Draft:Weapon

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Omega 0.90.4

Weapons are reusable combat equipment in Omega. The catalogue contains 41 kinds, including ordinary melee weapons, special weapons, launchers and ammunition. Melee weapons use a grey ); launchers and missiles use a brown (. Accuracy, damage, burden, hand use and special effects all matter when choosing between them.[1]

For an opening purchase or guild weapon, see Your first weapon. For attack sequences, defense and hit rolls, see Melee attacks.

Choosing a weapon

Begin with a weapon whose identity and curse status are known. A larger damage rating is useful only when attacks connect and the load remains manageable. Enchantment improves both hit and damage, so an enchanted inexpensive weapon can outperform an unenchanted expensive one. The ratings below are weapon contributions, not hit percentages or guaranteed damage per attack.[2]

For ordinary melee, cutting and striking attacks gain extra Strength-based damage; thrusts gain extra Dexterity-based accuracy. A lunge spends two maneuvers for another combination of bonuses. These effects follow the saved action sequence: changing to a different weapon does not automatically rewrite that sequence. Thrusting weapons permit selection of a riposte, which requires a matching defense and a separate counterattack hit roll.[3]

Ordinary weapons deal normal physical damage. More enchantment does not by itself defeat physical immunity. A suitable special weapon, magic or successful dispelling may solve a problem that buying a heavier ordinary blade does not.[4]

Weapon catalogue

Damage and hit are the base ratings before enchantment and character bonuses. Item level affects random generation; it is not a level requirement for purchase or use. Weight contributes to carried burden. Hand counts describe wielding; an arrow held for a shot is not a second wielded weapon.[5]

Shop weapons

Julie's sells these 23 kinds fully identified, uncursed and +0. The prices are actual shop prices for those copies. The first 22 use ordinary physical attacks; the whip additionally has an entangling attack. Availability in the shop does not require reaching the item's listed level.[6]

Weapon Price (Au) Hit Damage Style Hands Weight Item level
dagger 10 12 6 Thrusting 1 10 0
short sword 80 11 8 Cutting 1 25 1
broad sword 180 9 12 Cutting 1 40 2
bastard sword 500 8 16 Cutting 1 50 3
katana 1000 10 16 Cutting 1 50 4
great-sword 800 7 20 Cutting 2 75 5
epee 100 15 6 Thrusting 1 15 2
rapier 500 13 8 Thrusting 1 20 3
estoc 1000 12 11 Thrusting 1 25 5
cutlass 80 8 8 Cutting 1 35 1
hand-axe 100 10 8 Cutting 1 25 1
battle-axe 200 8 12 Cutting 1 50 2
great-axe 400 7 24 Cutting 2 100 5
mace 100 8 12 Striking 1 50 2
war-hammer 120 6 14 Striking 1 50 2
morning-star 300 7 16 Striking 1 60 5
flail 100 7 12 Striking 1 50 3
club 10 10 6 Striking 1 30 0
quarterstaff 60 12 9 Striking 2 80 1
spear 100 10 10 Thrusting 1 50 2
halberd 200 6 16 Cutting 2 100 3
trident 150 7 12 Thrusting 1 80 3
whip 200 8 4 Striking 1 20 2

Launchers and missiles

These five kinds share the weapon generation pool but are not in Julie's stock. Values here are base values, not a purchase quote. Arrow and bolt stacks made by the random constructor contain 1-20 projectiles.[7]

Weapon Hit Damage Hands Weight Base value (Au) Item level
longbow 15 12 2 100 300 2
crossbow 15 20 2 150 500 3
arrow 3 3 1 2 2 1
bolt 0 3 1 2 5 1
bola 10 3 1 50 50 2

The longbow adds its wielded damage contribution to fired arrows. The crossbow needs loading: selecting a bolt while holding an unloaded crossbow performs the loading action, and a later shot uses the loaded state. Loading itself does not remove a bolt; a successful loaded bolt attack resets the crossbow to unloaded. Bolas can entangle rather than acting like ordinary spare melee weapons.[8]

Special weapons

These are distinct objects, including weapons whose unidentified names resemble ordinary equipment. Ratings are still base ratings; several start with fixed enchantment or blessing, so the initial effective contribution can be much larger. Positive enchantment does not prove that such a weapon is uncursed.[9]

Weapon Unidentified name Hit Damage Hands Weight Base value (Au) Initial enchantment / blessing Item level
lightsabre grey metal cylinder 20 30 1 20 2000 0 / 0 9
Demonblade bastard sword 8 16 1 500 1000 8 / -8 9
mace of disruption mace 10 17 1 250 3000 7 / 7 7
vorpal sword broad sword 9 12 1 40 3000 5 / 0 7
Desecrator great-sword 7 20 2 100 5000 7 / -7 9
firestar morning-star 7 16 1 60 2000 7 / 0 6
Defender estoc 12 10 1 50 3000 7 / 7 7
Victrix ivory spear 10 100 1 50 5000 10 / 10 10
Goblins' Hewer great-axe 6 32 2 500 2000 6 / 0 7
scythe of slicing scythe 10 30 1 100 500 20 / -10 6
giant club giant club -10 50 2 250 100 0 / 0 5
Scythe of Death Scythe of Death 1000 10000 2 500 10000 0 / 0 10
acid whip whip 16 16 1 30 1000 0 / 0 4

Lightsabres mix physical and fire damage but can injure a wielder who attacks without knowing the weapon. Demonblade is a cursed life-stealing weapon with dangerous spirit interactions. A mace of disruption destroys creatures with spirit melee and otherwise uses unstoppable damage; the acid whip deals acid damage and may entangle. These are different answers to resistance, not a universal property of expensive weapons.[10]

Vorpal swords can instantly kill physically vulnerable opponents. Desecrator's attacks depend on the wielder's alignment, while firestar can create a fireball centered on the wielder. Defender supplies protection and has its own alignment consequences. Victrix destroys creatures with spirit melee and grants several immunities while used. The Scythe of Death kills its target but is fatal to a non-Adept wielder who triggers its attack; trying to throw it at a creature produces a miss instead.[11]

Obtaining and identifying weapons

Julie's fixed selection makes many powerful ordinary weapons available as soon as they can be afforded. The shop opens 07:00-20:59 except for the whole noon hour. The pawn shop instead generates stock at source level 5, so its actual selection changes. An item's base value is not a universal buying or selling price.[12]

Guild entry can supply a starting weapon: the Legion gives a short sword, the Arena a club described as a wooden sword, and the Order a fully identified blessed +1 spear and a mount. The initial martial memberships exclude one another. The mount's combat bonuses are a character benefit, not a unique property of every spear.[13]

Fixed monster possessions are another source. Goblins carry daggers, apprentice ninjas short swords, goblin chieftains great-axes, guardsmen and rakshasas great-swords, and outer circle demons estocs. Such initial possessions are copied from their definitions, rather than rolled as random enchanted equipment. Recovering them can require a dangerous fight or a suitable theft; the opponent's abilities must be considered separately.[14]

Victrix is the Arena championship prize, Goblins' Hewer is the Goblin King's possession, and the Scythe of Death is associated with Death. Their definitions are excluded from ordinary random-object generation. Acquirement uses a separate selection and construction path; a blessed scroll can select from the weapon catalogue, including these definitions, without the ordinary generation filter. The resulting object retains any fixed initial properties and otherwise rolls its own blessing and enchantment.[15]

The names of ordinary weapons do not reveal their blessing or enchantment, and several special weapons imitate their appearances. Use identification to establish the individual object's state. A known shop copy is safer than wielding an unknown sword to see whether it announces a dangerous identity.[16]

Random generation

On each ordinary random-object proposal, the weapon category has weight 10 out of 135 and one of the 41 kinds is selected uniformly. This is a proposal, not the final loot distribution. The three predefined unique weapons are rejected, and item-level rejection restarts the whole object selection.[17]

For a nonexcluded weapon of item level l and source level d, the acceptance chances are:[18]

Item level relative to source Acceptance per proposal
Lower than source 100%
Equal to source 67%
One higher 34%
Two or more higher 1%

Conditional on the final object being a weapon, a kind's probability is its acceptance chance divided by the sum of acceptance chances of the 38 eligible kinds. Thus weapons of the same item level have equal probabilities per kind within this pool, but the category itself is not exactly 10/135 of final loot. Monster starting possessions, shop purchases and acquirement use their own rules. Source level belongs to the generation event and need not equal the character's level.

Blessing and enchantment

For an ordinary weapon with no fixed initial blessing or enchantment, random construction uses the following distribution. The independent nonnegative roll p is 0 with probability 1/2, 1 with probability 1/4, 2 with probability 1/8, and so on.[19]

State Probability Blessing strength Enchantment
Cursed 20% Uniformly -1 through -10 -(1 + p)
Uncursed 60% 0 p
Blessed 20% Uniformly +1 through +10 1 + p

These rules do not replace a special weapon's nonzero initial properties and do not describe Julie's plain copies or fixed monster possessions. For ordinary attacks, blessing is not an extra hit or damage bonus; enchantment is. Blessing still matters for curses, resistance to breakage and effects that inspect it.[20]

A cursed weapon in use resists removal, packing and throwing. Blessing and dispelling offer different removal conditions; strong blessing can destroy a deeply cursed item. Enchantment improves equipment but has its own explosion risk. Establish a valuable weapon's state before attempting an improvement or curse removal.[21]

Hands and combat actions

A weapon must be in use to contribute its wielded bonuses. Two-handed weapons require both weapon hand and ready hand; carrying one in a single hand leaves it inactive. The shield occupies a separate slot and can still provide defense. Two hand entries can refer to one weapon, and the inventory handles them together when it is taken away.[22]

Use the combat sequence to choose attack locations and defenses. A normal attack uses one maneuver, while lunges and ripostes use two. Two-handed weapons do not independently grant extra maneuvers. A previously saved cut, thrust or riposte can persist after a weapon change; menu eligibility and execution are separate. In 0.90.4, the menu's default-sequence shortcut has a truncation defect, so enter the intended sequence explicitly as described in the combat guide.[23]

Throwing and shooting

Use Fire/Throw with an accessible item. Ordinary melee weapons can be thrown, but their listed ratings are not independent projectile statistics: the hit check uses current character hit, and a normal weapon hit uses current character damage plus the throwing Strength bonus. Consequently, an expensive or heavily enchanted spare blade is not automatically a stronger throw than a cheap spare weapon while the same main weapon remains in use.[24]

Throwing a wielded weapon first removes its use effect; special weapons may therefore behave differently. Ordinary weapons usually land at the target or the end of their path and require recovery. A successful arrow or bolt attack has a one-in-four chance to consume that projectile instead of dropping it. A missed shot does not run that successful-hit consumption branch.[25]

Arrows and bolts have their own damage routines, including launcher checks; they are not covered by the spare-melee-weapon comparison. Special weapon attack effects also follow the thrown object's own identity. Before treating a named weapon as ammunition, check its actual effect and failure conditions.[26]

Tunneling and breakage

Tunneling attempts require suitable walls. The base weapon damage contributes to the success check, doubled for thrusting weapons; enchantment does not increase that contribution. Cutting uses the ordinary contribution, while striking is valuable because it avoids the weapon-damage check on a tunneling mishap.[27]

On the one-in-twenty mishap, a thrusting weapon always undergoes a damage attempt. For an ordinary cutting weapon with fragility 15, the additional fragility check can also cause an attempt. That is not automatic destruction: the damage routine performs another check, can spare sufficiently blessed or deeply cursed equipment, and otherwise removes a positive enchantment point before shattering an unprotected nonpositive copy. Other traps, fumbles and effects can damage equipment even if striking is safe for this particular tunneling check.[28]

Carry an inexpensive tool when preserving your main weapon matters more than maximizing the digging contribution. A costly thrusting sword can be an effective digger without being an economical one. Extra tools also increase burden, so compare the route's needs with the weight of keeping a second weapon.

Older advice

The older spoiler collection describes duplicating a two-handed weapon after saving, restoring and moving one hand's copy into the pack, while explicitly warning that this was a pre-0.75 exploit. Radons's correspondence also describes duplicating the Goblin King's axe. These reports are historical leads, not a current source of money.[29]

Current save code writes a shared two-handed weapon once and reconnects the hand slots on restoration. Current inventory routines remove both references when packing or replacing that weapon; focused original-function checks for great-sword, great-axe and quarterstaff retain only one copy. Those checks did not reproduce an entire saved game or prove the absence of every inventory defect.[30]

Sanders's 1995 FAQ recommends different damage types or dispelling against physical immunity, a useful distinction to investigate. Its claim that Victrix cannot harm immune creatures needs a narrower current interpretation: Victrix explicitly destroys a target with spirit melee, while its other attacks still use normal damage. Read each special weapon's current behavior rather than treating a historical list as a universal rule.[31][32]

References

  1. iinit.h in Omega 0.90.4, lines 174–254; defs.h in Omega 0.90.4, lines 673–674.
  2. aux1.c in Omega 0.90.4, lines 281–350; aux2.c in Omega 0.90.4, lines 20–65; aux2.c in Omega 0.90.4, lines 636–725.
  3. command3.c in Omega 0.90.4, lines 597–713; aux2.c in Omega 0.90.4, lines 636–725; mmelee.c in Omega 0.90.4, lines 189–220.
  4. itemf2.c in Omega 0.90.4, lines 359–365; mon.c in Omega 0.90.4, lines 112–130; effect3.c in Omega 0.90.4, lines 827–915.
  5. iinit.h in Omega 0.90.4, lines 174–254; item.c in Omega 0.90.4, lines 536–552; aux1.c in Omega 0.90.4, lines 281–350.
  6. site1.c in Omega 0.90.4, lines 164–231; aux2.c in Omega 0.90.4, lines 522–535; iinit.h in Omega 0.90.4, lines 174–218; itemf2.c in Omega 0.90.4, lines 310–322.
  7. iinit.h in Omega 0.90.4, lines 226–234; item.c in Omega 0.90.4, lines 188–204; site1.c in Omega 0.90.4, lines 164–187.
  8. command3.c in Omega 0.90.4, lines 223–310; itemf2.c in Omega 0.90.4, lines 307–344.
  9. iinit.h in Omega 0.90.4, lines 220–254; item.c in Omega 0.90.4, lines 188–204.
  10. itemf2.c in Omega 0.90.4, lines 206–308; itemf2.c in Omega 0.90.4, lines 343–356.
  11. itemf2.c in Omega 0.90.4, lines 223–234; itemf2.c in Omega 0.90.4, lines 416–546; command3.c in Omega 0.90.4, lines 267–275.
  12. site1.c in Omega 0.90.4, lines 164–231; site1.c in Omega 0.90.4, lines 1022–1105; util.c in Omega 0.90.4, lines 500–524.
  13. guild1.c in Omega 0.90.4, lines 12–80; guild1.c in Omega 0.90.4, lines 300–348; guild2.c in Omega 0.90.4, lines 674–712; aux1.c in Omega 0.90.4, lines 309–328.
  14. minit.h in Omega 0.90.4, line 12; minit.h in Omega 0.90.4, line 37; minit.h in Omega 0.90.4, line 69; minit.h in Omega 0.90.4, line 87; minit.h in Omega 0.90.4, line 187; minit.h in Omega 0.90.4, line 209; lev.c in Omega 0.90.4, lines 376–393; mon.c in Omega 0.90.4, lines 97–109.
  15. guild1.c in Omega 0.90.4, lines 499–514; minit.h in Omega 0.90.4, line 107; minit.h in Omega 0.90.4, line 287; item.c in Omega 0.90.4, lines 7–41; item.c in Omega 0.90.4, lines 188–204; effect1.c in Omega 0.90.4, lines 713–728.
  16. iinit.h in Omega 0.90.4, lines 174–254; effect1.c in Omega 0.90.4, lines 494–549; itemf2.c in Omega 0.90.4, lines 375–392.
  17. item.c in Omega 0.90.4, lines 7–41; item.c in Omega 0.90.4, lines 188–204.
  18. item.c in Omega 0.90.4, lines 29–33.
  19. item.c in Omega 0.90.4, lines 188–204; item.c in Omega 0.90.4, lines 506–534.
  20. item.c in Omega 0.90.4, lines 188–204; aux1.c in Omega 0.90.4, lines 315–328; aux1.c in Omega 0.90.4, lines 440–488.
  21. inv.c in Omega 0.90.4, lines 1297–1318; inv.c in Omega 0.90.4, lines 1345–1362; command3.c in Omega 0.90.4, lines 223–242; effect1.c in Omega 0.90.4, lines 8–188; effect3.c in Omega 0.90.4, lines 827–915.
  22. inv.c in Omega 0.90.4, lines 1297–1452; inv.c in Omega 0.90.4, lines 1536–1580; aux1.c in Omega 0.90.4, lines 315–339.
  23. command3.c in Omega 0.90.4, lines 597–771; aux2.c in Omega 0.90.4, lines 636–725; mmelee.c in Omega 0.90.4, lines 189–220; aux3.c in Omega 0.90.4, lines 1168–1199.
  24. command3.c in Omega 0.90.4, lines 223–310; aux2.c in Omega 0.90.4, lines 592–616; itemf2.c in Omega 0.90.4, lines 359–365.
  25. command3.c in Omega 0.90.4, lines 247–310.
  26. itemf2.c in Omega 0.90.4, lines 320–344; aux2.c in Omega 0.90.4, lines 592–616.
  27. command3.c in Omega 0.90.4, lines 865–933.
  28. command3.c in Omega 0.90.4, lines 884–933; aux1.c in Omega 0.90.4, lines 397–488; aux2.c in Omega 0.90.4, lines 69–133.
  29. A. Light (editor), Omega Spoilers version 1.10, updated 3 May 1994 and reposted 19 April 1995, Scams, lines 630-654; local file omega-0.75-spoilers.txt. Gunnar Radons, collected correspondence, lines 412-414 of omega-0.75-hints.txt; exact executable version not established.
  30. save.c in Omega 0.90.4, lines 249–258; save.c in Omega 0.90.4, lines 680–689; inv.c in Omega 0.90.4, lines 475–537; inv.c in Omega 0.90.4, lines 1297–1452.
  31. Rick Garner Sanders, Omega FAQ, updated 20 April 1995 and posted 3 October 1995, section 9; local file omega-0.75-faq.txt.
  32. itemf2.c in Omega 0.90.4, lines 494–504; effect3.c in Omega 0.90.4, lines 827–915.