Draft:Astral fuzzy
| F Astral fuzzy | |
|---|---|
| Form | Ordinary creature |
| Attacks | 1 electrical attack, raw 0–9; no defense |
| Special abilities | Very fast; passes through walls |
| Base level | 4 |
| HP | 40 |
| Hit | 10 |
| Defense | 10 |
| Action interval | 1 ticks; lower is faster |
| Kill experience | 100, when death is in sight |
| Generation | Ordinary and special encounters |
| Carried items | None at ordinary generation |
| Immunities | Fire, fear, sleep |
| Remains | Nothing much; 50% on normal death |
| Remains use | Random displacement; no alchemy |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 149[1] |
An astral fuzzy is an extremely fast, intangible attacker. It passes through terrain but is not immune to ordinary weapon damage. Its cold-themed melee message actually accompanies electricity damage in Omega 0.90.4.[2]
Generation
Astral fuzzies belong to ordinary random-monster pools and a dedicated Astral Plane selection. They are initially hostile and carry no ordinary possessions.[3]
Abilities
A fuzzy acts at the fastest ordinary interval, one tick, and makes one melee attack for a raw 0–9 electricity damage. It has no ranged or special attack and no defensive action. It is immune to fire, fear and sleep, but not cold, electricity or normal damage. Intangibility permits movement through walls and water; it does not itself confer physical immunity.[4]
Remains
Normal death has a 50% chance to leave remains called nothing much. Their zero weight does not prevent the drop. Eating them grants displacement instead of ordinary corpse nutrition: it replaces the existing displacement duration with a random zero to five counts. Thus it can grant no effective duration or shorten an effect you already have.[5]
Displacement can cancel half of direct monster-hit damage attempts; it is not blanket protection against spellcasting or all attack side effects. Its duration normally loses one count at each ten-minute game-time status check, with the separate countryside hourly update also consuming a count. The fuzzy's remains have no alchemical transformation.[6]
Strategy
Do not rely on a closed door or intervening wall to contain a fuzzy, or on sleep and fear to disable it. Ordinary weapons can hurt it, and electricity immunity prevents its direct melee damage. Its speed makes repeated retreats expensive unless the movement actually removes it from the encounter.
Eat its remains only with the random replacement effect in mind. They are a possible short displacement benefit when you have none, but a poor way to extend an existing long-duration effect.
References
- ↑ lev.c in Omega 0.90.4, lines 373–394; mon.c in Omega 0.90.4, lines 134–203; mmelee.c in Omega 0.90.4, lines 8–145; mmelee.c in Omega 0.90.4, lines 227–311; aux2.c in Omega 0.90.4, lines 689–727; time.c in Omega 0.90.4, lines 47–74; item.c in Omega 0.90.4, lines 63–139. Ordinary construction, combat, timing and remains.
- ↑ minit.h in Omega 0.90.4, line 149; mmelee.c in Omega 0.90.4, lines 8–145; mmove.c in Omega 0.90.4, lines 131–146; util.c in Omega 0.90.4, lines 93–159.
- ↑ lev.c in Omega 0.90.4, lines 122–140; lev.c in Omega 0.90.4, lines 280–395; minit.h in Omega 0.90.4, line 149.
- ↑ minit.h in Omega 0.90.4, line 149; mmelee.c in Omega 0.90.4, lines 8–145; mmove.c in Omega 0.90.4, lines 131–146; util.c in Omega 0.90.4, lines 93–159; aux2.c in Omega 0.90.4, lines 689–727; time.c in Omega 0.90.4, lines 47–74.
- ↑ mon.c in Omega 0.90.4, lines 134–203; minit.h in Omega 0.90.4, line 149; item.c in Omega 0.90.4, lines 101–103; itemf1.c in Omega 0.90.4, lines 151–158; effect2.c in Omega 0.90.4, lines 362–374.
- ↑ mmelee.c in Omega 0.90.4, lines 8–20; aux2.c in Omega 0.90.4, lines 440–445; aux3.c in Omega 0.90.4, lines 11–47; minit.h in Omega 0.90.4, line 149.