Draft:Zombie overlord
| Z Zombie overlord | |
|---|---|
| Form | Ordinary creature |
| Attacks | 1 physical lunge, raw 0–19, plus life drain of strength 7; 3 defenses |
| Special abilities | Life drain; raises corpses as their original species |
| Base level | 7 |
| HP | 100 |
| Hit | 10 |
| Defense | 30 |
| Action interval | 3 ticks; lower is faster |
| Kill experience | 460, when death is in sight |
| Generation | Ordinary and special encounters |
| Carried items | No fixed item; 0–1 random possession |
| Immunities | Fear |
| Remains | Extremely dead zombie overlord; 50% on ordinary normal death |
| Remains use | Inedible; no alchemy |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 241[1] |
A zombie overlord is an undead monster that drains life and raises creatures from nearby corpses. Its resurrection ability can consume valuable remains and produce enemies beside the player.[2]
Generation
Zombie overlords occur in ordinary random pools, including the Volcano's level-4–9 branch. Their separate entry in its depth-indexed table cannot be selected within the twenty-level limit. They begin hostile, with zero or one random possession and no fixed item.[3]
Description
An overlord has one physical lunge, dealing a raw 0–19 damage, and three defenses. Each successful attack also attempts life drain of strength 7. Negative-energy immunity blocks the life drain; otherwise it either reduces strength and constitution by seven each or drains seven experience levels. Armor preventing the direct blow does not cancel that rider.[4]
It retreats while hostile, but can still attack when adjacent. Fear is its only innate immunity, and it is neither intangible nor immune to ordinary physical damage.[5]
Raising the dead
The shared summoning placement and remains rules explain where the replacements appear and which property is consumed.
Its nearby special action examines the top ground item on each square within two squares of itself. Each such corpse is consumed in an attempt to summon a hostile creature of the original corpse's kind beside the player. These are not all converted into ordinary zombies. The attempt needs an empty adjacent floor square near the player; failure still consumes the selected corpse item.[6]
The raising effect does not itself require hostility or line of sight. Picking up valuable corpses removes them from its ground search. Normal death has a 50% chance to leave the overlord's own inedible corpse, which has no alchemical use.[7]
Strategy
Collect important remains before allowing the overlord to act nearby. Keeping distance from the overlord does not ensure that its summoned replacements appear far away: their placement is beside the player. Negative-energy protection addresses its melee drain, while its lack of physical or elemental immunities leaves several direct ways to kill it.
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 8–148; 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 241; mspec.c in Omega 0.90.4, lines 538–556.
- ↑ lev.c in Omega 0.90.4, lines 166–195; lev.c in Omega 0.90.4, lines 280–394; defs.h in Omega 0.90.4, line 156.
- ↑ mmelee.c in Omega 0.90.4, lines 8–20; mmelee.c in Omega 0.90.4, lines 124–129; effect3.c in Omega 0.90.4, lines 1167–1191.
- ↑ minit.h in Omega 0.90.4, line 241; mon.c in Omega 0.90.4, lines 348–389.
- ↑ mspec.c in Omega 0.90.4, lines 538–556; effect3.c in Omega 0.90.4, lines 7–43.
- ↑ mon.c in Omega 0.90.4, lines 12–76; mspec.c in Omega 0.90.4, lines 538–556; mon.c in Omega 0.90.4, lines 193–201; item.c in Omega 0.90.4, lines 63–139; itemf1.c in Omega 0.90.4, lines 664–749.