Draft:Goblin shaman

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Omega 0.90.4
G Goblin shaman
FormOrdinary creature
Attacks1 physical attack, raw 0–9; 1 defense
Special abilitiesTen spell choices; gifts worth 300 Au pacify
Base level3
HP25
Hit10
Defense10
Action interval6 ticks; lower is faster
Kill experience40, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNo fixed item; 0–1 random possessions
ImmunitiesNone innate
RemainsDead goblin shaman; 50% on normal death
Remains useInedible; no alchemy
Traits
  • Initially hostile and greedy
  • Opens doors
Referenceminit.h in Omega 0.90.4, line 111[1]

A goblin shaman is a hostile, greedy spellcaster found among the inhabitants of the Goblin Caves. It shares a green G with the chieftain, but its danger comes from random spells rather than a carried great-axe.[2]

Generation

Shamans appear in ordinary random pools and a dedicated Goblin Caves population branch that becomes more prominent deeper down. They have no fixed weapon or magical item, but can begin with zero or one random possession.[3]

Spells and behavior

Its level-3 spell repertoire has ten equally likely choices after resistance: physical missile, self-recovery, slow, disease, lightning, cold, item-magic removal, weakened blessing, poison and sleep. Recovery adds 0–8 HP, poison adds three counts, and a successful sleep effect adds 2–3 counts if the player is not already asleep or sleep-immune. It cannot yet select the higher-level fire bolt, item destruction or level drain.[4]

An ordinary shaman attempts this magic as a nearby special action, requiring hostility and line of sight. It also has one physical melee attack for a raw 0–9 damage and one defensive action. It opens doors, collects items while greedy, and has no innate immunity.[5]

Gifts and remains

A still-greedy shaman becomes peaceful after a single payment of 300 Au or a non-cursed gift of at least that intrinsic value. Smaller gifts are kept and do not accumulate toward the threshold; accepted gifts in this response add one alignment point. Successful pacification also ends greed and prevents its ordinary hostile-only spell routine from casting.[6]

Normal death drops possessions and has a 50% chance of leaving a dead goblin shaman. The corpse is inedible and cannot be transformed by the alchemist. It does not provide the ordinary goblin's one-point meal.[7]

Strategy

Identify which green G you face before choosing defenses. The shaman can attack your equipment and inflict sleep, poison or disease, while a chieftain uses physical missiles. Paying 300 Au can end the spell threat if it is still greedy; throwing several low-value gifts at it gives it time to continue casting. Its 25 HP and lack of innate immunities make a quick attack or applicable disabling effect another practical option. Keep line of sight broken when withdrawing, since ordinary doors can be opened.

References