Difference between revisions of "Arch-vile"
From DoomRL Wiki
Omega Tyrant (Talk | contribs) |
Omega Tyrant (Talk | contribs) (This page completely lacked information on how its attack works, so added it) |
||
Line 15: | Line 15: | ||
monster_doors=Yes| | monster_doors=Yes| | ||
monster_atkchance=50| | monster_atkchance=50| | ||
− | monster_abilities=Resurrects dead monsters (25% chance per action). Resurrected monsters take 4.0 game seconds to "activate", or become active in combat or other actions. Arch-viles are additionally immune to damaging [[fluids]].| | + | monster_abilities=The 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. Arch-viles are additionally immune to damaging [[fluids]].| |
monster_description=''The worst thing you could encounter. With some unholy power far beyond your grasp they attack you with hellish flame, and are able to summon back the enemies you've worked so hard to banish!''| | monster_description=''The worst thing you could encounter. With some unholy power far beyond your grasp they attack you with hellish flame, and are able to summon back the enemies you've worked so hard to banish!''| | ||
− | monster_other=Avoids player as much as possible, but will use its melee attack when in range. Even though they're immune to fluids, 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 | + | monster_other=Avoids player as much as possible, but will use its melee attack when in range. Even though they're immune to fluids, 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 an 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 16:31, 27 August 2023
Game Data | Strategy |
Arch-vile | ||
Appearance: | V | |
Health: | 70 | |
Armor: | 2 | |
Accuracy: | +2 melee, N/A ranged (see below) | |
Melee Damage: | 1d3+6 = 7-9 = 8 avg | |
Projectile Damage: | 20d1 = 20 always; fire damage, radius 2 | |
Speed: | 160% | |
Standard Depth: | 16+ | |
Experience Value: | 608 | |
Inventory: | None | |
AI habits: | Uses items: | No |
Uses doors: | Yes | |
Attack %: | 50 | |
Special abilities: | The 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. Arch-viles are additionally immune to damaging fluids. | |
Ingame description: | The worst thing you could encounter. With some unholy power far beyond your grasp they attack you with hellish flame, and are able to summon back the enemies you've worked so hard to banish! | |
Comments/special: | Avoids player as much as possible, but will use its melee attack when in range. Even though they're immune to fluids, 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 an 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. |