Draft:Elemental Lord of Earth

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Omega 0.90.4
E Elemental Lord of Earth
FormOrdinary Astral guardian
Attacks1 physical attack, raw 0–199; 3 defenses; no working ranged attack
Special abilitiesRetreats at low HP without automatically dropping possessions; no working nearby special
Base level10
HP2000
Hit200
Defense100
Action interval12 ticks; lower is faster
Kill experience5000, on normal death in sight
GenerationFixed encounter and unrestricted summoning
Carried itemsOrb of Air, neutral +0; no extra random items
ImmunitiesFire, cold, poison, acid, fear, sleep, negative energy, other magic, gaze, infection; theft flag does not block player pickpocketing
RemainsSome dirt; guaranteed on normal death
Remains useInedible; no alchemy
Traits
  • Initially peaceful
  • passes through walls
  • slow movement
Referenceminit.h in Omega 0.90.4, line 297[1]

The Elemental Lord of Earth is the initially peaceful guardian of the first Astral level. This slow, wall-passing creature carries the Orb of Air, not the Orb of Earth. Its broad elemental immunities leave physical and electrical damage available.[2]

Generation

The lord is placed when the first Astral maze is created, provided the Astral completion state has not been set. Successful use of the Star Gem sets that state; killing an elemental guardian or activating an Orb does not. Already existing guardians are not removed by that change.[3]

The ordinary encounter is peaceful. The lord is excluded from ordinary random pools, but an unrestricted summoning scroll can select it at random and makes it hostile. Ordinary construction supplies one neutral +0 Orb of Air and no additional random possessions.[4]

Description

When hostile, the lord makes one physical attack per melee sequence, rolling 0–199 before the player's physical defenses. Its three defensive actions and 2,000 HP make a direct fight substantial despite the slow twelve-tick action interval. Physical absorption ordinarily leaves at least one point of damage unless an applicable immunity or another prevention effect stops the hit.[5]

The lord can move through walls and other barriers available to intangible creatures. Below one sixth of its original HP, movement turns away from the player; unlike the ordinary low-health retreat, this movement does not automatically drop its Orb. It has no functioning normal ranged attack or additional nearby special effect in 0.90.4.[6]

Fire, cold, poison, acid, fear, sleep, negative energy and other-magic damage are ineffective against its innate immunities. Physical damage and electricity work. Disintegration is another exception: it deals 100 unavoidable damage rather than instantly removing the lord.[7]

Orb and remains

Successful player pickpocketing can take the Orb while the lord is alive. The check uses Dexterity, Thieves' Guild rank and the lord's level; its listed theft immunity is not checked by that command. A successful attempt shifts alignment one point toward Chaos and awards 100 XP. The ordinary lord carries only the Orb, so there is no initial random loot in front of it. Trying again after its inventory is empty provokes hostility.[8]

A normal kill drops the Orb if still carried and always leaves some dirt. This weighs 10,000 and has base value 1. It is inedible and has no alchemical transformation; it cannot replace any elemental Orb.[9]

Strategy

Approach with the Orb objective in mind before starting a fight. Pickpocketing is a possible nonlethal route, although success depends on character abilities. If fighting, electricity avoids the lord's many elemental immunities, while physical weapons remain useful for a character able to overcome its Defense. Walls will not contain it, and retreating behind one is not a reliable escape plan.

Keep the Orb of Air unused if it is part of a planned Mastery set. Activating it separately may provide useful protection and a spell, but consumes the copy required for the combined reward.

References