Draft:Astral vampire

From Omega Wiki
Jump to navigation Jump to search
Omega 0.90.4
V Astral vampire
FormOrdinary creature
AttacksNo ordinary attacks; 3 defenses
Special abilitiesNearby mana drain, even if peaceful
Base level5
HP40
Hit25
Defense0
Action interval6 ticks; lower is faster
Kill experience175, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNo fixed item; 0–1 random possessions
ImmunitiesPhysical damage, fear, sleep
RemainsDead astral vampire; 50% on normal death
Remains useEnchantment effect; no alchemy
Traits
  • Hostile
  • Intangible
Referenceminit.h in Omega 0.90.4, line 181[1]

An astral vampire is an intangible, physically immune mana drainer. Despite having a spirit-touch attack type in its definition, its ordinary action sequence contains only defenses, so it does not actually make that melee attack.[2]

Generation

Astral vampires belong to ordinary random-monster pools and a dedicated Astral Plane selection. An ordinary specimen is initially hostile, with no fixed item and zero or one random possession.[3]

Mana drain

Whenever its special action runs while your mana is positive, it subtracts ten minus the distance, with a minimum subtraction of zero. The ordinary special-action range is within four squares, so qualifying drain amounts there are six through nine mana. The check does not independently require hostility or line of sight, and does not consult negative-energy or magic immunity. It can reduce a small positive mana value below zero.[4]

Its combat sequence has three defensive actions and no attacks. It has no ranged attack. It is immune to physical damage, fear and sleep, but not fire, cold or electricity; its intangibility permits movement through walls. It has no food or valuable-gift pacification response, and making it peaceful would not itself disable the mana-drain check.[5]

Remains

Normal death drops possessions and has a 50% chance to leave a dead astral vampire. Eating the ordinary corpse invokes the same effect as a noncursed +0 scroll of enchantment: a suitable selected item gains +2 and may gain 2, 4, ... 20 charges. It supplies no food and has no alchemical transformation.[6]

This retains ordinary enchantment risks. A target above +1 can explode, and an intact artifact can cause a mana-storm backlash instead of receiving +2. Eating the corpse is therefore a choice to use an enchantment effect, not a risk-free permanent character improvement.[7]

Strategy

Leave the drain range or use applicable nonphysical damage before losing the mana needed to fight other enemies. Physical attacks and sleep do not solve the encounter, while a wall does not block the special drain. The creature is dangerous to spell resources even though its ordinary melee sequence never attacks.

Retain the corpse when you have an appropriate low-enchantment target. Consider the same target-dependent explosion risk as when reading an enchantment scroll.

References