- Main article: Enemies (Dungeon Siege)
Gom is the god-king of the Seck, and the main antagonist and final boss of Dungeon Siege.
Biography[]
Before he and his kind were imprisoned within the Vault of Eternity, Gom was a commander in Zaramoth's armies during the time that he ruled over the Empire of Stars. While occupying the land of Ehb, Gom was defeated by the 10th Legion, and was imprisoned along with his people beneath Castle Ehb in the year 845.
The Seck remained imprisoned for three centuries, until 1144, when Goblins stole the Staff of Stars from the Legion's Grand Mage, Merik. Unable to discover who had stolen it, Merik went before the Seck themselves to find out if they understood what had happened to it. Realising that without the staff Merik could not revitalize the wards over their prison, the Seck decided to escape and were successful. Gom sent his champion, the necromancer Gresh, north to lay siege to Fortress Kroth, while the rest of the Seck remained behind to seize Castle Ehb. Gom ordered King Konreid to be tortured in an attempt to unlock the Chamber of Stars, which held powerful artifacts from the ancient imperial capital of Illiyara.
Before Gom could get his hands on these relics, however, a 10th Legion-backed resistance force, led by the farmgirl, stormed the castle dungeons and freed the king. They entered the Chamber of Stars, and turned the weapons within against the Seck. After a long and arduous battle through hordes of abominations, this group finally confronted Gom himself, and vanquished him after an epic fight.
Strategy[]
Before the battle, convert any unneeded items into Super Health or Mana Potions with Transmute. Stack up a generous duration of Mana Chant, Mana Balance, and the level 58 Party Recharge if you happen to have someone capable of casting it, which will all serve to lessen the need to pause and guzzle potions. Be ready throw Triple Strike on the fighters when summons creatures appear. If running the expansion, employ Group Haste and Share Damage.
The final boss of Dungeon Siege throws a random rotation of unique, strong spells. He never swings his weapon. The spells with multiple projectiles are especially dangerous, as they apply his baseline "attack damage" (a characteristic of all monsters) onto every projectile. Kiting around against Gom's spells is of little use; their range of effect is too great. If you predict one of your squishy party members will be subjected to a barrage, throw Invincibility. When he summons a mob of monsters, he disengages and moves, which causes party members likewise to interrupt and disengage from him.
When Gom's first, humanoid form is destroyed, he revives into a much more formidable appearance. His Combat Magic level goes from 85 to 96 (which only matters if LoA is running), and when his health gets low, he starts regenerating very slowly. Using Corpse Transmutation on Gom when his first form collapses will not prevent him from reviving.
Trivia[]
- The designers wrote an internal description for Gom, but it probably isn't canon:
Gom was just a regular guy who never got any. Let this be a lesson to you.