Draft:Elemental Lord of Air

From Omega Wiki
Jump to navigation Jump to search
Omega 0.90.4
A Elemental Lord of Air
FormOrdinary Astral guardian
Attacks9 physical attacks, raw 0–49 each; 1 defense; ball lightning, 0–49 electrical damage
Special abilitiesRetreats at low HP without automatically dropping possessions; no working whirlwind special
Base level10
HP1000
Hit100
Defense50
Action interval1 ticks; lower is faster
Kill experience5000, on normal death in sight
GenerationFixed encounter and unrestricted summoning
Carried itemsOrb of Earth, neutral +0; no extra random items
ImmunitiesFire, cold, electricity, poison, acid, fear, sleep, negative energy, gaze, infection; theft flag does not block player pickpocketing
RemainsSome air; guaranteed on normal death
Remains useInedible; no alchemy
Traits
  • Initially peaceful and asleep
  • invisible
  • flies
  • passes through walls
Referenceminit.h in Omega 0.90.4, line 299[1]

The Elemental Lord of Air is the initially peaceful, invisible guardian of the second Astral level and the carrier of the Orb of Earth. Its one-tick action interval, nine melee attacks and ball lightning make provoking it especially costly without preparation.[2]

Generation

The lord is placed on the second Astral maze while the Astral completion state remains unset. It starts peaceful and asleep, waking when the player comes within one square or damages it. Successful Star Gem use prevents guardians from appearing on subsequently generated Astral floors; it does not erase an existing lord.[3]

It does not occur in ordinary random pools. An unrestricted summoning scroll can select it at random, with hostility added. Its ordinary inventory is one neutral +0 Orb of Earth, with no extra random possessions.[4]

Description

An adjacent hostile lord makes nine physical attacks, each rolling 0–49 before defenses, and has one defensive action. Its electricity immunity does not turn those melee attacks into electrical damage. At distances greater than two and less than twenty squares, an awake hostile lord has a 50% chance per action opportunity to try ball lightning if it has line of sight and the player is not invisible. The lightning ball rolls 0–49 electrical damage in its affected area.[5]

The lord flies, is invisible and can pass through walls. Below one sixth of its original HP it moves away, without the automatic treasure drop of ordinary retreat. The assigned whirlwind special has no working effect in 0.90.4; the whirlwinds already present on the Air level are terrain, not evidence of that attack.[6]

The lord is immune to fire, cold, electricity, poison, acid, fear, sleep and negative energy. Physical and other-magic damage remain effective. Disintegration deals its usual 100 unavoidable damage, independently of those ordinary immunities.[7]

Orb and remains

The Orb can be obtained by killing the lord or by successful player pickpocketing. That command uses Dexterity, Thieves' Guild rank and monster level, and ignores the lord's listed theft immunity. With the ordinary single-item inventory, success takes the Orb, grants 100 XP and shifts alignment one point toward Chaos. An attempt against an already empty inventory makes the lord hostile.[8]

Normal death always leaves some air, with weight 0 and base value 1. It gives no food or special consumption benefit, and has no alchemical recipe. The Orb of Earth is a separate carried artifact.[9]

Strategy

Do not mistake a peaceful, unseen lord for an empty floor. Its melee sequence is the main reason to avoid beginning an unprepared adjacent fight: electricity immunity protects against the lightning ball but leaves all nine physical attacks relevant. Seeing invisible creatures helps distinguish its position from the surrounding terrain, and walls will not stop its pursuit.

Its vulnerability to other-magic damage is a useful difference from the other elemental lords. A viable theft attempt can preserve peace while securing Earth for the Mastery set. Avoid wasting an electrical attack on the lord simply because it is the guardian of Air.

References

  1. lev.c in Omega 0.90.4, lines 376–394; mmelee.c in Omega 0.90.4, lines 25–180; mmelee.c in Omega 0.90.4, lines 227–311; mon.c in Omega 0.90.4, lines 418–524; mon.c in Omega 0.90.4, lines 134–203; time.c in Omega 0.90.4, lines 47–74. Construction, actual combat, timing and remains.
  2. minit.h in Omega 0.90.4, line 299; gen2.c in Omega 0.90.4, lines 412–433; mmelee.c in Omega 0.90.4, lines 25–51.
  3. minit.h in Omega 0.90.4, line 299; lev.c in Omega 0.90.4, lines 376–394; mon.c in Omega 0.90.4, lines 23–26; mon.c in Omega 0.90.4, lines 113–131; gen2.c in Omega 0.90.4, lines 412–433; itemf3.c in Omega 0.90.4, lines 47–90.
  4. lev.c in Omega 0.90.4, lines 285–310; lev.c in Omega 0.90.4, lines 376–394; minit.h in Omega 0.90.4, line 299; iinit.h in Omega 0.90.4, line 394; effect3.c in Omega 0.90.4, lines 7–43; itemf3.c in Omega 0.90.4, lines 724–730.
  5. minit.h in Omega 0.90.4, line 299; mmelee.c in Omega 0.90.4, lines 8–51; mmelee.c in Omega 0.90.4, lines 227–311; mon.c in Omega 0.90.4, lines 12–68; mstrike.c in Omega 0.90.4, lines 24–28; effect1.c in Omega 0.90.4, lines 352–445.
  6. minit.h in Omega 0.90.4, line 299; mmove.c in Omega 0.90.4, lines 128–146; util.c in Omega 0.90.4, lines 93–149; mon.c in Omega 0.90.4, lines 418–524; gen2.c in Omega 0.90.4, lines 393–398.
  7. minit.h in Omega 0.90.4, line 299; mon.c in Omega 0.90.4, lines 113–131; effect3.c in Omega 0.90.4, lines 375–409.
  8. command3.c in Omega 0.90.4, lines 774–825; minit.h in Omega 0.90.4, line 299; lev.c in Omega 0.90.4, lines 376–394; mon.c in Omega 0.90.4, lines 134–154.
  9. minit.h in Omega 0.90.4, line 299; mon.c in Omega 0.90.4, lines 197–201; item.c in Omega 0.90.4, lines 63–139; site1.c in Omega 0.90.4, lines 805–874.