Draft:Tesla monster
| t Tesla monster | |
|---|---|
| Form | Ordinary creature |
| Attacks | 2 electricity attacks, raw 0–39 each; no defense |
| Special abilities | Ball lightning |
| Base level | 5 |
| HP | 50 |
| Hit | 15 |
| Defense | 10 |
| Action interval | 12 ticks; lower is faster |
| Kill experience | 150, when death is in sight |
| Generation | Ordinary and special encounters |
| Carried items | None at ordinary generation |
| Immunities | Electricity |
| Remains | Tesla monster whip; 50% on normal death |
| Remains use | Inedible; ball-lightning wand alchemy |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 165[1] |
A tesla monster attacks with electricity both at close range and through ball lightning. Its whip is an alchemical source of a twenty-charge lightning wand, rather than an ordinary wieldable whip.[2]
Generation
Tesla monsters belong to ordinary random-monster pools and the dedicated sewer selection. They are initially hostile and carry no ordinary possessions.[3]
Electricity
It makes two melee attacks, each with a raw 0–39 electricity roll, and has no defensive action. Its ball lightning uses the same damage range across its affected area. Ordinary ranged opportunities extend from distance three through nine. The ball follows the area-attack path, so bolt deflection does not replace electricity immunity.[4]
The creature is immune to electricity and has no other innate immunity. It moves by fluttering but has no flying flag, and it has no hungry or greedy gift response.[5]
Whip
Normal death has a 50% chance to leave a tesla monster whip. It is an inedible monster remain. Ambrosias buys it for 66 Au or charges 400 Au to turn the selected stack into one blessed +5 wand of ball lightning with 20 charges. The wand's burst has a raw 0–49 electricity roll; its +5 does not increase that power.[6]
Strategy
Electricity immunity answers both damaging abilities. Without it, its slow interval and modest HP favor disabling or promptly killing it rather than waiting inside its long ranged reach. Fire, cold and sleep are not blocked by innate immunity.
The alchemical wand is stronger per burst than the monster's own ordinary attack. Use it with attention to the area around the target: nearby creatures and the player can be caught in a lightning burst.
References
- ↑ lev.c in Omega 0.90.4, lines 373–394; mon.c in Omega 0.90.4, lines 134–203; mmelee.c in Omega 0.90.4, lines 8–145; 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. Ordinary construction, combat, timing and remains.
- ↑ minit.h in Omega 0.90.4, line 165; site1.c in Omega 0.90.4, lines 845–869.
- ↑ lev.c in Omega 0.90.4, lines 105–120; lev.c in Omega 0.90.4, lines 280–395; minit.h in Omega 0.90.4, line 165.
- ↑ minit.h in Omega 0.90.4, line 165; mmelee.c in Omega 0.90.4, lines 8–145; mon.c in Omega 0.90.4, lines 12–69; mstrike.c in Omega 0.90.4, lines 23–27; effect1.c in Omega 0.90.4, lines 358–433.
- ↑ minit.h in Omega 0.90.4, line 165; mmove.c in Omega 0.90.4, lines 151–178; inv.c in Omega 0.90.4, lines 410–467.
- ↑ mon.c in Omega 0.90.4, lines 134–203; itemf1.c in Omega 0.90.4, lines 664–749; minit.h in Omega 0.90.4, line 165; site1.c in Omega 0.90.4, lines 845–869; iinit.h in Omega 0.90.4, line 360; itemf3.c in Omega 0.90.4, lines 699–712.