Support Golem
A mineshaft guard that looks like a timber frame across a corridor until you get close or strike it. Felled once, it collapses and can rise again.

- Base health
- 30 (15 hearts)
- Base melee damage
- 5
- Base movement
- 1.7 blocks/s
- Melee reach
- 2 blocks
- Attack interval
- 1.5 s
- Melee wind-up
- 0.4 s
- XP coefficient
- 10
- Body (W × H)
- 2.6 × 3.8 blocks
- ID
support_golem
Season levels and rewards#
Health and all attack-damage values are species bases, not final damage. Health scales by 1.065^(level−1) and damage by 1.05^(level−1), also modified by server strength. Season elites multiply health by 2.5 and damage by 1.3 before additional elite abilities. Base kill XP is the coefficient × (2 + 0.4 × monster level), then modified by elites, server rates, damage contribution, level-gap reduction and weakness. Summoned helpers award no season XP.
| Level | Health | Melee damage | Elite health | Elite melee | Kill XP |
|---|---|---|---|---|---|
| 1 | 30 | 5 | 75 | 6.5 | 24 |
| 10 | 52.9 | 7.8 | 132.2 | 10.1 | 60 |
| 20 | 99.3 | 12.6 | 248.1 | 16.4 | 100 |
| 30 | 186.3 | 20.6 | 465.8 | 26.8 | 140 |
| 40 | 349.7 | 33.5 | 874.4 | 43.6 | 180 |
| 50 | 656.5 | 54.6 | 1641.3 | 71 | 220 |
| 60 | 1232.4 | 88.9 | 3081 | 115.6 | 260 |
Before server strength, area danger, armour and resistances; an elite’s extra abilities are on top.
Spawning & habitat#
Does not spawn naturally; stands guard at: Mineshaft
Season structure guards are fixed encounters, not spawners: they come out once a player is within 72 blocks. The first one slain starts a clock: clear them all within 15 minutes or every one is back at full health; cleared, they stay down until midnight Beijing time and come back each day. Structure chests are not refilled during the season.
Behaviour & abilities#
- Disguised until someone comes within 2.5 blocks or strikes it.
- Knocked down the first time, it falls into a heap of timber and stands again at 50% health after 4 s, unless the heap is struck first.
- Cannot be knocked back.
Drops#
| Item | Quantity | Entry roll | At least 1 |
|---|---|---|---|
| Stick | 2–4 | 100% | 100% |
| Iron Ingot | 1–1 | 25% | 25% |
These are unscaled base rolls. A quantity of zero yields nothing. Elite/area modifiers, bag space and applicable material limits affect the result; a kill is not a guaranteed drop.
Eligible natural hostile kills also roll 3% for a seed, uniformly selected from ten types. Recipe rules: Cooking levels and costs
Strategy#
When it collapses, hit the heap at once, or it stands up again partly healed. Blows never push it back, so do not rely on knockback.
City siege vs wilderness#
Not in the current city siege spawn pool; this entry describes the preview wilderness rules.
Version & sources#
Based on the current season release 0.168.0-season.12.112 (rules fingerprint 205fd7909095). Images retain original render revision d7ffb19, not new screenshots. Server settings can change values.
Reference files: shared/mobs.js · server/wilds-mobs.js · server/wilds-play.js · shared/siege.js