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What is Muelsfell? - Muelsfell: Rise of the Golems is a persistent browser-based game (PBBG) that revolves around the creation of magical golems by mages and magic users. Muelsfell is part combat, part roleplaying game, part resource management. Sign up for an account and give it a try -- for free!
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Index » Muelsfell Game Forum » General Gameplay Questions Muelsfell World v1.0 Forums
AuthorThread: What golems can do.
Stonestriker
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Posts: 86
Location: Jaaron
Magus Age: 109 years old
Clan: OASIS
Message #13121 Posted: Sep 30, 2008, 9:28 am
hello, i'm a new player and i've been wondering about all the different types of golems and how they were different. I know this chart http://help.muelsfell.com/charts.php covers that but it doesn't seem to cover everything. When i look at it it seems like the glass golem is the weakest but by looking around the bourd that is obviously not true. what are the strengths and weakenesses of each golem types, what situation should they be used in, and what do the stats mean, does someone have the answer out there?
Halftea
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Posts: 1307
Location: Darghelm
Magus Age: 132 years old
Clan: ADV
Website: Click Here
Message #13123 Posted: Sep 30, 2008, 12:39 pm
ok, not a total list but here's the thunbnail summary:

flesh - very fast, cheap, 4 slots max research - weak, low HP

bone - fast, also cheap and you can always find bone on the market, no energy drain in desert, decent damage - lower hp

wood - strong against sonic and cold attacks, ignores reanged penalties in wood, weak against heat

clay - regenerates in marsh or storms, can carry a lot

stone - decent damage and resistances

iron - slow, best natural defense of the primary golems, iron can get expensive if you have to repair alot.

glass - fast, does good damage can't carry much, breaks easily, high repair costs if no glass source handy.

copper - fastest metal exotic, heat damage - repair costs high

bronze - cold damage - high repair cost

brass - sonic dmage - high repair cost

adamantine - highest natural defense, hits hard, hellaciously expensive to make and maintain.


Anyone got anything else to add?
Nanashi
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Posts: 1115
Location: Asylum
Magus Age: 120 years old
Clan: OTAKU
Message #13129 Posted: Sep 30, 2008, 3:35 pm
The type and level of the chest determines the overall golem type and level, the rest of the parts can be mixed as necessary or desired. The golem must have at least one hand in order to attack, and must be able to stand to fight at all. Unfortunately you can send a one legged golem hopping into a fight...

The faster the golem, the sooner it will close with the target and the more attacks it can get in a round (i think, can someone correct me if i am wrong?). carrying capacity determines how much armor and accessories you can put on. damage on the chart is the type and amount of damage the golem can do, in order impact, slice, pierce, fire, ice, and sonic. resistance is the defense against that type of damage, same order.

Note: All values listed on the chart are for first level of a type, values subject to change at higher levels.
Stonestriker
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Posts: 86
Location: Jaaron
Magus Age: 109 years old
Clan: OASIS
Message #13164 Posted: Sep 30, 2008, 10:02 pm
Ok so when i click on the library it says "There is a limit as to how many golem or item levels you can research, so choose wisely." Does that mean there's a limit to how many upgrades i can get?
CommComms
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Posts: 392
Location: Daylsfeld
Magus Age: 121 years old
Message #13165 Posted: Sep 30, 2008, 10:05 pm
Yep, you have 20 total researches to use. This means you can't research everything and have to trade or scavenge for stuff you can't make yourself.

There's also a limit to how high you can upgrade your library, but this doesn't affect how many research slots you have, just what's available to research.
Stonestriker
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Posts: 86
Location: Jaaron
Magus Age: 109 years old
Clan: OASIS
Message #13177 Posted: Sep 30, 2008, 11:37 pm
what else is there about golems that useful to know?
CommComms
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Posts: 392
Location: Daylsfeld
Magus Age: 121 years old
Message #13206 Posted: Oct 1, 2008, 1:30 am
There are all sorts of hidden statistics in this game that we players can't see and that's the way Ark likes it. Different golems and weapons have different attack energy costs, rates, etc.
Nanashi
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Posts: 1115
Location: Asylum
Magus Age: 120 years old
Clan: OTAKU
Message #13207 Posted: Oct 1, 2008, 1:35 am
On the subject of motivation costs. Flesh level 1 starts out at a cost of 6 motivation per fight. The higher you go in golem type and/or level, the more motivation it costs to send into battle. Also the further you send a golem the more it costs. Higher level power sources can reduce the cost, but 6 is the minimum.
Last Edited: Oct 1, 2008, 1:35 am
CommComms
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 121 years old
Message #13211 Posted: Oct 1, 2008, 2:07 am
More clearly: every golem has a level, this level is the sum of it's base level (I.E. 1 through 5) and an inherent level dependent on golem type. So the basic level 1 golem is level 2: 1 for flesh + 1 for level 1. A level 3 clay golem is level 7, 4 for clay + 3 for level. There's a super secret formula that determines the motivation cost for an attack. Higher golem total level and distance from your workshop increase the cost, more energy from a powersource decreases the cost.

Edit: The level associated with each type can be found in some other thread somewhere. In short: flesh=1, iron=6, the other basic materials in between.
Last Edited: Oct 1, 2008, 2:11 am
 
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