- A new plaything!
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- Henzell says...
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- Powerful enchantments have cumulative side effects on the body, represented by a magic contamination stat. When you get enough contam, you start glowing, and you can get mutations. But it decays - unless you are hasted or invisible. The mutations are 1/5 random, otherwise bad with a 50% chance of overriding mutation resistance.
- The following effects cause magical contamination: haste, invisibility, extending haste, controlled blinking, mutagenic artifacts, Disjunction, Irradiate, some spell miscast effects (Charms, Hexes, Translocations and Transmutations), cancelling effects using stasis, (some) distortion unwields.
- The contam timer triggers every 200-600 auts. If you have 5000+ (yellow) contam, there is a contam/12000 chance of getting a mutation (80% bad 20% random). If this happens with 10000+ (half way to light red) contam, there is also a 50% chance of releasing a magical explosion (random element, 3d(contam/2000) damage, radius rand_round(contam/15000) (min 1 max 9))
- see {*contam}
Information based on master branch and the great LearnDB.
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