Draft:Automatum minor

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Omega 0.90.4
a Automatum minor
FormOrdinary creature
Attacks1 center attack: 0–49 physical before absorption; 1 center defense
Special abilitiesPoison cloud: +7 poison strength within 2 squares, even when peaceful
Base level4
HP100
Hit15
Defense15
Action interval7 ticks; lower is faster
Kill experience100, when death is in sight
GenerationMansions and random pools
Carried itemsNo fixed item or random starting treasure
ImmunitiesElectricity, poison, fear, sleep
RemainsAutomatum minor battery; 50% on normal death
Remains useNo food or alchemical benefit
Traits
  • Normally hostile
  • Moves and opens doors
Referenceminit.h in Omega 0.90.4, line 131[1]

An automatum minor is a mechanical guard, displayed as a grey a. Four defend each normally populated mansion. Its strongest threat is a nearby poison cloud, which remains dangerous even if the machine has become nonhostile.[2]

Generation

Minor automatons occupy fixed positions in mansion interiors. They are also available to sufficiently strong random-monster pools, wilderness encounters and summons. They are different creatures from the weaker household robot and the stronger automatum major.

The ordinary automatum minor starts hostile. Its sleep state is not governed by the nighttime rule for historical mansion residents. It carries no fixed starting item or random treasure.[3][4][5]

Poison cloud and combat

An active automatum minor can release poison when you are within two squares, including diagonal distance. The cloud adds 7 poison strength each time it takes effect. It does not require a clear line of sight or a hostile machine; walls, successful pacification and charm are not sufficient protection.

Breathing protection prevents the cloud from poisoning you. Poison immunity also prevents the added poison. These checks do not remove poison you already have. The cloud's two-square range and these protections were checked with the original effect functions, including repeated exposure to a peaceful machine.

Special abilities are attempted during the creature's own actions, so exposure is not a guaranteed fixed dose on every player turn. Standing on a functioning sanctuary also blocks monster special abilities while that protection applies.

The machine's ordinary melee attack has base damage 50, separate from the poison cloud. It attacks and defends at the center position in its normal tactical sequence. It is immune to electricity, poison, fear and sleep. Robot conversation only produces mechanical threats; it does not open a repair, purchase or shutdown service.[6][7][8][9]

Strategy

Stay at least three squares away when attacking from a distance, and allow for the machine moving closer. Poison protection makes a close approach less hazardous but does not reduce its physical hit. Electrical attacks, poison, fear and sleep are ineffective against its listed immunities; physical damage, fire and cold are not blocked by those innate immunities.

Plan poison treatment before entering a mansion. Rampart Healers treat injury and disease but do not remove poison. Calming the machine is particularly misleading here: it can stop hostile pursuit without switching off the nearby cloud.

Its remains are called an automatum minor battery, but the corpse has no implemented food, recharge or alchemical-conversion benefit. The name alone does not make it usable fuel for another device.

References