Force whip
| ) | |
|---|---|
| Name | force whip |
| Appearance | segmented whip |
| Damage vs. small | 1d6+1 (+2d6+6) (+1d6+5 energy damage) |
| Damage vs. large | 2d4 (+4d4+2) (+2d4+4 energy damage) |
| Damage type | piercing, slashing |
| To-hit bonus | +2 |
| Weapon skill | whip |
| Expert traits | penetrate armor |
| Primary attribute | strength |
| Magical item? | yes |
| Future tech? | yes |
| Properties |
|
| Base size | medium |
| Base price | 1000 zm (+10/positive enchant) |
| Default weight | 40 |
| Base material | plastic |
A force whip is a type of charged piercing and slashing vibroweapon that appears in dNetHack, notdNetHack and notnotdNetHack. It is a medium-sized weapon that is one-handed for a medium-sized wielder, has a base material of plastic and is considered to be a futuristic item. It appears as a segmented whip when unidentified.
Generation
Anachrononauts start the game with knowledge of the force whip's identified appearance.
Force whips are not randomly generated and cannot be wished for by a hero that isn't a Tourist, though they may still be found in bones.
For Androids, one force whip with a non-negative enchantment is scattered to a randomly chosen dungeon level between dungeon level 2 and the castle. Unlike normal item generation, a scattered item may be placed in a corridor, vault, closet and other places confined that are usually restricted from having items generate there.
A force whip is generated in the Anachrononaut quest and Android quest locate levels.
Several monsters that are encountered in the future can be generated with a force whip.
- Parasitized knights have a 1⁄8 chance of being generated with a force whip with an enchantment ranging from +3 to +7.
- Parasitized gynoids have a 1⁄18 chance of being generated with a force whip and a force pike.
- Changed have a 1⁄10 chance of being generated with a bone force whip.
- Nazguls have a 1⁄4 chance of being generated with a unholy +9 morgul force whip.
Description
Force whips inflict piercing damage and have a +2 to-hit bonus. When uncharged, they deal 1d6 damage against small monsters and 1d4 against large monsters. If the force whip is charged, it instead deals 3d6+11 against small monsters and 6d4+8 against large monsters. A force whip of larger or smaller size has its base damage dice similarly modified, always gaining an additional damage dice, and half a dice as bonus damage when charged. A hero wielding a vibroblade while they are at Skilled or better in whip gains the "penetrate armor" expert traits.
When a force whip is applied (directionally at yourself) it will transform into a force sword, and can be re-applied to transform the force sword back into a force whip.
A force whip is normally generated with 80 to 99 charges unless otherwise specified, and can be recharged any number of times. Recharging a force whip has different effects based on the beautitude of the charging source: blessed charging sets charges to 100, cursed charging sets charges to 10 and uncursed charging sets the charges to a number between 80 and 99.
In terms of monster weapon preference, monsters will prefer the force whip to a force pike, and will prefer a force sword or better to the force whip.
Messages
- You unlock the force sword.
- You applied a force sword
- You lock the force force.
- You applied a force whip.
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