HotU: Goldem parts [Spoiler??]
HotU: Goldem parts [Spoiler??]
I need some help. Where can i find the Golem parts on the Makers Island in HotU? The walktrough says that there must be some.
Martin
P.S: Excuse my english. I´m from germany )
Martin
P.S: Excuse my english. I´m from germany )
- Fiberfar
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You have to be a arcane spellcaster to get hold of the golemparts
[QUOTE=Luis Antonio]ONLY RETARDED PEOPLE WRITE WITH CAPS ON. Good thing I press shift [/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
- Zel Greywords
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Indeed. And the parts are pretty evenly scattered across that dungeon. Three of them are on the first level and two on the second.
Apart from that, if you can't manage to construct that thing - don't worry. It's not important, just a bit of additional quest candy. Plus, the golem is a pest since you can't unsummon him, so you have a lumbering piece of mithril trudging behind you wherever you go. Pretty unstylish, if you ask me - but then again, I'm the "lone wolf" type and despise henchmen in general.
-Zel
Apart from that, if you can't manage to construct that thing - don't worry. It's not important, just a bit of additional quest candy. Plus, the golem is a pest since you can't unsummon him, so you have a lumbering piece of mithril trudging behind you wherever you go. Pretty unstylish, if you ask me - but then again, I'm the "lone wolf" type and despise henchmen in general.
-Zel
I have a question... a few questions, that go into this category.
As you can probably see, I'm new to these forums.
I played NWN when it first came out, and just recently obtained SoU and HotU. Althroughout, though, I have never really understood what "arcane" magic is. Could someone give me a definition? I also would like to summon this golem. I am a Fighter/Rogue/Ranger, I can use magic devices, cast most spells, use most wands, staffs, etc. But I do not know what I need to do to retrieve these golem parts. I've destroyed the maker, and plan to leave the ruins soon, so i hope I can still reenter them if it's possible for my character to get the parts.
If anyone can help me, please reply soon.
Thank you.
As you can probably see, I'm new to these forums.
I played NWN when it first came out, and just recently obtained SoU and HotU. Althroughout, though, I have never really understood what "arcane" magic is. Could someone give me a definition? I also would like to summon this golem. I am a Fighter/Rogue/Ranger, I can use magic devices, cast most spells, use most wands, staffs, etc. But I do not know what I need to do to retrieve these golem parts. I've destroyed the maker, and plan to leave the ruins soon, so i hope I can still reenter them if it's possible for my character to get the parts.
If anyone can help me, please reply soon.
Thank you.
- Fiberfar
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A rogue can fake the arcane and divine arts, but they can't strech out their arm and scream: "TROOOGOR" (or something like that) and have a spell flying around. Wizards and Sorcerers are the only spellcasters that can create the golem ( I don't think that bards can create it).
[QUOTE=Luis Antonio]ONLY RETARDED PEOPLE WRITE WITH CAPS ON. Good thing I press shift [/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
- Zel Greywords
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There is a fundamental division in all of D&D ever since version... 1.5 I think? Note: I'm talking about the good old paper&pen D&D here.
D&D knows two "flavors" of magic.
Namely "divine" and "arcane" magic.
Divine Magic:
Powers that are bestowed upon mortals by the gods. In your typical D&D world, all priests (and similar deeply religious people) get powers in return for their prayers and their utter dedication to a god. Usually called "Priestly Magic", these powers typically focus on healing, curing and similar beneficial stuff - but of course there are also less peaceful gods out there who'd rather grant their followers lethal stuff like "Call Lighting" and similar powers.
Priestly magic focuses less on gestures and logics, but more on faith and belief. When a priest heals a wounded commoner, he does not speak a "spell" and draw upon some kind of elemental power, but instead he prays and "asks" his deity to heal the victim - and that god usually does grant that prayer. Should that god refuse to grant any more "wonders" though, then the priest would be totally helpless.
Arcane Magic:
This is the magic flavor that wizards or sorcerors use. It's all about the manipulation of the hidden forces of nature, the binding and bending of elementar energies, the controlling of minor planar beings and so on.
Arcane Magic is not about prayer and faith, but simply a kind of science - based on years and years of logical research, intelligence and on empiric deductions. Wizards command elemental forces by applicating (fictional) metaphysical laws and principles. They draw their energies from the world that surrounds them and force them into the needed form, like a fireball for example. Wizards are not dependent on gods to "do their stuff", they instead use their surroundings or the various planes as a power source.
Usually both kinds of magic are (falsely) called "spells", but actually that word only fits the arcane variant, since the priestly/divine variant is rather about "wonders". Arcane magic typically offers a wider range of effects and devices, while divine magic tends to offer fewer, yet more powerful stuff.
As a ranger, you get access to priestly spells at level... 9, I think.
Meaning you are NOT an arcane spellcaster.
The only thing you can do as a rogue is "faking it". If you get your hands on a magical item, your cunning nature allows you to "persuade" it to unleash its power - but nothing more. A rogue can NOT draw magical energies from the ethers himself, nor can he ask a god to support him.
All he can do is unleash "spells in a can" (scrolls, staves etc.) from their containers.
-Zel
D&D knows two "flavors" of magic.
Namely "divine" and "arcane" magic.
Divine Magic:
Powers that are bestowed upon mortals by the gods. In your typical D&D world, all priests (and similar deeply religious people) get powers in return for their prayers and their utter dedication to a god. Usually called "Priestly Magic", these powers typically focus on healing, curing and similar beneficial stuff - but of course there are also less peaceful gods out there who'd rather grant their followers lethal stuff like "Call Lighting" and similar powers.
Priestly magic focuses less on gestures and logics, but more on faith and belief. When a priest heals a wounded commoner, he does not speak a "spell" and draw upon some kind of elemental power, but instead he prays and "asks" his deity to heal the victim - and that god usually does grant that prayer. Should that god refuse to grant any more "wonders" though, then the priest would be totally helpless.
Arcane Magic:
This is the magic flavor that wizards or sorcerors use. It's all about the manipulation of the hidden forces of nature, the binding and bending of elementar energies, the controlling of minor planar beings and so on.
Arcane Magic is not about prayer and faith, but simply a kind of science - based on years and years of logical research, intelligence and on empiric deductions. Wizards command elemental forces by applicating (fictional) metaphysical laws and principles. They draw their energies from the world that surrounds them and force them into the needed form, like a fireball for example. Wizards are not dependent on gods to "do their stuff", they instead use their surroundings or the various planes as a power source.
Usually both kinds of magic are (falsely) called "spells", but actually that word only fits the arcane variant, since the priestly/divine variant is rather about "wonders". Arcane magic typically offers a wider range of effects and devices, while divine magic tends to offer fewer, yet more powerful stuff.
As a ranger, you get access to priestly spells at level... 9, I think.
Meaning you are NOT an arcane spellcaster.
The only thing you can do as a rogue is "faking it". If you get your hands on a magical item, your cunning nature allows you to "persuade" it to unleash its power - but nothing more. A rogue can NOT draw magical energies from the ethers himself, nor can he ask a god to support him.
All he can do is unleash "spells in a can" (scrolls, staves etc.) from their containers.
-Zel
- Fiberfar
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There are also differences inside the arcane and divine arts:
Divine:
-Cleric: powers are granted from the gods
-Druid: powers are granted from the nature
Arcane:
-Wizard:Has to undergo years of study to be able to use arcane magic. The wizards think of the arcane magic as a difficult, rewarding art.
-Sorcerer: Born talents that has the arcane powers within themselfs from the birth. Not an art but a talent
Divine:
-Cleric: powers are granted from the gods
-Druid: powers are granted from the nature
Arcane:
-Wizard:Has to undergo years of study to be able to use arcane magic. The wizards think of the arcane magic as a difficult, rewarding art.
-Sorcerer: Born talents that has the arcane powers within themselfs from the birth. Not an art but a talent
[QUOTE=Luis Antonio]ONLY RETARDED PEOPLE WRITE WITH CAPS ON. Good thing I press shift [/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
- Fiberfar
- Posts: 4196
- Joined: Fri Aug 13, 2004 12:07 pm
- Location: Looking down from ethereal skies
- Contact:
[QUOTE=Zel Greywords]
Plus, the golem is a pest since you can't unsummon him, so you have a lumbering piece of mithril trudging behind you wherever you go.
-Zel[/QUOTE]
Infact, you should create the golem. Then kill it with area spells (remember D&D harcore rules and a safe distance). You would gain something around 800-1000 Exp.
Plus, the golem is a pest since you can't unsummon him, so you have a lumbering piece of mithril trudging behind you wherever you go.
-Zel[/QUOTE]
Infact, you should create the golem. Then kill it with area spells (remember D&D harcore rules and a safe distance). You would gain something around 800-1000 Exp.
[QUOTE=Luis Antonio]ONLY RETARDED PEOPLE WRITE WITH CAPS ON. Good thing I press shift [/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
- Fiberfar
- Posts: 4196
- Joined: Fri Aug 13, 2004 12:07 pm
- Location: Looking down from ethereal skies
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Seeing that others that have one level of Arcane spellcaster can't find the parts to the golem, I guess that you have to be at a minimum level of arcane spellcaster (i.e lvl 15 sorc or something like that)
[QUOTE=Luis Antonio]ONLY RETARDED PEOPLE WRITE WITH CAPS ON. Good thing I press shift [/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]