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This creature is in the Elementals class. Ice Golem
385 Hit points
295 Experience points per kill
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Summon/Convince: |
--/-- |
Abilities: |
Melee (0-220), Ice Missile (50-85) reduces your skills temporarily, Paralysing Ice Beam, Berserk (lowers melee and shielding skills). |
Pushable: |
? |
Push Objects: |
? |
Est. Max. Damage: |
305 hp per turn |
Immune To: |
Holy, Death, Fire, Ice, Invisibility, Paralysis, Drunkenness. |
Strong To: |
Physical (-25%) |
Neutral To: |
Earth, Drown?, Life Drain? |
Weak To: |
Energy (+20%) |
Sounds: |
"Chrrr."; "Crrrrk."; "Gnarr.". |
Behavior: |
Ice Golems will fight until death. They are easy to outrun, though people tend to underestimate them since they can make pretty high combo damage. |
Field Notes: |
Relative to Stone Golems. |
Location: |
Formorgar Glacier. |
Strategy: |
Mages and Paladins: Helpful to have a knight as a blocker, shooting runes or using an energy wand (or for druids, earth rod) and exori vis. Relatively easily to solo just by running around, but remember that they can do significant damage if they catch you, so lower levels (and those with poor connection) are recommended to use manashield. Naturally, avoid paralysing beam, and don't lure them in direction where more golems may have spawned.
Knights: Should have atleast skills 70/70 and level 30 before attempting these. With 80/80 (and ideally level 40+) you can hunt them without significant danger, but will still waste on the vast majority of hunts. |
Loot: |
0-55 gp, Ice Cube (semi rare), Frosty Heart (semi rare), Black Pearl (semi rare), Ice Rapier (rare), Small Sapphire (rare), Small Diamond (rare), Crystal Sword (rare), Strange Helmet (rare), Shard (rare), Spike Sword (very rare), Strong Health Potion (very rare), Glacier Mask (very rare). (Create loot statistics) |
See also: Creatures.
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