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Iridium Golem


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 Coal 10%
Diamond Diamond 0.1%
Earth Crystal Earth Crystal 0.5%
Fiber Fiber 90%
Fiber Fiber 50%
Mixed Seeds Mixed Seeds 50%
Mixed Seeds Mixed Seeds 20%
Omni Geode Omni Geode 5%
Iridium Ore Iridium Ore 1%
Iridium Ore Iridium Ore 1%
Prismatic Shard Prismatic Shard 0.1%
Diamond Diamond 0.05%
Prismatic Shard 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 Armored Bug Skull Cavern 1 8
Armored Bug (dangerous) Armored Bug (dangerous) Skull Cavern 250 20-27
Bats Bats The Mines & Skull Cavern 24, 36, 80, 300,; 268, 277 06, 07, 15, 30, 13, 14
Blue Squid Blue Squid The Dangerous Mines 310 18
Bug Bug The Mines 1 8
Bug (dangerous) Bug (dangerous) Dangerous Mines 250 15-16
Carbon Ghost Carbon Ghost Skull Cavern; The Dangerous Mines 190 25
Cave Fly Cave Fly The Mines 22 6
Cave Fly (dangerous) Cave Fly (dangerous) Dangerous Mines 266 13-15
Duggy Duggy The Mines 40 6
Duggy (dangerous) Duggy (dangerous) Dangerous Mines 280 8
Dust Sprite Dust Sprite The Mines 40 6
Dust Sprite (dangerous) Dust Sprite (dangerous) The Mines 280 13-15
Dwarvish Sentry Dwarvish Sentry Volcano Dungeon 300 18
False Magma Cap False Magma Cap Volcano Dungeon 290 15
Ghost Ghost The Mines 96 10
Grub Grub The Mines 20 4
Grub (dangerous) Grub (dangerous) Dangerous Mines 265 12-13
Haunted Skull Haunted Skull Quarry Mine; The Mines random dungeon floors 160 15
Haunted Skull (dangerous) Haunted Skull (dangerous) Dangerous Mines 310 19-26
Hot Head Hot Head Volcano Dungeon 215 18
Iridium Crab Iridium Crab Skull Cavern 240 15
Iridium Golem Iridium Golem Wilderness Farm 430 15
Lava Crab Lava Crab The Mines 120 15
Lava Crab (dangerous) Lava Crab (dangerous) Dangerous Mines 340 19-26
Lava Lurk Lava Lurk Volcano Dungeon 220 15
Magma Duggy Magma Duggy Volcano Dungeon 380 16
Magma Sparker Magma Sparker Volcano Dungeon 310 15
Magma Sprite Magma Sprite Volcano Dungeon 220 15
Metal Head Metal Head The Mines 40 15
Metal Head (dangerous) Metal Head (dangerous) Dangerous Mines 280 19-26
Mummy Mummy Skull Cavern 260 30
Mummy (dangerous) Mummy (dangerous) Skull Cavern 445 38-55
Mutant Fly Mutant Fly Mutant Bug Lair, Skull Cavern 66 12
Mutant Grub Mutant Grub Mutant Bug Lair 100 12
Pepper Rex Pepper Rex Skull Cavern 300 15
Putrid Ghost Putrid Ghost The Dangerous Mines 500 25
Rock Crab Rock Crab The Mines 30 5
Rock Crab (dangerous) Rock Crab (dangerous) Dangerous Mines 272 13
Royal Serpent Royal Serpent Skull Cavern 150 + (50 × tail segments) 32-48
Serpent Serpent Skull Cavern 150 23
Shadow Brute Shadow Brute The Mines 160 18
Shadow Brute (dangerous) Shadow Brute (dangerous) Dangerous Mines 370 22-32
Shadow Shaman Shadow Shaman The Mines 80 17
Shadow Shaman (dangerous) Shadow Shaman (dangerous) Dangerous Mines 310 21-30
Shadow Sniper Shadow Sniper The Mines 300 18
Skeleton Skeleton The Mines 140 10
Skeleton (dangerous) Skeleton (dangerous) Dangerous Mines, Quarry Mine 655 16-18
Skeleton Mage Skeleton Mage Dangerous Mines, Quarry Mine 355 20-25
Slimes Slimes The Mines, Skull Cavern, Quarry Mine, Secret Woods, Tiger Slime Grove, and Volcano Dungeon Varies Varies
Spider Spider The Mines (Shrine ON) 200 15
Squid Kid Squid Kid The Mines 1 18
Squid Kid (dangerous) Squid Kid (dangerous) The Dangerous Mines; Skull Cavern 250 22-32
Stick Bug Stick Bug The Dangerous Mines 700 20
Stone Golem Stone Golem The Mines 45 5
Stone Golem (dangerous) Stone Golem (dangerous) Dangerous Mines 283 13
Truffle Crab Truffle Crab The Farm 30 5
Wilderness Golem Wilderness Golem The Farm 30 5