Difference between revisions of "Bullwhip"

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Your actual skill with the whip is irrelevant to the success of these tricks, instead proficiency is approximated based on your [[dexterity]], whether you are an [[archaeologist]], and whether you are [[fumbling]]. Whip tricks will always fail unless you are proficient (an archaeologist or dex > 14).
 
Your actual skill with the whip is irrelevant to the success of these tricks, instead proficiency is approximated based on your [[dexterity]], whether you are an [[archaeologist]], and whether you are [[fumbling]]. Whip tricks will always fail unless you are proficient (an archaeologist or dex > 14).
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==== Use by [[Balrog|balrogs]] ====
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The only trick a balrog may use is disarm.  It functions similarly to the same trick used by the player, with the following exceptions:<ref>{{sourcecode|muse.c|1814}} ''whip use by monsters''</ref>
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* an [[Iron ball]] is too heavy to be disarmed
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* [[Silver]] items pulled from the player's hands will never be put in the balrog's inventory; if one would, it is dropped at the player's feet instead.
  
 
== Whip skill ==
 
== Whip skill ==

Revision as of 04:14, 23 September 2011

) Bullwhip.png
Name bullwhip
Appearance bullwhip
Damage vs. small 1d2
Damage vs. large 1
To-hit bonus +0
Weapon skill whip
Size one-handed
Base price 4 zm
(+10/positive
enchant)
Weight 20
Material leather

A bullwhip is a kind of weapon. In addition to its obvious uses, it can be applied to grab weapons out of enemies' hands.

Bullwhips are ineffective against thick-skinned monsters.

Archeologists start with a +2 bullwhip.[1] This is a reference to the Indiana Jones movies of Lucas and Spielberg.

The demon balrogs are always generated with a bullwhip, and can steal your weapon with it.

Tricks

A bullwhip can be applied to snap it in a direction. This can allow you to perform a number of special tricks[2]:

  • Wrap around furniture, a boulder, or a large monster to pull yourself out of a pit.
  • Disarm an enemy.
    • Their weapon may end up on the floor at their feet, on the floor at your feet, or in your inventory depending on a "proficiency check".
    • This does not reduce tameness if the target is a pet.
    • If the target is wielding a non-cursed weapon and it works, disarming does not break weaponless conduct. Trying to disarm non-pets can break the conduct because you always have a 10% chance to attack instead, and you can decline only for pets.
    • It will anger a peaceful monster, so using a bullwhip to grab the Minetown Watch captain's silver saber is probably a Bad Idea unless you're sure you can escape him quickly, are willing to take the consequences of killing him, or have a medium strength pet on hand who would appreciate not having to deal with the weapon.
  • Pick an item up off the floor when you are riding a steed or levitating.
  • Attack a monster normally.
  • Fish an item out of a pool below you.

Your actual skill with the whip is irrelevant to the success of these tricks, instead proficiency is approximated based on your dexterity, whether you are an archaeologist, and whether you are fumbling. Whip tricks will always fail unless you are proficient (an archaeologist or dex > 14).

Use by balrogs

The only trick a balrog may use is disarm. It functions similarly to the same trick used by the player, with the following exceptions:[3]

  • an Iron ball is too heavy to be disarmed
  • Silver items pulled from the player's hands will never be put in the balrog's inventory; if one would, it is dropped at the player's feet instead.

Whip skill

Whip
Max Role
Basic
Expert

Both bullwhips and rubber hoses use the whip skill. There are no artifact whips.

SLASH'EM

An archaeologist wielding a bullwhip will not fall through trap doors, regardless of dexterity. Objects on the trap might still be shoved through.[4]

But thanks to your trusty whip ... You don't fall in.

References