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}}


The '''club''' is a basic striking weapon and the Arena trainee's free starter. Its normal strike benefits from Strength, but its larger significance at the start is the company it keeps: a shield, Gym credit and an additional combat maneuver.
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.


== The Arena's "wooden sword" ==
== Generation ==
At the '''Rampart Coliseum''', choose '''r''' to register with at least Strength 13 and Agility 12. Legion members and paladins cannot register. The announcer says you receive a wooden sword, but the item delivered is a '''club'''. You also receive a large round shield and 5,000 Au of Gym credit. This is a naming mismatch in the reward, not a separate wooden-sword item.
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.


Registration alone gives the package; you can leave without accepting a match. The extra maneuver is a membership benefit and remains available with a different weapon. To use three maneuvers explicitly, '''F a c b c a c Return''' selects strike Center, block Center, strike Center. The '''!''' shortcut does not save the sequence correctly in 0.90.4.
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.


== Is it worth replacing? ==
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.
A free club is enough to avoid shopping solely for the sake of having a weapon. Against an equally enchanted short sword, it loses one hit point and two damage points; Julie's charges 80 Au for that sword. Replacing the club should compete with your other needs for money.


If buying from scratch, a 10 Au [[Draft:Dagger|dagger]] deserves a look before paying the same price for a club. Its normal thrust favors Dexterity, while the club's strike favors Strength. A new character can also leave the starting cut saved and wield the dagger: that preserves the extra Strength damage, matching the club's damage with better accuracy and less weight. The club's free Arena availability is a stronger argument than its shop statistics.
== 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]].


A club has a small utility beyond fighting: ordinary tunneling mishaps do not damage striking weapons. It still needs to pass the wall-breaking check, and some walls cannot be tunneled through. This makes a spare club a possible digging tool without risking the tunneling damage check faced by a dagger or spear.
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.


See [[Draft:Your first weapon|Your first weapon]] and [[Draft:Melee attacks|Melee attacks]] for the opening routes and attack rules.
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. guild1.c:301-348, iinit.h:208-209,294 and aux3.c:1168-1181: Arena reward, name mismatch and extra maneuver; site1.c:164-231, aux2.c:522-535: price; iinit.h:174-177, aux1.c:281-350, aux2.c:635-725, command3.c:597-781: combat comparisons; command3.c:865-933: tunneling eligibility, mishap and success checks. Evidence: wiki/research/first-weapon-0.90.4.md. -->
<!-- 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

Omega 0.90.4

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.