Galgal
Level: 40 | |
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Acid Res: 0 Elec Res: -50 Cold Res: 60 Heat Res: 60 | |
Character
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8 |
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ID?
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Galgal |
Faction
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robots (Loved100 Reputation) |
Demeanor
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neutral |
Gender
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Inventory
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Inventory
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naser cannon1d12 15/15 x1(100%) | |
Skills
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Skills
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Mutations
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|
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Mutations
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Experience?
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1000 XP |
XP Tier
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8 |
Role
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Artillery |
Spawns in
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Extra info:
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Infobox data from game version 2.0.206.57
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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.
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. |
- ↑
XRL.World.Parts.RunOver