Draft:Giant soldier ant

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Omega 0.90.4
a Giant soldier ant
FormOrdinary creature
Attacks3 attacks: 0–9 physical each before absorption; 20% poison chance per hit; no defense
Special abilitiesPoison on successful hits
Base level2
HP20
Hit15
Defense15
Action interval3 ticks; lower is faster
Kill experience30, when death is in sight
GenerationRandom pools and encounter details
Carried itemsNone at ordinary generation
ImmunitiesFear, sleep
RemainsAnt mandibles; 50% on normal death
Remains usePoisonous food; no alchemy
Traits
  • Initially hostile
  • Poisonous remains; not hungry
Referenceminit.h in Omega 0.90.4, line 91[1]

A giant soldier ant is a hostile poisonous monster with three attacks per combat sequence. Its repeated chances to poison make it more dangerous than its 20 HP alone suggests.[2]

Generation

Giant soldier ants appear in ordinary random pools and are specifically favored by both jungle and swamp countryside encounter tables. They have no ordinary starting possessions.[3]

Arena opponent

A named giant soldier ant is the ninth opponent in the initial arena sequence. This strengthened form starts awake and hostile with the exit-opening item, and reliably leaves its poisonous remains on normal death.[4]

Form HP Hit Raw damage per attack Poison added on a poison proc
Ordinary 20 15 0–9 10 counts
Arena 40 30 0–14 15 counts

Both forms make three attacks and have a 20% poison chance after each successful hit. The higher arena damage also increases the amount of poison added; the immunities and action interval remain unchanged.[5]

Attacks and poison

The ant makes three physical attacks, each rolling 0–9 raw damage. Each successful hit has a 20% chance to add ten poison counts unless you are poison-immune. Each poison check later removes one count and attempts three poison damage; additional bites can extend the counter. Armor absorption and displacement apply to the physical damage and do not automatically stop the later poison roll.[6]

Poison damage is checked at game-minute updates, with additional checks at some longer time advances. Ten counts do not mean ten player commands: poisoning can remain dangerous after the ant is dead.[7]

The ant is immune to fear and sleep, but not poison. It is not initially hungry, so neither safe nor poisonous food invokes the ordinary hungry-monster response. It has no flight or swimming ability despite being a named swamp encounter.[8]

Remains

Half of normal deaths leave ant mandibles. They are poisonous food and have no alchemical transformation.[9]

Strategy

Avoid spending several rounds trading blows without poison protection or a way to clear poisoning. Three attacks mean several poison opportunities even in a short fight. Sleep, fear and feeding are poor answers to this enemy's specific flags; a quick kill or attacks from a position it cannot reach are more dependable. A potion of neutralize poison clears accumulated poison, but does not make future bites harmless.[10]

Prepare poison protection before accepting its arena match. The named opponent is harder to kill and adds more poison with each successful proc; a plan based on the ordinary 20 HP ant understates both hazards.

References