Encounters

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The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.

Elevators

Elevator.jpg

Using an elevator will allow you to send your money and ore back to town. Money is taxed based on your current town hall level. The game will ask you for confirmation and show you how much you are actually sending back and at what tax rate.


Springs Springs.png

A spring can spawn on any floor. Using it will restore you to max health and mana as well as fill any empty potion charges you might have.
The only guaranteed spring in the game is directly before Thundersnow on floor 3 of act 5 and the bonus rooms.

Monoliths Monolith.gif

These can be found in any act. Interacting with one will grant you a temporary buff. The rewards is random there is no way of knowing what you will get.
Greater Insight cannot be gotten when you are at the max level you can reach in that run.

Shrine buffs
Icon Name Effect Duration
Protective Powers -50% damage taken 10 minutes
Incredible Strength x2 overall damage 5 minutes
Greater Insight +100% experience 15 minutes
Vigorous Restoration 20 HP a second 8 minutes
Endless Potential Free skills 4 minutes
Gold Fever +100% Gold gain 15 minutes
Rapid Blows +50% Primary attack speed 8 minutes
Sundering Strikes Ignore 50% of enemy Armor and Resistance 8 minutes
Nimble Limbs +50% movement speed (Arena only) 30 seconds
Fortuitous Events +5 Luck 8 minutes

Imps Imp.gif

Imps will show up in the dungeon at random times. After they have appeared they will stay for 1 minute before leaving. If you are able to get to them before they leave they will reward you with one of the following options.

  • Send your gold to town tax free.
  • Refill your potions. Only when you don't have a full potion.
  • Give you some gold. The amount received increases in later acts.
  • Give you some ore. The amount received increases in later acts.
  • Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.
  • Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.
  • Give you a random item of any rarity.
  • PoP.png Remove all of your curses. Only happens when you have any curses.

There is approximately a 15% chance for an imp to spawn on any given floor, increased to 30% with the Plentiful Gifts Fountain fortune.
It is possible to have 0 imps spawn through an entire run, even with the fountain effect enabled, though if no floors are skipped the chance of the imp not spawning at all under these conditions would be: 0.7^16 = 0.3%.

The formula for how much gold the imp gives the player is:

Gold = ((2^Act * 1250) + (NG*5000)) * (Gold_Gain + (0.2 * NG))

Shops

Shop3.jpg

Shops can be found on any non-boss floor of the tower and can only spawn once per act. It is possible, but rare, to not have a shop spawn on a given Act.
Each shop has a baseline of 5 items and can be expanded by 2 if you have found a Fancy Plume or have the Abundant Shops fortune from the Fountain.
These can both stack. At any given shop you can only purchase 3 of the items shown.

The Vendor's Coin will reduce the prices of items in the shops by 25%.

The shops in each act give varying qualities of items. The quality of items in the shop increases as you progress further in the tower. Shop items can range between Common, Uncommon, and Rare.

  • Fancy Plume adds items to the shop based on the item rarity that is already in the shop. Not what it could potentially have. For example, If a shop in act 5 doesn't have any rare items and only has uncommon items, when the fancy plume is added to your inventory none of the extra items added to the shop will be rare.

Graveyard

Graveyard.jpg

These only appear in multiplayer, and can appear on any non-boss floor. Any player interacting with it will remove the all soul links in the group. A graveyard can only appear if there is a soul link (color) that has not been cleared before. Thus one person should link those that die until a graveyard appears, then a different person should be the linker.

The Battlements' floor 2, left exit path, has a very high chance (90%+) of having a graveyard if you meet the conditions of one. As this is right before Thundersnow, this can be a crucial piece of aid, making victory easier.

Portals and Red Rooms Teleporter.gif

These rectangular looking portals are the level skippers of the game. They are always found in the first level of every act and only spawn after you defeated the boss of that respective chapter at least once on that New Game Plus level.

Example: For the portal to appear in the Mines, you must kill the Stone Guardian. For it to appear in the Prison, you must defeat the Warden once.

What happens when I go in? You reach a room with a red cube that has a large chunk of HP. Once you hit it enemies will start spawning, with a new wave appearing every 10 seconds until the cube it killed.
Additionally, every time the cube loses a chunk of health (Reticle colors when hovering over it change from red back to green) it will summon an extra wave of enemies.
This means if you are able to quickly kill the pillar in only a few seconds, about 10 waves of enemies will spawn one after another with less than half a second in between waves.

Once the cube is destroyed, every enemy in the room is killed instantly.

Beating a Red Room for the first time and picking up the sphere where the cube was will unlock combo for your entire guild.