Draft:Swarm
| s Swarm | |
|---|---|
| Form | Ordinary creature |
| Attacks | 1 physical attack, raw 0–9; no defense |
| Special abilities | Can multiply near the player |
| Base level | 4 |
| HP | 40 |
| Hit | 15 |
| Defense | 0 |
| Action interval | 10 ticks; lower is faster |
| Kill experience | 50, when death is in sight |
| Generation | Ordinary encounters and expansion |
| Carried items | None at ordinary generation |
| Immunities | Physical damage, fear, sleep |
| Remains | Dead swarm members; 50% on normal death |
| Remains use | Inedible; no alchemy |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 155[1] |
A swarm is a flying enemy that can multiply near you and is immune to ordinary physical damage. It has no elemental immunity, making the damage type more important than the apparent strength of a weapon.[2]
Generation and expansion
Swarms belong to ordinary random-monster pools and carry no ordinary possessions. When its nearby special action runs, a swarm has a 20% chance to attempt to create another hostile swarm on an unoccupied floor square adjacent to the player. The parent need not be hostile and the ability does not independently require line of sight; the general awake, proximity and special-action checks still apply.[3]
This 20% is conditional on reaching the special action, not a 20% chance per player command. A newly created swarm has the same ability and can later multiply in turn.[4]
Combat and remains
The swarm makes one physical middle attack for a raw 0–9 damage and has no defensive action. It is immune to normal damage, fear and sleep, but not fire, cold or electricity. Flight lets it cross water. It is not hungry, so food does not pacify it.[5]
Normal death has a 50% chance to leave dead swarm members. They are inedible and have no alchemical transformation.[6]
Strategy
Use an applicable elemental attack or leave the encounter before repeated expansion fills nearby floor squares. Ordinary melee, physical missiles and the staff of disruption all encounter its normal-damage immunity. Despite the staff's magical name, its disruption damage to a monster is physical.[7]
Sleep and fear also fail against the swarm. Its individual damage is modest, but continuing an ineffective physical fight allows additional swarms to appear. Open water does not provide separation from a flying enemy.
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 155; mspec.c in Omega 0.90.4, lines 523–535.
- ↑ lev.c in Omega 0.90.4, lines 280–395; mon.c in Omega 0.90.4, lines 12–69; mspec.c in Omega 0.90.4, lines 523–535; effect3.c in Omega 0.90.4, lines 7–47.
- ↑ mon.c in Omega 0.90.4, lines 12–69; mspec.c in Omega 0.90.4, lines 523–535; effect3.c in Omega 0.90.4, lines 7–47.
- ↑ minit.h in Omega 0.90.4, line 155; mmelee.c in Omega 0.90.4, lines 8–145; util.c in Omega 0.90.4, lines 93–159; inv.c in Omega 0.90.4, lines 410–467.
- ↑ mon.c in Omega 0.90.4, lines 134–203; itemf1.c in Omega 0.90.4, lines 664–749; minit.h in Omega 0.90.4, line 155.
- ↑ effect3.c in Omega 0.90.4, lines 341–370; itemf3.c in Omega 0.90.4, lines 622–635.