Draft:Dragonette

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Omega 0.90.4
d Dragonette
FormOrdinary creature
Attacks2 attacks, each raw 0–39 physical plus 0–39 fire; 2 defenses
Special abilitiesFire bolt; valuable gifts take priority over food
Base level5
HP50
Hit20
Defense15
Action interval3 ticks; lower is faster
Kill experience180, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNo fixed item; 0–3 random possessions
ImmunitiesFire
RemainsDragon steak; 50% on normal death
Remains useOrdinary food; fire-resistance ring alchemy
Traits
  • Hostile, greedy and hungry
  • Flies
Referenceminit.h in Omega 0.90.4, line 163[1]

A dragonette is a small flying dragon with fire bolts and combined physical-and-fire melee attacks. It is weaker than a full dragon, but each of its two melee hits attempts both types of damage.[2]

Generation

Dragonettes belong to ordinary random-monster pools and a dedicated volcano selection. An ordinary dragonette has no fixed item and zero through three random possessions.[3]

Combat and gifts

It makes two attacks, each attempting a raw 0–39 physical damage and a separate raw 0–39 fire damage. Displacement is checked separately for each damage call. It also has two defenses. Its fire bolt uses a raw 0–39 roll, with ordinary ranged opportunities from distance three through nine.[4]

The dragonette is immune to fire, but not cold, poison or sleep. It flies over water. Although hungry, it is also greedy, so valuable-gift handling takes priority: a single gift worth at least 500 Au removes hostility. Cheap food is not a separate route to pacification while that greedy response applies.[5]

Dragon steak

Normal death drops possessions and has a 50% chance to leave dragon steak. The steak is ordinary edible corpse food, supplying six food units subject to normal eating limits; it does not use the alternate steak message's unused food-setting effect. Ambrosias can instead buy it for 16 Au or charge 100 Au to convert the selected steak into one blessed +5 ring of fire resistance. The ring gives fire immunity while worn; +5 does not strengthen the immunity.[6]

Strategy

Fire immunity removes its ranged damage and the fire part of each melee hit, but leaves physical damage. Keeping range can therefore be useful when fire-protected, while closing without protection exposes you to both components twice per sequence. Sleep and poison remain applicable against the ordinary creature.

Choose between a meal and a low-cost protective ring when retaining the steak. Existing fire immunity makes eating or selling it more attractive; without that protection, conversion can prepare you for later fire encounters.

References