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 Golem

Base stats at level 1, before points, stars and gear:

GolemRoleHPAttackHits/sRangeArmorCrit
Stone GolemSturdy front line300130.851.5354%
Iron ArcherBalanced long range130131.007108%
Fire GolemHigh damage145240.851.81410%
Moss GolemHealer1408.50.905154%

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).

GolemAbilityEffect
StoneTremorStuns its target for 3 s and takes 50% less damage for 6 s.
ArcherArrow Rain200% damage to every enemy within 4 units of the target. Doesn't start a duel.
FireFlame Burst300% damage within 3 units of the target and burns them all.
MossFlower RainHeals 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:

PointEach point givesWhat it does
HP+5 HP and +1% total HPAt 0 HP the golem faints. The % bonus applies to total HP, gear included.
Attack+0.5 Attack and +1% total AttackDamage per hit. The % bonus applies to total Attack, gear included.
Attack speed+0.015 hits/sHits per second.
Armor+1 ArmorDamage taken = damage × 100 / (100 + Armor).
Crit+0.4% crit chanceCrits 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.

StarsCopies usedHP / Attack / ArmorAttack speedCritRangeAbility cooldown
★11+8%+3%+1+2%29 s
★22+18%+6%+2+4%28 s
★33+32%+10%+3+6%25 s
★44+50%+15%+4+8%22 s
★55+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

RarityPower multiplierSalvage value
Common×12 Essence
Rare×1.65 Essence
Epic×2.512 Essence
Legendary×430 Essence
Mythic×6.580 Essence

Salvaging also returns half of the Essence you spent upgrading the item.

Bonuses gear can roll

AttackAttack %HPHP %Attack speed %ArmorCrit chanceCrit damageLifesteal (max 15%)Regeneration (max 2%/s)Move speedFirst hit

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

CurrencyHow you get itWhat it's for
ShardsEvery defeated enemy and every cleared stage. Plentiful.Gear chests; a small extra cost on upgrades.
EssenceDrops 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).

ChestPriceContents
Golem Chest1,500 EssenceA new golem. Open 5 at once to fill the field faster.
Star Chest3,000 + 200 × stage Shards70% Epic, 25% Legendary, 5% Mythic.
Dragon Chest40,000 + 2,000 × stage Shards + 250 Essence15% 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

#ZoneStagesEnemies per stage
1Meadow1–3010–16
2Autumn Forest31–6014–20
3Snow Village61–9018–24
4Night Lake91–12022–28
5Crystal Cave121–15026–32
6Star Throne151–18030–36

Enemy types

EnemyTrait
SwarmMany and weak.
FastWalks fast and hits often, but has little HP.
TankSlow, but very tough and hits hard.
HedgehogThorns: a golem hitting it in melee takes back 20% of the damage it deals.
SlimeSplits into 2 Little Slimes (35% HP each) when defeated.
MushroomHeals nearby enemies for 5% of their max HP every 2 s. Take it out first.
CrabShell: 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 fieldBoss damageDamage the boss takes
1×5−85%
2×2.2−60%
3 or morenormalnormal

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.

Rage: Attack +10%Agility: Attack speed +10%Vitality: HP +12%Shield: damage taken −10%Luck: crit chance +6

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.

ChestPer 1,000 EssenceCap
War Chest+1% damage+25%
Shield Chest−0.6% damage taken−15%
Life Chest+0.02% HP regen per second0.5%/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:

LeaderboardRanks by
ProgressHighest stage reached.
Team PowerPower of your current field team.
SpendingTotal Essence spent on upgrades and chests.
StarsTotal stars across all your golems.
Fair play. Our servers check every cloud save against real elapsed time: impossible stage jumps, Essence gains or power spikes don't count toward the leaderboards, and flagged accounts are hidden from them.

Questions? Find us on X · @cozygolem.