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 shedu has LOS 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.
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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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Spells: [[Heal Other]], Resurrect Other
 
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Revision as of 06:39, 25 January 2013

Shedu HShedu.png
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.

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.