|317}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
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__TOC__&lt;br /&gt;
&lt;br /&gt;
== Generation ==&lt;br /&gt;
[[Draft:Julie&amp;#039;s Armor of Proof and Weapons of Quality|Julie&amp;#039;s]] sells identified, uncursed +0 whips for &amp;#039;&amp;#039;&amp;#039;200 Au&amp;#039;&amp;#039;&amp;#039;. Whips also occur in random treasure, [[Draft:Knight&amp;#039;s Pawn Shop|pawn-shop stock]] and [[Draft:Scroll of acquirement|acquirement]], with item level 2 for ordinary random generation. A found item labelled only &amp;#039;&amp;#039;whip&amp;#039;&amp;#039; does not establish whether it is the ordinary or acid variety, nor whether it is cursed.&amp;lt;ref&amp;gt;{{Source|site1.c|164|231}}; {{Source|site1.c|1022|1053}}; {{Source|item.c|7|41}}; {{Source|item.c|188|204}}; {{Source|effect1.c|713|728}}; {{Source|iinit.h|218|254}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Entangling ==&lt;br /&gt;
On a landed attack, the whip has a &amp;#039;&amp;#039;&amp;#039;50% chance&amp;#039;&amp;#039;&amp;#039; to immobilize a target that lacks physical immunity. It then delivers an ordinary physical hit. Entangling does not require a positive damage roll, but physically immune creatures resist both the entangling effect and normal damage.&amp;lt;ref&amp;gt;{{Source|itemf2.c|307|317}}; {{Source|aux2.c|20|65}}; {{Source|mon.c|112|130}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
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Immobilization prevents ordinary movement; it is &amp;#039;&amp;#039;&amp;#039;not paralysis&amp;#039;&amp;#039;&amp;#039;. An adjacent victim can still attack, and ranged attacks or special abilities remain possible. The whip does not assign a timed recovery period to the effect. Special movement or other effects must be considered separately from the ordinary movement check.&amp;lt;ref&amp;gt;{{Source|mon.c|12|68}}; {{Source|itemf2.c|307|317}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throwing a spare whip invokes the same entangling attack after a successful hit, then normally leaves it on the ground for recovery. The physical damage uses current character damage plus the throwing Strength bonus, not the spare whip&amp;#039;s rating of 4. A cursed whip in use cannot be thrown.&amp;lt;ref&amp;gt;{{Source|command3.c|223|311}}; {{Source|itemf2.c|307|317}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a striking weapon, it avoids the weapon-damage check on tunneling mishaps. Its digging contribution is only 4, however, so even a [[Draft:Club|club]] contributes more to breaking resistant walls.&amp;lt;ref&amp;gt;{{Source|command3.c|865|933}}; {{Source|iinit.h|208|218}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
A whip can create room to withdraw from a physically vulnerable melee opponent, but first the hit must connect and then the entangling roll must succeed. Do not remain adjacent expecting a helpless target: step away once movement is restricted, and remember that a spellcaster or ranged attacker may still threaten you.&lt;br /&gt;
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For straightforward melee damage, the cheaper [[Draft:Mace|mace]] has the same +8 hit and three times the base damage, at greater weight. A spare whip instead makes a compact ranged entangling option while another weapon supplies the character&amp;#039;s damage. Recovery may require revisiting the opponent&amp;#039;s position, so this is more suitable for a spare than for a weapon you cannot afford to leave behind.&amp;lt;ref&amp;gt;{{Source|iinit.h|200|218}}; {{Source|command3.c|223|311}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
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The acid whip combines stronger ratings with acid damage and the same movement effect. It can harm some physically immune creatures, but physical immunity still prevents its entangling effect; neither variety provides universal crowd control.&amp;lt;ref&amp;gt;{{Source|itemf2.c|210|221}}; {{Source|iinit.h|254}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
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== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Drafts]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Omega 0.90.4]]&lt;/div&gt;</summary>
		<author><name>OmegaAdmin</name></author>
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