Draft:Shadow slayer: Difference between revisions

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连续整理怪物独立草稿:来源、能力、遗骸与策略,并同步符号索引
 
建立戒指总览与独立草稿,核对装备效果并连接炼金及机制入口
 
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== Generation ==
== Generation ==
Shadow slayers belong to ordinary random-monster pools and dedicated selections in the Astral Plane and [[Draft:HellWell Volcano|HellWell Volcano]]. Ordinary construction gives no fixed item and zero through two random possessions.<ref>{{Source|lev.c|122|140}}; {{Source|lev.c|166|195}}; {{Source|lev.c|280|395}}; {{Source|minit.h|263}}.</ref>
Shadow slayers belong to ordinary random-monster pools and the Astral Plane's dedicated selection. The [[Draft:Monster generation#Volcano and Castle|Volcano's level-4&ndash;9 branch]] can also select them, but their separate depth-indexed entry is unreachable within its twenty levels. Ordinary construction gives no fixed item and zero through two random possessions.<ref>{{Source|lev.c|122|140}}; {{Source|lev.c|166|195}}; {{Source|lev.c|280|395}}; {{Source|minit.h|263}}; {{Source|defs.h|156}}.</ref>


== Poison, magic and darkness ==
== Poison, magic and darkness ==
It makes two physical attacks, each with a raw 0&ndash;29 damage roll, and has two defensive actions. Each successful hit has an 80% chance to add thirty poison counts unless the player is poison-immune. Poison normally deals three damage and consumes a count at each game-minute status check. Damage absorption or displacement does not cancel the separate poison check.<ref>{{Source|mmelee.c|8|20}}; {{Source|mmelee.c|109|117}}; {{Source|effect3.c|537|545}}; {{Source|aux2.c|201|208}}; {{Source|time.c|19|23}}; {{Source|minit.h|263}}.</ref>
It makes two physical attacks, each with a raw 0&ndash;29 damage roll, and has two defensive actions. Each successful hit has an 80% chance to add thirty poison counts unless the player is poison-immune. Poison normally deals three damage and consumes a count at each game-minute status check. Damage absorption or displacement does not cancel the separate poison check.<ref>{{Source|mmelee.c|8|20}}; {{Source|mmelee.c|109|117}}; {{Source|effect3.c|537|545}}; {{Source|aux2.c|201|208}}; {{Source|time.c|19|23}}; {{Source|minit.h|263}}.</ref>


Its ranged action casts from the first fifteen choices of the [[Draft:Monster#Monster spellcasting|monster spell repertoire]], including item destruction, dispelling and draining eight character levels. Ordinary ranged opportunities are at distances three through nine and require hostility, line of sight and a visible player. Its separate nearby special action is blackout, not another spell cast.<ref>{{Source|mon.c|12|69}}; {{Source|mon.c|418|524}}; {{Source|mspec.c|135|215}}; {{Source|minit.h|263}}.</ref>
Its ranged action casts from the first fifteen choices of the [[Draft:Monster spellcasting#Spell repertoire|monster spell repertoire]], including item destruction, dispelling and draining eight character levels. Ordinary ranged opportunities are at distances three through nine and require hostility, line of sight and a visible player. Its separate nearby special action is blackout, not another spell cast.<ref>{{Source|mon.c|12|69}}; {{Source|mon.c|418|524}}; {{Source|mspec.c|135|215}}; {{Source|minit.h|263}}.</ref>


Blackout can add four blindness counts within three squares unless you are already blind or have true sight. It also darkens a lit room and consumes six checks of hand-held torch duration. True sight prevents that blindness but not the lighting effect; blackout does not independently require hostility. Blindness normally loses a count at each ten-minute game-time status check.<ref>{{Source|mspec.c|364|382}}; {{Source|aux2.c|310|339}}; {{Source|aux2.c|410|416}}; {{Source|aux3.c|11|47}}.</ref>
Blackout can add four blindness counts within three squares unless you are already blind or have true sight. It also darkens a lit room and consumes six checks of hand-held torch duration. True sight prevents that blindness but not the lighting effect; blackout does not independently require hostility. Blindness normally loses a count at each ten-minute game-time status check.<ref>{{Source|mspec.c|364|382}}; {{Source|aux2.c|310|339}}; {{Source|aux2.c|410|416}}; {{Source|aux3.c|11|47}}.</ref>
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== Shadow matrix ==
== Shadow matrix ==
Half of normal deaths leave a shadow matrix, alongside dropped possessions. It is inedible. [[Draft:Ambrosias' Potions et cie|Ambrosias]] buys it for 25 Au or charges 150 Au to convert the selected stack into one blessed +8 ring of truesight. The worn ring gives sustained true sight; its +8 does not strengthen that effect.<ref>{{Source|mon.c|134|203}}; {{Source|itemf1.c|664|749}}; {{Source|minit.h|263}}; {{Source|site1.c|845|869}}; {{Source|iinit.h|334}}; {{Source|itemf1.c|901|933}}.</ref>
Half of normal deaths leave a shadow matrix, alongside dropped possessions. It is inedible. [[Draft:Ambrosias' Potions et cie|Ambrosias]] buys it for 25 Au or charges 150 Au to convert the selected matrix into one blessed +8 [[Draft:Ring of truesight|ring of truesight]]. The worn ring gives sustained true sight; its +8 does not strengthen that effect.<ref>{{Source|mon.c|134|203}}; {{Source|itemf1.c|664|749}}; {{Source|minit.h|263}}; {{Source|site1.c|845|869}}; {{Source|iinit.h|334}}; {{Source|itemf1.c|901|933}}.</ref>


== Strategy ==
== Strategy ==

Latest revision as of 11:00, 20 September 2026

Omega 0.90.4
S Shadow slayer
FormOrdinary creature
Attacks2 physical attacks, raw 0–29 each; 80% poison chance per hit; 2 defenses
Special abilitiesPoison, ranged spellcasting and blackout
Base level8
HP250
Hit30
Defense40
Action interval3 ticks; lower is faster
Kill experience500, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNo fixed item; 0–2 random possessions
ImmunitiesPhysical damage, poison, sleep
RemainsShadow matrix; 50% on normal death
Remains useInedible; truesight-ring alchemy
Traits
  • Hostile and invisible
  • Intangible
Referenceminit.h in Omega 0.90.4, line 263[1]

A shadow slayer is an invisible, intangible poison attacker with ranged spellcasting and a blackout power. Unlike a shadow spirit, its melee attacks poison rather than drain life.[2]

Generation

Shadow slayers belong to ordinary random-monster pools and the Astral Plane's dedicated selection. The Volcano's level-4–9 branch can also select them, but their separate depth-indexed entry is unreachable within its twenty levels. Ordinary construction gives no fixed item and zero through two random possessions.[3]

Poison, magic and darkness

It makes two physical attacks, each with a raw 0–29 damage roll, and has two defensive actions. Each successful hit has an 80% chance to add thirty poison counts unless the player is poison-immune. Poison normally deals three damage and consumes a count at each game-minute status check. Damage absorption or displacement does not cancel the separate poison check.[4]

Its ranged action casts from the first fifteen choices of the monster spell repertoire, including item destruction, dispelling and draining eight character levels. Ordinary ranged opportunities are at distances three through nine and require hostility, line of sight and a visible player. Its separate nearby special action is blackout, not another spell cast.[5]

Blackout can add four blindness counts within three squares unless you are already blind or have true sight. It also darkens a lit room and consumes six checks of hand-held torch duration. True sight prevents that blindness but not the lighting effect; blackout does not independently require hostility. Blindness normally loses a count at each ten-minute game-time status check.[6]

The slayer is immune to physical damage, poison and sleep, but not fire, cold or electricity. It passes through walls. Its initial invisibility does not add a separate surprise action, and it has no ordinary feeding or valuable-gift response.[7]

Shadow matrix

Half of normal deaths leave a shadow matrix, alongside dropped possessions. It is inedible. Ambrosias buys it for 25 Au or charges 150 Au to convert the selected matrix into one blessed +8 ring of truesight. The worn ring gives sustained true sight; its +8 does not strengthen that effect.[8]

Strategy

Use nonphysical damage, protect against poison and distinguish true sight from general protection against magic. True sight reveals the foe and prevents its blackout blindness, but does not resist item-destroying spells. Player invisibility suppresses the ordinary ranged spell branch, not the nearby blackout. Closing avoids ordinary ranged casting but exposes you to poison attacks; walls do not contain the slayer.

References

  1. lev.c in Omega 0.90.4, lines 373–394; mon.c in Omega 0.90.4, lines 134–203; mmelee.c in Omega 0.90.4, lines 8–148; mmelee.c in Omega 0.90.4, lines 227–311; aux2.c in Omega 0.90.4, lines 689–727; time.c in Omega 0.90.4, lines 47–74; item.c in Omega 0.90.4, lines 63–139. Ordinary construction, combat, timing and remains.
  2. minit.h in Omega 0.90.4, line 263; mmelee.c in Omega 0.90.4, lines 109–117.
  3. lev.c in Omega 0.90.4, lines 122–140; lev.c in Omega 0.90.4, lines 166–195; lev.c in Omega 0.90.4, lines 280–395; minit.h in Omega 0.90.4, line 263; defs.h in Omega 0.90.4, line 156.
  4. mmelee.c in Omega 0.90.4, lines 8–20; mmelee.c in Omega 0.90.4, lines 109–117; effect3.c in Omega 0.90.4, lines 537–545; aux2.c in Omega 0.90.4, lines 201–208; time.c in Omega 0.90.4, lines 19–23; minit.h in Omega 0.90.4, line 263.
  5. mon.c in Omega 0.90.4, lines 12–69; mon.c in Omega 0.90.4, lines 418–524; mspec.c in Omega 0.90.4, lines 135–215; minit.h in Omega 0.90.4, line 263.
  6. mspec.c in Omega 0.90.4, lines 364–382; aux2.c in Omega 0.90.4, lines 310–339; aux2.c in Omega 0.90.4, lines 410–416; aux3.c in Omega 0.90.4, lines 11–47.
  7. minit.h in Omega 0.90.4, line 263; util.c in Omega 0.90.4, lines 93–159; inv.c in Omega 0.90.4, lines 410–467.
  8. mon.c in Omega 0.90.4, lines 134–203; itemf1.c in Omega 0.90.4, lines 664–749; minit.h in Omega 0.90.4, line 263; site1.c in Omega 0.90.4, lines 845–869; iinit.h in Omega 0.90.4, line 334; itemf1.c in Omega 0.90.4, lines 901–933.