![]() The game looks at each object, or stack of objects, in order from the top of the pile, and deletes it if it is of the same material as the object which shuddered to create the golem. If the monster weight is W, at most W objects can be destroyed. ![]() If a golem (or other monster) is created, then after all appropriate objects on the square have been polymorphed, and some were destroyed by system shock, more objects on this square are destroyed. Only one golem (or other monster) can be created per square affected by polymorph. If the golem or skeleton is genocided, a random monster is created instead. The golem type depends on the material of the original objects: glass objects make a glass golem, cloth objects make a rope golem, bone objects create a skeleton, etc. For each object in the original stack, there is a 1 in (45 + Luck) chance of a golem being created. When an object shudders, randomly up to all but one, or one if there was only one object, is destroyed. The chance is doubled if the object stack is larger than 4 objects. For a blessed object the chance is 1⁄ 12. An uncursed non-wand object has a 1⁄ 8 chance of shuddering. A wand or cursed object has a 1⁄ 3 (guaranteed for stacks of more than 4) of shuddering. Objects have a chance of shuddering depending on type and beatitude.
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