Heres the facts about golems
Flesh 1 Cold 100 Elec 125 Life 40
Clay 1 Fire 50 Cold 100 Elec 100 Slash 100 Pierce 100 Missile 100 Life 50
Stone 2 Life 60
Iron 3 Fire 125 Cold 100 Elec 100 Acid 100 Phys 20 Life 80
Adamantite 3 Fire 125 Cold 100 Elec 100 Acid 100 Phys 90 Life 80
Jailkeep 1 Fire 50 Cold 100 Elec 100 Slash 100 Pierce 100 Missile 100 Life 50
Originally I had a nifty table, but the courier new font seems to disappear when you post. The first number is the enchantment required to hit the golem, the middle numbers are the resistances of the golem (yes irons/adamantites get HEALED by fire but only 1/4th the fire damage, usually 0-1) and the last number is the golem's life total. Golems cant heal, so go ahead and count up how much damage you give it.
As a side note, they are also resistant to magic fire and magic cold, but I honestly don't know what that is. (dont use magic on golems)
Traps count as +6 (maybe +5) weapons I do believe, do 2d8+5 piercing damage, +2d6 poison for four rounds at level 11, +4d8 fire at level 16, +20 poison at level 21 w/ save vs death +4 or die. Sometimes traps hit twice, so expect double damage. Also the poison stacks, and no golems are immune to poison...
Some examples: My assassin wants to kill a clay golem. He uses poison weapon and attacks with a +1 long sword. The long sword hits, does no damage, but the golem is still poisoned. After 50 points of damage (I don't think this poison stacks) the golem dies, giving me 8000 exp. Yay!
The hammer that kills golems is the Hammer +1, +4 vs Giantkin. It always strikes as a +4 weapon, like flame tongue (thus it kills demi-liches as well). Stonefire sucks at killing golems, especially the big ones because of its fire damage. A cheesy way (semi-impossible with tactics mod) is to use a quarterstaff or 2h sword and kill them with the range. Other ways include ranged weapons. Sling of everard attacks as +5 and hits everyone in the game except absolute immunities (I think).
[ 03-14-2005, 11:55 PM: Message edited by: whathuh ]
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