Draft:Historical adventurer: Difference between revisions
OmegaAdmin (talk | contribs) 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 |
OmegaAdmin (talk | contribs) 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 | |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 | |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
| @ Historical adventurer | |
|---|---|
| Form | Living historical record; undead forms below |
| Attacks | One lunge and one riposte per two combat levels, rounded up; physical damage follows profile |
| Special abilities | Missiles, spells, theft or fleeing by recorded profile |
| Base level | Recorded combat competence (C) |
| HP | 20 × (recorded character level + 1) |
| Hit | Depends on combat profile |
| Defense | 5 |
| Action interval | 3, 4 or 6 ticks; lower is faster |
| Kill experience | 20 × C, when death is in sight |
| Generation | Saved character history; residences and random encounters |
| Carried items | No inherited equipment or starting treasure |
| Immunities | None innate in the living form |
| Remains | Named corpse; guaranteed on normal death |
| Remains use | No alchemy in the living form; eating is cannibalism |
Traits
| |
| Reference | mon.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
- ↑ minit.h in Omega 0.90.4, line 14; lev.c in Omega 0.90.4, lines 369–395; mmelee.c in Omega 0.90.4, lines 274–301; mon.c in Omega 0.90.4, lines 134–203; itemf1.c in Omega 0.90.4, lines 668–688. Living historical construction, actions, inventory and remains.
- ↑ 2.0 2.1 2.2 mon.c in Omega 0.90.4, line 689 (
make_log_npc). - ↑ 3.0 3.1 mon.c in Omega 0.90.4, line 626 (
determine_npc_behavior). - ↑ house.c in Omega 0.90.4, line 9 (
load_house). - ↑ house.c in Omega 0.90.4, line 185 (
make_house_npc). - ↑ lev.c in Omega 0.90.4, line 317 (
make_creature). - ↑ lev.c in Omega 0.90.4, line 11 (
make_country_monsters). - ↑ minit.h in Omega 0.90.4, line 14; minit.h in Omega 0.90.4, line 81; minit.h in Omega 0.90.4, line 137; minit.h in Omega 0.90.4, line 173; minit.h in Omega 0.90.4, line 201; mon.c in Omega 0.90.4, lines 626–749.
- ↑ mon.c in Omega 0.90.4, line 134 (
m_death). - ↑ file.c in Omega 0.90.4, line 412 (
extendlog). - ↑ mon.c in Omega 0.90.4, lines 630–674.
- ↑ util.c in Omega 0.90.4, lines 26–31; mmelee.c in Omega 0.90.4, lines 8–51; mmelee.c in Omega 0.90.4, lines 274–301; aux1.c in Omega 0.90.4, lines 498–513.
- ↑ mon.c in Omega 0.90.4, lines 632–684; mon.c in Omega 0.90.4, lines 134–203; item.c in Omega 0.90.4, lines 63–139; itemf1.c in Omega 0.90.4, lines 668–748.
- ↑ mmelee.c in Omega 0.90.4, line 227 (
transcribe_monster_actions). - ↑ mtalk.c in Omega 0.90.4, line 421 (
m_talk_hint).