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#11 |
Dungeon Master
![]() Join Date: July 8, 2004
Location: California, USA
Age: 42
Posts: 68
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Sending tougher, hasted summonings work well (Aerial Servant, Animal Summoning III, Skeletal Warriors). Otherwise, make sure to haste and buff at least one person.
I think the axe timothy mentions is +3 Stonefire (Copper Coronet?). Its fire-damage bonus, IIRC, always does 1 damage to Golems regardless of type; not much, but equipped on my Kensai with his huge attack rate it was worth noticing. [ 03-09-2005, 04:49 AM: Message edited by: silencer ] |
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#12 |
Fzoul Chembryl
![]() ![]() ![]() ![]() Join Date: July 13, 2004
Location: Finland
Age: 36
Posts: 1,701
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I took care of the golem problem by trapping the whole room before they awoke. I mean they're golems, they're not smart enough to avoid stepping into a trap. You could propably build a wall between yourself and them without them noticing.
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#13 |
Emerald Dragon
![]() Join Date: December 10, 2003
Location: UK
Age: 41
Posts: 961
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Unless they where ordered to stop any construction work..
Best way to deal with golems is a bunch of summons, get them attacking the summons, which can't hurt the golem then attack the golem with your party's tanks, make sure you've got a good enough weapon.. There's a hammer in the keep which can hit the golems in that room, buff your tank up enough and just have your clerics/druids cast heal constantly.
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#14 |
Drizzt Do'Urden
![]() Join Date: December 29, 2004
Location: south australia
Age: 43
Posts: 603
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yeah that was the axe i was talking about. i think korgan had it
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Nobody expects the Spanish inquisition!<br />You will stay in the comfy chair until lunchtime, with only a cup of coffee at 11! |
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#15 |
The Magister
![]() Join Date: July 26, 2004
Location: NC
Age: 38
Posts: 142
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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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#16 |
Elite Waterdeep Guard
![]() Join Date: January 23, 2003
Location: new york
Age: 44
Posts: 29
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Thanks for all of the informative posts. Especially that golem table ... at this point i think I'm going to start the game over. I was a ranger elf but now I think I will start as theif human and dual over to mage once the game begins. I am still a newb in all respects but from what I 've read so far, I have a long game in font of me. I figure a dual class mage/swashbuckler will serve me better in the long run because the NPc thieves suck in the game and magic kicks ass. But I im still curious as to who I will add to my party once I leave Irenicus Dungeon.
I think I will drop minsc and Yoshimo(I HATE Yoshimo) and pick up Korgan, keep Jaheira, and then get the guy everyone talks about with cosormyr+5( I have no clue when this will come yet but it seems to be loved by all) I have so much to learn yet and everyones advice is much appreciated
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