11-08-2024, 11:56 PM
Golem
Clay Golem
Metal Golem
Crystal Golem
Introduction
Golems and golem-like creatures are already a well-established part of the Korvara experience. Although they don't really have much lore, there exists golems in a few forms already:
1: Mobs
Gorgons are allegedly stone creatures. They are simply monsters made of stone. But in Korvara we were introduced to many types of new golems in the Haunted mine. These confirm the existence of natural golems.
2: Ruler
Rulers can create golems out of stone and other materials. It's only a small logical step to arrive at sentient golems. However, there isn't really any lore on Rulers and what is the limit of their automatons.
I would like to have Golems in the game because I think it would provide a new and interesting flavor to the world of SL2. Unlike homonculus, Golems would not be created by players. Instead they would be essentially relics from a bygone age. Players would be able to study them and such, creating some interesting mystery roleplay. The fact that these ancient golems would have "commands" that no longer apply in the modern day would also be really interesting to rp with. For instance, a cleaning golem could be trying to clean the entire continent with his broom, and perhaps he would make friends that attempt to reprogram him. It could also be a fun avenue for antagonism. Some players could also introduce their golem character via a small event where people attempt to "awaken" them.
Overall, I think it would be a fun and unique addition to our cast of races. Something to spice things up while remaining very much in-line with the current lore and vibe of Korvara.
I think it would be ok to introduce this race as a whitelist-only race, since the lore has strict restrictions. I wouldn't want people to be playing golems without understanding it. Though, that's already kind of a problem with homonculus, elves, and other races to an extent, and isn't particularly a big deal...
STR 7
WIL 3
SKI 5
CEL 2
DEF 8
RES 4
VIT 7
FAI 0
LUC 3
GUI 4
SAN 4
APT 2
A race of ancient automatons, golems come in two forms. Either they were crafted aeons ago, or they are born from the earth itself, as spirits of stone. Regardless of their origin, they bear a special Crest that exists somewhere on their person. This Crest is permanent, and very difficult to destroy. It keeps the body together, and also contains the Golem's consciousness and holds their Soul within the body. Golems move by using magical crests and energy, either via internal circuits, usually hidden beneath a layer of artificial skin, or simply via the Crest's magic. Usually, this Crest takes the form of a "core" contained inside the torso.
The knowledge on how to create sentient golems has been lost to time, but occasionally, a golem will awaken after centuries of slumber. These entities appear similar to humans, though their bodies are made of clay, crystal, rock, or other minerals. These so-called "awakened" hold no memories of the time before, as their slumber forces their mind to reset. Still, they usually maintain their original programming... Crafting a crest that can hold consciousness is an extremely difficult task that is impossible without the ancient technologies that were lost as well...
Some golems are born directly from the earth, such as stone gorgons and the golems you can find in the haunted mine. These creatures are born in areas of concentrated isespian focus like very old caverns. Most are not sentient, but some of them have a semblance of humanity. They generally carry a bit of the "sentiment" of the area they were born in, much like doriads. Sometimes, digging too deep can cause the earth itself to fight back...
ABILITIES:
Automaton: Golems require magical energy to move. You begin combat with 3 Automaton energy (+1 per 30 SAN), and generate one each turn. Performing an action that costs 2 momentum or more costs 1 energy. Without energy, performing such an action costs 10% of your health. The golem does not count as a "Ruler Automaton", however, and as such they do not gain energy from Seal of Fortunes, and do not get hp from Seal of Labors, etc etc. Still, they can use these seals as energy, following the same priority rules as normal automatons. (This is to prevent the race from being completely reliant on Ruler).
Golem Boost: 0m, 100fp. Gain +3 automaton energy and +3 momentum immediately. This skill costs 1 less fp per point of SAN. Cooldown: 2 turns.
Machine: Golems are creatures of stone, and receive 50% less damage from poison. However, any healing from potions and Mercalan-domain spells is halved. The Repair skill can be used on you, just like mechanations.
Stone Body: Golems are naturally resilient. They have +3 armor and magic armor. Gain +1% physical and magical DR per 5 points of SAN. Also gain 25% earth and water resistance, but suffer 25% fire and wind weakness.
Ancient Engine: Performing an action that consumes Automaton Energy increases its power by 10%. Manually using the "Charge Weapon" skill also grants three stacks of "Automaton Energy" (+2 in total since it requires 1). You always have access to "Charge Weapon".
TRAITS:
*Non-eligible for tattoos*
Artificial hair: +3 armor
Choose one origin trait:
Awakened: Your mind was crafted aeons ago. The knowledge within has long since disappeared, but the circuits remain, ready to be filled with arcane connections. Gain +2 skill pool size, and +5 base WIL.
Child of Earth: You were born from the bowels of the earth. A being of pure isespian power. Gain +3 base defense, and +5 earth atk.
Choose one material trait:
Clay Golem: Your body was shaped out of malleable clay. The penalty to healing on you is reduced by 10%.
Stone Golem: Your body is make of dense rock. Gain +10% slash and pierce resist, and 10% blunt weakness.
Crystal Golem: Your body's internal structure uses crystals and prisms. +8 light atk. Gain +10% slash resist, and 10% blunt weakness.
Salt Golem: A being of brittle mineral. Gain +8 lightning atk, 25% lightning weakness, and 25% water weakness. Grants the salt spray skill, which dispels 1 positive effect on enemies in a cone, deals earth damage based on SAN and Earth atk, and gives +1 automaton energy per effect removed in this way.
Metal Golem: A golem shaped metal, engraved with magical circuits. You gain +1 automaton energy when weapon autocharge activates. 25% lightning weakness.
Gold Golem: This golem has a golden surface layer, gold circuits, or is made entirely of gold. You gain +1 automaton energy when scoring a critical hit, up to once per turn.
Volcanic Golem: Made of obsidian or igneous rock. 25% fire resistance.
Final Word:
The idea with this race was to make you feel like you're really running on magical power like an automaton. Of course, we need to have a different energy system to make the race feel playable with any build. It's difficult to strike a balance, but the goal with this design concept is to make the Golems feel like a powerful race that is being held back by the energy system. You get to feel like a tanky and strong being, but you're also a bit slow... Of course, playing Ruler would help to an extent, since you can apply AoE enchants and then use them yourself too. But it's also intended to be viable with any class combo. The "Golem Boost" ability leans into the "burn out your energy" idea, making golems capable of being "burst"-y, but there is also the option to take it slow and use charge weapon to gain charges cheaply while hanging back. The heal nerf makes sense in-lore, but also is there to prevent Golem players from abusing the powerful tank stats and passives. Overall, the drawbacks allow the race to have some uniquely powerful things like high DR, poison resist, and across the board damage boost.
Let me know what you guys think!
Clay Golem
Metal Golem
Crystal Golem
Introduction
Golems and golem-like creatures are already a well-established part of the Korvara experience. Although they don't really have much lore, there exists golems in a few forms already:
1: Mobs
Gorgons are allegedly stone creatures. They are simply monsters made of stone. But in Korvara we were introduced to many types of new golems in the Haunted mine. These confirm the existence of natural golems.
2: Ruler
Rulers can create golems out of stone and other materials. It's only a small logical step to arrive at sentient golems. However, there isn't really any lore on Rulers and what is the limit of their automatons.
I would like to have Golems in the game because I think it would provide a new and interesting flavor to the world of SL2. Unlike homonculus, Golems would not be created by players. Instead they would be essentially relics from a bygone age. Players would be able to study them and such, creating some interesting mystery roleplay. The fact that these ancient golems would have "commands" that no longer apply in the modern day would also be really interesting to rp with. For instance, a cleaning golem could be trying to clean the entire continent with his broom, and perhaps he would make friends that attempt to reprogram him. It could also be a fun avenue for antagonism. Some players could also introduce their golem character via a small event where people attempt to "awaken" them.
Overall, I think it would be a fun and unique addition to our cast of races. Something to spice things up while remaining very much in-line with the current lore and vibe of Korvara.
I think it would be ok to introduce this race as a whitelist-only race, since the lore has strict restrictions. I wouldn't want people to be playing golems without understanding it. Though, that's already kind of a problem with homonculus, elves, and other races to an extent, and isn't particularly a big deal...
STR 7
WIL 3
SKI 5
CEL 2
DEF 8
RES 4
VIT 7
FAI 0
LUC 3
GUI 4
SAN 4
APT 2
A race of ancient automatons, golems come in two forms. Either they were crafted aeons ago, or they are born from the earth itself, as spirits of stone. Regardless of their origin, they bear a special Crest that exists somewhere on their person. This Crest is permanent, and very difficult to destroy. It keeps the body together, and also contains the Golem's consciousness and holds their Soul within the body. Golems move by using magical crests and energy, either via internal circuits, usually hidden beneath a layer of artificial skin, or simply via the Crest's magic. Usually, this Crest takes the form of a "core" contained inside the torso.
The knowledge on how to create sentient golems has been lost to time, but occasionally, a golem will awaken after centuries of slumber. These entities appear similar to humans, though their bodies are made of clay, crystal, rock, or other minerals. These so-called "awakened" hold no memories of the time before, as their slumber forces their mind to reset. Still, they usually maintain their original programming... Crafting a crest that can hold consciousness is an extremely difficult task that is impossible without the ancient technologies that were lost as well...
Some golems are born directly from the earth, such as stone gorgons and the golems you can find in the haunted mine. These creatures are born in areas of concentrated isespian focus like very old caverns. Most are not sentient, but some of them have a semblance of humanity. They generally carry a bit of the "sentiment" of the area they were born in, much like doriads. Sometimes, digging too deep can cause the earth itself to fight back...
ABILITIES:
Automaton: Golems require magical energy to move. You begin combat with 3 Automaton energy (+1 per 30 SAN), and generate one each turn. Performing an action that costs 2 momentum or more costs 1 energy. Without energy, performing such an action costs 10% of your health. The golem does not count as a "Ruler Automaton", however, and as such they do not gain energy from Seal of Fortunes, and do not get hp from Seal of Labors, etc etc. Still, they can use these seals as energy, following the same priority rules as normal automatons. (This is to prevent the race from being completely reliant on Ruler).
Golem Boost: 0m, 100fp. Gain +3 automaton energy and +3 momentum immediately. This skill costs 1 less fp per point of SAN. Cooldown: 2 turns.
Machine: Golems are creatures of stone, and receive 50% less damage from poison. However, any healing from potions and Mercalan-domain spells is halved. The Repair skill can be used on you, just like mechanations.
Stone Body: Golems are naturally resilient. They have +3 armor and magic armor. Gain +1% physical and magical DR per 5 points of SAN. Also gain 25% earth and water resistance, but suffer 25% fire and wind weakness.
Ancient Engine: Performing an action that consumes Automaton Energy increases its power by 10%. Manually using the "Charge Weapon" skill also grants three stacks of "Automaton Energy" (+2 in total since it requires 1). You always have access to "Charge Weapon".
TRAITS:
*Non-eligible for tattoos*
Artificial hair: +3 armor
Choose one origin trait:
Awakened: Your mind was crafted aeons ago. The knowledge within has long since disappeared, but the circuits remain, ready to be filled with arcane connections. Gain +2 skill pool size, and +5 base WIL.
Child of Earth: You were born from the bowels of the earth. A being of pure isespian power. Gain +3 base defense, and +5 earth atk.
Choose one material trait:
Clay Golem: Your body was shaped out of malleable clay. The penalty to healing on you is reduced by 10%.
Stone Golem: Your body is make of dense rock. Gain +10% slash and pierce resist, and 10% blunt weakness.
Crystal Golem: Your body's internal structure uses crystals and prisms. +8 light atk. Gain +10% slash resist, and 10% blunt weakness.
Salt Golem: A being of brittle mineral. Gain +8 lightning atk, 25% lightning weakness, and 25% water weakness. Grants the salt spray skill, which dispels 1 positive effect on enemies in a cone, deals earth damage based on SAN and Earth atk, and gives +1 automaton energy per effect removed in this way.
Metal Golem: A golem shaped metal, engraved with magical circuits. You gain +1 automaton energy when weapon autocharge activates. 25% lightning weakness.
Gold Golem: This golem has a golden surface layer, gold circuits, or is made entirely of gold. You gain +1 automaton energy when scoring a critical hit, up to once per turn.
Volcanic Golem: Made of obsidian or igneous rock. 25% fire resistance.
Final Word:
The idea with this race was to make you feel like you're really running on magical power like an automaton. Of course, we need to have a different energy system to make the race feel playable with any build. It's difficult to strike a balance, but the goal with this design concept is to make the Golems feel like a powerful race that is being held back by the energy system. You get to feel like a tanky and strong being, but you're also a bit slow... Of course, playing Ruler would help to an extent, since you can apply AoE enchants and then use them yourself too. But it's also intended to be viable with any class combo. The "Golem Boost" ability leans into the "burn out your energy" idea, making golems capable of being "burst"-y, but there is also the option to take it slow and use charge weapon to gain charges cheaply while hanging back. The heal nerf makes sense in-lore, but also is there to prevent Golem players from abusing the powerful tank stats and passives. Overall, the drawbacks allow the race to have some uniquely powerful things like high DR, poison resist, and across the board damage boost.
Let me know what you guys think!