Difference between revisions of "Shedu"
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'''Shedus''' are [[holy]], flying beasts which are always generated in pairs. When you wound (or kill) one, the remaining shedu will heal (or resurrect!) its partner. | '''Shedus''' are [[holy]], flying beasts which are always generated in pairs. When you wound (or kill) one, the remaining shedu will heal (or resurrect!) its partner. | ||
− | Once you kill a shedu, its partner senses this and will always wake up. When a | + | Once you kill a shedu, its partner senses this and will always wake up. When a shedu has [[line of sight]] to its partner's corpse, it attempts a resurrection (this takes several turns). It even affects shedu corpses that you are carrying in your inventory. This special ability is not a spell and cannot be negated in any way so long as the second shedu lives. |
Since shedus are holy beings, you risk suffering a player-centered [[cleansing flame]], care of [[The Shining One]], should you kill one. The probability of this occurring varies according to which type of god you worship. If you worship a good god, there is no risk (although if you worship TSO, you'll suffer [[penance]]). If you are atheistic, there's a 12.5% risk. If you worship an evil god, the risk is 27.1%. | Since shedus are holy beings, you risk suffering a player-centered [[cleansing flame]], care of [[The Shining One]], should you kill one. The probability of this occurring varies according to which type of god you worship. If you worship a good god, there is no risk (although if you worship TSO, you'll suffer [[penance]]). If you are atheistic, there's a 12.5% risk. If you worship an evil god, the risk is 27.1%. | ||
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Revision as of 05:39, 25 January 2013
Shedu H | |
---|---|
HP | 78 - 143 |
HD | 13 |
XP | 1678 |
Speed | 10 |
AC | 2 |
EV | 10 |
Will | 52 |
Attack1 | 19 (kick: holy) |
Attack2 | 23 (kick: holy)
|
Resistances | rPois+, rRot, rN+, rHoly, Silence immune |
Vulnerabilities | None |
Habitat | land |
Intelligence | Normal |
Uses | Uses nothing |
Holiness | Holy |
Size | Big |
Type | shedu, shedu |
Flags | Flying Warm-blooded Spellcaster |
These dangerous divine guardians always travel in pairs. Each has the ability to heal the other and, if the worst is to occur, can even resurrect it. |
Contents
Useful Info
Shedus are holy, flying beasts which are always generated in pairs. When you wound (or kill) one, the remaining shedu will heal (or resurrect!) its partner.
Once you kill a shedu, its partner senses this and will always wake up. When a shedu has line of sight to its partner's corpse, it attempts a resurrection (this takes several turns). It even affects shedu corpses that you are carrying in your inventory. This special ability is not a spell and cannot be negated in any way so long as the second shedu lives.
Since shedus are holy beings, you risk suffering a player-centered cleansing flame, care of The Shining One, should you kill one. The probability of this occurring varies according to which type of god you worship. If you worship a good god, there is no risk (although if you worship TSO, you'll suffer penance). If you are atheistic, there's a 12.5% risk. If you worship an evil god, the risk is 27.1%.
Spells
Spell set | |
---|---|
Slot1 | Heal Other |
Slot2 | none |
Slot3 | Heal Other |
Slot4 | none |
Slot5 | none |
Slot6 | none |
Tips & Tricks
- To prevent shedu resurrection, always butcher or sacrifice shedu corpses after you kill them.
- Don't kill a shedu over deep water. Unless you are a merfolk or octopode, you won't be able to reach the corpse and the shedu may get a free resurrection.
- If you worship an evil god and are low on HP, retreat rather than finish off a shedu; TSO's wrath may finish you off.
Trivia
The shedu and the lamassu are Mesopotamian protective deities which served as gatekeepers, defending the homes of commoners and kings alike. Their images were engraved on tablets which were buried at each side of a home's entryway, or they were cast in metal as statues and placed in similar positions near a door.