Chapter
Golems and Evane drill constructs
The training golem is an old Warden practice construct (Story Bible section 3). Golems are built to spar, not kill. The glyph on the chest makes them pull their punches, so their HP is honest and their specials are lessons.
Training golem — training_golem
- Region: The Sallow (Aske's barn).
- Look: Aske's training golem (Story Bible section 3, VEL-20 model): stone and old iron under an old sail, a heavy squat body with thick forearms. On its chest is a worn pale-blue Warden glyph that makes it pull its punches, mostly. Earth-grey (
#8A7F74) with rust at the joints. Silhouette: a broad stone block with two arms. It reads clearly as the target; it is the reference every spell concept already aims at. - Behaviour: One punch every 6 s, starting at 8 s (the data file's numbers). No specials. Tell: the chest glyph brightens before each punch (Idea, for the battle view).
- Counters: Everything works, by design. Repel staggers it, Coil is the main damage, and Brace blocks a punch. Golems resist nothing, because they were made for students.
- Rough stats (from data): HP mid (120, the baseline). Damage mid (12). Speed normal (6 s), first attack 8 s.
maxHp 120, attackDamage 12, attackIntervalSeconds 6, firstAttackDelaySeconds 8, color "#8A7F74" - Drops: none. It is a spar;
golem_spargives 20 XP. (Idea) Aske gives the protagonist a coil of old sail rope afterwards (a flavour key item). - Where it appears: Prologue, Aske's barn (
golem_spar, in the game today). - Model notes for Meshy: humanoid; already modelled and rigged (VEL-20). Nothing new needed.
Proving Ring golem (Idea) — ring_golem
- Region: The Sallow (Halfway, the Proving Ring in the old quarry).
- Look: The same kind of golem as Aske's, repaired by both sides: pale-blue Warden plates on one arm and amber Facet glass on the other, held with Halfway's rope and rivets. A neutral grey sash marks it as Ring property, and painted chalk rank marks (I, II, III) are on its chest. Silhouette: the training golem's block, made lopsided by its mismatched arms. It reads as "the golem, again, but stronger".
- Behaviour: Rank I is the training golem. Rank II punches every 5.5 s for 14, and Guard: every third punch is followed by a 10-point shield. Rank III punches every 5 s for 16, with Guard, and a Double: two quick punches, 0.6 s apart. Tell: it plants its feet before a Double.
- Counters: In Act 1: Brace (tier 1) for the Double, and patience for the Guard: hit after it fades, or open it with Repel's stagger. It is a teaching fight for shields before the Shardfield. A player who comes back later finds more answers: Facet Seal takes the Double, and Bevel Lash (once whole) ignores the Guard.
- Rough stats: Rank I: 120, 12, 6 s. Rank II: HP mid (180), damage mid (14), normal (5.5 s). Rank III: HP high (260), damage high (16), normal (5 s). First attack 8 s for all.
ring_golem_1: maxHp 120, attackDamage 12, attackIntervalSeconds 6, firstAttackDelaySeconds 8ring_golem_2: maxHp 180, attackDamage 14, attackIntervalSeconds 5.5, firstAttackDelaySeconds 8, guard 10 (new)ring_golem_3: maxHp 260, attackDamage 16, attackIntervalSeconds 5, firstAttackDelaySeconds 8, guard 10 (new) - Drops: none. A win moves the player up the Ring's ladder, and the Ring pays in ladder place and standing, not goods.
- Where it appears: Act 1 on, Halfway's Proving Ring (
ring_rank_1–_3, a recurring activity; practice before PvP, Codex section 10). - Model notes for Meshy: reuses
training_golem, with a material swap per arm and rank decals.
Practice targets — cut_glass_dummy, sail_dummy
- Region: The Shardfield (Lanternfall) and the Long Road (the wind pass summit).
- Look: Two targets for the threading lesson. The cut-glass dummy is Rook's: a post hung with offcut panes of amber-edged mirror-glass that ring when hit. The sail dummy is Dace's: a post wrapped in old caravan sail and lashed down with rope, flapping in the summit wind. Silhouette: an upright post with a bright top. They read as targets, not enemies.
- Behaviour: No attack. They stand still and take hits. The player draws Repel into Gale (Headwind) three times on them, then wins a short spar with it.
- Counters: Headwind (Repel into Gale, the thread being taught): the push lands, then the wind carries the target further back.
- Rough stats: HP mid (100). No damage.
cut_glass_dummy: maxHp 100, attackDamage 0, attackIntervalSeconds 0, firstAttackDelaySeconds 0, color "#FFC66B"sail_dummy: maxHp 100, attackDamage 0, attackIntervalSeconds 0, firstAttackDelaySeconds 0, color "#9CFFB0" - Drops: none. The encounters can't be lost (
canLose: false). - Where it appears: Act 2, the first thread (scene 4.1):
thread_practice_rookin Lanternfall on the Twinhold-first route,thread_practice_daceat the wind pass summit on the Lanternfall-first route. - Model notes for Meshy: static props, no rig. A post, a few flat panes or a sail cloth; no Meshy model needed.
Warden drill golem (Idea) — warden_golem
- Region: Twinhold and Greenvault.
- Look: What Aske's golem looked like new: a Warden drill golem from the Hall of Measure's yards. It is perfectly symmetric, of polished pale grey stone with silver bands, and has a square, faceless head with a thin horizontal slit of pale blue light. A matched pair of pale-blue L glyphs (the door-mark) glow on both forearms, and they flash when it blocks. It is clean, measured and slightly too perfect. Silhouette: the training golem's shape made upright and squared: hard right angles everywhere. It reads as the Evane version.
- Behaviour: A punch every 6 s for 14. Special, Measured Guard: after every punch it raises its forearms in a Brace (15 shield) for 3 s. Mirrored resistance (new): tier 1 spells do half damage (Glass rule 3). Tell: the forearm glyphs light up just before the guard goes up.
- Counters: Gale and Squall (tier 2) aren't resisted, and Headwind (Repel into Gale) is the strongest answer most players have. Facet Seal (tier 3) takes its punches. Bevel Lash (tier 3), if both halves are found, ignores the guard. Repel and Coil still work at half damage, which is the lesson: the Wardens' own drills reward an answer from outside the mirror. Tally (tier 1), just learned in the yard, still hits back for half of what it took. In the Vault its wards add one rule: it won't take the same spell twice in a row, so vary casts or thread.
- Rough stats: HP high (220). Damage mid (14). Speed normal (6 s), first attack 7 s.
maxHp 220, attackDamage 14, attackIntervalSeconds 6, firstAttackDelaySeconds 7, guard 15 (new), resist mirrored 0.5 (new), color "#C8D3DC" - Drops:
evane_silverin the Vault. On the drill yard: none, but Warden reputation goes up a little. - Where it appears: Act 2, Twinhold's recruits' yard (
drill_spar, after the Tally lesson) and the Measure Vault's first two wards (vault_golem_1,_2; Act 2 calls it the Measure golem). - Model notes for Meshy: humanoid (Meshy rig). There is no concept yet. VEL-66 needs a Midjourney model sheet made from this brief (A-pose, four views).
Warden sentinel — warden_sentinel
- Region: Twinhold and Greenvault (the Measure Vault, the Hall of Measure bridge).
- Look (VEL-51 concept): A tall guardian construct of the Wardens of Measure, perfectly symmetric: a polished white marble body with silver bands, broad shoulders and a smooth faceless helm. It carries two identical square tower shields, mirrored, one on each forearm, and a matched pair of pale-blue L glyphs glow on its shoulders. Silhouette: tall and rectangular, two shields like doors. It reads as a wall.
- Behaviour: A shield-bash every 7 s for 20. Twin Shields: a 30-point shield that regrows 8 s after it breaks. Mirrored resistance (half damage from tier 1). Special, Verdict: at 50% HP it brings both shields together. After a 2.5 s tell (the two L glyphs slide to meet in front of it, making the door-mark), it does 32 damage. Staggering it in the tell cancels the Verdict.
- Counters: Repel (half damage, but the stagger still works) cancels the Verdict in its tell. Tally (tier 1, Wardens) answers a landed Verdict with 16. That is their own rule, cause and effect, turned on them. Gale and Headwind aren't resisted. Facet Seal takes a bash, but in the Vault it risks the alarm. Bevel Lash (tier 3), if both halves are found, goes through the shields. From Act 3, Prism Snare also stops the Verdict. In the Vault it won't take the same spell twice in a row.
- Rough stats: HP boss (450). Damage high (20; Verdict 32). Speed slow (7 s), first attack 8 s.
maxHp 450, attackDamage 20, attackIntervalSeconds 7, firstAttackDelaySeconds 8, shield 30 regrow 8 s (new), resist mirrored 0.5 (new), color "#F2F4F7" - Drops:
evane_silverx3,sentinel_glyph(a quest item: a sealed glyph from the Vault's shelves, which you can't trace until Act 3). - Where it appears: Act 2, the Measure Vault break-in, the third ward (
vault_golem_3, Iver's job). Act 2+, Twinhold gates for players of very low Evane standing. - Model notes for Meshy: humanoid (Meshy rig). Reference:
warden-sentinel-ref-a.png(straight front, symmetric). Shields as separate parts so code can bring them together.