Draft:Elemental Lord of Water

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Omega 0.90.4
W Elemental Lord of Water
FormOrdinary Astral guardian
Attacks3 physical attacks, raw 0–99 each; 3 defenses; snowball, 0–99 cold damage
Special abilitiesDrops possessions when low-health retreat begins
Base level10
HP1500
Hit100
Defense100
Action interval5 ticks; lower is faster
Kill experience5000, on normal death in sight
GenerationFixed encounter and unrestricted summoning
Carried itemsOrb of Fire, neutral +0; no extra random items
ImmunitiesCold, electricity, poison, acid, fear, sleep, negative energy, other magic, gaze, infection; theft flag does not block player pickpocketing
RemainsSome water; guaranteed on normal death
Remains useInedible; no alchemy
Traits
  • Initially peaceful and asleep
  • can move only into water
Referenceminit.h in Omega 0.90.4, line 301[1]

The Elemental Lord of Water is the initially peaceful guardian of the third Astral level. It carries the Orb of Fire and can move only into water squares. Physical and fire damage are effective against it; its own melee attacks are physical, while its ranged attack is a cold snowball.[2]

Generation

The third Astral maze contains the lord if the Astral completion state has not yet been set by successful Star Gem use. It starts peaceful and asleep, waking within one square of the player or when damaged. The placement procedure chooses an available floor square; the water-only movement rule constrains where it can go afterward, rather than converting its starting tile into water.[3]

The lord is excluded from ordinary random pools, but an unrestricted summoning scroll may select it and make it hostile. Ordinary construction gives it one neutral +0 Orb of Fire and no additional random possessions.[4]

Description

The shared movement rules distinguish its water-only movement from ordinary swimming, flying and teleportation.

When hostile and adjacent, the lord makes three physical attacks per melee sequence, each rolling 0–99 before defenses, and has three defensive actions. Its cold snowball also rolls 0–99. Ranged attempts require an awake hostile lord, line of sight, a non-invisible player and a distance greater than two but less than five squares; each eligible action opportunity has a 50% chance to try the strike.[5]

Water-only movement prevents it from pursuing onto ordinary floor, but does not stop adjacent melee or a valid ranged attack. Below 375 HP, an attempted ordinary movement drops its possessions and switches to retreat; remaining adjacent does not guarantee this behavior will run.[6]

The lord is immune to cold, electricity, poison, acid, fear, sleep, negative energy and other-magic damage. It is vulnerable to physical attacks and fire. Disintegration also works, dealing 100 unavoidable damage per application rather than an instant kill.[7]

Orb and remains

Successful player pickpocketing takes the first possession, ordinarily the Orb of Fire. The check uses Dexterity, Thieves' Guild rank and monster level; the lord's theft immunity does not protect against this command. Success gives 100 XP and shifts alignment one point toward Chaos. Trying to steal from the empty-handed lord makes it hostile.[8]

Normal death drops carried possessions and always leaves some water. This has weight 10 and base value 1, gives no food or special consumption benefit, and has no alchemical transformation. It cannot stand in for an Orb.[9]

Strategy

Dry ground can limit pursuit, but stay beyond the short snowball range if relying on distance alone. Cold immunity helps against the snowball without preventing the lord's physical melee damage. Fire attacks exploit a real vulnerability; electrical or cold attacks do not.

Obtaining the Orb by theft can avoid fighting a 1,500-HP guardian. A wounded lord may drop it while retreating, but do not assume that reducing HP alone triggers a drop. Keep Fire unused for Mastery, or weigh the cost of consuming this copy for fire protection before the next Astral level.

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 301; gen2.c in Omega 0.90.4, lines 412–433; util.c in Omega 0.90.4, lines 93–103; mstrike.c in Omega 0.90.4, lines 38–42.
  3. gen2.c in Omega 0.90.4, lines 399–402; gen2.c in Omega 0.90.4, lines 412–433; minit.h in Omega 0.90.4, line 301; 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; util.c in Omega 0.90.4, lines 93–103; 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 301; iinit.h in Omega 0.90.4, line 390; 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 301; mmelee.c in Omega 0.90.4, lines 8–51; 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 38–42; effect1.c in Omega 0.90.4, lines 364–445.
  6. util.c in Omega 0.90.4, lines 93–103; mon.c in Omega 0.90.4, lines 44–51; mmove.c in Omega 0.90.4, lines 23–74.
  7. minit.h in Omega 0.90.4, line 301; mon.c in Omega 0.90.4, lines 113–131; effect3.c in Omega 0.90.4, lines 375–409.
  8. command3.c in Omega 0.90.4, lines 774–825; minit.h in Omega 0.90.4, line 301; lev.c in Omega 0.90.4, lines 376–394.
  9. mon.c in Omega 0.90.4, lines 134–203; minit.h in Omega 0.90.4, line 301; item.c in Omega 0.90.4, lines 63–139; site1.c in Omega 0.90.4, lines 805–874.