golem workshop fodder leveling guide * credit to : Â celelorien of earth **
recommended warrior builds :
battle cleric ; wind
warrior tank ; fire, arcane, earth, nature
recommended battle cleric skills and stones :
battle cleric pre-stoned stats (tinctures were not used) :
INT - 107
QCK - 51
AGI - 21
VIT - 16
battle cleric stats w/stones (tinctures were not used)Â :
INT - 122
QCK - 60
AGI - 24
VIT - 16
recommended warrior tank skills and stones :Â
warrior tank pre-stoned stats (tinctures were not used) :
STR - 90
QCK - 51
DEF- 52
VIT - 33
AGI - 10
warrior tank stats w/stones (tinctures were not used) :
STR - 105
QCK - 60
DEF - 52
VIT - 33
AGI - 13
dragon arrangement in team :
fodder - far left
cleric - center
warrior - far right
cleric use rally on warrior for first turn (lvl25 rally adds 30 STR to target), warrior can now scratch-eliminate everything in the golem workshop, bosses excluded. the increased DEF and VIT on warrior makes them more hardy, requiring less healing from cleric. cleric should build up breath (two meditate is recommended) so they can heal whoever needs it early on. every other round should go as follows, breath allowing :
cleric -> rally warrior
warrior -> scratch
warrior -> eliminate
cleric -> disorient (contuse recommended on wind mistrals & water monkeys)
warrior -> eliminate
please note, when up against track hound packs, disorient and contuse do not do enough damage to the shadow typed tracker hounds for eliminate to work. it is suggested that you use scratch-eliminate on shadow typed enemies, and disorient-eliminate on neutral type enemies. another option is for the cleric to build breath for healing warrior, and have the warrior take care of the track hounds.Â
please note that rally will fade after five turns. if you cleric is dead when this happens, you will need two scratches before eliminate can be used to KO. another option is that you equip your warrior with an extra rally, and self cast for the buff.
helpful tips :Â
rally heals a small amount of health, unable to be seen until the next battle. the amount that is healed is based off of the clericâs INT. if you are nearing the end of the battle and you cleric has an extra turn, use a rally for a small boost of health if you do not want to use an entire regen.
if your warrior needs to build breath, use a rallied scratch to finish off most lightning and arcane mage enemies, but only after your cleric has used disorient on them. creepers are exceptions to this.
if your warrior is nature typed, it is recommended that they have full health, or are buffed with a regen when going up against frost borers.Â
if your warrior is fire typed, it is recommended that they have full health, or are buffed with a regen when going up against stone borers. with this enemy, you have the added bonus of your wind cleric having a type advantage.
if your warrior is earth typed, take out mistral minions first to limit the threat they pose with a type advantage.
if your warrior is arcane typed, take out mistral minions first to limit the threat they pose with type advantage. also, when facing stone borers, make sure they have full health, or are buffed with a regen.
* guide is not my own. i have condensed it, and added helpful images to aide in quick reference and ease of reading.
** for link to original guide, click here.

















