the gluebook
Staying AliveView .md

The Throw

The first ranged attack a player has ever held in gluniverse. It is not a weapon in your hand: it is a charm in a trinket socket, and a pocket of material you are willing to lose.

The charm unlocks it

Two charms carry the throw, one per soul, both from the workshop at level 6:

  • The Slinger Charm, human souls: 4 bone + 1 hide.
  • The Flinger Charm, horse souls: 4 shit + 1 hide.

Each is locked to its own soul, and the equip refuses the wrong one. Worn in any of your three trinket sockets, it puts the throw on your bar.

The charm's rarity is its reach: a full wind carries 5 tiles at common, 6 at uncommon, 7 at rare, 8 at legendary and 10 at mythic. A mythic charm never drops and never rolls off a bench: the only way to one is fusing five legendaries, and it can fail.

The ammo is the material itself

You throw the real thing. A human throws bone. A horse throws horse shit. The ammo rides one of your 1 2 3 slots, and the slot shows your live stack count.

  • Tap the key: a short toss, 2 tiles.
  • Hold it and you wind up. Release to let fly: a full wind takes about 1.2 seconds and reaches the charm's max range.

Every throw spends the ammo, hit or miss.

How it flies

There is no auto aim. A human throws along their facing. A horse fires from the back, the direction it is not facing, down the rear kick's own arc: line the target up behind you, the way a horse has always fought.

The shot flies a straight corridor about one body wide and hits the first living creature it meets.

What it does

  • Damage is 70% of your melee swing, and crits apply.
  • The cooldown is 1.8 seconds.
  • It works on creatures only, never players. There is no ranged PvP.

What it costs the world

The thrown bone or shit shatters where it lands and is gone from the world. That matters, and it is not a loss to mourn: both are capped renewables that only regrow as the world destroys them. Every bone you shatter is headroom for someone's kill to fill, every unit of shit is room for a stable to make more. The throw spends the economy to reach further, which is exactly the price it should have.

Next: Damage, Healing, and the Husk.