Draft:Elemental Lord of Fire

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Omega 0.90.4
F Elemental Lord of Fire
FormOrdinary Astral guardian
Attacks3 fire attacks, 0–299 each; 4 defenses; fireball, 0–299 fire damage
Special abilitiesDrops possessions when low-health retreat begins
Base level10
HP1500
Hit200
Defense100
Action interval3 ticks; lower is faster
Kill experience5000, on normal death in sight
GenerationFixed encounter and unrestricted summoning
Carried itemsOrb of Water, neutral +0; no extra random items
ImmunitiesFire, electricity, poison, acid, fear, sleep, negative energy, other magic, gaze, infection; theft flag does not block player pickpocketing
RemainsA spark; guaranteed on normal death
Remains useInedible; no alchemy
Traits
  • Initially peaceful and asleep
  • ground movement
  • no swimming or flight
Referenceminit.h in Omega 0.90.4, line 303[1]

The Elemental Lord of Fire is the initially peaceful guardian of the fourth Astral level and the carrier of the Orb of Water. Both its melee attacks and its fireballs inflict fire damage. Fire immunity therefore directly answers its working attacks, while physical or cold damage can injure the lord.[2]

Generation

The lord appears when the fourth Astral maze is created before the Astral completion state is set. It starts peaceful and asleep, waking within one square of the player or when damaged. Successful Star Gem use prevents guardian placement on later newly generated floors; killing this lord or using an elemental Orb does not set that state.[3]

It is not an ordinary random-pool monster. An unrestricted summoning scroll may select it at random and adds hostility. Its ordinary inventory is one neutral +0 Orb of Water, with no extra random possessions.[4]

Description

A hostile lord makes three melee attacks per sequence, each rolling 0–299 fire damage, with no added physical damage component. It has four defensive actions. Its fireball likewise rolls 0–299 fire damage across the affected area. Ranged attempts require an awake hostile lord, line of sight, a non-invisible player and distance greater than two but less than ten squares, with a 50% attempt chance per eligible action opportunity.[5]

The lord uses ordinary ground movement: it does not fly, swim or pass through walls. If below 375 HP when attempting ordinary movement, it drops its possessions and retreats. No additional nearby special attack is assigned.[6]

Fire, electricity, poison, acid, fear, sleep, negative energy and other-magic damage are blocked by its innate immunities. Physical attacks and cold work, as does disintegration's 100 unavoidable damage. Fire immunity prevents the player's damage from both of this lord's working attack forms, but should not be mistaken for protection from every creature or hazard on the floor.[7]

Orb and remains

The Orb of Water drops on normal death if still carried. Successful player pickpocketing is an alternative: it uses Dexterity, Thieves' Guild rank and monster level, and ignores the lord's listed theft immunity. Ordinary construction leaves the Orb as the only possession. Success grants 100 XP and shifts alignment one point toward Chaos; attempting to steal from an already empty inventory provokes hostility.[8]

Normal death always leaves a spark, with weight 1,000 and base value 1 despite the small-sounding name. It is inedible, has no alchemical transformation, and is separate from the carried Orb.[9]

Strategy

Secure fire protection before deliberately starting this fight. Without it, even one successful attack can deal substantial damage, and the lord can act quickly. With it, cold or physical offense can address its defenses without accepting damage from its own melee and fireball attacks.

The Orb of Fire from the previous guardian can supply fire immunity, but consuming the only copy postpones the complete Mastery set. A separate protection source or a successful theft route can preserve that reward. The Water Orb carried here grants poison protection on individual use, not cold immunity or breathing.

References

  1. lev.c in Omega 0.90.4, lines 376–394; mmelee.c in Omega 0.90.4, lines 25–180; mmelee.c in Omega 0.90.4, lines 227–311; mon.c in Omega 0.90.4, lines 418–524; mon.c in Omega 0.90.4, lines 134–203; time.c in Omega 0.90.4, lines 47–74. Construction, actual combat, timing and remains.
  2. minit.h in Omega 0.90.4, line 303; gen2.c in Omega 0.90.4, lines 412–433; mmelee.c in Omega 0.90.4, lines 88–93; mstrike.c in Omega 0.90.4, lines 30–34.
  3. minit.h in Omega 0.90.4, line 303; lev.c in Omega 0.90.4, lines 376–394; mon.c in Omega 0.90.4, lines 23–26; mon.c in Omega 0.90.4, lines 113–131; gen2.c in Omega 0.90.4, lines 412–433; itemf3.c in Omega 0.90.4, lines 47–90.
  4. lev.c in Omega 0.90.4, lines 285–310; lev.c in Omega 0.90.4, lines 376–394; minit.h in Omega 0.90.4, line 303; iinit.h in Omega 0.90.4, line 392; effect3.c in Omega 0.90.4, lines 7–43; itemf3.c in Omega 0.90.4, lines 724–730.
  5. minit.h in Omega 0.90.4, line 303; mmelee.c in Omega 0.90.4, lines 25–51; mmelee.c in Omega 0.90.4, lines 88–93; mmelee.c in Omega 0.90.4, lines 227–311; mon.c in Omega 0.90.4, lines 12–68; mstrike.c in Omega 0.90.4, lines 30–34; effect1.c in Omega 0.90.4, lines 370–445.
  6. minit.h in Omega 0.90.4, line 303; mmove.c in Omega 0.90.4, lines 15–74; util.c in Omega 0.90.4, lines 93–149.
  7. minit.h in Omega 0.90.4, line 303; mon.c in Omega 0.90.4, lines 113–131; aux1.c in Omega 0.90.4, lines 498–514; effect3.c in Omega 0.90.4, lines 375–409.
  8. command3.c in Omega 0.90.4, lines 774–825; lev.c in Omega 0.90.4, lines 376–394; mon.c in Omega 0.90.4, lines 134–154; minit.h in Omega 0.90.4, line 303.
  9. minit.h in Omega 0.90.4, line 303; mon.c in Omega 0.90.4, lines 197–201; item.c in Omega 0.90.4, lines 63–139; site1.c in Omega 0.90.4, lines 805–874.