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Worker Golem

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Properties

Property Value
Combat Properties
Health 1470
Experience 1250
Est. Max Dmg 361
Summon (not possible)
Convince (not possible)
General Properties
Name Worker Golem
Classification Machines
Spawn Type
Illusionable
Pushable
Pushes
Resistance Properties
Physical 90%
Holy 50%
Death 90%
Fire 100%
Energy 105%
Ice 90%
Earth 50%
Drown 100%
Life Drain 100%
Immunity Properties
Paralysable
Senses Invis.
Behavioral Properties
Walks around Energy
Fire
Walks through Poison
Other Properties
Version 8.4
December 10, 2008
Status Active
Help
Worker Golem
You see a worker golem.
  • INTRUDER ALARM!
  • klonk klonk klonk
  • Rrrtttarrrttarrrtta
  • Awaiting orders.
  • Secret objective complete.

Notes

None.

Abilities

Melee (0-236+), Small Stone throw (0-125), Self-Healing (slow, heals 200-250).

Resistances

  • Physical Physical Damage Icon
    -10%
  • Holy Holy Damage Icon
    -50%
  • Death Cursed Icon
    -10%
  • Fire Burned Icon
    +0%
  • Energy Electrified Icon
    +5%
  • Ice Freezing Icon
    -10%
  • Earth Poisoned Icon
    -50%
  • Drown Drowning Icon
    +0%
  • Life drain Life Drain Icon
    +0%

Location

Factory Quarter.

Behavior

Fights until death.

Strategy

Paladins: These can be hunted at about level 35 with 70+ distance skill by running them, they are fairly slow so running from them is easy. Beware of their very powerful melee and defence. Also note that they have self-healing so speed is important when hunting these. They can be safely soloed without running at about level 60 with 70+ distance. Mages: Given the opportunity for running space, mages can solo these monsters around level 45 using energy attacks. Sorcerers are recommended to use a Wand of Starstorm/Cosmic Energy in combination with Energy Strike. Druids can use a rod, but for mana savings, it's probably best to not use one and just use Energy Strike. Be careful to not run into more of them, as 2-3 of them trapping you can give you a free trip to the temple quickly. For Mages level 45 and lower it is recommend to take a shield with defence 30 or higher, making it easier to out-heal the attacks, and do more combo attacks. Knights: It's recommended that knights not hunt these solo at lower levels, mainly because of its strength to physical attacks, and for higher levels, the damage you'll receive will make profiting nearly impossible. If you intend to hunt them, bring a mage or pally along as a shooter and share the loot.

Loot

(Loot Statistics)

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