Obsolete:Draft:Weapon

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Obsolete draft. Historical archive of a previously unpublished local draft, retired on 2026-09-09. Its claims have not been accepted as current guidance. The independently rewritten replacement is Draft:Weapon. The original local text is preserved in repository commit 7a6345d.
Omega 0.90.4

Weapons are reusable combat items represented by a grey ) in Omega 0.90.4. The first twenty weapon types are ordinary melee weapons; they trade accuracy, damage, weight, attack style, and hand use against one another.

All twenty weapons on this page are common, have fragility 15, and use their own name whether unidentified, identified, or cursed. Identification is still valuable because it reveals blessing and plus.[1][2]

Weapon types

Weapon Damage Hit Attack Hands Weight Value (Au) Level[2]
Draft:Dagger 6 +12 Thrusting 1 10 5 0
Draft:Short sword 8 +11 Cutting 1 25 40 1
Draft:Broad sword 12 +9 Cutting 1 40 90 2
Draft:Bastard sword 16 +8 Cutting 1 50 250 3
Draft:Katana 16 +10 Cutting 1 50 500 4
Draft:Great-sword 20 +7 Cutting 2 75 400 5
Draft:Epee 6 +15 Thrusting 1 15 50 2
Draft:Rapier 8 +13 Thrusting 1 20 250 3
Draft:Estoc 11 +12 Thrusting 1 25 500 5
Draft:Cutlass 8 +8 Cutting 1 35 40 1
Draft:Hand-axe 8 +10 Cutting 1 25 50 1
Draft:Battle-axe 12 +8 Cutting 1 50 100 2
Draft:Great-axe 24 +7 Cutting 2 100 200 5
Draft:Mace 12 +8 Striking 1 50 50 2
Draft:War-hammer 14 +6 Striking 1 50 60 2
Draft:Morning-star 16 +7 Striking 1 60 150 5
Draft:Flail 12 +7 Striking 1 50 50 3
Draft:Club 6 +10 Striking 1 30 5 0
Draft:Quarterstaff 9 +12 Striking 2 80 30 1
Draft:Spear 10 +10 Thrusting 1 50 50 2

Finding weapons

Weapons can appear as dungeon-floor treasure, monster treasure, pawn-shop stock, or the result of a noncursed scroll of acquirement. When a random treasure roll chooses an item class, weapons take 10 of the 135 possible outcomes. All 41 weapon types are initially equally likely, after which dungeon depth favors items near or below the area's level.

A weapon below the area's level always passes the depth check. One at the same level passes about two-thirds of the time, one level higher about one-third, and a still higher weapon only on the one-percent exception. Rejected choices restart the entire treasure roll rather than choosing another weapon directly.

Several of these weapons also have dependable sources. Goblins carry daggers, apprentice ninjas carry short swords, guardsmen and rakshasas carry great-swords, outer circle demons carry estocs, goblin chieftains carry great-axes, militant priests carry maces, and grunts carry clubs. Joining the Legion grants a short sword; joining the Arena grants a club and shield; joining the Order grants a known blessed +1 spear.[3][4][5][6][7][8]

Data and mechanics

A wielded weapon adds its hit score and plus to the player's chance to hit. Its damage score and plus raise the amount rolled after a successful hit. Ordinary cutting and striking attacks also benefit from Strength, while the standard thrusting attack trades that damage bonus for extra accuracy from Dexterity. A lunge costs two maneuvers, gains a large hit bonus, and adds the player's level to damage.

Thrusting weapons can reserve a two-maneuver riposte. If a matching defense blocks an attack, the player immediately attempts a counterattack. Great-swords, great-axes, and quarterstaves occupy both the ready hand and weapon hand; the other weapons on this page leave the ready hand available.

Random weapons have linked BUC and plus. Blessed copies begin at +1 or better, uncursed copies at +0 or better, and cursed copies at -1 or worse. The plus is added to both hit and damage while wielded. Once a cursed weapon is readied, it cannot be put away, dropped, or thrown until its curse is removed.

All twenty weapons can be thrown. A hit deals normal weapon damage and the weapon lands at the target square; a miss drops it at the end of its path. Throwing a readied cursed weapon is blocked.[9][10][11][12][13]

Effects and interactions

Weapon fragility matters when a fumble, trap, environmental effect, or tunneling mishap tries to damage the item. A successful damage attempt first removes one positive plus; otherwise the weapon may shatter, although a sufficiently high-level blessed weapon can resist. This gives enchanted weapons a limited buffer against breakage.

Any wielded melee weapon can be used to tunnel through a wall. Thrusting weapons use twice their base damage toward progress, but every one-in-twenty tunneling mishap attempts to damage them. Cutting weapons receive no digging multiplier and face a smaller breakage check; striking weapons avoid that particular tunneling damage check.

Base value is only a starting point. Positive plus raises the recognized value by one quarter of base value per point, negative plus divides it, and blessing doubles it. Unidentified weapons receive much worse shop valuation than fully identified ones.[14][15][16]

Strategy

Choose by the tradeoff that matters now. High-hit weapons such as the epee, rapier, dagger, and estoc are reliable against evasive targets and unlock ripostes. Heavy cutting weapons provide the largest raw damage, but the great-sword and great-axe consume both hands. Striking weapons are safer tools for tunneling; the mace and morning-star offer solid damage without giving up the ready hand.

Identify or curse-test a promising weapon before readying it. A negative plus hurts both accuracy and damage, and a cursed weapon remains stuck in use. When comparing upgrades, include plus in both columns: a well-enchanted lighter weapon can outperform an unenchanted heavy one while saving weight and, in the case of a one-handed weapon, preserving the ready hand.

References