Golems - mansinh/Golem-Heart GitHub Wiki
A Golem may be upgraded by merging with other units of the same type or by using up golem cores dropped by defeated enemies. Merging will grant a golem a new skill and maybe some stat boost. Golem cores can be used to strengthen a chosen stat
Heart - Crystal
Common Upgrade:
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Revive Cooldown
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Health
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Scraps Drop Rate
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Movement Speed
Uncommon Upgrade:
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Regeneration (has a max)
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Revive circle Size (has a max)
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Unit Maximum (has a max)
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Leftover Corpse (has a max)
Ranged - Wood
Base stats:
- Attack speed: 1 per 1.5 seconds
- Dmg: 3
- HP: 20
- Def: 20
Tier 0
- Periodically shoots a projectile at an enemy, low health and def
Tier 1 - first merge
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Pierce: Bullets now Pierce one unit.
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Quickfire: Attacks faster (3 base per 1,5 seconds)
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Spread fire: Keeps Attack speed but increases projectile count (3 per 1,5 seconds, spread 10 + / -). Bullets per cycle stays the same whichever you go for. however both decrease bullet dmg by 10 - 20%
Tier 2 - second merge
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If ‘Quickfire’-> Rapid Fire: Further increased Attack Speed (3 base per 1 second)
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if ‘Spread fire’-> Salvo: Shoots two Sets of projectiles, and projectile + 2 (5 projectiles and then offsets the next projectile by 5 degree) Or any upgrade not yet taken from tier 1
Tier 3 - Final Merge
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if -‘Quickfire’ AND ‘Pierce’- or ‘Rapid fire’: Channelled Light -> Periodically Fires a laser which pierces all units (1 per base modified fire rate) (will probably be quite weak without Dmg tuning)
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if -‘Spread’ AND ‘Pierce’- or ‘Salvo’-> Arc of Light: Fires one Wide projectile which pieces all units but becomes Weaker as it travels. (1 per base modified fire rate)
Or any upgrade not yet taken from tier 1 or 2
Defender - Stone
Base stats:
- Attack speed: (0.3 after contact) from there 1 per 2 seconds
- Dmg: 2
- HP: 70
- Def: 20
Tier 0
- has a lot of health and defence, however can only attack enemies on contact
Tier 1 - first merge
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Wide as a Mountain: Size + 1, health and def increased (base HP + 50, base def + 15)
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Trembling weight:
Attack range slightly increased, now knockbacks enemies. (base dmg + 2)
- Regrowth: Slowly regenerates health (0.3 per second) Tier 2 - second merge If ‘Wide as a Mountain’:
Tier 2 - Second Merge
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Chunky Further increased Health and Def (base HP + 60, base def + 15)
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if ‘Trembling Weight’-> Lasting Impression
increased Knockback, briefly stuns enemies (base dmg + 2, base attack speed 1,5 per 1 second )
Or any upgrade not yet taken from tier 1
Tier 3 - Final Merge
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if ‘Wide as a Mountain’ and ‘Regrowth’-> Grove: Gains a small AOE which slowly heals allies (0.4 per second)
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if ‘Chunky’-> Massive: Size + 2, further increases health and def (HP + 60, def + 10)
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if -‘Trembling Weight’ AND ‘Wide as a Mountain’- or ‘Lasting Impression’-> Earthquake: When attacking an enemy, creates a small shockwave which can hit multiple enemies (shockwave Width depends on Unit size) (base dmg + 3)
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if ‘Trembling weight’ AND ‘regrowth’ Thirsty Rock-> Regenerates a fixed amount of Health when hitting enemies (5 per enemy hit)
Or any upgrade not yet taken from tier 1 or 2 AOE Range (Mage) - Metal
Melee - Clay
Base stats:
- Attack speed: 1 per 1,5 seconds
- Dmg: 3
- HP: 40
- Def: 20
Tier 0
- attacks quickly from a Medium range
Tier 1
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TWO HANDED: Gains another arm (attack speed = 1 every 0.75 seconds, dmg +1)
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Shielded Gains a shield to block dmg (15% to block incoming dmg, def +5, HP +10)
Tier 2
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if ‘Two Handed’-> Need another arm?: Gains another arm (attack speed = 1 every 0.5 seconds, dmg +1)
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if ‘Shielded’-> Reflected: reflects 50% of incoming dmg if blocked (def +5 , HP + 10, block chance +15%)
Tier 3
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if ‘Need another arm?' -> Seraphim: Gains another arm, increased attack range (attack speed = 1 every 0.2 s, dmg + 2)
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if ‘Reflected’ -> Turtle formation Further increased Block Chance, also counterattacks when blocking (def + 10, dmg +4, Block chance + 20)
Bomb - Lava
Base stats:
- Attack speed: instant
- Dmg: 50
- HP: 10
- Def: 10
cooldown: 90 seconds
Tier 0
- Does not attack when on cooldown. When not on cooldown, seeks nearby enemy/commanded to a position and Explodes, dealing massive damage but resetting the cooldown.
Tier 1 - first merge
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Quick assembly: Smaller cooldown but smaller AOE and dmg (-30% AOE, -15dmg, cooldown = 60)
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Leftover puddle: Leaves a small dmg over time area (dmg per second, 20% of original dmg per second)
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Impact: Adds a heavy Heavy knockback
Tier 2 - second merge
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if Quick assembly -> Leftover Scraps: Reduces cooldown for every enemy killed by minion (5% decreased)
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if Leftover puddle -> Oozing Liquid: Enemies also leave a small puddle
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if Impact -> Singularity: becomes invulnerable, sucks every enemy in range towards it before exploding Or any upgrade not yet taken from tier 1
Tier 3 - Final merge:
- Any upgrade not yet taken from tier 1 or 2
Mage - Metal (Removed due to time constraints)
Base stats:
- Attack speed: 1 per 1.5 seconds
- Dmg: 5
- HP: 50
- Def: 30
Tier 0
- Does not attack, however only requires 2 for first merge
Tier 1 - first merge
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Shocking: gains attack-range of Ranged units. on hitting the enemy, projectile chains to nearby enemies. does that 7 amount of times.
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Energy Field: gains an AOE around the unit that periodically deals damage to Enemy units inside it
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Projector: Creates an Area around itself. Each allied unit inside gains a separate shield which blocks one attack. (the all shields are being renewed every 90 seconds)
Tier 2 - second merge
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if Shocking -> Aftershock: Increases Amount of chains and chains have a 20% chance to split and hit two targets. (chains + 3)
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if Energy Field -> Field of Influence: Greatly increased AOE and Shortens the Period in between damage (base attack speed = 1 per 1 second)
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if Projector -> Force Field: Cooldown of the Shield Renew decreased to 60 seconds.
Queen
An enemy commander that can heal enemy units, keep them in a formation around it and moves fast. Has a higher chance of spawning at the end of a wave.