![]() They gain shock res at XL5, cold res at XL10 and fire res at XL15.Ĭlockwork automatons may sacrifice with impunity (other than gifted pets). Over-wound automata can't maintain low clockspeed, and under-wound automata can't maintain high speed.Ĭlockwork automata do not breathe and start out with resistance to stoning, poison and sickness. Switching to high speed burns 10 nutrition, while switching to other speeds does not carry a nutrition penalty. Low speed halves the automaton's moves per turn, but reduces normal nutrition use to 1/10 turns. High speed doubles the automaton's moves per turn, but increases nutrition loss by 4x. Blood potions may provide resistances.Ĭlockwork automata can adjust their clockspeed with the #monster command. Each turn is worth 10 nutrition.Ĭlockwork automata can drink potions, and potions of oil provide some healing and nutrition. They are not able to do this themselves, instead they must either have one of their allies do it or pay another monster with hands to have it done. Rather, they must be wound up using any skeleton key. Their stats can't be abused or exercised, but they can use potions of gain ability as normal.Ĭlockwork automata do not eat food, meaning that the ring of slow digestion has no effect. ![]() They may also use potions or other magic to recover hp. They will recover HP faster as they gain levels. (As androids, they can be Anachrononauts.) They are neutrally or lawfully aligned.Ĭlockwork automata do not recover HP normally, instead they must stand still ('.') and repair themselves. Clockwork Automata may be Archeologists, Binders, Knights, Monks, Priests, Samurai or Troubadours.
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