Draft:Militant priest
| @ Militant priest | |
|---|---|
| Form | Ordinary creature |
| Attacks | 3 physical attacks, raw 0–29 each; 2 defenses |
| Special abilities | Physical missiles; level-8 spellcasting |
| Base level | 8 |
| HP | 250 |
| Hit | 30 |
| Defense | 30 |
| Action interval | 6 ticks; lower is faster |
| Kill experience | 700, when death is in sight |
| Generation | Ordinary and special encounters |
| Carried items | Neutral +0 mace; 0–2 random possessions |
| Immunities | Sleep |
| Remains | Dead militant priest; 50% on normal death |
| Remains use | Inedible; no alchemy |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 265[1] |
A militant priest is an armed spellcaster found among the defenders of Magic Isle and the main temples. It is a monster species distinct from the historical high-priest officeholders.[2]
Generation
Militant priests occur in ordinary random pools and fixed Magic Isle and main-temple positions. They normally begin hostile, with a neutral +0 mace and zero through two random possessions. A main temple clears hostility for the player's own faith and for Druid temples when loaded.[3]
Description
The priest makes three physical attacks, raw damage 0–29 each, and has two defenses. It can open doors and is immune to sleep, but has no innate physical or elemental immunity. Its physical missile attack uses the same raw damage range, normally at distances three through nine.[4]
Its nearby special action attempts level-8 spellcasting, with fifteen choices including direct level drain. The spell attempt requires hostility and sight and passes through the shared magical resistance checks. The direct level-drain spell does not use the negative-energy-immunity check that protects against spirit melee.[5]
Remains and strategy
Normal death drops possessions and has a 50% chance to leave an inedible corpse with no alchemical transformation. The carried mace is ordinary loot and does not grant extra monster weapon effects.[6]
The priest can remain dangerous at distance through missiles and nearby spells, while three physical attacks discourage an unprepared rush. Sleep is ineffective; physical and elemental attacks avoid its sole listed immunity. A peaceful priest in a friendly temple is a different starting situation from a hostile island defender, so avoid needlessly turning temple inhabitants against you.
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 8–148; mmelee.c in Omega 0.90.4, lines 227–311; aux2.c in Omega 0.90.4, lines 689–727; 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 265; country.c in Omega 0.90.4, lines 407–435; country.c in Omega 0.90.4, lines 520–547.
- ↑ lev.c in Omega 0.90.4, lines 280–394; country.c in Omega 0.90.4, lines 407–471; country.c in Omega 0.90.4, lines 520–598; iinit.h in Omega 0.90.4, line 200.
- ↑ minit.h in Omega 0.90.4, line 265; mmelee.c in Omega 0.90.4, lines 8–148; mmelee.c in Omega 0.90.4, lines 227–311; mon.c in Omega 0.90.4, lines 390–417; mstrike.c in Omega 0.90.4, lines 8–40.
- ↑ mspec.c in Omega 0.90.4, lines 135–215; aux3.c in Omega 0.90.4, lines 395–414; effect3.c in Omega 0.90.4, lines 323–336.
- ↑ mon.c in Omega 0.90.4, lines 134–203; item.c in Omega 0.90.4, lines 63–139; itemf1.c in Omega 0.90.4, lines 664–749.