DS2 Revival

Forest Golem

Forest Golem is a ranged creature in Dungeon Siege II and Broken World.

Back to the bestiary

Template name: forest_golem_ranged_stats

Forest Golems are living trees, animated and given purpose by Nature Mages. They attack by throwing rocks that they tear out of the ground, or by swinging their deadly limbs. They move with long, ponderous strides.

The start of the game’s own Bestiary text.

Game
Base Dungeon Siege II and Broken World (Broken World can play the base campaign)
Type
Ranged
Family
Forest golem
Habitat
Jungle
Act
Act 1
Rank
Tutorial

Drops

Tutorial monster drop table. Chance per kill, before Magic Find:

Drops
DropChanceItem level vs. creature level
Gold16%
Health potion5.0%-10 to 0
Mana potion3.0%-10 to 0
Tutorial item6.5%

Confidence: Medium Read from the drop table named in the creature’s template. Fixed rewards of story bosses, quest items and what a placed monster carries are not read here. Not tested in game.

Base Dungeon Siege II

Level and strength

Worked out from the creature’s template, per difficulty
MercenaryVeteranElite
Level24064
Life241,1692,750
Damage5 to 997 to 161205 to 341
Defense16136228
Experience303030

These are the base game’s numbers. Broken World changes them: see its version below.

Confidence: Medium Worked out from the formulas in the creature’s template, for the levels the template gives. Not compared with the game’s own Bestiary screen; spawn spots may change a monster’s level.

Weaknesses and resistances

Resistances (negative = weakness), percent of damage
MercenaryVeteranElite
Fire-5%-5%-5%

Confidence: Medium As written in the template. A negative number means it takes more damage of that kind. Values of 100% and more are shown as given; the effect of going past 100% has not been tested.

What it can drop: Base game

37 different items can drop (the best are shown) Confidence: computed from data, not measured

Weapons, armor, shields, rings and amulets this creature can drop in Base game (best first)
GearMercenaryVeteranElite
Hammer0.67%0.67%0.67%
Short Sword0.67%0.67%0.67%
Ritual Staff0.67%0.67%0.67%
Cloth Shirt0.4%0.4%0.4%
Cloth Robe0.4%0.4%0.4%
Worn Boots0.4%0.4%0.4%
Worn Gloves0.4%0.4%0.4%
Club0.4%0.4%0.4%
Tattered Apprentice Robe0.33%0.33%0.33%
Dirty Woven Tunic0.33%0.33%0.33%
Broken Leaf Jerkin0.33%0.33%0.33%
Cracked Scout Bow0.33%0.33%0.33%
Mace0.33%0.33%0.33%
Rusty Short Sword0.33%0.33%0.33%
Apprentice Robe0.033%0.033%0.033%
Leather Jerkin0.033%0.033%0.033%
Apprentice Boots0.033%0.033%0.033%
Leather Boots0.033%0.033%0.033%
Woven Boots0.033%0.033%0.033%
Leaf Boots0.033%0.033%0.033%
Apprentice Gloves0.033%0.033%0.033%
Leather Gloves0.033%0.033%0.033%
Woven Gloves0.033%0.033%0.033%
Leaf Gloves0.033%0.033%0.033%
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Small Health Potion5.0%--
Small Mana Potion3.0%--
Colossal Health Potion--2.5%
Large Health Potion-2.5%-
Super Health Potion-2.5%2.5%
Colossal Mana Potion--1.5%

The chance is for one kill of this creature (level 2 / 40 / 64 in Mercenary / Veteran / Elite) with magic find at 0: the chance that its drop table rolls an item of this kind, times this item’s share of the items that can come out at that level. Items with the same name are added up. Creatures of the same kind that the Bestiary lists under other names share the same drop table at their own level. Computed from the game’s drop tables, not measured. A source rolls the entries of its drop table; an entry asks the game’s item table for one item of the right class inside a level window; every matching item is equally likely (the game picks a random row, there is no rarity weight). Chance is per kill or per opening, with magic find at 0.

Where it is found

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
A Narrow Tunnel9
The Northern Trenches7
The Morden Army's Command Post4

Confidence: Medium From the game’s map files. How many random encounters you meet is a roll the data does not fix.

Does it count for the Bestiary?

Can be completed

Enough of them exist, or a scene or conversation gives the credit.

Base game book
No. 2
Kills needed
5 kills

20 placed, 5 needed. Only in the opening of a Mercenary game; Veteran and Elite parties start after it.

Only in the opening of a Mercenary game; Veteran and Elite parties start after it.

Confidence: High the audit of the data files, confirmed by the in-game kill test

In-game kill test: unlocked after 5 kills (agrees with the data audit)

Natural spawn census: seen in 1 of 10 runs, most in one region: 9. A lower bound; a run only loads the areas near the party.

Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.

Broken World

Level and strength

Worked out from the creature’s template, per difficulty
MercenaryVeteranElite
Level24875
Life241,6223,696
Damage5 to 9128 to 214267 to 445
Defense16165274
Experience303030

These are Broken World’s numbers: Broken World raises the levels of Veteran and Elite monsters.

Confidence: Medium Worked out from the formulas in the creature’s template, for the levels the template gives. Not compared with the game’s own Bestiary screen; spawn spots may change a monster’s level.

Weaknesses and resistances

Resistances (negative = weakness), percent of damage
MercenaryVeteranElite
Fire-5%-5%-5%

Confidence: Medium As written in the template. A negative number means it takes more damage of that kind. Values of 100% and more are shown as given; the effect of going past 100% has not been tested.

What it can drop: Broken World

35 different items can drop (the best are shown) Confidence: computed from data, not measured

Weapons, armor, shields, rings and amulets this creature can drop in Broken World (best first)
GearMercenaryVeteranElite
Hammer0.67%0.67%0.67%
Short Sword0.67%0.67%0.67%
Ritual Staff0.67%0.67%0.67%
Cloth Shirt0.4%0.4%0.4%
Cloth Robe0.4%0.4%0.4%
Worn Boots0.4%0.4%0.4%
Worn Gloves0.4%0.4%0.4%
Club0.4%0.4%0.4%
Tattered Apprentice Robe0.33%0.33%0.33%
Dirty Woven Tunic0.33%0.33%0.33%
Broken Leaf Jerkin0.33%0.33%0.33%
Cracked Scout Bow0.33%0.33%0.33%
Mace0.33%0.33%0.33%
Rusty Short Sword0.33%0.33%0.33%
Apprentice Robe0.033%0.033%0.033%
Leather Jerkin0.033%0.033%0.033%
Apprentice Boots0.033%0.033%0.033%
Leather Boots0.033%0.033%0.033%
Woven Boots0.033%0.033%0.033%
Leaf Boots0.033%0.033%0.033%
Apprentice Gloves0.033%0.033%0.033%
Leather Gloves0.033%0.033%0.033%
Woven Gloves0.033%0.033%0.033%
Leaf Gloves0.033%0.033%0.033%
Potions, reagents and spells it can drop (best first)
ConsumablesMercenaryVeteranElite
Colossal Health Potion--5.0%
Small Health Potion5.0%--
Super Health Potion-5.0%-
Colossal Mana Potion--3.0%
Small Mana Potion3.0%--
Super Mana Potion-3.0%-

The chance is for one kill of this creature (level 2 / 48 / 75 in Mercenary / Veteran / Elite) with magic find at 0: the chance that its drop table rolls an item of this kind, times this item’s share of the items that can come out at that level. Items with the same name are added up. Creatures of the same kind that the Bestiary lists under other names share the same drop table at their own level. Computed from the game’s drop tables, not measured. A source rolls the entries of its drop table; an entry asks the game’s item table for one item of the right class inside a level window; every matching item is equally likely (the game picks a random row, there is no rarity weight). Chance is per kill or per opening, with magic find at 0.

Where it is found

Places the map files put it in (the numbers can be 100 or more)
PlacePlacedSpawnedRandom encounters
A Narrow Tunnel9
The Northern Trenches7
The Morden Army's Command Post4

Confidence: Medium From the game’s map files. How many random encounters you meet is a roll the data does not fix.

Does it count for the Bestiary?

Can be completed

Enough of them exist, or a scene or conversation gives the credit.

Base game book
No. 2
Kills needed
5 kills

20 placed, 5 needed. Only in the opening of a Mercenary game; Veteran and Elite parties start after it.

Only in the opening of a Mercenary game; Veteran and Elite parties start after it.

Confidence: High the audit of the data files, confirmed by the in-game kill test

In-game kill test: unlocked after 5 kills (agrees with the data audit)

Natural spawn census: seen in 1 of 10 runs, most in one region: 9. A lower bound; a run only loads the areas near the party.

Kill counts are kept separately for Mercenary, Veteran and Elite. See how the Bestiary works.