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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}}


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.
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>
 
__TOC__


== Generation ==
== 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'''.
[[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'''.


Goblins normally start with a plain +0 dagger, which is dropped with their other possessions when they die. 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.
Goblins normally start with a plain +0 dagger, which is dropped with their other possessions when they die. 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>


== Description ==
== Description ==
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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.
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.
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 ==
== Strategy ==
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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.
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]].
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]]

Revision as of 06:58, 9 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. 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.[2][3][4][5][6][7][8][9]

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.[10][11][12][13][14]

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.[15][11][12][13]

References