


(Witch: Golemancy) Raise Golem: The witch gains an ability to make wicked golems at the butchering table, using corpses (corpses, not just meat) as the material, and cooking + magic as the governing skills. The use of that would be that they'd be really, really beautiful and expensive, and a golem in that state wouldn't need mana to function. In this state they would literally convert to placeable statues (which would have a button to convert back to functional golem). Not necessarily from the alchemist who created them, but they'd need to be charged either by magical pawns or the mana-storing buildings.Īdditionally, all golems would have a "power" to become statue-like. Pawn golems don't auto-undraft, just like undead).ĭepending on material, golems can have different properties (other than HP etc), but also different enchantment affinity (for example, a marble golem enchanted with gem X would yield a different result than a granite golem enchanted with the same gem ).Īll golems would require mana to operate. Grant sentience (COSTLY, but converts the golem from a pet to a pawn.
RIMWORLD OF MAGIC MOD
They should also be enchantable, but honestly, I need to play more of the mod to be able to propose specific enchants, however the classic approach would be to: Golems can be created out of the usual materials for a sculpture, but also some rare magical ingredients (I'm not much of an expert in your mod, so I don't feel competent to propose a precise recipe). Important: Golems should be treated as pets, rather than pawns, but with the highest training intelligence, and if possible, training them would fall into "Magic" worktype, rather than Handle. The outcome is based on alchemist's magical prowess and art skill. They take a ton of work to make, and I really mean A TON – far more than any sculpture ever. (Alchemist: Golemancy) Sculpt Golem: The alchemist gains an ability to make golems at the sculptor's table. Path of Golemancy: Butchering speed bonuses, cooking bonuses. Path of Lore: Drug production, plantwork and tailoring bonuses + isn't slowed down by plants (so much faster than others in, let's say, thinck rainforests etc.) Path of Golemancy: Stonecutting, sculpting and construction bonuses. I think that alchemist should have amazing crafting bonuses to low-tech items, so that it doesn't step into Technomancer's territory. Path of Lore: Much faster smelting and smithing (Alchemist is thought out as "THE" crafting mage, while Lore is about metals and fine items, and Golemancy is about stone and construction).

On top of that, Alchemist is the "hard but solid" way of doing it, meaning that alchemist takes way more time with his craft in general, but gets rather permanent results, while Witch does it the "dirty but quick" and has to put less effort into her deeds, but also gets more sloppy results. golems (surprise!), but in all seriousness, it's about creating (vaguely) permanent soldiers, haulers etc. Generally, Lore is about crafting and changing items, while Golemancy is about, well. The philosophy behind this class is that both Alchemist and Witch have to choose between Lore and Golemancy, and also they both use them in their own ways (therefore making this class kind of a 4-in-1). Bladedancers are a quick DPS type class, excelling at rapid hit and run tactics, but lagging in a sustained fight.Foreword: I really like what you've done with Technomancer, meaning the 3 paths to choose, and the duality of Warlock/Succubus, and both are a clear inspiration for this one.
