Draft:Cloak

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Omega 0.90.4

A cloak occupies its own equipment slot, alongside body armor, a shield and boots. Omega has seven cloak types, displayed as a cyan }. Their main differences are magical powers; merely wearing a cloak does not add a general armor rating.[1]

Types

All start with weight 30. Values are base values in Au, not shop quotations; generation level is an item-generation parameter, not a minimum character level. A cursed name is another state of the same type, not a separate cloak.[2]

Cloak Value Level Noncursed effect Cursed effect
Wool 15 0 No magical effect No magical effect
Negimmunity 500 3 Negative-energy immunity Immediate level drain when equipped
Invisibility 500 5 Invisibility Vulnerability
Skill 1,000 5 +20 hit while its accuracy bonus lasts Removes working accuracy duration
Protection 500 3 Adds Protection equal to absolute enchantment + 1 Subtracts that much Protection
Displacement 2,000 6 Half of qualifying melee damage calls miss Vulnerability
True sight 500 3 Reveals invisible creatures in sight and defeats certain deceptions Blindness

The individual pages explain these effects and their limits. In particular, displacement does not stop every secondary melee effect, and vulnerability affects the night gaunt's abduction check rather than multiplying all damage.[3]

Generation and identification

All seven types can enter ordinary random generation and the repeatable random monster-possession pool. The pawn shop can stock cloaks. Acquirement also offers the category, with a particular type selectable through blessed acquirement. The cloak constructor chooses among seven types before the caller's level restrictions and rejection checks; this is not a one-in-seven chance in all final loot.[4]

Ordinary constructed cloaks start at +0 except protection, which starts at +2. Their blessing roll is independent of that enchantment: 20% cursed, 60% neutral and 20% blessed, with each nonzero magnitude from 1 to 10 equally likely within its branch. Even selecting a cloak through blessed acquirement does not guarantee a blessed cloak. Alchemy supplies blessed negimmunity, invisibility and protection cloaks from particular remains; see their pages for enchantments and costs.[5]

At game initialization, the following twenty appearances are shuffled and seven are assigned to the seven types. Even wool uses this pool. An appearance learned in one game does not identify a cloak in the next.[6]

Possible appearance Possible appearance
tattered piece of cloth weightless cloak
fuligin cloak boat cloak
chintz cloak greasy tarpaulin
diaphanous cape sable cloak
red half-cloak soft velvet cloak
mouse-hide cloak opera cape
kelly green cloak elegant brocade cloak
cloth-of-gold cloak cloak of many colors
dirty old cloak grey-green rag
puce and chartreuse cloak smoky cloak

Full identification is preferable to testing unknown cloaks on your body. Some effects reveal the type, but a familiar name need not reveal the copy's curse; invisibility and skill even retain their beneficial-sounding names when cursed.

Wearing and removal

Place the cloak in the Cloak inventory slot to use its power. Carried spares do not grant their worn effect. A cursed cloak in use blocks ordinary removal, so establish the curse state before committing your equipment slot. Blessing and dispelling provide different remedies for stuck equipment.[7]

Invisibility, displacement and true sight normally persist while worn because their equipment contributions are above the range that ordinary status updates count down. Removing a cloak subtracts its contribution from the shared status, rather than restoring a saved pre-equipment state. Other effects that clear or alter the same status can therefore change the removal result. The cloak of skill is an exception to ordinary sustained timing: its accuracy bonus can count down while worn.[8]

Only protection scales its listed power with enchantment. Further pluses do not strengthen invisibility, true sight, displacement, accuracy or negative-energy immunity. Enchantment and blessing effects can remove and reapply a worn power, with the associated risks; a cursed level-draining cloak can drain again on such reapplication. Magical powers can also be stripped by hostile enchantment.[9]

Choosing and preserving a cloak

Choose for the threat: negimmunity for life-draining touch, true sight for invisible opponents, protection for ordinary damage, and displacement for an additional melee defense. Skill helps attacks land, while invisibility can disrupt pursuit and ordinary ranged attacks. These powers occupy the same slot, so a reserve cloak is useful only if you can remove the current one before changing roles.

A cloak also intercepts certain equipment hazards. Disintegration destroys the worn cloak before body armor; an acid cloud damages a cloak first. Even wool can be a sacrificial outer layer. Neither fact grants general acid immunity or protection from every hazard.[10]

Ordinary item damage may reduce positive enchantment before destroying the item. Blessed cloaks and those cursed more deeply than -1 receive a level-based resistance check. This gives extra enchantment some value as a damage buffer even when it does not improve the power, but does not make risky high-level enchanting automatically worthwhile.[11]

References

  1. iinit.h in Omega 0.90.4, lines 306–318; defs.h in Omega 0.90.4, lines 679–680; inv.c in Omega 0.90.4, lines 1492–1572; aux1.c in Omega 0.90.4, lines 281–350.
  2. iinit.h in Omega 0.90.4, lines 306–318; item.c in Omega 0.90.4, lines 235–243.
  3. itemf1.c in Omega 0.90.4, lines 343–385; itemf1.c in Omega 0.90.4, lines 492–524; itemf1.c in Omega 0.90.4, lines 758–774; itemf1.c in Omega 0.90.4, lines 854–870; itemf1.c in Omega 0.90.4, lines 900–931; mmelee.c in Omega 0.90.4, lines 8–20; mspec.c in Omega 0.90.4, lines 28–39.
  4. item.c in Omega 0.90.4, lines 7–41; item.c in Omega 0.90.4, lines 235–243; lev.c in Omega 0.90.4, lines 376–393; site1.c in Omega 0.90.4, lines 1043–1054; effect1.c in Omega 0.90.4, lines 731–745.
  5. item.c in Omega 0.90.4, lines 235–243; item.c in Omega 0.90.4, lines 525–536; effect1.c in Omega 0.90.4, lines 731–745; site1.c in Omega 0.90.4, lines 845–869.
  6. omega.c in Omega 0.90.4, lines 446–461; item.c in Omega 0.90.4, lines 450–475.
  7. inv.c in Omega 0.90.4, lines 1345–1454; inv.c in Omega 0.90.4, lines 1492–1572.
  8. itemf1.c in Omega 0.90.4, lines 343–371; itemf1.c in Omega 0.90.4, lines 492–524; itemf1.c in Omega 0.90.4, lines 758–774; itemf1.c in Omega 0.90.4, lines 900–931; aux2.c in Omega 0.90.4, lines 321–438.
  9. effect1.c in Omega 0.90.4, lines 8–114; effect1.c in Omega 0.90.4, lines 120–195; itemf1.c in Omega 0.90.4, lines 374–385.
  10. effect3.c in Omega 0.90.4, lines 375–392; effect3.c in Omega 0.90.4, lines 476–500.
  11. aux1.c in Omega 0.90.4, lines 454–484; effect1.c in Omega 0.90.4, lines 54–114.