Draft:Elephant
| e Elephant | |
|---|---|
| Form | Ordinary creature |
| Attacks | 1 attack: 0–49 physical before absorption; no defensive actions |
| Base level | 2 |
| HP | 100 |
| Hit | 25 |
| Defense | 25 |
| Action interval | 12 ticks; lower is faster |
| Kill experience | 50, when death is in sight |
| Generation | Random pools and encounter details |
| Carried items | None at ordinary generation |
| Immunities | None innate |
| Remains | Trunk steak; 50% on normal death |
| Remains use | Ordinary food; no alchemy |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 93[1] |
An elephant is a large, normally peaceful animal, displayed as a grey e. Its 100 HP, hit and defense scores of 25, and strong physical attack make provoking it a substantial fight despite its level-2 label.[2]
Generation
Elephants occur in ordinary random-monster pools and are explicitly included in jungle encounters. Ordinary elephants have no starting equipment or random treasure.[3]
Behavior and feeding
An elephant begins peaceful and hungry. If made hostile, it pursues the player, can swim, and attempts one physical attack with a raw roll of 0–49 before absorption. It has no defensive action or special attack. Its base interval is twelve ticks; at one to 24 HP, its next normal pursuit movement instead triggers retreat and reduces that interval to two ticks.[4]
While hungry, it accepts ordinary food and becomes peaceful. Give requires adjacency and a non-cursed offering. Poisonous food causes 100 poison damage and shifts alignment two points toward Chaos; an otherwise unchanged elephant has no poison immunity and dies even at its full 100 HP. Either accepted meal is consumed and ends hunger, so safe food given earlier can remove that later option.[5]
Normal death has a 50% chance to leave trunk steak. It supplies six food-reserve points, exactly as ordinary smaller edible remains do, and has no alchemical transformation. Normal hourly hunger checks consume one food point.[6]
Strategy
Leave a peaceful elephant alone unless you have a reason to fight it. Its slow initial interval does not make a hit safe to absorb, and a badly wounded elephant's retreat is much faster. A still-hungry hostile elephant can be pacified with food, while a hornet corpse offers a lethal poison option at an alignment cost. Its corpse provides no more nourishment than bunnyburgers, so the elephant's large HP reserve is not compensated by a larger food drop.
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 8–51; mmelee.c in Omega 0.90.4, lines 227–311; 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 95.
- ↑ lev.c in Omega 0.90.4, lines 11–70; lev.c in Omega 0.90.4, lines 280–395.
- ↑ minit.h in Omega 0.90.4, line 95; mon.c in Omega 0.90.4, lines 12–68; mmove.c in Omega 0.90.4, lines 24–85; util.c in Omega 0.90.4, lines 93–151.
- ↑ command2.c in Omega 0.90.4, lines 400–454; inv.c in Omega 0.90.4, lines 430–467; inv.c in Omega 0.90.4, lines 1584–1591; mon.c in Omega 0.90.4, lines 114–131.
- ↑ mon.c in Omega 0.90.4, lines 134–203; item.c in Omega 0.90.4, lines 63–139; command2.c in Omega 0.90.4, lines 130–161; aux3.c in Omega 0.90.4, lines 26–34.