Draft:Wolf

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Omega 0.90.4
w Wolf
FormOrdinary creature
Attacks3 attacks: 0–14 physical each before absorption; no defensive actions
Base level2
HP40
Hit15
Defense5
Action interval4 ticks; lower is faster
Kill experience35, when death is in sight
GenerationRandom pools and encounter details
Carried itemsNone at ordinary generation
ImmunitiesFear, sleep
RemainsWolf cutlets; 50% on normal death
Remains useOrdinary food; no alchemy
Traits
  • Initially hostile
  • Can swim
  • Initially hungry; accepts food
  • Edible remains
Referenceminit.h in Omega 0.90.4, line 89[1]

A wolf is a hungry, hostile predator, displayed as a brown w. It has three physical attacks and immunity to fear and sleep, making it a more serious encounter than its level-2 label alone conveys.[2]

Generation

Wolves belong to the ordinary random-monster pools and are explicitly included in plains, forest, tundra and mountain encounters. The mountain table also serves passes and volcano terrain. Ordinary wolves have no starting possessions.[3]

Behavior and feeding

A wolf pursues the player, can swim across water and attempts three physical attacks when adjacent. It has no defensive action, ranged attack or special ability. At one to nine HP, its next normal pursuit movement triggers retreat and shortens its base interval from four to two ticks. This low-HP retreat is still possible despite fear immunity: it is not a fear spell.[4]

A still-hungry wolf accepts ordinary food and becomes peaceful. Use Give while adjacent; cursed offerings are refused by the giving command. Poisonous food inflicts 100 poison damage and shifts alignment two points toward Chaos. Wolves are not poison-immune, so this kills an otherwise unchanged 40-HP wolf. Both accepted meals end hunger, preventing reliance on another ordinary feeding response afterward.[5]

Wolf cutlets have a 50% chance to appear on normal death. They add six food-reserve points when eaten, with one point used per normal hourly hunger check. They have no alchemical transformation.[6]

Strategy

Do not rely on fear or sleep to stop a wolf. Its three attacks can make adjacent exchanges costly even when individual damage rolls are modest. Ordinary food is a useful noncombat alternative while it remains hungry; a hornet corpse is a lethal alternative with an alignment cost. Since the wolf can swim, crossing a river is not a reliable way to prevent pursuit. Armor and a suitable defensive sequence remain useful if you must fight, but hunting a wolf just for food gives no larger meal than hunting a rabbit.

References