eggmceye wrote:
GOLEMS
* 5x mr
* 2x def
* 0 mana all the time
* cannot eat or drink pots, but beer is ok (think bender from futurama), however they don't get the benefits from beer as dwarves do
* immune to choking, poison, drowning, bleeding
They also have a class cap of 100% total only!
Char - level 84 fighter, 388(+75)/160(+12)/25 (yes, not optimal for LS, but I was bored of chugging around). MR 1286 [crystal plate +1], def 65.4
Difficulty: Hard then moving to very easy indeed. Took out KToS @ level 60 odd, tanked 3 dragons with boss at 70. Note: I didn't have a vamp weapon.
Comments:
If played as a LotL char, there's three things that convert Golems from 'very tough' to 'practically invincible' - a LS / Shield setup (blocking / flurry to prevent getting over-run), inscription and a vamp weapon. The reason is simple - early on Golems lack an "emergency button" in the form of black pots, SL or Hiding. I 'cheated' and bought 8k worth of blanks to quickly throw my inscription up to the mid 80's at level 49/50. From then on, with SL scrolls hot-keyed, I was never in any danger, and was happily clearing stuff waaay beyond my means. One potential killer is cloning, which stings hard when your avatar is a crystal or fire golem! So, basically, your survival is determined by the amount of scrolls you can farm, and your luck getting a vamp wep - I imagine with a fast vamp sword, nothing could stop me.
A pet mino shaman or anything tough with high Mana & a VM spell would make you unstoppable.
Skill wise, Golems are a bit stuffed - alchemy is pointless, enchanting relies on scrolls of IMJ, so very resource intensive, cooking is pointless other than taming food, fishing is pointless other than taming (barring boots / maps). Class cap of 100 means that you're a pure fighter or rogue so single spec.
**Warning - massive wall of text incoming**
Fixes / thoughts on changes, as it'd be a shame to dump the concept.
Earlier there was a post about tiers / types of golems, which I think is sexy & would add interest to the race to replace the missing complexity of skills. Golems change type by a 'tradeskill' that is permanent / irreversible. Instead of Mana / Rage, have "Energy" (or Mcguffin name of choice) that charges on hit and allows Golem only special - might have to tinker on the speed at which it fills.
Flesh - starter type
* 1.2x mr
* 1.1x def
* 0 mana all the time
* Can eat & drink, but all effects are reduced by 50%. Timers, health benefits etc.
* immune to choking, poison, drowning, bleeding
* Special is equivalent to Improved Health potion - call it Flesh Rebonds or Frankenstein Burst
* Can use all types of weapons & armour normally
* Can swap worn items at will
Forest - level 40
Required to upgrade: 30 silverleaf logs, 40 spider silk, 10 green potions (note: I've tried to avoid using items that come from skills that Golem chars will have difficulty / find impossible to raise)
* 1.35x mr
* 1.3x def
* 0 mana all the time
* cannot eat or drink pots, but beer is ok (think bender from futurama), however they don't get the benefits from beer as dwarves do
* immune to choking, poison, drowning, bleeding
* Can eat ebony logs - has effect as Yellow Potion
* Special is equivalent to Sleep Wind - call it Tangled Limbs or Rooted to the Spot
* Suffers +50% damage from Fire (better yet would MR bonus ignored by attacks, but this is probably not possible)
* Armour: cannot use cloth / leather types, but can switch at will
* Weapons: can use all types, can switch weapons
Earth - level 80 - MR +50%
Required to upgrade: 20 wet clay, 40 blood moss, 10 lime potions
* 2x mr [same as Undead]
* 1.5x def
* 0 mana all the time
* cannot eat or drink pots, but beer is ok (think bender from futurama), however they don't get the benefits from beer as dwarves do
* Can eat wet clay - has effect as Improved Yellow Potion
* immune to choking, poison, drowning, bleeding
* Special is equivalent to earthquake - call it Hulk Smash or Ground Trembler
* Suffers +50% damage from Life Drain (better yet would MR bonus ignored by attacks, but this is probably not possible)
* Armour: cannot use cloth / leather types, fuses to body (permanent curse, lost on next equip)
* Weapons: cannot use untinted wood types (ash / oak etc can be used), can switch weapons
Iron - level 120 - MR +70% (same as Undead)
Required to upgrade: 40 steel ingots, 20 blackrock ore, 10 brown potions
* 3x mr
* 1.65x def
* 0 mana all the time
* cannot eat or drink pots, but beer is ok (think bender from futurama), however they don't get the benefits from beer as dwarves do
* Can eat blackrock ingot - has effect as Refined Yellow Potion
* immune to choking, poison, drowning, bleeding
* Special is equivalent to Poison Wind- call it Breath of Death (sorry.. getting bored making up names here
)
* Lightning attacks cause temporary 'encumbered' effect / slow
* Armour: cannot use cloth / leather types, fuses to body (permanent curse lost on next equipped replacement)
* Weapons: cannot use wood types other than silverleaf / ebony, fuses to body (permanent curse lost on next equipped replacement)
Fire - level 160 - MR +100%
Required to upgrade: 20 glowing embers, 40 mandrake, 10 purple potions
* 4x mr
* 1.8x def
* 0 mana all the time
* cannot eat or drink pots, but beer is ok (think bender from futurama), however they don't get the benefits from beer as dwarves do
* Can eat glowing embers - has effect as Greater Yellow Potion
* immune to choking, poison, drowning, bleeding
* Special is equivalent to Flame Wind - call it ... something fiery... Fire Vomit
* Suffers +50% damage from lightning (better yet would MR bonus ignored by attacks, but this is probably not possible) (( no water damage types in game, otherwise I'd have chosen that))
* Armour: cannot use cloth / leather / chain types, fuses to body (permanent curse lost on next equipped replacement)
* Weapons: cannot use wood types other than ebony, fuses to body (permanent curse lost on next equipped replacement)
Crystal - level 200 - MR +150%
Required to upgrade: 5 golem power cores, 30 orbs, 10 white potions
* 5x mr
* 2x def
* 0 mana all the time
* cannot eat or drink pots, but beer is ok (think bender from futurama), however they don't get the benefits from beer as dwarves do
* Can eat gems (not peer gems) - has effect as Mega Yellow Potion
* immune to choking, poison, drowning, bleeding
* Special is equivalent to VoG - yadda yadda
* Suffers +50% damage from melee attacks / blunt attacks
* Armour: can only use Crystalline types (permanent curse lost on next equipped replacement)
* Weapons: cannot use wood types other than ebony, fuses to body (permanent curse lost on next equipped replacement)
Ye, hugely complex but some ideas there - although glowing embers don't seem to drop
at all at the moment - very rare drops. Grumble, grumble.