~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ Detailed information about all provided golem types (IWD:EE) ~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Introduction ============ Golems can be constructed with the "Construct Golem" ability which you can learn from the various golem building manuals. A short dialog allows you to select the desired golem type and variant to build. The construction of the physical body takes several hours up to several days, followed by the enchantment process. There is a 4 percent chance that the golem may break free and turn on the caster for 1d4 rounds before it finally submits to your will. After the construction process finished the caster will be too tired to cast spells or fight properly for several rounds. Because of the equipment required to successfully construct the golem's body you are limited to a few selected locations where you can actually build a golem. Promising locations are usually (abandoned) strongholds of powerful mages. More details can be found at the end of this document. The "Construct Golem" ability can be used as many times as needed without the need to rest in between (although it is strongly recommended). Golem manuals will also teach you the "Repair Golem" ability. It can be used once per day in any location, but does not work while enemies are around. The repair process takes about two rounds. Heavily damaged golems may require several attempts to restore them to full health. Conventional Golems =================== Conventional golem types are described in the "Manual of Golem Building" which comes in five volumes. The tomes themselves are not terribly difficult to obtain. Some can be purchased from merchants while others may be hidden in some dungeon or guarded by creatures. The materials required to build golems are also obtainable from various sources. More common ingredients can be bought from merchants, looted from creatures or found in various locations, while the more expensive or exotic materials are available by other means. Conventional golem types can be build in lesser, regular, greater and perfect variants. Each variant requires its own materials. The perfect variant will also require a specific artifact of power which is only available in limited numbers. 1. Flesh Golems Lesser Flesh Golem: - Min. level: 5 (-1 for Transmuters, +1 for Bards) - Ingredients: - One full set of body parts - Stats: - STR: 13 - HP: 30 - AC: 6 - THAC0: 12 - APR: 1 - Saves (death/wand/polymorph/breath/spell): 12/13/12/13/13 - Resistances: - Magic: 50 - Cold: 50 - Magic Cold: 50 - Electricity: 50 - There is a 1% chance that flesh golems may go berserk during combat for 1d6 rounds and attack the nearest creature in sight. Flesh Golem: - Min. level: 7 (-1 for Transmuters, +1 for Bards) - Ingredients: - Two full sets of body parts - Stats: - STR: 14 - HP: 40 - AC: 4 - THAC0: 9 - APR: 3/2 - Saves: 10/11/10/11/11 - Resistances: - Magic: 75 - Cold: 80 - Magic Cold: 80 - Electricity: 80 - There is a 1% chance that flesh golems may go berserk during combat for 1d6 rounds and attack the nearest creature in sight. Greater Flesh Golem: - Min. level: 10 (-2 for Transmuters, +2 for Bards) - Ingredients: - Four full sets of body parts - One scroll of Stinking Cloud - Stats: - STR: 16 - HP: 55 - AC: 2 - THAC0: 6 - APR: 3/2 - Saves: 8/9/8/9/9 - Resistances: - Magic: 95 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Piercing: 50 - Missile: 50 - Immune to non-magical weapons - May cast Stinking Cloud on self - There is a 1% chance that flesh golems may go berserk during combat for 1d6 rounds and attack the nearest creature in sight. - 25% chance to split into two lesser golems of same type on death. Perfect Flesh Golem: - Min. level: 12 (-2 for Transmuters, +2 for Bards) - Ingredients: - Four full sets of body parts - One scroll of Stinking Cloud - One Deep Bloodstone Gem - Stats: - STR: 17 - HP: 65 - AC: 0 - THAC0: 5 - APR: 2 - Saves: 7/8/7/8/8 - Resistances: - Magic: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 125 - Piercing: 85 - Missile: 85 - Regenerates 1 HP per turn - Immune to non-magical weapons - May cast Stinking Cloud on self - 50% chance to split into two lesser golems of same type on death. 2. Clay Golems Lesser Clay Golem: - Min. level: 7 (-1 for Transmuters, +1 for Bards) - Ingredients: - One block of clay - Stats: - STR: 13 - HP: 40 - AC: 5 - THAC0: 10 - APR: 1 - Saves: 9/11/10/10/12 - Resistances: - Magic: 65 - Cold: 50 - Magic Cold: 50 - Electricity: 75 - Slashing: 50 - Piercing: 50 - Missile: 50 - There is a 1% chance that clay golems may go berserk during combat for 1d6 rounds and attack the nearest creature in sight. Clay Golem: - Min. level: 10 (-2 for Transmuters, +2 for Bards) - Ingredients: - Two blocks of clay - One scroll of Haste - Stats: - STR: 15 - HP: 45 - AC: 3 - THAC0: 8 - APR: 3/2 - Saves: 7/9/8/8/10 - Resistances: - Magic: 90 - Fire: 25 - Magic Fire: 25 - Cold: 75 - Magic Cold: 75 - Electricity: 100 - Slashing: 90 - Piercing: 90 - Missile: 90 - May cast Haste on self - There is a 1% chance that clay golems may go berserk during combat for 1d6 rounds and attack the nearest creature in sight. Greater Clay Golem: - Min. level: 13 (-2 for Transmuters, +3 for Bards) - Ingredients: - Four block of clay - One scroll of Haste - Stats: - STR: 17 - HP: 60 - AC: 1 - THAC0: 5 - APR: 3/2 - Saves: 5/7/6/6/8 - Resistances: - Magic: 100 - Fire: 50 - Magic Fire: 50 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 50 - Slashing: 99 - Piercing: 99 - Missile: 99 - Immune to non-magical weapons - May cast Haste on self - There is a 1% chance that clay golems may go berserk during combat for 1d6 rounds and attack the nearest creature in sight. - 25% chance to split into two lesser golems of same type on death. Perfect Clay Golem: - Min. level: 15 (-2 for Transmuters, +4 for Bards) - Ingredients: - Four block of clay - One scroll of Haste - One bag of Enchanted Coral Powder - Stats: - STR: 18 - HP: 75 - AC: -1 - THAC0: 3 - APR: 2 - Saves: 4/6/5/5/7 - Resistances: - Magic: 100 - Fire: 50 - Magic Fire: 50 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 75 - Slashing: 100 - Crushing: 20 - Piercing: 100 - Missile: 100 - Regenerates 1 HP per turn - Immune to non-magical weapons - May cast Haste on self - 50% chance to split into two lesser golems of same type on death. 3. Stone Golems Lesser Stone Golem: - Min. level: 7 (-1 for Transmuters, +1 for Bards) - Ingredients: - One block of stone - Stats: - STR: 13 - HP: 40 - AC: 4 - THAC0: 9 - APR: 3/2 - Saves: 7/9/8/7/10 - Resistances: - Magic: 75 - There is a 1% chance that stone golems may go berserk during combat for 1d6 rounds and attack the nearest creature in sight. Stone Golem: - Min. level: 10 (-2 for Transmuters, +2 for Bards) - Ingredients: - Two blocks of stone - One scroll of Slow - Stats: - STR: 15 - HP: 50 - AC: 2 - THAC0: 7 - APR: 3/2 - Saves: 5/7/6/5/8 - Resistances: - Magic: 90 - Immune to non-magical weapons - May cast Slow on opponents in 30 feet radius of golem - There is a 1% chance that stone golems may go berserk during combat for 1d6 rounds and attack the nearest creature in sight. Greater Stone Golem: - Min. level: 13 (-2 for Transmuters, +3 for Bards) - Ingredients: - Four blocks of stone - One scroll of Slow - Stats: - STR: 17 - HP: 75 - AC: 0 - THAC0: 4 - APR: 2 - Saves: 4/6/5/4/7 - Resistances: - Magic: 100 - Electricity: 50 - Acid: 50 - Immune to non-magical weapons - May cast Slow on opponents in 30 feet radius of golem - There is a 1% chance that stone golems may go berserk during combat for 1d6 rounds and attack the nearest creature in sight. - 25% chance to split into two lesser golems of same type on death. Perfect Stone Golem: - Min. level: 15 (-2 for Transmuters, +4 for Bards) - Ingredients: - Four blocks of stone - One scroll of Slow - One vial of Mimic's Blood - Stats: - STR: 18 - HP: 90 - AC: -2 - THAC0: 2 - APR: 2 - Saves: 3/5/4/3/6 - Resistances: - Magic: 100 - Fire: 50 - Magic Fire: 50 - Cold: 50 - Magic Cold: 50 - Electricity: 75 - Acid: 75 - Regenerates 1 HP per turn - Immune to non-magical and +1 weapons - May cast Slow on self which affects surrounding opponents - 50% chance to split into two lesser golems of same type on death. 4. Iron Golems Lesser Iron Golem: - Min. level: 11 (-2 for Transmuters, +2 for Bards) - Ingredients: - One bar of iron - Stats: - STR: 14 - HP: 50 - AC: 5 - THAC0: 6 - APR: 3/2 - Saves: 5/7/6/6/8 - Resistances: - Magic: 75 - Fire: 100 - Magic Fire: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 50 - Immune to non-magical weapons Iron Golem: - Min. level: 14 (-2 for Transmuters, +4 for Bards) - Ingredients: - Two bars of iron - One scroll of Cloudkill - Stats: - STR: 16 - HP: 80 - AC: 3 - THAC0: 3 - APR: 2 - Saves: 3/5/4/4/6 - Resistances: - Magic: 90 - Fire: 100 - Magic Fire: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 75 - Immune to non-magical weapons - May cast Gas Cloud on self Greater Iron Golem: - Min. level: 17 (-2 for Transmuters, +5 for Bards) - Ingredients: - Four bars of iron - One scroll of Cloudkill - Stats: - STR: 18 - HP: 100 - AC: 0 - THAC0: 1 - APR: 2 - Saves: 1/3/2/2/4 - Resistances - Magic: 100 - Fire: 100 - Magic Fire: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 20 - Piercing: 20 - Missile: 20 - Regenerates 1 HP per turn - Immune to non-magical and +1 weapons - May cast Gas Cloud on self - 25% chance to split into two lesser golems of same type on death. Perfect Iron Golem: - Min. level: 19 (-2 for Transmuters) - Ingredients: - Four bars of iron - One scroll of Cloudkill - Chips of Cold Iron - Stats: - STR: 19 - HP: 120 - AC: -2 - THAC0: -1 - APR: 5/2 - Saves: 0/2/1/1/3 - Resistances: - Magic: 100 - Fire: 100 - Magic Fire: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 50 - Crushing: 20 - Piercing: 50 - Missile: 50 - Regenerates 1 HP per three rounds - Immune to non-magical and +1 weapons - May cast Gas Cloud on self - 50% chance to split into two lesser golems of same type on death. 5. Mithral Golems Lesser Mithral Golem: - Min. level: 13 (-2 for Transmuters, +3 for Bards) - Ingredients: - One chunk of mithral - 4,000 XP drained from the caster - Stats: - STR: 16 - HP: 60 - AC: 2 - THAC0: 4 - APR: 3/2 - Saves: 6/8/7/7/9 - Resistances: - Magic: 90 - Fire: 100 - Magic Fire: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Immune to non-magical weapons Mithral Golem: - Min. level: 17 (-2 for Transmuters, +5 for Bards) - Ingredients: - Two chunks of mithral - 8,000 XP drained from the caster - Stats: - STR: 18 - HP: 80 - AC: -1 - THAC0: 2 - APR: 2 - Saves: 4/6/5/5/7 - Resistances: - Magic: 100 - Fire: 125 - Magic Fire: 125 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 25 - Piercing: 25 - Missile: 25 - Regenerates 1 HP per turn - Immune to non-magical and +1 weapons Greater Mithral Golem: - Min. level: 21 (-2 for Transmuters) - Ingredients: - Four chunks of mithral - 16,000 XP drained from the caster - Stats: - STR: 20 - HP: 110 - AC: -5 - THAC0: -1 - APR: 2 - Saves: 3/5/4/4/6 - Resistances: - Magic: 100 - Fire: 125 - Magic Fire: 125 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 50 - Crushing: 25 - Piercing: 50 - Missile: 50 - Regenerates 1 HP per three rounds - Immune to non-magical, +1 and +2 weapons - May cast the "Trample" ability on enemies of normal size or smaller: Does 8d10+30 crushing damage and stuns target for one round (save vs. death at -4 penalty for half damage and avoid stun) - 25% chance to split into two lesser golems of same type on death. Perfect Mithral Golem: - Min. level: 23 (-2 for Transmuters) - Ingredients: - Four chunks of mithral - One orb of Spectral Obsidian - 32,000 XP drained from the caster - Stats: - STR: 21 - HP: 125 - AC: -7 - THAC0: -3 - APR: 5/2 - Saves: 1/3/2/2/4 - Resistances: - Magic: 100 - Fire: 125 - Magic Fire: 125 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 75 - Crushing: 50 - Piercing: 75 - Missile: 75 - Regenerates 1 HP per round - Immune to non-magical, +1 and +2 weapons - May cast the "Trample" ability on enemies of normal size or smaller: Does 8d10+30 crushing damage and stuns target for one round (save vs. death at -4 penalty for half damage and avoid stun) - 50% chance to split into two lesser golems of same type on death. Exotic Golems ============= Exotic golem types are described in the "Secret Manual of Golem Building" which is supposed to come in three volumes. Golems described in these tomes are unique, and therefore not available as lesser, greater or perfect variants. 1. Bone Golem - Min. level: 12 (-2 for Necromancers and Transmuters, +2 for Bards) - Ingredients: - Four piles of bones - One scroll of Animate Dead - 50% chance that the construction process drains three points of strength or constitution for five turns from the caster, possibly killing the caster if fully drained. - Stats: - STR: 16 - HP: 56 - AC: -1 - THAC0: 7 - APR: 2 - Saves: 9/12/10/9/13 - Resistances: - Magic: 50 - Fire: 25 - Magic Fire: 25 - Cold: 100 - Magic Cold: 100 - Slashing: 50 - Piercing: 50 - Missile: 50 - May cast "Hideous Laughter" which affects enemies within 30 ft. range: Victims that fail their save vs. spell will run around in fear for 2d6 rounds. If they also fail their save vs. death, they will by paralyzed with fear instead. 2. Ice Golem - Min. level: 14 (-2 for Transmuters, +3 for Bards) - Ingredients: - One shard of magical ice - One scroll of Cone of Cold - One scroll of Protection from Cold - Stats: - STR: 18 - HP: 75 - AC: -2 - THAC0: 4 - APR: 3/2 - Saves: 6/9/8/8/10 - Resistances: - Magic: 75 - Fire: -25 - Magic Fire: -25 - Cold: 100 - Magic Cold: 100 - Slashing: 20 - Piercing: 20 - Missile: 40 - Immune to non-magical weapons - May cast Scalding Steam which does 3d10 area of effect cold damage (save vs. breath to avoid) 3. Lightning Golem - Min. level: 17 (-2 for Transmuters, +5 for Bards) - Ingredients: - 100,000 gold - One scroll of Chain Lightning - Stats: - STR: 19 - HP: 80 - AC: -4 - THAC0: 5 - APR: 3 - Saves: 6/8/7/7/9 - Resistance: - Magic: 100 - Cold: 85 - Magic Cold: 85 - Electricity: 125 - Acid: 50 - Slashing: 25 - Piercing: 50 - Missile: 50 - Immune to non-magical and +1 weapons - Moves at increased speed - Permanent lightning shield: Attackers suffer 1d8+2 electrical damage on each successful hit - May cast Chain Lightning on nearby enemies - May cast "Lightning Travel" which allows the golem to travel to any point within visual range by transforming into a powerful bolt of lightning and travelling to the target at light speed. The high speed transportation generates a shockwave that will blow away and cause 1d6 lightning damage to all creatures within 8 feet radius of the target location. The resulting thunderclap may also cause deafness to any creature in range for 1d4 rounds if they fail their Saving Throw vs. Breath. The golem also does not have to wait for its aura to be cleansed before using the same or another ability again. This ability replaces "Teleport". Each golem has the following abilities by default: 1. Dismiss: Activating this ability will cause the golem to disintegrate. The process is irreversible. 2. Teleport: Teleports itself to a selected party member in visual range. This ability may be needed for golems with big circle sizes so they won't get stuck in narrow pathways. It can only be used while no enemies are around. Note: This ability is added by the Tweaks component "Add "Teleport" ability to golems". You can also give your golems simple commands. Lesser variants of flesh, clay and stone golems may follow the following orders: - Follow me! (The golem becomes controllable, but does not act on its own. This is the default action after activation.) - Stand guard! (The golem turns neutral and does not budge from its current position.) - Destroy yourself! (Causes the golem to disintegrate. This command is the same as the "Dismiss" ability, but can also be issued when the golem is on guard duty.) More advanced golems may also follow the following orders: - Follow and protect me! (The golem becomes controllable and will attack any hostile creature in sight, or enemies that are attacking party members.) - Stand guard and defend the area! (The golem turns neutral and attacks any hostile creature in sight. Always returns to its guarded position.) You should always take good care of your golems as they may start to malfunction when badly damaged. These penalties can be removed by the "Repair Golem" ability. Upgrading golems ================ Conventional golems may gain combat experience for each opponent they have killed. If their experience reaches a certain threshold they can be upgraded to the next higher rank by any spellcaster who is knowledgeable in constructing golems of that type. The more powerful a golem variant the more experience is required to advance to the next rank. Perfect golem variants can't be advanced any further. Lesser Flesh Golems: 50 kills or more to advance to regular Flesh Golems Regular Flesh Golems: 100 kills or more to advance to greater Flesh Golems Greater Flesh Golems: 200 kills or more to advance to perfect Flesh Golems Lesser Clay Golems: 75 kills or more to advance to regular Clay Golems Regular Clay Golems: 150 kills or more to advance to greater Clay Golems Greater Clay Golems: 300 kills or more to advance to perfect Clay Golems Lesser Stone Golems: 75 kills or more to advance to regular Stone Golems Regular Stone Golems: 150 kills or more to advance to greater Stone Golems Greater Stone Golems: 300 kills or more to advance to perfect Stone Golems Lesser Iron Golems: 100 kills or more to advance to regular Iron Golems Regular Iron Golems: 200 kills or more to advance to greater Iron Golems Greater Iron Golems: 400 kills or more to advance to perfect Iron Golems Lesser Mithral Golems: 150 kills or more to advance to regular Mithral Golems Regular Mithral Golems: 300 kills or more to advance to greater Mithral Golems Greater Mithral Golems: 600 kills or more to advance to perfect Mithral Golems To perform an upgrade you'll need the required materials. The amount of materials consists of the difference between the new and old golem variant. There are no physical penalties applied to the caster for upgrading mithral golems. Talk to the golems to find out their number of kills or to initiate the upgrade process. It is also possible to upgrade golems by a wish or limited wish spell if the caster is wise enough to choose the right wording. Spells that are affecting golems in some way ============================================ Since golems are non-living constructs they may be affected differently by certain spells. The following effects can be triggered when the Tweaks component "Make golems vulnerable to specific spell effects" has been installed: - Flesh to Stone: Turns Flesh Golems into Stone Golems of the same variant if they fail their Saving Throw vs. Petrify/Polymorph. - Stone to Flesh: Turns Stone Golems into Flesh Golems of the same variant if they fail their Saving Throw vs. Petrify/Polymorph. - Abi-Dalzim's Horrid Wilting: This spell dehydrates all Clay Golems in the area of effect and turns them into Stone Golems if they fail their Saving Throw vs. Spell at -2 penalty. - Cone of Cold and Ice Storm: Clay Golems hit by this spell are slowed for five rounds if they fail their Saving Throw vs. Spell. - High-level fire-based spells: These spells will heat up Iron Golems for five rounds (no save). In this time they are able to deal out fire damage in addition to physical damage. The following spells are know to cause this effect: Meteor Swarm, Dragon's Breath, Comet, Incendiary Cloud, Fire Storm and Heavenly Inferno. Known locations where you can successfully construct golems =========================================================== - Dragon's Eye Level 3, Laboratory: You may be able to use the laboratory after taking care of Presio and his undead minions. - Severed Hand, Larrel's Study: The caretaker Gelarith may allow you to build golems in this place if you helped him fixing the AstroLab. - Dorn's Deep, Bandoth's Laboratory: You can bribe, threaten or kill Bandoth if you want to use his laboratory as another location for building golems. - Lower Dorn's Deep, Home of the drow wizard Malavon: This place can be used to construct golems after taking care of Malavon and his minions. - Gloomfrost, Tiernon's Forge: Tiernon might allow you to use his forge if you ask nicely. Alternatively you can simply kill him. - Castle Maluradek (TotLM): The study in the southeastern corner of the upper floor can be used after making the area safe.