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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!
Darghelm, in the Foothills of Ulvania
The hardy people of Ulvania value family bonds and friends over all else, so Darghelm has developed an extensive network of taverns, cozy inns, and messaging systems. They are not a cowardly nor xenophobic people and so allow people from all over the continent to use their taverns and speakeasy establishments.
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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: You know what we need? Rogue Golems!
Boss
Boss's Avatar
Posts: 132
Location: Zion's Reach
Magus Age: 115 years old
Message #14183 Posted: Oct 11, 2008, 6:41 pm
Attention all monster hunters:

Be on the look out for rogue golems in your area. These golems have malfunctioned and turned on their masters and so may not follow normal PVP laws.

However, they are a great alternative to PVP for some players.

The source of these new monstrocities is still subject of debate among scholars, parts the debate may be recorded here.
Nanashi
Nanashi's Avatar
Posts: 1115
Location: Asylum
Magus Age: 120 years old
Clan: OTAKU
Message #14213 Posted: Oct 12, 2008, 1:49 am
I would think there are plenty of golems that have been destroyed that could be used for stats, assuming that a record of them still exists and hasn't been deleted. Have them come back from the scrapyard to haunt the living.
Haruna
Haruna's Avatar
Posts: 471
Location: Jinkara
Magus Age: 117 years old
Message #14225 Posted: Oct 12, 2008, 5:36 am
Or the dead....

Mwahahahhahaha!
Necromancer Clans!
Boss
Boss's Avatar
Posts: 132
Location: Zion's Reach
Magus Age: 115 years old
Message #14270 Posted: Oct 12, 2008, 11:55 pm
I think the fastest way to get this idea implemented is to have the first golems "escape" from Arkham's weapon lab.

You see, when using a new weapon, either the golem must be instructed in its use or, in a fit of object-oriented programming, the weapon must contain all information for its use. Considering that the "code" of a weapon may be as simple as "See it? Kill it!" that's entirely possible.

However, as "easy" as that is to do on a computer with a keyboard, its a great deal harder to do with hot metal and a toolbox. When the weapon was given to a golem, the rune for "see it?" wasn't properly chiselled and the golem began to follow the "Kill it!" instruction at random, producing a rogue/berserk golem.

Said golem would take the weapon into the field, but wouldn't necessarily use it properly. And so weapon could be seen in action, without the results being taken as an accurate depiction of gameplay.

I like the idea of using the scrapyard though.

A golem scrapyard with mounds of golems on the ground is the ideal place for a rogue golem to hide. And if its the weapon, not the golem, that contains the rogue system, any discarded golem can become the rogue by touching it the wrong way. And of course, when the weapon takes a new "host" the old golem is "free" to return to Arkham's lab. Or it could be a viral infection that turns multiple golems rogue. We wouldn't know what to expect when we clicked the link to "Enter the Scrapyard," other than perhaps the fight of our lives.
NomNomNom
NomNomNom's Avatar
Posts: 41
Location: Hans Mina
Magus Age: 139 years old
Message #26343 Posted: Feb 25, 2009, 8:14 am
Hmmm...what if this weapon merged all of the golems in the scrapyard together to form one giant angry golem (it's a monster but larger)? Players would have to destroy it before it started wandering around and smashing workshops.
 
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