Draft:Inner circle demon

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Omega 0.90.4
D Inner circle demon
FormOrdinary creature
Attacks2 fire lunges, raw 0–39 each; 6 defenses
Special abilitiesFear; level-7 spells; summons outer circle demons at 2–34 HP
Base level7
HP240
Hit35
Defense30
Action interval3 ticks; lower is faster
Kill experience300, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNo fixed item; 0–2 random possessions
ImmunitiesFire, poison, fear, sleep
RemainsDead inner circle demon; 50% on normal death
Remains usePoisonous; no alchemy
Traits
  • Hostile ordinarily
  • opens doors
Referenceminit.h in Omega 0.90.4, line 245[1]

An inner circle demon is a heavily defending demon with two fire lunges, spells and low-health summoning. Its defensive actions do not constitute additional melee attacks.[2]

Generation

Inner circle demons occur in ordinary random pools, the deep Astral Plane, the Volcano and random main-temple placements. A demon prince can summon two when badly injured. Ordinary specimens are hostile and have zero through two random possessions. Temple loading clears hostility for the player's own faith and for Druid temples.[3]

Description

It makes two fire lunges, raw damage 0–39 each, and has six defenses. It can open doors and is immune to fire, poison, fear and sleep. The assigned sleep melee action does not produce a normal ranged sleep attack.[4]

The nearby demonic action can cause fear or attempt level-7 spellcasting, whose fourteen-option range includes disruption. Fear immunity blocks the fear branch, and players of level 19 or higher cannot be newly frightened by it. Spellcasting requires hostility and sight.[5]

At 2–34 HP, a special action reduces it to 1 HP and attempts two hostile outer circle demon summons beside the player. This needs adjacent free floor and does not require hostility. A peaceful temple demon therefore is not automatically harmless when injured.[6]

Remains and strategy

Normal death has a 50% chance to leave a poisonous corpse with no alchemical transformation.[7]

Its six defenses can make repeated melee exchanges frustrating, while its spells remain dangerous through fire protection. Cold or electricity avoids the listed elemental immunity. Minimize the time it spends in its low-health summoning range, and do not mistake a temple's initial peaceful reception for immunity to every special effect.

References