Draft:Tse-tse fly: Difference between revisions

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== Bite and sleep ==
== Bite and sleep ==
For player and monster sleep, protection and wake-up rules, see [[Draft:Sleep|Sleep]].
The fly makes one attack per combat sequence, with a raw physical roll of 0&ndash;1 before absorption. Each successful hit has a 10% chance to attempt sleep. If you are not already asleep and lack sleep immunity, this adds 2&ndash;3 sleep-status counts. Repeated bites do not extend an existing sleep counter through this routine. The physical damage and sleep check are separate: preventing the damage with armor or displacement does not itself stop the sleep check.<ref>{{Source|mmelee.c|8|20}}; {{Source|mmelee.c|138|145}}; {{Source|effect3.c|215|224}}.</ref>
The fly makes one attack per combat sequence, with a raw physical roll of 0&ndash;1 before absorption. Each successful hit has a 10% chance to attempt sleep. If you are not already asleep and lack sleep immunity, this adds 2&ndash;3 sleep-status counts. Repeated bites do not extend an existing sleep counter through this routine. The physical damage and sleep check are separate: preventing the damage with armor or displacement does not itself stop the sleep check.<ref>{{Source|mmelee.c|8|20}}; {{Source|mmelee.c|138|145}}; {{Source|effect3.c|215|224}}.</ref>



Latest revision as of 08:56, 12 September 2026

Omega 0.90.4
t Tse-tse fly
FormOrdinary creature
Attacks1 attack: 0–1 physical before absorption; 10% sleep chance per hit; no defense
Special abilitiesSleep on a successful bite
Base level1
HP1
Hit10
Defense5
Action interval4 ticks; lower is faster
Kill experience3, when death is in sight
GenerationRandom pools and encounter details
Carried itemsNone at ordinary generation
ImmunitiesNone innate
RemainsDead tse-tse fly; 50% on normal death
Remains useInduces sleep; potion of alertness via alchemy
Traits
  • Initially hostile
  • Flies; not hungry
Referenceminit.h in Omega 0.90.4, line 26[1]

A tse-tse fly is a hostile flying monster whose bite can put you to sleep. Its single hit point makes it fragile, but being unable to act can expose you to other enemies.[2]

Generation

Tse-tse flies are ordinary random-monster candidates, without a named countryside encounter slot or fixed starting item. Their ordinary construction produces no additional random possessions.[3]

Bite and sleep

For player and monster sleep, protection and wake-up rules, see Sleep.

The fly makes one attack per combat sequence, with a raw physical roll of 0–1 before absorption. Each successful hit has a 10% chance to attempt sleep. If you are not already asleep and lack sleep immunity, this adds 2–3 sleep-status counts. Repeated bites do not extend an existing sleep counter through this routine. The physical damage and sleep check are separate: preventing the damage with armor or displacement does not itself stop the sleep check.[4]

You lose your actions while asleep. One sleep count expires at each game-minute status update, with additional checks during longer periodic time advances. These counts therefore represent roughly minutes of vulnerability, not a fixed number of missed player commands.[5]

The fly is initially hostile and can fly over water. It is not initially hungry, so ordinary food does not pacify it. It has no innate immunity, including to sleep itself.[6]

Remains

A dead tse-tse fly appears on 50% of normal deaths. Eating it calls a stronger sleep effect than the bite: 2–13 counts if you can fall asleep, without supplying food. At Ambrosias, it instead transforms into a blessed potion of alertness for 10 Au, or sells for 1 Au. Transformation replaces the selected stack with one potion.[7]

Strategy

Remove the fly before fighting a group at close range. Its low HP makes a successful attack sufficient, but its small damage roll is no reason to accept repeated bites while another enemy approaches. Sleep immunity prevents the disabling effect; it does not prevent the physical bite. Keep a corpse for alchemy if useful, rather than eating it as emergency rations.

References