Draft:Ninja (genin)

From Omega Wiki
Jump to navigation Jump to search
Omega 0.90.4
n Ninja (genin)
FormOrdinary creature
Attacks2 attacks: 0–29 physical each before absorption; 40% poison chance per hit; 1 effective defense
Special abilitiesSurprise; physical missiles
Base level4
HP40
Hit20
Defense13
Action interval5 ticks; lower is faster
Kill experience100, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNone at ordinary generation
ImmunitiesPoison, sleep
RemainsDead ninja; 50% on normal death
Remains useHuman-corpse food and alignment penalty; no alchemy
Traits
  • Initially hostile and invisible
  • Not hungry
Referenceminit.h in Omega 0.90.4, line 161[1]

A ninja (genin) is an invisible hostile monster with poisonous melee attacks, physical missiles and a surprise ability. It is more dangerous than an apprentice ninja because it adds poison and resists both poison and sleep.[2]

Generation

Genin belong to ordinary random-monster pools. They have no fixed or additional random starting possessions; their missiles do not imply a supply of ammunition or a carried weapon. They are not one of the fixed early arena opponents, though the later random arena pool can select them.[3]

Attacks and surprise

A genin makes two melee attacks, each with raw physical damage of 0–29. Each successful hit has a 40% chance to add 30 poison counts. Poison immunity blocks the added poison; armor and displacement do not automatically cancel that later roll. Poison damage is checked at game-minute updates, with additional checks during longer periodic time advances, so these counts are not player commands.[4]

Its defensive sequence can provide one matching block against a body location. It does not gain extra melee attacks from its defensive actions. Its attack locations can respond to gaps in your chosen defenses.[5]

The ranged ability is a physical missile for 0–29 raw damage, with no poison rider or ammunition cost. At ordinary awareness range it can be attempted from three through seven squares, while the hostile ninja sees a player who is not invisible. Deflection stops a bolt that reaches you.[6]

While still invisible, it may also spring a surprise attack that skips your next action and reveals it. Alertness prevents the lost action while revealing the attacker; true sight prevents that surprise branch. A prior hit is not required, and sanctuary suppresses the special action. It is immune to poison and sleep but has no food-pacification response.[7]

Remains

Normal death has a 50% chance to leave a dead ninja. Its body is not poisonous despite the poison rider in its attacks. Eating it uses the human-corpse rule: positive alignment sets food to 33, otherwise food increases by eight; alignment then falls by ten and hunger limits apply. There is no alchemy.[8]

Strategy

Combine poison protection with alertness or true sight before accepting close combat. Sleep cannot disable it, and feeding does not pacify it. Breaking line of sight reduces its missile opportunities; a closed door can delay normal movement, but the ninja can attempt to smash it. Do not mistake its two attacks for the apprentice's weaker unpoisoned blows, or its poisonous attacks for a reason to expect poisonous loot.[9]

References