Galgal: Difference between revisions

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Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
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'''Galgallim''' are fast, dangerous biomechanoids that inhabit the {{favilink|Palladium Reef}}.  They possess a charging attack which can inflict the [[dazed]] status and a powerful energy weapon, the {{favilink|naser cannon}}, which can [[grounded|ground]] flying creatures, making them vulnerable to its charge. The naser cannon can also inflict [[normality]], disabling many electronic devices, such as {{favilink|small sphere of negative weight}}, which can leave a character overburdened and unable to move.
'''Galgallim''' are fast, dangerous biomechanoids that inhabit the {{favilink|Palladium Reef}}.  They possess the Run Over charging attack which deals flat damage and usually inflicts the [[prone]] and [[dazed]] statuses, as well a powerful energy weapon, the {{favilink|naser cannon}}, which can [[grounded|ground]] flying creatures, making them vulnerable to its charge. The naser cannon can also inflict [[normality]], disabling many reality-distorting devices, such as {{favilink|force bracelet}} that may be protecting a character, or the {{favilink|small sphere of negative weight}} which can leave them overburdened and unable to move.


Prior to charging, galgallim will display a visual path indicator similar to the wrecking charge of a {{favilink|rhinox}} that foreshadows the direction they will charge.  However, due to the {{name}}'s significantly heightened [[Quickness]], the player may not have a chance to react before the charge occurs.
Prior to charging, galgallim will display a visual path indicator similar to the wrecking charge of a {{favilink|rhinox}} that foreshadows the direction they will charge.  However, due to the {{name}}'s significantly heightened [[Quickness]], the player may not have a chance to react before the charge occurs. When rammed with this charge, the target must succeed a DC 35 Strength [[save]] to avoid being knocked prone, as well as a DC 35 Toughness save to avoid being dazed, then takes 40-60 damage, unaffected by AV or resistances.{{Code Reference|class = RunOver}}


==Beware==
==Beware==


Whether it is intended behavior or not, you may be instantly killed by a Galgal's charge attack. It is not recommended to engage one unless you have recently saved your game, or you are prepared to lose your character. Once it has knocked you down with its charge attack, it will rapidly use the attack again and again, dealing intense damage and refreshing the knocked down effect. Even level 40+ characters with Zetachrome armor and 250+ hit points may die without recourse after being hit once by this attack.
A galgal is an unparalleled threat, due to its Run Over charge ability. It is not recommended to engage one unless you have recently saved your game, or you are prepared to lose your character. When it spots you, it will begin its charge. Due to its 175 [[Quickness]] vs the standard player's 100, it will typically immediately take another turn, completing its charge and in all likelihood both knock you prone and make you dazed, as well as dealing significant damage. Then, it is once again your turn, but you will spend it standing up. Now, the galgal is afforded the opportunity to take another 1-2 turns, with which it will again attempt to charge you, and if afforded the opportunity almost certainly knock you prone again. This usually repeats until you are dead from the attributeless flat damage each charge deals, without the chance to act at any point.


==Lore==
==Lore==
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{{qud quote|... Here I took a moment to squeeze the bright nectar into a phial, and when I once again looked up, I was met with the ageless stare of a galgal. Nothing had prepared me for it. My mind labored to make sense of what it was seeing: gleaming wheels whipped about a hypnotic core, the spokes' prisms pulled apart the light of the High Salt Sun, and across the stretched sheet of iris, many eyes stared.}}
{{qud quote|... Here I took a moment to squeeze the bright nectar into a phial, and when I once again looked up, I was met with the ageless stare of a galgal. Nothing had prepared me for it. My mind labored to make sense of what it was seeing: gleaming wheels whipped about a hypnotic core, the spokes' prisms pulled apart the light of the High Salt Sun, and across the stretched sheet of iris, many eyes stared.}}
{{References|2.0.207.88}}
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Latest revision as of 07:39, 6 August 2024

galgal
Character

8

ID?Use this ID to Wish for galgal

Galgal

Faction

robots (Loved100 Reputation)

Demeanor

neutral

Gender

neuter

Inventory
Inventory
Skills
Skills
Mutations
Mutations
Experience?The XP granted when killed. Click
"toggle detailed stats" above for
a level-based breakdown.

1000 XP

XP Tier

8

Role

Artillery

Spawns in

BaroqueRuins_Creatures
PalladiumReef_Creatures


Extra info:

Limbs* (WheelRobot): * Excludes limbs granted via mutations
galgal

A troika of monstrous, gleaming wheels orbit a center sphere of xenon clouds and gallium lightning. The spokes are laminated crysteel bled of their emerald imperfections, and the rims are milky epithelium -- a single iris stretched to the topology of a torus -- and checkered on the underside with pupils. Its movement traces the carpentry of worlds.

Perfect

Galgallim are fast, dangerous biomechanoids that inhabit the Palladium Reef. They possess the Run Over charging attack which deals flat damage and usually inflicts the prone and dazed statuses, as well a powerful energy weapon, the naser cannon, which can ground flying creatures, making them vulnerable to its charge. The naser cannon can also inflict normality, disabling many reality-distorting devices, such as force bracelet that may be protecting a character, or the small sphere of negative weight which can leave them overburdened and unable to move.

Prior to charging, galgallim will display a visual path indicator similar to the wrecking charge of a rhinox that foreshadows the direction they will charge. However, due to the galgal's significantly heightened Quickness, the player may not have a chance to react before the charge occurs. When rammed with this charge, the target must succeed a DC 35 Strength save to avoid being knocked prone, as well as a DC 35 Toughness save to avoid being dazed, then takes 40-60 damage, unaffected by AV or resistances.[1]

Beware

A galgal is an unparalleled threat, due to its Run Over charge ability. It is not recommended to engage one unless you have recently saved your game, or you are prepared to lose your character. When it spots you, it will begin its charge. Due to its 175 Quickness vs the standard player's 100, it will typically immediately take another turn, completing its charge and in all likelihood both knock you prone and make you dazed, as well as dealing significant damage. Then, it is once again your turn, but you will spend it standing up. Now, the galgal is afforded the opportunity to take another 1-2 turns, with which it will again attempt to charge you, and if afforded the opportunity almost certainly knock you prone again. This usually repeats until you are dead from the attributeless flat damage each charge deals, without the chance to act at any point.

Lore

The galgallim are referred to in In Maqqom Yd. The author suggests that the palladium lattice that lies atop the Palladium Reef was once a "gigantic infrastructure network" for the Eaters, and that the galgallim helped in the construction of this network. The author also describes a face-to-face encounter with a galgal towards the end of the book:

... Here I took a moment to squeeze the bright nectar into a phial, and when I once again looked up, I was met with the ageless stare of a galgal. Nothing had prepared me for it. My mind labored to make sense of what it was seeing: gleaming wheels whipped about a hypnotic core, the spokes' prisms pulled apart the light of the High Salt Sun, and across the stretched sheet of iris, many eyes stared.

References

This information is reliable as of patch 2.0.207.88.
  1. XRL.World.Parts.RunOver