Golem · Tier 2

Golem Ravager

An annihilation-class golem that fuses crushing force with inexhaustible battle endurance. Cannot land critical hits; precision and ferocity are removed.

Requirement

Prestige 10 · Stamina 225 · Strength + Sorcery 225

Attributes

Life Force329.55
Strength18.15
Sorcery0
Defense138.68
Haste72.6
Precision0
Ferocity0
Stamina16.94
Flow4.24
Discipline0

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+32% · 17s cooldown

    +32% reflect (4s window, 17s cd)

    Effect
    Reflect +32% of damage stored over 4s back to attacker
    Cooldown
    17s

    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+60% · below 25% · 12s · 45s cooldown

    +60% heal below 25% HP (45s cd)

    Effect
    Restore +60% HP over 12s when below 25% HP
    Cooldown
    45s

    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×2.7

    +3 per level

    Per level
    +3

    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.