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Golems

Tinkers can build a golem: a mechanical companion that levels up, adapts to your mastery and overheats into overdrive.

Building a golem

Double-click a Golem Assembly Kit in your backpack. You need:

  • 100 Tinkering,
  • 200 combined points in Tinkering, Item Identification, Remove Trap and Detect Hidden,
  • 4 free control slots.

You can't assemble one in PvP. Controlling the golem afterwards needs the same 200 combined points (see Taming).

Warning

Releasing a golem destroys it.

Mastery abilities

Your golem's abilities and passive come from your active mastery. If you change mastery, the golem changes too.

Mastery Abilities Passive
Fira Fire Touch, Infernal Strike, Hellfire Overheats from explosive traps and fire spells
Earth Double Strike, Crushing Blow, Shatter More damage to paralyzed or frozen foes
Aero Tempest, Shockwave Cooldowns tick down faster
Blood Blood Syphon, Bleeding Strike Regenerates HP in combat
Doom Death Spray, Massacre, Blast Radius Extra melee damage every 5 hits
Bulwark Line Blast, Reflect, Double Strike Up to 25% less damage taken
Nature Root, Healing Pulse Defensive stance when standing still
Lyrical Pacify, Ethereal Sap More damage to barded monsters
Fortune Double Strike, Lucky Heal, Lucky Strike Random stat buffs in combat
Poison Poison Strike, Infectious Strike, Poison Cloud Overheats from poison traps and poison spells
Shadow Vanish, Enrage, Blind Can hide and stealth
Holy Sacrifice, Concentration, Holy Light 25% chance to reflect spells
Death Wither, Massacre, Enrage Up to +25% damage below 60% HP
Artisan Double Strike, Discharge, Enrage Its armor deflects some damage
Berserk Massacre, Enrage Gains attack speed from melee hits
Energy Tempest, Shock Overheats from traps and spells
Oblivion Runic Curse, Mana Leech Mana shield when it's about to be destroyed

Heat and overdrive

Dealing and taking damage raises the golem's heat. At max heat it overdrives and becomes much stronger for a while. Some masteries also heat it from traps and spells.

Leveling

The golem earns XP while you kill monsters. Each stage gives:

  • 25 stat points to spend on its stats,
  • 3 passive points for the passive tree.

Golems level up to stage 10 normally.

Passive tree

Passive Cost Effect
Unstoppable Force 2 +10% damage
Unlimited Knowledge 2 +10% to all skills
Overdrive 3 +25% overheat potency
Indestructible 3 −25% durability loss
Bulwark Stance 5 May turn invulnerable for a moment when hit
Savagery 6 +25% physical damage
Magical Potency 7 Learns Magery, Eval Int and Meditation
Limitless 8 Longer overheat
Magic Shield 9 May reflect 25% of incoming spells
Quicksilver 10 Bursts of attack speed

That's 55 points for everything.

Advanced levels (stages 11–20)

Feed power scrolls into a Golem Power Core to raise the stage cap up to 20. Each advanced level needs the previous one and gives a bonus:

Bonus
+10% ability cooldown reduction
+5 physical and spell resistance
+15% heat generation
+10% melee and spell damage
−10% durability loss
+10% special ability damage
+15% overheat ability damage
15% chance to halve a cooldown

Stances

Stance Behavior
Ranged Stays back and uses ranged attacks
Aggressive Fights in close range
Defensive Taunts enemies to draw their attacks

Cores

Install one core into your golem (remove the old one first). Cores have integrity (0–100) and stop working when depleted.

Core Effect
Core of Reflection +25% chance to reflect spells
Core of Genesis Passive HP regeneration
Core of Savagery More melee damage
Core of Quickness Faster attacks

Repairs

Golems lose durability in combat. Golem Repair Kits are crafted by tinkers. Using one needs 100 Tinkering.

  • A kit repairs every damaged golem near you. It can also resurrect them.
  • Kits hold up to 1,000 charges. Combine kits of the same quality and material by targeting one with another.

Golems take half healing from spells.