Research and Library Requirements |
Golems are of the utmost importance in Muelsfell, and you'll want to have several -- whether as backups or tailored for specific functions. Before you can research a certain golem type or useful items like armour and power supplies, you'll need to upgrade your Library. Use the chart below to determine which golems you'll try to focus upon. |
Research Type | Requirements for Level 1 | Requirements for Level 2 | Requirements for Level 3 |
Flesh Golems | -- | Animal Pen Lvl 3 | Animal Pen Lvl 6 |
Bone Golems | Lone Grave Lvl 3, Library Lvl 1 | Lone Grave Lvl 7 | Lone Grave Lvl 11 |
Wood Golems | Black Locust Tree Lvl 3, Library Lvl 3 | Black Locust Tree Lvl 9 | Black Locust Tree Lvl 12 |
Clay Golems | Clay Stream Lvl 4, Library Lvl 6 | Clay Stream Lvl 8 | Clay Stream Lvl 12 |
Stone Golems | Rock Quarry Lvl 5, Library Lvl 8 | Rock Quarry Lvl 10 | Rock Quarry Lvl 15 |
Iron Golems | Foundry Lvl 6, Library Lvl 9 | Foundry Lvl 12 | Foundry Lvl 18 |
Adamantine Golems | Foundry Lvl 15, Library Lvl 15 | Foundry Lvl 16 | Foundry Lvl 17 |
Copper Golems | Library Lvl 11 | Library Lvl 12 | Library Lvl 13 |
Bronze Golems | Library Lvl 10 | Library Lvl 11 | Library Lvl 12 |
Brass Golems | Library Lvl 11 | Library Lvl 12 | Library Lvl 13 |
Glass Golems | Library Lvl 7 | Library Lvl 10 | Library Lvl 12 |
Armour | Workshop Lvl 5, Library Lvl 5 | Workshop Lvl 8 | Workshop Lvl 11 |
Eyes | Library Lvl 2 | Library Lvl 5 | Library Lvl 8 |
Powersource | Library Lvl 4 | Library Lvl 8 | Library Lvl 12 |
Environment |
Just as in the real world, areas in Muelsfell have different types of terrain that range from craggy mountain cliffs to dusty, windswept deserts to soggy, mildew-infested swamps. Each of these environmental conditions has an effect on how your golem behaves in combat. These are summarized below.
It's possible to find or make items in game which will let you bypass some or all of the associated problems with problematic terrain types. |
Terrain | Effect |
| Rolling fields of grass, extensive farms, and front yards are all considered to be grasslands. There is no bonus or penalty associated with grasslands. |
| Steamy jungles, frozen timberlands, and small copses of trees are all considered wooded in Muelsfell. While in a woodland, your golem will have a percentage miss chance if using ranged weapons. |
| Gurgling streams and rivers, deep swamps, and even the ocean are all considered to be wetlands. A wetland will slow your golem down considerably. |
| Everything from the tallest mountain to the most mild rugged hilltop is considered mountainous. Mountain areas provide a mild defensive bonus against attacks. |
| Empty, sandy deserts that stretch for miles, dangerously dry wastelands, and cactus covered plains are considered to be desert in Muelsfell. A desert region will weaken the animating spirit in your golem, causing it to act slower than otherwise. |
| The smallest hamlet and largest metropolitian city are both urban, as are the crumbling ruins of ancient towns. Fighting in inhabited urban areas may result in fines if you are using a golem without a permit. Abandoned cities and ruins grant a defensive bonus to the creatures within. |
| Magi will notice that golems will be slightly slower and less accurate after the sun has drifted below the horizon and darkness has fallen. |
| Even the sturdiest and most powerful of golems must yield to the unstoppable fury of mother nature. Inclement weather such as heavy rain will make it harder for a golem to strike its foes, incurring a miss chance with every melee or ranged attack. |
Is there a map of the Muelsfell World? |