Draft:Great Wyrm

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Omega 0.90.4
W Great Wyrm
FormOrdinary creature
Attacks3 physical attacks, raw 0–19 each; no defense
Special abilitiesDeath completes the sewers challenge
Base level7
HP250
Hit40
Defense30
Action interval5 ticks; lower is faster
Kill experience500, when death is in sight
GenerationOrdinary and special encounters
Carried items+7 blessed Defender; 0–7 random items
ImmunitiesCold, poison, fear, sleep
RemainsThe head of the Great Wyrm; guaranteed on normal death
Remains useInedible head; no alchemy; not a quest hand-in
Traits
  • Hostile
  • swims
  • excluded from ordinary random pools
Referenceminit.h in Omega 0.90.4, line 227[1]

The Great Wyrm is the guardian at the bottom of the Rampart Sewers. Killing it advances the Oracle's quest sequence, and its fixed treasure includes Defender.[2]

Generation

In Omega 0.90.4, the sewers have eighteen levels. Their normal bottom-level generator places the Great Wyrm while the sewers quest remains incomplete. It is excluded from ordinary random-monster selection, though explicit summoning is not restricted to that ordinary pool.[3]

It carries a +7 Defender with blessing strength +7, along with zero through seven random possessions. Its normal death drops carried items and always leaves its head.[4]

Description

The Wyrm is hostile and can swim. It makes three physical attacks at random heights, each with a raw damage range of 0–19, and has no defensive actions. It is immune to cold, poison, fear and sleep. Its carried Defender does not replace these attacks with the player's weapon behavior.[5]

It has no functioning additional ranged or special attack in this version's normal combat routine. In particular, it does not breathe a cold projectile merely because it is a cold-immune Wyrm.[6]

Quest and remains

The death itself records completion of the sewers challenge. The Oracle checks that completion flag during the quest sequence after the Goblin Caves; handing over the Wyrm's head is unnecessary. The head is inedible and has no alchemical transformation.[7]

Defender has a separate use in the Duke's advancement quests. An Esquire who has already supplied the Goblin King's corpse can surrender the sword for promotion to Knight and 1,000 experience. That check accepts the weapon kind, rather than requiring this particular Wyrm's sword.[8]

Strategy

Physical attacks or fire avoid the Wyrm's listed immunities; sleep and poison do not. Prepare for three accurate physical blows rather than planning around an unimplemented breath weapon. Recover Defender after the kill and decide whether its protective value is worth retaining before surrendering it for the Duke's quest.

References