Draft:Acid whip

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Omega 0.90.4

An acid whip is a light, accurate one-handed weapon that deals acid damage and can entangle an opponent. It appears as an ordinary whip, but has substantially higher combat ratings than the separate whip.[1]

Generation

Acid whips occur in random treasure, pawn-shop stock and acquirement. They have item level 4 and base value 1,000 Au. The constructor rolls blessing and enchantment; Julie's sells only the ordinary whip. Identify a found whip rather than assuming its appearance reveals the damage type or curse status.[2]

Acid and entangling

After a landed hit, the acid whip has a 50% chance to immobilize an opponent lacking physical immunity, then delivers its ordinary damage roll as acid. Damage and entangling therefore have different immunity conditions:

Target immunity Entangling Acid damage
Neither physical nor acid 50% chance Applies
Physical only Prevented Applies
Acid only 50% chance Prevented
Both Prevented Prevented

Entangling does not require the damage roll to cause HP loss. It prevents ordinary movement, not adjacent melee, ranged attacks or special abilities. The weapon does not set a timed expiration for the immobilization.[3]

As a striking weapon, normal attacks gain the usual Strength-based damage modifier. Its +16 base hit helps land the blow, but the entangling roll occurs only after that successful hit.[4]

Other uses

A spare acid whip retains acid damage and the same entangling chance when thrown. The damage rating uses current character damage plus twice the Strength modifier, not the spare whip's base rating and enchantment as separate additions. It normally drops for recovery after the attack; an equipped cursed copy cannot be thrown away.[5]

Tunneling contributes base damage 16 and uses the striking branch, avoiding the weapon-damage check on a tunneling mishap. The acid effect does not provide a separate wall-melting action in that operation.[6]

Strategy

At equal enchantment, an acid whip gains eight hit points and twelve damage points over an ordinary whip for only ten more weight. Its acid damage makes it useful against physically immune opponents without acid immunity, but such opponents still cannot be entangled.[7]

Use the movement restriction to make room against a suitable melee pursuer; do not expect an entangled spellcaster to stop acting. Compared with a mace of disruption, the whip is much lighter and more accurate before enchantment, but acid immunity can stop its damage and it lacks the mace's instant spirit disruption.[8]

References