Draft:Vampire lord

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Omega 0.90.4
V Vampire lord
FormOrdinary creature
Attacks3 touches: 0–49 physical each before absorption, plus strength-9 life drain; 3 defensive actions
Special abilitiesInvisible surprise; no distant life drain
Base level9
HP750
Hit70
Defense50
Action interval2 ticks; lower is faster
Kill experience1,000, when death is in sight
GenerationHigh-level pools; peaceful cemetery specimens
Carried itemsNo fixed item or random starting treasure
ImmunitiesPoison, fear, sleep
RemainsVampire dust; 50% on normal death
Remains useAlchemy: +9 cloak of negimmunity; not food
Traits
  • Normally hostile
  • Initially invisible
  • Flies; cannot pass through walls
Referenceminit.h in Omega 0.90.4, line 281[1]

A vampire lord is a powerful, initially invisible undead creature with life-draining touch attacks. Its visible symbol is a V. The nonhostile specimens in Rampart's cemetery are an unusual opportunity to encounter one without immediately having to fight it.[2]

Generation

Each of the cemetery's four greater-undead sites chooses equally between a vampire lord and a lich. Cemetery occupants begin asleep and nonhostile. A vampire lord elsewhere is normally hostile and can occur in high-difficulty random-monster generation, the Astral Plane and summons. It is not included in the ordinary wilderness encounter's unrestricted random slot, whose selection stops below its monster tier.

The vampire lord carries no fixed starting object or random treasure. Its valuable potential product comes from its remains instead.[3][4][5]

Combat and detection

The visible glyph is black on red; its invisible state can prevent you from seeing that glyph at all. Its base interval of two ticks makes it much faster than a spectre at six, and one action can attempt the entire three-touch sequence.[6]

A vampire lord flies but cannot pass through walls, statues or portcullises. Ordinary closed doors can be broken rather than opened intelligently. It begins invisible, with a surprise ability that can reveal it after attacking and cost an unalert victim an action. Truesight or Alertness addresses this surprise, but does not stop the attack itself.[7]

Its tactical sequence contains three attacks and three defensive actions. Each successful spirit touch deals ordinary damage and attempts life drain with strength 9. Without negative-energy immunity, the drain either removes nine current Strength and Constitution or removes nine character levels together with associated HP. Armor and ordinary-damage protection do not replace immunity to the drain.

The vampire lord's attack selection does not provide a working distant life-drain attack: its spirit touch is only executed at adjacent range. Remaining distant is therefore useful. Solid walls can help separate you from it, while an ordinary door may be broken.

It is immune to poison, fear and sleep, but not innately immune to ordinary physical damage or the common elemental damage types. Its immense HP and high defense score still make an early fight a poor trade.[8][9][10][11]

Remains and strategy

Truesight and Alertness address detection or surprise; negative-energy immunity addresses the drain. These are separate preparations. Even displacement avoiding the physical damage of a landed touch does not cancel the following life-drain attempt.[12]

An ordinary vampire lord has a chance to leave vampire dust. Ambrosias can transmute this into a +9 cloak of negimmunity for 400 Au, providing protection against later life-draining opponents. This is not a carried cloak guaranteed to drop from every kill. The dust itself is not food and grants no direct protection by being eaten.

In the cemetery, preserve the initial peace and account for invisible occupants when choosing a route. Before deliberately fighting, prepare negative-energy immunity, a way to see or locate the target, and enough space to avoid repeated touches. A cloak obtained after the fight cannot protect you during that first encounter; spectre remains offer another source for the same alchemical product.

Surrender is unreliable against this evil-speaking opponent and can strengthen it after taking your cash and best item. Its name does not imply a special conversation, office or player succession reward.[13][14][15]

References

See also: Monster overview and Defense and protection.