Draft:Automatum minor: Difference between revisions
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{{Version box|version=0.90.4}} | {{Version box|version=0.90.4}} | ||
An '''automatum minor''' is a mechanical guard, displayed as a grey '''a'''. Four defend each normally populated [[Draft:Mansions|mansion]]. Its strongest threat is a nearby poison cloud, which remains dangerous even if the machine has become nonhostile. | An '''automatum minor''' is a mechanical guard, displayed as a grey '''a'''. Four defend each normally populated [[Draft:Mansions|mansion]]. Its strongest threat is a nearby poison cloud, which remains dangerous even if the machine has become nonhostile.<ref name="minit-h-131">{{Source|minit.h|131}}.</ref> | ||
{| class="wikitable" | {| class="wikitable" | ||
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| 4 || 100 || 15 || 15 || 50 || 100 | | 4 || 100 || 15 || 15 || 50 || 100 | ||
|} | |} | ||
__TOC__ | |||
== Generation == | == Generation == | ||
Minor automatons occupy fixed positions in mansion interiors. They are also available to sufficiently strong random-monster pools, wilderness encounters and summons. They are different creatures from the weaker household robot and the stronger automatum major. | Minor automatons occupy fixed positions in mansion interiors. They are also available to sufficiently strong random-monster pools, wilderness encounters and summons. They are different creatures from the weaker household robot and the stronger automatum major. | ||
The ordinary automatum minor starts hostile. Its sleep state is not governed by the nighttime rule for historical mansion residents. It carries no fixed starting item or random treasure. | The ordinary automatum minor starts hostile. Its sleep state is not governed by the nighttime rule for historical mansion residents. It carries no fixed starting item or random treasure.<ref name="house-c-load_house">{{Source|house.c|9}} (<code>load_house</code>).</ref><ref name="lev-c-make_creature">{{Source|lev.c|317}} (<code>make_creature</code>).</ref><ref name="lev-c-make_country_monsters">{{Source|lev.c|11}} (<code>make_country_monsters</code>).</ref> | ||
== Poison cloud and combat == | == Poison cloud and combat == | ||
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Special abilities are attempted during the creature's own actions, so exposure is not a guaranteed fixed dose on every player turn. Standing on a functioning sanctuary also blocks monster special abilities while that protection applies. | Special abilities are attempted during the creature's own actions, so exposure is not a guaranteed fixed dose on every player turn. Standing on a functioning sanctuary also blocks monster special abilities while that protection applies. | ||
The machine's ordinary melee attack has base damage 50, separate from the poison cloud. It attacks and defends at the center position in its normal tactical sequence. It is immune to '''electricity, poison, fear and sleep'''. Robot conversation only produces mechanical threats; it does not open a repair, purchase or shutdown service. | The machine's ordinary melee attack has base damage 50, separate from the poison cloud. It attacks and defends at the center position in its normal tactical sequence. It is immune to '''electricity, poison, fear and sleep'''. Robot conversation only produces mechanical threats; it does not open a repair, purchase or shutdown service.<ref name="mspec-c-m_sp_poison_cloud">{{Source|mspec.c|45}} (<code>m_sp_poison_cloud</code>).</ref><ref name="effect3-c-p_poison">{{Source|effect3.c|537}} (<code>p_poison</code>).</ref><ref name="mon-c-m_pulse">{{Source|mon.c|12}} (<code>m_pulse</code>).</ref><ref name="mtalk-c-m_talk_robot">{{Source|mtalk.c|356}} (<code>m_talk_robot</code>).</ref> | ||
== Strategy == | == Strategy == | ||
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Its remains are called an '''automatum minor battery''', but the corpse has no implemented food, recharge or alchemical-conversion benefit. The name alone does not make it usable fuel for another device. | Its remains are called an '''automatum minor battery''', but the corpse has no implemented food, recharge or alchemical-conversion benefit. The name alone does not make it usable fuel for another device. | ||
== References == | |||
<references /> | |||
[[Category:Drafts]] | [[Category:Drafts]] | ||
Revision as of 06:58, 9 September 2026
An automatum minor is a mechanical guard, displayed as a grey a. Four defend each normally populated mansion. Its strongest threat is a nearby poison cloud, which remains dangerous even if the machine has become nonhostile.[1]
| Level | HP | Attack strength | Armor class | Base damage | Kill XP |
|---|---|---|---|---|---|
| 4 | 100 | 15 | 15 | 50 | 100 |
Generation
Minor automatons occupy fixed positions in mansion interiors. They are also available to sufficiently strong random-monster pools, wilderness encounters and summons. They are different creatures from the weaker household robot and the stronger automatum major.
The ordinary automatum minor starts hostile. Its sleep state is not governed by the nighttime rule for historical mansion residents. It carries no fixed starting item or random treasure.[2][3][4]
Poison cloud and combat
An active automatum minor can release poison when you are within two squares, including diagonal distance. The cloud adds 7 poison strength each time it takes effect. It does not require a clear line of sight or a hostile machine; walls, successful pacification and charm are not sufficient protection.
Breathing protection prevents the cloud from poisoning you. Poison immunity also prevents the added poison. These checks do not remove poison you already have. The cloud's two-square range and these protections were checked with the original effect functions, including repeated exposure to a peaceful machine.
Special abilities are attempted during the creature's own actions, so exposure is not a guaranteed fixed dose on every player turn. Standing on a functioning sanctuary also blocks monster special abilities while that protection applies.
The machine's ordinary melee attack has base damage 50, separate from the poison cloud. It attacks and defends at the center position in its normal tactical sequence. It is immune to electricity, poison, fear and sleep. Robot conversation only produces mechanical threats; it does not open a repair, purchase or shutdown service.[5][6][7][8]
Strategy
Stay at least three squares away when attacking from a distance, and allow for the machine moving closer. Poison protection makes a close approach less hazardous but does not reduce its physical hit. Electrical attacks, poison, fear and sleep are ineffective against its listed immunities; physical damage, fire and cold are not blocked by those innate immunities.
Plan poison treatment before entering a mansion. Rampart Healers treat injury and disease but do not remove poison. Calming the machine is particularly misleading here: it can stop hostile pursuit without switching off the nearby cloud.
Its remains are called an automatum minor battery, but the corpse has no implemented food, recharge or alchemical-conversion benefit. The name alone does not make it usable fuel for another device.
References
- ↑ minit.h in Omega 0.90.4, line 131.
- ↑ house.c in Omega 0.90.4, line 9 (
load_house). - ↑ lev.c in Omega 0.90.4, line 317 (
make_creature). - ↑ lev.c in Omega 0.90.4, line 11 (
make_country_monsters). - ↑ mspec.c in Omega 0.90.4, line 45 (
m_sp_poison_cloud). - ↑ effect3.c in Omega 0.90.4, line 537 (
p_poison). - ↑ mon.c in Omega 0.90.4, line 12 (
m_pulse). - ↑ mtalk.c in Omega 0.90.4, line 356 (
m_talk_robot).