Difference between revisions of "Nightmare arch-vile"
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Omega Tyrant (Talk | contribs) (his page completely lacked information on how its attack works, so added it) |
Omega Tyrant (Talk | contribs) m (All Archviles have a 25% chance to revive) |
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monster_doors=Yes| | monster_doors=Yes| | ||
monster_atkchance=60| | monster_atkchance=60| | ||
− | monster_abilities=The Nightmare Arch-vile's attack always hits its targeted tile. Resurrects dead monsters in its [[vision]] ( | + | monster_abilities=The Nightmare Arch-vile's attack always hits its targeted tile. Resurrects dead monsters in its [[vision]] (25% chance per action). Resurrected monsters take 4.0 game seconds to "activate", or become active in combat or other actions. Nightmare Arch-viles are additionally immune to damaging [[fluids]].| |
monster_description=''Oh God... *WHY* do they come in the nightmare version too?''| | monster_description=''Oh God... *WHY* do they come in the nightmare version too?''| | ||
monster_other=Avoids player as much as possible, but will use its melee attack when in range. Even though they're immune to fluids, Nightmare Arch-viles will avoid them and immediately step out of a fluid tile if knocked into one, while remaining indefinitely still if they're knocked into fluids without a non-fluid tile adjacent. When a Nightmare Arch-vile attacks, it'll enter a unique state where it "raises its arms", and if the player is still in its vision after 2.5 [[seconds]] passes, its attack will hit the tile player is on (or was last on if a successful [[dodge]] is executed). If the player moves out of its vision before the attack completes, its attack will target the tile it last saw the player on.}} | monster_other=Avoids player as much as possible, but will use its melee attack when in range. Even though they're immune to fluids, Nightmare Arch-viles will avoid them and immediately step out of a fluid tile if knocked into one, while remaining indefinitely still if they're knocked into fluids without a non-fluid tile adjacent. When a Nightmare Arch-vile attacks, it'll enter a unique state where it "raises its arms", and if the player is still in its vision after 2.5 [[seconds]] passes, its attack will hit the tile player is on (or was last on if a successful [[dodge]] is executed). If the player moves out of its vision before the attack completes, its attack will target the tile it last saw the player on.}} |
Revision as of 22:07, 27 August 2023
Game Data | Strategy |
Nightmare arch-vile | ||
Appearance: | V | |
Health: | 150 | |
Armor: | 3 | |
Accuracy: | +4 melee, N/A ranged (see below) | |
Melee Damage: | 1d3+8 = 9-11 = 10 avg | |
Projectile Damage: | 25d1 = 25 (always): fire damage, radius 1 | |
Speed: | 180% | |
Standard Depth: | 90+ | |
Experience Value: | 1220 | |
Inventory: | None | |
AI habits: | Uses items: | No |
Uses doors: | Yes | |
Attack %: | 60 | |
Special abilities: | The Nightmare Arch-vile's attack always hits its targeted tile. Resurrects dead monsters in its vision (25% chance per action). Resurrected monsters take 4.0 game seconds to "activate", or become active in combat or other actions. Nightmare Arch-viles are additionally immune to damaging fluids. | |
Ingame description: | Oh God... *WHY* do they come in the nightmare version too? | |
Comments/special: | Avoids player as much as possible, but will use its melee attack when in range. Even though they're immune to fluids, Nightmare Arch-viles will avoid them and immediately step out of a fluid tile if knocked into one, while remaining indefinitely still if they're knocked into fluids without a non-fluid tile adjacent. When a Nightmare Arch-vile attacks, it'll enter a unique state where it "raises its arms", and if the player is still in its vision after 2.5 seconds passes, its attack will hit the tile player is on (or was last on if a successful dodge is executed). If the player moves out of its vision before the attack completes, its attack will target the tile it last saw the player on. |