Golem · Final
Golem Prime
The perfected golem state, unifying supreme defense with catastrophic endurance-driven offense. Cannot land critical hits; precision and ferocity are removed.
Requirement
Prestige 20 · Life Force 487, Stamina 113 · Strength + Sorcery 150
Attributes
Passives
- No Critical Strikes
Cannot gain Precision or Ferocity
- Critical hits
- Disabled — this archetype never crits.
- Skill points
- Precision and Ferocity cannot be allocated and are refunded.
How it works
Triggers: Always active
A hard trade rather than a penalty: the archetype gives up critical strikes entirely in exchange for the outsized scaling elsewhere in its kit.
On/offThis passive is either on or off. Its value is a switch, not a number, and a second source adds nothing.
- Only applies while the class is your PRIMARY — taking it as a secondary does not restrict you.
- Precision and Ferocity cannot be allocated at all, and any points already spent are refunded.
- Retaliation+45% · 14s cooldown
+45% reflect (4s window, 14s cd)
- Effect
- Reflect +45% of damage stored over 4s back to attacker
- Cooldown
- 14s
How it works
Triggers: Damage taken, released on your next hit
Banks a share of the damage you take into a rolling window, then delivers the stored total as true damage on your next landed hit. It is a counter-punch, not a passive reflect — you must connect to spend it.
Strongest winsTwo sources do not add. Only the single strongest one applies.
- The bank expires on its own window; taking a hit and then not swinging wastes it.
- Goes on cooldown once spent.
- Second Wind+75% · below 30% · 14s · 40s cooldown
+75% heal below 30% HP (40s cd)
- Effect
- Restore +75% HP over 14s when below 30% HP
- Cooldown
- 40s
How it works
Triggers: When a hit would drop you below the threshold
Checks your predicted health after the incoming hit, not before, so it can catch a blow that would otherwise have killed you. The heal lands over time rather than instantly.
DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last — it can approach 100% but never reach it.
- Because the heal is spread over its duration, sustained incoming damage can outpace it.
- With several sources the threshold, duration and cooldown are averaged rather than summed.
- Innate Attribute Gain×3.5
+4 per level
- Per level
- +4
How it works
Triggers: Always active
The workhorse stat passive — it is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.
Adds upTwo sources of this passive add together.
- Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
Other forms