Draft:Mendicant priest: Difference between revisions
OmegaAdmin (talk | contribs) 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 |
OmegaAdmin (talk | contribs) 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 |
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Once satisfied, a subsequent nearby special action adds five more alignment points. If alignment is then greater than 20, current HP is raised to at least maximum HP. The priest vanishes after this response, without normal death experience or drops. At depth zero the value threshold is zero, and the cash-gift input accepts zero Au.<ref>{{Source|mspec.c|8|24}}; {{Source|inv.c|38|66}}; {{Source|mmove.c|228|242}}.</ref> | Once satisfied, a subsequent nearby special action adds five more alignment points. If alignment is then greater than 20, current HP is raised to at least maximum HP. The priest vanishes after this response, without normal death experience or drops. At depth zero the value threshold is zero, and the cash-gift input accepts zero Au.<ref>{{Source|mspec.c|8|24}}; {{Source|inv.c|38|66}}; {{Source|mmove.c|228|242}}.</ref> | ||
Once the player has initiated a melee attack against the priest, each special action first has a one-in-three chance to inflict ten unstoppable damage and vanish. This curse check takes priority over the satisfied-petitioner reward. Giving alms after that aggression therefore does not guarantee the favorable outcome; unrelated damage alone does not set this particular melee-aggression marker.<ref>{{Source|aux1.c|366|390}}; {{Source|mspec.c|8|24}}; {{Source|mon.c|113|131}}.</ref> | |||
== Remains and strategy == | == Remains and strategy == | ||
Revision as of 10:39, 11 September 2026
| @ Mendicant priest | |
|---|---|
| Form | Ordinary creature |
| Attacks | No ordinary attacks; 1 defense |
| Special abilities | Depth-based alms; alignment and conditional healing; retaliatory curse |
| Base level | 0 |
| HP | 30 |
| Hit | 0 |
| Defense | 0 |
| Action interval | 5 ticks; lower is faster |
| Kill experience | 15, on normal death in sight |
| Generation | Generation and encounters |
| Carried items | No fixed item; 0–1 random possessions |
| Immunities | None innate |
| Remains | Dead mendicant priest; 50% on normal death |
| Remains use | Cannibalism; no alchemy |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 8[1] |
A mendicant priest is a peaceful wandering petitioner who asks for treasure. Satisfying the request can improve alignment and heal a sufficiently lawful player, while attacking the priest risks a curse.[2]
Generation
Mendicant priests can appear in ordinary random pools and at random main-temple sites. They follow the player, begin needy and peaceful, and carry zero or one random possession. They have no innate immunities or ordinary attacks, and one defensive action.[3]
Giving alms
The priest accepts a single noncursed item or a cash gift. Each accepted gift adds one alignment point. To satisfy the request, that particular gift must be worth at least the square of the current dungeon depth; gifts do not accumulate toward the threshold. For example, depth 3 requires value 9, while depth 10 requires 100. This is the needy-creature rule, distinct from a greedy monster's level-based price.[4]
Once satisfied, a subsequent nearby special action adds five more alignment points. If alignment is then greater than 20, current HP is raised to at least maximum HP. The priest vanishes after this response, without normal death experience or drops. At depth zero the value threshold is zero, and the cash-gift input accepts zero Au.[5]
Once the player has initiated a melee attack against the priest, each special action first has a one-in-three chance to inflict ten unstoppable damage and vanish. This curse check takes priority over the satisfied-petitioner reward. Giving alms after that aggression therefore does not guarantee the favorable outcome; unrelated damage alone does not set this particular melee-aggression marker.[6]
Remains and strategy
Normal death has a 50% chance to leave a corpse. Eating it lowers alignment by ten and adds eight food; a previously lawful player first has food set to 25, ending at 33. Ordinary overeating can still matter for other starting alignments. The corpse has no alchemical use.[7]
Alms can provide a modest lawful-alignment gain and conditional healing without combat. Check the current depth before choosing a gift, since a cheap offering that works on a shallow level may fail deeper down. Avoid attacking first if the healing response is the goal.
References
- ↑ lev.c in Omega 0.90.4, lines 316–394; mon.c in Omega 0.90.4, lines 134–203; mmelee.c in Omega 0.90.4, lines 25–51; 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. Construction, combat, timing and remains.
- ↑ minit.h in Omega 0.90.4, line 8; mtalk.c in Omega 0.90.4, lines 207–211; mspec.c in Omega 0.90.4, lines 8–24.
- ↑ lev.c in Omega 0.90.4, lines 280–394; country.c in Omega 0.90.4, lines 600–607; minit.h in Omega 0.90.4, line 8; mmelee.c in Omega 0.90.4, lines 25–51.
- ↑ command2.c in Omega 0.90.4, lines 400–454; inv.c in Omega 0.90.4, lines 364–427.
- ↑ mspec.c in Omega 0.90.4, lines 8–24; inv.c in Omega 0.90.4, lines 38–66; mmove.c in Omega 0.90.4, lines 228–242.
- ↑ aux1.c in Omega 0.90.4, lines 366–390; mspec.c in Omega 0.90.4, lines 8–24; mon.c in Omega 0.90.4, lines 113–131.
- ↑ mon.c in Omega 0.90.4, lines 193–201; item.c in Omega 0.90.4, lines 63–139; itemf1.c in Omega 0.90.4, lines 669–689; aux1.c in Omega 0.90.4, lines 716–748.