Blades Runner
Posts: 623
Joined: Thursday, 23rd December 2010, 19:17
New Race: Golem
I tried to imagine golem in more old-fashioned way, like in the legend it was originated from - man made from burnt clay and magically animated by strong mage/zealot.
*That means no fancy materials from the start like iron, stone, diamond etc. and no "evolving" into other material later on (that's draconian's gimmick).
Playable golem made from terracotta (see terracotta army for inspiration) and have some differences from in-game monster clay golem.
Golem is grey in color with a bit of orange tint and shaped as a large muscular human 2-2,3 meters tall with massive fists/forearms and matching shins/feet. Nevertheless of it's size it can wear armour, but because it have unnaturally big fists and feets - gloves and boots are prohibited.
It is have emotionless expression carved in it's face and dim light glow in eye-sockets instead of actual eyes and same glow from mouth, when opened. Golem have deep echoing voice.
Most messages containing "life" term should be replaced with "existence" for golems. ("You spend a moment contemplating the meaning of existence")
That is how I imagine this variant of Golems. Only with slightly bigger shins that no boot in a dungeon can be wore on. Hands are perfectly sized on the picture. Let me remind you - it's about 2-2,3 m high. Big, but not big enough for armour restriction. And also, you know, made of dense burnt clay, not iron.
Satiation
Golem gains nutrition from magical items instead of organic food and should be evaluated from "enchantment" level of an item - not it's material or size.
Nutrition gained only from enchanted items e.g. armor with +1 enchant or above, or weapon with summary positive bonus of accuracy and damage, that have glowing/runed/embroided status.
Golem devours magic item's essence striping it of all brands, enchantments and properties in a process, leaving mundane +0 weapon or armour. Jewelery get destroyed in a process.
Ego and randart items give set amout of nutrition for every property on top of enchantment level.
From eating +12, +6 sabre of Purpose {pain, +Rage} Golem will get nutrition from each level of enchant + same bonus nutrition for both pain brand and +Rage. There is no need to overcomplicate and give different amount of nutrition for different item properties. Will it be SInv, *TELE, -TELE, reCurse or even +MUT each one will provide same amount of nutrition bonus. Naturally eating rF++ item will provide doubled bonus compared to rF+.
Same rules applied to jewelery. Even amulet of innacuracy will provide nutrition - it doesn't matter that it's properties not beneficial - it still have magic juice in it that makes it running. Considering that jewelery is more light weighted than armor and weapon, it would always be wiser to carry different kinds of jewelery (especially randart)over cumbersome gear.
Enchanted ammunition should give significantly less nutrition for each enchantment level and brands compared to normal weapon.
Nonrandarts' nutrition should be evaluated same as randart's - summary enchantment level + bonus for each property.
While not enchanted items give no nutrition at all and cursed/negatively enchanted items could even harm golems in some way (Sickness analog).
Ring of sustenance/hunger and amulet of gourmand have no effect on golems.
Golem can die of "starvation". When nutrition ends - it just stops moving, and all is left is another motionless statue in the dungeon. Game over.
Stats
High strength. Medium dexterity. Low intelligence.
Wands
Cosuming all charges of a wand will instantly restore big amount of HP, averaging to HW-potion. The more charges in a wand and the more it is valuable - the more HP will be restored in an instant.
Properties
Golems are slow.
Golems have above average HP (Ce) and some passive AC boost
Golems can not go berserk and be transmuted in other living or undead forms.
Golems have increased spell cost.
Can not wear boots, gloves and bucklers. Can't use blowguns.
Golems have innate "gourmand" and slow metabolism.
Golems do not heal naturally while Hungry and below. Have slow regeneration at Satiated. Have normal regeneration at Full and above.
Golems can not consume potions.
Golems are unbreathing beings
Resistances
rElec, rNegative+++
Poison, Rot, Mutation, Torment immunities
LRD, Shatter and Disintegration vulnerable.
Aptitudes
Most of the golems served they masters for centuries and learning new things for them is quite hard.
Exp 140-160
- Code:
Armour +2
Dodging -1
Stealth -4
Stabbing -4
Shield 0
Traps&Doors 0
Invocation +1
Evocations +3
Fighting 0
ShortBl -2
LongBl 0
Maces&Flails 0
Axes 0
Polearms 0
Staves 0
Unarmed +2
Throwing 0
Slings -4
Bows -4
Crossbows -2
Spellcasting -5
Conjuration -4
Hexes -3
Charms -3
Summoning -4
Necromancy -4
Transmutation -3
Translocation -4
Fire -4
Ice -4
Earth -4
Air -4
Poison -4
Gods
Some of golems was created by priests and zealots of various religions for servitude. So most Gods have no prejudice to golem worshipers. There are exceptions of course.
Fedhas should accept golems as worshipers - they are not products nor instruments of necromancy.
Yredemnul against artificial creations it seems and will not accept golems as worshipers.
Death
You cease to exist...
Should not leave ghosts.
Also as added bonus, when received killing blow - magical energy source explodes in large radius doing massive damage to everyone around. Does not affect score or anything - just sweet last revenge =)
Tiles
I have already made player dolls for Golems. Just in case.