Draft:Ninja (jonin)

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Omega 0.90.4
n Ninja (jonin)
FormOrdinary creature
Attacks2 attacks: 0–49 physical each before absorption; 80% poison chance per hit; 5 defenses
Special abilitiesSurprise; physical missiles
Base level8
HP250
Hit40
Defense25
Action interval3 ticks; lower is faster
Kill experience800, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNo fixed item; 0–1 random possessions
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 261[1]

A ninja (jonin) is the strongest ordinary ninja type, combining invisibility, surprise, poisonous melee attacks and physical missiles. Its 250 HP and five defensive actions make it a substantially longer fight than an apprentice, genin or chunin.[2]

Generation

Jonin belong to ordinary random-monster pools and can qualify for the later random arena pool. An ordinary jonin has no fixed weapon but can start with zero or one random possession. Its attacks and missiles do not require that item.[3]

Attacks and defenses

The jonin makes two melee attacks, each rolling 0–49 raw physical damage. Every successful hit has an 80% chance to add 50 poison counts unless the player is poison-immune. Poison is checked at game-minute updates, with additional checks during longer periodic advances; repeated procs extend the counter. Absorption or displacement of the physical damage does not cancel the later poison roll.[4]

It has five defensive actions capable of covering attack locations, without gaining extra attacks from those defenses. Its ordinary interval is three ticks, faster than a genin or chunin. It is immune to poison and sleep.[5]

The physical missile has raw damage of 0–49, with no poison rider or ammunition cost. At ordinary awareness range, the ninja can attempt firing from three through nine squares while hostile and able to see a player who is not invisible. Deflection prevents a missile reaching the player from hitting.[6]

Its surprise ability can also cost you an action while it remains invisible. Alertness avoids the lost action and reveals it; true sight prevents the surprise branch. It cannot be pacified by ordinary feeding.[7]

Remains

Normal death drops possessions and has a 50% chance to leave a dead ninja. The corpse has no alchemy and is not poisonous. Eating it costs ten alignment points; food becomes 33 if alignment was positive, or increases by eight otherwise, subject to hunger limits.[8]

Strategy

Expect sustained pressure, not a fragile ambusher that will disappear after revealing itself. Poison protection alone leaves the physical blows, missiles and lost-action risk; add alertness or true sight and prepare a way to break contact. Sleep and offensive poison are ineffective. The jonin's five defenses can prolong ordinary melee, so do not exhaust emergency supplies assuming the weaker ninja's time to kill.

References

  1. 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 8–145; 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.
  2. minit.h in Omega 0.90.4, line 69; minit.h in Omega 0.90.4, line 161; minit.h in Omega 0.90.4, line 215; minit.h in Omega 0.90.4, line 261.
  3. lev.c in Omega 0.90.4, lines 280–395; guild1.c in Omega 0.90.4, lines 425–450; minit.h in Omega 0.90.4, line 261; mstrike.c in Omega 0.90.4, lines 16–20.
  4. mmelee.c in Omega 0.90.4, lines 8–20; mmelee.c in Omega 0.90.4, lines 109–117; effect3.c in Omega 0.90.4, lines 537–545; aux2.c in Omega 0.90.4, lines 201–208; time.c in Omega 0.90.4, lines 19–23; aux3.c in Omega 0.90.4, lines 11–47.
  5. minit.h in Omega 0.90.4, line 161; minit.h in Omega 0.90.4, line 215; minit.h in Omega 0.90.4, line 261; mmelee.c in Omega 0.90.4, lines 227–311; aux2.c in Omega 0.90.4, lines 689–727.
  6. mon.c in Omega 0.90.4, lines 12–76; mon.c in Omega 0.90.4, line 448; mstrike.c in Omega 0.90.4, lines 16–20; effect1.c in Omega 0.90.4, lines 245–309.
  7. mspec.c in Omega 0.90.4, lines 220–252; inv.c in Omega 0.90.4, lines 430–467; minit.h in Omega 0.90.4, line 261.
  8. 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 664–688; aux1.c in Omega 0.90.4, lines 716–748; minit.h in Omega 0.90.4, line 261.