Player guide
Everything under the hood of CozyGolem: how golems fight, how stats and gear stack, and how to push deeper into the 180 stages. Numbers are from Season 0 and may be tuned before launch.
Basics
Your castle sits on a floating island. Enemies walk in from the four paths in waves, and your golems fight them on their own. You never control a battle directly: your job is to build the team.
- Up to 5 golems fight on the field at once. The rest wait on the bench, keeping their level and gear. Benched golems don't earn XP.
- Each zone has 30 stages. Stages 10 and 20 end with a mini boss, stage 30 with the zone boss.
- Clearing a stage moves you on automatically. Turn off auto advance on the Map to farm the same stage, or replay any stage you have already cleared.
- If your team falls, you keep everything you earned and the stage restarts.
- Game speed can be set to 1×, 2× or 4×.
- Changing the lineup during a fight is queued and applied when the stage ends.
Golems
Stone Golem
Iron Archer
Fire Golem
Moss GolemBase stats at level 1, before points, stars and gear:
| Golem | Role | HP | Attack | Hits/s | Range | Armor | Crit |
|---|---|---|---|---|---|---|---|
| Stone Golem | Sturdy front line | 300 | 13 | 0.85 | 1.5 | 35 | 4% |
| Iron Archer | Balanced long range | 130 | 13 | 1.00 | 7 | 10 | 8% |
| Fire Golem | High damage | 145 | 24 | 0.85 | 1.8 | 14 | 10% |
| Moss Golem | Healer | 140 | 8.5 | 0.90 | 5 | 15 | 4% |
Passives
- Stone Golem: gets back up once after fainting. Stone Skin: takes 70% less damage from thorns.
- Iron Archer: Sharp Aim, every 4th arrow is a guaranteed crit with +25% crit damage.
- Fire Golem: its hits apply burn.
- Moss Golem: every 2 s heals the most wounded golem for Attack × 1.2 + 1.5% of the target's HP. Healing itself is 30% as effective.
Abilities
Every golem casts its ability automatically, once every 30 s (shorter with stars).
| Golem | Ability | Effect |
|---|---|---|
| Stone | Tremor | Stuns its target for 3 s and takes 50% less damage for 6 s. |
| Archer | Arrow Rain | 200% damage to every enemy within 4 units of the target. Doesn't start a duel. |
| Fire | Flame Burst | 300% damage within 3 units of the target and burns them all. |
| Moss | Flower Rain | Heals every golem on the field for 25% of its max HP; they take 30% less damage for 5 s. |
Stats & levels
Golems level up from XP up to level 50. Each level adds +6 HP, +0.6 Attack and +0.3 Armor automatically and gives 3 stat points to spend:
| Point | Each point gives | What it does |
|---|---|---|
| HP | +5 HP and +1% total HP | At 0 HP the golem faints. The % bonus applies to total HP, gear included. |
| Attack | +0.5 Attack and +1% total Attack | Damage per hit. The % bonus applies to total Attack, gear included. |
| Attack speed | +0.015 hits/s | Hits per second. |
| Armor | +1 Armor | Damage taken = damage × 100 / (100 + Armor). |
| Crit | +0.4% crit chance | Crits deal 1.6× damage (more with crit-damage gear). Crit chance caps at 75%. |
XP needed for the next level: 30 × L^1.5 × 1.1^(L−1), roughly 30 at Lv 1, 2,200 at Lv 10 and 18,000 at Lv 20.
Team power
Power sums every golem on the field: √(DPS × effective HP), where DPS counts Attack, hits/s and crits, and effective HP counts HP, Armor, lifesteal and regeneration. The game uses it for offline earnings and the Team Power leaderboard.
Stars
Merge benched golems of the same type into one to raise its stars, up to ★5. You need a full field of 5 golems to star up. Consumed golems return their gear to your inventory.
| Stars | Copies used | HP / Attack / Armor | Attack speed | Crit | Range | Ability cooldown |
|---|---|---|---|---|---|---|
| ★1 | 1 | +8% | +3% | +1 | +2% | 29 s |
| ★2 | 2 | +18% | +6% | +2 | +4% | 28 s |
| ★3 | 3 | +32% | +10% | +3 | +6% | 25 s |
| ★4 | 4 | +50% | +15% | +4 | +8% | 22 s |
| ★5 | 5 | +80% | +20% | +5 | +10% | 18 s |
Bonuses don't stack between stars: each star level replaces the previous one.
Gear
Every golem has six slots: Core, Weapon, Armor, Rune I, Rune II and Charm. Cores also carry an element (Ember, Frost, Leaf, Star or Rose).
Rarity
| Rarity | Power multiplier | Salvage value |
|---|---|---|
| Common | ×1 | 2 Essence |
| Rare | ×1.6 | 5 Essence |
| Epic | ×2.5 | 12 Essence |
| Legendary | ×4 | 30 Essence |
| Mythic | ×6.5 | 80 Essence |
Salvaging also returns half of the Essence you spent upgrading the item.
Bonuses gear can roll
Upgrading (+)
- Each + raises flat Attack and HP by 12% (compounding: +10 ≈ ×3.1, +20 ≈ ×9.6, +30 ≈ ×30) and other bonuses by 8%.
- Item level matters much less than + and rarity: going from level 1 to 180 adds at most ×1.5. At the same +, a higher rarity is always stronger.
- The + cap depends on the furthest zone you've reached: +20 in zone 1, then +2 per zone, up to +30 in zone 6.
- Upgrades cost Essence and Shards and get steeper after +10 (×1.15 extra per step).
Chests & currencies
| Currency | How you get it | What it's for |
|---|---|---|
| Shards | Every defeated enemy and every cleared stage. Plentiful. | Gear chests; a small extra cost on upgrades. |
| Essence | Drops rarely; bosses always drop it. Also from salvaging gear, quests and zone clears (+60). | Upgrading gear and Golem Chests; locked in the Treasury. |
Base income at 1× speed is about 2600 × g^0.72 Shards and 100 × g^0.5 Essence per hour, where g is the stage number (1–180).
| Chest | Price | Contents |
|---|---|---|
| Golem Chest | 1,500 Essence | A new golem. Open 5 at once to fill the field faster. |
| Star Chest | 3,000 + 200 × stage Shards | 70% Epic, 25% Legendary, 5% Mythic. |
| Dragon Chest | 40,000 + 2,000 × stage Shards + 250 Essence | 15% Epic, 60% Legendary, 25% Mythic. |
Chest gear is around your highest stage's level, with a chance of up to +8 levels above it.
Zones & enemies
| # | Zone | Stages | Enemies per stage |
|---|---|---|---|
| 1 | Meadow | 1–30 | 10–16 |
| 2 | Autumn Forest | 31–60 | 14–20 |
| 3 | Snow Village | 61–90 | 18–24 |
| 4 | Night Lake | 91–120 | 22–28 |
| 5 | Crystal Cave | 121–150 | 26–32 |
| 6 | Star Throne | 151–180 | 30–36 |
Enemy types
| Enemy | Trait |
|---|---|
| Swarm | Many and weak. |
| Fast | Walks fast and hits often, but has little HP. |
| Tank | Slow, but very tough and hits hard. |
| Hedgehog | Thorns: a golem hitting it in melee takes back 20% of the damage it deals. |
| Slime | Splits into 2 Little Slimes (35% HP each) when defeated. |
| Mushroom | Heals nearby enemies for 5% of their max HP every 2 s. Take it out first. |
| Crab | Shell: takes 50% less damage from arrows and seeds. Melee hits it normally. |
Enemies get stronger every stage. Hover a stage on the Map to see its enemy mix and power.
Bosses & rage
A stage's boss or mini boss appears after the regular enemies are gone. Once only the boss is left, the one-on-one rule ends and every golem attacks together. The boss then picks its target in a fixed order: the Stone Golem first, then the Fire or Moss Golem (whichever is closer), and the Iron Archer last.
From zone 4 on, bosses and mini bosses demand a full team. Face them with too few golems and they enrage:
| Golems on the field | Boss damage | Damage the boss takes |
|---|---|---|
| 1 | ×5 | −85% |
| 2 | ×2.2 | −60% |
| 3 or more | normal | normal |
Lucky boost
Each stage has a 10% chance to start with a random boost for your team. Lose the same stage 4 times in a row and the 5th attempt is a guaranteed boost.
Offline earnings
- While the game is closed, your golems keep clearing stages for up to 6 hours.
- You earn 85% of the normal Shards and Essence, plus XP, and 35% of the usual gear drops (max 20 items).
- Earnings come from the highest stage your current team can actually beat, compared with the lowest team power you've beaten each stage with. Selling off gear can lower it.
Treasury
Lock Essence in the Treasury, 1,000 at a time, for permanent team-wide bonuses. Each lock can't be withdrawn for 12 hours.
| Chest | Per 1,000 Essence | Cap |
|---|---|---|
| War Chest | +1% damage | +25% |
| Shield Chest | −0.6% damage taken | −15% |
| Life Chest | +0.02% HP regen per second | 0.5%/s |
| Wind Chest | +0.6% move and attack speed | +15% |
Daily quests & invites
Every day you get 3 quests drawn from: defeat 300 enemies, clear 15 stages, upgrade gear 5 times, beat 3 bosses or mini bosses, use abilities 40 times, salvage 6 items, open 2 chests.
- Each quest: 10 + stage/15 Essence and 150 + 15 × stage Shards.
- Finish all three: a bonus of 25 Essence and 200 + 20 × stage Shards.
- Share your progress on X: 15 Essence.
Invites
Share your invite code. New players who join with it get 300 Shards. Once your friend clears zone 1, you get 50 Essence + 2,000 Shards (up to 10 friends) and they get 30 Essence + 1,000 Shards.
Season 0 & fair play
Season 0 has four leaderboards:
| Leaderboard | Ranks by |
|---|---|
| Progress | Highest stage reached. |
| Team Power | Power of your current field team. |
| Spending | Total Essence spent on upgrades and chests. |
| Stars | Total stars across all your golems. |
Questions? Find us on X · @cozygolem.