Draft:Thought-form

From Omega Wiki
Jump to navigation Jump to search
Omega 0.90.4
T Thought-form
FormOrdinary creature
Attacks5 center attacks: physical minimum damage and life drain of strength 3; no defense
Special abilitiesRepeated life drain; vulnerable to physical damage and fire
Base level3
HP4
Hit0
Defense0
Action interval5 ticks; lower is faster
Kill experience50, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNone at ordinary generation
ImmunitiesCold, electricity, poison, acid, fear, sleep, negative energy, magic damage, theft, gaze, infection
RemainsA velleity; 50% on normal death
Remains useInedible; no alchemy
Traits
  • Hostile
  • Not intangible
Referenceminit.h in Omega 0.90.4, line 125[1]

A thought-form is a four-HP creature with five life-draining attacks. Its weak ordinary hit and damage values contrast with the possible consequences of any successful touch.[2]

Generation

Thought-forms belong to ordinary random-monster pools and a dedicated Astral Plane selection. They are initially hostile, with no fixed or additional ordinary possessions.[3]

Life drain

The thought-form makes five attacks at the center and has no defensive action. Its raw physical roll is zero, though ordinary absorption retains the usual one-HP minimum unless damage is prevented altogether. Every successful hit separately attempts life drain of strength three. Negative-energy immunity prevents the drain; otherwise there is an equal chance of losing three character levels or three points each of strength and constitution, with death if either attribute falls below three.[4]

Its many immunities include cold, electricity, poison, acid, fear, sleep, negative energy, magic damage, theft, gaze and infection. It is not immune to fire or normal physical damage. It has no ranged or special attack and no food or valuable-gift response.[5]

Despite its spirit-style movement, it is not intangible and cannot pass through walls. Movement still uses the normal terrain checks.[6]

Remains and strategy

Half of normal deaths leave a velleity. It is inedible and has no alchemical transformation.[7]

Use ordinary physical damage or fire to remove its small HP pool promptly. Blocking the center can help against its fixed attack locations, but is not a guarantee that all five attempts will miss. Negative-energy immunity is the direct answer to the rider; armor and displacement alone do not cancel it. Repeatedly trying an ineffective cold, electrical or sleep effect gives the thought-form unnecessary opportunities to land a touch.

References