Automatons, less commonly referred to as Constructs, are the nonliving creations that can be found throughout all of Cynderin and can be made by almost anyone, as long as you have the skill and intellect to do it.
Firstly, some VERY important information!
Each automaton is capable of running off a variety of different power sources, which determines what fuels them and what abilities they innately have.
There are five types of power sources, known as cores: Mechanical, Magical, Soul, Demonic, and Sacred. (The race traits are past the info on the cores.)
#1. Mechanical Cores are cores that run off of physical power, such as electricity, chemical reactions, or solar energy. They provide little benefits, but are typically the easiest to produce due to not needing one to be magically inclined to make one. Automatons with these cores can passively absorb incoming electricity (if electrical) & electricity magic, convert it to power, and be functionally immune to that.
#2. Magical Cores are cores that run off of a certain type of mana, such as fire mana, frost mana, earth mana, etc. Automatons with these cores can passively absorb incoming magic that corresponds with the type of mana their core runs on, convert it to power, and be functionally immune to any damage from that magic type; by default, tier 4 or under. As the automaton gets stronger, the tier of mana they can absorb raises higher (THAT REQUIRES ADMIN APPROVAL). For example, an automaton with a fire core can absorb incoming fire magic spells, and also possess an affinity for fire magic.
#3. Soul Cores are cores that run off of soul energy, the energy that souls are made of. Automatons with these cores can passively absorb incoming soul magic and can additionally absorb free soul energy in the environment (for example, in Purgatory or Bone Valley), convert it to power, and be functionally immune to damage from soul magic; by default, tier 4 or under. Automatons with these cores also possess an affinity for soul magic. Extremely powerful automatons with soul cores eventually gain the ability to absorb the soul energy of living creatures (THAT REQUIRES ADMIN APPROVAL).
#4. Demonic Cores are cores that run off of demonic energy, the energy that demons possess in place of a soul. Automatons with these cores can passively absorb incoming demonic, hellfire, and war magic and can additionally absorb free demonic energy in the environment (for example, in Hell), convert it to power, and be functionally immune to damage from demonic, hellfire, and war magic; by default, tier 4 or under. Automatons with these cores also possess an affinity for the aforementioned magic types. Extremely powerful automatons with demonic cores eventually gain the ability to absorb the demonic energy of "living" demons (THAT REQUIRES ADMIN APPROVAL).
#5. Sacred Cores are cores that run off of holy energy, the energy that angels possess in place of a soul. Automatons with these cores can passively absorb incoming holy magic and can additionally absorb free holy energy in the environment (for example, in Heaven), convert it to power, and be functionally immune to damage from holy magic; by default, tier 4 or under. Automatons with these cores also possess an affinity for holy magic. Extremely powerful automatons with sacred cores eventually gain the ability to absorb the holy energy of "living" angels (THAT REQUIRES ADMIN APPROVAL).
Rumor has it that there's another type of core, one only created through alchemy. A near-infinite source of energy that could create immensely powerful golems. But the methods of obtaining such a thing is lost to time...or perhaps, hidden.
As mentioned above, automatons, less commonly referred to as Constructs, are the nonliving creations that can be found throughout all of Cynderin and can be made by almost anyone, as long as you have the skill and intellect to do it. Their abilities vary greatly due to not only the different types of cores one can use to make them, but also the immeasurable combinations of materials you can make them out of.
UNIVERSAL RACE TRAIT: All automatons are nonliving, even though some may be made of (or contain) organic material. Automatons are unable to feel physical pain, only magically induced pain, cannot physically exhaust, do not require any form of sustenance, and will only "die" if their core is destroyed; a core depleted of all energy will cause the automaton to shut down until it is recharged. Automatons are also immune to soul magic, but only automatons with soul cores can absorb it.
Here are the automaton races and their traits!
Pictures of the mighty colossi. The first is Eternia, Galron's very own colossus. The second and third are ruined, no longer functioning colossi of a bygone era.
#1. Golem: Golems are the manmade creations of the races of Cynderin, made solely of inorganic materials like stone and metal. Out of all automatons, golems are perhaps the most limited in their intelligence, and typically are only created for combat purposes or to do physical work. Golems exist to serve their creators and their strengths and weaknesses vary depending on the inorganic material they're made out of, as well as their core. They rarely have much of a will of their own; however, it's known that golems with soul cores seem to exhibit greater intelligence than with other core types. But, they're still golems.
Height Range: Varied.
Life Expectancy: Golems are nonliving. They live until their core is destroyed, but limit your age to 50 or below.
Location: All throughout Cynderin.
Strengths: Varying degrees of physical resistance, but generally heavily resistant to slashing and piercing damage. Further strengths depend on the core and material of the golem.
Weaknesses: Limited intelligence and generally weak to blunt damage. Further weaknesses depend on the core and material of the golem.
#2. Colossus: Also referred to as Siege Golems, a Colossus is a massive golem that stands at least 30m tall, and were originally created in the likeliness of Galio, the titan of Nekhacia. Towering brutes, these special golems rely on the usage of a Dynamo Core, a large contraption that produces massive amounts of magical energy, electrical energy, holy energy, soul energy, or demonic energy, depending on the type of Dynamo Core. Colossi for this reason have varying abilities, but all use their extremely immense size, physical strength, and typically very excellent magical ability to serve as amazing units for battle. Any spells cast by a colossus are magnified on a very large scale and have a very large area of effect, and are extremely potent. However, Colossi do possess very limited intelligence similar to Golems, and are bound to the will and orders of their creator.
REQUIRES APPROVAL FROM AN ADMIN TO PLAY.
Height Range: Colossal+; 30m or taller.
Life Expectancy: Colossi are nonliving. They live until their core is destroyed, but limit your age to 50 or below.
Location: Relatively rare, but are created and used by a variety of kingdoms. Also, the Clockwork City.
Strengths: Size, excellent magical ability, near-unmatched physical ability. Further strengths vary between colossi.
Weaknesses: Very limited intelligence. Otherwise, varies between colossi.
#3. Warforged: Warforged are the manmade creations of the races of Cynderin, made with a mix of organic and inorganic materials, almost exclusively wood and other plant matter mixed with metal or stone. Warforged are known to have a somewhat average intelligence, greater than that of golems and other automatons, save for homunculi. While warforged are quite durable and possess a heavy resistant to blunt and piercing damage, they almost always have a weakness to slashing damage and damage from axe-like weapons, due to the plant matter and wood that comprises them. Other than that, they are much similar to golems. Warforged can possess many different strengths and weaknesses, depending on the core and materials used to make it.
Height Range: Varied.
Life Expectancy: Warforged are nonliving. They live until destroyed, but limit your age to 50 or below.
Location: All throughout Cynderin.
Strengths: Heavy resistance to blunt and piercing damage. Further strengths depend on the core and material of the warforged.
Weaknesses: Weak to slashing damage. Further weaknesses depend on the core and material of the warforged.
#4. Homunculus: Homunculi are the manmade creations of the races of Cynderin, and are made almost completely of flesh, bone, and other organic materials, built on a metallic skeleton-like frame. Also known as Flesh Golems, homunculi are known to be the automaton type that varies the most in their intelligence due to being able to be integrated with brain matter. Unlike other automatons, these possess a strong natural healing factor, but this causes them to lose energy much faster than other types of automatons. Regardless of their core, they are also able to be "overcharged" in a sense by electricity, causing them to greatly increase in speed, strength, and durability when overcharged; but, sometimes, the overcharge beyond their control. Too much electricity--unless the homunculi possesses an electrical mechanical core--can incapacitate them via tearing muscles and frying their bodies. It's also known that homunculi are extremely weak to fire; even if powered by a magical fire core. Finally, the general strengths of homunculi vary, but it typically depends on what the flesh they're made of is from, as well as what core they are powered by.
Height Range: Varied.
Life Expectancy: Homunculi are nonliving. They live until destroyed, but limit your age to 50 or below.
Location: All throughout Cynderin.
Strengths: Strong natural healing factor and an "overdrive" powered by electricity exposure. Strengths vary depending on their core and what the flesh they're made out of comes from (race-wise).
Weaknesses: Run out of energy quicker the more they need to regenerate, extremely weak to fire, and weak to powerful electricity. Weaknesses vary depending on their core and what the flesh they're made out of comes from (race-wise).
#5. Elemental: Elementals are summoned automatons that are embodiments of a specific mana type and thus exist in many different forms, with drastically different abilities. These automatons exclusively have magical cores, and are composed purely of any certain type of mana that they are summoned with. From Fire Elementals and Water Elementals, to even Hellfire and Soul Elementals, the type of magic they can be created with is vast. However, no matter what type they are created with, every elemental is capable of casting their magic type proficiently and potently. There are several different classifications of Elementals: Familiars, Elementals, Greater Elementals, and Iconic Elementals, but this race trait will only cover Standard Elementals. Elementals, when they are first created, are bound to the will of their summoner, possess little to no intelligence, and disappear after a certain amount of time. However, elementals are capable of being unbound by their summoners; once this happens, the elemental gains sentience and intelligence, is no longer bound by the will of their summoner (and cannot be re-bound), and can exist for as long as their core is preserved. As mentioned before, elementals possess extremely high proficiency and affinity for their respective magic types, but are only ever capable of casting their respective magic type. Elementals are, however, extremely weak to any forms of magic absorption. Further weaknesses, both physical and magical, depend on the type of elemental.
YOU MAY ONLY PLAY UNBOUND ELEMENTALS. BOUND ELEMENTALS ARE ALMOST EXCLUSIVELY NPC'S. HOWEVER, YOU MAY BECOME UNBOUND IN-RP FOR YOUR CHARACTER, IF YOU WANT.
TO RISE UP THE TYPES OF ELEMENTALS, YOU MUST PROGRESS IN-RP. YOU MAY ONLY BECOME GREATER ELEMENTALS AND ICONIC ELEMENTALS WITH EXPLICIT ADMIN APPROVAL.
Height Range: Varied.
Life Expectancy: Elementals are nonliving. They live until they are destroyed via absorbing all of their mana or destroying their core. But, limit your age to 50 or below.
Location: All throughout Cynderin, and the Fey Wilds.
Strengths: High proficiency and affinity for their respective magic type, and varying physical and magical resistances and strengths depending on the type of elemental.
Weaknesses: Magic absorption, only ever able to cast magic of their own respective magic type, and varying different physical and magical weaknesses based on the type of elemental.