Draft:Transparent nasty

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Omega 0.90.4
n Transparent nasty
FormOrdinary creature
Attacks2 center attacks: 0–4 physical each before absorption; no defense
Special abilitiesPhysical missiles without ammunition
Base level2
HP32
Hit15
Defense10
Action interval8 ticks; lower is faster
Kill experience30, when death is in sight
GenerationRandom pools and encounter details
Carried itemsNone at ordinary generation
ImmunitiesNone innate
RemainsDead transparent nasty; 50% on normal death
Remains useInvisibility; potion via alchemy
Traits
  • Initially hostile and invisible
  • Flutters without flying
Referenceminit.h in Omega 0.90.4, line 79[1]

A transparent nasty is an invisible hostile monster that combines close attacks with physical missiles. Its remains can grant brief invisibility directly or be made into an invisibility potion.[2]

Generation

Transparent nasties occur in ordinary random pools and the sewer population table. They have no ordinary starting possessions; their missile ability does not supply a bow or ammunition as loot.[3]

Invisibility and attacks

The underlying glyph is a gray n, but the monster starts invisible. It makes two center melee attacks, each with a raw physical roll of 0–4, and has no defensive actions or innate immunities. Its flutter movement does not grant flight.[4]

Its ranged ability fires a physical bolt with the same damage range. Ordinary ranged checks require it to be awake and hostile, at a distance of three or four squares, with line of sight to a player who is not invisible. The check succeeds on half of eligible pulses. This attack consumes no ammunition. If the bolt reaches you, deflection makes it miss; it does not use the ordinary melee hit roll against you.[5]

Remains

Half of normal deaths leave a dead transparent nasty. Direct use of an ordinary unblessed corpse adds two invisibility counts and no food. Ambrosias can instead make a blessed potion of invisibility for 60 Au, or buy one corpse for 10 Au. Transformation replaces the selected stack with one potion; its blessing gives a longer invisibility effect than the ordinary corpse.[6]

Each ordinary invisibility count lasts until a ten-minute recovery update indoors, or an hourly countryside update. Two counts are therefore a short-lived benefit on the game's travel clock, not merely two combat actions.[7]

Strategy

Use a reliable means of seeing invisible enemies and break line of sight when under missile fire. Deflection protects against the bolt, while entering melee trades that threat for two attacks. The monster has no food-pacification response and no innate immunity, so applicable disabling effects remain options. Preserve the corpse for alchemy when duration matters more than immediate invisibility.

References