~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ Detailed information about all provided golem types ~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 six 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: 8 (-2 for Transmuters, +2 for Bards and Thieves with "Use Any Item") - Ingredients: - One full set of body parts - Stats: - STR: 17 - HP: 30 - AC: 11 - THAC0: 10 - APR: 1 - Saves (death/wand/polymorph/breath/spell): 12/13/12/13/13 - Resistances: - Magic: 75 - Cold: 75 - Magic Cold: 75 - Electricity: 75 - 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: 10 (-2 for Transmuters, +2 for Bards and Thieves with "Use Any Item") - Ingredients: - Two full sets of body parts - Stats: - STR: 18/50 - HP: 40 - AC: 9 - THAC0: 7 - APR: 3/2 - Saves: 10/11/10/11/11 - Resistances: - Magic: 90 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Piercing: 25 - Missile: 25 - Immune to non-magical weapons - 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: 14 (-2 for Transmuters, +3 for Bards and Thieves with "Use Any Item") - Ingredients: - Four full sets of body parts - One scroll of Stinking Cloud - Stats: - STR: 19 - HP: 60 - AC: 6 - THAC0: 4 - APR: 2 - Saves: 8/9/8/9/9 - Resistances: - Magic: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 125 - Piercing: 75 - Missile: 75 - 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. - 50% chance to split into two lesser golems of same type on death. Perfect Flesh Golem: - Min. level: 16 (-2 for Transmuters, +4 for Bards and Thieves with "Use Any Item") - Ingredients: - Four full sets of body parts - One scroll of Stinking Cloud - One Deep Bloodstone Gem - Stats: - STR: 19 - HP: 75 - AC: 3 - THAC0: 1 - APR: 2 - Saves: 7/8/7/8/8 - Resistances: - Magic: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 125 - Piercing: 100 - Missile: 100 - Regenerates 1 HP per turn - Immune to non-magical and +1 weapons - May cast Stinking Cloud on self - Always splits into two regular golems of same type on death. 2. Clay Golems Lesser Clay Golem: - Min. level: 11 (-2 for Transmuters, -1 for Clerics, +2 for Bards and Thieves with "Use Any Item") - Ingredients: - One block of clay - Stats: - STR: 18/50 - HP: 35 - AC: 9 - THAC0: 8 - APR: 1 - Saves: 9/11/10/10/12 - Resistances: - Magic: 75 - Cold: 75 - Magic Cold: 75 - Electricity: 100 - Slashing: 75 - Piercing: 75 - Missile: 75 - 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: 14 (-2 for Transmuters, +1 for Clerics, +3 for Bards and Thieves with "Use Any Item") - Ingredients: - Two blocks of clay - One scroll of Haste - Stats: - STR: 19 - HP: 50 - AC: 7 - THAC0: 6 - APR: 1 - Saves: 7/9/8/8/10 - Resistances: - Magic: 90 - Fire: 50 - Magic Fire: 50 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Slashing: 100 - Piercing: 100 - Missile: 100 - 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. Greater Clay Golem: - Min. level: 18 (-2 for Transmuters, +3 for Clerics, +4 for Bards and Thieves with "Use Any Item") - Ingredients: - Four block of clay - One scroll of Haste - Stats: - STR: 20 - HP: 70 - AC: 4 - THAC0: 3 - 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: 75 - Slashing: 100 - Piercing: 100 - Missile: 100 - Immune to non-magical and +1 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. - 50% chance to split into two lesser golems of same type on death. Perfect Clay Golem: - Min. level: 20 (-2 for Transmuters, +4 for Clerics, +6 for Bards and Thieves with "Use Any Item") - Ingredients: - Four block of clay - One scroll of Haste - One bag of Enchanted Coral Powder - Stats: - STR: 20 - HP: 90 - AC: 0 - THAC0: -1 - APR: 3/2 - Saves: 4/6/5/5/7 - Resistances: - Magic: 100 - Fire: 50 - Magic Fire: 50 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 100 - Crushing: 33 - Piercing: 100 - Missile: 100 - Regenerates 1 HP per turn - Immune to non-magical and +1 weapons - May cast Haste on self - Always splits into two regular golems of same type on death. 3. Stone Golems Lesser Stone Golem: - Min. level: 11 (-2 for Transmuters, +2 for Bards and Thieves with "Use Any Item") - Ingredients: - One block of stone - Stats: - STR: 19 - HP: 45 - AC: 7 - THAC0: 8 - APR: 1 - Saves: 7/9/8/7/10 - Resistances: - Magic: 75 - Immune to non-magical weapons - 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: 14 (-2 for Transmuters, +3 for Bards and Thieves with "Use Any Item") - Ingredients: - Two blocks of stone - One scroll of Slow - Stats: - STR: 20 - HP: 60 - AC: 5 - THAC0: 7 - APR: 1 - Saves: 5/7/6/5/8 - Resistances: - Magic: 90 - Immune to non-magical and +1 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: 18 (-2 for Transmuters, +4 for Bards and Thieves with "Use Any Item") - Ingredients: - Four blocks of stone - One scroll of Slow - Stats: - STR: 21 - HP: 85 - AC: 1 - THAC0: 3 - APR: 3/2 - Saves: 4/6/5/4/7 - Resistances: - Magic: 100 - Electricity: 50 - Acid: 50 - Immune to non-magical and +1 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. - 50% chance to split into two lesser golems of same type on death. Perfect Stone Golem: - Min. level: 20 (-2 for Transmuters, +6 for Bards and Thieves with "Use Any Item") - Ingredients: - Four blocks of stone - One scroll of Slow - One vial of Mimic's Blood - Stats: - STR: 22 - HP: 100 - AC: -1 - THAC0: 0 - APR: 3/2 - Saves: 3/5/4/3/6 - Resistances: - Magic: 100 - Fire: 50 - Magic Fire: 50 - Cold: 50 - Magic Cold: 50 - Electricity: 100 - Acid: 100 - Regenerates 1 HP per turn - Immune to non-magical, +1 and +2 weapons - May cast Slow on self which affects surrounding opponents - Always splits into two regular golems of same type on death. 4. Iron Golems Lesser Iron Golem: - Min. level: 15 (-2 for Transmuters, +3 for Bards and Thieves with "Use Any Item") - Ingredients: - One bar of iron - Stats: - STR: 20 - HP: 60 - AC: 5 - THAC0: 6 - APR: 1 - 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 and +1 weapons Iron Golem: - Min. level: 18 (-2 for Transmuters, +4 for Bards and Thieves with "Use Any Item") - Ingredients: - Two bars of iron - One scroll of Cloudkill - Stats: - STR: 22 - HP: 80 - AC: 3 - THAC0: 3 - APR: 1 - Saves: 3/5/4/4/6 - Resistances: - Magic: 90 - Fire: 100 - Magic Fire: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 75 - Slashing: 20 - Piercing: 20 - Missile: 20 - Immune to non-magical, +1 and +2 weapons - May cast Gas Cloud on self Greater Iron Golem: - Min. level: 23 (-2 for Transmuters, +6 for Bards and Thieves with "Use Any Item") - Ingredients: - Four bars of iron - One scroll of Cloudkill - Stats: - STR: 23 - HP: 110 - AC: 0 - THAC0: 0 - APR: 3/2 - Saves: 1/3/2/2/4 - Resistances - Magic: 100 - Fire: 100 - Magic Fire: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 50 - Crushing: 25 - Piercing: 50 - Missile: 50 - Regenerates 1 HP per turn - Immune to non-magical, +1 and +2 weapons - May cast Gas Cloud on self - 50% chance to split into two lesser golems of same type on death. Perfect Iron Golem: - Min. level: 26 (-2 for Transmuters, +8 for Bards and Thieves with "Use Any Item") - Ingredients: - Four bars of iron - One scroll of Cloudkill - Chips of Cold Iron - Stats: - STR: 24 - HP: 125 - AC: -2 - THAC0: -2 - APR: 3/2 - Saves: 0/2/1/1/3 - Resistances: - Magic: 100 - Fire: 100 - Magic Fire: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 75 - Crushing: 25 - Piercing: 100 - Missile: 100 - Regenerates 1 HP per three rounds - Immune to non-magical, +1 and +2 weapons - May cast Gas Cloud on self - Always splits into two regular golems of same type on death. 5. Mithral Golems Lesser Mithral Golem: - Min. level: 18 (-2 for Transmuters, +4 for Bards and Thieves with "Use Any Item") - Ingredients: - One chunk of mithral - 4,000 XP drained from the caster - Stats: - STR: 21 - HP: 60 - AC: 4 - THAC0: 4 - APR: 1 - Saves: 6/8/7/7/9 - Resistances: - Magic: 90 - Fire: 100 - Magic Fire: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 20 - Piercing: 20 - Missile: 20 - Immune to non-magical, +1 and +2 weapons Mithral Golem: - Min. level: 22 (-2 for Transmuters, +6 for Bards and Thieves with "Use Any Item") - Ingredients: - Two chunks of mithral - 8,000 XP drained from the caster - Stats: - STR: 23 - HP: 80 - AC: 2 - THAC0: 2 - APR: 3/2 - Saves: 4/6/5/5/7 - Resistances: - Magic: 100 - Fire: 125 - Magic Fire: 125 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 50 - Crushing: 33 - Piercing: 50 - Missile: 50 - Regenerates 1 HP per turn - 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) Greater Mithral Golem: - Min. level: 27 (-2 for Transmuters, +8 for Bards and Thieves with "Use Any Item") - Ingredients: - Four chunks of mithral - 16,000 XP drained from the caster - Stats: - STR: 24 - HP: 110 - AC: -2 - THAC0: -2 - 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: 75 - Crushing: 50 - Piercing: 75 - Missile: 75 - 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) - 50% chance to split into two lesser golems of same type on death. Perfect Mithral Golem: - Min. level: 30 (-2 for Transmuters, +10 for Bards and Thieves with "Use Any Item") - Ingredients: - Four chunks of mithral - One orb of Spectral Obsidian - 32,000 XP drained from the caster - Stats: - STR: 24 - HP: 125 - AC: -5 - THAC0: -5 - APR: 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: 85 - Crushing: 75 - Piercing: 85 - Missile: 85 - Regenerates 1 HP per round - Immune to non-magical, +1, +2 and +3 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) - Always splits into two regular golems of same type on death. 6. Adamantite Golems Lesser Adamantite Golem: - Min. level: 21 (-2 for Transmuters, +4 for Bards and Thieves with "Use Any Item") - Ingredients: - Two bars of adamantine - 8,000 XP drained from the caster - Stats: - STR: 22 - HP: 60 - AC: 5 - THAC0: 4 - APR: 1 - Saves: 5/7/6/6/8 - Resistances: - Magic: 90 - Fire: 100 - Magic Fire: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 75 - Crushing: 75 - Piercing: 75 - Missile: 75 - Immune to non-magical, +1 and +2 weapons Adamantite Golem: - Min. level: 25 (-2 for Transmuters, +6 for Bards and Thieves with "Use Any Item") - Ingredients: - Four bars of adamantine - 16,000 XP drained from the caster - Stats: - STR: 24 - HP: 80 - AC: 3 - THAC0: 3 - APR: 1 - Saves: 3/5/4/4/6 - Resistances: - Magic: 100 - Fire: 125 - Magic Fire: 125 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 90 - Crushing: 90 - Piercing: 90 - Missile: 90 - Regenerates 1 HP per turn - 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) Greater Adamantite Golem: - Min. level: 30 (-2 for Transmuters, +8 for Bards and Thieves with "Use Any Item") - Ingredients: - Eight bars of adamantine - 32,000 XP drained from the caster - Stats: - STR: 24 - HP: 110 - AC: 0 - THAC0: 0 - APR: 3/2 - Saves: 1/3/2/2/4 - Resistances: - Magic: 100 - Fire: 125 - Magic Fire: 125 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 95 - Crushing: 95 - Piercing: 95 - Missile: 95 - Regenerates 1 HP per three rounds - Immune to non-magical, +1, +2 and +3 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. Perfect Adamantite Golem: - Min. level: 33 (-2 for Transmuters, +10 for Bards and Thieves with "Use Any Item") - Ingredients: - Eight bars of adamantine - One drop of blood from a Solar or Fallen Solar - 64,000 XP drained from the caster - Stats: - STR: 25 - HP: 150 - AC: -3 - THAC0: -3 - APR: 2 - Saves: -1/1/0/0/2 - Resistances: - Magic: 100 - Fire: 125 - Magic Fire: 125 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 99 - Crushing: 99 - Piercing: 99 - Missile: 99 - Regenerates 1 HP per round - Immune to non-magical, +1, +2 and +3 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) - Always splits into two regular 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 six volumes as well, but is harder to come by. Golems described in these tomes are unique, and therefore not available as lesser, greater or perfect variants. 1. Maggot Golem - Min. level: 10 (-2 for Conjurers and Transmuters, +2 for Bards and Thieves with "Use Any Item") - Ingredients: - Two maggot-infested bodies - Stats: - STR: 18 - HP: 45 - AC: 8 - THAC0: 13 - APR: 1 - Immune to non-magical weapons - Saves: 10/11/10/11/11 - Resistances: - Magic: 75 - Fire: -50 - Magic Fire: -50 - Slashing: 100 - Crushing: 50 - Piercing: 100 - Missile: 100 - Regenerates 1 HP per round - There is a 15% chance that the caster catches a disease from the maggot-infested golem body during creation which slows the caster and does 2 HP damage per round for 5 turns. - Special attack "Smothering": In addition to 2d6 crushing damage the target is held for one round and suffers 1 HP/sec piercing damage on a failed save vs. spell. After each round the target must make a save vs. spell with a +4 bonus to break free or is held and damaged for another round. The effect can be removed with dispel magic or blocked by magic resistance. - There is a 1% chance that a maggot golem may go berserk during combat for 1d6 rounds and attack the nearest creature in sight. - Lasts only 1d4+6 days in-game time. When the duration ends there is a 50% chance to run amok for 1d6 rounds before it disintegrates. 2. Bone Golem - Min. level: 16 (-2 for Necromancers and Transmuters, +4 for Bards and Thieves with "Use Any Item") - Ingredients: - Four piles of bones - One scroll of Animate Dead - 50% chance that the construction process drains one level from the caster, and 10% chance that the construction process drains two levels from the caster. - Stats: - STR: 21 - HP: 65 - AC: 1 - THAC0: 7 - APR: 2 - Saves: 5/7/6/5/8 - Resistances: - Magic: 100 - Fire: 100 - Magic Fire: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 50 - Piercing: 50 - Missile: 50 - Immune to non-magical weapons - 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. 3. Brain Golem - Min. level: 17 (-2 for Transmuters, +4 for Bards and Thieves with "Use Any Item") - Ingredients: - One piece of brain tissue - One scroll of Domination - Stats: - STR: 19 - HP: 75 - AC: 4 - THAC0: 9 - APR: 3/2 - Saves: 7/9/8/8/10 - Resistances: - Magic: 100 - Fire: 50 - Magic Fire: 50 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Slashing: 50 - Piercing: 50 - Missile: 50 - Regenerates 1 HP per turn - Immune to non-magical and +1 weapons - May cast Mental Blast which stuns all opponents in 30 feet radius, centered on itself for 2d4 rounds and does 2d8 nonlethal damage (save vs. spell for half damage and avoid stun effect). Does not affect undead, golems and myconids. 4. Ice Golem - Min. level: 19 (-2 for Transmuters, +4 for Bards and Thieves with "Use Any Item") - Ingredients: - One shard of magical ice - One scroll of Cone of Cold - One scroll of Protection from Cold - Stats: - STR: 22 - HP: 85 - AC: 2 - THAC0: 4 - APR: 2 - Saves: 3/5/4/4/6 - Resistances: - Magic: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Slashing: 20 - Crushing: 20 - Piercing: 20 - Missile: 20 - Immune to non-magical weapons - May cast Scalding Steam which does 3d10 area of effect cold damage (save vs. breath to avoid) 5. Magic Golem - Min. level: 19 (-2 for Wild Mages and Transmuters, +4 for Bards and Thieves with "Use Any Item") - Ingredients: - One wild magic stone fragment - One scroll of Protection from Magical Weapons, Mantle or Improved Mantle - One scroll of Protection from Magic - Stats: - STR: 19 - HP: 64 - AC: -1 - THAC0: 5 - APR: 1 - Saves: 7/9/8/8/10 - Resistances: - Magic: 100 - Fire: 100 - Magic Fire: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Acid: 100 - Immune to magical weapons - Immune to spells of level 8 and lower - Must be constructed in wild magic areas - Each successful ranged attack drains one charge from charged items and a single memorized wizard spell - May cast Wild Magic Flare which does 3d10 magic damage and triggers a wild surge effect on the target - Disintegrates in dead magic zones with a 50% chance of doing a final magic blast which does 2d6 magic damage to everyone in 30 feet radius (save vs. spell for half damage). 6. Lightning Golem - Min. level: 22 (-2 for Transmuters, +6 for Bards and Thieves with "Use Any Item") - Ingredients: - 100,000 gold - One scroll of Chain Lightning - Stats: - STR: 19 - HP: 80 - AC: 0 - THAC0: 6 - APR: 2 - Saves: 4/6/5/5/7 - Resistance: - Magic: 100 - Cold: 100 - Magic Cold: 100 - Electricity: 125 - Acid: 100 - Immune to non-magical, +1 and +2 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". Golems that can be commissioned in BG:EE ======================================== These types of golems are described in the "Forbidden Manual of Golem Building" which can be found somewhere during your adventures in the BG1 part of the game. You have to find an experienced mage who may be able to construct them for you. More about it below. 1. Doll Golem - Ingredients: - One full set of body parts - One cursed Antidote potion - Stats: - STR: 12 - HP: 40 - AC: 4 - THAC0: 11 - APR: 1 - Saves: 13/14/13/14/14 - Resistances: - Magic: 50 - Cold: 80 - Magic Cold: 80 - Electricity: 50 - Piercing: 25 - Missile: 25 - Immune to non-magical weapons - Special: Each attack has a chance to apply an uncontrollable laughter to the target if it fails a save vs. spell with a +2 bonus. The victim becomes unable to perform any other actions. Starting with the second round, each successive round causes +1d4 damage compared to the previous round, which is caused by the muscle spasms imposed by the laughter. The victim is allowed to make a save vs. spell with a +2 bonus after every round to end the laughter. Otherwise it ends after one turn or when removed by a Dispel Magic. Magic resistance can prevent the effect altogether. Undead and constructs are not affected. After the effect ended the victim is fatigued for half the time it was under the effect of laughter, which includes a -1 penalty to AC, THAC0 and all saving throws. - This golem can be built by the necromancer Arkion (for a fee) who lives in Baldur's Gate, south of the Elfsong Tavern. 2. Bone Doll - Ingredients: - A pile of bones - A small portion of life energy - Stats: - STR: 12 - HP: 35 - AC: 6 - THAC0: 10 - APR: 2 - Saves: 13/14/13/14/14 - Resistances: - Magic: 75 - Fire: 20 - Magic Fire: 20 - Cold: 100 - Magic Cold: 100 - Electricity: 100 - Piercing: 50 - Missile: 50 - Immune to non-magical weapons - Special: The bone doll explodes when it dies which causes 2d6 piercing damage and 1d6 crushing damage to everyone in 10 feet radius. - This golem can be built by the necromancer Nemphre (for a fee) who lives in Baldur's Gate, east of the Blade and Stars Inn. 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, as well as maggot 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 Lesser Adamantite Golems: 250 kills or more to advance to regular Adamantite Golems Regular Adamantite Golems: 500 kills or more to advance to greater Adamantite Golems Greater Adamantite Golems: 1000 kills or more to advance to perfect Adamantite 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 or adamantite 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. - Death Spell: Kills Maggot Golems automatically (no save allowed). - 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. - Sunray: Causes the adamantine alloy of Adamantite Golems to deteriorate which reduces physical resistances permanently if they fail their Saving Throw vs. Spell. The "Repair Golem" ability can remove this effect. - 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 and Fire Storm. Known locations where you can successfully construct golems =========================================================== Siege of Dragonspear: - Sorcerous Sundries: You may rent the second floor from the proprietor of the shop. - Repository of Undeath: This dungeon can be found beneath the Dwarven Dig Site. You have to make the area safe first by destroying the undead minions and dealing with the current resident. - Ruins of Kanaglym: The ruins are accessible from the Underground River area. You have to make the area safe first by destroying all enemies and dealing with Kherriun. Shadows of Amn: - Planar Sphere: The opening area of the Sphere may be suitable for golem building (after dealing with the former owner, of course). - Jermien's Home: You may be able to convince Jermien to use his home in Imnesvale for building your own golems if the protagonist is a spellcaster or Imoen is present. - Cleric stronghold: Either of the three available temples in Athkatla's Temple District can be used to build clay golems if the protagonist is a cleric and chooses the respective temple of their faith as their stronghold. Watcher's Keep: - Second Level: The Wizard's Library is well equipped, but you must disable all defense mechanisms first (which includes the creature that guards the teleporter to the next level). Throne of Bhaal: - The Pocket Plane: This place looks safe enough for all kinds of magical experiments. Lazarus Librarus may provide the required equipment for a fair price.