Rock Golem is an enemy body with 1,950 HP, soaking 30% of every blow, heavy at weight 3. It fights with 2 authored moves. It sees 220° ahead and gives chase from 15 m. A kill pays 12 coins (the cap).
Swings
The body's entries in the shared attack table — the swings with real frame data. This is not the whole repertoire: transformations, casts, summons and every other behaviour live as states, listed below.
Move
Damage
Delivery
Height
Active at
Reach
Knockback
Hitstun
Block stun
Stamina
golem_sweep
100
melee
mid
0.9 s of 2 s
4.6 m
7
18f (300 ms)
22f (367 ms)
10
golem_slam
150
melee
mid
0.15 s of 0.4 s
3.6 m
9
22f (367 ms)
26f (433 ms)
10
Abilities & behaviour (10)
Every state this body can enter, read off the live instance. A boss's identity lives here rather than in the swing table — Dracula's bat form and his wandless cast are states, not AttackData rows. Descriptions are the programmer's own note at the top of each state.
Offensive (4)
State
What it is
Assemble
Assemble: the rocks fly up off the ground pile and lock into their bone sockets "held together by magic" — each rock staggered off its own hashed delay so they converge in a flurry.
Attack
The golem's wide horizontal sweep (its "Attack" entry — enemy_chase changes into it on range).
Slam
The golem's slam, procedural
Thrown
Being suplexed (combat/pair_throw.gd's victim half): the pair runner owns the body — this state just holds the CharacterBody still (the kept hips tracks fly the rig through the arc), keeps playing whatever p01 clip the runner cues, and reports its own exit so any preemption (a teammate's hit landing — the interrupt rule — or death) frees the thrower into their tech stagger.
Movement, reaction & AI (6)
State
What it is
Chase
The golem's pursuit — a heavy humanoid stride (not the drag the plain chase gave it: the base "Run" clip lives in a library this rig doesn't carry, so nothing played and the feet slid), and erratic, aggressive repositioning: hard circling whose direction flips in bursts, and periodic faster lunge repositions, instead of a slow beeline.
Dead
Death: no more sink-and-vanish.
Hurt
Hit reaction.
Idle
Dormant: undisturbed, the golem's rocks lie as a stationary pile on the ground — no humanoid silhouette, no rumble, pile-sized collision.
Knockdown
Balance-break knockdown, enemy side.
Shed
The core's last stand: once only ~10% of the golem's rocks remain, it can't hold together.
In dungeons
Pool entry
Power cost
Weight
Per-tile chance
Max/room
Gates
Atmosphere bias
Pairs with
golem
2.5
0.35
4%
1
depth ≥ 4
danger 0.4, nature 0.3
—
Rooms fill a power budget, not a headcount: each body costs its power rating, so two heavy bodies fill a room as fast as five light ones. Per-tile chance is the roll on a tile that has already selected this entry — the effective rate is far lower.
On islands
Power cost
Common everywhere
Comes out at night
Claws out of the ground
2.5
—
—
No
Biome
Weight
Desert
0.12
Rocky
0.65
Volcanic
0.8
Winter
0.45
It appears only where a biome or an authored island calls for it.