Summon Blazeheart Golem

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Summon blazeheart golem.png Summon Blazeheart Golem
Level 4
School1 Fire
School2 Summoning
Source(s) Book of Callings
Book of Dangerous Friends
Casting noise 4
Spell noise 0
Power Cap 100
Summons a volatile elemental spark encased in a shell of slag iron. It is capable of raining down powerful blows on its summoner's adversaries - so powerful that the golem itself is often damaged by their impact.

Only tenuously bound to this world, the flames within it will rapidly go dormant whenever its summoner leaves its side. If its shell is ever destroyed while still active, the exposed core will violently detonate a moment later.

Summon Blazeheart Golem is a level 4 Summonings/Fire spell which summons an explosive golem.

Useful Info

Summons a single blazeheart golem. It must be adjacent to the caster to do most things. If the blazeheart golem is not adjacent for more than 1 turn, it becomes dormant: it will no longer move, attack, or create a fiery core on death. Standing next to the golem afterwards will end dormancy.

Whenever the blazeheart golem attacks, it loses 1/3rd of its max HP, rounded up.[1]

When a non-dormant blazeheart golem is killed, it will create a fiery core. After exactly 1 player action (no matter how fast or slow), the fiery core will explode. Similar to Inner Flame, this explosion hits 3x3 area, deals 3d(11 + power/12) damage (min. 3d11),[2] and creates flame clouds on the blast. The explosion is not considered your attack, so it won't anger good gods if it hits an ally.

Higher spell power increases the golem's HD, which in turn increases golem HP and explosion damage. The golem's HD equals 6 + pow/12.[3]

There is a summon limit of 1 golem; casting the spell again will cause the old summon to very quickly time out. The fiery core cannot be destroyed by recasting this spell; it explodes immediately.

Strategy

Firist off, in order for the golem to be anything more than a meatshield, you must be adjacent to it.

The golem's explosion is powerful, able to take out most things you'll find in the Dungeon and Lair. The flame clouds deal 6-21 damage per turn, so it's stronger than the base damage would suggest. Its melee damage is also quite decent.

Don't let yourself get damaged by an explosion, at least without fire resistance:

  • Avoid using this spell against users of Mesmerise, Harpoon Shot, Grasping Roots, those with a wand of roots, and so on.
  • Watch out for wall layouts! If you're stuck between the golem and a wall, you might not be able to retreat away from the explosion.
  • Also, don't let your retreat path get blocked by monsters. For example, blinking enemies can appear behind you and ruin your day.

A risk-adverse player may want to avoid using this spell in all except the safest of situations (cleared levels), unless you can tank ~100 fire damage. In the worst case scenario, a blinking enemy could show up and blink behind you immediately. Or Jorgrun could show up, cast Grasping Roots due to random energy, and now you're in deep trouble. Still, this spell offers a lot of power - just use it wisely.

In any case, this spell falls off once you get some stronger Summoning spells, since explosions hurt your allies too. Not a big deal when your best summon is Call Canine Familiar, but more dubious if it'd remove your Summon Forest and cactus giant].

Tips & Tricks

  • If you're trying to take out an out-of-depth monster, don't rely on this type of position to block hits:
.....
.@9m.
.....
Where @ is the player, "9" is the golem, and "m" is a monster. The monster may choose to walk diagonally towards you, allowing it to attack you. If getting hit by the monster isn't a big deal, then this kind of position is fine.

History

References