Draft:Rodent of unusual size

From Omega Wiki
Jump to navigation Jump to search
Omega 0.90.4
r Rodent of unusual size
FormOrdinary creature
Attacks3 physical attacks, raw 0–49 each; 70% disease chance per hit; no defense
Special abilitiesDisease; surprise; accepts safe food
Base level7
HP150
Hit30
Defense20
Action interval3 ticks; lower is faster
Kill experience400, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNone at ordinary generation
ImmunitiesFear
RemainsDead R.O.U.S.; 50% on ordinary normal death
Remains useReduces food to at most 4; no alchemy
Traits
  • Hostile, hungry and invisible
  • swims
Referenceminit.h in Omega 0.90.4, line 223[1]

A rodent of unusual size is an initially invisible, disease-bearing predator found in random encounters and the Rampart Sewers. Its remains are called a dead R.O.U.S.[2]

Generation

The rodent belongs to ordinary random pools and the sewers' special monster table. It begins hostile, hungry and invisible, with no possessions. It can swim.[3]

Disease and surprise

It has three physical attacks at random heights, each dealing a raw 0–49 damage. Each successful hit has a 70% chance to attempt infection, adding 1–14 disease counts unless the player has infection immunity. These counts expire at ten-minute status checks. Preventing the direct damage with armor or displacement does not itself cancel the infection check.[4]

Once it has attempted an attack, its nearby special action can surprise a player lacking true sight and alertness, skipping a player action and revealing the rodent. Alertness prevents the skipped action and reveals it; true sight prevents that surprise branch. The rodent's only innate immunity is fear: it is not immune to poison, sleep or physical damage.[5]

Food and remains

Safe food satisfies its hunger and removes hostility. Poisonous food instead deals 100 poison damage, consumes the feeding opportunity and worsens alignment; it does not pacify the survivor.[6]

Its normal death has a 50% chance to leave a corpse. Eating that corpse reduces food to no more than 4; it is not nourishing food and does not apply the living creature's disease attack. There is no alchemical transformation.[7]

Strategy

True sight or alertness helps with the initial surprise, while infection immunity addresses the repeated disease threat. Poison immunity is a different defense and does not substitute for it. Safe feeding can avoid the fast three-attack exchange; relying only on armor leaves the infection rider in play.

References