Draft:Phantom
| p Phantom | |
|---|---|
| Form | Ordinary creature |
| Attacks | 1 attack: physical minimum damage and life drain of strength 2; no defense |
| Special abilities | Life drain; surprise |
| Base level | 2 |
| HP | 1 |
| Hit | 20 |
| Defense | 0 |
| Action interval | 10 ticks; lower is faster |
| Kill experience | 90, when death is in sight |
| Generation | Ordinary and special encounters |
| Carried items | None at ordinary generation |
| Immunities | Physical damage, poison, fear, sleep |
| Remains | Hardly anything at all; 50% on normal death |
| Remains use | Inedible; no alchemy |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 105[1] |
A phantom is a fragile but physically immune, invisible spirit. Its touch can drain life despite a zero base damage parameter, and its intangibility lets it pass through walls.[2]
Generation
Phantoms belong to ordinary random-monster pools and carry no ordinary possessions. An enemy angel can also summon three phantoms as its one-time heavenly host; each needs a free floor square adjacent to the player. They are made hostile.[3]
Touch and invisibility
The phantom makes one melee attack and has no defensive action. Its raw physical roll is zero, but ordinary physical damage has a minimum of one HP after absorption unless immunity or displacement prevents it. A successful hit also attempts life drain of strength two. Without negative-energy immunity, that drain has equal chances to remove two character levels or reduce both strength and constitution by two; either attribute falling below three is fatal. Preventing the direct damage does not itself cancel the drain.[4]
The initially invisible phantom can surprise the player after combat has been attempted. Without true sight it reveals itself; without alertness that surprise also costs the next action. True sight prevents the surprise branch but does not remove its invisible status.[5]
It is immune to physical damage, poison, fear and sleep, but not the three elements. Flight and intangibility permit crossing water and walls. It has no ordinary ranged attack, feeding or valuable-gift response.[6]
Remains and strategy
Normal death has a 50% chance to leave hardly anything at all. The remains are inedible and have no alchemical transformation.[7]
Use an attack that can actually hurt a physically immune creature: one point of applicable damage is enough for its ordinary 1 HP. Ordinary weapons, fear and sleep are ineffective. Walls do not contain it, and ignoring its low damage parameter can expose you to consequential life drain. Negative-energy protection and true sight address different parts of the encounter.
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 105; mmelee.c in Omega 0.90.4, lines 121–128; util.c in Omega 0.90.4, lines 93–159.
- ↑ lev.c in Omega 0.90.4, lines 280–395; mspec.c in Omega 0.90.4, lines 486–520; effect3.c in Omega 0.90.4, lines 7–47; minit.h in Omega 0.90.4, line 105.
- ↑ util.c in Omega 0.90.4, lines 26–31; aux1.c in Omega 0.90.4, lines 498–513; mmelee.c in Omega 0.90.4, lines 8–20; mmelee.c in Omega 0.90.4, lines 121–128; effect3.c in Omega 0.90.4, lines 1167–1191.
- ↑ mspec.c in Omega 0.90.4, lines 220–252; aux1.c in Omega 0.90.4, lines 378–390; mmelee.c in Omega 0.90.4, lines 59–65; mon.c in Omega 0.90.4, lines 390–399.
- ↑ minit.h in Omega 0.90.4, line 105; util.c in Omega 0.90.4, lines 93–159; inv.c in Omega 0.90.4, lines 410–467.
- ↑ mon.c in Omega 0.90.4, lines 134–203; itemf1.c in Omega 0.90.4, lines 664–749; minit.h in Omega 0.90.4, line 105.