Draft:Deer

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Omega 0.90.4
d Deer
FormOrdinary creature
Attacks1 attack: 0–4 physical before absorption; 2 defensive actions
Base level1
HP23
Hit5
Defense10
Action interval2 ticks; lower is faster
Kill experience5, when death is in sight
GenerationRandom pools and encounter details
Carried itemsNone at ordinary generation
ImmunitiesNone innate
RemainsVenison; 50% on normal death
Remains useOrdinary food; no alchemy
Traits
  • Normally peaceful
  • Can swim
  • Edible remains
Referenceminit.h in Omega 0.90.4, line 53[1]

A deer is a normally peaceful animal, displayed as a brown d. It is a common countryside candidate with more HP and defensive actions than many small edible animals. Its remains are venison.[2]

Generation

Deer can appear in ordinary random-monster pools. The countryside tables explicitly include them in plains, forest and tundra encounters. Ordinary deer carry no items.[3]

Behavior and remains

A deer begins peaceful. Once hostile, it can pursue and swim across water, then attempt one physical attack and two defensive blocks in a tactical sequence. It acts at a base interval of two ticks and has no special or ranged attack. At one to four HP, a subsequent normal pursuit movement triggers retreat; its interval then falls to one tick. Retreat does not remove hostility.[4]

Venison has a 50% chance to appear on normal death. Eating it adds six food-reserve points, the same as a rabbit's remains; normal hourly hunger checks consume one point. It has no alchemical transformation. A living deer is not initially hungry and does not use the ordinary food-pacification response.[5]

Strategy

Do not assume a deer is better food simply because it is larger than a rabbit. Its 23 HP, two blocks and short interval can make the hunt take longer, without increasing nutrition per corpse. Leave it peaceful when you already have food. If you wound it and then try to finish the chase, remember that its retreat is faster than its initial movement and that it can cross water.

References