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	<title>Emery Golem - Revision history</title>
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	<updated>2026-06-11T16:57:34Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.v-ris.ing/index.php?title=Emery_Golem&amp;diff=802&amp;oldid=prev</id>
		<title>imported&gt;Kaedys: Added ability details and expanded description</title>
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		<updated>2026-02-05T19:38:41Z</updated>

		<summary type="html">&lt;p&gt;Added ability details and expanded description&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Enemy Infobox&lt;br /&gt;
|level=80&lt;br /&gt;
|unit_id=&lt;br /&gt;
|blood_type=None&lt;br /&gt;
|location=[[Oakveil Woodlands]]&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;s are hostile [[Enemies]]. They can be found in the [[Oakveil Woodlands]], disguised as an oddly-shaped [[Emery]] node. Like mineable Emery nodes, if damaged too quickly, the golem will explode into 3 [[Rock Elemental]]s, which themselves similarly explode if damaged too quickly.  Note that the glow indicating how close the golem or elementals are to exploding takes significantly longer to &amp;quot;fade&amp;quot; than it does for a mineable Emery node.&lt;br /&gt;
&lt;br /&gt;
Both the golem and the elementals drops Emery and gems, so killing the golem without making it explode (by letting its glow fade) substantially reduces the total drops from the golem.  The elementals exploding or not does not affect total drops.  The elementals have their own combat state separate from the golem, and can fail to aggro on the player if they are too far from the elementals when they spawn.  Elementals that are not engaged in combat within approximately 10-15 seconds of spawning will despawn, causing their loot drops to be lost.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Golem===&lt;br /&gt;
* Backhand - The golem swings the back of its left arm at a target in melee range.  Knocks back and slows anything hit.&lt;br /&gt;
** Only used in melee range.  Can be avoided by stay out of melee range, or by stepping backwards out of range as the golem attacks.&lt;br /&gt;
* One-hand Overhead Slam - The golem swings one arm over its head.  Stuns anything hit, and triggers a cluster of ground impacts around the location of each player in combat, which land around the same time the stun wears off.  Typically used immediately after the Backhand attack.&lt;br /&gt;
** Can be side-stepped, or avoided by staying out of melee range.  If cast, the ground targets will spawn even if no target was hit with the strike itself.  The first of the three ground impacts occurs before the stun wears off, while the second and third can &amp;#039;&amp;#039;usually&amp;#039;&amp;#039; be avoided with a properly timed Veil, even if the player was hit with the stun.  If the player was particularly close to the golem, the second and third impacts may occur before the player&amp;#039;s stun wears off.&lt;br /&gt;
* Two-hand Overhead Slam - The golem swings two hands over its head, causing a short-range cone of spikes to explode from the ground.  Knocks back and stuns anything hit by the spikes, and triggers a cluster of ground impacts around the location of each player in combat, which land before the stun wears off.  Can be used from further away than the one-hand version.&lt;br /&gt;
** The golem tracks with the cone and will often hit a player even if they are moving away or to the side.  Like the one-handed version, the ground targets will spawn even if no targets are hit by the stun, the first of the three ground impacts lands prior to the stun expiring, and the second and third impacts can be avoided using Veil even if the player was hit with the stun.  The knock-up-and-back from the cone spikes will sometimes knock the player clear of the ground impact locations.&lt;br /&gt;
* Foot Slam - The golem raises one leg, then slams it down, creating short-range radial impact that deals heavy damage and knocks back and stuns anything hit.&lt;br /&gt;
** Has a wide enough radius that the player will often be hit even if moving directly away from the golem as it casts this.  However, as there are no ground impacts spawned by this ability, and the player is typically punted outside of the golem&amp;#039;s attack range, this is of relatively limited threat.  However, the slam itself deals very high damage and should be avoided, if possible.&lt;br /&gt;
&lt;br /&gt;
===Elementals===&lt;br /&gt;
* Headbutt - The elemental rears back and headbutts anything in front of it.  Knocks back anything hit.&lt;br /&gt;
** Easily avoided by staying out of melee range, or by continuously moving backwards or sideways.  Has a fairly narrow cone of effect.&lt;br /&gt;
* Charge - The elemental twists over, then charges forwards.  Knocks back anything hit.&lt;br /&gt;
** The charge direction is set when the elemental finishes twisting itself over onto its back, and can be easily avoided at that point by side-stepping the charge.&lt;br /&gt;
* Leap Slam - The elemental braces its legs, then leaps in an overhead arc, dealing radial damage and knockback where it lands.&lt;br /&gt;
** The leap target is set when the elemental starts the leap, and is easily avoided by continuing to move as the elemental is in the air.  The leap itself has a minimum range to the impact area, and this range is larger than the range at which the elemental uses the leap, causing it to sometimes leap entirely past the target player with no further avoidance needed.&lt;br /&gt;
&lt;br /&gt;
==Possible Loot==&lt;br /&gt;
* {{LootDrop|Emery}}&lt;br /&gt;
* {{LootDrop|Flawless Amethyst}}&lt;br /&gt;
* {{LootDrop|Flawless Emerald}}&lt;br /&gt;
* {{LootDrop|Flawless Miststone}}&lt;br /&gt;
* {{LootDrop|Flawless Ruby}}&lt;br /&gt;
* {{LootDrop|Flawless Sapphire}}&lt;br /&gt;
* {{LootDrop|Flawless Topaz}}&lt;br /&gt;
* {{LootDrop|Stone}}&lt;/div&gt;</summary>
		<author><name>imported&gt;Kaedys</name></author>
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