Draft:Historical adventurer: Difference between revisions

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按已批准的Purple worm规范统一现有怪物信息卡并复核形态与战斗数据
澄清历史冒险者卡片的逃跑与行动间隔文案
 
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|hit=Depends on [[#Combat profiles|combat profile]]
|hit=Depends on [[#Combat profiles|combat profile]]
|defense=5
|defense=5
|speed=3, 4 or 6 by profile
|speed=3, 4 or 6
|xp=20 × C, when death is in sight
|xp=20 × C, when death is in sight
|attacks=One lunge and one riposte per two combat levels, rounded up; physical damage follows [[#Combat profiles|profile]]
|attacks=One lunge and one riposte per two combat levels, rounded up; physical damage follows [[#Combat profiles|profile]]
|abilities=Missiles, spells, theft or flight by recorded profile
|abilities=Missiles, spells, theft or fleeing by recorded profile
|generation=[[#Generation|Saved character history; residences and random encounters]]
|generation=[[#Generation|Saved character history; residences and random encounters]]
|items=No inherited equipment or starting treasure
|items=No inherited equipment or starting treasure

Latest revision as of 09:50, 10 September 2026

Omega 0.90.4
@ Historical adventurer
FormLiving historical record; undead forms below
AttacksOne lunge and one riposte per two combat levels, rounded up; physical damage follows profile
Special abilitiesMissiles, spells, theft or fleeing by recorded profile
Base levelRecorded combat competence (C)
HP20 × (recorded character level + 1)
HitDepends on combat profile
Defense5
Action interval3, 4 or 6 ticks; lower is faster
Kill experience20 × C, when death is in sight
GenerationSaved character history; residences and random encounters
Carried itemsNo inherited equipment or starting treasure
ImmunitiesNone innate in the living form
RemainsNamed corpse; guaranteed on normal death
Remains useNo alchemy in the living form; eating is cannibalism
Traits
  • Name and combat profile follow the record
  • Mobile; initially wandering
  • Residential occupants hostile; asleep at night
Referencemon.c in Omega 0.90.4, lines 626–749[1]

A historical adventurer is a living person or named undead creature drawn from the game's record of earlier characters. These encounters make Rampart's residences potentially dangerous even when the building looks modest. They are the ordinary Log NPC type, distinct from recorded office-holders such as the Duke or high priests.[2][3]

Generation

An ordinary house has two possible historical-resident positions; a hovel has one, and a mansion has one in addition to its separate notable resident. Each ordinary position has a 50% chance to be occupied. Residential occupants start hostile, asleep at night and awake by day.

The same historical type can occur through random-monster generation and wilderness encounters. A game record is selected from the available history rather than by finding the strongest previous character. Records from characters who died produce named undead; other recorded endings produce living people. With an empty history, the fallback is Malaprop the Misnamed, a living melee fighter with 40 HP, combat level 7, attack strength 21, armor class 5 and base damage 35.

Characters ending a non-cheated game above level 0 can add a record. The record preserves name, ending level and behavior, not a copy of the character's carried equipment. Killing an encountered historical adventurer does not remove that record or transfer a guild office to you.[4][5][6][7]

Living and undead forms

The recorded character level determines HP: 20 times (recorded level + 1). Combat level and fighting style instead come from the behavior recorded for that character. A high recorded level is therefore a source of durability, not proof of a matching combat level.

Recorded ending Recorded level Encounter form and symbol Defense Innate immunities
Surviving ending Any @ Living named adventurer 5 None
Death Below 3 g Ghost named after the character 10 Physical damage, fear, sleep
Death 3-6 h Haunt named after the character 5 Poison, fear, sleep
Death 7-11 S Spectre named after the character 20 Poison, fear, sleep
Death 12 or higher L Lich named after the character 20 Fire, poison, fear, sleep

The defense and immunity differences come from the chosen form; the information card describes the living form only.[8]

These undead forms are not ordinary monsters with a different name. They retain their type's armor class, immunities, movement and some abilities, but receive historical HP, combat strength and behavior. Their usual invisibility, flight, intangibility and poisonous-body flags are removed by this construction. The ordinary poison or life-draining melee style is replaced by the recorded fighting style's ordinary melee.

Abilities that are not replaced can still matter. A melee-oriented historical lich can retain spellcasting, and a historical ghost can retain fear-inducing moans and physical immunity. A thief or spellcaster behavior can replace the special ability. The tactical action sequence also depends on the resulting creature type: the named ghost's empty melee sequence is not turned into a full set of punches just because its attack-strength value increased.

Living historical adventurers use their recorded combat level to build lunges and ripostes. This differs from office-holder encounters, which use another tactical template. Their dialogue may provide ordinary remarks, threats, begging or a hint according to the recorded behavior; an undead form can retain its own dialogue instead.[2][3][9][10]

Combat profiles

Let C be the record's combat competence, the encounter's actual combat level. It is distinct from the recorded character level used for HP. The ordinary recorded profiles set the following values:[11]

Profile Hit Physical damage rating Action interval Added ability
Melee 3 × C 5 × C 3 ticks None; an undead form can retain its special ability
Missile 2 × C 3 × C 4 ticks Missile attack
Spellcaster C C 6 ticks Spellcasting
Thief C C 3 ticks Theft
Fleeing C C 3 ticks Fleeing movement as a special action

For a positive damage rating, each landed physical hit rolls from zero to one less than the rating before absorption. The zero rating rolls zero; an unprevented ordinary hit still inflicts at least one HP. A living record gets one lunge and one riposte per two combat levels, rounded up. Undead records instead retain their form's tactical sequence, so the named ghost still has no melee attacks.[12]

Normal death guarantees named remains because these encounters are marked unique. Living remains follow the cannibalism rules, including a ten-point shift toward Chaos. Undead remains retain the chosen type's alchemical identity; the historical haunt has lost its poisonous-body flag, so eating its remains follows the sickness effect instead of the ordinary haunt's poisonous-food effect. It reduces the food reserve to at most four.[13]

Strategy

Judge a residence by its occupants as well as its walls and safes. A hovel can contain an old character with hundreds of HP. Night entry grants an initially sleeping resident, not a guarantee that it stays asleep while you move nearby.

Use a named undead's article for clues about retained defenses, but use the distinctions above before choosing an attack or expecting a particular ability. An ordinary spectre's life drain, for example, is not automatically the attack used by a historical spectre.

These people do not reproduce an earlier character's inventory and do not provide the automatic title rewards of a promotion quest. The main reason to confront one in a residence is access to that building, not recovery of a past character's possessions. Leave when the resident exceeds your preparation rather than assuming a small house implies a small fight.[14][15][2]

References