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{{Weapon infobox|name=Dagger|damage=6|hit=+12|attack=Thrusting|hands=1|price=10|weight=10}}
{{Weapon infobox|name=Dagger|damage=6|hit=+12|attack=Thrusting|hands=1|price=10|weight=10}}


The '''dagger''' is a cheap, light first weapon: Julie's sells an identified, uncursed +0 dagger for '''10 Au'''. Its accuracy is good for the price, and its low weight makes it convenient to keep as a spare after finding something stronger.
A '''dagger''' is a one-handed thrusting weapon in Omega. It can be wielded in melee, thrown as a projectile, or used to tunnel through suitable walls. Its appearance remains ''dagger'' whether identified or cursed.<ref name="iinit-h-174">{{Source|iinit.h|174}}.</ref>


== A small weapon with two useful openings ==
__TOC__
Selecting a normal attack while holding a dagger gives a thrust, which adds a Dexterity-based hit bonus. A Dexterity-heavy character can use this to connect more reliably while saving money for armor and food. An epee costs 100 Au and offers three more hit points at the same damage rating; a 100 Au [[Draft:Spear|spear]] adds four damage points but loses two hit points compared with a dagger.


There is a less obvious option for a strong new character. The starting combat sequence contains a cut, and simply equipping the dagger does not replace it. That saved cut receives extra Strength damage, making an equally enchanted dagger deal the same raw damage as a [[Draft:Club|club]] strike with two more hit points and less weight. Explicitly choosing the dagger's normal attack changes it to a thrust; make that change for the Dexterity benefit, not because a thrust is always better.
== Generation ==
[[Draft:Julie's Armor of Proof and Weapons of Quality|Julie's]] armorer shop in [[Draft:Rampart|Rampart]] sells fully identified, uncursed +0 daggers for '''10 Au'''.


The dagger also lets you select riposte, a defensive counterattack costing two maneuvers. It does not attack on its own: the opponent must miss an attack at the defended location, and your counterattack still has to hit. A lunge is another two-maneuver option, but is not unique to daggers or thrusting weapons. See [[Draft:Melee attacks|Melee attacks]] for controls, defenses and the broken '''!''' default shortcut.
[[Draft:Goblin|Goblins]] normally start with a plain +0 dagger, which is dropped with their other possessions when they die. The arena goblin is an exception: it receives an opener instead of the ordinary starting dagger.<ref>{{Source|guild1.c|365|368}}; {{Source|env.c|63|76}}; {{Source|lev.c|373|394}}.</ref> Daggers also occur among randomly generated weapons, where their enchantment and blessing may vary. A goblin's starting dagger is copied as ordinary equipment; it does not receive the random enchantment of a generated treasure item.<ref name="item-c-create_object">{{Source|item.c|7}} (<code>create_object</code>).</ref><ref name="item-c-make_weapon">{{Source|item.c|188}} (<code>make_weapon</code>).</ref><ref name="site1-c-l_armorer">{{Source|site1.c|164}} (<code>l_armorer</code>).</ref><ref name="lev-c-make_creature">{{Source|lev.c|317}} (<code>make_creature</code>).</ref><ref name="guild1-c-l_merc_guild">{{Source|guild1.c|12}} (<code>l_merc_guild</code>).</ref><ref name="guild1-c-l_arena">{{Source|guild1.c|300}} (<code>l_arena</code>).</ref><ref name="guild2-c-l_order">{{Source|guild2.c|631}} (<code>l_order</code>).</ref><ref name="minit-h-37">{{Source|minit.h|37}}.</ref>


Randomly found daggers may be enchanted or cursed. A cursed dagger is still called ''dagger'', so its familiar name is no assurance that it is safe to wield. The shop copy is the predictable option when you need a weapon immediately.
== Description ==
The dagger's normal melee attack is a thrust, with a Dexterity-based accuracy bonus. It also permits selecting a riposte, a defense followed by a possible counterattack. A lunge is available as with other ordinary melee weapons. These actions use the shared [[Draft:Melee attacks#Choosing actions|melee rules]].


For an opening route, see [[Draft:Your first weapon|Your first weapon]].
Throwing a dagger uses the character's current combat scores, not a separate dagger damage roll. A spare dagger's own enchantment does not independently improve that throw. The dagger is dropped at the landing square after a hit or miss, provided the ground can retain items. See [[Draft:Melee attacks#Throwing ordinary melee weapons|throwing ordinary melee weapons]] for the equipment interaction and recovery limits.
 
A dagger can be used for tunneling. Its damage rating counts twice in the wall-breaking check, but a tunneling mishap attempts to damage it. This is a trade between breaking through and preserving the weapon, not a guarantee that any wall can be opened.<ref name="aux1-c-calc_melee">{{Source|aux1.c|281}} (<code>calc_melee</code>).</ref><ref name="aux2-c-tacplayer">{{Source|aux2.c|636}} (<code>tacplayer</code>).</ref><ref name="command3-c-fire">{{Source|command3.c|223}} (<code>fire</code>).</ref><ref name="command3-c-tunnel">{{Source|command3.c|865}} (<code>tunnel</code>).</ref><ref name="inv-c-switch_to_slot">{{Source|inv.c|1345}} (<code>switch_to_slot</code>).</ref>
 
== Strategy ==
The dagger's price, accuracy and weight make it useful as a first weapon or a carried spare. For a character using normal thrusts, an [[Draft:Epee|epee]] offers three more hit points at the same damage rating for 100 Au; a [[Draft:Spear|spear]] costs the same and adds four damage points over the dagger, but loses two hit points. Prefer accuracy when attacks are missing, and damage when further accuracy would exceed the hit ceiling.
 
A strong character has another option: the starting cut remains saved when a dagger is equipped. That cut receives extra Strength damage, matching an equally enchanted [[Draft:Club|club]] strike with two more hit points and less weight. Explicitly selecting the dagger's normal attack changes it to a thrust. This saved-style behavior is useful to understand before treating a change of attack type as an upgrade.
 
A spare dagger is an economical projectile while keeping a stronger weapon wielded: the ordinary throwing calculation gives a heavier spare spear no inherent damage advantage in that situation. Recover thrown daggers when the square is accessible, but do not throw your only reliable melee weapon merely to get one ranged attack. Keep a valuable enchanted dagger out of risky tunneling work; a spare club avoids that particular weapon-damage check.
 
For guild and shopping routes, see [[Draft:Your first weapon|Your first weapon]].<ref name="iinit-h-174-212">{{Source|iinit.h|174|212}}.</ref><ref name="aux2-c-tacplayer" /><ref name="command3-c-fire" /><ref name="command3-c-tunnel" />
 
== References ==
<references />


[[Category:Drafts]]
[[Category:Drafts]]
[[Category:Weapons]]
[[Category:Weapons]]
[[Category:Omega 0.90.4]]
[[Category:Omega 0.90.4]]
<!-- Source: WinOmega 0.90.4, commit 009707d17482b977061a6223b9de63eac4d368c3. iinit.h:174-188,208-213: dagger and alternatives; site1.c:164-231, aux2.c:522-535: price and shop state; item.c:188-204: random enchantment and curse; char.c:100-106, itemf2.c:394-398, aux1.c:281-350, aux2.c:635-725, command3.c:597-781, mmelee.c:188-218: styles and riposte. Evidence and original-code experiments: wiki/research/first-weapon-0.90.4.md. -->
<!-- Source: WinOmega 0.90.4, commit 009707d17482b977061a6223b9de63eac4d368c3. iinit.h:174-188,208-213: identity and comparisons; site1.c:164-231 and aux2.c:522-535: shop copy and price; minit.h:37, lev.c:376-390, mon.c:97-109,154: goblin equipment and drops; item.c:8-44,188-204: random generation. -->
<!-- Same source: aux1.c:281-350, aux2.c:635-725, command3.c:597-781, mmelee.c:188-218: melee and saved styles; command3.c:223-310, aux2.c:592-616, itemf2.c:359-365,394-398, inv.c:196-218, util.c:273-342: throwing, damage and landing; command3.c:865-933: tunneling. Research and original-function experiments: wiki/research/first-weapon-0.90.4.md, entity revision dated 2026-09-08. -->

Latest revision as of 10:22, 10 September 2026

Omega 0.90.4

A dagger is a one-handed thrusting weapon in Omega. It can be wielded in melee, thrown as a projectile, or used to tunnel through suitable walls. Its appearance remains dagger whether identified or cursed.[1]

Generation

Julie's armorer shop in Rampart sells fully identified, uncursed +0 daggers for 10 Au.

Goblins normally start with a plain +0 dagger, which is dropped with their other possessions when they die. The arena goblin is an exception: it receives an opener instead of the ordinary starting dagger.[2] Daggers also occur among randomly generated weapons, where their enchantment and blessing may vary. A goblin's starting dagger is copied as ordinary equipment; it does not receive the random enchantment of a generated treasure item.[3][4][5][6][7][8][9][10]

Description

The dagger's normal melee attack is a thrust, with a Dexterity-based accuracy bonus. It also permits selecting a riposte, a defense followed by a possible counterattack. A lunge is available as with other ordinary melee weapons. These actions use the shared melee rules.

Throwing a dagger uses the character's current combat scores, not a separate dagger damage roll. A spare dagger's own enchantment does not independently improve that throw. The dagger is dropped at the landing square after a hit or miss, provided the ground can retain items. See throwing ordinary melee weapons for the equipment interaction and recovery limits.

A dagger can be used for tunneling. Its damage rating counts twice in the wall-breaking check, but a tunneling mishap attempts to damage it. This is a trade between breaking through and preserving the weapon, not a guarantee that any wall can be opened.[11][12][13][14][15]

Strategy

The dagger's price, accuracy and weight make it useful as a first weapon or a carried spare. For a character using normal thrusts, an epee offers three more hit points at the same damage rating for 100 Au; a spear costs the same and adds four damage points over the dagger, but loses two hit points. Prefer accuracy when attacks are missing, and damage when further accuracy would exceed the hit ceiling.

A strong character has another option: the starting cut remains saved when a dagger is equipped. That cut receives extra Strength damage, matching an equally enchanted club strike with two more hit points and less weight. Explicitly selecting the dagger's normal attack changes it to a thrust. This saved-style behavior is useful to understand before treating a change of attack type as an upgrade.

A spare dagger is an economical projectile while keeping a stronger weapon wielded: the ordinary throwing calculation gives a heavier spare spear no inherent damage advantage in that situation. Recover thrown daggers when the square is accessible, but do not throw your only reliable melee weapon merely to get one ranged attack. Keep a valuable enchanted dagger out of risky tunneling work; a spare club avoids that particular weapon-damage check.

For guild and shopping routes, see Your first weapon.[16][12][13][14]

References