Draft:Spear: Difference between revisions

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{{Weapon infobox|name=Spear|damage=10|hit=+10|attack=Thrusting|hands=1|price=100|weight=50}}
{{Weapon infobox|name=Spear|damage=10|hit=+10|attack=Thrusting|hands=1|price=100|weight=50}}


The '''spear''' is a one-handed thrusting weapon and the Order of Paladins' first gift. The Order's blessed +1 spear arrives with a horse, making that opening much stronger than buying a plain spear on its own.
A '''spear''' is a one-handed thrusting weapon in Omega, usable in melee or as a thrown projectile. The Order of Paladins gives an enchanted, blessed spear to new members. This reward is a modified ordinary spear, not a separate named artifact.


== The Order's opening gift ==
== Generation ==
A new applicant needs positive alignment and no Legion or Arena membership. From a neutral start, donating '''1 Au''' at the Rampart Orphanage and Hospice for the Needy supplies the required alignment point. Accept membership at the Order's headquarters to receive a fully identified spear with '''+1 enchantment''' and '''blessing strength +9''', and to become mounted immediately.
Julie's armorer shop sells fully identified, uncursed +0 spears for '''100 Au'''. Spears also occur as random weapons, where their enchantment and blessing vary.


The +1 enchantment contributes one hit point and one damage point. The blessing is not a +9 attack bonus. Being mounted contributes another '''+10 hit and +10 damage rating''', with any weapon. Keep these benefits separate when comparing a found weapon to the spear: dismounting weakens your attacks even if your equipment is unchanged.
A new Order recruit receives a fully identified '''+1 spear with blessing strength +9''', together with a horse, and becomes mounted immediately. Entry requires positive alignment and neither Legion nor Arena membership. A neutral character can meet the alignment requirement by donating 1 Au at the hospice; the full route is described in [[Draft:Your first weapon|Your first weapon]].


Eligible return visits give food, healing, treatment for poison and disease, and a replacement mount if needed. They do not uncurse a weapon. The Order also expects continued lawful behavior; the spear is part of a career choice, not a reason to ignore membership restrictions.
== Description ==
The spear occupies Weapon hand alone, leaving Ready hand available. Its normal thrust gains Dexterity-based accuracy, and it permits selecting riposte. Like other ordinary melee weapons, it can lunge. Saved combat actions persist when weapons are changed; the [[Draft:Melee attacks|melee rules]] describe how this can leave a spear using a cut instead of its normal thrust.


== Buying and fighting ==
The spear can be thrown and recovered from an accessible landing square on ordinary ground after either a hit or a miss. Throwing follows the [[Draft:Melee attacks#Throwing ordinary melee weapons|ordinary weapon rule]]: its higher weapon damage rating is not independently added when it is a spare projectile and another weapon remains wielded.
Julie's sells a fully identified, uncursed +0 spear for '''100 Au'''. Compared with a 10 Au [[Draft:Dagger|dagger]], it adds four damage points but loses two hit points and weighs five times as much. A Dexterity-heavy character can use the normal thrust's extra accuracy to support this damage trade. At the same price, an epee favors accuracy instead: +15 hit and damage rating 6, against the spear's +10 and 10.


The spear leaves Ready hand available. It can select a riposte as well as a thrust; a lunge is available too, but costs two maneuvers and is not restricted to spears. A new character's saved cut remains a cut after equipping the spear, so decide whether to keep its Strength damage or explicitly choose the normal thrust in '''F'''. Enter actions individually rather than using the broken '''!''' shortcut.
A spear can tunnel through suitable walls, using twice its damage rating in the wall-breaking check. Tunneling mishaps can damage it. Its larger contribution than a dagger's helps with the success check, but it does not make all walls breakable.


The Order reward is an ordinary spear with exceptional starting enchantment and blessing, not a separate named artifact. A random spear may instead be cursed; do not assume every copy is as predictable as the guild gift or shop stock.
== Strategy ==
Compared with a 10 Au [[Draft:Dagger|dagger]], a plain spear offers four additional damage points but two fewer hit points and five times the weight. A Dexterity-heavy character can use thrust accuracy to support that damage trade. At the same 100 Au price, an epee instead favors accuracy: +15 hit and damage rating 6, against the spear's +10 and 10.


See [[Draft:Your first weapon|Your first weapon]] for the complete opening choice and [[Draft:Melee attacks|Melee attacks]] for tactics.
The Order's spear is a strong starting weapon, especially with its accompanying mount. The +1 enchantment adds one hit point and one damage point; the +9 blessing is not another +9 combat bonus. Being mounted adds a separate +10 to hit and damage rating with any weapon. Judge an upgrade with that distinction in mind: the horse's contribution is lost on dismounting, not on replacing the spear.
 
Keep the Order gift for melee rather than choosing it as a projectile solely for its enchantment. A cheap spare dagger can use the spear wielder's combat scores without throwing the valuable spear away. For digging, a spare [[Draft:Club|club]] gives up the spear's stronger wall-breaking contribution but avoids the ordinary tunneling weapon-damage check.


[[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. guild2.c:631-735, site2.c:1027-1056, effect3.c:103-135: entry, exact gift and return limits; iinit.h:174-175,186-187,212-213, site1.c:164-231, aux2.c:522-535: comparisons and price; item.c:188-204,536-552: random state and hands; aux1.c:281-350, aux2.c:635-725, command3.c:597-781, mmelee.c:188-218: mounted bonus, styles and riposte. Original-code results: wiki/research/first-weapon-0.90.4.md. -->
<!-- Source: WinOmega 0.90.4, commit 009707d17482b977061a6223b9de63eac4d368c3. iinit.h:174-175,186-187,212-213: identity and comparisons; guild2.c:631-711 and site2.c:1027-1056: entry and exact reward; site1.c:164-231, aux2.c:522-535, item.c:8-44,188-204: purchasing and random copies; item.c:536-552, aux1.c:281-350, aux2.c:635-725, command3.c:597-781: hands, mounting and melee. -->
<!-- Same source: command3.c:223-310, aux2.c:592-616, 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 spear is a one-handed thrusting weapon in Omega, usable in melee or as a thrown projectile. The Order of Paladins gives an enchanted, blessed spear to new members. This reward is a modified ordinary spear, not a separate named artifact.

Generation

Julie's armorer shop sells fully identified, uncursed +0 spears for 100 Au. Spears also occur as random weapons, where their enchantment and blessing vary.

A new Order recruit receives a fully identified +1 spear with blessing strength +9, together with a horse, and becomes mounted immediately. Entry requires positive alignment and neither Legion nor Arena membership. A neutral character can meet the alignment requirement by donating 1 Au at the hospice; the full route is described in Your first weapon.

Description

The spear occupies Weapon hand alone, leaving Ready hand available. Its normal thrust gains Dexterity-based accuracy, and it permits selecting riposte. Like other ordinary melee weapons, it can lunge. Saved combat actions persist when weapons are changed; the melee rules describe how this can leave a spear using a cut instead of its normal thrust.

The spear can be thrown and recovered from an accessible landing square on ordinary ground after either a hit or a miss. Throwing follows the ordinary weapon rule: its higher weapon damage rating is not independently added when it is a spare projectile and another weapon remains wielded.

A spear can tunnel through suitable walls, using twice its damage rating in the wall-breaking check. Tunneling mishaps can damage it. Its larger contribution than a dagger's helps with the success check, but it does not make all walls breakable.

Strategy

Compared with a 10 Au dagger, a plain spear offers four additional damage points but two fewer hit points and five times the weight. A Dexterity-heavy character can use thrust accuracy to support that damage trade. At the same 100 Au price, an epee instead favors accuracy: +15 hit and damage rating 6, against the spear's +10 and 10.

The Order's spear is a strong starting weapon, especially with its accompanying mount. The +1 enchantment adds one hit point and one damage point; the +9 blessing is not another +9 combat bonus. Being mounted adds a separate +10 to hit and damage rating with any weapon. Judge an upgrade with that distinction in mind: the horse's contribution is lost on dismounting, not on replacing the spear.

Keep the Order gift for melee rather than choosing it as a projectile solely for its enchantment. A cheap spare dagger can use the spear wielder's combat scores without throwing the valuable spear away. For digging, a spare club gives up the spear's stronger wall-breaking contribution but avoids the ordinary tunneling weapon-damage check.