Draft:Tigershark

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Omega 0.90.4
T Tigershark
FormOrdinary creature
Attacks4 attacks: 0–39 physical each before absorption; no defensive actions
Base level8
HP350
Hit35
Defense30
Action interval2 ticks; lower is faster
Kill experience700, when death is in sight
GenerationRandom pools and encounter details
Carried itemsNone at ordinary generation
ImmunitiesCold, poison, fear, sleep
RemainsTigershark pelt; 50% on normal death
Remains useInedible; no alchemy
Traits
  • Initially hostile and hungry
  • Normal movement restricted to water
Referenceminit.h in Omega 0.90.4, line 259[1]

A tigershark is a hungry, hostile aquatic predator, displayed as a yellow T on blue. It has 350 HP, four physical attacks, a short action interval and several innate immunities.[2]

Generation

Tigersharks can be selected by ordinary random-monster pools. They are not individually listed in the named river or swamp tables, but random slots can still produce them. An ordinary tigershark has no starting possessions; countryside generation provides water under exclusively swimming creatures.[3]

Behavior and feeding

Its normal movement is restricted to water. When adjacent and hostile, it attempts four physical attacks, each rolling 0–39 before absorption. Its base interval is two ticks, and it has no defensive action, ranged attack or special ability. It is immune to cold, poison, fear and sleep.[4]

With one to 86 HP left, its next normal pursuit movement triggers retreat and reduces its interval to one tick. This low-HP movement is not a fear effect and still works despite fear immunity.[5]

A still-hungry tigershark accepts ordinary food and becomes peaceful. Give requires adjacency and a non-cursed item. Poisoned food is ineffective: its immunity prevents the 100 poison damage, while the meal is still consumed, hunger is cleared, hostility remains and alignment moves two points toward Chaos. A later safe meal cannot be assumed to pacify it after this failed poison offering.[6]

Normal death has a 50% chance to leave a tigershark pelt. The pelt is inedible and has no alchemical transformation; it is not a wearable armor item or ordinary shark meat. Ambrosias also rejects remains without a transformation product.[7]

Strategy

Dry ground can prevent normal pursuit, but a shark in adjacent water can still attack you on the bank. Four substantial hits at a two-tick interval make an extended adjacent fight expensive. Ordinary food is a useful alternative while it remains hungry; cold, poison, fear and sleep are poor choices against its immunities. Its pelt supplies no food or alchemical reward, so avoiding the fight is often more useful than collecting the corpse.

References