Draft:Haunt

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Omega 0.90.4
h Haunt
FormOrdinary creature
Attacks2 center attacks: 0–19 physical each before absorption; each landed hit has a 40% chance of +20 poison strength
Special abilitiesInvisible surprise
Base level4
HP50
Hit15
Defense5
Action interval7 ticks; lower is faster
Kill experience150, when death is in sight
GenerationRandom pools; peaceful cemetery specimens
Carried itemsNo fixed item or random starting treasure
ImmunitiesPoison, fear, sleep
RemainsDessicated corpse; 50% on normal death
Remains usePoisonous food; no alchemy
Traits
  • Normally hostile
  • Initially invisible
  • Moves; cannot pass through walls
Referenceminit.h in Omega 0.90.4, line 137[1]

A haunt is an initially invisible undead creature whose melee attacks can poison you. Its visible symbol is a grey h. Unlike a ghost, it is vulnerable to ordinary physical damage and fights directly in melee.[2]

Generation

Each of the four lesser-undead sites in Rampart's cemetery chooses equally between a haunt and a ghost. Cemetery haunts begin asleep and nonhostile despite their invisibility. Elsewhere, haunts are normally hostile and occur in sufficiently strong random-monster pools, wilderness encounters, the Astral Plane and summons.

A haunt named ... can be a deceased historical adventurer whose recorded level was 3 through 6. That construction replaces several ordinary haunt properties, including its status flags and melee style; do not use the ordinary information card as its full description.[3][4][5]

Attacks and remains

An ordinary haunt has two center attacks in its tactical sequence. Each successful hit inflicts ordinary damage and has a 40% chance to add 20 poison strength. Poison immunity stops the poison but does not stop the preceding physical damage.

Its surprise ability can reveal it after attacking and cause a victim without Alertness or Truesight to lose an action. This is an ability checked during monster activity, not an automatic penalty every time you approach an unseen haunt.

Haunts are immune to poison, fear and sleep. Their conversation is threatening rather than a healing or hint service. The dessicated corpse is poisonous food and has no alchemical transformation; its appearance does not make it safe to eat after winning the fight.[6][7][8][9]

Strategy

Keep a cemetery haunt peaceful when possible. An apparently vacant corridor may contain one, and walking into its position can begin a confrontation. Truesight helps distinguish empty space from a creature you would otherwise miss.

Ordinary physical attacks work against a haunt's innate defenses. If you must fight, poison protection and enough room to retreat are more useful than fear or sleep effects. The city's healers do not cure poison, so their proximity is not a complete recovery plan.

Do not rely on surrender to a hostile haunt: the generic surrender process can take your cash and best item, strengthen it, and still leave an evil-speaking opponent attacking. Avoid provoking a peaceful one merely to test whether it will accept a bargain.

References