Iridium Golem
| Iridium Golem | |
|---|---|
| Type | Monster |
| Location | Wilderness Farm |
| HP | 430 |
| Damage | 15 |
| Defence | 1 |
| Speed | 6 |
| XP | 15 |
The Iridium Golem is the monster that comes to the farm rather than waiting underground. It rises out of the ground at night on the Wilderness Farm, carries four hundred and thirty health, and moves quickly for something built out of rock. It only appears once the farmer has reached Combat level nine, and from then on it has an even chance of turning up after dark, which turns a late evening of watering into a fight in the crop rows. The drop list is the reason nobody minds: Fiber by the armful, seasonal seeds, Omni Geodes, Iridium Bars and the best odds on a Prismatic Shard that any ordinary monster offers.
Behaviour
A golem begins the night buried. It emerges from the soil, wanders without much purpose, and gradually works its way towards the farmer, dealing its damage by collision in the same way a Stone Golem does in the Mines.
The wandering is deceptive, because this golem is fast. It covers ground more quickly than almost anything in the game, so the gap between noticing one across the field and being hit by it is short. A sword is the right answer: its quick swing and wide arc suit a target that closes in and keeps closing.
Difficulty scales with the farmer. The stronger the Combat skill, the harder the golems that spawn, and the drop odds improve in step, with another step up once the bottom of the Mines has been reached. That makes the farm a genuine fighting ground late in a save rather than a nuisance that outgrows its welcome.
Monsters appearing on the farm at all depends on a setting. The Wilderness Farm has it on by default, and any other farm can be switched over by offering a Strange Bun to the Dark Shrine of Night Terrors in the Witch's Hut, which is how a Standard Farm ends up with golems in the turnips.
Location
The Wilderness Farm is the golem's home, and night is its hour. Bats, Truffle Crabs and Wilderness Golems share the darkness, with the rest of the roster scaling to the farmer's Combat level: Green Slimes at the bottom, then Blue and Red Slimes, Frost and Lava Bats, Shadow Brutes and Serpents at the top.
Fighting on the farm has its own rules. Kills there give a third of the usual Combat experience, and they count towards the monster eradication goals at the Adventurer's Guild, but not towards quests or special orders that ask for monsters slain.
Drops
Fiber comes off nearly every golem, often twice, which makes a night of golem hunting the fastest Fiber harvest outside the Mutant Bug Lair. Scarecrows, Grass Starters, the Loom and the Worm Bin all ask for Fiber in quantity, and the alternative is cutting weeds one at a time.
Seeds are the oddest line on the list. Alongside Mixed Seeds, a golem drops whichever of the four unusual crop seeds matches the time of year: Carrot Seeds through late Winter and early Spring, Summer Squash Seeds through late Spring and most of Summer, Broccoli Seeds through late Summer and Fall, and Powdermelon Seeds in late Fall and Winter. A farm that fights its own monsters restocks its own fields.
The metal is what makes the fight pay. Iridium Bars have two separate chances to drop, Iridium Ore appears as well, and Omni Geodes and Coal round out the pile. Best of all is the Prismatic Shard, which comes off a golem far more often than the vanishing chance most monsters offer, and a shard is an enchantment, a Galaxy weapon or a Stardrop depending on how it is spent. A Diamond drops at the same generous rate, and the Bait And Bobber book occasionally appears for the fishing experience inside it.
Items this monster can drop when it is defeated, with the chance of each.
| Item | Image | Chance |
|---|---|---|
| Coal | 10% | |
| Diamond | 0.1% | |
| Earth Crystal | 0.5% | |
| Fiber | 90% | |
| Fiber | 50% | |
| Mixed Seeds | 50% | |
| Mixed Seeds | 20% | |
| Omni Geode | 5% | |
| Iridium Ore | 1% | |
| Iridium Ore | 1% | |
| Prismatic Shard | 0.1% | |
| Diamond | 0.05% | |
| Prismatic Shard | 0.05% |
Notes
The golem family runs through the game. Stone Golems hold the shadowed floors in the thirties of the Mines, Wilderness Golems share the farm, and all three behave the same way: out of the ground, straight at the farmer, no cleverness at all.
Because the spawns happen at night and scale with Combat level, the Wilderness Farm rewards a farmer who has already finished the Mines. Earlier on, the same setting simply costs sleep and crops.
A Burglar's Ring doubles every roll on this list, which on a drop table holding Iridium Bars and Prismatic Shards is the single best use of the ring in the game.
All Monsters
Every entry in this group, with its key details.
| Name | Image | Location | HP | Damage |
|---|---|---|---|---|
| Armored Bug | Skull Cavern | 1 | 8 | |
| Armored Bug (dangerous) | Skull Cavern | 250 | 20-27 | |
| Bats | The Mines & Skull Cavern | 24, 36, 80, 300,; 268, 277 | 06, 07, 15, 30, 13, 14 | |
| Blue Squid | The Dangerous Mines | 310 | 18 | |
| Bug | The Mines | 1 | 8 | |
| Bug (dangerous) | Dangerous Mines | 250 | 15-16 | |
| Carbon Ghost | Skull Cavern; The Dangerous Mines | 190 | 25 | |
| Cave Fly | The Mines | 22 | 6 | |
| Cave Fly (dangerous) | Dangerous Mines | 266 | 13-15 | |
| Duggy | The Mines | 40 | 6 | |
| Duggy (dangerous) | Dangerous Mines | 280 | 8 | |
| Dust Sprite | The Mines | 40 | 6 | |
| Dust Sprite (dangerous) | The Mines | 280 | 13-15 | |
| Dwarvish Sentry | Volcano Dungeon | 300 | 18 | |
| False Magma Cap | Volcano Dungeon | 290 | 15 | |
| Ghost | The Mines | 96 | 10 | |
| Grub | The Mines | 20 | 4 | |
| Grub (dangerous) | Dangerous Mines | 265 | 12-13 | |
| Haunted Skull | Quarry Mine; The Mines random dungeon floors | 160 | 15 | |
| Haunted Skull (dangerous) | Dangerous Mines | 310 | 19-26 | |
| Hot Head | Volcano Dungeon | 215 | 18 | |
| Iridium Crab | Skull Cavern | 240 | 15 | |
| Iridium Golem | Wilderness Farm | 430 | 15 | |
| Lava Crab | The Mines | 120 | 15 | |
| Lava Crab (dangerous) | Dangerous Mines | 340 | 19-26 | |
| Lava Lurk | Volcano Dungeon | 220 | 15 | |
| Magma Duggy | Volcano Dungeon | 380 | 16 | |
| Magma Sparker | Volcano Dungeon | 310 | 15 | |
| Magma Sprite | Volcano Dungeon | 220 | 15 | |
| Metal Head | The Mines | 40 | 15 | |
| Metal Head (dangerous) | Dangerous Mines | 280 | 19-26 | |
| Mummy | Skull Cavern | 260 | 30 | |
| Mummy (dangerous) | Skull Cavern | 445 | 38-55 | |
| Mutant Fly | Mutant Bug Lair, Skull Cavern | 66 | 12 | |
| Mutant Grub | Mutant Bug Lair | 100 | 12 | |
| Pepper Rex | Skull Cavern | 300 | 15 | |
| Putrid Ghost | The Dangerous Mines | 500 | 25 | |
| Rock Crab | The Mines | 30 | 5 | |
| Rock Crab (dangerous) | Dangerous Mines | 272 | 13 | |
| Royal Serpent | Skull Cavern | 150 + (50 × tail segments) | 32-48 | |
| Serpent | Skull Cavern | 150 | 23 | |
| Shadow Brute | The Mines | 160 | 18 | |
| Shadow Brute (dangerous) | Dangerous Mines | 370 | 22-32 | |
| Shadow Shaman | The Mines | 80 | 17 | |
| Shadow Shaman (dangerous) | Dangerous Mines | 310 | 21-30 | |
| Shadow Sniper | The Mines | 300 | 18 | |
| Skeleton | The Mines | 140 | 10 | |
| Skeleton (dangerous) | Dangerous Mines, Quarry Mine | 655 | 16-18 | |
| Skeleton Mage | Dangerous Mines, Quarry Mine | 355 | 20-25 | |
| Slimes | The Mines, Skull Cavern, Quarry Mine, Secret Woods, Tiger Slime Grove, and Volcano Dungeon | Varies | Varies | |
| Spider | The Mines (Shrine ON) | 200 | 15 | |
| Squid Kid | The Mines | 1 | 18 | |
| Squid Kid (dangerous) | The Dangerous Mines; Skull Cavern | 250 | 22-32 | |
| Stick Bug | The Dangerous Mines | 700 | 20 | |
| Stone Golem | The Mines | 45 | 5 | |
| Stone Golem (dangerous) | Dangerous Mines | 283 | 13 | |
| Truffle Crab | The Farm | 30 | 5 | |
| Wilderness Golem | The Farm | 30 | 5 |