Draft:Ordinary human
| @ Ordinary human | |
|---|---|
| Form | Ordinary creature |
| Attacks | 1 physical attack, raw 0–4; 1 defense |
| Special abilities | Variable occupational description; ordinary conversation |
| Base level | 0 |
| HP | 10 |
| Hit | 5 |
| Defense | 5 |
| Action interval | 5 ticks; lower is faster |
| Kill experience | 5, on normal death in sight |
| Generation | See generation and identity below |
| Carried items | None at ordinary generation |
| Immunities | None innate |
| Remains | Named for the generated form; 50% on normal death |
| Remains use | Cannibalism; no alchemy |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 20[1] |
An ordinary human is a peaceful wandering person whose displayed occupation is chosen at generation. These descriptions do not grant a shop or profession-specific service. A were-human can initially use the same descriptions.[2]
Generation and identity
Ordinary humans occur in random-monster pools. Each receives one of twenty equally likely descriptions: janitor, beggar, barbarian, hairdresser, accountant, lawyer, indian chief, tinker, tailor, soldier, spy, doctor, miner, noble, serf, neer-do-well, vendor, dilettante, surveyor or jongleur. The description is also used for the corpse's name.[3]
The internal description 0th level NPC is normally replaced before the creature appears. This species is distinct from a historical adventurer, a historical officeholder or a master thief initially displayed as a human.[4]
Description
An ordinary human has one physical attack, raw damage 0–4, and one defense. It can open doors, wanders while peaceful and has no innate immunities, fixed possessions or random treasure. Conversation produces ordinary social remarks without a mechanical reward or service.[5]
Normal death has a 50% chance to leave a corpse. Eating it lowers alignment by ten and adds eight food; a previously lawful player first has food reset to 25. It has no alchemical use.[6]
Strategy
The occupation is not evidence of special equipment or services: a vendor is not automatically a merchant, and a doctor does not heal the player. There is little material reward for killing an ordinary human. The identical starting descriptions used by were-humans also make appearance alone an unreliable promise of this weak combat profile.
References
- ↑ lev.c in Omega 0.90.4, lines 316–394; mon.c in Omega 0.90.4, lines 134–203; mmelee.c in Omega 0.90.4, lines 25–51; 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. Construction, combat, timing and remains.
- ↑ minit.h in Omega 0.90.4, line 20; lev.c in Omega 0.90.4, lines 343–349; mon.c in Omega 0.90.4, lines 1104–1128.
- ↑ lev.c in Omega 0.90.4, lines 280–394; mon.c in Omega 0.90.4, lines 1104–1128.
- ↑ minit.h in Omega 0.90.4, lines 14–22; minit.h in Omega 0.90.4, line 205; lev.c in Omega 0.90.4, lines 343–373.
- ↑ minit.h in Omega 0.90.4, line 20; mmelee.c in Omega 0.90.4, lines 8–148; mmelee.c in Omega 0.90.4, lines 227–311; mtalk.c in Omega 0.90.4, lines 310–327.
- ↑ mon.c in Omega 0.90.4, lines 193–201; item.c in Omega 0.90.4, lines 63–139; itemf1.c in Omega 0.90.4, lines 669–689; aux1.c in Omega 0.90.4, lines 716–748.