Draft:Rabbit

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Omega 0.90.4
r Rabbit
FormOrdinary creature
Attacks1 low attack: 0 physical before absorption; no defensive actions
Base level1
HP3
Hit0
Defense7
Action interval3 ticks; lower is faster
Kill experience1, when death is in sight
GenerationRandom pools and encounter details
Carried itemsNone at ordinary generation
ImmunitiesNone innate
RemainsBunnyburgers; 50% on normal death
Remains useOrdinary food; no alchemy
Traits
  • Normally peaceful
  • Can swim
  • Edible remains
Referenceminit.h in Omega 0.90.4, line 59[1]

A rabbit is a small, normally peaceful animal, displayed as a brown r. It has three HP and can leave bunnyburgers when killed.[2]

Generation

Rabbits can be selected by ordinary random-monster pools. They are explicitly included in plains, forest and mountain encounters, including the mountain table used for passes and volcano terrain. Ordinary rabbits have no starting possessions.[3]

Behavior and remains

A rabbit begins peaceful and can swim. If made hostile, it can pursue the player and attempt one low physical attack, without a defensive action. It has no ranged attack, special ability or innate immunity. Its raw damage roll is zero, but a successful physical hit against a non-immune player still causes one HP of damage; its zero hit score does not eliminate the hit roll.[4]

Bunnyburgers have a 50% chance to appear on normal death. They supply six food-reserve points when eaten, with one point consumed by normal hourly hunger checks, and have no alchemical transformation. The rabbit itself is not initially hungry; a food offering is not a taming method for this creature.[5]

Strategy

A rabbit is relatively weak prey, and its remains provide as much nourishment as venison or trunk steak. This makes it a less costly candidate when you need food, but not a guaranteed emergency ration: half of normal deaths leave no corpse. When you already have supplies, there is no need to turn a peaceful animal hostile for its one-XP reward.

References