Draft:Club: Difference between revisions
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{{Weapon infobox|name=Club|damage=6|hit=+10|attack=Striking|hands=1|price=10|weight=30}} | {{Weapon infobox|name=Club|damage=6|hit=+10|attack=Striking|hands=1|price=10|weight=30}} | ||
A '''club''' is a one-handed striking weapon in Omega. It can be wielded, thrown, or used as a digging implement. It is a different weapon from the much heavier giant club. | |||
== | == Generation == | ||
Julie's armorer shop sells fully identified, uncursed +0 clubs for '''10 Au'''. Grunts normally start with a plain +0 club and drop their possessions on death. Clubs also occur as random weapons, with potentially different enchantment and blessing. | |||
Registering as a gladiator at the Rampart Coliseum gives a plain +0 club, a large round shield and 5,000 Au of Gym credit. Applicants need Strength 13 and Agility 12 and cannot belong to the Legion or Order. Registration does not require fighting a match. | |||
The announcer calls the reward a ''wooden sword'', but the weapon actually received is a club. This is an alternative name in the reward dialogue, not a separate item. | |||
== Description == | |||
A club normally strikes in melee, receiving extra Strength damage. It can also lunge. Its damage rating equals a [[Draft:Dagger|dagger]]'s, but its hit bonus is two points lower and it weighs three times as much. The attack type affects the normal maneuver selected, rather than preventing every saved action of another type; see [[Draft:Melee attacks#Choosing actions|melee actions]]. | |||
The club uses the shared [[Draft:Melee attacks#Throwing ordinary melee weapons|ordinary throwing rules]] and is dropped at the landing square after a hit or miss on ground that retains items. | |||
Striking weapons do not take weapon damage from ordinary tunneling mishaps. A club still has to pass the wall-breaking check and cannot open every wall; its protection applies to that mishap, not to other sources of weapon damage. | |||
== Strategy == | |||
A free Arena club can serve until there is a worthwhile replacement. An equally enchanted [[Draft:Short sword|short sword]] improves hit by one and damage rating by two while reducing weight; Julie's charges 80 Au for it. Arena membership's extra maneuver remains available with either weapon, so replacing the club does not sacrifice the main combat benefit of registration. See [[Draft:Your first weapon|Your first weapon]] for the full opening choice. | |||
When buying a weapon from scratch, consider the same-priced dagger. Its normal thrust favors Dexterity, and a strong character can retain the starting cut to match the club's strike damage with better accuracy and less weight. The club is more compelling as a free reward or spare tool than as a statistical upgrade over a dagger. | |||
A spare club is useful for tunneling without exposing a valuable dagger or spear to the tunneling damage check. The trade is a weaker wall-breaking contribution than those thrusting weapons. It can also be thrown while another weapon stays equipped, although a dagger is a lighter projectile with the same ordinary throwing damage under those conditions. | |||
[[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. | <!-- Source: WinOmega 0.90.4, commit 009707d17482b977061a6223b9de63eac4d368c3. iinit.h:174-177,208-209,250,294: club, comparisons, distinct giant club and shield; guild1.c:301-348, aux3.c:1168-1181: Arena reward and maneuver; minit.h:24, lev.c:376-390, mon.c:97-109,154: grunt equipment and drops; site1.c:164-231, aux2.c:522-535, item.c:8-44,188-204: purchasing and random copies. --> | ||
<!-- Same source: aux1.c:281-350, aux2.c:635-725, command3.c:597-781: melee; command3.c:223-310, itemf2.c:359-365,394-398, inv.c:196-218: throwing; command3.c:865-933: tunneling. Research and original-function experiments: wiki/research/first-weapon-0.90.4.md, entity revision dated 2026-09-08. --> | |||
Revision as of 15:40, 8 September 2026
| ) | |
| Base damage rating | 6 |
|---|---|
| Base hit bonus | +10 |
| Normal attack type | Striking |
| Hands | 1 |
| Julie's price (Au) | 10 |
| Weight | 30 |
A club is a one-handed striking weapon in Omega. It can be wielded, thrown, or used as a digging implement. It is a different weapon from the much heavier giant club.
Generation
Julie's armorer shop sells fully identified, uncursed +0 clubs for 10 Au. Grunts normally start with a plain +0 club and drop their possessions on death. Clubs also occur as random weapons, with potentially different enchantment and blessing.
Registering as a gladiator at the Rampart Coliseum gives a plain +0 club, a large round shield and 5,000 Au of Gym credit. Applicants need Strength 13 and Agility 12 and cannot belong to the Legion or Order. Registration does not require fighting a match.
The announcer calls the reward a wooden sword, but the weapon actually received is a club. This is an alternative name in the reward dialogue, not a separate item.
Description
A club normally strikes in melee, receiving extra Strength damage. It can also lunge. Its damage rating equals a dagger's, but its hit bonus is two points lower and it weighs three times as much. The attack type affects the normal maneuver selected, rather than preventing every saved action of another type; see melee actions.
The club uses the shared ordinary throwing rules and is dropped at the landing square after a hit or miss on ground that retains items.
Striking weapons do not take weapon damage from ordinary tunneling mishaps. A club still has to pass the wall-breaking check and cannot open every wall; its protection applies to that mishap, not to other sources of weapon damage.
Strategy
A free Arena club can serve until there is a worthwhile replacement. An equally enchanted short sword improves hit by one and damage rating by two while reducing weight; Julie's charges 80 Au for it. Arena membership's extra maneuver remains available with either weapon, so replacing the club does not sacrifice the main combat benefit of registration. See Your first weapon for the full opening choice.
When buying a weapon from scratch, consider the same-priced dagger. Its normal thrust favors Dexterity, and a strong character can retain the starting cut to match the club's strike damage with better accuracy and less weight. The club is more compelling as a free reward or spare tool than as a statistical upgrade over a dagger.
A spare club is useful for tunneling without exposing a valuable dagger or spear to the tunneling damage check. The trade is a weaker wall-breaking contribution than those thrusting weapons. It can also be thrown while another weapon stays equipped, although a dagger is a lighter projectile with the same ordinary throwing damage under those conditions.