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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: Seperate XP for golems
Sterling
Posts: 157
Location: Darghelm
Magus Age: 120 years old
Message #2380 Posted: May 11, 2008, 1:09 am
It'd be cool if golems got their own, seperate XP. It could be used to level their basic stats, just as the current "XP for strength" thing does now.

Further, they could get perks for killing certain types of creatures enough, or being used in PvP against certain golem types/player alignments.

Options they could get could allow them to use certain items/weapons more effectively, get bonuses in more terrain types, use less motivation on long distance travel, etc.

Even better if, instead of the XP/bonuses being associated with the golem, they were associated with the power source, and thus you could transfer/sell power sources.

Kaelas
Kaelas's Avatar
Posts: 1052
Location: Darghelm
Magus Age: 119 years old
Real Name: Barry
Message #2384 Posted: May 11, 2008, 4:33 am
A twist on this idea would be that it was only a certain type of power source that levels up. Each level of research would give the ones that exist now plus the significantly more expensive "evolving power source." And way to make the less used golems more appealing is that the power "evolving power source" has to be a higher or equal level than the golem it's put into.

Example: The Evolving Alchemical Voidstone would be on par with the regular Voidstone in regards to the energy provided, but would cost X more in all resources (X depends on just how powerful the leveling feature becomes). The Evolving Alchemical Voidstone is a level three power source so it could only be equipped on Flesh, Bone and Wood golems.
 
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