http://wiki.heroesofhammerwatch.com/api.php?action=feedcontributions&user=Playmoarnow&feedformat=atomHeroes of Hammerwatch wiki - User contributions [en]2024-03-28T19:57:31ZUser contributionsMediaWiki 1.29.2http://wiki.heroesofhammerwatch.com/index.php?title=New_Game_Plus&diff=1955New Game Plus2019-06-19T20:34:24Z<p>Playmoarnow: /* Additions */ updated NG scaling formula</p>
<hr />
<div>New Game Plus is unlocked once the player defeats [[Acts#Act_5.2C_The_Chambers|Thundersnow]] for the first time.<br />
<br />
After NG+ is unlocked, it's unlocked for all characters in your town. This extends to multiplayer where if the host is the only person who has unlocked NG+3, then everyone can join in a NG+3 run, however some of the players may not be able to get above level 20, 25, etc. as their character has not beaten Thundersnow on a previous New Game level.<br />
<br />
A play-through without any NG+ levels added on can be referred to as a NG+0 run. This is how all players start out.<br />
<br />
==Additions==<br />
[[File:NGnumbers.jpg|frameless|right]]<br />
[[File:NGandArena.jpg|frameless|right]]<br />
When a player beats Thundersnow for the first time, their character will gain a +1 next to their name when selecting that character from the main menu. An extra number appears when the player beats Nerys in the [[Pyramid of Prophecy]] to show their rank in the DLC dungeon.<br />
<br />
This means that that character is allowed to gain an extra 5 levels per NG beaten. Their [[Leveling_Up#Level_Cap|level cap]] has been raised.<br><br />
This can be viewed in the character menu by hovering over experience.<br />
<br />
There is '''no cap''' on what NG level the player can play assuming they or the host of the group has beaten the level before it. Thus by the same means, the player level has no maximum either.<br />
[[File:LevelCap.jpg|frameless|right]]<br />
<br />
In addition to raising a player's level cap by 5, doing a NG+ run will yield more [[Money#Gold|Gold]] and [[Money#Ore|Ore]].<br><br />
The amount of extra gold and ore is +(20 * NG_level)%.<br />
<br />
Note that the shops (not in the town) will also have their prices increased by 20%, matching the NG+ gain.<br />
<br />
[[File:NGpicker.jpg|frameless|right]]<br />
If you have not unlocked the [[Magic Anvil]] yet then it should appear with near certainty in any NG+ run's [[Acts#Act_3.2C_The_Armory|Armory]].<br><br />
Uncommon blueprints and [[Tailor|dyes]] can appear in NG+1, rare ones in NG+2 and above. The same goes for [[Tavern#Richard_Hammer.27s_Barrel_Drinks|Tavern drinks]].<br />
<br />
*Player's Armor is reduced by (NG_level^.77) * 60<br />
*Player's Resistance is reduced by (NG_level^.77) * 50 <br />
<br />
To select which NG+ level you wish to play on, talk to the guard next to the tower entrance and select your level.<br />
<br />
Lastly, NG+1 and beyond have a flat 15% increase to their size and 33% more enemies compared to NG+0. This increase stacks multiplicatively if the player also takes the Bigger Floors [[Fountain]] fortune.<br />
<br />
==[[Enemies|Enemy]] Changes==<br />
There are numerous enemy changes in different NG+ levels. All in an attempt to make each NG level more difficult and rewarding than the last.<br><br />
In addition to the following changes, enemies are slightly faster and have higher HP, armor, and resistance.<br />
<br />
The following is the enemy defense and HP scaling formulas, where NG is your New Game Plus level:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75)) <br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^0.33)<br />
<br />
Enemies also give more XP to compensate for the increased player level. See the [[Leveling_Up#Experience|Experience]] equation for more info.<br />
<br />
===NG+1===<br />
====Enemies====<br />
*Spined Maggot now fires an extra shot<br />
*Massive Ticks now enter blood rage for a few seconds upon getting it<br />
*Elite Skeleton Bowmen fire an additional arrow for a total of 5. Standing still to dodge doesn't work anymore<br />
*All Man Eaters now fire out a nova of spikes every few attacks. This is denoted by their mouth appearing and disappearing twice<br />
*Liches now fire an extra magical shot per attack (?)<br />
*Trappers now throw an additional Bola<br />
*The Ghostcaller can now summon ghosts when damaged<br />
*Fallen Thief fires an additional knife<br />
*Fallen Sorcerer drops an additional spike from the ceiling, they are lined up linearly toward you<br />
*Fallen Paladin can now use [[Paladin#Whirlwind_.28Skill_3.29|Whirlwind]]<br />
*Fallen Priest can now use [[Priest#Consecrated_Ground_.28Skill_2.29|Consecrated Ground]]<br />
*The Monstrous Eye now summons smaller eyes as it moves in addition to the ones it already summons<br />
*Elite Lich now fires an additional homing magic orb, for a total of 3<br />
*Battle Mage now sends out an additional wave of magic<br />
*Frost Lich fires an additional spike at you, widening his ark<br />
*All Wisps now shoot out their respective attacks in all directions on death. Green Wisp fires 5, Blue fires 7(?), Red fires 16(?)<br />
*Ice Elemental can now use Whirlwind<br />
*Stone Gargoyle's trident throw now throws 3 tridents.<br />
<br />
====Bosses====<br />
*The Stone Guardian's spike wave now has a homing wave, the middle one. His smash now also sends out a nova of spike waves in all directions<br />
*The Warden now throws out bombs as he spins<br />
*The Watcher [[Acts#New_Game_Plus_Changes_4|gains attributes]] of the rituals once completed<br />
*Thundersnow fires 2 extra icicles at the player<br />
----<br />
<br />
===NG+2===<br />
====Enemies====<br />
*All bats now fire projectiles when not in rage for a melee attack<br />
*Massive Maggot's shots now leave an area of poison on the ground for a few seconds at the site each shot died<br />
*Normal and Elite Skeleton archers now fire 2 volleys per attack<br />
*Skeleton Captain's main attack is replaced with a spin attack. This is a single 360 degree swipe<br />
*All Man Eaters now send out 3 waves of spikes<br />
*The Frost Lich can now place down a frost AOE that severely slows the player while within it, and a few seconds after leaving it. Also fires more icicles<br />
*All Wisp shots now bounce off walls once<br />
*The Monstrous Eye and Beamo Tower fire 3 confusion lasers at the player in a small spread<br />
*All Eyes (not Monstrous) now lunge at the player once they reach a certain distance from them<br />
*Elite Lich fires 2 volleys per attack(NG+1?)<br />
*All Nova Tower shots bounce 2 times before disappearing<br />
<br />
====Bosses====<br />
*All the spikes that fall from the ceiling now each fire out 3 spike waves, evenly spaced apart<br />
*The Warden now fires 3 arrows when he uses his crossbow<br />
*The Watcher's rituals now spawn a confusion orb that follows the nearest player to it, and when contact is made confusion and some damage is applied to the player<br />
----<br />
===NG+3===<br />
====Enemies====<br />
*Lich and Elite Lich shots now bounce twice<br />
*Wisps have a 50% chance to either explode or turn into another wisp one tier lower. Green wisps always explode<br />
<br />
====Bosses====<br />
*The Warden's arrow turrets now fire 3 volleys per attack<br />
*The Watcher now has a spike spray attack. Sprays spikes in an arc for a few seconds constantly directed at the player<br />
*Thundersnow's stomp now stuns the player for 1/2 a second when hit<br />
----<br />
<br />
===NG+4===<br />
*No further changes to enemies other than ramping<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=New_Game_Plus&diff=1932New Game Plus2019-05-25T05:19:05Z<p>Playmoarnow: /* Additions */</p>
<hr />
<div>New Game Plus is unlocked once the player defeats [[Acts#Act_5.2C_The_Chambers|Thundersnow]] for the first time.<br />
<br />
After NG+ is unlocked, it's unlocked for all characters in your town. This extends to multiplayer where if the host is the only person who has unlocked NG+3, then everyone can join in a NG+3 run, however some of the players may not be able to get above level 20, 25, etc. as their character has not beaten Thundersnow on a previous New Game level.<br />
<br />
A play-through without any NG+ levels added on can be referred to as a NG+0 run. This is how all players start out.<br />
<br />
==Additions==<br />
[[File:NGnumbers.jpg|frameless|right]]<br />
[[File:NGandArena.jpg|frameless|right]]<br />
When a player beats Thundersnow for the first time, their character will gain a +1 next to their name when selecting that character from the main menu. An extra number appears when the player beats Nerys in the [[Pyramid of Prophecy]] to show their rank in the DLC dungeon.<br />
<br />
This means that that character is allowed to gain an extra 5 levels per NG beaten. Their [[Leveling_Up#Level_Cap|level cap]] has been raised.<br><br />
This can be viewed in the character menu by hovering over experience.<br />
<br />
There is '''no cap''' on what NG level the player can play assuming they or the host of the group has beaten the level before it. Thus by the same means, the player level has no maximum either.<br />
[[File:LevelCap.jpg|frameless|right]]<br />
<br />
In addition to raising a player's level cap by 5, doing a NG+ run will yield more [[Money#Gold|Gold]] and [[Money#Ore|Ore]].<br><br />
The amount of extra gold and ore is +(20 * NG_level)%.<br />
<br />
Note that the shops (not in the town) will also have their prices increased by 20%, matching the NG+ gain.<br />
<br />
[[File:NGpicker.jpg|frameless|right]]<br />
If you have not unlocked the [[Magic Anvil]] yet then it should appear with near certainty in any NG+ run's [[Acts#Act_3.2C_The_Armory|Armory]].<br><br />
Uncommon blueprints and [[Tailor|dyes]] can appear in NG+1, rare ones in NG+2 and above. The same goes for [[Tavern#Richard_Hammer.27s_Barrel_Drinks|Tavern drinks]].<br />
<br />
*Player's Armor is reduced by (NG_level^.75) * 50<br />
*Player's Resistance is reduced by (NG_level^.75) * 40 <br />
<br />
To select which NG+ level you wish to play on, talk to the guard next to the tower entrance and select your level.<br />
<br />
Lastly, NG+1 and beyond have a flat 15% increase to their size and 33% more enemies compared to NG+0. This increase stacks multiplicatively if the player also takes the Bigger Floors [[Fountain]] fortune.<br />
<br />
==[[Enemies|Enemy]] Changes==<br />
There are numerous enemy changes in different NG+ levels. All in an attempt to make each NG level more difficult and rewarding than the last.<br><br />
In addition to the following changes, enemies are slightly faster and have higher HP, armor, and resistance.<br />
<br />
The following is the enemy defense and HP scaling formulas, where NG is your New Game Plus level:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75)) <br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^0.33)<br />
<br />
Enemies also give more XP to compensate for the increased player level. See the [[Leveling_Up#Experience|Experience]] equation for more info.<br />
<br />
===NG+1===<br />
====Enemies====<br />
*Spined Maggot now fires an extra shot<br />
*Massive Ticks now enter blood rage for a few seconds upon getting it<br />
*Elite Skeleton Bowmen fire an additional arrow for a total of 5. Standing still to dodge doesn't work anymore<br />
*All Man Eaters now fire out a nova of spikes every few attacks. This is denoted by their mouth appearing and disappearing twice<br />
*Liches now fire an extra magical shot per attack (?)<br />
*Trappers now throw an additional Bola<br />
*The Ghostcaller can now summon ghosts when damaged<br />
*Fallen Thief fires an additional knife<br />
*Fallen Sorcerer drops an additional spike from the ceiling, they are lined up linearly toward you<br />
*Fallen Paladin can now use [[Paladin#Whirlwind_.28Skill_3.29|Whirlwind]]<br />
*Fallen Priest can now use [[Priest#Consecrated_Ground_.28Skill_2.29|Consecrated Ground]]<br />
*The Monstrous Eye now summons smaller eyes as it moves in addition to the ones it already summons<br />
*Elite Lich now fires an additional homing magic orb, for a total of 3<br />
*Battle Mage now sends out an additional wave of magic<br />
*Frost Lich fires an additional spike at you, widening his ark<br />
*All Wisps now shoot out their respective attacks in all directions on death. Green Wisp fires 5, Blue fires 7(?), Red fires 16(?)<br />
*Ice Elemental can now use Whirlwind<br />
*Stone Gargoyle's trident throw now throws 3 tridents.<br />
<br />
====Bosses====<br />
*The Stone Guardian's spike wave now has a homing wave, the middle one. His smash now also sends out a nova of spike waves in all directions<br />
*The Warden now throws out bombs as he spins<br />
*The Watcher [[Acts#New_Game_Plus_Changes_4|gains attributes]] of the rituals once completed<br />
*Thundersnow fires 2 extra icicles at the player<br />
----<br />
<br />
===NG+2===<br />
====Enemies====<br />
*All bats now fire projectiles when not in rage for a melee attack<br />
*Massive Maggot's shots now leave an area of poison on the ground for a few seconds at the site each shot died<br />
*Normal and Elite Skeleton archers now fire 2 volleys per attack<br />
*Skeleton Captain's main attack is replaced with a spin attack. This is a single 360 degree swipe<br />
*All Man Eaters now send out 3 waves of spikes<br />
*The Frost Lich can now place down a frost AOE that severely slows the player while within it, and a few seconds after leaving it. Also fires more icicles<br />
*All Wisp shots now bounce off walls once<br />
*The Monstrous Eye and Beamo Tower fire 3 confusion lasers at the player in a small spread<br />
*All Eyes (not Monstrous) now lunge at the player once they reach a certain distance from them<br />
*Elite Lich fires 2 volleys per attack(NG+1?)<br />
*All Nova Tower shots bounce 2 times before disappearing<br />
<br />
====Bosses====<br />
*All the spikes that fall from the ceiling now each fire out 3 spike waves, evenly spaced apart<br />
*The Warden now fires 3 arrows when he uses his crossbow<br />
*The Watcher's rituals now spawn a confusion orb that follows the nearest player to it, and when contact is made confusion and some damage is applied to the player<br />
----<br />
===NG+3===<br />
====Enemies====<br />
*Lich and Elite Lich shots now bounce twice<br />
*Wisps have a 50% chance to either explode or turn into another wisp one tier lower. Green wisps always explode<br />
<br />
====Bosses====<br />
*The Warden's arrow turrets now fire 3 volleys per attack<br />
*The Watcher now has a spike spray attack. Sprays spikes in an arc for a few seconds constantly directed at the player<br />
*Thundersnow's stomp now stuns the player for 1/2 a second when hit<br />
----<br />
<br />
===NG+4===<br />
*No further changes to enemies other than ramping<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Encounters&diff=1931Encounters2019-05-25T01:26:12Z<p>Playmoarnow: /* Elevators */</p>
<hr />
<div>The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.<br />
<br />
==Elevators==<br />
[[File:Elevator.jpg|130px|frameless|right]]<br />
Using an elevator will allow you to send your money and ore back to town. [[Money]] is [[Town_Hall#Tax_Rate_Explained|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.<br />
<br />
If you activate the Miners' Strike Fountain fortune then all of the elevators will already be sent down, effectively creating an "all or nothing" scenario, as you would need to beat Thundersnow to receive any gold or ore from the run. The only other way to get anything back to town without winning is to have an Imp appear and allow you to send your gold to town tax free. This should not be relied upon, but can be a nice bonus if it happens in the Battlements.<br />
<br />
==Springs [[File:springs.png]]==<br />
A spring can spawn on any floor but there is usually one per Act on average. Using it will fully restore you to your max health and mana as well as fill any empty potion charges you might have.<br><br />
The only guaranteed spring in the game is directly before [[Acts#Act_5.2C_The_Chambers|Thundersnow]] on floor 2 of the Battlements.<br />
<br />
If you are seeking to get the Potion Gulpers [[Guild_Hall#Guild_Achievements|achievement]] then the Unlimited Springs [[Fountain]] fortune can allow you to get all of them with a single fountain, all you have to do is drain a little mana or HP and drink a potion over and over, then refill at the spring.<br />
<br />
If you are looking to get the Replenishers achievement then this fortune will not work, as the counter only ticks up when a spring is drained, and since the fortune prevents the spring from draining it will never tick up. It is recommended to start working on this achievement early as the highest tier of this achievement, use 500 wells, will take about 83 runs on average to complete if you make it all the way to the dragon each run, and use every fountain you come across.<br />
<br />
==Monoliths [[File:monolith.gif]]==<br />
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.<br><br />
Greater Insight cannot be gotten when you are at the max level you can reach in that run.<br />
{| class="wikitable" style="text-align: center;"<br />
! colspan="4" | Shrine buffs<br />
|-<br />
| Icon<br />
| Name<br />
| Effect<br />
| Duration<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=48px|width=48px|height=48px}}<br />
| Protective Powers<br />
| -50% damage taken<br />
| 10 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=0px|width=48px|height=48px}}<br />
| Incredible Strength<br />
| x2 overall damage <br />
| 5 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=48px|width=48px|height=48px}}<br />
| Greater Insight<br />
| +100% experience<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=0px|width=48px|height=48px}}<br />
| Vigorous Restoration<br />
| 20 HP a second<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=96px|y=0px|width=48px|height=48px}}<br />
| Endless Potential<br />
| Free skills<br />
| 4 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=0px|width=48px|height=48px}}<br />
| Gold Fever<br />
| +100% Gold gain<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=144px|width=48px|height=48px}}<br />
| Rapid Blows<br />
| +50% Primary attack speed<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=240px|width=48px|height=48px}}<br />
| Sundering Strikes<br />
| Ignore 50% of enemy Armor and Resistance<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=96px|width=48px|height=48px}}<br />
| Nimble Limbs<br />
| +50% movement speed ([[Arena]] only)<br />
| 30 seconds<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}<br />
| Fortuitous Events<br />
| +5 Luck<br />
| 8 minutes<br />
|}<br />
<br />
==Imps [[File:imp.gif]]==<br />
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.<br />
<br />
*Send your gold to town tax free.<br />
*Refill your potions. Only when you don't have a full potion.<br />
*Give you some gold. The amount received increases in later acts.<br />
*Give you some ore. The amount received increases in later acts.<br />
*Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.<br />
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.<br />
*Give you a random item of any rarity.<br />
*[[File:PoP.png|link=]] Remove all of your curses. Only happens when you have any curses.<br />
<br />
There is approximately a 15% chance for an imp to spawn on any given floor, increased to 30% with the Plentiful Gifts [[Fountain]] fortune.<br><br />
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%.<br />
<br />
The formula for how much gold the imp gives the player is:<br />
<pre><br />
Gold = ((2^Act * 1250) + (NG*5000)) * (Gold_Gain + (0.2 * NG))<br />
</pre><br />
<br />
==Shops==<br />
[[File:Shop3.jpg|200px|frameless|right]]<br />
Shops can be found on the second or third floor of any [[Acts|Act]] in the tower and can only spawn once per act. In the [[Pyramid of Prophecy]] Shops can spawn on any floor, as there are no Red Rooms, skip portals, in the Pyramid.<br />
<br />
Each shop has 5 items and can contain 2 more if you have have a [[Items#fancy_plume|Fancy Plume]] or have the Abundant Shops fortune from the [[Fountain]]. <br><br />
These can both stack giving 9 item choices at a single shop. At any given shop you can only purchase 3 of the items shown.<br />
<br />
It is rare, but you can sometimes find duplicate items in the shop, usually if you pick up Fancy Plume after looking at the shop the first time, or if you bought it from the shop. Note that if you already have an item, you can NOT buy it from the shop again. If an item is both on the floor and in the shop, you must therefore buy the item first, then pick it up off the ground to have both. Duplicate items like this DO count towards set bonuses, unlike [[Magic Anvil|attuning]].<br />
<br />
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%.<br />
<br />
The shops in each act give varying qualities of items. The following is the rarities that the shops can give in each act. Note that they have a chance to not give any items of the highest tier.<br />
*Act 1: Common <br />
*Act 2: Common, Uncommon<br />
*Act 3: Common, Uncommon<br />
*Act 4: Common, Uncommon, Rare<br />
*Act 5: Common, Uncommon, Rare<br />
<br />
Fancy Plume adds items to the shop based on the item rarities that are 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.<br />
<br />
==Graveyard==<br />
[[File:Graveyard.jpg|180px|frameless|right]]<br />
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.<br />
<br />
[[Acts#Act_6.2C_The_Battlements|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.<br />
<br />
==Portals and Red Rooms [[File:teleporter.gif]]==<br />
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.<br />
<br />
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.<br />
<br />
What happens when I go in?<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
Once the cube is destroyed, every enemy in the room is killed instantly.<br />
<br />
Beating a Red Room for the first time and picking up the sphere where the cube was will unlock [[Combat#Combo|combo]] for your entire guild.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Encounters&diff=1930Encounters2019-05-25T01:23:13Z<p>Playmoarnow: /* Springs File:springs.png */</p>
<hr />
<div>The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.<br />
<br />
==Elevators==<br />
[[File:Elevator.jpg|130px|frameless|right]]<br />
Using an elevator will allow you to send your money and ore back to town. [[Money]] is [[Town_Hall#Tax_Rate_Explained|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.<br />
<br />
<br />
==Springs [[File:springs.png]]==<br />
A spring can spawn on any floor but there is usually one per Act on average. Using it will fully restore you to your max health and mana as well as fill any empty potion charges you might have.<br><br />
The only guaranteed spring in the game is directly before [[Acts#Act_5.2C_The_Chambers|Thundersnow]] on floor 2 of the Battlements.<br />
<br />
If you are seeking to get the Potion Gulpers [[Guild_Hall#Guild_Achievements|achievement]] then the Unlimited Springs [[Fountain]] fortune can allow you to get all of them with a single fountain, all you have to do is drain a little mana or HP and drink a potion over and over, then refill at the spring.<br />
<br />
If you are looking to get the Replenishers achievement then this fortune will not work, as the counter only ticks up when a spring is drained, and since the fortune prevents the spring from draining it will never tick up. It is recommended to start working on this achievement early as the highest tier of this achievement, use 500 wells, will take about 83 runs on average to complete if you make it all the way to the dragon each run, and use every fountain you come across.<br />
<br />
==Monoliths [[File:monolith.gif]]==<br />
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.<br><br />
Greater Insight cannot be gotten when you are at the max level you can reach in that run.<br />
{| class="wikitable" style="text-align: center;"<br />
! colspan="4" | Shrine buffs<br />
|-<br />
| Icon<br />
| Name<br />
| Effect<br />
| Duration<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=48px|width=48px|height=48px}}<br />
| Protective Powers<br />
| -50% damage taken<br />
| 10 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=0px|width=48px|height=48px}}<br />
| Incredible Strength<br />
| x2 overall damage <br />
| 5 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=48px|width=48px|height=48px}}<br />
| Greater Insight<br />
| +100% experience<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=0px|width=48px|height=48px}}<br />
| Vigorous Restoration<br />
| 20 HP a second<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=96px|y=0px|width=48px|height=48px}}<br />
| Endless Potential<br />
| Free skills<br />
| 4 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=0px|width=48px|height=48px}}<br />
| Gold Fever<br />
| +100% Gold gain<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=144px|width=48px|height=48px}}<br />
| Rapid Blows<br />
| +50% Primary attack speed<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=240px|width=48px|height=48px}}<br />
| Sundering Strikes<br />
| Ignore 50% of enemy Armor and Resistance<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=96px|width=48px|height=48px}}<br />
| Nimble Limbs<br />
| +50% movement speed ([[Arena]] only)<br />
| 30 seconds<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}<br />
| Fortuitous Events<br />
| +5 Luck<br />
| 8 minutes<br />
|}<br />
<br />
==Imps [[File:imp.gif]]==<br />
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.<br />
<br />
*Send your gold to town tax free.<br />
*Refill your potions. Only when you don't have a full potion.<br />
*Give you some gold. The amount received increases in later acts.<br />
*Give you some ore. The amount received increases in later acts.<br />
*Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.<br />
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.<br />
*Give you a random item of any rarity.<br />
*[[File:PoP.png|link=]] Remove all of your curses. Only happens when you have any curses.<br />
<br />
There is approximately a 15% chance for an imp to spawn on any given floor, increased to 30% with the Plentiful Gifts [[Fountain]] fortune.<br><br />
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%.<br />
<br />
The formula for how much gold the imp gives the player is:<br />
<pre><br />
Gold = ((2^Act * 1250) + (NG*5000)) * (Gold_Gain + (0.2 * NG))<br />
</pre><br />
<br />
==Shops==<br />
[[File:Shop3.jpg|200px|frameless|right]]<br />
Shops can be found on the second or third floor of any [[Acts|Act]] in the tower and can only spawn once per act. In the [[Pyramid of Prophecy]] Shops can spawn on any floor, as there are no Red Rooms, skip portals, in the Pyramid.<br />
<br />
Each shop has 5 items and can contain 2 more if you have have a [[Items#fancy_plume|Fancy Plume]] or have the Abundant Shops fortune from the [[Fountain]]. <br><br />
These can both stack giving 9 item choices at a single shop. At any given shop you can only purchase 3 of the items shown.<br />
<br />
It is rare, but you can sometimes find duplicate items in the shop, usually if you pick up Fancy Plume after looking at the shop the first time, or if you bought it from the shop. Note that if you already have an item, you can NOT buy it from the shop again. If an item is both on the floor and in the shop, you must therefore buy the item first, then pick it up off the ground to have both. Duplicate items like this DO count towards set bonuses, unlike [[Magic Anvil|attuning]].<br />
<br />
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%.<br />
<br />
The shops in each act give varying qualities of items. The following is the rarities that the shops can give in each act. Note that they have a chance to not give any items of the highest tier.<br />
*Act 1: Common <br />
*Act 2: Common, Uncommon<br />
*Act 3: Common, Uncommon<br />
*Act 4: Common, Uncommon, Rare<br />
*Act 5: Common, Uncommon, Rare<br />
<br />
Fancy Plume adds items to the shop based on the item rarities that are 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.<br />
<br />
==Graveyard==<br />
[[File:Graveyard.jpg|180px|frameless|right]]<br />
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.<br />
<br />
[[Acts#Act_6.2C_The_Battlements|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.<br />
<br />
==Portals and Red Rooms [[File:teleporter.gif]]==<br />
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.<br />
<br />
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.<br />
<br />
What happens when I go in?<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
Once the cube is destroyed, every enemy in the room is killed instantly.<br />
<br />
Beating a Red Room for the first time and picking up the sphere where the cube was will unlock [[Combat#Combo|combo]] for your entire guild.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Encounters&diff=1929Encounters2019-05-25T01:18:02Z<p>Playmoarnow: /* Shops */</p>
<hr />
<div>The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.<br />
<br />
==Elevators==<br />
[[File:Elevator.jpg|130px|frameless|right]]<br />
Using an elevator will allow you to send your money and ore back to town. [[Money]] is [[Town_Hall#Tax_Rate_Explained|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.<br />
<br />
<br />
==Springs [[File:springs.png]]==<br />
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.<br><br />
The only guaranteed spring in the game is directly before [[Acts#Act_5.2C_The_Chambers|Thundersnow]] on floor 3 of act 5 and the bonus rooms.<br />
<br />
==Monoliths [[File:monolith.gif]]==<br />
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.<br><br />
Greater Insight cannot be gotten when you are at the max level you can reach in that run.<br />
{| class="wikitable" style="text-align: center;"<br />
! colspan="4" | Shrine buffs<br />
|-<br />
| Icon<br />
| Name<br />
| Effect<br />
| Duration<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=48px|width=48px|height=48px}}<br />
| Protective Powers<br />
| -50% damage taken<br />
| 10 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=0px|width=48px|height=48px}}<br />
| Incredible Strength<br />
| x2 overall damage <br />
| 5 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=48px|width=48px|height=48px}}<br />
| Greater Insight<br />
| +100% experience<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=0px|width=48px|height=48px}}<br />
| Vigorous Restoration<br />
| 20 HP a second<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=96px|y=0px|width=48px|height=48px}}<br />
| Endless Potential<br />
| Free skills<br />
| 4 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=0px|width=48px|height=48px}}<br />
| Gold Fever<br />
| +100% Gold gain<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=144px|width=48px|height=48px}}<br />
| Rapid Blows<br />
| +50% Primary attack speed<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=240px|width=48px|height=48px}}<br />
| Sundering Strikes<br />
| Ignore 50% of enemy Armor and Resistance<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=96px|width=48px|height=48px}}<br />
| Nimble Limbs<br />
| +50% movement speed ([[Arena]] only)<br />
| 30 seconds<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}<br />
| Fortuitous Events<br />
| +5 Luck<br />
| 8 minutes<br />
|}<br />
<br />
==Imps [[File:imp.gif]]==<br />
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.<br />
<br />
*Send your gold to town tax free.<br />
*Refill your potions. Only when you don't have a full potion.<br />
*Give you some gold. The amount received increases in later acts.<br />
*Give you some ore. The amount received increases in later acts.<br />
*Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.<br />
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.<br />
*Give you a random item of any rarity.<br />
*[[File:PoP.png|link=]] Remove all of your curses. Only happens when you have any curses.<br />
<br />
There is approximately a 15% chance for an imp to spawn on any given floor, increased to 30% with the Plentiful Gifts [[Fountain]] fortune.<br><br />
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%.<br />
<br />
The formula for how much gold the imp gives the player is:<br />
<pre><br />
Gold = ((2^Act * 1250) + (NG*5000)) * (Gold_Gain + (0.2 * NG))<br />
</pre><br />
<br />
==Shops==<br />
[[File:Shop3.jpg|200px|frameless|right]]<br />
Shops can be found on the second or third floor of any [[Acts|Act]] in the tower and can only spawn once per act. In the [[Pyramid of Prophecy]] Shops can spawn on any floor, as there are no Red Rooms, skip portals, in the Pyramid.<br />
<br />
Each shop has 5 items and can contain 2 more if you have have a [[Items#fancy_plume|Fancy Plume]] or have the Abundant Shops fortune from the [[Fountain]]. <br><br />
These can both stack giving 9 item choices at a single shop. At any given shop you can only purchase 3 of the items shown.<br />
<br />
It is rare, but you can sometimes find duplicate items in the shop, usually if you pick up Fancy Plume after looking at the shop the first time, or if you bought it from the shop. Note that if you already have an item, you can NOT buy it from the shop again. If an item is both on the floor and in the shop, you must therefore buy the item first, then pick it up off the ground to have both. Duplicate items like this DO count towards set bonuses, unlike [[Magic Anvil|attuning]].<br />
<br />
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%.<br />
<br />
The shops in each act give varying qualities of items. The following is the rarities that the shops can give in each act. Note that they have a chance to not give any items of the highest tier.<br />
*Act 1: Common <br />
*Act 2: Common, Uncommon<br />
*Act 3: Common, Uncommon<br />
*Act 4: Common, Uncommon, Rare<br />
*Act 5: Common, Uncommon, Rare<br />
<br />
Fancy Plume adds items to the shop based on the item rarities that are 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.<br />
<br />
==Graveyard==<br />
[[File:Graveyard.jpg|180px|frameless|right]]<br />
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.<br />
<br />
[[Acts#Act_6.2C_The_Battlements|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.<br />
<br />
==Portals and Red Rooms [[File:teleporter.gif]]==<br />
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.<br />
<br />
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.<br />
<br />
What happens when I go in?<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
Once the cube is destroyed, every enemy in the room is killed instantly.<br />
<br />
Beating a Red Room for the first time and picking up the sphere where the cube was will unlock [[Combat#Combo|combo]] for your entire guild.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Encounters&diff=1928Encounters2019-05-25T01:17:44Z<p>Playmoarnow: /* Shops */</p>
<hr />
<div>The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.<br />
<br />
==Elevators==<br />
[[File:Elevator.jpg|130px|frameless|right]]<br />
Using an elevator will allow you to send your money and ore back to town. [[Money]] is [[Town_Hall#Tax_Rate_Explained|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.<br />
<br />
<br />
==Springs [[File:springs.png]]==<br />
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.<br><br />
The only guaranteed spring in the game is directly before [[Acts#Act_5.2C_The_Chambers|Thundersnow]] on floor 3 of act 5 and the bonus rooms.<br />
<br />
==Monoliths [[File:monolith.gif]]==<br />
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.<br><br />
Greater Insight cannot be gotten when you are at the max level you can reach in that run.<br />
{| class="wikitable" style="text-align: center;"<br />
! colspan="4" | Shrine buffs<br />
|-<br />
| Icon<br />
| Name<br />
| Effect<br />
| Duration<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=48px|width=48px|height=48px}}<br />
| Protective Powers<br />
| -50% damage taken<br />
| 10 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=0px|width=48px|height=48px}}<br />
| Incredible Strength<br />
| x2 overall damage <br />
| 5 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=48px|width=48px|height=48px}}<br />
| Greater Insight<br />
| +100% experience<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=0px|width=48px|height=48px}}<br />
| Vigorous Restoration<br />
| 20 HP a second<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=96px|y=0px|width=48px|height=48px}}<br />
| Endless Potential<br />
| Free skills<br />
| 4 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=0px|width=48px|height=48px}}<br />
| Gold Fever<br />
| +100% Gold gain<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=144px|width=48px|height=48px}}<br />
| Rapid Blows<br />
| +50% Primary attack speed<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=240px|width=48px|height=48px}}<br />
| Sundering Strikes<br />
| Ignore 50% of enemy Armor and Resistance<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=96px|width=48px|height=48px}}<br />
| Nimble Limbs<br />
| +50% movement speed ([[Arena]] only)<br />
| 30 seconds<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}<br />
| Fortuitous Events<br />
| +5 Luck<br />
| 8 minutes<br />
|}<br />
<br />
==Imps [[File:imp.gif]]==<br />
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.<br />
<br />
*Send your gold to town tax free.<br />
*Refill your potions. Only when you don't have a full potion.<br />
*Give you some gold. The amount received increases in later acts.<br />
*Give you some ore. The amount received increases in later acts.<br />
*Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.<br />
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.<br />
*Give you a random item of any rarity.<br />
*[[File:PoP.png|link=]] Remove all of your curses. Only happens when you have any curses.<br />
<br />
There is approximately a 15% chance for an imp to spawn on any given floor, increased to 30% with the Plentiful Gifts [[Fountain]] fortune.<br><br />
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%.<br />
<br />
The formula for how much gold the imp gives the player is:<br />
<pre><br />
Gold = ((2^Act * 1250) + (NG*5000)) * (Gold_Gain + (0.2 * NG))<br />
</pre><br />
<br />
==Shops==<br />
[[File:Shop3.jpg|200px|frameless|right]]<br />
Shops can be found on the second or third floor of any [[Acts|Act]] in the tower and can only spawn once per act. In the [[Pyramid of Prophecy]] Shops can spawn on any floor, as there are no Red Rooms, skip portals, in the Pyramid.<br />
<br />
Each shop has 5 items and can contain 2 more if you have have a [[Items#fancy_plume|Fancy Plume]] or have the Abundant Shops fortune from the [[Fountain]]. <br><br />
These can both stack giving 9 item choices at a single shop. At any given shop you can only purchase 3 of the items shown.<br />
<br />
It is rare, but you can sometimes find duplicate items in the shop, usually if you pick up Fancy Plume after looking at the shop the first time, or if you bought it from the shop. Note that if you already have an item, you can NOT buy it from the shop again. If an item is both on the floor and in the shop, you must therefore buy the item first, then pick it up off the ground to have both. Duplicate items like this DO count towards set bonuses, unlike [[Magic Anvil|attuning]].<br />
<br />
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%.<br />
<br />
The shops in each act give varying qualities of items. The following is the rarities that the shops can give in each act. Note that they have a chance to not give any items of the highest tier.<br />
*Act 1: Common <br />
*Act 2: Common, Uncommon<br />
*Act 3: Common, Uncommon<br />
*Act 4: Common, Uncommon, Rare<br />
*Act 5: Common, Uncommon, Rare<br />
<br />
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.<br />
<br />
==Graveyard==<br />
[[File:Graveyard.jpg|180px|frameless|right]]<br />
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.<br />
<br />
[[Acts#Act_6.2C_The_Battlements|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.<br />
<br />
==Portals and Red Rooms [[File:teleporter.gif]]==<br />
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.<br />
<br />
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.<br />
<br />
What happens when I go in?<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
Once the cube is destroyed, every enemy in the room is killed instantly.<br />
<br />
Beating a Red Room for the first time and picking up the sphere where the cube was will unlock [[Combat#Combo|combo]] for your entire guild.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Acts&diff=1926Acts2019-05-12T15:06:37Z<p>Playmoarnow: /* Act 6, The Battlements */</p>
<hr />
<div><br />
=Spoilers=<br />
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.<br />
=The Forsaken Tower=<br />
There are many floors in the tower the player must traverse through, defeating enemies and bosses to reach the final boss: Thundersnow the frost dragon.<br><br />
Each act has its own look and set of traps that the player has to deal with. There are many different [[Guild_Hall#Guild_Achievements|achievements]] that the player can complete while they fight their way through the tower to improve their guild's fame.<br />
<br />
There are currently six bosses in Heroes of Hammerwatch, one for each act. <br><br />
Each boss is designed to be substantially more powerful than the previous bosses and floors.<br><br />
After a boss is cleared for the first time on a character, playing through that act in future runs with causes a [[Encounters#Portals_and_Red_Rooms|portal]] to spawn on the first floor of the relevant act.<br><br />
This portal can be entered to bypass the remaining floors and boss of the act, while giving 8 items by clearing the gauntlet of enemies presented before the player. The type of items rewarded vary depending on which skip room was beaten, but epic and legendary items '''are''' able to be given as a reward.<br />
<br />
=Act 1, The Mines=<br />
The Mines primarily have enemies of type [[Beasts|Beast]]. The beetles will charge at you and try to bite you from your sides while the larvae will shoot slow moving projectiles at you. Occasionally while walking through a corridor a stalactite will fall from the ceiling, or some beetles will come up from the ground to ambush you.<br />
<br />
{{#sprite:file=File:Bosses.png|column=0|row=0}}<br />
==Boss: Stone Guardian==<br />
'''Monster type: [[Constructs|Construct]]'''<br />
<br />
This boss is a large entity made of stone and guards the entrance to the Dungeon. He can be difficult without proper avoidance because the player is unable to lifesteal from him unlike other bosses.<br />
The Stone Guardian uses two attacks to combat the player: <br />
*The first attack is a linear spike shot of stalagmites<br />
*The second attack is a ground slam which causes a large damage AoE around the boss and drops stalactites all over the arena. <br />
The boss also changes attacks based on its current health:<br />
*Upon reaching the 66% health threshold, the Guardian will begin to bats in waves. <br />
*Upon reaching the 33% health threshold, the bosses attacks speed up and he begins to summon fierce bats instead. <br />
The Stone Guardian does primarily Physical [[Combat#Damage|Damage]] so armor is effective for reducing your damage taken in this fight.<br />
<br />
===New Game Plus Changes===<br />
Upon entering New Game Plus, the Stone Guardian gains extra health and some new mechanics:<br />
NG+: The linear stalagmite attack becomes homing. the ground slam releases a nova of lesser stalagmite waves from the boss.<br><br />
NG++: the stalactites that drop from the ceiling will each fire a nova of 3 stalagmites<br />
<br />
===Multiplayer Changes===<br />
When in multiplayer, the linear stalagmite attack changes from one shot to three.<br><br />
In NG+ and higher, all three spike shots will home in on their target. <br />
<br />
<br />
=Act 2, The Prison=<br />
The prison contains cells on each floor which can be unlocked via a button hidden on the floor that can be behind wall decoration. <br><br />
The prison is populated by many skeletons and bugs, along with a banner bearer that will increase the speed and damage of enemies nearby it by giving them the bloodlust effect.<br><br />
The grates on the floor can sometimes release beetles when you get near them.<br />
<br />
{{#sprite:file=File:Bosses.png|column=1|row=0}}<br />
==Boss: The Warden==<br />
'''Monster type: [[Undead]]'''<br />
<br />
Stationed at the entrance to the tower dungeon, this gargantuan skeleton has three main attacks:<br />
*The Warden will begin the fight with his spin. This attack does a high amount of localized damage around the boss. <br />
*His second attack is a melee area of effect smash with his mace.<br />
*His final attack is a single target crossbow shot that does very high damage but with low shot accuracy.<br />
**He will only use his crossbow if the player is not close enough for him to use his mace.<br />
<br />
During the boss fight, The Warden also summons skeleton minions for assistance. These minions fire two bolas in a cone that root you in place. However, since these two bolas are fired in a cone, they cannot hit if the player is standing still. <br />
<br />
The last major mechanic of the fight begins when the boss reaches 66% hp. The towers on the edges of the room begin to fire arrows at the players location periodically. As the boss loses HP, more of the towers begin firing reaching their max fire rate when the boss is at 33%. <br />
<br />
Like the Stone Guardian, The Warden Primarily deals Physical damage so prioritization of Armor will reduce the amount of damage taken in this fight. <br />
<br />
===New Game Plus Changes===<br />
NG+: When The Warden spins he repeatedly shoots out 5 bombs that will detonate after a few seconds. <br><br />
The Bola Skeletons also gain a third, center projectile, to their bola cone making it possible for them to hit the player when standing still. <br />
<br />
===Multiplayer Changes===<br />
When The Warden is engaged in multiplayer, he will launch bear traps around the room that will trigger to deal minor physical damage and root the player if stepped on. <br><br />
The summoned skeletons may also place bear traps as they walk around the room. These traps last for 15 seconds before disappearing.<br />
<br />
<br />
=Act 3, The Armory=<br />
This floor contains almost purely skeletons and fallen hero ghosts, both undead type, with a few constructs in the form of barricades with archers, and the statues. The player cannot progress to the next floor until the 3 states positioned randomly around the floor are destroyed.<br />
<br />
These statues will summon ghosts when attacked and each time the statue crumbles further, an extra group of ghosts (3 to 5) will be summoned to protect it.<br><br />
Once the statue is destroyed it will no longer summon ghosts as part of the great threat and one wall will lower that was blocking the exit.<br />
<br />
The different fallen hero ghosts can travel through walls, often hiding within them while still attacking the player. All of the ghosts attack with magic.<br><br />
The ranger fires arrows at the player, the thief fires some knives at the player, the sorcerer drops ice spikes from above, the paladin will swing at the player, and the priest will slow the player down along with giving '''all''' nearby enemies a damage reduction effect similar to the [[Priest|Priest's]] Aura of Purification. Ghostcallers (found on the second and third floor) will turn nearby skeletons into ghosts, effectively reviving them to fight the player again. When the Ghostcaller is being attacked he will summon some ghosts to protect himself and when its killed it will turn into a fallen priest.<br />
<br />
In NG+ The fallen warriors can use whirlwind, the fallen thieves throw more knives, the fallen sorcerer drops two spikes in a line directed at the player, and the fallen priest summons a consecrated ground under itself which deals damage over time to those within it.<br />
===Great Threat===<br />
Great threats are the tower's efforts to rid itself of the player by sending a large wave of enemies or some stronger enemies to take out the player. Great therats will chase the player through the entire floor so long as they are able to reach them. Great threats occur after the player has been on the floor for 4 minutes, 3 with the Relentless Threats [[Fountain]] fortune.<br />
<br />
The great threat for this floor is a group of ghosts that spawn at their respective statues and will attack the player. The number of ghosts that spawn is directly related to the number of statues left, and once they are all destroyed the great threat cannot spawn any more. <br />
<br />
{{#sprite:file=File:Bosses.png|column=2|row=0}}<br />
==Boss: The Three Councilors==<br />
'''Monster type: Undead'''<br />
<br />
The Three Councilors are a boss fight consisting of three different bosses and only ends when all three bosses have been defeated. The Councilors will spawn in one by one and are only vulnerable when they attack. Each boss has an independent health bar and can die at different points. The remaining bosses become enraged and gain extra mechanics when another of the trio dies. The player is able to kill the boss by attacking its respective statue, but it takes significantly less damage than the councilor itself so efforts should be focused towards killing them as they become tangible.<br />
<br />
The first wraith to spawn is the Councilor of War, the scythe wielding wraith. War's main attack is a physical scythe swing that does moderate damage in the immediate vicinity and causes a light blue homing spike projectile to spawn. War's scythe and spike projectile deal physical damage. <br />
<br />
The second wraith to spawn into the fight is the Councilor of Magic, the wraith that uses pink magic. Magic's main attack consists of firing a ring of pink scythe shaped projectiles that go until hitting a wall or other unit after a short channel. Magic's Pink projectiles deal magic damage. <br />
<br />
the final wraith to spawn into the fight is the Councilor of Wisdom, the staff wielding wraith. Wisdom's main attack consists of spawning many damaging green cursed ground around the arena. Touching these pools will cause the player to take damage while in it and become inflicted with the burning debuff. The damage of the pool and burning debuff are both magic damage.<br />
<br />
===Enraged Mechanics===<br />
When one of the Councilors dies it causes the other 2 bosses to become enraged and have more advanced forms of their attacks. After 2 of the Councilors die, the final boss remaining takes on forms of all 3 bosses attacks. After each boss dies, Their respective statue continues releasing lesser versions of their respective attacks. <br />
<br />
'''Councilors of War'''<br />
If Wisdom dies, War gains no known effect.<br><br />
If Magic dies, War will start shooting 5 Spikes instead of 1.<br><br />
When War is the last Councilor Remaining, his spikes will create a pool of spikes 1 second after impact, that lasts 4.5 seconds<br />
<br />
'''Councilors of Magic:'''<br />
If War dies, Magic gains no known effect. <br><br />
If Wisdom dies, projectiles will spawn a pool of burning ground upon impact.<br><br />
When Magic is the last Councilor remaining, he continues to fire his magic nova projectiles like normal, however upon impacting anything they will create a burning ground and these grounds fire War's spike projectiles.<br />
<br />
'''Councilors of Wisdom'''<br />
If Magic dies, the burning ground will start firing 3 orbs repeatedly. <br<br />
If War dies, the burning ground will summon a single homing spike. <br><br />
When Wisdom is the last Councilor remaining, the burning grounds will spawn a single homing spike, and fire 5 green orbs repeatedly.<br />
<br />
===New Game Plus Changes===<br />
There are currently no known new game plus mechanics changes to this boss.<br />
<br />
===Multiplayer Changes===<br />
There are no known differences to the mechanics of this fight between single player and multiplayer. <br />
<br />
<br />
=Act 4, The Archives=<br />
The Archives consist of a maze-like arrangement of walls and bookshelves. The floor has liches, ghosts, and two new enemies: wisps and eyeballs. <br />
Wisps and the eyes are both [[Aberrations]]. <br />
<br />
To move to the next floor the player must find the button hidden on the floor that unlocks the exit. There can be many buttons on the floor, and each will reveal something on the floor like loot, chests, food and mana, the shop, an elevator, or the exit. There will 'ALWAYS' be a button to reveal the exit, and it is usually located next to notable structures such as the ritual books or arrangements of pillars.<br />
*There can be buttons in the rooms revealed by other buttons<br />
<br />
Additionally there are portals on the ground scattered about the floor and each one will move the player to a different location on the floor. Some just move the player from one point to another, revealing nothing new, while others can unveil trap rooms with chests or rooms containing various loot.<br />
<br />
Finally, spread throughout the 3 floors are books with a chapter and title. These denote the order in which you should do the summoning ritual for the upcoming boss. These books can be hidden behind rooms unlocked via buttons. An icon denoting which book should be done first through fourth will appear on the top middle of the screen as you read the books.<br />
===Great Threat===<br />
The Great Threat is 1 (2 in multiplayer) Monstrous Eye that shoots a confusion laser at the player and occasionally summons 4 smaller eyes to fight. Disarm and stun items are very effective against the Monstrous Eye.<br />
*On NG+ it will summon eyes as he moves. <br />
*In NG++ it will shoot 3 confusion lasers in a small spread.<br />
<br />
{{#sprite:file=File:Bosses.png|column=3|row=0}}<br />
==Boss: The Watcher==<br />
'''Monster type: [[Aberrations|Aberration]]'''<br />
<br />
This boss fight is split into several phases, specifically five sections in which you fight the boss and four sections in which you must complete a summoning ritual.<br />
<br />
===Boss Phase===<br />
During these phases, you will be fighting the Watcher itself. Here, he has three main attacks: <br />
*Spinning his orbs rapidly<br />
*Shooting several spiked projectiles that shatter<br />
*Creating eye summoning traps in the arena <br />
<br />
Every time you return to the boss phase, the number of orbs that orbit the boss will be increased by one. Each phase ends once the boss reaches a certain health threshold after which you will be unable to damage him (!s will appear rather than damage numbers) and he will teleport away.<br />
<br />
===Ritual Phase===<br />
During these phases, there will be an option of four different books to choose from to start one of the four different rituals:<br />
* North - Malign Transformation<br />
* East - Blood Pact<br />
* South - Embrace the Dark<br />
* West - Withering Decay<br />
<br />
Each of the ritual rooms also has some walls than can be broken to allow for more ways to traverse the room.<br />
<br />
The order in which the player must complete these rituals depends on the chapter number of the books they found in the earlier levels of archives. If a ritual is done out of order, it will fail and the player will be forced to try the other ones until they select the correct ritual. During the ritual, several eyes will spawn and rush towards the player. After a certain amount of time, an eye mini-boss will spawn (two if in multiplayer) and attack the player. After a certain amount of time, the ritual will be complete. <br />
<br />
Each of the four rituals also has an extra effect while the player waits out the timer:<br />
* Malign Transformation - The walls will shift around. Anything that is crushed by a wall will take TONS of damage<br />
* Blood Pact - All the eyes will have the blood-lust buff increasing their speed and damage<br />
* Embrace the Dark - The arena will get dark except for around the book<br />
* Withering Decay - All of the eyes will leave poison on the ground that, upon contact, will poison the player<br />
<br />
===Multiplayer Changes===<br />
The Watcher’s spinning fireballs will spin at different orbit levels to target different player at the same time. (Ex. If one player is close and the other is far away, they will split up to target both) If there aren't enough enough orbs to split among the players evenly, they will target the players in the order they joined the sever starting with the host.<br />
<br />
===New Game Plus Changes===<br />
NG+: After each ritual is completed, the boss will gain new traits:<br />
* Malign Transformation - The pillars in the boss room will appear and disappear, and if caught inside one when it re-appears, heavy damage will be dealt to the player. The boss can NOT be damaged by this.<br />
* Blood Pact - All summoned eyes will have the blood-lust buff<br />
* Embrace the Dark - The room will become darker<br />
* Withering Decay - All summoned eyes leave poison as they move, like in the ritual<br />
NG++: When starting the rituals, a confusion sphere will spawn from the book and follow the nearest player, confusing and damaging them if hit. It passes through walls and only disappears once the ritual is completed.<br><br />
NG+++: New attack: Rapid fire spikes. These spikes to less damage individually than the spread attack, but can quickly drain your life if you stay in one place. The spikes come out in a small spread, and CAN be blocked by the [[Paladin]]'s shield as well as the [[Items#Uncommon_Items|frying pan]].<br />
<br />
<br />
=Act 5, The Chambers=<br />
The Chambers are 2 pristine floor sets that contains a significant amount of gold and ore. The monsters on the floors are almost entirely undead, with the only exceptions being the various spawners and nova towers which are constructs, and the albino bats from the Great Threat, which are beasts.<br />
<br />
Many chests or loot rooms are locked behind a bronze door which can be unlocked via a bronze key.<br />
<br />
There are crosses, up to two per floor, that can be picked up to aid the player in the boss fight for this act. Upon getting near the cross the Vampire Lord may appear and attack the player until he takes enough damage and decides to leave. Sometimes not all 4 crosses will spawn, but you will always receive at least 2, and that is all that's required to beat the Vampire Lord.<br />
<br />
There are Mini-Boss fights at the end of each floor, the first consisting of 2 Arch Liches and the second consisting of 4 if the Vampire Lord was fought attempting to pick up a cross on the floor. If the Vampire Lord didn't spawn earlier in the floor, the player will fight him instead. The statues lining the boss room may also come alive and attack if the player gets too close to them. When the player fights the Vampire Lord before the actual boss fight they must deal enough damage to him to ward him off.<br />
<br />
===Great Threat===<br />
The great threat for the Chambers are 4 groups of albino bats that swarm the nearest player. These waves spawn from the corners of the map and can sometimes cause some lag for the players. More bats spawn in multiplayer and on NG+, both increases stacking.<br />
<br />
Additionally in NG++, the bats will start firing slow and short range projectiles at the player like other bats so in NG++.<br />
<br />
This is one of the easier to deal with great threats for most classes as all that is required is to keep moving and the bats have very little chance to hit the player.<br />
<br />
{{#sprite:file=File:Bosses.png|column=4|row=0}}<br />
==Boss: Vampire Lord==<br />
'''Monster type: Undead'''<br />
<br />
This boss is a fast moving undead that can summon albino bats and undead Thralls to aid him. During the fight he will do the following:<br />
* Swing his sword a few times, summoning some homing blood waves that inflict bleed on the player but deal no other damage. Bleed only deals damage while moving, but does 5% of the player's current HP as damage.<br />
* Point his sword at the player, summoning many swords that fire away from him in an arc. They can all rapidly hit you if you're directly in front of him dealing significant damage if not prepared.<br />
* He will turn into a bat and move to a different part of the arena before materializing again. This occurs after after 1 attack initially and 2 attacks afterwards. He will move to one of 5 spots in the room, denoted by the points of a star.<br />
* He will most to the center of the room and summon a blood bat and mist attack. This attack stars dealing damage after a sound queue which takes a few seconds to happen. The attack will stop after about 5 seconds. This happens every 5(?) movement cycles. During this phase the Vampire Lord will not fight back, so any ranged attacks the player has should be employed to kill the Vampire Lord quicker.<br />
** This blood attack drains a very large portion of the players health, very quickly. Hits can reach over 150.<br />
** The only way to avoid this attack is to use the crosses you collected from the previous floors. Activate one and have all players stand in its area of effect. This negates ALL damage from the mist. Keep in mind that the mist attack can last an extra second or two after the Vampire Lord starts moving again, so stay in the area for a moment longer to ensure your safety.<br />
* At 33% health the boss will start dashing around the floor making a pentagram out of blood fire that damages the player if it touches them. He may do between 3 and 5 lines before stopping.<br />
<br />
===New Game Plus Changes===<br />
NG++: At 33% health, the Vampire Lord will summon several albino bats that will swarm the player (similar to the act 5 threat or what can happen when you encounter him on the previous floors).<br />
<br />
===Multiplayer Changes===<br />
The blood wave attack will spawn 3 blood waves per player present, up to a maximum of 12 waves.<br />
<br />
<br />
=Act 6, The Battlements=<br />
[[File:BattlementsBridge.jpg|300px|frameless|right]]<br />
The Battlements are 2 large floors of bridges set that contains a significant amount of diamonds, ore, and chests. The monsters on the floors are ice trolls, gargoyles, and a few stationary ballistas. There are no spawners on the battlements floors but enemies spawn from certain pressure plates when lowering bridges. These 2 floors are always almost the same layout with various pathways between intersections being added or removed. Once the great threat spawns (4 minutes after entering the floor) sections can begin to collapse across the floor and the next. There is one notable example however: The top left exit will always be blocked off if the players has not lowered both of the bridges to access it before the great threat spawns. This happens after 4 minutes, 3 if [[Fountain#Fountain_Effects|Relentless Threats]] is on.<br />
<br />
Pictured on the right is a bridge that has collapsed but been "repaired" by a Glass Walks bridge from the [[Fountain]] effect by the same name, and what a bridge looks like before it collapses. This can only occur on the second floor of the Battlements.<br />
<br />
You can only access half of the second floor per ascent, depending which exit you take from the first floor. The left exit has a guaranteed spawn of a [[Encounters#Graveyard|Graveyard]] if there is a soul link color that has not been cleared by a graveyard before. This encourages players to rotate who revives the killed players, as each player gets their own color when reviving someone.<br />
<br />
The second floor ends with a guaranteed Fountain and a large door leading to the very top of the tower. There is a guaranteed [[Chests|Ace chest]] after you enter this door.<br />
<br />
===Great Threat===<br />
When the great threat happens, icicles will start falling from the sky, and the wind will start blowing the player around if they don't have Boots of Freedom. With about a 25% chance, any icicle that falls can become an ice elemental and attack the player. These elementals are aberrations and come in 2 varieties: melee and ranged. The melee ones swing at the player and can use whirlwind in NG+, while the rangers fire icicles at the player from a distance.<br />
<br />
{{#sprite:file=File:Bosses.png|column=5|row=0}}<br />
==Boss: Thundersnow==<br />
'''Monster type: Beast''' <br />
<br />
Thundersnow is a frost dragon surrounded in ice. He does not move at all during the fight but has many different attacks:<br />
* Icicles are shot from his mouth in a spread at the closest player and travel in a straight line. <br />
* He can flap his wings and blow the player back with varying amounts of force. [[Items#boots_of_freedom|Boots of Freedom]] can negate this effect.<br />
* Lightning will strike throughout the fight but he can invoke even more to fall. This invocation is marked by the screen getting a reddish tint. The player only has a fraction of a second to avoid the marked strike area before it lands and if the player is hit they will become confused for a few seconds.<br />
* He can summon icicles to fall from the sky. These land randomly through the arena and can either summon an ice barrier or Ice Elementals (aberrations).<br />
* He can summon homing Ice balls that track the player, and if they connect the player is slowed down significantly for a few seconds. More are summoned in Mutliplayer.<br />
* He can stomp his feet and dealing damage in a large AoE near his body that does 175 base damage and pierces 66% of the player's armor. His stomps alternate back and forth. <br />
* Finally he can blow a cone of ice breath at the nearest player once he reaches 66% heath which spreads out as it travels down the arena. Each piece of ice only does a small amount of damage but if the player is caught in the middle of the breath significant damage can be dealt very quickly. Especially if they are directly in front of the mouth at the time.<br />
**Note that if the closest player is under Thundersnow, he will not use his ice breath as it wouldn't hit them. This can be useful in multiplayer if someone can tank the stomps or avoid them effectively.<br />
<br />
Once Thundersnow is dead, a few seconds will pass and a message will be shown on the screen proclaiming victory. All remaining gold and ore the player has is sent to down to town, and is still taxed, though at a lower rate. This lower rate is equivalent to moving the midpoint for taxes (50% tax) twice as high. This is half of what the Offshore Accounts fortune does, and they stack.<br />
<br />
===New Game Plus Changes===<br />
NG+: Ice elementals gain new attacks. Melee elementals use Whirlwind similar to the Paladin or the minibosses in the Armory. More icicles are shot at the player.<br><br />
NG++: Even more icicles are shot at the player.<br><br />
NG+++: Stomp now stuns the player for ~1/2 a second when hit.<br />
<br />
===Multiplayer Changes===<br />
More homing ice balls will be fired at the players. Up to 3<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Fountain&diff=1925Fountain2019-05-12T15:04:39Z<p>Playmoarnow: /* Glass Walks */</p>
<hr />
<div>__FORCETOC__<br />
[[File:fountain.png|600px|frame|Fountain tiers]]<br />
After Unlocking the fountain in [[Town|town]], you will be able to throw money into it in chunks of 50, 100, 500, 1000, or 10,000 gold.<br><br />
The money thrown in will stay in the fountain across different runs and cannot be removed.<br><br />
The money in the fountain determines the maximum cost of the fortune you can activate. Fortune cost is capped at 200M gold.<br />
<br />
Upon selecting and paying for your fortune, you cannot change the fortune without entering the tower and dying or quitting back to the main menu.<br />
<br />
===Cost===<br />
The cost of your fortune depends on how many positive and negative effects you turn on, with the final cost being 150 * ((2^FORTUNE) - 1) gold. <br><br />
If you have negative or 0 fortune, the cost is 0.<br />
<br />
===Fountain Effects===<br />
If you have a negative fortune value, you will gain extra gold and experience based on how negative it is. <br><br />
The bonus is +(5 * FORTUNE)% gold and experience gain. You do not get any bonus [[Money#Ore|Ore]] from this.<br><br />
Many fortunes can only be chosen once the fountain has been upgraded to T2.<br />
<br />
{| class="wikitable" style="text-align: center<br />
!colspan="4"| Positive fountain effects<br />
|-<br />
| '''Fortune''' || '''Tier''' || '''Name''' ||'''Effect'''<br />
|-<br />
| +1 || 1 || Expanded floors || 15% Bigger Floors<br />
|-<br />
| +2 || 1 || Gentle Traps || Traps do 50% less damage<br />
|-<br />
| +2 || 1 || Toppled Towers || All towers are destroyed<br />
|-<br />
| +2 || 1 || Safe Corridors || All traps in corridors are disabled<br />
|-<br />
| +3 || 1 || Exceptional Consumables || All health and mana [[Combat#Health_and_Mana|pickups]] are 500% more effective<br />
|-<br />
| +4 || 1 || Plentiful Gifts || Increased chance of finding [[Encounters#Imps|Imps]]<br />
|-<br />
| +4 || 1 || Bigger Bottle || 2 more potion charges<br />
|-<br />
| +5 || 2 || Unlimited Springs || [[Encounters#Springs|Springs]] have unlimited uses<br />
|-<br />
| +5 || 2 || Abundant Shops || [[Encounters#Shops|Shops]] have 2 more items in stock (not the surface shop)<br />
|-<br />
| +5 || 2 || Ace Key || Receive 1 Ace Key (Only the host gets the key in multiplayer)<br />
|-<br />
| +5 || 1 || Infrequent Threats || Great threats are less frequent<br />
|-<br />
| +5 || 2 || Mysterious Guidance || Increased chance of finding [[Encounters#Monoliths|Monoliths]]<br />
|-<br />
| +6 || 2 || Glass Walks || Enables [[Fountain#Glass_Walks|Glass walks]]<br />
|-<br />
| +6 || 2 || Treasure Hunt || Chance for additional [[Chests|chest]] rooms (Actually creates <br>more side rooms, which can have chests, gold, or [[Magic_Anvil|Blueprints]] in them)<br />
|-<br />
| +6 || 2 || Demolished Spawners || All spawners are destroyed<br />
|-<br />
| +8 || 2 || Ace Chests || Higher chance of Ace chests spawning<br />
|-<br />
| +8 || 2 || Sluggish Adversaries || Enemy movement decreased by 33%<br />
|-<br />
| +14 || 2 || Offshore Account || Tax reduction: increases the gold threshold for 50% tax by 4x.<br> E.g. with a level 4 [[Town_Hall|Treasury]] 50% tax will be reached at 100K gold instead of 25K.<br />
|}<br />
<br />
{| class="wikitable" style="text-align: center<br />
!colspan="4"| Negative fountain effects<br />
|-<br />
| '''Fortune''' || '''Tier''' || '''Name''' || '''Effect'''<br />
|-<br />
| -1 || 1 || Lousy Consumables || All health and mana pickups are 50% less effective<br />
|-<br />
| -2 || 1 || Enemy Reinforcements || More [[Enemies]]<br />
|-<br />
| -2 || 1 || Spicy Potions || Become confused for 2.5 seconds when drinking a potion charge<br />
|-<br />
| -2 || 1 || Lethal Traps || Traps deal 200% damage<br />
|-<br />
| -4 || 1 || Elite Reinforcements || More elite enemies<br />
|-<br />
| -4 || 1 || Exhausted Ore Veins || No [[Money#Ore|Ore]] spawns<br />
|-<br />
| -5 || 2 || Relentless Threats || Great threats are more frequent<br />
|-<br />
| -5 || 2 || Enemy Overseers || Mini bosses spawn on every floor, excluding Act 4<br />
|-<br />
| -5 || 2 || One Man Guild || You gain no bonuses from class titles<br />
|-<br />
| -6 || 2 || Miners' Strike || [[Encounters#Elevators|Elevators]] are unusable<br />
|-<br />
| -6 || 2 || Agile Adversaries || Enemies movement speed increased by 50%<br />
|-<br />
| -7 || 2 || Dry Springs || [[Encounters#Springs|Springs]] are unusable<br />
|-<br />
| -8 || 2 || Sealed Cracks || No [[Puzzlesecrets|secrets]] will spawn<br />
|-<br />
| -10 || 2 || Empty Pockets || Enemies will not drop any loot, including bosses<br />
|-<br />
| -10 || 2 || Instant Death || Your base health is set to 1, health can still be increased with [[Items|items]]<br />
|-<br />
| -14 || 2 || Public Holiday || No dungeon shopkeepers<br />
|}<br />
<br />
===Glass Walks===<br />
Glass walks are a fortune that allows the skipping of some traps or access to otherwise unreachable chests.<br> <br />
The Act 1 Boss is the only boss to have a secret room, and it's only accessible via the glass walk fortune. It contains up to a silver chest.<br><br />
There are no glass walks on the right half of Battlements floor 2 other than the 50% chance to have one generate on a collapsed bridge.<br><br />
The following are most of the current glass walks in game:<br />
{| class="mw-collapsible mw-collapsed"<br />
!| Glass Walk Images <br />
|-<br />
|<br />
<br />
{| class="wikitable" style="text-align: center<br />
| [[File:glass1.jpg|200px|frameless]] || [[File:glass2.jpg|180px|frameless]] || [[File:trap1_1.jpg|200px|frameless]] || [[File:trap1_3.jpg|200px|frameless]]<br />
|-<br />
| [[File:trap1_4.jpg|200px|frameless]] || [[File:trap1_6.jpg|200px|frameless]] || [[File:trap1_7.jpg|200px|frameless]] || [[File:trap1_10.jpg|200px|frameless]]<br />
|-<br />
| [[File:glass3.jpg|200px|frameless]] || [[File:glass4.jpg|200px|frameless]] || [[File:glass5.jpg|200px|frameless]] || [[File:glass6.jpg|200px|frameless]]<br />
|-<br />
| [[File:trap4_4.jpg|200px|frameless]] || [[File:glass7.jpg|200px|frameless]] || [[File:trap5_1.jpg|200px|frameless]] || [[File:trap5_7.jpg|130px|frameless]]<br />
|-<br />
| [[File:BattleGlass1.jpg|200px|frameless]] || [[File:BattleGlass2.jpg|200px|frameless]] || [[File:BattleGlass3.jpg|200px|frameless]] || [[File:BattleGlass4.jpg|130px|frameless]]<br />
|-<br />
| [[File:BattleGlass5.jpg|200px|frameless]] || colspan="3"|[[File:BattleGlass6.jpg|640px|frameless]]<br />
|}<br />
<br />
|}<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Pyramid_of_Prophecy&diff=1924Pyramid of Prophecy2019-05-12T01:53:15Z<p>Playmoarnow: dijnn -> djinn</p>
<hr />
<div>=Spoilers=<br />
This page may contain spoilers regarding the Heroes of Hammerwatch [https://store.steampowered.com/app/1015030/Pyramid_of_Prophecy/ DLC]. Continue on if you have already seen these bosses or do not mind spoilers.<br />
=Overview=<br />
<br />
==[[Statues|Statue]] Blueprints==<br />
[[File:StatueBlueprints.jpg|frame|right|From left to right: Bolgarth, Calis, Cedric, Ewran, Kyra, Ozreth, Phalarath, Wylmir]]<br />
Statues and their blueprints are new with the DLC and give the player extra bonuses during their attempts at killing [[Acts#Act_6.2C_The_Battlements|Thundersnow]] or Nerys. They cost increasing amounts of [[Money#Ore|Ore]] to upgrade and act as an infinite ore sink so long as the player can continue to get higher and higher level blueprints to upgrade their statues. The blueprints (orange in color) appear on any act and floor in the Pyramid of Prophecy campaign, however unlike blueprints for the [[Magic Anvil]] statue blueprints don't appear for every player, nor are the blueprints the same statue or tier. They are entirely individual, so keep a look out on the map for your own blueprints when playing in multiplayer as no one can help you look for them.<br />
<br />
The blueprints do indicate what statue they upgrade, but because of the small image, it can be difficult to tell at a glance.<br />
<br />
State blueprint tiers generally up to 3 levels above the [[New Game Plus|New Game]] level the player is on can be obtained. While not impossible to get higher levels, the chance is slim to none. This encourages the player to continue delving into the pyramid at higher difficulties.<br />
<br />
==Sarcophagi==<br />
The player will occasionally run into a sarcophagus that they can plunder. The sarcophagus acts like a "free" shop, containing 5 items no matter what and the player can pick and choose what they want from it. The game will pause in single player when interacting with a sarcophagus.<br />
<br />
When the player picks the [[Items|items]] they want (skipping the sarcophagus is allowed) they will be given Curse based on what items they took. the more items they pick the more curse they will get give, with Epic items being worth 51 curse, Rare 16 (2 rares are worth 51), Uncommon 4 (2 uncommmon are 11), and Common 1. The values of the curse given grow exponentially the more items the player takes, and care should be taken to manage how much curse the player contracts as it will cause problems for the player the more curse they have.<br />
<br />
==Curse==<br />
Curse is a new mechanic that was introduced with the DLC, and is exclusive to the Pyramid campaign. It increases the chance that the player will entirely miss an attack and that any damage the player takes will be a critical hit, dealing (200+curse)% damage to the player. At lower amounts, curses can be negligible as they player still hits often enough, and unless a pyramid trap (rolling boulder or falling pillar) gets crit the player rarely has to worry about the curses. The rate at which the player loses accuracy slows the more curse the player gets, but can continue all the way to 100%. The only way to reach a curse this high is to sit on a trap that gives curse or let one of the [[Undead|Big Mummy]] miniboss or [[Pyramid of Prophecy#Queen Iris|Queen Iris]] attack the player for a long time.<br />
<br />
===Reducing Curse===<br />
The main method of reducing curse is by rousing the djinn found in Midway, and the [[Pyramid of Prophecy#Act_3.2C_Upper Pyramid|Upper Pyramid]]. The djinn in Midway reduces curse by 3, on act 3 floor 1 by 5, floor 2 by 7, and floor 3 by 9. There are random numbers of djinn on the floors in act 3. More on the djinn in the [[Pyramid of Prophecy#Semblance|Semblance]] section.<br />
<br />
The next way to reduce curse are by picking up honey bottles and the [[Encounters#Imps|Imp]]. These lower the player's curse by 1, and every bottle is individual like items, where if one player picks up a bottle, a different player can still pick it up, so that there is no fighting over who gets the bottles. <br />
<br />
Another way to remove curse is with the [[Encounters#Imps|Imp]]. The Imp has a chance, so long as the player has any curse (visible or not) to remove '''ALL''' of the player's curse.<br />
<br />
The last way to lower the player's curse is by obtaining items from the [[Items#queens_radiance|Queens Radiance]] set. This set raises the 0 point for your curses, allowing you to have negative curses. Having curses below 0 does not grand any benefits besides having 0 curse, and ability to take extra curse at no determent until the player reaches the number of curses reduced by the set bonus.<br />
<br />
=Act 1, Desert=<br />
Before you can enter the pyramid, you have to get there first. To reach the pyramid you will have to travel through 3 large desert maps, each with a shop that you can buy a map piece and one item from. The map piece is the same for everyone in multiplayer, so only 1 person should buy it.<br />
<br />
The map piece dictates which way is the safest to travel through. This path is the only path that will not spawn a great threat when you enter the map. Unlike in the [[Acts|Forsaken Tower]] the great threat in the desert will never end so long as you're in the map. It spawns a few sandstorms that follow the player around and will slow the player down if they get too close to it. Additionally they summmon [[Aberrations|sand elementals]] that charge at you and deal contact damage. In NG2(?) if they collide with the player, the player get stunned for a moment. If there are many elementals hitting the player in turn, the player can be in a state of near stun-lock.<br />
[[File:DesertPatterns.jpg|frame|right|The different desert patterns]]<br />
The desert also has its own summons as the player walks through it. While moving through the desert, your footsteps occasionally rouse a group of [[Beasts|snakes]], [[Beasts|scorpions]], or [[Aberrations|sand lurkers]] to appear right under the player. These enemies will never stop following the player, so long as they can reach the area the player is in. If a scorpion group appears, it has a chance to contain [[Beasts|massive scorpion]] that acts as the miniboss of this act. They can drop keys up to Ace, and have a chance to drop items. The sand lurkers have a chance to drop small blue [[Money|diamonds]] and [[Money#Ore|Ore]] when they die, and the quicksand they appear from will slow the player down if they walk into it.<br />
<br />
The desert also contains many spawners all over the map that cannot be killed like the ones in the tower, however they will stop spawning enemies after 5 to 8 spawned enemies are killed.<br />
<br />
Occasionally there will be a [[Pyramid of Prophecy#Sarcophagi|sarcophagus]] in the desert.<br />
<br />
Lastly, on one of the areas in the desert there will be a pattern in the ground. This pattern should be remembered for Act 2, as it will be used there.<br />
<br />
==Boss, The Giant Crustworm==<br />
Enemy type: [[Beasts|Beast]]<br><br />
<br />
The Giant Crustworm is a reference to the giant sandworms from the book Dune. The crustworm continuously moves as long as it is not spitting rocks and takes significantly less damage when its body is being hit instead of the head. The long the fight goes on, the more enemies will appear to aid the worm along with quicksand spawners. As an added effect, skeletons are occasionally dug up to show that the player would not be the first person to fall victim to the crustworm.<br />
<br />
The crustworm always starts out by circling the player one or twice before surfacing halfway. While the worm is underground it is unhittable however the segments that appear during his time above ground remain for a while before sinking back into the sand. If the player is hit by the head, bitten by the worm, significant damage will be dealt. The head in this state is much weaker than the body, but it puts the player at risk of getting bit if they attempt to hit it with a melee character. As an additional risk, the worm is able to completely surround the player with its segments, trapping them in the middle for some time until the segments sink back into the ground.<br />
<br />
The other attack the crustworm has is that only his head will appear and he will spit out boulders that fall on the player similar to the spikes dropped by the [[Acts#Act_1.2C_The_Mines|Stone Guardian]] but with a smaller AoE. This is when the worm is weakest as he is not moving around and does not fight back other than the rocks he spits. After about 10 seconds he will burrow back into the ground and the fight continues. Which attack he uses is random, and he can do one or the other many times in a row.<br />
<br />
The reward for beating the boss is found in Midway, after dropping down the hole that has now appear at the top of the area.<br />
<br />
=Midway=<br />
After dropping into the sunken pyramid, the player is in an area called Midway. They will appear back here after defeating Queen Iris as well. It is highly advantageous for the player to have the [[Fountain]] fortune "Glass Walks" active, as it allows access to the treasures in Midway.<br />
<br />
Rarely an Ace key can appear on the left side of the bridge near the [[Encounters#Springs|Well]]. This key is unreachable when you reach Midway the second time, yet can still appear.<br />
<br />
The second time the player arrives in Midway, they will be able to go to a large pile of money and ore at the top side of the map past some cursed tiles that give 1 curse every half second the player is on an active tile. If glass walks is active they can also obtain another pile of gold and money on the south side. In that south room with the money, there is a secret room crack that will take the player to another glass walk ending with a random key up to gold. This key is not always the same one that you see when falling into midway the first time via the Old Map.<br />
<br />
There is a fountain in Midway on your second arrival.<br />
<br />
To leave Midway the second time, you must interact with the djinn, summoning 3 other djinn that will fight you. Enter the rift to Semblance after the djinn are dead or immediately as the summoned djinn do not have to be killed to enter the rift. All players must be next to the same rift to enter Semblance. This holds for all Upper Pyramid rifts as well. <br />
<br />
<br />
=Act 2, Lower Pyramid=<br />
The second act consists of many undead, snakes, and spiders along with rolling boulders and crushing pillars. The latter two appear only in rooms with chests in them. <br />
<br />
The miniboss of this floor is a Big Mummy that will shoot skulls that fly back and forth similar to the medusa skulls from the Castlevania series. If these skulls hit a player, they will receive 2 curse and take no damage. The Big Mummies also have a corrupt breath attack that acts like the [[Wizard|Wizard's]] flamethrower. It deals small bits of damage very quickly. On NG+1 being near the Big Mummy will cause the player to become corrupted, similar to the [[Items#spreading_corruption|Spreading Corruption]] rare item. This effect goes away once the mummy is dead or the player gets far enough away. While corrupted the player will take twice(?) the damage they would take otherwise. On NG+2 the Big Mummies will leave behind a curse circle that will give the player 2 curse should they stand within it for too long, similar to the summoning circles found on the [[Acts#Act_4.2C_The_Archives|Archives]].<br />
[[File:DesertInput.jpg|frameless|200px|right]]<br />
While traveling around the floor, you may run into curse circles on the ground or rolling boulders in hallways that attempt to harm the player. These will be removed if the player activates the Safe Corridors [[Fountain]] fortune.<br />
<br />
The chests in this act and the next are often hidden behind floor buttons and only appear once all of them have been pressed. Many traps consist of multiple buttons that have to all be pushed to get the chest, and the trap will expand itself as the buttons are pressed. Some of these buttons will have a trap directly next to them, and if the player isn't quick on their feet they may get hit by it. No traps in the pyramid are able to be disabled, however most do not require all players to traverse the entire trap thus it is usually unnecessary to send more than one or two people into the same trap to complete it.<br />
<br />
Some traps have cursed tiles, and when the player steps on them while they are active they will receive 1 curse every half a second. <br />
<br />
The rolling boulders and falling pillars do the same amount of damage: 200 [[Combat#Damage_Types|Physical]] base. It is advised to take the Gentle Traps fortune if you don't have the utmost confidence that you will be able to dodge every boulder and pillar.<br />
<br />
Lastly on one of the floors there will be a room to input the image found in act 1. The reward from this is random and can go all the way up to legendary. You cannot make a single mistake however or you will receive nothing. It looks like the image on the right.<br />
<br />
<br />
==Boss, Queen Iris==<br />
Enemy type: [[Undead]]<br />
<br />
Queen iris can be troublesome if you lack the damage to take her down quickly. She is able to stomp the players near her for significant damage(150+?) and continuously summons snakes to attack the player through the fight. These snakes, a mix of Asps and Mambas. The Asps fire a poison laser at the current player position while the Mambas chase the player.<br />
<br />
Queen Iris will occasionally fire two cursed skulls at the player. For melee characters if you are directly behind or in front of the queen while she prepares this attack they skulls will initially fly past you, but quickly turn around to hit you. Each of these skulls applies 5 curse to the player and if the fight is prolonged, without careful dodging the player can find themselves quickly racking up curses. These curses remain on the player after the fight.<br />
<br />
If the player is too far away from Queen Iris she will charge the player, stomping the location that they were previously at. If there are cursed skulls flying around the room they usually end up right where she charged to, as both are chasing you, leading to melee characters often having difficulty reaching the queen while dodging the skulls.<br />
<br />
Lastly, Queen Iris will fire a huge swarm of bugs at the player. These bugs are not listed in the [[Bestiary]] and appear to switch from projectile to enemy after traveling a certain distance from the player. While acting like a projectile they deal a rapid burst of small damage hits, similar to the Big Mummies faced before. If the player doesn't get hit with all of the swarms they will come back to attack the player like a bat. They block attacks just like any other enemy but can be dodged just by moving around.<br />
<br />
Once the queen is dead, the pillars on the sides will rise and the player can pick up their reward on the left. There is never anything on the right except for some coins and pots.<br />
<br />
=Semblance=<br />
Semblance is the world that the djinn originated from, and when the player enters the world they will appear on a purple sphere, with more appearing in the background. While the player resides in Semblance djinn will appear to fight the player. The amount of djinn that appear is dependent on the number of rifts that were opened in the previous floor. The greater the number of rifts, the more djinn will spawn.<br />
<br />
If the player has enough movement speed (around 3.0) they can walk in circles around the edge of their Semblance platform and avoid most attacks.<br />
<br />
After about 30 seconds the player will automatically be sent out of Semblance and onto the next floor. The timer for this is denoted by radiating waves from the center of the platform. While the player is teleporting they take no damage.<br />
<br />
=Act 3, Upper Pyramid=<br />
The final act of the Pyramid of Prophecy consist of very large, ornate floors that have a lot of gold and ore scattered around. It is common to obtain well over 200k in this act alone.<br />
<br />
One of the notable features on the floor are various number of meditating djinn around the floor. The amount ranges from 1 to over 5 and is completely random. If the player interacts with one of them, they can open a rift to Semblance This summons a great threat which is a group of 5 djinn from every opened rift. They will teleport to the player if they are too far away. Rousing a djinn will remove 5, 7, or 9 curses depending on what floor the player is on. If you have 0 curses and rouse a djinn, you do not go negative unless you have the Queens Radiance set effect, but only up to the set's maximum reduction for the pieces you have at that point. If the player takes too long (4 minutes) to reach every djinn, a great threat will be summoned, and if there are any djinn that haven't been roused yet, one of them at random will be roused without the player getting the curse reduction effect.<br />
<br />
Every floor in the Upper Pyramid also contains a sarcophagus. The player is encouraged to take items from them as they have a readily available source of curse reduction in the form of meditating djinn.<br />
<br />
The miniboss of this act are [[Constructs|Sentinel High Priests]] and are often accompanied by other sentinels. They start out as inanimate statues and will animate after a random amount of time of the player being nearby. The regular sentinels come in a melee and ranged variety, the melee ones will charge the player like a spearman undead. The High Priests will fire off snake beams that deal magical damage, and can also fire off 12(?) beams in a circular pattern. These beams have a chance of becoming snakes themselves when they hit a wall close enough to the player. All types of sentinels are able to drop ore and small golden diamonds. If the player is min-maxing the floors, they should take the time to kill all of the sentinels on the floor for extra ore and money. All sentinels will chase the player across the floor without end like the ambushes from act 1.<br />
<br />
The towers on this floor are Sun Prisms and fire at the current location of the player in a prolonged beam that deals very rapid magic damage. Every 4 attacks the prism will fire off 16(?) beams that persist for a few seconds and have infinite(?) range. The player can be downed very quickly by these beams and caution should be taken when engaging the tower. Toppled Towers fortune will almost completely remove these towers, with only ones activated by taking items from a sarcophagi still appearing with the fortune.<br />
<br />
Two additional hazards on the floor are molten canals that fill with lava for some time before turning off. These will continue cycling on and off forever and the hazard deals 100(?) magical damage to the player. every half second they are on it. The other hazards are only found in the chest rooms and are sun beams from walls. They too turn on and off on cycles and deal less damage than the Sum Prism beams, but will hit the player just as rapidly.<br />
<br />
All of the traps in this act are able to be done perfectly by any character, but significant waiting for cycles to sync up may be needed if the player seeks to not get hit at all, thus taking a hit here or there to speed up the looting process should be expected.<br />
<br />
==Boss, Nerys==<br />
Enemy type: [[Aberrations|Aberration]]<br />
<br />
The final boss, Nerys, is a powerful djinn that took control of another djinn, Nimbus, long ago and was trapped at the top of the pyramid as punishment. He wields many powerful attacks and can quickly kill the player if they are not prepared for his attacks.<br />
<br />
Nerys will always start out by attacking with his sword. When he attacks with it, fire waves will shoot out in the direction he swung. These do moderate damage, but are very fast and will boomerang back towards the player, all waves from the same swing converging at the same spot, and will leave a circle of fire on the ground. The player is lit on fire if they are hit by any part of this attack. The further into the fight the player is, the more fire waves will be summoned, with 7(?) being summoned once Nerys reaches 25% hp the first time.<br />
<br />
Every so often Nerys will teleport to a different location in the arena, often close to an edge. This can be somewhat problematic for melee characters as the red mist around the arena will fire at the player if they get too close to the edge, applying armor and resistance break(magebane and shieldbreaker) to the player. Right after Nerys teleports, he will fire off black orbs in all directions that cause bleeding, darkness effect on NG+, and drain the player's mana similar to the Arch Lich diamond from the [[Acts#Act_5.2C_The_Chambers|Chambers]] if they player gets hit by them and when they land they will summon an X of fire that deals magic damage and lasts for about 10(?) seconds before disappearing.<br />
<br />
It should be noted that Nerys moves similarly to a Lich in that he will continually back away from the player, so getting between him and the edge of the room is effective in keeping him closer to the middle.<br />
<br />
When Nerys reaches 75%, 50%, and 25% HP he will heal up to 50% of his max life if the player is not able to deal enough damage to stop further healing. During his heal he will summon other djinn to fight the player, along with creating large purple orbs in a circular wave that deal very high damage to any players within them when they burst. This wave starts with one orb directly under him, and continues to radiate outwards before repeating. There IS enough space for a melee character to be directly next to Nerys after the first orb bursts without being hit by the second circle of orbs.<br />
<br />
=Rewards=<br />
Along with the regular gold and ore the player receives, when the player defeats Nerys, Nimbus is freed and is eternally indebted to you. To show his thanks, he now resides within the player's potion and will come out for 30 seconds plus 2 for every PoP NG+ level the player has beaten on that character. Nimbus deals 60 magical damage +10 per NG+ beaten and attacks just like the Sphere Djinn.<br />
<br />
Additionally the player will receive 10 [[Leveling_Up#Skill_Stars|Skill Stars]] for each NG level they beat the pyramid on.<br />
<br />
While not directly from the PoP campaign, the player can also acquire statue blueprints if they are at the correct NG+ level for obtaining statue blueprints outlined at the top of the page or on the [[Statues]] page.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Constructs&diff=1923Constructs2019-05-12T01:50:47Z<p>Playmoarnow: added pop enemies</p>
<hr />
<div>Constructs are creations that were designed to either spawn more enemies or act as a defensive tower. Some constructs are mobile attacking units. These different forms of constructs are found in every single act.<br />
<br />
{| class="wikitable"<br />
!colspan="8"|List of Constructs<br />
|-<br />
!Name||Experience||Health||Armour||Resistance||Attack Type||Damage||Location<br />
|-<br />
|Ballista||20||1000||80||80||Physical||?||Battlements<br />
|-<br />
|Beamo Pillar||225||600||50||50||Magical||50 Beam<br>40 Orb||Archives<br />
|-<br />
|Bloodlust Banner||0||40||0||0||None||0||Prison / Armory<br />
|-<br />
|Coffin[[File:PoP.png|link=]]||100||250||40||30||None||0||Lower+Upper Pyramid<br />
|-<br />
|Coffin[[File:PoP.png|link=]]||170||180||40||15||None||0||Lower+Upper Pyramid<br />
|-<br />
|Elite Manned Battlement||115||300||40||20||Physical||30||Armory<br />
|-<br />
|Empty Battlement||30||300||40||10||None||0||Armory<br />
|-<br />
|Guardian Pit||150||600||60||30||None||0||Chambers<br />
|-<br />
|Healing Banner||0||40||0||0||None||0||Chambers<br />
|-<br />
|Maggot Incubator||45||80||40||15||None||0||Mines / Prisons<br />
|-<br />
|Manned Battlement||95||300||40||20||Physical||30||Armory<br />
|-<br />
|Mother Eye||110||300||50||60||None||0||Archives<br />
|-<br />
|Net Ballista||20||1000||80||80||None||0||Battlements<br />
|-<br />
|Nova Tower||150||400||40||40||Magical||40||Armory<br />
|-<br />
|Protection Banner||0||40||0||0||None||0||Armory<br />
|-<br />
|Rock Prism[[File:PoP.png|link=]]||200||1000||60||60||Physical||?||Lower Pyramid<br />
|-<br />
|Rotten Stump||25||30||40||15||None||0||Mines / Prisons<br />
|-<br />
|Sentinel High Priest[[File:PoP.png|link=]]||500||2000||120||50||Magical||?||Upper Pyramid<br />
|-<br />
|Sentinel Melee[[File:PoP.png|link=]]||140||750||100||40||Physical||?||Upper Pyramid<br />
|-<br />
|Sentinel Ranged[[File:PoP.png|link=]]||140||750||100||40||Physical||?||Upper Pyramid<br />
|-<br />
|Skeleton Archer Pit||55||140||40||15||None||0||Prison / Armory<br />
|-<br />
|Skeleton Archer Pit II||150||600||60||30||None||0||Chambers<br />
|-<br />
|Skeleton Pit||50||180||40||15||None||0||Prison / Armory<br />
|-<br />
|Skeleton Pit[[File:PoP.png|link=]]||65||180||40||15||None||0||Lower Pyramid<br />
|-<br />
|Skeleton Pit[[File:PoP.png|link=]]||65||180||40||15||None||0||Upper Pyramid<br />
|-<br />
|Spider Nest[[File:PoP.png|link=]]||120||350||45||20||None||0||Lower Pyramid<br />
|-<br />
|Splitshot Ballista||20||1000||80||80||Physical||?||Battlements<br />
|-<br />
|Strong Nova Tower||300||800||70||70||Magical||90||Chambers<br />
|-<br />
|Sun Prism[[File:PoP.png|link=]]||400||2000||75||75||Magical||?||Upper Pyramid<br />
|-<br />
|Tick Nest||40||70||40||15||None||0||Mines / Prisons<br />
|-<br />
|Tree of Silence||110||300||60||50||None||0||Archives<br />
|}<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Aberrations&diff=1922Aberrations2019-05-12T01:38:03Z<p>Playmoarnow: added pop enemies</p>
<hr />
<div>Aberrations are a type of enemy that are considered monsters and entities, such as Eyes and Wisps. Aberrations are the most prevalent in the Archives.<br />
<br />
{| class="wikitable"<br />
!colspan="8"|List of Aberrations<br />
|-<br />
!Name||Experience||Health||Armour||Resistance||Attack Type||Damage||Location<br />
|-<br />
|Big Man Eater||90||250||5||40||Physical||50||Prisons<br />
|-<br />
|Blue Wisp||70||110||35||35||Magical||50||Archives<br />
|-<br />
|Eye||75||120||20||40||Physical||80||Archives<br />
|-<br />
|Green Wisp||50||70||25||25||Magical||40||Archives<br />
|-<br />
|Ice Elemental||50||300||50||50||Magical||40||Forsaken Tower<br />
|-<br />
|Man Eater ||70||150||5||20||Physical||30||Mines<br />
|-<br />
|Monstrous Eye||400||1200||40||80||Physical &<br>Magical||110 Bite<br>35 Laser||Archives<br />
|-<br />
|Ranged Ice Elemental||50||200||50||50||Physical||90||Forsaken Tower<br />
|-<br />
|Red Wisp||90||260||45||45||Magical||60||Archives<br />
|-<br />
|Sand Elemental[[File:PoP.png|link=]]||80||300||20||20||?||Physical||Desert<br />
|-<br />
|Sand Lurker[[File:PoP.png|link=]]||90||420||20||20||Physical||?||Desert<br />
|-<br />
|Sphere Djinn[[File:PoP.png|link=]]||130||1000||40||70||Magical||?||Semblance / Upper Pyramid<br />
|-<br />
|Small Eye||55||80||20||40||Physical||50||Archives<br />
|-<br />
|Wave Djinn[[File:PoP.png|link=]]||130||1000||40||70||Magical||?||Semblance / Upper Pyramid<br />
|}<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Undead&diff=1921Undead2019-05-12T01:34:09Z<p>Playmoarnow: added pop enemies</p>
<hr />
<div>The Undead class features many skeletons and lich mages. They are quite common in the Prison, Armory, and Chambers.<br />
<br />
{| class="wikitable"<br />
!colspan="8"|List of Undead<br />
|-<br />
!Name||Experience||Health||Armour||Resistance||Attack Type||Damage||Location<br />
|-<br />
|Arch Lich||700||1750||75||125||Magical||60||Chambers<br />
|-<br />
|Battlemage||140||275||80||80||Magical||65||Chambers<br />
|-<br />
|Big Mummy[[File:PoP.png|link=]]||350||1000||50||30||Magical||?||Lower Pyramid<br />
|-<br />
|Bloodlust Bannerman||50||45||15||5||None||0||Prison / Armory<br />
|-<br />
|Elite Lich||145||200||25||75||Magical||60||Chambers<br />
|-<br />
|Elite Skeleton Bowman||80||60||10||5||Physical||30||Prison / Armory<br />
|-<br />
|Elite Skeleton Guardian||130||400||100||40||Physical||160||Chambers<br />
|-<br />
|Fallen Paladin||60||50||20||20||Magical||50||Armory / Archives<br />
|-<br />
|Fallen Priest||70||50||20||20||Magical||Consecrated<br>Ground: 6 / 0.5s||Armory / Archives<br />
|-<br />
|Fallen Ranger||65||50||20||20||Magical||45||Armory / Archives<br />
|-<br />
|Fallen Sorcerer||70||50||20||20||Magical||60||Armory / Archives<br />
|-<br />
|Fallen Thief||70||50||20||20||Magical||30||Armory / Archives<br />
|-<br />
|Frost Lich||160||250||30||80||Hybrid &<br>Magical||65 Hybrid Spike<br>8 Magic Breath||Chambers<br />
|-<br />
|Ghostcaller||120||100||5||40||None||0||Armory<br />
|-<br />
|Guardian Berzerker||70||150||45||20||Physical||25<br>100 enraged||Armory / Chambers<br />
|-<br />
|Healing Bannerman||75||90||30||10||None||0||Archives to Chambers<br>Red Room<br />
|-<br />
|Khopesh Mummy[[File:PoP.png|link=]]||65||120||25||15||Physical||?||Lower Pyramid<br />
|-<br />
|Khopesh Mummy[[File:PoP.png|link=]]||90||350||50||20||Physical||?||Upper Pyramid<br />
|-<br />
|Lich||95||100||5||35||Magical||35||Armory<br />
|-<br />
|Mummy[[File:PoP.png|link=]]||50||180||35||25||Physical||?||Lower Pyramid<br />
|-<br />
|Mummy[[File:PoP.png|link=]]||75||350||50||20||Physical||?||Upper Pyramid<br />
|-<br />
|Priest of Fire[[File:PoP.png|link=]]||120||250||30||80||Magical||?||Upper Pyramid<br />
|-<br />
|Priest of Ice[[File:PoP.png|link=]]||120||250||30||80||Magical||?||Upper Pyramid<br />
|-<br />
|Priest of Magic[[File:PoP.png|link=]]||100||250||15||40||Magical||?||Lower Pyramid<br />
|-<br />
|Protection Bannerman||55||45||15||5||None||0||Armory<br />
|-<br />
|Ravenous Thrall||0||350||10||10||Physical?||?||Vampire Lord fight<br />
|-<br />
|Skeleton Bowman||34||24||5||0||Physical||30||Prison / Armory<br />
|-<br />
|Skeleton Captain||250||800||50||20||Physical||80 Melee<br>45 Spin||Armory<br />
|-<br />
|Skeleton Footman||32||45||10||5||Physical||30||Prison / Armory<br />
|-<br />
|Skeleton Guardian||70||150||45||20||Physical||110||Chambers<br />
|-<br />
|Skeleton Guardian||85||210||60||20||Physical||160||Chambers<br />
|-<br />
|Skeleton Marksman||95||150||40||20||Physical||70||Chambers<br />
|-<br />
|Skeleton Soldier||22||18||5||2||Physical||40||Prison / Armory<br />
|-<br />
|Skeleton Spearman||35||45||20||10||Physical||45 Melee<br>35 Dash||Armory<br />
|-<br />
|Skeleton Warrior||60||150||20||10||Physical||75||Prison / Armory<br />
|-<br />
|Strong Skeleton Spearman||90||210||60||20||Physical||140 Melee<br>105 Dash||Chambers<br />
|-<br />
|Thrall||0||600||10||10||Physical?||?||Vampire Lord fight<br />
|-<br />
|Trapper||34||70||15||5||Physical||Trap:?||Prison / Armory<br />
|}<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Beasts&diff=1920Beasts2019-05-12T01:26:25Z<p>Playmoarnow: added pop enemies</p>
<hr />
<div>Beasts are a type of enemy that are considered hostile animals, such as Maggots and Bats. Beasts are the most prevalent in the Mines and Prisons.<br />
<br />
{| class="wikitable"<br />
!colspan="8"|List of Beasts<br />
|-<br />
!Name||Experience||Health||Armour||Resistance||Attack Type||Damage||Location<br />
|-<br />
|Adder[[File:PoP.png|link=]]||55||70||15||15||Physical||?||Desert / Lower+Upper Pyramid<br />
|-<br />
|Albino Bat||0||120||10||10||Physical||50||Chambers<br />
|-<br />
|Asp[[File:PoP.png|link=]]||65||120||25||15||Magical||?||Lower+Upper Pyramid<br />
|-<br />
|Baby Maggot||14||10||0||10||Physical||10||Mines / Prisons<br />
|-<br />
|Bat||8||3||0||0||Physical||10||Mines / Prisons<br />
|-<br />
|Fierce Bat||12||12||0||0||Physical||16||Mines / Prisons<br />
|-<br />
|Ice Troll Shaman||130||1300||60||60||Magical||?||The Battlements<br />
|-<br />
|Ice Troll Warrior||110||1500||60||60||Physical||?||The Battlements<br />
|-<br />
|Jumper||15||6||15||0||Magical||20||Mines<br />
|-<br />
|Kid Scarab[[File:PoP.png|link=]]||0||6||15||0||None||0||Desert<br />
|-<br />
|Kid Tick||12||6||15||0||Physical||12||Mines / Prisons<br />
|-<br />
|Maggot||20||14||0||20||Physical||12||Mines / Prisons<br />
|-<br />
|Mamba[[File:PoP.png|link=]]||45||70||10||10||Physical||?||Desert / Lower+Upper Pyramid<br />
|-<br />
|Massive Maggot||175||400||30||50||Physical||30||Prisons<br />
|-<br />
|Massive Scorpion[[File:PoP.png|link=]]||275||650||40||20||Physical||?||Desert<br />
|-<br />
|Massive Tick||150||200||40||15||Physical||40||Mines<br />
|-<br />
|Scarab[[File:PoP.png|link=]]||0||12||25||0||None||0||Desert<br />
|-<br />
|Scorpion[[File:PoP.png|link=]]||50||70||15||5||Physical||?||Desert<br />
|-<br />
|Scorpion Elite[[File:PoP.png|link=]]||70||70||15||5||Physical||?||Desert<br />
|-<br />
|Spined Maggot||40||50||10||20||Physical||12||Mines / Prisons<br />
|-<br />
|Spiked Tick||35||45||50||15||Physical||26||Mines / Prisons<br />
|-<br />
|Spitter[[File:PoP.png|link=]]||110||200||30||20||Magical?||?||Lower Pyramid<br />
|-<br />
|Stone Gargoyle||125||1100||70||70||Physical?||?||The Battlements<br />
|-<br />
|Tick||18||12||25||0||Physical||20||Mines / Prisons<br />
|-<br />
|Webber[[File:PoP.png|link=]]||120||200|30||20||None?||?||Lower Pyramid<br />
|}<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Enemies&diff=1919Enemies2019-05-11T23:39:46Z<p>Playmoarnow: Added some immunities</p>
<hr />
<div>There are four types of enemies in Heroes of Hammerwatch, Beasts, Undead, Aberrations, and Constructs. Each boss falls into one of these categories. [[Acts]] are each themed and the enemies consist of some of the enemy types. <br />
<br />
; List of Beast type enemies : [[Beasts]]<br />
; List of Undead type enemies : [[Undead]]<br />
; List of Aberration type enemies : [[Aberrations]]<br />
; List of Constructs : [[Constructs]]<br />
; Boss mechanics : [[Acts|Bosses]]<br />
<br />
Bosses are Immune to many different types of [[Combat#Status_Effects|status effects]] in the game. Here's a table showing which bosses are immune to different effects:<br />
{| class="wikitable" style="text-align:center;"<br />
!colspan="11"|Boss Immunities<br />
|-<br />
!Boss Name ||Poison||Burning||Stun||Disarm||Confusion||Slowness||Bleeding||Frozen||Corruption[[File:PoP.png|link=]]||[[Ranger|Root]]<br />
|-<br />
|The Stone Guardian || ✔ || || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ <br />
|-<br />
|The Warden || || || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ <br />
|-<br />
|The Three Councilors|| || || ✔ || ✔ || ✔ || ✔ || || ✔ || ✔ || ✔ <br />
|-<br />
|The Watcher || || || ✔ || ✔ || ✔ || ✔ || || ✔ || ✔ || ✔ <br />
|-<br />
|Vampire Lord || ✔ || || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ <br />
|-<br />
|Thundersnow || || || ✔ || ✔ || ✔ || ✔ || || ✔ || ✔ || ✔ <br />
|-<br />
|The Giant Crustworm[[File:PoP.png|link=]]||? || ? || ✔ || ✔ || ✔ || ✔ || ? || ✔ || ✔ || ✔ <br />
|-<br />
|Queen Iris[[File:PoP.png|link=]]|| ? || ? || ✔ || ✔ || ✔ || ✔ || ? || ✔ || ✔ || ✔ <br />
|-<br />
|Nerys[[File:PoP.png|link=]]|| ? || ? || ✔ || ✔ || ✔ || ✔ || ? || ✔ || ✔ || ✔ <br />
|}<br />
<br />
<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
!Boss Name||Mob Type||Experience||Health||Armour||Resistance||Attack Type||Damage||Location<br />
|-<br />
! The Stone Guardian <br />
| Construct || 1000 || 800 || 50 || 50 || Physical || style="text-align:left;"|16 Smash<br>30 Spikes<br>40 Falling spike || Mines<br />
|-<br />
! The Warden <br />
| Undead || 2250 || 2500 || 75 || 35 || Physical || style="text-align:left;"|30 Spin<br>60 Melee<br>70 Bombs<br>100 Arrow || Prisons<br />
|- style="height:50px;<br />
! rowspan="3"|The Three Councilors:<br>Magic<br><br>War<br><br>Wisdom<br />
| rowspan="3"|Undead || rowspan="3"|1250 || rowspan="3"|2000 || rowspan="3"|40 || rowspan="3"|100 || |Magical || style="text-align:left;"|50 || rowspan="3"|Armory<br />
|- <br />
| Physical || style="text-align:left;"|70 Spikes<br>140 Melee <br />
|- <br />
| Magical || style="text-align:left;"|20 / 0.5s <br />
|-<br />
! The Watcher <br />
| Aberration || 5000 || 12000 || 100 || 150 || Magical <br>&<br> Physical || style="text-align:left;"|40 Magical Orbs<br>60 Physical Spike || Archives<br />
|-<br />
! Vampire Lord <br />
| Undead || 7500 || 14000 || 100 || 100 || Magical <br>&<br> Physical || style="text-align:left;"|? Magical Blood wave<br>? Physical Sword<br>? Magical Blood fire <br>? Magical Blood mist || Chambers<br />
|-<br />
! Thundersnow <br />
| Beast || 10000 || 22000 || 175 || 175 || Magical <br>&<br> Physical || style="text-align:left;"|10 Physical Falling spike<br>125 Physical Ice spike<br>175 (ignores 2/3 of armor) Physical Stomp<br>35 Magical Ice breath<br>45 Magical Slowing Orb<br>55 Magical Lighting<br>80 Magical Ice spike wave || Forsaken Tower<br />
|}<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Combat&diff=1914Combat2019-05-10T07:24:13Z<p>Playmoarnow: /* Damage */ updated link</p>
<hr />
<div>Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.<br />
<br />
=Damage=<br />
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power, bonus damage%, multipliers).<br><br />
<br />
To calculate primary attack damage, convert percentages to decimal then use the following:<br />
<br />
<pre><br />
(phys_base + phys_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Physical_Reduction +<br />
(mage_base + mage_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Magical_Reduction<br />
</pre><br />
<br />
To do the same for skill damage, change AP to SP and swap in the base damage for the skill and other effects that apply to skills for the ones that apply for primary.<br />
<br />
; Enemy defenses:<br />
: Enemy Physical reduction: 1/(1 + (enemy_base_armor*(1-physical_pierce)/50)<br />
: Enemy Magical reduction: 1/(1 + (enemy_base_resistance*(1-magical_pierce)/50)<br />
::Pierce % is calculated by multiplying the amounts not pierced by each other, then subtracting that value from 1. ex: 2 20% pierce = 0.8*0.8 = 0.64 = 36% pierce.<br />
::Shieldbreaker and Magebane count as 75% pierce when their effect is active.<br />
<br />
*DMG_INCREASE = &sum; &forall; +damage% and damage% increase from crits.<br />
*MULTIPLIER = Incredible Strength(2x) * Corrupted(2x). Corrupted is from the Spreading Corruption rare item from the [[Pyramid of Prophecy]] DLC.<br />
<br />
; Notation<br />
: &sum; is the symbol for adding one after another to a total sum<br />
: &forall; means "for all", "for each" or "for any"<br />
<br />
[https://docs.google.com/spreadsheets/d/1NBxfuNYQ87J5PvRFquaewg1w1qwd8Jny9w3dLGadbf8/edit?usp=sharing Damage Calculator]<br />
<br />
==Damage Types==<br />
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack. <br />
<br />
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.<br />
<br />
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.<br />
<br />
==Criticals==<br />
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.<br><br />
Each critical chance instance is rolled separately. For example a [[Items#heartseeker|Heartseeker]](12.5%) and an [[Items#assassins_dagger|Assassin's Dagger]](7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a "double crit," in which the damage is multiplied by the Critical Damage modifier twice.<br><br />
Equation : [DMG * (Crit_multiplier * crits)].<br><br />
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.<br />
<br />
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.<br />
<br />
=Status Effects=<br />
There are many different status effects the player and enemies can encounter in HoH. They are applied by different enemies and weapons, traps and buffs, and can help or hinder the player depending who is getting which effects applied to them.<br />
<br />
Act bosses are immune to these status effects: Armor break, Resistance break, confusion, slowness and frozen, corruption, and bleeding(?).<br />
<br />
Damage over time effects (DoTs) will hit the player 5 times before going away.<br />
<br />
;Poison<br />
:Poison is the first status effect you will encounter, as the Maggots in Act 1 will apply it to the player when they are hit with their projectile. Things afflicted with the poison effect will have their movement slowed by 50%(?), including immune enemies.<br />
::Poison deals 4 magical damage to the player, and the poisoned arrow traps in hallways deal 8 magical damage.<br />
::Enemies the player poisons take 16 magical damage, however [[Undead]] and [[Constructs]] are immune to poison damage.<br />
;Burning<br />
:Burn damage is applied by many traps throughout the game and various late game enemies.<br />
::Burn damage deals 5 magical damage to the player, and Wisps, the Watcher's orbs, and all traps on Act 5 deal 10 magical damage.<br />
::Enemies the player ignites take 4 magical damage, however no enemy is immune.<br />
;Stun<br />
:Stunned enemies are unable to move or attack while affected.<br />
::The [[Thief|Thief's]] Smoke Bomb skill, the [[Items#Common_Items|Blackjack]] item apply stun, and enemies that hit the player while under the slowness inflicted by [[Items#Legendary_Items|Meduas's Charm]] are stunned for 6 seconds.<br />
:::Thundersnow's stomp will stun the player for half a second on NG+++.<br />
;Disarm<br />
:Disarmed enemies are unable to attack the player while affected, but are still able to move.<br />
::[[Items#Common_Items|The Gladiator's Net]], [[Gladiator|Gladiator's]] Crippling Net, and [[Items#Common_Items|Defender's Halberd]] apply disarm to enemies.<br />
;Bloodlust<br />
:Bloodlust is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned red and gain a circle around their feet. Affected enemies are 50%(?) faster and increases their damage by 100% (doubling it).<br />
;Protection<br />
:Protection is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned gray and have a square under them. While affected they take 50% less damage. Fallen Priest's also give protection to nearby enemies.<br />
;Confusion<br />
:Confusion will reverse the players aim and movement directions, completely inverting the controls. This effect lasts varying amounts of time depending on the source.<br />
::The player can make themselves immune to confusion by drinking the [[Tavern#Common_Drinks|Mind Control]] drink, however other status effects last twice as long.<br />
::Enemies that find themselves confused will wander around in snaking lines and aim erratically.<br />
;Slowness<br />
:Slowness will reduce the affected individual's movement speed by 50%. Enemies that apply slowness are Fallen Priests, Frost Liches, and the poison effect.<br />
::The player can become immune to slowness by obtaining the [[Items#Rare_Items|Boots of Freedom]].<br />
;Darkness<br />
:Darkness will make the player's screen almost entirely black for a few seconds. The only part still visible is the nearest 3 tiles in any direction. The map overlay is also obscured by darkness, but can allow the player to navigate the floor while being "blind".<br />
::Enemies that apply darkness are the Arch Liches when the player steps on their diamonds they place on the ground and the magenta tile obstacles found on Act 5.<br />
::[[Tavern#Rare_Drinks|Stab in the Dark]] gives the player 1.5 seconds of darkness every time they use their primary attack, but gives a 50% primary crit chance.<br />
;Mana drain<br />
:The player loses 2.5%(?) of their maximum mana every half second they have this effect.<br />
::Enemies that apply mana drain are the the Arch Lich's placed diamonds, Nerys, and the magenta tile obstacles in Act 5. This effect lasts as long as the player has the darkness effect from the same sources. Stab in the dark does not apply this effect.<br />
;Bleeding<br />
:The player loses 5% of their current HP every time they move 1 tile while under this effect.<br />
::Bleeding is applied by the [[Acts#Boss:_Vampire_Lord|Vampire Lord's]] blood wave attack and the black orbs from [[Pyramid_of_Prophecy#Boss.2C_Nerys|Nerys]][[File:PoP.png|link=]].<br />
::Bleeding applied by the player works on enemies the same way, which means they need to move to take damage.<br />
:::The player can bleed the enemies by using the [[Items#Rare_Items|Duelist's Edge]] or by taking the rare [[Tavern]] drink "Spilled Blood".<br />
;Armor break<br />
:Armor break reduces the affected target's armor by 75%.<br />
::The [[Items#Rare_Items|Shieldbreaker]] item and Nerys's arena mist apply this effect.<br />
:::Thundersnow has a similar effect on his stomp attack, where it will pierce 66% of the player's armor.<br />
;Resistance break<br />
:Resistance break reduces the affected target's resistance by 75%.<br />
::The [[Items#Rare_Items|Magebane]] item and Nerys's arena mist apply this effect.<br />
;Frozen<br />
:Frozen is an effect that only the [[Sorcerer]] has. His Biting Chill skill allows slowed enemies to be frozen in place for a few seconds.<br />
::Afflicted enemies cannot move at all and are unable to attack while affected.<br />
;Corruption[[File:PoP.png|link=]]<br />
:Corruption is an effect that makes the afflicted target take double damage from all sources. It is exclusive to the [[City_of_Stone|Pyramid of Plunder]] DLC.<br />
::Enemies that apply corruption are Big Mummies when the player is nearby. (others?)<br />
::The player can apply curse to an enemy, one at a time, with the [[Items#Rare_Items|Spreading Corruption]] item. This effect is most useful for taking out minibosses or elite enemies that take many hits to kill.<br />
;Curse[[File:PoP.png|link=]]<br />
:Curse is an effect that the player carries with them while going through the [[Pyramid_of_Prophecy]]. The player has a % chance to miss any hit of damage that they would deal to enemies including reflect, DoTs, and bleed damage. Additionally, enemies have the same % chance to crit the player for (200+curse)% damage.<br />
::Enemies that apply curse are Big Mummies, [[Pyramid_of_Prophecy#Boss.2C_Queen_Iris|Queen Iris]], the [[Pyramid_of_Prophecy#Sarcophagi|sarcophagi]] when the player takes and item, the cursed circles that Big Mummies leave on NG+ or are just naturally on the ground, and cursed tiles in the pyramid itself.<br />
::To reduce player curse amounts, see [[Pyramid_of_Prophecy#Reducing_Curse|here]].<br />
;Vertigo<br />
:Vertigo is an effect applied only by the [[Tavern#Rare_Drinks|Mad Proposal]] tavern drink. It gives the player a massive +400% damage bonus but gives the player perpetual vertigo.<br />
::Vertigo will drift the player's aim and movement axis over time, but not at a constant rate or necessarily in the same direction as previous moments. Many players find this effect makes playing impossible and avoid the drink entirely because of it, but others say that it's worth the time to learn how to deal with it for the extra damage bonus.<br />
::Some players find that a controller allows for easier movement, as the player isn't restricted to just 8 movement directions like on a keyboard but it is not impossible to master vertigo with a keyboard.<br />
<br />
=Defense=<br />
The player is not without their methods of defense from all of these effects! The following is a breakdown of the different ways the player can prevent their untimely deaths.<br />
<br />
There are no immunity frames for the player, and they are able to take hits on back to back frames. If enemy projectiles stack on top of each other and hit the player all at once, it is possible to go from full health to 0 in a fraction of a second, leaving no time for the player to use a [[Combat#Potion|potion]] to save themselves.<br />
<br />
==Armor and Resistance==<br />
The player will gather armor and resistance while playing through items, character upgrades, class titles, or from temporary effects. Having a strong defense is critical the survival of the player and the completion of a run. If the player is unable to deal with the damage they are taking, the will inevitably fall.<br />
<br />
Armor reduces the physical damage taken, resistance reduces the magical.<br><br />
To calculate how much damage your armor and resistance is protecting you from, see the section below.<br />
<br />
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive defense, where new points do less and less for the player, increased negative defensive stats will always increase damage taken by 2% per negative amount.<br />
<br />
==Damage Reduction==<br />
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)<br />
<br />
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max 50% damage reduction when you have mana), and the Last Stand [[Tavern]] drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)<br />
<br />
==Block==<br />
Damage that is stated as being blocked by an item will reduce that amount from the attack's base damage. This will significantly reduce the damage the player takes in higher NGs as an arrow that may do 100 damage normally because the player has a very negative armor value, could be turned into a 0 hit by the [[Items#reinforced_gloves|Reinforced Gloves]] as the arrows base damage may be 30, but because Reinforced Gloves block 50 damage, they will block the entirety of the base hit, leaving nothing to increase the damage of resulting in 0 damage being taken.<br />
<br />
Blocking is the first thing that happens in the damage taken calculation.<br />
<br />
==Evasion==<br />
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently to evade the attack and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the "duration" of the evade, which is about 1/4 of a second or the duration of the character changing color and the sound effect indicating a successful evasion.<br />
<br />
You can still reflect damage even when you evade an attack.<br />
<br />
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.<br><br />
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.<br />
<br />
=Vitality=<br />
==Health and Mana==<br />
There are many different ways to regain health and mana, most often innate regeneration is the largest portion in mid to late-game play. <br><br />
Other methods of regaining health is to have lifesteal. The player can acquire lifesteal from items like the [[Items#Bloodthirst Ring|Bloodthirst Ring]], from the Tier 3 [[Chapel]] blessing "Symbol of Essence", or the rare [[Tavern]] drink "Crimson Death".<br><br />
The player can also gain mana by manasealing. They can acquire manasteal by playing as the [[Warlock]] and using Soul Consumption, which scales with primary damage. Mana can also be regained by taking the rare Tavern drink Kinetic Kiss.<br />
<br />
However you can design a character to regain health from lifestealing instead with the or the Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].<br />
<br />
==Pickups==<br />
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. <br><br />
There are 4 health pickups and 3 mana pickups. Their base recovery amounts are as follows:<br />
*Health<br />
**Apple: 10 HP<br />
**Orange: 25 HP<br />
**Cheese: 50 HP<br />
**Steak: 150 HP<br />
**[[File:PoP.png|link=]]Fish: 150 HP, [[Arena]] only<br />
*Mana<br />
**Small crystal: 15 MP<br />
**Medium crystal: 45 MP<br />
**Mana Orb: 90 MP<br />
<br />
All Pickups can have their values increased by the [[Apothecary]], the Exceptional Consumables [[Fountain|fortune]], or by the [[Priest|Priest's]] Remedy skill.<br />
<br />
==Potion==<br />
The player is equipped with a potion that they can drink by pressing R or Spacebar by default. The potion will heal the player by an amount determined by their upgrades to it from the Apothecary.<br />
<br />
The [[Items#apothecarys_implements|Apothecarys Implements]] set items will give the player extra bonuses when drinking a potion. A key effect is from the Mortar and Pestle which gives the player 50% more armor and resistance for 5 seconds after drinking a potion. The player can preempt a difficult fight by drinking a potion, even if it's not a dire situation, to gain a temporary defense bonus to aid survival during the fight.<br />
<br />
If the player has beaten the [[Pyramid of Prophecy]] DLC campaign, they will be rewarded with the dijnn Nimbus residing within the player's potion. He will come out and help you fight dealing 60 magical damage and sticking around 30 seconds. The damage and duration increases by 10 and 2 respectively per NG level beaten on the pyramid.<br />
<br />
The epic item [[Items#Epic_Items|Phoenix Feather]][[File:PoP.png|link=]] will automatically use the player's potion should they take a hit that would kill them. This effect can occur as many times as the player has potion doses. Currently the player will still be killed if the damage taken exceeds the player's maximum health, but it is going to be changed to save the player from hits up to (player health pool + amount healed from potion) in a future update.<br />
<br />
=Other Effects=<br />
==Luck==<br />
[[File:LuckChart.png|frameless|400px|right]]<br />
Luck is a stat that was added in version 93, with the release of the [[Pyramid of Prophecy]] DLC, but is not exclusive to the DLC.<br />
<br />
Luck is a valuable stat in that it curves the rolls of [[Combat#Evasion|Evasion]], [[Combat#Criticals|Critical hits]], and the activation chance of [[Tavern|drinks]] and skills (like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected.<br />
<br />
The equation to calculate the new chance is as follows: Chance/0.95^Luck<br />
<br />
Luck currently has five sources; one negative and four positive.<br />
{| class="wikitable"<br />
|-<br />
!Image||Name||Effect<br />
|-<br />
|{{#sprite:file=File:Taverndrinks.png|column=2|row=1}}||style="color:#00FF00"|The Safe Bet|| -5 Luck +20 Armor & Resistance<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style="color:#72777d"|Lucky Charm|| +1 Luck +10% Gold Gain<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style="color:green"|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style="color:#33ccff;"|Lucky Hat|| +4 Luck<br />
|-<br />
|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck<br />
|}<br />
<br />
If you have every positive boost and all items are attuned, you will have 19 luck. 14, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.<br />
<br />
The chart to the right displays selected proc chances and how each luck value affect them.<br />
<br />
==Combo==<br />
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]<br />
Combo can be unlocked by picking up the combo sphere in your first [[Encounters#Portals_and_Red_Rooms|Red Room]] which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.<br />
<br />
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the [[Items#tricksters_ensemble|Tricksters set effect]]. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.<br />
<br />
Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the [[Wizard]]'s [[Wizard#Meteor Shower (Skill 3)|Meteor Shower]] or using a primary attack.<br />
<br />
===Items Enhancing Combo===<br />
The [[Items#spheres_of_power|Spheres of Power]] item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the [[Items#Sphere_of_Champions|Sphere of Champions]]. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.<br />
<br />
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage. <br />
<br />
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.<br />
<br />
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.<br />
<br />
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.<br />
<br />
The [[Items#sphere_of_heroes|Sphere of Heroes]] legendary will fire off a large projectile in the directing you're using your primary while in combo.<br />
<br />
The rare drink [[Tavern#wicked_sickness|Wicked Sickness]] will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.<br />
<br />
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.<br />
<br />
The rare drink [[Tavern#frenetic_eruption|Frenetic Eruption]] has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.<br />
<br />
==NG+ Scaling==<br />
For every [[New Game Plus]] level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.<br><br />
The formula for calculating the reduction is:<br />
*Armor: 50*NG_lvl<sup>0.75</sup><br><br />
*Resistance: 40*NG_lvl<sup>0.75</sup><br><br />
<br />
NG+ also increases enemy stats as follows:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75))<br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))<br />
<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Encounters&diff=1913Encounters2019-05-07T20:21:53Z<p>Playmoarnow: /* Imps File:imp.gif */ gold reward from imp</p>
<hr />
<div>The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.<br />
<br />
==Elevators==<br />
[[File:Elevator.jpg|130px|frameless|right]]<br />
Using an elevator will allow you to send your money and ore back to town. [[Money]] is [[Town_Hall#Tax_Rate_Explained|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.<br />
<br />
<br />
==Springs [[File:springs.png]]==<br />
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.<br><br />
The only guaranteed spring in the game is directly before [[Acts#Act_5.2C_The_Chambers|Thundersnow]] on floor 3 of act 5 and the bonus rooms.<br />
<br />
==Monoliths [[File:monolith.gif]]==<br />
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.<br><br />
Greater Insight cannot be gotten when you are at the max level you can reach in that run.<br />
{| class="wikitable" style="text-align: center;"<br />
! colspan="4" | Shrine buffs<br />
|-<br />
| Icon<br />
| Name<br />
| Effect<br />
| Duration<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=48px|width=48px|height=48px}}<br />
| Protective Powers<br />
| -50% damage taken<br />
| 10 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=0px|width=48px|height=48px}}<br />
| Incredible Strength<br />
| x2 overall damage <br />
| 5 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=48px|width=48px|height=48px}}<br />
| Greater Insight<br />
| +100% experience<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=0px|width=48px|height=48px}}<br />
| Vigorous Restoration<br />
| 20 HP a second<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=96px|y=0px|width=48px|height=48px}}<br />
| Endless Potential<br />
| Free skills<br />
| 4 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=0px|width=48px|height=48px}}<br />
| Gold Fever<br />
| +100% Gold gain<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=144px|width=48px|height=48px}}<br />
| Rapid Blows<br />
| +50% Primary attack speed<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=240px|width=48px|height=48px}}<br />
| Sundering Strikes<br />
| Ignore 50% of enemy Armor and Resistance<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=96px|width=48px|height=48px}}<br />
| Nimble Limbs<br />
| +50% movement speed ([[Arena]] only)<br />
| 30 seconds<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}<br />
| Fortuitous Events<br />
| +5 Luck<br />
| 8 minutes<br />
|}<br />
<br />
==Imps [[File:imp.gif]]==<br />
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.<br />
<br />
*Send your gold to town tax free.<br />
*Refill your potions. Only when you don't have a full potion.<br />
*Give you some gold. The amount received increases in later acts.<br />
*Give you some ore. The amount received increases in later acts.<br />
*Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.<br />
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.<br />
*Give you a random item of any rarity.<br />
*[[File:PoP.png|link=]] Remove all of your curses. Only happens when you have any curses.<br />
<br />
There is approximately a 15% chance for an imp to spawn on any given floor, increased to 30% with the Plentiful Gifts [[Fountain]] fortune.<br><br />
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%.<br />
<br />
The formula for how much gold the imp gives the player is:<br />
<pre><br />
Gold = ((2^Act * 1250) + (NG*5000)) * (Gold_Gain + (0.2 * NG))<br />
</pre><br />
<br />
==Shops==<br />
[[File:Shop3.jpg|200px|frameless|right]]<br />
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 [[Acts|Act]]. <br><br />
Each shop has a baseline of 5 items and can be expanded by 2 if you have found a [[Items#fancy_plume|Fancy Plume]] or have the Abundant Shops fortune from the [[Fountain]]. <br><br />
These can both stack. At any given shop you can only purchase 3 of the items shown.<br />
<br />
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%.<br />
<br />
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.<br />
<br />
*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.<br />
<br />
==Graveyard==<br />
[[File:Graveyard.jpg|180px|frameless|right]]<br />
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.<br />
<br />
[[Acts#Act_6.2C_The_Battlements|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.<br />
<br />
==Portals and Red Rooms [[File:teleporter.gif]]==<br />
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.<br />
<br />
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.<br />
<br />
What happens when I go in?<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
Once the cube is destroyed, every enemy in the room is killed instantly.<br />
<br />
Beating a Red Room for the first time and picking up the sphere where the cube was will unlock [[Combat#Combo|combo]] for your entire guild.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Template:BaseNav&diff=1912Template:BaseNav2019-05-06T07:13:47Z<p>Playmoarnow: Forsaken tower row should be higher</p>
<hr />
<div><div class="rowcontainer"><br />
<div class="rowlarge"><br />
<div class="menu"><br />
{| class="wikitable" style="margin:auto; text-align:center;"<br />
!colspan="2"|Wiki Navigator<br />
|-<br />
![[Classes]]<br />
|[[Paladin]] • [[Priest]] • [[Ranger]] • [[Sorcerer]] • [[Thief]] • [[Warlock]] • [[Wizard]] • [[Gladiator]]<br />
|- <br />
!rowspan="2"|[[Town|The Outlook]]<br />
|[[Apothecary]] • [[Bestiary]] • [[Blacksmith]] • [[Chapel]] • [[Fountain]] • [[Guild Hall]] • [[General Store]]<br />
|- style="border-top:hidden"<br />
| |[[Magic Shop]] • [[Magic Anvil]] • [[Ore Trader]] • [[Town Hall]] • [[Tailor]] • [[Tavern]]<br />
|-<br />
![[Acts|Forsaken Tower]]<br />
|[[Chests]] • [[Encounters]] • [[Items]] • [[puzzlesecrets|Puzzles & Secrets]]<br />
|-<br />
![[File:PoP.png|22px|link=]][[City of Stone]]<br />
| [[Pyramid of Prophecy]] • [[Arena]] • [[Tavern|The Refreshing Chisel]] • [[Retired Gladiator]] • [[Statues]]<br />
|-<br />
!|[[Mechanics]]<br />
|[[Acts]] • [[Combat]] • [[Leveling Up]] • [[Money]] • [[New Game Plus]]<br />
|-<br />
![[Enemies]]<br />
|[[Enemies|Bosses]] • [[Aberrations]] • [[Beasts]] • [[Constructs]] • [[Undead]] <br />
|-<br />
!rowspan="2"|[[mod_support|Mods & Misc]]<br />
|[[Commands]] • [[custom_assets|Custom assets]] • [[custom_items|Custom Items]] • [[Custom_language_files|Custom language files]] • [[Custom_Materials_(Dyes)|Custom Materials (Dyes)]]<br />
|-style="border-top:hidden"<br />
|[[editor_guide|Editor]] • [[patchNotes|Patch Notes]] • [[mod_base|Starting a mod]] • [[Uploading_to_the_workshop|Uploading to the workshop]] • [[Voice_lines|Voice Lines]] <br />
|}<br />
</div><br />
</div><br />
</div></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Combat&diff=1911Combat2019-05-05T05:43:47Z<p>Playmoarnow: /* Status Effects */</p>
<hr />
<div>Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.<br />
<br />
=Damage=<br />
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power, bonus damage%, multipliers).<br><br />
<br />
To calculate primary attack damage, convert percentages to decimal then use the following:<br />
<br />
<pre><br />
(phys_base + phys_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Physical_Reduction +<br />
(mage_base + mage_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Magical_Reduction<br />
</pre><br />
<br />
To do the same for skill damage, change AP to SP and swap in the base damage for the skill and other effects that apply to skills for the ones that apply for primary.<br />
<br />
; Enemy defenses:<br />
: Enemy Physical reduction: 1/(1 + (enemy_base_armor*(1-physical_pierce)/50)<br />
: Enemy Magical reduction: 1/(1 + (enemy_base_resistance*(1-magical_pierce)/50)<br />
::Pierce % is calculated by multiplying the amounts not pierced by each other, then subtracting that value from 1. ex: 2 20% pierce = 0.8*0.8 = 0.64 = 36% pierce.<br />
::Shieldbreaker and Magebane count as 75% pierce when their effect is active.<br />
<br />
*DMG_INCREASE = &sum; &forall; +damage% and damage% increase from crits.<br />
*MULTIPLIER = Incredible Strength(2x) * Corrupted(2x). Corrupted is from the Spreading Corruption rare item from the [[Pyramid of Prophecy]] DLC.<br />
<br />
; Notation<br />
: &sum; is the symbol for adding one after another to a total sum<br />
: &forall; means "for all", "for each" or "for any"<br />
<br />
[https://docs.google.com/spreadsheets/d/1Qggn-tQiejoTocnfV3xD8jO4x4EHKm-N06tSbxqHqkE/edit?usp=sharing Damage Calculator]<br />
<br />
==Damage Types==<br />
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack. <br />
<br />
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.<br />
<br />
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.<br />
<br />
==Criticals==<br />
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.<br><br />
Each critical chance instance is rolled separately. For example a [[Items#heartseeker|Heartseeker]](12.5%) and an [[Items#assassins_dagger|Assassin's Dagger]](7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a "double crit," in which the damage is multiplied by the Critical Damage modifier twice.<br><br />
Equation : [DMG * (Crit_multiplier * crits)].<br><br />
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.<br />
<br />
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.<br />
<br />
=Status Effects=<br />
There are many different status effects the player and enemies can encounter in HoH. They are applied by different enemies and weapons, traps and buffs, and can help or hinder the player depending who is getting which effects applied to them.<br />
<br />
Act bosses are immune to these status effects: Armor break, Resistance break, confusion, slowness and frozen, corruption, and bleeding(?).<br />
<br />
Damage over time effects (DoTs) will hit the player 5 times before going away.<br />
<br />
;Poison<br />
:Poison is the first status effect you will encounter, as the Maggots in Act 1 will apply it to the player when they are hit with their projectile. Things afflicted with the poison effect will have their movement slowed by 50%(?), including immune enemies.<br />
::Poison deals 4 magical damage to the player, and the poisoned arrow traps in hallways deal 8 magical damage.<br />
::Enemies the player poisons take 16 magical damage, however [[Undead]] and [[Constructs]] are immune to poison damage.<br />
;Burning<br />
:Burn damage is applied by many traps throughout the game and various late game enemies.<br />
::Burn damage deals 5 magical damage to the player, and Wisps, the Watcher's orbs, and all traps on Act 5 deal 10 magical damage.<br />
::Enemies the player ignites take 4 magical damage, however no enemy is immune.<br />
;Stun<br />
:Stunned enemies are unable to move or attack while affected.<br />
::The [[Thief|Thief's]] Smoke Bomb skill, the [[Items#Common_Items|Blackjack]] item apply stun, and enemies that hit the player while under the slowness inflicted by [[Items#Legendary_Items|Meduas's Charm]] are stunned for 6 seconds.<br />
:::Thundersnow's stomp will stun the player for half a second on NG+++.<br />
;Disarm<br />
:Disarmed enemies are unable to attack the player while affected, but are still able to move.<br />
::[[Items#Common_Items|The Gladiator's Net]], [[Gladiator|Gladiator's]] Crippling Net, and [[Items#Common_Items|Defender's Halberd]] apply disarm to enemies.<br />
;Bloodlust<br />
:Bloodlust is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned red and gain a circle around their feet. Affected enemies are 50%(?) faster and increases their damage by 100% (doubling it).<br />
;Protection<br />
:Protection is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned gray and have a square under them. While affected they take 50% less damage. Fallen Priest's also give protection to nearby enemies.<br />
;Confusion<br />
:Confusion will reverse the players aim and movement directions, completely inverting the controls. This effect lasts varying amounts of time depending on the source.<br />
::The player can make themselves immune to confusion by drinking the [[Tavern#Common_Drinks|Mind Control]] drink, however other status effects last twice as long.<br />
::Enemies that find themselves confused will wander around in snaking lines and aim erratically.<br />
;Slowness<br />
:Slowness will reduce the affected individual's movement speed by 50%. Enemies that apply slowness are Fallen Priests, Frost Liches, and the poison effect.<br />
::The player can become immune to slowness by obtaining the [[Items#Rare_Items|Boots of Freedom]].<br />
;Darkness<br />
:Darkness will make the player's screen almost entirely black for a few seconds. The only part still visible is the nearest 3 tiles in any direction. The map overlay is also obscured by darkness, but can allow the player to navigate the floor while being "blind".<br />
::Enemies that apply darkness are the Arch Liches when the player steps on their diamonds they place on the ground and the magenta tile obstacles found on Act 5.<br />
::[[Tavern#Rare_Drinks|Stab in the Dark]] gives the player 1.5 seconds of darkness every time they use their primary attack, but gives a 50% primary crit chance.<br />
;Mana drain<br />
:The player loses 2.5%(?) of their maximum mana every half second they have this effect.<br />
::Enemies that apply mana drain are the the Arch Lich's placed diamonds, Nerys, and the magenta tile obstacles in Act 5. This effect lasts as long as the player has the darkness effect from the same sources. Stab in the dark does not apply this effect.<br />
;Bleeding<br />
:The player loses 5% of their current HP every time they move 1 tile while under this effect.<br />
::Bleeding is applied by the [[Acts#Boss:_Vampire_Lord|Vampire Lord's]] blood wave attack and the black orbs from [[Pyramid_of_Prophecy#Boss.2C_Nerys|Nerys]][[File:PoP.png|link=]].<br />
::Bleeding applied by the player works on enemies the same way, which means they need to move to take damage.<br />
:::The player can bleed the enemies by using the [[Items#Rare_Items|Duelist's Edge]] or by taking the rare [[Tavern]] drink "Spilled Blood".<br />
;Armor break<br />
:Armor break reduces the affected target's armor by 75%.<br />
::The [[Items#Rare_Items|Shieldbreaker]] item and Nerys's arena mist apply this effect.<br />
:::Thundersnow has a similar effect on his stomp attack, where it will pierce 66% of the player's armor.<br />
;Resistance break<br />
:Resistance break reduces the affected target's resistance by 75%.<br />
::The [[Items#Rare_Items|Magebane]] item and Nerys's arena mist apply this effect.<br />
;Frozen<br />
:Frozen is an effect that only the [[Sorcerer]] has. His Biting Chill skill allows slowed enemies to be frozen in place for a few seconds.<br />
::Afflicted enemies cannot move at all and are unable to attack while affected.<br />
;Corruption[[File:PoP.png|link=]]<br />
:Corruption is an effect that makes the afflicted target take double damage from all sources. It is exclusive to the [[City_of_Stone|Pyramid of Plunder]] DLC.<br />
::Enemies that apply corruption are Big Mummies when the player is nearby. (others?)<br />
::The player can apply curse to an enemy, one at a time, with the [[Items#Rare_Items|Spreading Corruption]] item. This effect is most useful for taking out minibosses or elite enemies that take many hits to kill.<br />
;Curse[[File:PoP.png|link=]]<br />
:Curse is an effect that the player carries with them while going through the [[Pyramid_of_Prophecy]]. The player has a % chance to miss any hit of damage that they would deal to enemies including reflect, DoTs, and bleed damage. Additionally, enemies have the same % chance to crit the player for (200+curse)% damage.<br />
::Enemies that apply curse are Big Mummies, [[Pyramid_of_Prophecy#Boss.2C_Queen_Iris|Queen Iris]], the [[Pyramid_of_Prophecy#Sarcophagi|sarcophagi]] when the player takes and item, the cursed circles that Big Mummies leave on NG+ or are just naturally on the ground, and cursed tiles in the pyramid itself.<br />
::To reduce player curse amounts, see [[Pyramid_of_Prophecy#Reducing_Curse|here]].<br />
;Vertigo<br />
:Vertigo is an effect applied only by the [[Tavern#Rare_Drinks|Mad Proposal]] tavern drink. It gives the player a massive +400% damage bonus but gives the player perpetual vertigo.<br />
::Vertigo will drift the player's aim and movement axis over time, but not at a constant rate or necessarily in the same direction as previous moments. Many players find this effect makes playing impossible and avoid the drink entirely because of it, but others say that it's worth the time to learn how to deal with it for the extra damage bonus.<br />
::Some players find that a controller allows for easier movement, as the player isn't restricted to just 8 movement directions like on a keyboard but it is not impossible to master vertigo with a keyboard.<br />
<br />
=Defense=<br />
The player is not without their methods of defense from all of these effects! The following is a breakdown of the different ways the player can prevent their untimely deaths.<br />
<br />
There are no immunity frames for the player, and they are able to take hits on back to back frames. If enemy projectiles stack on top of each other and hit the player all at once, it is possible to go from full health to 0 in a fraction of a second, leaving no time for the player to use a [[Combat#Potion|potion]] to save themselves.<br />
<br />
==Armor and Resistance==<br />
The player will gather armor and resistance while playing through items, character upgrades, class titles, or from temporary effects. Having a strong defense is critical the survival of the player and the completion of a run. If the player is unable to deal with the damage they are taking, the will inevitably fall.<br />
<br />
Armor reduces the physical damage taken, resistance reduces the magical.<br><br />
To calculate how much damage your armor and resistance is protecting you from, see the section below.<br />
<br />
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive defense, where new points do less and less for the player, increased negative defensive stats will always increase damage taken by 2% per negative amount.<br />
<br />
==Damage Reduction==<br />
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)<br />
<br />
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max 50% damage reduction when you have mana), and the Last Stand [[Tavern]] drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)<br />
<br />
==Block==<br />
Damage that is stated as being blocked by an item will reduce that amount from the attack's base damage. This will significantly reduce the damage the player takes in higher NGs as an arrow that may do 100 damage normally because the player has a very negative armor value, could be turned into a 0 hit by the [[Items#reinforced_gloves|Reinforced Gloves]] as the arrows base damage may be 30, but because Reinforced Gloves block 50 damage, they will block the entirety of the base hit, leaving nothing to increase the damage of resulting in 0 damage being taken.<br />
<br />
Blocking is the first thing that happens in the damage taken calculation.<br />
<br />
==Evasion==<br />
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently to evade the attack and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the "duration" of the evade, which is about 1/4 of a second or the duration of the character changing color and the sound effect indicating a successful evasion.<br />
<br />
You can still reflect damage even when you evade an attack.<br />
<br />
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.<br><br />
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.<br />
<br />
=Vitality=<br />
==Health and Mana==<br />
There are many different ways to regain health and mana, most often innate regeneration is the largest portion in mid to late-game play. <br><br />
Other methods of regaining health is to have lifesteal. The player can acquire lifesteal from items like the [[Items#Bloodthirst Ring|Bloodthirst Ring]], from the Tier 3 [[Chapel]] blessing "Symbol of Essence", or the rare [[Tavern]] drink "Crimson Death".<br><br />
The player can also gain mana by manasealing. They can acquire manasteal by playing as the [[Warlock]] and using Soul Consumption, which scales with primary damage. Mana can also be regained by taking the rare Tavern drink Kinetic Kiss.<br />
<br />
However you can design a character to regain health from lifestealing instead with the or the Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].<br />
<br />
==Pickups==<br />
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. <br><br />
There are 4 health pickups and 3 mana pickups. Their base recovery amounts are as follows:<br />
*Health<br />
**Apple: 10 HP<br />
**Orange: 25 HP<br />
**Cheese: 50 HP<br />
**Steak: 150 HP<br />
**[[File:PoP.png|link=]]Fish: 150 HP, [[Arena]] only<br />
*Mana<br />
**Small crystal: 15 MP<br />
**Medium crystal: 45 MP<br />
**Mana Orb: 90 MP<br />
<br />
All Pickups can have their values increased by the [[Apothecary]], the Exceptional Consumables [[Fountain|fortune]], or by the [[Priest|Priest's]] Remedy skill.<br />
<br />
==Potion==<br />
The player is equipped with a potion that they can drink by pressing R or Spacebar by default. The potion will heal the player by an amount determined by their upgrades to it from the Apothecary.<br />
<br />
The [[Items#apothecarys_implements|Apothecarys Implements]] set items will give the player extra bonuses when drinking a potion. A key effect is from the Mortar and Pestle which gives the player 50% more armor and resistance for 5 seconds after drinking a potion. The player can preempt a difficult fight by drinking a potion, even if it's not a dire situation, to gain a temporary defense bonus to aid survival during the fight.<br />
<br />
If the player has beaten the [[Pyramid of Prophecy]] DLC campaign, they will be rewarded with the dijnn Nimbus residing within the player's potion. He will come out and help you fight dealing 60 magical damage and sticking around 30 seconds. The damage and duration increases by 10 and 2 respectively per NG level beaten on the pyramid.<br />
<br />
The epic item [[Items#Epic_Items|Phoenix Feather]][[File:PoP.png|link=]] will automatically use the player's potion should they take a hit that would kill them. This effect can occur as many times as the player has potion doses. Currently the player will still be killed if the damage taken exceeds the player's maximum health, but it is going to be changed to save the player from hits up to (player health pool + amount healed from potion) in a future update.<br />
<br />
=Other Effects=<br />
==Luck==<br />
[[File:LuckChart.png|frameless|400px|right]]<br />
Luck is a stat that was added in version 93, with the release of the [[Pyramid of Prophecy]] DLC, but is not exclusive to the DLC.<br />
<br />
Luck is a valuable stat in that it curves the rolls of [[Combat#Evasion|Evasion]], [[Combat#Criticals|Critical hits]], and the activation chance of [[Tavern|drinks]] and skills (like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected.<br />
<br />
The equation to calculate the new chance is as follows: Chance/0.95^Luck<br />
<br />
Luck currently has five sources; one negative and four positive.<br />
{| class="wikitable"<br />
|-<br />
!Image||Name||Effect<br />
|-<br />
|{{#sprite:file=File:Taverndrinks.png|column=2|row=1}}||style="color:#00FF00"|The Safe Bet|| -5 Luck +20 Armor & Resistance<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style="color:#72777d"|Lucky Charm|| +1 Luck +10% Gold Gain<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style="color:green"|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style="color:#33ccff;"|Lucky Hat|| +4 Luck<br />
|-<br />
|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck<br />
|}<br />
<br />
If you have every positive boost and all items are attuned, you will have 19 luck. 14, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.<br />
<br />
The chart to the right displays selected proc chances and how each luck value affect them.<br />
<br />
==Combo==<br />
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]<br />
Combo can be unlocked by picking up the combo sphere in your first [[Encounters#Portals_and_Red_Rooms|Red Room]] which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.<br />
<br />
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the [[Items#tricksters_ensemble|Tricksters set effect]]. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.<br />
<br />
Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the [[Wizard]]'s [[Wizard#Meteor Shower (Skill 3)|Meteor Shower]] or using a primary attack.<br />
<br />
===Items Enhancing Combo===<br />
The [[Items#spheres_of_power|Spheres of Power]] item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the [[Items#Sphere_of_Champions|Sphere of Champions]]. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.<br />
<br />
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage. <br />
<br />
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.<br />
<br />
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.<br />
<br />
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.<br />
<br />
The [[Items#sphere_of_heroes|Sphere of Heroes]] legendary will fire off a large projectile in the directing you're using your primary while in combo.<br />
<br />
The rare drink [[Tavern#wicked_sickness|Wicked Sickness]] will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.<br />
<br />
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.<br />
<br />
The rare drink [[Tavern#frenetic_eruption|Frenetic Eruption]] has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.<br />
<br />
==NG+ Scaling==<br />
For every [[New Game Plus]] level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.<br><br />
The formula for calculating the reduction is:<br />
*Armor: 50*NG_lvl<sup>0.75</sup><br><br />
*Resistance: 40*NG_lvl<sup>0.75</sup><br><br />
<br />
NG+ also increases enemy stats as follows:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75))<br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))<br />
<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Combat&diff=1909Combat2019-05-04T11:00:35Z<p>Playmoarnow: moved around sections so it wasn't as disjoint, added more info/descriptions</p>
<hr />
<div>Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.<br />
<br />
=Damage=<br />
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power, bonus damage%, multipliers).<br><br />
<br />
To calculate primary attack damage, convert percentages to decimal then use the following:<br />
<br />
<pre><br />
(phys_base + phys_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Physical_Reduction +<br />
(mage_base + mage_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Magical_Reduction<br />
</pre><br />
<br />
To do the same for skill damage, change AP to SP and swap in the base damage for the skill and other effects that apply to skills for the ones that apply for primary.<br />
<br />
; Enemy defenses:<br />
: Enemy Physical reduction: 1/(1 + (enemy_base_armor*(1-physical_pierce)/50)<br />
: Enemy Magical reduction: 1/(1 + (enemy_base_resistance*(1-magical_pierce)/50)<br />
::Pierce % is calculated by multiplying the amounts not pierced by each other, then subtracting that value from 1. ex: 2 20% pierce = 0.8*0.8 = 0.64 = 36% pierce.<br />
::Shieldbreaker and Magebane count as 75% pierce when their effect is active.<br />
<br />
*DMG_INCREASE = &sum; &forall; +damage% and damage% increase from crits.<br />
*MULTIPLIER = Incredible Strength(2x) * Corrupted(2x). Corrupted is from the Spreading Corruption rare item from the [[Pyramid of Prophecy]] DLC.<br />
<br />
; Notation<br />
: &sum; is the symbol for adding one after another to a total sum<br />
: &forall; means "for all", "for each" or "for any"<br />
<br />
[https://docs.google.com/spreadsheets/d/1Qggn-tQiejoTocnfV3xD8jO4x4EHKm-N06tSbxqHqkE/edit?usp=sharing Damage Calculator]<br />
<br />
==Damage Types==<br />
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack. <br />
<br />
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.<br />
<br />
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.<br />
<br />
==Criticals==<br />
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.<br><br />
Each critical chance instance is rolled separately. For example a [[Items#heartseeker|Heartseeker]](12.5%) and an [[Items#assassins_dagger|Assassin's Dagger]](7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a "double crit," in which the damage is multiplied by the Critical Damage modifier twice.<br><br />
Equation : [DMG * (Crit_multiplier * crits)].<br><br />
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.<br />
<br />
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.<br />
<br />
=Status Effects=<br />
There are many different status effects the player and enemies can encounter in HoH. They are applied by different enemies and weapons, traps and buffs, and can help or hinder the player depending who is getting which effects applied to them.<br />
<br />
Act bosses are immune to these status effects: Armor break, Resistance break, confusion, slowness and frozen, corruption, and bleeding(?).<br />
<br />
Damage over time effects (DoTs) will hit the player 5 times before going away.<br />
<br />
;Poison<br />
:Poison is the first status effect you will encounter, as the Maggots in Act 1 will apply it to the player when they are hit with their projectile. Things afflicted with the poison effect will have their movement slowed by 50%(?), including immune enemies.<br />
::Poison deals 4 magical damage to the player, and the poisoned arrow traps in hallways deal 8 magical damage.<br />
::Enemies the player poisons take 16 magical damage, however [[Undead]] and [[Constructs]] are immune to poison damage.<br />
;Burning<br />
:Burn damage is applied by many traps throughout the game and various late game enemies.<br />
::Burn damage deals 5 magical damage to the player, and Wisps, the Watcher's orbs, and all traps on Act 5 deal 10 magical damage.<br />
::Enemies the player ignites take 4 magical damage, however no enemy is immune.<br />
;Stun<br />
:Stunned enemies are unable to move or attack while affected.<br />
::The [[Thief|Thief's]] Smoke Bomb skill, the [[Items#Common_Items|Blackjack]] item apply stun, and enemies that hit the player while under the slowness inflicted by [[Items#Legendary_Items|Meduas's Charm]] are stunned for 6 seconds.<br />
:::Thundersnow's stomp will stun the player for half a second on NG+++.<br />
;Disarm<br />
:Disarmed enemies are unable to attack the player while affected, but are still able to move.<br />
::[[Items#Common_Items|The Gladiator's Net]], [[Gladiator|Gladiator's]] Crippling Net, and [[Items#Common_Items|Defender's Halberd]] apply disarm to enemies.<br />
;Bloodlust<br />
:Bloodlust is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned red and they are 50%(?) faster and increases their damage by 100% (doubling it).<br />
;Protection<br />
:Protection is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned gray and have a square under them. While affected they take 50% less damage. Fallen Priest's also give protection to nearby enemies.<br />
;Confusion<br />
:Confusion will reverse the players aim and movement directions, completely inverting the controls. This effect lasts varying amounts of time depending on the source.<br />
::The player can make themselves immune to confusion by drinking the [[Tavern#Common_Drinks|Mind Control]] drink, however other status effects last twice as long.<br />
::Enemies that find themselves confused will wander around in snaking lines and aim erratically.<br />
;Slowness<br />
:Slowness will reduce the affected individual's movement speed by 50%. Enemies that apply slowness are Fallen Priests, Frost Liches, and the poison effect.<br />
::The player can become immune to slowness by obtaining the [[Items#Rare_Items|Boots of Freedom]].<br />
;Darkness<br />
:Darkness will make the player's screen almost entirely black for a few seconds. The only part still visible is the nearest 3 tiles in any direction. The map overlay is also obscured by darkness, but can allow the player to navigate the floor while being "blind".<br />
::Enemies that apply darkness are the Arch Liches when the player steps on their diamonds they place on the ground and the magenta tile obstacles found on Act 5.<br />
::[[Tavern#Rare_Drinks|Stab in the Dark]] gives the player 1.5 seconds of darkness every time they use their primary attack, but gives a 50% primary crit chance.<br />
;Mana drain<br />
:The player loses 2.5%(?) of their maximum mana every half second they have this effect.<br />
::Enemies that apply mana drain are the the Arch Lich's placed diamonds, Nerys, and the magenta tile obstacles in Act 5. This effect lasts as long as the player has the darkness effect from the same sources. Stab in the dark does not apply this effect.<br />
;Bleeding<br />
:The player loses 5% of their current HP every time they move 1 tile while under this effect.<br />
::Bleeding is applied by the [[Acts#Boss:_Vampire_Lord|Vampire Lord's]] blood wave attack and the black orbs from [[Pyramid_of_Prophecy#Boss.2C_Nerys|Nerys]][[File:PoP.png|link=]].<br />
::Bleeding applied by the player works on enemies the same way, which means they need to move to take damage.<br />
:::The player can bleed the enemies by using the [[Items#Rare_Items|Duelist's Edge]] or by taking the rare [[Tavern]] drink "Spilled Blood".<br />
;Armor break<br />
:Armor break reduces the affected target's armor by 75%.<br />
::The [[Items#Rare_Items|Shieldbreaker]] item and Nerys's arena mist apply this effect.<br />
:::Thundersnow has a similar effect on his stomp attack, where it will pierce 66% of the player's armor.<br />
;Resistance break<br />
:Resistance break reduces the affected target's resistance by 75%.<br />
::The [[Items#Rare_Items|Magebane]] item and Nerys's arena mist apply this effect.<br />
;Frozen<br />
:Frozen is an effect that only the [[Sorcerer]] has. His Biting Chill skill allows slowed enemies to be frozen in place for a few seconds.<br />
::Afflicted enemies cannot move at all and are unable to attack while affected.<br />
;Corruption[[File:PoP.png|link=]]<br />
:Corruption is an effect that makes the afflicted target take double damage from all sources. It is exclusive to the [[City_of_Stone|Pyramid of Plunder]] DLC.<br />
::Enemies that apply corruption are Big Mummies when the player is nearby. (others?)<br />
::The player can apply curse to an enemy, one at a time, with the [[Items#Rare_Items|Spreading Corruption]] item. This effect is most useful for taking out minibosses or elite enemies that take many hits to kill.<br />
;Curse[[File:PoP.png|link=]]<br />
:Curse is an effect that the player carries with them while going through the [[Pyramid_of_Prophecy]]. The player has a % chance to miss any hit of damage that they would deal to enemies including reflect, DoTs, and bleed damage. Additionally, enemies have the same % chance to crit the player for (200+curse)% damage.<br />
::Enemies that apply curse are Big Mummies, [[Pyramid_of_Prophecy#Boss.2C_Queen_Iris|Queen Iris]], the [[Pyramid_of_Prophecy#Sarcophagi|sarcophagi]] when the player takes and item, the cursed circles that Big Mummies leave on NG+ or are just naturally on the ground, and cursed tiles in the pyramid itself.<br />
::To reduce player curse amounts, see [[Pyramid_of_Prophecy#Reducing_Curse|here]].<br />
;Vertigo<br />
:Vertigo is an effect applied only by the [[Tavern#Rare_Drinks|Mad Proposal]] tavern drink. It gives the player a massive +400% damage bonus but gives the player perpetual vertigo.<br />
::Vertigo will drift the player's aim and movement axis over time, but not at a constant rate or necessarily in the same direction as previous moments. Many players find this effect makes playing impossible and avoid the drink entirely because of it, but others say that it's worth the time to learn how to deal with it for the extra damage bonus.<br />
::Some players find that a controller allows for easier movement, as the player isn't restricted to just 8 movement directions like on a keyboard but it is not impossible to master vertigo with a keyboard.<br />
<br />
=Defense=<br />
The player is not without their methods of defense from all of these effects! The following is a breakdown of the different ways the player can prevent their untimely deaths.<br />
<br />
There are no immunity frames for the player, and they are able to take hits on back to back frames. If enemy projectiles stack on top of each other and hit the player all at once, it is possible to go from full health to 0 in a fraction of a second, leaving no time for the player to use a [[Combat#Potion|potion]] to save themselves.<br />
<br />
==Armor and Resistance==<br />
The player will gather armor and resistance while playing through items, character upgrades, class titles, or from temporary effects. Having a strong defense is critical the survival of the player and the completion of a run. If the player is unable to deal with the damage they are taking, the will inevitably fall.<br />
<br />
Armor reduces the physical damage taken, resistance reduces the magical.<br><br />
To calculate how much damage your armor and resistance is protecting you from, see the section below.<br />
<br />
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive defense, where new points do less and less for the player, increased negative defensive stats will always increase damage taken by 2% per negative amount.<br />
<br />
==Damage Reduction==<br />
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)<br />
<br />
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max 50% damage reduction when you have mana), and the Last Stand [[Tavern]] drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)<br />
<br />
==Block==<br />
Damage that is stated as being blocked by an item will reduce that amount from the attack's base damage. This will significantly reduce the damage the player takes in higher NGs as an arrow that may do 100 damage normally because the player has a very negative armor value, could be turned into a 0 hit by the [[Items#reinforced_gloves|Reinforced Gloves]] as the arrows base damage may be 30, but because Reinforced Gloves block 50 damage, they will block the entirety of the base hit, leaving nothing to increase the damage of resulting in 0 damage being taken.<br />
<br />
Blocking is the first thing that happens in the damage taken calculation.<br />
<br />
==Evasion==<br />
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently to evade the attack and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the "duration" of the evade, which is about 1/4 of a second or the duration of the character changing color and the sound effect indicating a successful evasion.<br />
<br />
You can still reflect damage even when you evade an attack.<br />
<br />
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.<br><br />
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.<br />
<br />
=Vitality=<br />
==Health and Mana==<br />
There are many different ways to regain health and mana, most often innate regeneration is the largest portion in mid to late-game play. <br><br />
Other methods of regaining health is to have lifesteal. The player can acquire lifesteal from items like the [[Items#Bloodthirst Ring|Bloodthirst Ring]], from the Tier 3 [[Chapel]] blessing "Symbol of Essence", or the rare [[Tavern]] drink "Crimson Death".<br><br />
The player can also gain mana by manasealing. They can acquire manasteal by playing as the [[Warlock]] and using Soul Consumption, which scales with primary damage. Mana can also be regained by taking the rare Tavern drink Kinetic Kiss.<br />
<br />
However you can design a character to regain health from lifestealing instead with the or the Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].<br />
<br />
==Pickups==<br />
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. <br><br />
There are 4 health pickups and 3 mana pickups. Their base recovery amounts are as follows:<br />
*Health<br />
**Apple: 10 HP<br />
**Orange: 25 HP<br />
**Cheese: 50 HP<br />
**Steak: 150 HP<br />
**[[File:PoP.png|link=]]Fish: 150 HP, [[Arena]] only<br />
*Mana<br />
**Small crystal: 15 MP<br />
**Medium crystal: 45 MP<br />
**Mana Orb: 90 MP<br />
<br />
All Pickups can have their values increased by the [[Apothecary]], the Exceptional Consumables [[Fountain|fortune]], or by the [[Priest|Priest's]] Remedy skill.<br />
<br />
==Potion==<br />
The player is equipped with a potion that they can drink by pressing R or Spacebar by default. The potion will heal the player by an amount determined by their upgrades to it from the Apothecary.<br />
<br />
The [[Items#apothecarys_implements|Apothecarys Implements]] set items will give the player extra bonuses when drinking a potion. A key effect is from the Mortar and Pestle which gives the player 50% more armor and resistance for 5 seconds after drinking a potion. The player can preempt a difficult fight by drinking a potion, even if it's not a dire situation, to gain a temporary defense bonus to aid survival during the fight.<br />
<br />
If the player has beaten the [[Pyramid of Prophecy]] DLC campaign, they will be rewarded with the dijnn Nimbus residing within the player's potion. He will come out and help you fight dealing 60 magical damage and sticking around 30 seconds. The damage and duration increases by 10 and 2 respectively per NG level beaten on the pyramid.<br />
<br />
The epic item [[Items#Epic_Items|Phoenix Feather]][[File:PoP.png|link=]] will automatically use the player's potion should they take a hit that would kill them. This effect can occur as many times as the player has potion doses. Currently the player will still be killed if the damage taken exceeds the player's maximum health, but it is going to be changed to save the player from hits up to (player health pool + amount healed from potion) in a future update.<br />
<br />
=Other Effects=<br />
==Luck==<br />
[[File:LuckChart.png|frameless|400px|right]]<br />
Luck is a stat that was added in version 93, with the release of the [[Pyramid of Prophecy]] DLC, but is not exclusive to the DLC.<br />
<br />
Luck is a valuable stat in that it curves the rolls of [[Combat#Evasion|Evasion]], [[Combat#Criticals|Critical hits]], and the activation chance of [[Tavern|drinks]] and skills (like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected.<br />
<br />
The equation to calculate the new chance is as follows: Chance/0.95^Luck<br />
<br />
Luck currently has five sources; one negative and four positive.<br />
{| class="wikitable"<br />
|-<br />
!Image||Name||Effect<br />
|-<br />
|{{#sprite:file=File:Taverndrinks.png|column=2|row=1}}||style="color:#00FF00"|The Safe Bet|| -5 Luck +20 Armor & Resistance<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style="color:#72777d"|Lucky Charm|| +1 Luck +10% Gold Gain<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style="color:green"|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style="color:#33ccff;"|Lucky Hat|| +4 Luck<br />
|-<br />
|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck<br />
|}<br />
<br />
If you have every positive boost and all items are attuned, you will have 19 luck. 14, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.<br />
<br />
The chart to the right displays selected proc chances and how each luck value affect them.<br />
<br />
==Combo==<br />
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]<br />
Combo can be unlocked by picking up the combo sphere in your first [[Encounters#Portals_and_Red_Rooms|Red Room]] which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.<br />
<br />
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the [[Items#tricksters_ensemble|Tricksters set effect]]. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.<br />
<br />
Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the [[Wizard]]'s [[Wizard#Meteor Shower (Skill 3)|Meteor Shower]] or using a primary attack.<br />
<br />
===Items Enhancing Combo===<br />
The [[Items#spheres_of_power|Spheres of Power]] item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the [[Items#Sphere_of_Champions|Sphere of Champions]]. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.<br />
<br />
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage. <br />
<br />
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.<br />
<br />
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.<br />
<br />
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.<br />
<br />
The [[Items#sphere_of_heroes|Sphere of Heroes]] legendary will fire off a large projectile in the directing you're using your primary while in combo.<br />
<br />
The rare drink [[Tavern#wicked_sickness|Wicked Sickness]] will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.<br />
<br />
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.<br />
<br />
The rare drink [[Tavern#frenetic_eruption|Frenetic Eruption]] has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.<br />
<br />
==NG+ Scaling==<br />
For every [[New Game Plus]] level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.<br><br />
The formula for calculating the reduction is:<br />
*Armor: 50*NG_lvl<sup>0.75</sup><br><br />
*Resistance: 40*NG_lvl<sup>0.75</sup><br><br />
<br />
NG+ also increases enemy stats as follows:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75))<br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))<br />
<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Mechanics&diff=1908Mechanics2019-05-04T09:10:59Z<p>Playmoarnow: moved enemy AI into mechanics, feels more appropriate here.</p>
<hr />
<div>Mechanics are the dictations of how the game works. [[Combat#Health_and_Mana|Health]], [[Combat#Damage|attacks]], [[Money|currencies]], etc, are all mechanics. This portion of the wiki describes how each one affects each other.<br />
Here we discuss some of the basic functions of mechanics that may pertain to more than only Heroes of Hammerwatch.<br />
<br />
<Center><br />
{| class="wikitable"<br />
!colspan="7"|Mechanics<br />
|-<br />
|[[Acts]]<br />
|[[Combat]] <br />
|[[Leveling Up]] <br />
|[[Money]]<br />
|[[New Game Plus]]<br />
|}<br />
</Center><br />
<br />
==Ticks==<br />
Heroes of Hammerwatch's mechanical portions run at a rate of 33ms for every tick, or at a rate of 30fps.<br />
Much of the game is processed in this 30 fps tickrate, such as DoT timers, speed, collision, etc.<br />
<br />
The player is dealt fire or poison damage every 15 ticks, for a total time of 75 ticks, leading to 5 damage hits.<br />
<br />
Trap cycles are measured in ticks by the game to know when to fire an arrow, raise and lower spikes, or when the player should be dealt another hit from a spike or flame trap.<br />
<br />
==Random Number Generators==<br />
RNGs are algorithms within code to generate an pseudo-random number that can be used to generate a seemingly random output. This plays a role when deciding what the outcome of "RNG buttons" one may find occasionally in a run will be. Similarly it is used to choose what item tier and item you get from a chest.<br />
<br />
==Movement==<br />
Move speed it set to a base value of 2.4 and is able to be increased or decreased by various factors in the game such as [[Tavern|drinks]], [[Items|items]], and status effects like poison or slowness from ice attacks.<br />
<br />
The game has a hard cap on move speed of 5.0, so no matter how many boosts you activate at once, you cannot move faster than that in an un-modded game.<br />
<br />
Items and effects that say that they give a +x% or -x% move speed bonus have that effect applied to the value seen in your character screen. The Last Stand and On the Run drinks visibly change that value, with last stand applying to the sum total of all all movement speed increasing items. After that, then the move speed bonuses from things like [[Combat#Combo|combo]] or the [[Items#cape_of_withdrawal|Cape of Withdrawal]] will be applied additively.<br />
<br />
Other ways the player can be moved is via being pushed by enemies, by wind on [[Acts#Act_6.2C_The_Battlements|The Battlements]], and by walls or pillars that attempt to nudge the player back inbounds. The latter can sometimes kill the player such as in the [[Acts#Act_4.2C_The_Archives|Watcher]] boss fight.<br />
<br />
[[Items#boots_of_freedom|Boots of Freedom]] allow the player to be immune to all slowing effects. These would be poison, freezing, Battlements wind, Thundersnow wind, and the wind from the [[Arena]].<br />
<br />
==Enemy AI==<br />
Enemies use many different strategies to try and kill you, here is a small list of some of the most common ones:<br />
*Attack you from the sides so swinging straight forward won't work as well<br />
*Attack then move from their previous spot so player projectiles miss more often<br />
*Charge straight at you<br />
*Surround you so escape is harder and allow for more enemies to hit you at once<br />
*Attack in groups/call for help, enemies that spot you or are hit will often bring those around them to attack as well<br />
*Summon reinforcements<br />
*Buff nearby enemies in some manner<br />
*Attempts to avoid traps if you aren't nearby<br />
*Goes back to where they were standing if you get too far away<br />
<br />
Bosses all have their own AI to keep you on your toes and to ensure you have all your bases covered when it comes to maneuverability and precise movements.<br />
<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Combat&diff=1907Combat2019-05-03T09:05:44Z<p>Playmoarnow: /* Damage */</p>
<hr />
<div>Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.<br />
<br />
==Enemy AI==<br />
Enemies use many different strategies to try and kill you, here is a small list of some of the most common ones:<br />
*Attack you from the sides so swinging straight forward won't work as well<br />
*Attack then move from their previous spot so player projectiles miss more often<br />
*Charge straight at you<br />
*Surround you so escape is harder and allow for more enemies to hit you at once<br />
*Attack in groups/call for help, enemies that spot you or are hit will often bring those around them to attack as well<br />
*Summon reinforcements<br />
*Buff nearby enemies in some manner<br />
*Attempts to avoid traps if you aren't nearby<br />
*Goes back to where they were standing if you get too far away<br />
<br />
Bosses all have their own AI to keep you on your toes and to ensure you have all your bases covered when it comes to maneuverability and precise movements.<br />
<br />
==Damage==<br />
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power).<br><br />
Note: Skill Effects currently only applies magical damage to Primary Attacks.<br />
<br />
To calculate primary attack damage, convert percentages to decimal then use the following:<br />
<br />
(phys_base + phys_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Physical_Reduction +<br><br />
(mage_base + mage_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Magical_Reduction<br />
<br />
; Enemy defenses:<br />
: Enemy Physical reduction: 1/(1 + (enemy_base_armor*(1-physical_pierce)/50)<br />
: Enemy Magical reduction: 1/(1 + (enemy_base_resistance*(1-magical_pierce)/50)<br />
::Pierce % is calculated by multiplying the amounts not pierced by each other, then subtracting that value from 1. ex: 2 20% pierce = 0.8*0.8 = 0.64 = 36% pierce.<br />
::Shieldbreaker and Magebane count as 75% pierce when their effect is active.<br />
<br />
*DMG_INCREASE = &sum; &forall; +damage% and damage increase from each crit<br />
*MULTIPLIER = Incredible Strength(2x) * Corrupted(2x). Corrupted is from the Spreading Corruption rare item from the PoP DLC.<br />
<br />
; Notation<br />
: &sum; is the symbol for adding one after another to a total sum<br />
: &forall; means "for all", "for each" or "for any"<br />
<br />
[https://docs.google.com/spreadsheets/d/1Qggn-tQiejoTocnfV3xD8jO4x4EHKm-N06tSbxqHqkE/edit?usp=sharing Damage Calculator]<br />
<br />
===Bleeding===<br />
<br />
Bleeding is a form of decimation damage that will only proc after a player or enemy moves 32 units. The bleed damage will do 5% of the player or enemy's health. A unit is a term in the game used to calculate distance. 1 unit is defined as 1 in-game pixel. You can compare how large this is with the tileset textures.<br />
<br />
==Damage Types==<br />
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack. <br />
<br />
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.<br />
<br />
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.<br />
<br />
==Criticals==<br />
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.<br><br />
Each critical chance instance is rolled separately. For example a [[Items#heartseeker|Heartseeker]](12.5%) and an [[Items#assassins_dagger|Assassin's Dagger]](7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a "double crit," in which the damage is multiplied by the Critical Damage modifier twice.<br><br />
Equation : [DMG * (Crit_multiplier * crits)].<br><br />
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.<br />
<br />
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.<br />
<br />
==Health and Mana==<br />
There are many different ways to regain health and mana, most often innate regeneration is the largest portion. However you can design a character to regain health from lifestealing instead with the [[Items#Bloodthirst Ring|Bloodthirst Ring]] or the [[Chapel]] blessing.<br />
<br />
Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].<br />
===Pickups===<br />
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. <br><br />
There are 4 health pickups and 3 mana pickups. They are as follows:<br />
*Health<br />
**Apple: 10 HP<br />
**Orange: 25 HP<br />
**Cheese: 50 HP<br />
**Steak: 150 HP<br />
*Mana<br />
**Small crystal: 15 MP<br />
**Medium crystal: 45 MP<br />
**Mana Orb: 90 MP<br />
<br />
All Pickups can have their values increased by the [[Apothecary]] or by the Exceptional Consumables [[Fountain|fortune]].<br />
<br />
==Armor and Resistance==<br />
Armor reduces physical damage taken, Resistance reduces magical.<br><br />
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)<br />
<br />
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive armor, where new armor points do less and less for the player, increased negative armor will always increase damage taken by 2% per negative armor.<br />
<br />
===Damage Reduction===<br />
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max -50% damage when you have mana), and the Last Stand [[Tavern]] drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)<br />
<br />
The Tower Shield and Paladin's shield both reduce the base damage being sent at you, before any damage reduction modifiers are applied. 100 incoming damage would become 75, then get reduced from there.<br />
<br />
==Evasion==<br />
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the "duration" of the evade, which is about 1/4 of a second or the duration of the character changing color to indicate a successful evasion.<br />
<br />
You can still reflect damage even when you evade an attack.<br />
<br />
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.<br><br />
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.<br />
<br />
<br />
==Luck==<br />
[[File:LuckChart.png|frameless|400px|right]]<br />
Luck is a stat that was added in version 93, with the release of the [[Pyramid of Prophecy]] DLC, but is not exclusive to the DLC.<br />
<br />
Luck is a valuable stat in that it curves the rolls of [[Combat#Evasion|Evasion]], [[Combat#Criticals|Critical hits]], and the activation chance of [[Tavern|drinks]] and skills (like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected.<br />
<br />
The equation to calculate the new chance is as follows: Chance/0.95^Luck<br />
<br />
Luck currently has five sources; one negative and four positive.<br />
{| class="wikitable"<br />
|-<br />
!Image||Name||Effect<br />
|-<br />
|{{#sprite:file=File:Taverndrinks.png|column=2|row=1}}||style="color:#00FF00"|The Safe Bet|| -5 Luck +20 Armor & Resistance<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style="color:#72777d"|Lucky Charm|| +1 Luck +10% Gold Gain<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style="color:green"|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style="color:#33ccff;"|Lucky Hat|| +4 Luck<br />
|-<br />
|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck<br />
|}<br />
<br />
If you have every positive boost and all items are attuned, you will have 19 luck. 14, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.<br />
<br />
The chart to the right displays selected proc chances and how each luck value affect them.<br />
<br />
==Combo==<br />
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]<br />
Combo can be unlocked by picking up the combo sphere in your first [[Encounters#Portals_and_Red_Rooms|Red Room]] which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.<br />
<br />
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the [[Items#tricksters_ensemble|Tricksters set effect]]. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.<br />
<br />
Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the [[Wizard]]'s [[Wizard#Meteor Shower (Skill 3)|Meteor Shower]] or using a primary attack.<br />
<br />
===Items Enhancing Combo===<br />
The [[Items#spheres_of_power|Spheres of Power]] item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the [[Items#Sphere_of_Champions|Sphere of Champions]]. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.<br />
<br />
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage. <br />
<br />
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.<br />
<br />
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.<br />
<br />
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.<br />
<br />
The [[Items#sphere_of_heroes|Sphere of Heroes]] legendary will fire off a large projectile in the directing you're using your primary while in combo.<br />
<br />
The rare drink [[Tavern#wicked_sickness|Wicked Sickness]] will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.<br />
<br />
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.<br />
<br />
The rare drink [[Tavern#frenetic_eruption|Frenetic Eruption]] has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.<br />
<br />
==NG+ Scaling==<br />
For every [[New Game Plus]] level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.<br><br />
The formula for calculating the reduction is:<br />
*Armor: 50*NG_lvl<sup>0.75</sup><br><br />
*Resistance: 40*NG_lvl<sup>0.75</sup><br><br />
<br />
NG+ also increases enemy stats as follows:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75))<br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))<br />
<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Combat&diff=1906Combat2019-05-03T09:04:30Z<p>Playmoarnow: /* Damage */</p>
<hr />
<div>Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.<br />
<br />
==Enemy AI==<br />
Enemies use many different strategies to try and kill you, here is a small list of some of the most common ones:<br />
*Attack you from the sides so swinging straight forward won't work as well<br />
*Attack then move from their previous spot so player projectiles miss more often<br />
*Charge straight at you<br />
*Surround you so escape is harder and allow for more enemies to hit you at once<br />
*Attack in groups/call for help, enemies that spot you or are hit will often bring those around them to attack as well<br />
*Summon reinforcements<br />
*Buff nearby enemies in some manner<br />
*Attempts to avoid traps if you aren't nearby<br />
*Goes back to where they were standing if you get too far away<br />
<br />
Bosses all have their own AI to keep you on your toes and to ensure you have all your bases covered when it comes to maneuverability and precise movements.<br />
<br />
==Damage==<br />
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power).<br><br />
Note: Skill Effects currently only applies magical damage to Primary Attacks.<br />
<br />
To calculate primary attack damage, convert percentages to decimal then use the following:<br />
<br />
(phys_base + phys_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Physical_Reduction +<br><br />
(mage_base + mage_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Magical_Reduction<br />
<br />
; Enemy defenses:<br />
: Enemy Physical reduction: 1/(1 + (enemy_base_armor*(1-physical_pierce)/50)<br />
: Enemy Magical reduction: 1/(1 + (enemy_base_resistance*(1-magical_pierce)/50)<br />
::Pierce % is calculated by multiplying the amounts not pierced by each other, then subtracting that value from 1. ex: 2 20% pierce = 0.8*0.8 = 0.64 = 36% pierce.<br />
::Shieldbreaker and Magebane count as 75% pierce when their effect is active.<br />
<br />
*DMG_INCREASE = &sum; &forall; +damage% and damage increase from each crit<br />
*MULTIPLIER = Incredible Strength * Corrupted. Corrupted is from the Spreading Corruption rare item from the PoP DLC.<br />
<br />
; Notation<br />
: &sum; is the symbol for adding one after another to a total sum<br />
: &forall; means "for all", "for each" or "for any"<br />
<br />
[https://docs.google.com/spreadsheets/d/1Qggn-tQiejoTocnfV3xD8jO4x4EHKm-N06tSbxqHqkE/edit?usp=sharing Damage Calculator]<br />
<br />
===Bleeding===<br />
<br />
Bleeding is a form of decimation damage that will only proc after a player or enemy moves 32 units. The bleed damage will do 5% of the player or enemy's health. A unit is a term in the game used to calculate distance. 1 unit is defined as 1 in-game pixel. You can compare how large this is with the tileset textures.<br />
<br />
==Damage Types==<br />
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack. <br />
<br />
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.<br />
<br />
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.<br />
<br />
==Criticals==<br />
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.<br><br />
Each critical chance instance is rolled separately. For example a [[Items#heartseeker|Heartseeker]](12.5%) and an [[Items#assassins_dagger|Assassin's Dagger]](7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a "double crit," in which the damage is multiplied by the Critical Damage modifier twice.<br><br />
Equation : [DMG * (Crit_multiplier * crits)].<br><br />
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.<br />
<br />
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.<br />
<br />
==Health and Mana==<br />
There are many different ways to regain health and mana, most often innate regeneration is the largest portion. However you can design a character to regain health from lifestealing instead with the [[Items#Bloodthirst Ring|Bloodthirst Ring]] or the [[Chapel]] blessing.<br />
<br />
Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].<br />
===Pickups===<br />
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. <br><br />
There are 4 health pickups and 3 mana pickups. They are as follows:<br />
*Health<br />
**Apple: 10 HP<br />
**Orange: 25 HP<br />
**Cheese: 50 HP<br />
**Steak: 150 HP<br />
*Mana<br />
**Small crystal: 15 MP<br />
**Medium crystal: 45 MP<br />
**Mana Orb: 90 MP<br />
<br />
All Pickups can have their values increased by the [[Apothecary]] or by the Exceptional Consumables [[Fountain|fortune]].<br />
<br />
==Armor and Resistance==<br />
Armor reduces physical damage taken, Resistance reduces magical.<br><br />
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)<br />
<br />
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive armor, where new armor points do less and less for the player, increased negative armor will always increase damage taken by 2% per negative armor.<br />
<br />
===Damage Reduction===<br />
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max -50% damage when you have mana), and the Last Stand [[Tavern]] drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)<br />
<br />
The Tower Shield and Paladin's shield both reduce the base damage being sent at you, before any damage reduction modifiers are applied. 100 incoming damage would become 75, then get reduced from there.<br />
<br />
==Evasion==<br />
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the "duration" of the evade, which is about 1/4 of a second or the duration of the character changing color to indicate a successful evasion.<br />
<br />
You can still reflect damage even when you evade an attack.<br />
<br />
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.<br><br />
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.<br />
<br />
<br />
==Luck==<br />
[[File:LuckChart.png|frameless|400px|right]]<br />
Luck is a stat that was added in version 93, with the release of the [[Pyramid of Prophecy]] DLC, but is not exclusive to the DLC.<br />
<br />
Luck is a valuable stat in that it curves the rolls of [[Combat#Evasion|Evasion]], [[Combat#Criticals|Critical hits]], and the activation chance of [[Tavern|drinks]] and skills (like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected.<br />
<br />
The equation to calculate the new chance is as follows: Chance/0.95^Luck<br />
<br />
Luck currently has five sources; one negative and four positive.<br />
{| class="wikitable"<br />
|-<br />
!Image||Name||Effect<br />
|-<br />
|{{#sprite:file=File:Taverndrinks.png|column=2|row=1}}||style="color:#00FF00"|The Safe Bet|| -5 Luck +20 Armor & Resistance<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style="color:#72777d"|Lucky Charm|| +1 Luck +10% Gold Gain<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style="color:green"|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style="color:#33ccff;"|Lucky Hat|| +4 Luck<br />
|-<br />
|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck<br />
|}<br />
<br />
If you have every positive boost and all items are attuned, you will have 19 luck. 14, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.<br />
<br />
The chart to the right displays selected proc chances and how each luck value affect them.<br />
<br />
==Combo==<br />
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]<br />
Combo can be unlocked by picking up the combo sphere in your first [[Encounters#Portals_and_Red_Rooms|Red Room]] which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.<br />
<br />
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the [[Items#tricksters_ensemble|Tricksters set effect]]. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.<br />
<br />
Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the [[Wizard]]'s [[Wizard#Meteor Shower (Skill 3)|Meteor Shower]] or using a primary attack.<br />
<br />
===Items Enhancing Combo===<br />
The [[Items#spheres_of_power|Spheres of Power]] item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the [[Items#Sphere_of_Champions|Sphere of Champions]]. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.<br />
<br />
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage. <br />
<br />
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.<br />
<br />
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.<br />
<br />
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.<br />
<br />
The [[Items#sphere_of_heroes|Sphere of Heroes]] legendary will fire off a large projectile in the directing you're using your primary while in combo.<br />
<br />
The rare drink [[Tavern#wicked_sickness|Wicked Sickness]] will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.<br />
<br />
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.<br />
<br />
The rare drink [[Tavern#frenetic_eruption|Frenetic Eruption]] has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.<br />
<br />
==NG+ Scaling==<br />
For every [[New Game Plus]] level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.<br><br />
The formula for calculating the reduction is:<br />
*Armor: 50*NG_lvl<sup>0.75</sup><br><br />
*Resistance: 40*NG_lvl<sup>0.75</sup><br><br />
<br />
NG+ also increases enemy stats as follows:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75))<br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))<br />
<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Pyramid_of_Prophecy&diff=1905Pyramid of Prophecy2019-05-03T00:23:19Z<p>Playmoarnow: /* Boss, Nerys */</p>
<hr />
<div>=Spoilers=<br />
This page may contain spoilers regarding the Heroes of Hammerwatch [https://store.steampowered.com/app/1015030/Pyramid_of_Prophecy/ DLC]. Continue on if you have already seen these bosses or do not mind spoilers.<br />
=Overview=<br />
<br />
==[[Statues|Statue]] Blueprints==<br />
[[File:StatueBlueprints.jpg|frame|right|From left to right: Bolgarth, Calis, Cedric, Ewran, Kyra, Ozreth, Phalarath, Wylmir]]<br />
Statues and their blueprints are new with the DLC and give the player extra bonuses during their attempts at killing [[Acts#Act_6.2C_The_Battlements|Thundersnow]] or Nerys. They cost increasing amounts of [[Money#Ore|Ore]] to upgrade and act as an infinite ore sink so long as the player can continue to get higher and higher level blueprints to upgrade their statues. The blueprints (orange in color) appear on any act and floor in the Pyramid of Prophecy campaign, however unlike blueprints for the [[Magic Anvil]] statue blueprints don't appear for every player, nor are the blueprints the same statue or tier. They are entirely individual, so keep a look out on the map for your own blueprints when playing in multiplayer as no one can help you look for them.<br />
<br />
The blueprints do indicate what statue they upgrade, but because of the small image, it can be difficult to tell at a glance.<br />
<br />
State blueprint tiers generally up to 3 levels above the [[New Game Plus|New Game]] level the player is on can be obtained. While not impossible to get higher levels, the chance is slim to none. This encourages the player to continue delving into the pyramid at higher difficulties.<br />
<br />
==Sarcophagi==<br />
The player will occasionally run into a sarcophagus that they can plunder. The sarcophagus acts like a "free" shop, containing 5 items no matter what and the player can pick and choose what they want from it. The game will pause in single player when interacting with a sarcophagus.<br />
<br />
When the player picks the [[Items|items]] they want (skipping the sarcophagus is allowed) they will be given Curse based on what items they took. the more items they pick the more curse they will get give, with Epic items being worth 51 curse, Rare 16 (2 rares are worth 51), Uncommon 4 (2 uncommmon are 11), and Common 1. The values of the curse given grow exponentially the more items the player takes, and care should be taken to manage how much curse the player contracts as it will cause problems for the player the more curse they have.<br />
<br />
==Curse==<br />
Curse is a new mechanic that was introduced with the DLC, and is exclusive to the Pyramid campaign. It increases the chance that the player will entirely miss an attack and that any damage the player takes will be a critical hit, dealing (200+curse)% damage to the player. At lower amounts, curses can be negligible as they player still hits often enough, and unless a pyramid trap (rolling boulder or falling pillar) gets crit the player rarely has to worry about the curses. The rate at which the player loses accuracy slows the more curse the player gets, but can continue all the way to 100%. The only way to reach a curse this high is to sit on a trap that gives curse or let one of the [[Undead|Big Mummy]] miniboss or [[Pyramid of Prophecy#Queen Iris|Queen Iris]] attack the player for a long time.<br />
<br />
===Reducing Curse===<br />
The main method of reducing curse is by rousing the dijnn found in Midway, and the [[Pyramid of Prophecy#Act_3.2C_Upper Pyramid|Upper Pyramid]]. The dijnn in Midway reduces curse by 3, on act 3 floor 1 by 5, floor 2 by 7, and floor 3 by 9. There are random numbers of dijnn on the floors in act 3. More on the dijnn in the [[Pyramid of Prophecy#Semblance|Semblance]] section.<br />
<br />
The next way to reduce curse are by picking up honey bottles and the [[Encounters#Imps|Imp]]. These lower the player's curse by 1, and every bottle is individual like items, where if one player picks up a bottle, a different player can still pick it up, so that there is no fighting over who gets the bottles. <br />
<br />
Another way to remove curse is with the [[Encounters#Imps|Imp]]. The Imp has a chance, so long as the player has any curse (visible or not) to remove '''ALL''' of the player's curse.<br />
<br />
The last way to lower the player's curse is by obtaining items from the [[Items#queens_radiance|Queens Radiance]] set. This set raises the 0 point for your curses, allowing you to have negative curses. Having curses below 0 does not grand any benefits besides having 0 curse, and ability to take extra curse at no determent until the player reaches the number of curses reduced by the set bonus.<br />
<br />
=Act 1, Desert=<br />
Before you can enter the pyramid, you have to get there first. To reach the pyramid you will have to travel through 3 large desert maps, each with a shop that you can buy a map piece and one item from. The map piece is the same for everyone in multiplayer, so only 1 person should buy it.<br />
<br />
The map piece dictates which way is the safest to travel through. This path is the only path that will not spawn a great threat when you enter the map. Unlike in the [[Acts|Forsaken Tower]] the great threat in the desert will never end so long as you're in the map. It spawns a few sandstorms that follow the player around and will slow the player down if they get too close to it. Additionally they summmon [[Aberrations|sand elementals]] that charge at you and deal contact damage. In NG2(?) if they collide with the player, the player get stunned for a moment. If there are many elementals hitting the player in turn, the player can be in a state of near stun-lock.<br />
[[File:DesertPatterns.jpg|frame|right|The different desert patterns]]<br />
The desert also has its own summons as the player walks through it. While moving through the desert, your footsteps occasionally rouse a group of [[Beasts|snakes]], [[Beasts|scorpions]], or [[Aberrations|sand lurkers]] to appear right under the player. These enemies will never stop following the player, so long as they can reach the area the player is in. If a scorpion group appears, it has a chance to contain [[Beasts|massive scorpion]] that acts as the miniboss of this act. They can drop keys up to Ace, and have a chance to drop items. The sand lurkers have a chance to drop small blue [[Money|diamonds]] and [[Money#Ore|Ore]] when they die, and the quicksand they appear from will slow the player down if they walk into it.<br />
<br />
The desert also contains many spawners all over the map that cannot be killed like the ones in the tower, however they will stop spawning enemies after 5 to 8 spawned enemies are killed.<br />
<br />
Occasionally there will be a [[Pyramid of Prophecy#Sarcophagi|sarcophagus]] in the desert.<br />
<br />
Lastly, on one of the areas in the desert there will be a pattern in the ground. This pattern should be remembered for Act 2, as it will be used there.<br />
<br />
==Boss, The Giant Crustworm==<br />
Enemy type: [[Beasts|Beast]]<br><br />
<br />
The Giant Crustworm is a reference to the giant sandworms from the book Dune. The crustworm continuously moves as long as it is not spitting rocks and takes significantly less damage when its body is being hit instead of the head. The long the fight goes on, the more enemies will appear to aid the worm along with quicksand spawners. As an added effect, skeletons are occasionally dug up to show that the player would not be the first person to fall victim to the crustworm.<br />
<br />
The crustworm always starts out by circling the player one or twice before surfacing halfway. While the worm is underground it is unhittable however the segments that appear during his time above ground remain for a while before sinking back into the sand. If the player is hit by the head, bitten by the worm, significant damage will be dealt. The head in this state is much weaker than the body, but it puts the player at risk of getting bit if they attempt to hit it with a melee character. As an additional risk, the worm is able to completely surround the player with its segments, trapping them in the middle for some time until the segments sink back into the ground.<br />
<br />
The other attack the crustworm has is that only his head will appear and he will spit out boulders that fall on the player similar to the spikes dropped by the [[Acts#Act_1.2C_The_Mines|Stone Guardian]] but with a smaller AoE. This is when the worm is weakest as he is not moving around and does not fight back other than the rocks he spits. After about 10 seconds he will burrow back into the ground and the fight continues. Which attack he uses is random, and he can do one or the other many times in a row.<br />
<br />
The reward for beating the boss is found in Midway, after dropping down the hole that has now appear at the top of the area.<br />
<br />
=Midway=<br />
After dropping into the sunken pyramid, the player is in an area called Midway. They will appear back here after defeating Queen Iris as well. It is highly advantageous for the player to have the [[Fountain]] fortune "Glass Walks" active, as it allows access to the treasures in Midway.<br />
<br />
Rarely an Ace key can appear on the left side of the bridge near the [[Encounters#Springs|Well]]. This key is unreachable when you reach Midway the second time, yet can still appear.<br />
<br />
The second time the player arrives in Midway, they will be able to go to a large pile of money and ore at the top side of the map past some cursed tiles that give 1 curse every half second the player is on an active tile. If glass walks is active they can also obtain another pile of gold and money on the south side. In that south room with the money, there is a secret room crack that will take the player to another glass walk ending with a random key up to gold. This key is not always the same one that you see when falling into midway the first time via the Old Map.<br />
<br />
There is a fountain in Midway on your second arrival.<br />
<br />
To leave Midway the second time, you must interact with the dijnn, summoning 3 other dijnn that will fight you. Enter the rift to Semblance after the dijnn are dead or immediately as the summoned dijnn do not have to be killed to enter the rift. All players must be next to the same rift to enter Semblance. This holds for all Upper Pyramid rifts as well. <br />
<br />
<br />
=Act 2, Lower Pyramid=<br />
The second act consists of many undead, snakes, and spiders along with rolling boulders and crushing pillars. The latter two appear only in rooms with chests in them. <br />
<br />
The miniboss of this floor is a Big Mummy that will shoot skulls that fly back and forth similar to the medusa skulls from the Castlevania series. If these skulls hit a player, they will receive 2 curse and take no damage. The Big Mummies also have a corrupt breath attack that acts like the [[Wizard|Wizard's]] flamethrower. It deals small bits of damage very quickly. On NG+1 being near the Big Mummy will cause the player to become corrupted, similar to the [[Items#spreading_corruption|Spreading Corruption]] rare item. This effect goes away once the mummy is dead or the player gets far enough away. While corrupted the player will take twice(?) the damage they would take otherwise. On NG+2 the Big Mummies will leave behind a curse circle that will give the player 2 curse should they stand within it for too long, similar to the summoning circles found on the [[Acts#Act_4.2C_The_Archives|Archives]].<br />
[[File:DesertInput.jpg|frameless|200px|right]]<br />
While traveling around the floor, you may run into curse circles on the ground or rolling boulders in hallways that attempt to harm the player. These will be removed if the player activates the Safe Corridors [[Fountain]] fortune.<br />
<br />
The chests in this act and the next are often hidden behind floor buttons and only appear once all of them have been pressed. Many traps consist of multiple buttons that have to all be pushed to get the chest, and the trap will expand itself as the buttons are pressed. Some of these buttons will have a trap directly next to them, and if the player isn't quick on their feet they may get hit by it. No traps in the pyramid are able to be disabled, however most do not require all players to traverse the entire trap thus it is usually unnecessary to send more than one or two people into the same trap to complete it.<br />
<br />
Some traps have cursed tiles, and when the player steps on them while they are active they will receive 1 curse every half a second. <br />
<br />
The rolling boulders and falling pillars do the same amount of damage: 200 [[Combat#Damage_Types|Physical]] base. It is advised to take the Gentle Traps fortune if you don't have the utmost confidence that you will be able to dodge every boulder and pillar.<br />
<br />
Lastly on one of the floors there will be a room to input the image found in act 1. The reward from this is random and can go all the way up to legendary. You cannot make a single mistake however or you will receive nothing. It looks like the image on the right.<br />
<br />
<br />
==Boss, Queen Iris==<br />
Enemy type: [[Undead]]<br />
<br />
Queen iris can be troublesome if you lack the damage to take her down quickly. She is able to stomp the players near her for significant damage(150+?) and continuously summons snakes to attack the player through the fight. These snakes, a mix of Asps and Mambas. The Asps fire a poison laser at the current player position while the Mambas chase the player.<br />
<br />
Queen Iris will occasionally fire two cursed skulls at the player. For melee characters if you are directly behind or in front of the queen while she prepares this attack they skulls will initially fly past you, but quickly turn around to hit you. Each of these skulls applies 5 curse to the player and if the fight is prolonged, without careful dodging the player can find themselves quickly racking up curses. These curses remain on the player after the fight.<br />
<br />
If the player is too far away from Queen Iris she will charge the player, stomping the location that they were previously at. If there are cursed skulls flying around the room they usually end up right where she charged to, as both are chasing you, leading to melee characters often having difficulty reaching the queen while dodging the skulls.<br />
<br />
Lastly, Queen Iris will fire a huge swarm of bugs at the player. These bugs are not listed in the [[Bestiary]] and appear to switch from projectile to enemy after traveling a certain distance from the player. While acting like a projectile they deal a rapid burst of small damage hits, similar to the Big Mummies faced before. If the player doesn't get hit with all of the swarms they will come back to attack the player like a bat. They block attacks just like any other enemy but can be dodged just by moving around.<br />
<br />
Once the queen is dead, the pillars on the sides will rise and the player can pick up their reward on the left. There is never anything on the right except for some coins and pots.<br />
<br />
=Semblance=<br />
Semblance is the world that the dijnn originated from, and when the player enters the world they will appear on a purple sphere, with more appearing in the background. While the player resides in Semblance dijnn will appear to fight the player. The amount of dijnn that appear is dependent on the number of rifts that were opened in the previous floor. The greater the number of rifts, the more dijnn will spawn.<br />
<br />
If the player has enough movement speed (around 3.0) they can walk in circles around the edge of their Semblance platform and avoid most attacks.<br />
<br />
After about 30 seconds the player will automatically be sent out of Semblance and onto the next floor. The timer for this is denoted by radiating waves from the center of the platform. While the player is teleporting they take no damage.<br />
<br />
=Act 3, Upper Pyramid=<br />
The final act of the Pyramid of Prophecy consist of very large, ornate floors that have a lot of gold and ore scattered around. It is common to obtain well over 200k in this act alone.<br />
<br />
One of the notable features on the floor are various number of meditating dijnn around the floor. The amount ranges from 1 to over 5 and is completely random. If the player interacts with one of them, they can open a rift to Semblance This summons a great threat which is a group of 5 dijnn from every opened rift. They will teleport to the player if they are too far away. Rousing a dijnn will remove 5, 7, or 9 curses depending on what floor the player is on. If you have 0 curses and rouse a dijnn, you do not go negative unless you have the Queens Radiance set effect, but only up to the set's maximum reduction for the pieces you have at that point. If the player takes too long (4 minutes) to reach every dijnn, a great threat will be summoned, and if there are any dijnn that haven't been roused yet, one of them at random will be roused without the player getting the curse reduction effect.<br />
<br />
Every floor in the Upper Pyramid also contains a sarcophagus. The player is encouraged to take items from them as they have a readily available source of curse reduction in the form of meditating dijnn.<br />
<br />
The miniboss of this act are [[Constructs|Sentinel High Priests]] and are often accompanied by other sentinels. They start out as inanimate statues and will animate after a random amount of time of the player being nearby. The regular sentinels come in a melee and ranged variety, the melee ones will charge the player like a spearman undead. The High Priests will fire off snake beams that deal magical damage, and can also fire off 12(?) beams in a circular pattern. These beams have a chance of becoming snakes themselves when they hit a wall close enough to the player. All types of sentinels are able to drop ore and small golden diamonds. If the player is min-maxing the floors, they should take the time to kill all of the sentinels on the floor for extra ore and money. All sentinels will chase the player across the floor without end like the ambushes from act 1.<br />
<br />
The towers on this floor are Sun Prisms and fire at the current location of the player in a prolonged beam that deals very rapid magic damage. Every 4 attacks the prism will fire off 16(?) beams that persist for a few seconds and have infinite(?) range. The player can be downed very quickly by these beams and caution should be taken when engaging the tower. Toppled Towers fortune will almost completely remove these towers, with only ones activated by taking items from a sarcophagi still appearing with the fortune.<br />
<br />
Two additional hazards on the floor are molten canals that fill with lava for some time before turning off. These will continue cycling on and off forever and the hazard deals 100(?) magical damage to the player. every half second they are on it. The other hazards are only found in the chest rooms and are sun beams from walls. They too turn on and off on cycles and deal less damage than the Sum Prism beams, but will hit the player just as rapidly.<br />
<br />
All of the traps in this act are able to be done perfectly by any character, but significant waiting for cycles to sync up may be needed if the player seeks to not get hit at all, thus taking a hit here or there to speed up the looting process should be expected.<br />
<br />
==Boss, Nerys==<br />
Enemy type: [[Aberrations|Aberration]]<br />
<br />
The final boss, Nerys, is a powerful dijnn that took control of another dijnn, Nimbus, long ago and was trapped at the top of the pyramid as punishment. He wields many powerful attacks and can quickly kill the player if they are not prepared for his attacks.<br />
<br />
Nerys will always start out by attacking with his sword. When he attacks with it, fire waves will shoot out in the direction he swung. These do moderate damage, but are very fast and will boomerang back towards the player, all waves from the same swing converging at the same spot, and will leave a circle of fire on the ground. The player is lit on fire if they are hit by any part of this attack. The further into the fight the player is, the more fire waves will be summoned, with 7(?) being summoned once Nerys reaches 25% hp the first time.<br />
<br />
Every so often Nerys will teleport to a different location in the arena, often close to an edge. This can be somewhat problematic for melee characters as the red mist around the arena will fire at the player if they get too close to the edge, applying armor and resistance break(magebane and shieldbreaker) to the player. Right after Nerys teleports, he will fire off black orbs in all directions that cause bleeding, darkness effect on NG+, and drain the player's mana similar to the Arch Lich diamond from the [[Acts#Act_5.2C_The_Chambers|Chambers]] if they player gets hit by them and when they land they will summon an X of fire that deals magic damage and lasts for about 10(?) seconds before disappearing.<br />
<br />
It should be noted that Nerys moves similarly to a Lich in that he will continually back away from the player, so getting between him and the edge of the room is effective in keeping him closer to the middle.<br />
<br />
When Nerys reaches 75%, 50%, and 25% HP he will heal up to 50% of his max life if the player is not able to deal enough damage to stop further healing. During his heal he will summon other dijnn to fight the player, along with creating large purple orbs in a circular wave that deal very high damage to any players within them when they burst. This wave starts with one orb directly under him, and continues to radiate outwards before repeating. There IS enough space for a melee character to be directly next to Nerys after the first orb bursts without being hit by the second circle of orbs.<br />
<br />
=Rewards=<br />
Along with the regular gold and ore the player receives, when the player defeats Nerys, Nimbus is freed and is eternally indebted to you. To show his thanks, he now resides within the player's potion and will come out for 30 seconds plus 2 for every PoP NG+ level the player has beaten on that character. Nimbus deals 60 magical damage +10 per NG+ beaten and attacks just like the Sphere Dijnn.<br />
<br />
Additionally the player will receive 10 [[Leveling_Up#Skill_Stars|Skill Stars]] for each NG level they beat the pyramid on.<br />
<br />
While not directly from the PoP campaign, the player can also acquire statue blueprints if they are at the correct NG+ level for obtaining statue blueprints outlined at the top of the page or on the [[Statues]] page.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=New_Game_Plus&diff=1904New Game Plus2019-05-01T05:44:36Z<p>Playmoarnow: /* Additions */</p>
<hr />
<div>New Game Plus is unlocked once the player defeats [[Acts#Act_5.2C_The_Chambers|Thundersnow]] for the first time.<br />
<br />
After NG+ is unlocked, it's unlocked for all characters in your town. This extends to multiplayer where if the host is the only person who has unlocked NG+3, then everyone can join in a NG+3 run, however some of the players may not be able to get above level 20, 25, etc. as their character has not beaten Thundersnow on a previous New Game level.<br />
<br />
A play-through without any NG+ levels added on can be referred to as a NG+0 run. This is how all players start out.<br />
<br />
==Additions==<br />
[[File:NGnumbers.jpg|frameless|right]]<br />
[[File:NGandArena.jpg|frameless|right]]<br />
When a player beats Thundersnow for the first time, their character will gain a +1 next to their name when selecting that character from the main menu. An extra number appears when the player beats Nerys in the [[Pyramid of Prophecy]] to show their rank in the DLC dungeon.<br />
<br />
This means that that character is allowed to gain an extra 5 levels per NG beaten. Their [[Leveling_Up#Level_Cap|level cap]] has been raised.<br><br />
This can be viewed in the character menu by hovering over experience.<br />
<br />
There is '''no cap''' on what NG level the player can play assuming they or the host of the group has beaten the level before it. Thus by the same means, the player level has no maximum either.<br />
[[File:LevelCap.jpg|frameless|right]]<br />
<br />
In addition to raising a player's level cap by 5, doing a NG+ run will yield more [[Money#Gold|Gold]] and [[Money#Ore|Ore]].<br><br />
The amount of extra gold and ore is +(20 * NG_level)%.<br />
<br />
[[File:NGpicker.jpg|frameless|right]]<br />
If you have not unlocked the [[Magic Anvil]] yet then it should appear with near certainty in any NG+ run's [[Acts#Act_3.2C_The_Armory|Armory]].<br><br />
Uncommon blueprints and [[Tailor|dyes]] can appear in NG+1, rare ones in NG+2 and above. The same goes for [[Tavern#Richard_Hammer.27s_Barrel_Drinks|Tavern drinks]].<br />
<br />
*Player's Armor is reduced by (NG_level^.75) * 50<br />
*Player's Resistance is reduced by (NG_level^.75) * 40 <br />
<br />
To select which NG+ level you wish to play on, talk to the guard next to the tower entrance and select your level.<br />
<br />
Lastly, NG+1 and beyond have a flat 15% increase to their size and 33% more enemies compared to NG+0. This increase stacks multiplicatively if the player also takes the Bigger Floors [[Fountain]] fortune.<br />
<br />
==[[Enemies|Enemy]] Changes==<br />
There are numerous enemy changes in different NG+ levels. All in an attempt to make each NG level more difficult and rewarding than the last.<br><br />
In addition to the following changes, enemies are slightly faster and have higher HP, armor, and resistance.<br />
<br />
The following is the enemy defense and HP scaling formulas, where NG is your New Game Plus level:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75)) <br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^0.33)<br />
<br />
Enemies also give more XP to compensate for the increased player level. See the [[Leveling_Up#Experience|Experience]] equation for more info.<br />
<br />
===NG+1===<br />
====Enemies====<br />
*Spined Maggot now fires an extra shot<br />
*Massive Ticks now enter blood rage for a few seconds upon getting it<br />
*Elite Skeleton Bowmen fire an additional arrow for a total of 5. Standing still to dodge doesn't work anymore<br />
*All Man Eaters now fire out a nova of spikes every few attacks. This is denoted by their mouth appearing and disappearing twice<br />
*Liches now fire an extra magical shot per attack (?)<br />
*Trappers now throw an additional Bola<br />
*The Ghostcaller can now summon ghosts when damaged<br />
*Fallen Thief fires an additional knife<br />
*Fallen Sorcerer drops an additional spike from the ceiling, they are lined up linearly toward you<br />
*Fallen Paladin can now use [[Paladin#Whirlwind_.28Skill_3.29|Whirlwind]]<br />
*Fallen Priest can now use [[Priest#Consecrated_Ground_.28Skill_2.29|Consecrated Ground]]<br />
*The Monstrous Eye now summons smaller eyes as it moves in addition to the ones it already summons<br />
*Elite Lich now fires an additional homing magic orb, for a total of 3<br />
*Battle Mage now sends out an additional wave of magic<br />
*Frost Lich fires an additional spike at you, widening his ark<br />
*All Wisps now shoot out their respective attacks in all directions on death. Green Wisp fires 5, Blue fires 7(?), Red fires 16(?)<br />
*Ice Elemental can now use Whirlwind<br />
*Stone Gargoyle's trident throw now throws 3 tridents.<br />
<br />
====Bosses====<br />
*The Stone Guardian's spike wave now has a homing wave, the middle one. His smash now also sends out a nova of spike waves in all directions<br />
*The Warden now throws out bombs as he spins<br />
*The Watcher [[Acts#New_Game_Plus_Changes_4|gains attributes]] of the rituals once completed<br />
*Thundersnow fires 2 extra icicles at the player<br />
----<br />
<br />
===NG+2===<br />
====Enemies====<br />
*All bats now fire projectiles when not in rage for a melee attack<br />
*Massive Maggot's shots now leave an area of poison on the ground for a few seconds at the site each shot died<br />
*Normal and Elite Skeleton archers now fire 2 volleys per attack<br />
*Skeleton Captain's main attack is replaced with a spin attack. This is a single 360 degree swipe<br />
*All Man Eaters now send out 3 waves of spikes<br />
*The Frost Lich can now place down a frost AOE that severely slows the player while within it, and a few seconds after leaving it. Also fires more icicles<br />
*All Wisp shots now bounce off walls once<br />
*The Monstrous Eye and Beamo Tower fire 3 confusion lasers at the player in a small spread<br />
*All Eyes (not Monstrous) now lunge at the player once they reach a certain distance from them<br />
*Elite Lich fires 2 volleys per attack(NG+1?)<br />
*All Nova Tower shots bounce 2 times before disappearing<br />
<br />
====Bosses====<br />
*All the spikes that fall from the ceiling now each fire out 3 spike waves, evenly spaced apart<br />
*The Warden now fires 3 arrows when he uses his crossbow<br />
*The Watcher's rituals now spawn a confusion orb that follows the nearest player to it, and when contact is made confusion and some damage is applied to the player<br />
----<br />
===NG+3===<br />
====Enemies====<br />
*Lich and Elite Lich shots now bounce twice<br />
*Wisps have a 50% chance to either explode or turn into another wisp one tier lower. Green wisps always explode<br />
<br />
====Bosses====<br />
*The Warden's arrow turrets now fire 3 volleys per attack<br />
*The Watcher now has a spike spray attack. Sprays spikes in an arc for a few seconds constantly directed at the player<br />
*Thundersnow's stomp now stuns the player for 1/2 a second when hit<br />
----<br />
<br />
===NG+4===<br />
*No further changes to enemies other than ramping<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Fountain&diff=1903Fountain2019-05-01T05:42:35Z<p>Playmoarnow: /* Fountain Effects */</p>
<hr />
<div>__FORCETOC__<br />
[[File:fountain.png|600px|frame|Fountain tiers]]<br />
After Unlocking the fountain in [[Town|town]], you will be able to throw money into it in chunks of 50, 100, 500, 1000, or 10,000 gold.<br><br />
The money thrown in will stay in the fountain across different runs and cannot be removed.<br><br />
The money in the fountain determines the maximum cost of the fortune you can activate. Fortune cost is capped at 200M gold.<br />
<br />
Upon selecting and paying for your fortune, you cannot change the fortune without entering the tower and dying or quitting back to the main menu.<br />
<br />
===Cost===<br />
The cost of your fortune depends on how many positive and negative effects you turn on, with the final cost being 150 * ((2^FORTUNE) - 1) gold. <br><br />
If you have negative or 0 fortune, the cost is 0.<br />
<br />
===Fountain Effects===<br />
If you have a negative fortune value, you will gain extra gold and experience based on how negative it is. <br><br />
The bonus is +(5 * FORTUNE)% gold and experience gain. You do not get any bonus [[Money#Ore|Ore]] from this.<br><br />
Many fortunes can only be chosen once the fountain has been upgraded to T2.<br />
<br />
{| class="wikitable" style="text-align: center<br />
!colspan="4"| Positive fountain effects<br />
|-<br />
| '''Fortune''' || '''Tier''' || '''Name''' ||'''Effect'''<br />
|-<br />
| +1 || 1 || Expanded floors || 15% Bigger Floors<br />
|-<br />
| +2 || 1 || Gentle Traps || Traps do 50% less damage<br />
|-<br />
| +2 || 1 || Toppled Towers || All towers are destroyed<br />
|-<br />
| +2 || 1 || Safe Corridors || All traps in corridors are disabled<br />
|-<br />
| +3 || 1 || Exceptional Consumables || All health and mana [[Combat#Health_and_Mana|pickups]] are 500% more effective<br />
|-<br />
| +4 || 1 || Plentiful Gifts || Increased chance of finding [[Encounters#Imps|Imps]]<br />
|-<br />
| +4 || 1 || Bigger Bottle || 2 more potion charges<br />
|-<br />
| +5 || 2 || Unlimited Springs || [[Encounters#Springs|Springs]] have unlimited uses<br />
|-<br />
| +5 || 2 || Abundant Shops || [[Encounters#Shops|Shops]] have 2 more items in stock (not the surface shop)<br />
|-<br />
| +5 || 2 || Ace Key || Receive 1 Ace Key (Only the host gets the key in multiplayer)<br />
|-<br />
| +5 || 1 || Infrequent Threats || Great threats are less frequent<br />
|-<br />
| +5 || 2 || Mysterious Guidance || Increased chance of finding [[Encounters#Monoliths|Monoliths]]<br />
|-<br />
| +6 || 2 || Glass Walks || Enables [[Fountain#Glass_Walks|Glass walks]]<br />
|-<br />
| +6 || 2 || Treasure Hunt || Chance for additional [[Chests|chest]] rooms (Actually creates <br>more side rooms, which can have chests, gold, or [[Magic_Anvil|Blueprints]] in them)<br />
|-<br />
| +6 || 2 || Demolished Spawners || All spawners are destroyed<br />
|-<br />
| +8 || 2 || Ace Chests || Higher chance of Ace chests spawning<br />
|-<br />
| +8 || 2 || Sluggish Adversaries || Enemy movement decreased by 33%<br />
|-<br />
| +14 || 2 || Offshore Account || Tax reduction: increases the gold threshold for 50% tax by 4x.<br> E.g. with a level 4 [[Town_Hall|Treasury]] 50% tax will be reached at 100K gold instead of 25K.<br />
|}<br />
<br />
{| class="wikitable" style="text-align: center<br />
!colspan="4"| Negative fountain effects<br />
|-<br />
| '''Fortune''' || '''Tier''' || '''Name''' || '''Effect'''<br />
|-<br />
| -1 || 1 || Lousy Consumables || All health and mana pickups are 50% less effective<br />
|-<br />
| -2 || 1 || Enemy Reinforcements || More [[Enemies]]<br />
|-<br />
| -2 || 1 || Spicy Potions || Become confused for 2.5 seconds when drinking a potion charge<br />
|-<br />
| -2 || 1 || Lethal Traps || Traps deal 200% damage<br />
|-<br />
| -4 || 1 || Elite Reinforcements || More elite enemies<br />
|-<br />
| -4 || 1 || Exhausted Ore Veins || No [[Money#Ore|Ore]] spawns<br />
|-<br />
| -5 || 2 || Relentless Threats || Great threats are more frequent<br />
|-<br />
| -5 || 2 || Enemy Overseers || Mini bosses spawn on every floor, excluding Act 4<br />
|-<br />
| -5 || 2 || One Man Guild || You gain no bonuses from class titles<br />
|-<br />
| -6 || 2 || Miners' Strike || [[Encounters#Elevators|Elevators]] are unusable<br />
|-<br />
| -6 || 2 || Agile Adversaries || Enemies movement speed increased by 50%<br />
|-<br />
| -7 || 2 || Dry Springs || [[Encounters#Springs|Springs]] are unusable<br />
|-<br />
| -8 || 2 || Sealed Cracks || No [[Puzzlesecrets|secrets]] will spawn<br />
|-<br />
| -10 || 2 || Empty Pockets || Enemies will not drop any loot, including bosses<br />
|-<br />
| -10 || 2 || Instant Death || Your base health is set to 1, health can still be increased with [[Items|items]]<br />
|-<br />
| -14 || 2 || Public Holiday || No dungeon shopkeepers<br />
|}<br />
<br />
===Glass Walks===<br />
Glass walks are a fortune that allows the skipping of some traps or access to otherwise unreachable chests.<br> <br />
The Act 1 Boss is the only boss to have a secret room, and it's only accessible via the glass walk fortune. It contains up to a silver chest.<br><br />
There are no glass walks on the right half of Battlements floor 2.<br><br />
The following are most of the current glass walks in game:<br />
{| class="mw-collapsible mw-collapsed"<br />
!| Glass Walk Images <br />
|-<br />
|<br />
<br />
{| class="wikitable" style="text-align: center<br />
| [[File:glass1.jpg|200px|frameless]] || [[File:glass2.jpg|180px|frameless]] || [[File:trap1_1.jpg|200px|frameless]] || [[File:trap1_3.jpg|200px|frameless]]<br />
|-<br />
| [[File:trap1_4.jpg|200px|frameless]] || [[File:trap1_6.jpg|200px|frameless]] || [[File:trap1_7.jpg|200px|frameless]] || [[File:trap1_10.jpg|200px|frameless]]<br />
|-<br />
| [[File:glass3.jpg|200px|frameless]] || [[File:glass4.jpg|200px|frameless]] || [[File:glass5.jpg|200px|frameless]] || [[File:glass6.jpg|200px|frameless]]<br />
|-<br />
| [[File:trap4_4.jpg|200px|frameless]] || [[File:glass7.jpg|200px|frameless]] || [[File:trap5_1.jpg|200px|frameless]] || [[File:trap5_7.jpg|130px|frameless]]<br />
|-<br />
| [[File:BattleGlass1.jpg|200px|frameless]] || [[File:BattleGlass2.jpg|200px|frameless]] || [[File:BattleGlass3.jpg|200px|frameless]] || [[File:BattleGlass4.jpg|130px|frameless]]<br />
|-<br />
| [[File:BattleGlass5.jpg|200px|frameless]] || colspan="3"|[[File:BattleGlass6.jpg|640px|frameless]]<br />
|}<br />
<br />
|}<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Guild_Hall&diff=1902Guild Hall2019-05-01T03:11:10Z<p>Playmoarnow: /* Guild Titles */ final guild's gold</p>
<hr />
<div>The Guild Hall menu is accessed by speaking to a person located in the top left portion of the Town.<br/><br />
The Guild Hall menu may also be assigned to a hotkey via the control settings.<br />
<br />
==Skill Upgrades==<br />
You can spend your skill stars here to upgrade the skills of your [[classes|characters]]. To upgrade all your characters skills, 177 skill stars are required. At character level 30 you should have accumulated 162 skill stars. The additional stars gained from leveling up your guild title levels with fame should give you enough points to max out a character around level 29-30.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
!|Tier ||Primary Attack||Active 1 ||Active 2 ||Active 3 ||Passive 1 ||Passive 2 ||Passive 3<br />
|-<br />
|Level 1|| 3 Skill Stars|| 3 Skill Stars|| - || - || 2 Skill Stars|| - || - <br />
|-<br />
|Level 2|| 4 Skill Stars|| 4 Skill Stars|| 5 Skill Stars || - || 3 Skill Stars|| 4 Skill Stars || - <br />
|-<br />
|Level 3|| 5 Skill Stars|| 5 Skill Stars|| 6 Skill Stars || 7 Skill Stars || 4 Skill Stars|| 5 Skill Stars || - <br />
|-<br />
|Level 4|| 6 Skill Stars|| 6 Skill Stars|| 8 Skill Stars || 9 Skill Stars || 5 Skill Stars|| 6 Skill Stars || 10 Skill Stars<br />
|-<br />
|Level 5|| 8 Skill Stars|| 8 Skill Stars|| 10 Skill Stars|| 12 Skill Stars|| 6 Skill Stars|| 8 Skill Stars || 15 Skill Stars<br />
|}<br />
<br />
You can also respec a character for 250g per skill star currently assigned. Only complete respecs are available.<br />
<br />
==Character Titles==<br />
Each playable class grants a permanent global stat bonus to all of your characters when you unlock new Titles.<br><br />
Each class grants their own unique stat and multiples of the same character title will not stack.<br />
<br />
New Titles may be obtained by defeating bosses for the first time, and completing the game on higher difficulty settings.<br />
<br />
The stat bonuses continue increasing infinitely as of version 87, but after NG+2 the name of the title will not change anymore.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
!|Unlock ||[[Paladin]] ||[[Ranger]] ||[[Sorcerer]] ||[[Warlock]] ||[[Thief]] ||[[Priest]] ||[[Wizard]] ||[[Gladiator]]<br />
|-<br />
|Stat Given ||'''Armor''' ||'''Attack Power'''||'''Mana Regen''' ||'''Resist''' ||'''Gold Bonus%''' ||'''HP Regen''' ||'''Skill Power'''||'''Primary Crit Damage'''<br />
|-<br />
|'''No Achievements''' ||Novice (0) ||Novice (0) ||Novice (0) ||Novice (0) ||Novice (+0%) ||Novice (0) ||Novice (0) ||Novice (+0%)<br />
|-<br />
|'''Killing The Stone Guardian'''||Apprentice (2) ||Apprentice (2) ||Apprentice (0.2) ||Apprentice (2) ||Apprentice (+2.5%) ||Apprentice (0.1) ||Apprentice (2) ||Apprentice (+5%)<br />
|-<br />
|'''Killing The Warden''' ||Journeyman (4) ||Journeyman (4) ||Disciple (0.4) ||Disciple (4) ||Journeyman (+5%) ||Disciple (0.2) ||Disciple (4) ||Journeyman (+15%)<br />
|-<br />
|'''Killing The Three Wraiths''' ||Squire (7) ||Scout (7) ||Arcanist (0.7) ||Ritualist (7) ||Bandit (+10%) ||Zealot (0.4) ||Scholar (7) ||Scrapper (+25%)<br />
|-<br />
|'''Killing The Watcher''' ||Champion (10) ||Hunter (10) ||Enchanter (1.0) ||Occultist (10) ||Rogue (+15%) ||Patriarch (0.6) ||Seer (10) ||Pit Fighter (+40%)<br />
|-<br />
|'''Killing The Vampire Lord''' ||Defender (15) ||Pathfinder (15) ||Elementalist (1.5) ||Conjurer (15) ||Brigand (+25%) ||Bishop (1.0) ||Sage (15) ||Challenger (+60%)<br />
|-<br />
|'''Killing Thundersnow''' ||Crusader (20) ||Warden (20) ||Channeler (2.0) ||Diabolist (20) ||Ruffian (+35%) ||Archbishop (1.4) ||Magus (20) ||Defeater (+80%)<br />
|-<br />
|'''Completing NG+1''' ||Templar (25) ||Sentinel (25) ||Evoker (2.5) ||Netherlord (25) ||Infiltrator (+45%) ||Cardinal (1.8) ||Battlemage (25) ||Hero (+100%)<br />
|-<br />
|'''Completing NG+2''' ||Lightbringer (30) ||Guardian (30) ||Spellbinder (3.0) ||Deathlord (30) ||Assassin (+55%) ||Pope (2.2) ||Archmage (30) ||Idol (+120%)<br />
|}<br />
<br />
Any further completions of higher difficulties will always grant the following increases to your title bonus:<br><br />
Paladin: +5 Armor<br><br />
Ranger: + 5 Attack Power<br><br />
Sorcerer: + 0.5 Mana Regen<br><br />
Warlock: + 5 Resistance <br><br />
Thief: + 10% Gold Gain<br><br />
Priest: + 0.4 Health Regen<br><br />
Wizard: + 5 Skill Power<br><br />
Gladiator: +20% Primary attack Crit damage<br><br />
<br />
==Guild Titles==<br />
Your guild is leveled up by completing guild achievements. Upon leveling up your guild level, you gain various amounts of gold, ore, and 3 permanent skill points (stars) to spend on upgrading your character's skills.<br/><br />
These skill points will be available to even brand new level 1 characters and are cumulative.<br/><br />
<br />
To achieve the final guild title requiring 2M fame, you would need to acquire almost every achievement in the game. Expect to spend countless hours and hundreds of runs to achieve it.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
!|Guild Title ||Fame Required||Cumulative Skill Stars||Gold Awarded||Ore Awarded<br />
|-<br />
|Unknown ||0 ||0 ||x ||x<br />
|-<br />
|Recognized ||2,500 ||3 ||5K ||5<br />
|-<br />
|Acknowledged ||10,000 ||6 ||10K ||10<br />
|-<br />
|Respected ||25,000 ||9 ||20K ||15<br />
|-<br />
|Memorable ||50,000 ||12 ||30K ||20<br />
|-<br />
|Prominent ||100,000 ||15 ||50K ||25<br />
|-<br />
|Distinguished||200,000 ||18 ||70K ||30<br />
|-<br />
|Famous ||325,000 ||21 ||? ||35<br />
|-<br />
|Acclaimed ||500,000 ||24 ||150K ||40<br />
|-<br />
|Illustrious ||700,000 ||27 ||? ||45<br />
|-<br />
|Celebrated ||1,000,000 ||30 ||300k ||50<br />
|-<br />
|Glorious ||1,500,000 ||33 ||400K ||55<br />
|-<br />
|Exalted ||2,000,000 ||36 ||500K ||60<br />
|}<br />
<br />
==Guild Achievements==<br />
Not all achievements go up to Rank 5; those that don't have " - " instead of the upper ranks.<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;"<br />
! colspan="7"|Character<br />
|-<br />
! Name || Description || Rank 1 || Rank 2 || Rank 3 || Rank 4 || Rank 5 <br />
|-<br />
! rowspan="2"|Knights Chapter<br />
|Reach level X with a [[Paladin]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Hunters Lodge<br />
|Reach level X with a [[Ranger]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Magicians Circle<br />
|Reach level X with a [[Sorcerer]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Mystic Cult<br />
|Reach level X with a [[Warlock]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Holy Order<br />
|Reach level X with a [[Thief]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Thieves Den<br />
|Reach level X with a [[Priest]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Arcane League<br />
|Reach level X with a [[Wizard]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Gladiatorial School[[File:PoP.png|link=]]<br />
|Reach level X with a [[Gladiator]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Bringers Of Hope<br />
|Kill the [[Acts#Act_1.2C_The_Mines|Stone Guardian]] with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 1,250 || || 7,500 || -<br />
|-<br />
! rowspan="2"|Breakers Of Chains<br />
|Kill the [[Acts#Act_2.2C_The_Prison|Warden]] with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || || 2,500 || || 12,500 || -<br />
|-<br />
! rowspan="2"|Abolishers Of Evil<br />
|Kill the [[Acts#Act_3.2C_The_Armory|Three Councilors]] with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || || 5,000 || || 20,000 || -<br />
|-<br />
! rowspan="2"|Establishers Of Order<br />
|Kill the [[Acts#Act_4.2C_The_Archives|Watcher]] with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 5,000 || 7,500 || || 30,000 || -<br />
|-<br />
! rowspan="2"|Deposers of Despots<br />
|Kill the [[Acts#Act_5.2C_The_Chambers|Vampire Lord]] with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 7,500 || 10,000 || || 40,000 || -<br />
|-<br />
! rowspan="2"|Restorers Of Peace<br />
|Kill [[Acts#Act_6.2C_The_Battlements|Thundersnow]] with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 10,000 || 15,000 || || 50,000 || -<br />
|-<br />
! rowspan="2"|Lurker of the Desert[[File:PoP.png|link=]]<br />
|Kill the Giant Crustworm with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 5,000 || 7,500 || 15,000 || 30,000 || -<br />
|-<br />
! rowspan="2"|Entombed Beauty[[File:PoP.png|link=]]<br />
|Kill Queen Iris with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 7,500 || 10,000 || 20,000 || 40,000 || -<br />
|-<br />
! rowspan="2"|Lure of the Lamp[[File:PoP.png|link=]]<br />
|Kill Nerys with X different classes || 1 || 3 || 5 || 7 || -<br />
|- <br />
|style="color:#E8E21B;"|Fame Awarded: || 10,000 || 15,000 || 30,000 || 50,000 || -<br />
|-<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;"<br />
! colspan="7"|Combat<br />
|-<br />
! Name || Description || Rank 1 || Rank 2 || Rank 3 || Rank 4 || Rank 5 <br />
|-<br />
! rowspan="2"|Killers<br />
|Kill X [[Enemies]] || 5K || 25K || || || 1M<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || || 10,000<br />
|-<br />
! rowspan="2"|Exorcists<br />
|Kill X [[Aberrations]] || 2,000 || 7,500 || || 75K || 350K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || || 10,000<br />
|-<br />
! rowspan="2"|Beast Slayers<br />
|Kill X [[Beasts]] || 1,000 || 5,000 || || 75K || 250K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || || 10,000<br />
|-<br />
! rowspan="2"|Demolishers<br />
|Kill X [[Constructs]] || 250 || 1,000 || || 10K || 50K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || || 10,000<br />
|-<br />
! rowspan="2"|Sanctifiers<br />
|Kill X [[Undead]] || 2,500 || 12,500 || || || 500K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || || 10,000<br />
|-<br />
! rowspan="2"|Warriors<br />
|Deal X physical damage || 100K || 500K || 2M || 5M || 10M<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 2,500 || 10,000<br />
|-<br />
! rowspan="2"|Mages<br />
|Deal X magical damage || 100K || 500K || 2M || 5M || 10M<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 2,500 || 10,000<br />
|-<br />
! rowspan="2"|Heavy Hitters<br />
|Deal X damage in a single hit || 100 || 200 || 500 || 1,000 || 1,500<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 5,000 || 10,000<br />
|-<br />
! rowspan="2"|Blockers<br />
|Block X damage || 1,000 || 5,000 || 25,000 || || 500K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || || 10,000<br />
|-<br />
! rowspan="2"|Revengers<br />
|Return X damage || || || || || 500K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || || || || || 10,000<br />
|-<br />
! rowspan="2"|Spellcasters<br />
|Spend X mana || 10K || || || 1M || 5M<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || || || || 10,000<br />
|-<br />
! rowspan="2"|Combo Strikers<br />
|Chain a [[Combat#Combo|Combo]] of X kills || 50 || 100 || 250 || 500 || 1000<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 2,500 || 10,000<br />
|-<br />
! rowspan="2"|Critical Hitters<br />
|Score X Critical hits || 500 || 2,500 || 10,000 || || 200K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || || 10,000<br />
|-<br />
! rowspan="2"|Bashers<br />
|Stun X enemies || 500 || || 25K || 50K || 200K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || || || || 10,000<br />
|-<br />
! rowspan="2"|Blood Hunters<br />
|Gain X health from lifestealing || || || || 50K || 100K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || || || || || 10,000<br />
|-<br />
! rowspan="2"|Dodgers<br />
|Evade X attacks || 250 || || 5K || 25K || 100K<br />
|-<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || || || || 10,000<br />
|-<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;"<br />
! colspan="7"|Vitality<br />
|-<br />
! Name || Description || Rank 1 || Rank 2 || Rank 3 || Rank 4 || Rank 5 <br />
|-<br />
! rowspan="2"|Potion Gulpers<br />
|Use the potion X times || 50 || 250 || 1000 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 250 || 1,000 || 5,000 || - || -<br />
|-<br />
! rowspan="2"|Replenishers<br />
|Use a [[Encounters#Springs|well]] X times || 25 || 100 || 500 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || || 5,000 || - || -<br />
|-<br />
! rowspan="2"|Physicians<br />
|Heal for X health || 10K || || 500K || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 1,000 || || 5,000 || - || -<br />
|-<br />
! rowspan="2"|Gourmands<br />
|Heal X health from pickups || 1K || 25K || 100K || - || -<br />
|-<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || || 5,000 || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;"<br />
! colspan="7"|Adventuring<br />
|-<br />
! Name || Description || Rank 1 || Rank 2 || Rank 3 || Rank 4 || Rank 5 <br />
|-<br />
! rowspan="2"|Explorers<br />
|Reach X new floors || 50 || 250 || 1000 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 250 || 1,000 || 5,000 || - || -<br />
|-<br />
! rowspan="2"|Wanderers<br />
|Walk for X km || 83.33 || 833.33 || 1666.67 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 1,000 || 5,000 || - || -<br />
|-<br />
! rowspan="2"|Gold Diggers<br />
|Find X gold || 50K || 250K || 1M || 5M || 10M <br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 2,500 || 10,000<br />
|-<br />
! rowspan="2"|Miners<br />
|Find X [[Money#Ore|Ore]] || 50 || 250 || 1,000 || 5K || 10K <br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 2,500 || 10,000<br />
|-<br />
! rowspan="2"|Dispatchers<br />
|Use the Elevator X times || 10 || 50 || 250 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || - || -<br />
|-<br />
! rowspan="2"|Bronze Chest Pillagers<br />
|Open X Bronze chests || 10 || 50 || || 500 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 1,000 || 5,000 || 10,000 || -<br />
|-<br />
! rowspan="2"|Silver Chest Pillagers<br />
|Open X Silver chests || 10 || 50 || || 500 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 10,000 || 15,000 || -<br />
|-<br />
! rowspan="2"|Gold Chest Pillagers<br />
|Open X Gold chests || 10 || 50 || || 500 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 1,000 || 5,000 || 15,000 || 20,000 || -<br />
|-<br />
! rowspan="2"|Ace Chest Pillagers<br />
|Open X Ace chests || 5 || 25 || 50 || 100 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 2,500 || 7,500 || || 25,000 || -<br />
|-<br />
! rowspan="2"|Detectives<br />
|Find X [[Puzzlesecrets#Breakable_and_hidden_walls|Secrets]] || 10 || 100 || 500 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || - || -<br />
|-<br />
! rowspan="2"|Purgers[[File:PoP.png|link=]]<br />
|Remove X Curses || 10 || 100 || 500 || 1,000 || -<br />
|- <br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 5,000 || 10,000 || -<br />
|-<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;"<br />
! colspan="7"|Town<br />
|-<br />
! Name || Description || Rank 1 || Rank 2 || Rank 3 || Rank 4 || Rank 5 <br />
|-<br />
! rowspan="2"|Trials of the Arena[[File:PoP.png|link=]]<br />
|Reach rank X in the Arena || 5 || 10 || 15 || 20 || 25<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 2,500 || 7,500 || 15,000 || 30,000 || 50,000<br />
|-<br />
! rowspan="2"|Combatants[[File:PoP.png|link=]]<br />
|Win X Arena skirmishes || 10 || 50 || 100 || 250 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 1,000 || 5,000 || 10,000 || 25,000 || -<br />
|-<br />
! rowspan="2"|Builders<br />
|Buy X building upgrades || 5 || 10 || || 35 || 45<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || || 10,000 || 25,000<br />
|-<br />
! rowspan="2"|Big Spenders<br />
|Spend X gold || 5K || 25K || || 500K || 2.5M <br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 2,500 || 10,000<br />
|-<br />
! rowspan="2"|Upgraders<br />
|Buy X character upgrades || 10 || 50 || 100 || 250 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 5,000 || 10,000 || -<br />
|-<br />
! rowspan="2"|Sculptors[[File:PoP.png|link=]]<br />
|Build X statue upgrades || 3 || 9 || 18 || 30 || 45 <br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 2,500 || 7,500 || 15,000 || 25,000 || 40,000<br />
|-<br />
! rowspan="2"|Divine Favors<br />
|Buy X blessings from the [[Chapel]] || 3 || 9 || 15 || 21 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 5,000 || 10,000 || -<br />
|-<br />
! rowspan="2"|Coin Tossers<br />
|Use the [[Fountain]] X times || 5 || 25 || 100 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || - || -<br />
|-<br />
! rowspan="2"|Quenchers<br />
|Consume X [[Tavern#Richard_Hammer.27s_Barrel_Drinks|Tavern Drinks]] || 10 || 50 || 250 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 5,000 || - || -<br />
|-<br />
! rowspan="2"|High Rollers<br />
|Win X from [[Tavern#Thief_and_Gambling|gambling]] || 1K || 10K || 100K || 1M || -<br />
|-<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;"<br />
! colspan="7"|Items<br />
|-<br />
! Name || Description || Rank 1 || Rank 2 || Rank 3 || Rank 4 || Rank 5 <br />
|-<br />
! rowspan="2"|Common Looters<br />
|Find X Common items || 25 || 100 || 250 || 1,000 || 2,500<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || 5,000 || 10,000<br />
|-<br />
! rowspan="2"|Uncommon Looters<br />
|Find X Uncommon items || 25 || 100 || 250 || 1,000 || 2,500<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || || 10,000 || 15,000<br />
|-<br />
! rowspan="2"|Rare Looters<br />
|Find X Rare items || 25 || 100 || 250 || 1,000 || 2,500<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 1,000 || 5,000 || || 15,000 || 20,000<br />
|-<br />
! rowspan="2"|Epic Looters<br />
|Find X Epic items || 20 || 75 || 150 || 300 || 500<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 2,000 || || 15,000 || 20,000 || 25,000<br />
|-<br />
! rowspan="2"|Legendary Looters<br />
|Find X Legendary items || 5 || 25 || 50 || 100 || 250<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 2,500 || 10,000 || 20,000 || 25,000 || 30,000<br />
|-<br />
! rowspan="2"|Shoppers<br />
|[[General_Store|Buy]] X items || 10 || 100 || || || 1,000<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || || 10,000<br />
|-<br />
! rowspan="2"|Collectors<br />
|Complete X [[Items#Sets|items sets]] || || || || 100 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || || || || 10,000 || -<br />
|-<br />
! rowspan="2"|Crafters<br />
|[[Magic_Anvil|Craft]] X items || 10 || 50 || 250 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 5,000 || - || -<br />
|-<br />
! rowspan="2"|Attuners<br />
|[[Magic_Anvil#Item_Attunement|Attune]] X items || 10 || 50 || 250 || - || -<br />
|-<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 5,000 || - || -<br />
|}<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Pyramid_of_Prophecy&diff=1901Pyramid of Prophecy2019-04-30T02:04:39Z<p>Playmoarnow: /* Boss, Nerys */ fixed which attacks apply which effect</p>
<hr />
<div>=Spoilers=<br />
This page may contain spoilers regarding the Heroes of Hammerwatch [https://store.steampowered.com/app/1015030/Pyramid_of_Prophecy/ DLC]. Continue on if you have already seen these bosses or do not mind spoilers.<br />
=Overview=<br />
<br />
==[[Statues|Statue]] Blueprints==<br />
[[File:StatueBlueprints.jpg|frame|right|From left to right: Bolgarth, Calis, Cedric, Ewran, Kyra, Ozreth, Phalarath, Wylmir]]<br />
Statues and their blueprints are new with the DLC and give the player extra bonuses during their attempts at killing [[Acts#Act_6.2C_The_Battlements|Thundersnow]] or Nerys. They cost increasing amounts of [[Money#Ore|Ore]] to upgrade and act as an infinite ore sink so long as the player can continue to get higher and higher level blueprints to upgrade their statues. The blueprints (orange in color) appear on any act and floor in the Pyramid of Prophecy campaign, however unlike blueprints for the [[Magic Anvil]] statue blueprints don't appear for every player, nor are the blueprints the same statue or tier. They are entirely individual, so keep a look out on the map for your own blueprints when playing in multiplayer as no one can help you look for them.<br />
<br />
The blueprints do indicate what statue they upgrade, but because of the small image, it can be difficult to tell at a glance.<br />
<br />
State blueprint tiers generally up to 3 levels above the [[New Game Plus|New Game]] level the player is on can be obtained. While not impossible to get higher levels, the chance is slim to none. This encourages the player to continue delving into the pyramid at higher difficulties.<br />
<br />
==Sarcophagi==<br />
The player will occasionally run into a sarcophagus that they can plunder. The sarcophagus acts like a "free" shop, containing 5 items no matter what and the player can pick and choose what they want from it. The game will pause in single player when interacting with a sarcophagus.<br />
<br />
When the player picks the [[Items|items]] they want (skipping the sarcophagus is allowed) they will be given Curse based on what items they took. the more items they pick the more curse they will get give, with Epic items being worth 51 curse, Rare 16 (2 rares are worth 51), Uncommon 4 (2 uncommmon are 11), and Common 1. The values of the curse given grow exponentially the more items the player takes, and care should be taken to manage how much curse the player contracts as it will cause problems for the player the more curse they have.<br />
<br />
==Curse==<br />
Curse is a new mechanic that was introduced with the DLC, and is exclusive to the Pyramid campaign. It increases the chance that the player will entirely miss an attack and that any damage the player takes will be a critical hit, dealing (200+curse)% damage to the player. At lower amounts, curses can be negligible as they player still hits often enough, and unless a pyramid trap (rolling boulder or falling pillar) gets crit the player rarely has to worry about the curses. The rate at which the player loses accuracy slows the more curse the player gets, but can continue all the way to 100%. The only way to reach a curse this high is to sit on a trap that gives curse or let one of the [[Undead|Big Mummy]] miniboss or [[Pyramid of Prophecy#Queen Iris|Queen Iris]] attack the player for a long time.<br />
<br />
===Reducing Curse===<br />
The main method of reducing curse is by rousing the dijnn found in Midway, and the [[Pyramid of Prophecy#Act_3.2C_Upper Pyramid|Upper Pyramid]]. The dijnn in Midway reduces curse by 3, on act 3 floor 1 by 5, floor 2 by 7, and floor 3 by 9. There are random numbers of dijnn on the floors in act 3. More on the dijnn in the [[Pyramid of Prophecy#Semblance|Semblance]] section.<br />
<br />
The next way to reduce curse are by picking up honey bottles and the [[Encounters#Imps|Imp]]. These lower the player's curse by 1, and every bottle is individual like items, where if one player picks up a bottle, a different player can still pick it up, so that there is no fighting over who gets the bottles. <br />
<br />
Another way to remove curse is with the [[Encounters#Imps|Imp]]. The Imp has a chance, so long as the player has any curse (visible or not) to remove '''ALL''' of the player's curse.<br />
<br />
The last way to lower the player's curse is by obtaining items from the [[Items#queens_radiance|Queens Radiance]] set. This set raises the 0 point for your curses, allowing you to have negative curses. Having curses below 0 does not grand any benefits besides having 0 curse, and ability to take extra curse at no determent until the player reaches the number of curses reduced by the set bonus.<br />
<br />
=Act 1, Desert=<br />
Before you can enter the pyramid, you have to get there first. To reach the pyramid you will have to travel through 3 large desert maps, each with a shop that you can buy a map piece and one item from. The map piece is the same for everyone in multiplayer, so only 1 person should buy it.<br />
<br />
The map piece dictates which way is the safest to travel through. This path is the only path that will not spawn a great threat when you enter the map. Unlike in the [[Acts|Forsaken Tower]] the great threat in the desert will never end so long as you're in the map. It spawns a few sandstorms that follow the player around and will slow the player down if they get too close to it. Additionally they summmon [[Aberrations|sand elementals]] that charge at you and deal contact damage. In NG2(?) if they collide with the player, the player get stunned for a moment. If there are many elementals hitting the player in turn, the player can be in a state of near stun-lock.<br />
[[File:DesertPatterns.jpg|frame|right|The different desert patterns]]<br />
The desert also has its own summons as the player walks through it. While moving through the desert, your footsteps occasionally rouse a group of [[Beasts|snakes]], [[Beasts|scorpions]], or [[Aberrations|sand lurkers]] to appear right under the player. These enemies will never stop following the player, so long as they can reach the area the player is in. If a scorpion group appears, it has a chance to contain [[Beasts|massive scorpion]] that acts as the miniboss of this act. They can drop keys up to Ace, and have a chance to drop items. The sand lurkers have a chance to drop small blue [[Money|diamonds]] and [[Money#Ore|Ore]] when they die, and the quicksand they appear from will slow the player down if they walk into it.<br />
<br />
The desert also contains many spawners all over the map that cannot be killed like the ones in the tower, however they will stop spawning enemies after 5 to 8 spawned enemies are killed.<br />
<br />
Occasionally there will be a [[Pyramid of Prophecy#Sarcophagi|sarcophagus]] in the desert.<br />
<br />
Lastly, on one of the areas in the desert there will be a pattern in the ground. This pattern should be remembered for Act 2, as it will be used there.<br />
<br />
==Boss, The Giant Crustworm==<br />
Enemy type: [[Beasts|Beast]]<br><br />
<br />
The Giant Crustworm is a reference to the giant sandworms from the book Dune. The crustworm continuously moves as long as it is not spitting rocks and takes significantly less damage when its body is being hit instead of the head. The long the fight goes on, the more enemies will appear to aid the worm along with quicksand spawners. As an added effect, skeletons are occasionally dug up to show that the player would not be the first person to fall victim to the crustworm.<br />
<br />
The crustworm always starts out by circling the player one or twice before surfacing halfway. While the worm is underground it is unhittable however the segments that appear during his time above ground remain for a while before sinking back into the sand. If the player is hit by the head, bitten by the worm, significant damage will be dealt. The head in this state is much weaker than the body, but it puts the player at risk of getting bit if they attempt to hit it with a melee character. As an additional risk, the worm is able to completely surround the player with its segments, trapping them in the middle for some time until the segments sink back into the ground.<br />
<br />
The other attack the crustworm has is that only his head will appear and he will spit out boulders that fall on the player similar to the spikes dropped by the [[Acts#Act_1.2C_The_Mines|Stone Guardian]] but with a smaller AoE. This is when the worm is weakest as he is not moving around and does not fight back other than the rocks he spits. After about 10 seconds he will burrow back into the ground and the fight continues. Which attack he uses is random, and he can do one or the other many times in a row.<br />
<br />
The reward for beating the boss is found in Midway, after dropping down the hole that has now appear at the top of the area.<br />
<br />
=Midway=<br />
After dropping into the sunken pyramid, the player is in an area called Midway. They will appear back here after defeating Queen Iris as well. It is highly advantageous for the player to have the [[Fountain]] fortune "Glass Walks" active, as it allows access to the treasures in Midway.<br />
<br />
Rarely an Ace key can appear on the left side of the bridge near the [[Encounters#Springs|Well]]. This key is unreachable when you reach Midway the second time, yet can still appear.<br />
<br />
The second time the player arrives in Midway, they will be able to go to a large pile of money and ore at the top side of the map past some cursed tiles that give 1 curse every half second the player is on an active tile. If glass walks is active they can also obtain another pile of gold and money on the south side. In that south room with the money, there is a secret room crack that will take the player to another glass walk ending with a random key up to gold. This key is not always the same one that you see when falling into midway the first time via the Old Map.<br />
<br />
There is a fountain in Midway on your second arrival.<br />
<br />
To leave Midway the second time, you must interact with the dijnn, summoning 3 other dijnn that will fight you. Enter the rift to Semblance after the dijnn are dead or immediately as the summoned dijnn do not have to be killed to enter the rift. All players must be next to the same rift to enter Semblance. This holds for all Upper Pyramid rifts as well. <br />
<br />
<br />
=Act 2, Lower Pyramid=<br />
The second act consists of many undead, snakes, and spiders along with rolling boulders and crushing pillars. The latter two appear only in rooms with chests in them. <br />
<br />
The miniboss of this floor is a Big Mummy that will shoot skulls that fly back and forth similar to the medusa skulls from the Castlevania series. If these skulls hit a player, they will receive 2 curse and take no damage. The Big Mummies also have a corrupt breath attack that acts like the [[Wizard|Wizard's]] flamethrower. It deals small bits of damage very quickly. On NG+1 being near the Big Mummy will cause the player to become corrupted, similar to the [[Items#spreading_corruption|Spreading Corruption]] rare item. This effect goes away once the mummy is dead or the player gets far enough away. While corrupted the player will take twice(?) the damage they would take otherwise. On NG+2 the Big Mummies will leave behind a curse circle that will give the player 2 curse should they stand within it for too long, similar to the summoning circles found on the [[Acts#Act_4.2C_The_Archives|Archives]].<br />
[[File:DesertInput.jpg|frameless|200px|right]]<br />
While traveling around the floor, you may run into curse circles on the ground or rolling boulders in hallways that attempt to harm the player. These will be removed if the player activates the Safe Corridors [[Fountain]] fortune.<br />
<br />
The chests in this act and the next are often hidden behind floor buttons and only appear once all of them have been pressed. Many traps consist of multiple buttons that have to all be pushed to get the chest, and the trap will expand itself as the buttons are pressed. Some of these buttons will have a trap directly next to them, and if the player isn't quick on their feet they may get hit by it. No traps in the pyramid are able to be disabled, however most do not require all players to traverse the entire trap thus it is usually unnecessary to send more than one or two people into the same trap to complete it.<br />
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Some traps have cursed tiles, and when the player steps on them while they are active they will receive 1 curse every half a second. <br />
<br />
The rolling boulders and falling pillars do the same amount of damage: 200 [[Combat#Damage_Types|Physical]] base. It is advised to take the Gentle Traps fortune if you don't have the utmost confidence that you will be able to dodge every boulder and pillar.<br />
<br />
Lastly on one of the floors there will be a room to input the image found in act 1. The reward from this is random and can go all the way up to legendary. You cannot make a single mistake however or you will receive nothing. It looks like the image on the right.<br />
<br />
<br />
==Boss, Queen Iris==<br />
Enemy type: [[Undead]]<br />
<br />
Queen iris can be troublesome if you lack the damage to take her down quickly. She is able to stomp the players near her for significant damage(150+?) and continuously summons snakes to attack the player through the fight. These snakes, a mix of Asps and Mambas. The Asps fire a poison laser at the current player position while the Mambas chase the player.<br />
<br />
Queen Iris will occasionally fire two cursed skulls at the player. For melee characters if you are directly behind or in front of the queen while she prepares this attack they skulls will initially fly past you, but quickly turn around to hit you. Each of these skulls applies 5 curse to the player and if the fight is prolonged, without careful dodging the player can find themselves quickly racking up curses. These curses remain on the player after the fight.<br />
<br />
If the player is too far away from Queen Iris she will charge the player, stomping the location that they were previously at. If there are cursed skulls flying around the room they usually end up right where she charged to, as both are chasing you, leading to melee characters often having difficulty reaching the queen while dodging the skulls.<br />
<br />
Lastly, Queen Iris will fire a huge swarm of bugs at the player. These bugs are not listed in the [[Bestiary]] and appear to switch from projectile to enemy after traveling a certain distance from the player. While acting like a projectile they deal a rapid burst of small damage hits, similar to the Big Mummies faced before. If the player doesn't get hit with all of the swarms they will come back to attack the player like a bat. They block attacks just like any other enemy but can be dodged just by moving around.<br />
<br />
Once the queen is dead, the pillars on the sides will rise and the player can pick up their reward on the left. There is never anything on the right except for some coins and pots.<br />
<br />
=Semblance=<br />
Semblance is the world that the dijnn originated from, and when the player enters the world they will appear on a purple sphere, with more appearing in the background. While the player resides in Semblance dijnn will appear to fight the player. The amount of dijnn that appear is dependent on the number of rifts that were opened in the previous floor. The greater the number of rifts, the more dijnn will spawn.<br />
<br />
If the player has enough movement speed (around 3.0) they can walk in circles around the edge of their Semblance platform and avoid most attacks.<br />
<br />
After about 30 seconds the player will automatically be sent out of Semblance and onto the next floor. The timer for this is denoted by radiating waves from the center of the platform. While the player is teleporting they take no damage.<br />
<br />
=Act 3, Upper Pyramid=<br />
The final act of the Pyramid of Prophecy consist of very large, ornate floors that have a lot of gold and ore scattered around. It is common to obtain well over 200k in this act alone.<br />
<br />
One of the notable features on the floor are various number of meditating dijnn around the floor. The amount ranges from 1 to over 5 and is completely random. If the player interacts with one of them, they can open a rift to Semblance This summons a great threat which is a group of 5 dijnn from every opened rift. They will teleport to the player if they are too far away. Rousing a dijnn will remove 5, 7, or 9 curses depending on what floor the player is on. If you have 0 curses and rouse a dijnn, you do not go negative unless you have the Queens Radiance set effect, but only up to the set's maximum reduction for the pieces you have at that point. If the player takes too long (4 minutes) to reach every dijnn, a great threat will be summoned, and if there are any dijnn that haven't been roused yet, one of them at random will be roused without the player getting the curse reduction effect.<br />
<br />
Every floor in the Upper Pyramid also contains a sarcophagus. The player is encouraged to take items from them as they have a readily available source of curse reduction in the form of meditating dijnn.<br />
<br />
The miniboss of this act are [[Constructs|Sentinel High Priests]] and are often accompanied by other sentinels. They start out as inanimate statues and will animate after a random amount of time of the player being nearby. The regular sentinels come in a melee and ranged variety, the melee ones will charge the player like a spearman undead. The High Priests will fire off snake beams that deal magical damage, and can also fire off 12(?) beams in a circular pattern. These beams have a chance of becoming snakes themselves when they hit a wall close enough to the player. All types of sentinels are able to drop ore and small golden diamonds. If the player is min-maxing the floors, they should take the time to kill all of the sentinels on the floor for extra ore and money. All sentinels will chase the player across the floor without end like the ambushes from act 1.<br />
<br />
The towers on this floor are Sun Prisms and fire at the current location of the player in a prolonged beam that deals very rapid magic damage. Every 4 attacks the prism will fire off 16(?) beams that persist for a few seconds and have infinite(?) range. The player can be downed very quickly by these beams and caution should be taken when engaging the tower. Toppled Towers fortune will almost completely remove these towers, with only ones activated by taking items from a sarcophagi still appearing with the fortune.<br />
<br />
Two additional hazards on the floor are molten canals that fill with lava for some time before turning off. These will continue cycling on and off forever and the hazard deals 100(?) magical damage to the player. every half second they are on it. The other hazards are only found in the chest rooms and are sun beams from walls. They too turn on and off on cycles and deal less damage than the Sum Prism beams, but will hit the player just as rapidly.<br />
<br />
All of the traps in this act are able to be done perfectly by any character, but significant waiting for cycles to sync up may be needed if the player seeks to not get hit at all, thus taking a hit here or there to speed up the looting process should be expected.<br />
<br />
==Boss, Nerys==<br />
Enemy type: [[Aberrations|Aberration]]<br />
<br />
The final boss, Nerys, is a powerful dijnn that took control of another dijnn, Nimbus, long ago and was trapped at the top of the pyramid as punishment. He wields many powerful attacks and can quickly kill the player if they are not prepared for his attacks.<br />
<br />
Nerys will always start out by attacking with his sword. When he attacks with it, fire waves will shoot out in the direction he swung. These do moderate damage, but are very fast and will boomerang back towards the player, all waves from the same swing converging at the same spot, and will leave a circle of fire on the ground. The further into the fight the player is, the more fire waves will be summoned, with 7(?) being summoned once Nerys reaches 25% hp the first time.<br />
<br />
Every so often Nerys will teleport to a different location in the arena, often close to an edge. This can be somewhat problematic for melee characters as the red mist around the arena will fire at the player if they get too close to the edge, applying armor break to the player. Right after Nerys teleports, he will fire off black orbs in all directions that cause bleeding, darkness effect, and drain the player's mana similar to the Arch Lich diamond from the [[Acts#Act_5.2C_The_Chambers|Chambers]] if they player gets hit by them and when they land they will summon an X of fire that deals magic damage and lasts for about 10(?) seconds before disappearing.<br />
<br />
It should be noted that Nerys moves similarly to a Lich in that he will continually back away from the player, so getting between him and the edge of the room is effective in keeping him closer to the middle.<br />
<br />
When Nerys reaches 75%, 50%, and 25% HP he will heal up to 50% of his max life if the player is not able to deal enough damage to stop further healing. During his heal he will summon other dijnn to fight the player, along with creating large purple orbs in a circular wave that deal very high damage to any players within them when they burst. This wave starts with one orb directly under him, and continues to radiate outwards before repeating. There IS enough space for a melee character to be directly next to Nerys after the first orb bursts without being hit by the second circle of orbs. Additionally these orbs apply resistance break to the player for a few seconds(???).<br />
<br />
=Rewards=<br />
Along with the regular gold and ore the player receives, when the player defeats Nerys, Nimbus is freed and is eternally indebted to you. To show his thanks, he now resides within the player's potion and will come out for 30 seconds plus 2 for every PoP NG+ level the player has beaten on that character. Nimbus deals 60 magical damage +10 per NG+ beaten and attacks just like the Sphere Dijnn.<br />
<br />
Additionally the player will receive 10 [[Leveling_Up#Skill_Stars|Skill Stars]] for each NG level they beat the pyramid on.<br />
<br />
While not directly from the PoP campaign, the player can also acquire statue blueprints if they are at the correct NG+ level for obtaining statue blueprints outlined at the top of the page or on the [[Statues]] page.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Guild_Hall&diff=1900Guild Hall2019-04-28T05:23:31Z<p>Playmoarnow: /* Guild Achievements */</p>
<hr />
<div>The Guild Hall menu is accessed by speaking to a person located in the top left portion of the Town.<br/><br />
The Guild Hall menu may also be assigned to a hotkey via the control settings.<br />
<br />
==Skill Upgrades==<br />
You can spend your skill stars here to upgrade the skills of your [[classes|characters]]. To upgrade all your characters skills, 177 skill stars are required. At character level 30 you should have accumulated 162 skill stars. The additional stars gained from leveling up your guild title levels with fame should give you enough points to max out a character around level 29-30.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
!|Tier ||Primary Attack||Active 1 ||Active 2 ||Active 3 ||Passive 1 ||Passive 2 ||Passive 3<br />
|-<br />
|Level 1|| 3 Skill Stars|| 3 Skill Stars|| - || - || 2 Skill Stars|| - || - <br />
|-<br />
|Level 2|| 4 Skill Stars|| 4 Skill Stars|| 5 Skill Stars || - || 3 Skill Stars|| 4 Skill Stars || - <br />
|-<br />
|Level 3|| 5 Skill Stars|| 5 Skill Stars|| 6 Skill Stars || 7 Skill Stars || 4 Skill Stars|| 5 Skill Stars || - <br />
|-<br />
|Level 4|| 6 Skill Stars|| 6 Skill Stars|| 8 Skill Stars || 9 Skill Stars || 5 Skill Stars|| 6 Skill Stars || 10 Skill Stars<br />
|-<br />
|Level 5|| 8 Skill Stars|| 8 Skill Stars|| 10 Skill Stars|| 12 Skill Stars|| 6 Skill Stars|| 8 Skill Stars || 15 Skill Stars<br />
|}<br />
<br />
You can also respec a character for 250g per skill star currently assigned. Only complete respecs are available.<br />
<br />
==Character Titles==<br />
Each playable class grants a permanent global stat bonus to all of your characters when you unlock new Titles.<br><br />
Each class grants their own unique stat and multiples of the same character title will not stack.<br />
<br />
New Titles may be obtained by defeating bosses for the first time, and completing the game on higher difficulty settings.<br />
<br />
The stat bonuses continue increasing infinitely as of version 87, but after NG+2 the name of the title will not change anymore.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
!|Unlock ||[[Paladin]] ||[[Ranger]] ||[[Sorcerer]] ||[[Warlock]] ||[[Thief]] ||[[Priest]] ||[[Wizard]] ||[[Gladiator]]<br />
|-<br />
|Stat Given ||'''Armor''' ||'''Attack Power'''||'''Mana Regen''' ||'''Resist''' ||'''Gold Bonus%''' ||'''HP Regen''' ||'''Skill Power'''||'''Primary Crit Damage'''<br />
|-<br />
|'''No Achievements''' ||Novice (0) ||Novice (0) ||Novice (0) ||Novice (0) ||Novice (+0%) ||Novice (0) ||Novice (0) ||Novice (+0%)<br />
|-<br />
|'''Killing The Stone Guardian'''||Apprentice (2) ||Apprentice (2) ||Apprentice (0.2) ||Apprentice (2) ||Apprentice (+2.5%) ||Apprentice (0.1) ||Apprentice (2) ||Apprentice (+5%)<br />
|-<br />
|'''Killing The Warden''' ||Journeyman (4) ||Journeyman (4) ||Disciple (0.4) ||Disciple (4) ||Journeyman (+5%) ||Disciple (0.2) ||Disciple (4) ||Journeyman (+15%)<br />
|-<br />
|'''Killing The Three Wraiths''' ||Squire (7) ||Scout (7) ||Arcanist (0.7) ||Ritualist (7) ||Bandit (+10%) ||Zealot (0.4) ||Scholar (7) ||Scrapper (+25%)<br />
|-<br />
|'''Killing The Watcher''' ||Champion (10) ||Hunter (10) ||Enchanter (1.0) ||Occultist (10) ||Rogue (+15%) ||Patriarch (0.6) ||Seer (10) ||Pit Fighter (+40%)<br />
|-<br />
|'''Killing The Vampire Lord''' ||Defender (15) ||Pathfinder (15) ||Elementalist (1.5) ||Conjurer (15) ||Brigand (+25%) ||Bishop (1.0) ||Sage (15) ||Challenger (+60%)<br />
|-<br />
|'''Killing Thundersnow''' ||Crusader (20) ||Warden (20) ||Channeler (2.0) ||Diabolist (20) ||Ruffian (+35%) ||Archbishop (1.4) ||Magus (20) ||Defeater (+80%)<br />
|-<br />
|'''Completing NG+1''' ||Templar (25) ||Sentinel (25) ||Evoker (2.5) ||Netherlord (25) ||Infiltrator (+45%) ||Cardinal (1.8) ||Battlemage (25) ||Hero (+100%)<br />
|-<br />
|'''Completing NG+2''' ||Lightbringer (30) ||Guardian (30) ||Spellbinder (3.0) ||Deathlord (30) ||Assassin (+55%) ||Pope (2.2) ||Archmage (30) ||Idol (+120%)<br />
|}<br />
<br />
Any further completions of higher difficulties will always grant the following increases to your title bonus:<br><br />
Paladin: +5 Armor<br><br />
Ranger: + 5 Attack Power<br><br />
Sorcerer: + 0.5 Mana Regen<br><br />
Warlock: + 5 Resistance <br><br />
Thief: + 10% Gold Gain<br><br />
Priest: + 0.4 Health Regen<br><br />
Wizard: + 5 Skill Power<br><br />
Gladiator: +20% Primary attack Crit damage<br><br />
<br />
==Guild Titles==<br />
Your guild is leveled up by completing guild achievements. Upon leveling up your guild level, you gain various amounts of gold, ore, and 3 permanent skill points (stars) to spend on upgrading your character's skills.<br/><br />
These skill points will be available to even brand new level 1 characters and are cumulative.<br/><br />
<br />
To achieve the final guild title requiring 2M fame, you would need to acquire almost every achievement in the game. Expect to spend countless hours and hundreds of runs to achieve it.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
!|Guild Title ||Fame Required||Cumulative Skill Stars||Gold Awarded||Ore Awarded<br />
|-<br />
|Unknown ||0 ||0 ||x ||x<br />
|-<br />
|Recognized ||2,500 ||3 ||5K ||5<br />
|-<br />
|Acknowledged ||10,000 ||6 ||10K ||10<br />
|-<br />
|Respected ||25,000 ||9 ||20K ||15<br />
|-<br />
|Memorable ||50,000 ||12 ||30K ||20<br />
|-<br />
|Prominent ||100,000 ||15 ||50K ||25<br />
|-<br />
|Distinguished||200,000 ||18 ||70K ||30<br />
|-<br />
|Famous ||325,000 ||21 ||? ||35<br />
|-<br />
|Acclaimed ||500,000 ||24 ||150K ||40<br />
|-<br />
|Illustrious ||700,000 ||27 ||? ||45<br />
|-<br />
|Celebrated ||1,000,000 ||30 ||300k ||50<br />
|-<br />
|Glorious ||1,500,000 ||33 ||400K ||55<br />
|-<br />
|Exalted ||2,000,000 ||36 ||? ||60<br />
|}<br />
<br />
==Guild Achievements==<br />
Not all achievements go up to Rank 5; those that don't have " - " instead of the upper ranks.<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;"<br />
! colspan="7"|Character<br />
|-<br />
! Name || Description || Rank 1 || Rank 2 || Rank 3 || Rank 4 || Rank 5 <br />
|-<br />
! rowspan="2"|Knights Chapter<br />
|Reach level X with a [[Paladin]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Hunters Lodge<br />
|Reach level X with a [[Ranger]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Magicians Circle<br />
|Reach level X with a [[Sorcerer]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Mystic Cult<br />
|Reach level X with a [[Warlock]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Holy Order<br />
|Reach level X with a [[Thief]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Thieves Den<br />
|Reach level X with a [[Priest]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Arcane League<br />
|Reach level X with a [[Wizard]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Gladiatorial School[[File:PoP.png|link=]]<br />
|Reach level X with a [[Gladiator]] || 5 || 10 || 15 || 20 || 40<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || 30,000<br />
|-<br />
! rowspan="2"|Bringers Of Hope<br />
|Kill the [[Acts#Act_1.2C_The_Mines|Stone Guardian]] with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 1,250 || || 7,500 || -<br />
|-<br />
! rowspan="2"|Breakers Of Chains<br />
|Kill the [[Acts#Act_2.2C_The_Prison|Warden]] with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || || 2,500 || || 12,500 || -<br />
|-<br />
! rowspan="2"|Abolishers Of Evil<br />
|Kill the [[Acts#Act_3.2C_The_Armory|Three Councilors]] with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || || 5,000 || || 20,000 || -<br />
|-<br />
! rowspan="2"|Establishers Of Order<br />
|Kill the [[Acts#Act_4.2C_The_Archives|Watcher]] with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 5,000 || 7,500 || || 30,000 || -<br />
|-<br />
! rowspan="2"|Deposers of Despots<br />
|Kill the [[Acts#Act_5.2C_The_Chambers|Vampire Lord]] with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 7,500 || 10,000 || || 40,000 || -<br />
|-<br />
! rowspan="2"|Restorers Of Peace<br />
|Kill [[Acts#Act_6.2C_The_Battlements|Thundersnow]] with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 10,000 || 15,000 || || 50,000 || -<br />
|-<br />
! rowspan="2"|Lurker of the Desert[[File:PoP.png|link=]]<br />
|Kill the Giant Crustworm with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 5,000 || 7,500 || 15,000 || 30,000 || -<br />
|-<br />
! rowspan="2"|Entombed Beauty[[File:PoP.png|link=]]<br />
|Kill Queen Iris with X different classes || 1 || 3 || 5 || 7 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 7,500 || 10,000 || 20,000 || 40,000 || -<br />
|-<br />
! rowspan="2"|Lure of the Lamp[[File:PoP.png|link=]]<br />
|Kill Nerys with X different classes || 1 || 3 || 5 || 7 || -<br />
|- <br />
|style="color:#E8E21B;"|Fame Awarded: || 10,000 || 15,000 || 30,000 || 50,000 || -<br />
|-<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;"<br />
! colspan="7"|Combat<br />
|-<br />
! Name || Description || Rank 1 || Rank 2 || Rank 3 || Rank 4 || Rank 5 <br />
|-<br />
! rowspan="2"|Killers<br />
|Kill X [[Enemies]] || 5K || 25K || || || 1M<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || || 10,000<br />
|-<br />
! rowspan="2"|Exorcists<br />
|Kill X [[Aberrations]] || 2,000 || 7,500 || || 75K || 350K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || || 10,000<br />
|-<br />
! rowspan="2"|Beast Slayers<br />
|Kill X [[Beasts]] || 1,000 || 5,000 || || 75K || 250K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || || 10,000<br />
|-<br />
! rowspan="2"|Demolishers<br />
|Kill X [[Constructs]] || 250 || 1,000 || || 10K || 50K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || || 10,000<br />
|-<br />
! rowspan="2"|Sanctifiers<br />
|Kill X [[Undead]] || 2,500 || 12,500 || || || 500K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || || 10,000<br />
|-<br />
! rowspan="2"|Warriors<br />
|Deal X physical damage || 100K || 500K || 2M || 5M || 10M<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 2,500 || 10,000<br />
|-<br />
! rowspan="2"|Mages<br />
|Deal X magical damage || 100K || 500K || 2M || 5M || 10M<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 2,500 || 10,000<br />
|-<br />
! rowspan="2"|Heavy Hitters<br />
|Deal X damage in a single hit || 100 || 200 || 500 || 1,000 || 1,500<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 5,000 || 10,000<br />
|-<br />
! rowspan="2"|Blockers<br />
|Block X damage || 1,000 || 5,000 || 25,000 || || 500K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || || 10,000<br />
|-<br />
! rowspan="2"|Revengers<br />
|Return X damage || || || || || 500K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || || || || || 10,000<br />
|-<br />
! rowspan="2"|Spellcasters<br />
|Spend X mana || 10K || || || 1M || 5M<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || || || || 10,000<br />
|-<br />
! rowspan="2"|Combo Strikers<br />
|Chain a [[Combat#Combo|Combo]] of X kills || 50 || 100 || 250 || 500 || 1000<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 2,500 || 10,000<br />
|-<br />
! rowspan="2"|Critical Hitters<br />
|Score X Critical hits || 500 || 2,500 || 10,000 || || 200K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || || 10,000<br />
|-<br />
! rowspan="2"|Bashers<br />
|Stun X enemies || 500 || || 25K || 50K || 200K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || || || || 10,000<br />
|-<br />
! rowspan="2"|Blood Hunters<br />
|Gain X health from lifestealing || || || || 50K || 100K<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || || || || || 10,000<br />
|-<br />
! rowspan="2"|Dodgers<br />
|Evade X attacks || 250 || || 5K || 25K || 100K<br />
|-<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || || || || 10,000<br />
|-<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;"<br />
! colspan="7"|Vitality<br />
|-<br />
! Name || Description || Rank 1 || Rank 2 || Rank 3 || Rank 4 || Rank 5 <br />
|-<br />
! rowspan="2"|Potion Gulpers<br />
|Use the potion X times || 50 || 250 || 1000 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 250 || 1,000 || 5,000 || - || -<br />
|-<br />
! rowspan="2"|Replenishers<br />
|Use a [[Encounters#Springs|well]] X times || 25 || 100 || 500 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || || 5,000 || - || -<br />
|-<br />
! rowspan="2"|Physicians<br />
|Heal for X health || 10K || || 500K || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 1,000 || || 5,000 || - || -<br />
|-<br />
! rowspan="2"|Gourmands<br />
|Heal X health from pickups || 1K || 25K || 100K || - || -<br />
|-<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || || 5,000 || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;"<br />
! colspan="7"|Adventuring<br />
|-<br />
! Name || Description || Rank 1 || Rank 2 || Rank 3 || Rank 4 || Rank 5 <br />
|-<br />
! rowspan="2"|Explorers<br />
|Reach X new floors || 50 || 250 || 1000 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 250 || 1,000 || 5,000 || - || -<br />
|-<br />
! rowspan="2"|Wanderers<br />
|Walk for X km || 83.33 || 833.33 || 1666.67 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 1,000 || 5,000 || - || -<br />
|-<br />
! rowspan="2"|Gold Diggers<br />
|Find X gold || 50K || 250K || 1M || 5M || 10M <br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 2,500 || 10,000<br />
|-<br />
! rowspan="2"|Miners<br />
|Find X [[Money#Ore|Ore]] || 50 || 250 || 1,000 || 5K || 10K <br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 2,500 || 10,000<br />
|-<br />
! rowspan="2"|Dispatchers<br />
|Use the Elevator X times || 10 || 50 || 250 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || - || -<br />
|-<br />
! rowspan="2"|Bronze Chest Pillagers<br />
|Open X Bronze chests || 10 || 50 || || 500 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 1,000 || 5,000 || 10,000 || -<br />
|-<br />
! rowspan="2"|Silver Chest Pillagers<br />
|Open X Silver chests || 10 || 50 || || 500 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 10,000 || 15,000 || -<br />
|-<br />
! rowspan="2"|Gold Chest Pillagers<br />
|Open X Gold chests || 10 || 50 || || 500 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 1,000 || 5,000 || 15,000 || 20,000 || -<br />
|-<br />
! rowspan="2"|Ace Chest Pillagers<br />
|Open X Ace chests || 5 || 25 || 50 || 100 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 2,500 || 7,500 || || 25,000 || -<br />
|-<br />
! rowspan="2"|Detectives<br />
|Find X [[Puzzlesecrets#Breakable_and_hidden_walls|Secrets]] || 10 || 100 || 500 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || - || -<br />
|-<br />
! rowspan="2"|Purgers[[File:PoP.png|link=]]<br />
|Remove X Curses || 10 || 100 || 500 || 1,000 || -<br />
|- <br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 5,000 || 10,000 || -<br />
|-<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;"<br />
! colspan="7"|Town<br />
|-<br />
! Name || Description || Rank 1 || Rank 2 || Rank 3 || Rank 4 || Rank 5 <br />
|-<br />
! rowspan="2"|Trials of the Arena[[File:PoP.png|link=]]<br />
|Reach rank X in the Arena || 5 || 10 || 15 || 20 || 25<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 2,500 || 7,500 || 15,000 || 30,000 || 50,000<br />
|-<br />
! rowspan="2"|Combatants[[File:PoP.png|link=]]<br />
|Win X Arena skirmishes || 10 || 50 || 100 || 250 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 1,000 || 5,000 || 10,000 || 25,000 || -<br />
|-<br />
! rowspan="2"|Builders<br />
|Buy X building upgrades || 5 || 10 || || 35 || 45<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || || 10,000 || 25,000<br />
|-<br />
! rowspan="2"|Big Spenders<br />
|Spend X gold || 5K || 25K || || 500K || 2.5M <br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || 1,000 || 2,500 || 10,000<br />
|-<br />
! rowspan="2"|Upgraders<br />
|Buy X character upgrades || 10 || 50 || 100 || 250 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 5,000 || 10,000 || -<br />
|-<br />
! rowspan="2"|Sculptors[[File:PoP.png|link=]]<br />
|Build X statue upgrades || 3 || 9 || 18 || 30 || 45 <br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 2,500 || 7,500 || 15,000 || 25,000 || 40,000<br />
|-<br />
! rowspan="2"|Divine Favors<br />
|Buy X blessings from the [[Chapel]] || 3 || 9 || 15 || 21 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 5,000 || 10,000 || -<br />
|-<br />
! rowspan="2"|Coin Tossers<br />
|Use the [[Fountain]] X times || 5 || 25 || 100 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || - || -<br />
|-<br />
! rowspan="2"|Quenchers<br />
|Consume X [[Tavern#Richard_Hammer.27s_Barrel_Drinks|Tavern Drinks]] || 10 || 50 || 250 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 5,000 || - || -<br />
|-<br />
! rowspan="2"|High Rollers<br />
|Win X from [[Tavern#Thief_and_Gambling|gambling]] || 1K || 10K || 100K || 1M || -<br />
|-<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 7,500 || 15,000 || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align:center;"<br />
! colspan="7"|Items<br />
|-<br />
! Name || Description || Rank 1 || Rank 2 || Rank 3 || Rank 4 || Rank 5 <br />
|-<br />
! rowspan="2"|Common Looters<br />
|Find X Common items || 25 || 100 || 250 || 1,000 || 2,500<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
| style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || 5,000 || 10,000<br />
|-<br />
! rowspan="2"|Uncommon Looters<br />
|Find X Uncommon items || 25 || 100 || 250 || 1,000 || 2,500<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || || 10,000 || 15,000<br />
|-<br />
! rowspan="2"|Rare Looters<br />
|Find X Rare items || 25 || 100 || 250 || 1,000 || 2,500<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 1,000 || 5,000 || || 15,000 || 20,000<br />
|-<br />
! rowspan="2"|Epic Looters<br />
|Find X Epic items || 20 || 75 || 150 || 300 || 500<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 2,000 || || 15,000 || 20,000 || 25,000<br />
|-<br />
! rowspan="2"|Legendary Looters<br />
|Find X Legendary items || 5 || 25 || 50 || 100 || 250<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 2,500 || 10,000 || 20,000 || 25,000 || 30,000<br />
|-<br />
! rowspan="2"|Shoppers<br />
|[[General_Store|Buy]] X items || 10 || 100 || || || 1,000<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 250 || 500 || || || 10,000<br />
|-<br />
! rowspan="2"|Collectors<br />
|Complete X [[Items#Sets|items sets]] || || || || 100 || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || || || || 10,000 || -<br />
|-<br />
! rowspan="2"|Crafters<br />
|[[Magic_Anvil|Craft]] X items || 10 || 50 || 250 || - || -<br />
|- style="border-style: solid; border-width: 1px 1px 2px 1px"<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 5,000 || - || -<br />
|-<br />
! rowspan="2"|Attuners<br />
|[[Magic_Anvil#Item_Attunement|Attune]] X items || 10 || 50 || 250 || - || -<br />
|-<br />
|style="color:#E8E21B;"|Fame Awarded: || 500 || 2,500 || 5,000 || - || -<br />
|}<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Encounters&diff=1899Encounters2019-04-28T02:45:48Z<p>Playmoarnow: /* Monoliths File:monolith.gif */ link</p>
<hr />
<div>The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.<br />
<br />
==Elevators==<br />
[[File:Elevator.jpg|130px|frameless|right]]<br />
Using an elevator will allow you to send your money and ore back to town. [[Money]] is [[Town_Hall#Tax_Rate_Explained|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.<br />
<br />
<br />
==Springs [[File:springs.png]]==<br />
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.<br><br />
The only guaranteed spring in the game is directly before [[Acts#Act_5.2C_The_Chambers|Thundersnow]] on floor 3 of act 5 and the bonus rooms.<br />
<br />
==Monoliths [[File:monolith.gif]]==<br />
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.<br><br />
Greater Insight cannot be gotten when you are at the max level you can reach in that run.<br />
{| class="wikitable" style="text-align: center;"<br />
! colspan="4" | Shrine buffs<br />
|-<br />
| Icon<br />
| Name<br />
| Effect<br />
| Duration<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=48px|width=48px|height=48px}}<br />
| Protective Powers<br />
| -50% damage taken<br />
| 10 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=0px|width=48px|height=48px}}<br />
| Incredible Strength<br />
| x2 overall damage <br />
| 5 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=48px|width=48px|height=48px}}<br />
| Greater Insight<br />
| +100% experience<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=0px|width=48px|height=48px}}<br />
| Vigorous Restoration<br />
| 20 HP a second<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=96px|y=0px|width=48px|height=48px}}<br />
| Endless Potential<br />
| Free skills<br />
| 4 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=0px|width=48px|height=48px}}<br />
| Gold Fever<br />
| +100% Gold gain<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=144px|width=48px|height=48px}}<br />
| Rapid Blows<br />
| +50% Primary attack speed<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=240px|width=48px|height=48px}}<br />
| Sundering Strikes<br />
| Ignore 50% of enemy Armor and Resistance<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=96px|width=48px|height=48px}}<br />
| Nimble Limbs<br />
| +50% movement speed ([[Arena]] only)<br />
| 30 seconds<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}<br />
| Fortuitous Events<br />
| +5 Luck<br />
| 8 minutes<br />
|}<br />
<br />
==Imps [[File:imp.gif]]==<br />
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.<br />
<br />
*Send your gold to town tax free.<br />
*Refill your potions. Only when you don't have a full potion.<br />
*Give you some gold. The amount received increases in later acts.<br />
*Give you some ore. The amount received increases in later acts.<br />
*Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.<br />
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.<br />
*Give you a random item of any rarity.<br />
*[[File:PoP.png|link=]] Remove all of your curses. Only happens when you have any curses.<br />
<br />
There is approximately a 15% chance for an imp to spawn on any given floor, increased to 30% with the Plentiful Gifts [[Fountain]] fortune.<br><br />
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%.<br />
<br />
==Shops==<br />
[[File:Shop3.jpg|200px|frameless|right]]<br />
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 [[Acts|Act]]. <br><br />
Each shop has a baseline of 5 items and can be expanded by 2 if you have found a [[Items#fancy_plume|Fancy Plume]] or have the Abundant Shops fortune from the [[Fountain]]. <br><br />
These can both stack. At any given shop you can only purchase 3 of the items shown.<br />
<br />
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%.<br />
<br />
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.<br />
<br />
*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.<br />
<br />
==Graveyard==<br />
[[File:Graveyard.jpg|180px|frameless|right]]<br />
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.<br />
<br />
[[Acts#Act_6.2C_The_Battlements|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.<br />
<br />
==Portals and Red Rooms [[File:teleporter.gif]]==<br />
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.<br />
<br />
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.<br />
<br />
What happens when I go in?<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
Once the cube is destroyed, every enemy in the room is killed instantly.<br />
<br />
Beating a Red Room for the first time and picking up the sphere where the cube was will unlock [[Combat#Combo|combo]] for your entire guild.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Encounters&diff=1898Encounters2019-04-28T02:43:56Z<p>Playmoarnow: /* Imps File:imp.gif */</p>
<hr />
<div>The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.<br />
<br />
==Elevators==<br />
[[File:Elevator.jpg|130px|frameless|right]]<br />
Using an elevator will allow you to send your money and ore back to town. [[Money]] is [[Town_Hall#Tax_Rate_Explained|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.<br />
<br />
<br />
==Springs [[File:springs.png]]==<br />
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.<br><br />
The only guaranteed spring in the game is directly before [[Acts#Act_5.2C_The_Chambers|Thundersnow]] on floor 3 of act 5 and the bonus rooms.<br />
<br />
==Monoliths [[File:monolith.gif]]==<br />
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.<br><br />
Greater Insight cannot be gotten when you are at the max level you can reach in that run.<br />
{| class="wikitable" style="text-align: center;"<br />
! colspan="4" | Shrine buffs<br />
|-<br />
| Icon<br />
| Name<br />
| Effect<br />
| Duration<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=48px|width=48px|height=48px}}<br />
| Protective Powers<br />
| -50% damage taken<br />
| 10 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=0px|width=48px|height=48px}}<br />
| Incredible Strength<br />
| x2 overall damage <br />
| 5 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=48px|width=48px|height=48px}}<br />
| Greater Insight<br />
| +100% experience<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=0px|width=48px|height=48px}}<br />
| Vigorous Restoration<br />
| 20 HP a second<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=96px|y=0px|width=48px|height=48px}}<br />
| Endless Potential<br />
| Free skills<br />
| 4 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=0px|width=48px|height=48px}}<br />
| Gold Fever<br />
| +100% Gold gain<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=144px|width=48px|height=48px}}<br />
| Rapid Blows<br />
| +50% Primary attack speed<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=240px|width=48px|height=48px}}<br />
| Sundering Strikes<br />
| Ignore 50% of enemy Armor and Resistance<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=96px|width=48px|height=48px}}<br />
| Nimble Limbs<br />
| +50% movement speed (Arena only)<br />
| 30 seconds<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}<br />
| Fortuitous Events<br />
| +5 Luck<br />
| 8 minutes<br />
|}<br />
<br />
==Imps [[File:imp.gif]]==<br />
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.<br />
<br />
*Send your gold to town tax free.<br />
*Refill your potions. Only when you don't have a full potion.<br />
*Give you some gold. The amount received increases in later acts.<br />
*Give you some ore. The amount received increases in later acts.<br />
*Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.<br />
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.<br />
*Give you a random item of any rarity.<br />
*[[File:PoP.png|link=]] Remove all of your curses. Only happens when you have any curses.<br />
<br />
There is approximately a 15% chance for an imp to spawn on any given floor, increased to 30% with the Plentiful Gifts [[Fountain]] fortune.<br><br />
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%.<br />
<br />
==Shops==<br />
[[File:Shop3.jpg|200px|frameless|right]]<br />
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 [[Acts|Act]]. <br><br />
Each shop has a baseline of 5 items and can be expanded by 2 if you have found a [[Items#fancy_plume|Fancy Plume]] or have the Abundant Shops fortune from the [[Fountain]]. <br><br />
These can both stack. At any given shop you can only purchase 3 of the items shown.<br />
<br />
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%.<br />
<br />
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.<br />
<br />
*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.<br />
<br />
==Graveyard==<br />
[[File:Graveyard.jpg|180px|frameless|right]]<br />
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.<br />
<br />
[[Acts#Act_6.2C_The_Battlements|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.<br />
<br />
==Portals and Red Rooms [[File:teleporter.gif]]==<br />
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.<br />
<br />
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.<br />
<br />
What happens when I go in?<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
Once the cube is destroyed, every enemy in the room is killed instantly.<br />
<br />
Beating a Red Room for the first time and picking up the sphere where the cube was will unlock [[Combat#Combo|combo]] for your entire guild.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Acts&diff=1897Acts2019-04-28T02:36:58Z<p>Playmoarnow: re-ranked sections. golem -> guardian, other updates</p>
<hr />
<div><br />
=Spoilers=<br />
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.<br />
=The Forsaken Tower=<br />
There are many floors in the tower the player must traverse through, defeating enemies and bosses to reach the final boss: Thundersnow the frost dragon.<br><br />
Each act has its own look and set of traps that the player has to deal with. There are many different [[Guild_Hall#Guild_Achievements|achievements]] that the player can complete while they fight their way through the tower to improve their guild's fame.<br />
<br />
There are currently six bosses in Heroes of Hammerwatch, one for each act. <br><br />
Each boss is designed to be substantially more powerful than the previous bosses and floors.<br><br />
After a boss is cleared for the first time on a character, playing through that act in future runs with causes a [[Encounters#Portals_and_Red_Rooms|portal]] to spawn on the first floor of the relevant act.<br><br />
This portal can be entered to bypass the remaining floors and boss of the act, while giving 8 items by clearing the gauntlet of enemies presented before the player. The type of items rewarded vary depending on which skip room was beaten, but epic and legendary items '''are''' able to be given as a reward.<br />
<br />
=Act 1, The Mines=<br />
The Mines primarily have enemies of type [[Beasts|Beast]]. The beetles will charge at you and try to bite you from your sides while the larvae will shoot slow moving projectiles at you. Occasionally while walking through a corridor a stalactite will fall from the ceiling, or some beetles will come up from the ground to ambush you.<br />
<br />
{{#sprite:file=File:Bosses.png|column=0|row=0}}<br />
==Boss: Stone Guardian==<br />
'''Monster type: [[Constructs|Construct]]'''<br />
<br />
This boss is a large entity made of stone and guards the entrance to the Dungeon. He can be difficult without proper avoidance because the player is unable to lifesteal from him unlike other bosses.<br />
The Stone Guardian uses two attacks to combat the player: <br />
*The first attack is a linear spike shot of stalagmites<br />
*The second attack is a ground slam which causes a large damage AoE around the boss and drops stalactites all over the arena. <br />
The boss also changes attacks based on its current health:<br />
*Upon reaching the 66% health threshold, the Guardian will begin to bats in waves. <br />
*Upon reaching the 33% health threshold, the bosses attacks speed up and he begins to summon fierce bats instead. <br />
The Stone Guardian does primarily Physical [[Combat#Damage|Damage]] so armor is effective for reducing your damage taken in this fight.<br />
<br />
===New Game Plus Changes===<br />
Upon entering New Game Plus, the Stone Guardian gains extra health and some new mechanics:<br />
NG+: The linear stalagmite attack becomes homing. the ground slam releases a nova of lesser stalagmite waves from the boss.<br><br />
NG++: the stalactites that drop from the ceiling will each fire a nova of 3 stalagmites<br />
<br />
===Multiplayer Changes===<br />
When in multiplayer, the linear stalagmite attack changes from one shot to three.<br><br />
In NG+ and higher, all three spike shots will home in on their target. <br />
<br />
<br />
=Act 2, The Prison=<br />
The prison contains cells on each floor which can be unlocked via a button hidden on the floor that can be behind wall decoration. <br><br />
The prison is populated by many skeletons and bugs, along with a banner bearer that will increase the speed and damage of enemies nearby it by giving them the bloodlust effect.<br><br />
The grates on the floor can sometimes release beetles when you get near them.<br />
<br />
{{#sprite:file=File:Bosses.png|column=1|row=0}}<br />
==Boss: The Warden==<br />
'''Monster type: [[Undead]]'''<br />
<br />
Stationed at the entrance to the tower dungeon, this gargantuan skeleton has three main attacks:<br />
*The Warden will begin the fight with his spin. This attack does a high amount of localized damage around the boss. <br />
*His second attack is a melee area of effect smash with his mace.<br />
*His final attack is a single target crossbow shot that does very high damage but with low shot accuracy.<br />
**He will only use his crossbow if the player is not close enough for him to use his mace.<br />
<br />
During the boss fight, The Warden also summons skeleton minions for assistance. These minions fire two bolas in a cone that root you in place. However, since these two bolas are fired in a cone, they cannot hit if the player is standing still. <br />
<br />
The last major mechanic of the fight begins when the boss reaches 66% hp. The towers on the edges of the room begin to fire arrows at the players location periodically. As the boss loses HP, more of the towers begin firing reaching their max fire rate when the boss is at 33%. <br />
<br />
Like the Stone Guardian, The Warden Primarily deals Physical damage so prioritization of Armor will reduce the amount of damage taken in this fight. <br />
<br />
===New Game Plus Changes===<br />
NG+: When The Warden spins he repeatedly shoots out 5 bombs that will detonate after a few seconds. <br><br />
The Bola Skeletons also gain a third, center projectile, to their bola cone making it possible for them to hit the player when standing still. <br />
<br />
===Multiplayer Changes===<br />
When The Warden is engaged in multiplayer, he will launch bear traps around the room that will trigger to deal minor physical damage and root the player if stepped on. <br><br />
The summoned skeletons may also place bear traps as they walk around the room. These traps last for 15 seconds before disappearing.<br />
<br />
<br />
=Act 3, The Armory=<br />
This floor contains almost purely skeletons and fallen hero ghosts, both undead type, with a few constructs in the form of barricades with archers, and the statues. The player cannot progress to the next floor until the 3 states positioned randomly around the floor are destroyed.<br />
<br />
These statues will summon ghosts when attacked and each time the statue crumbles further, an extra group of ghosts (3 to 5) will be summoned to protect it.<br><br />
Once the statue is destroyed it will no longer summon ghosts as part of the great threat and one wall will lower that was blocking the exit.<br />
<br />
The different fallen hero ghosts can travel through walls, often hiding within them while still attacking the player. All of the ghosts attack with magic.<br><br />
The ranger fires arrows at the player, the thief fires some knives at the player, the sorcerer drops ice spikes from above, the paladin will swing at the player, and the priest will slow the player down along with giving '''all''' nearby enemies a damage reduction effect similar to the [[Priest|Priest's]] Aura of Purification. Ghostcallers (found on the second and third floor) will turn nearby skeletons into ghosts, effectively reviving them to fight the player again. When the Ghostcaller is being attacked he will summon some ghosts to protect himself and when its killed it will turn into a fallen priest.<br />
<br />
In NG+ The fallen warriors can use whirlwind, the fallen thieves throw more knives, the fallen sorcerer drops two spikes in a line directed at the player, and the fallen priest summons a consecrated ground under itself which deals damage over time to those within it.<br />
===Great Threat===<br />
Great threats are the tower's efforts to rid itself of the player by sending a large wave of enemies or some stronger enemies to take out the player. Great therats will chase the player through the entire floor so long as they are able to reach them. Great threats occur after the player has been on the floor for 4 minutes, 3 with the Relentless Threats [[Fountain]] fortune.<br />
<br />
The great threat for this floor is a group of ghosts that spawn at their respective statues and will attack the player. The number of ghosts that spawn is directly related to the number of statues left, and once they are all destroyed the great threat cannot spawn any more. <br />
<br />
{{#sprite:file=File:Bosses.png|column=2|row=0}}<br />
==Boss: The Three Councilors==<br />
'''Monster type: Undead'''<br />
<br />
The Three Councilors are a boss fight consisting of three different bosses and only ends when all three bosses have been defeated. The Councilors will spawn in one by one and are only vulnerable when they attack. Each boss has an independent health bar and can die at different points. The remaining bosses become enraged and gain extra mechanics when another of the trio dies. The player is able to kill the boss by attacking its respective statue, but it takes significantly less damage than the councilor itself so efforts should be focused towards killing them as they become tangible.<br />
<br />
The first wraith to spawn is the Councilor of War, the scythe wielding wraith. War's main attack is a physical scythe swing that does moderate damage in the immediate vicinity and causes a light blue homing spike projectile to spawn. War's scythe and spike projectile deal physical damage. <br />
<br />
The second wraith to spawn into the fight is the Councilor of Magic, the wraith that uses pink magic. Magic's main attack consists of firing a ring of pink scythe shaped projectiles that go until hitting a wall or other unit after a short channel. Magic's Pink projectiles deal magic damage. <br />
<br />
the final wraith to spawn into the fight is the Councilor of Wisdom, the staff wielding wraith. Wisdom's main attack consists of spawning many damaging green cursed ground around the arena. Touching these pools will cause the player to take damage while in it and become inflicted with the burning debuff. The damage of the pool and burning debuff are both magic damage.<br />
<br />
===Enraged Mechanics===<br />
When one of the Councilors dies it causes the other 2 bosses to become enraged and have more advanced forms of their attacks. After 2 of the Councilors die, the final boss remaining takes on forms of all 3 bosses attacks. After each boss dies, Their respective statue continues releasing lesser versions of their respective attacks. <br />
<br />
'''Councilors of War'''<br />
If Wisdom dies, War gains no known effect.<br><br />
If Magic dies, War will start shooting 5 Spikes instead of 1.<br><br />
When War is the last Councilor Remaining, his spikes will create a pool of spikes 1 second after impact, that lasts 4.5 seconds<br />
<br />
'''Councilors of Magic:'''<br />
If War dies, Magic gains no known effect. <br><br />
If Wisdom dies, projectiles will spawn a pool of burning ground upon impact.<br><br />
When Magic is the last Councilor remaining, he continues to fire his magic nova projectiles like normal, however upon impacting anything they will create a burning ground and these grounds fire War's spike projectiles.<br />
<br />
'''Councilors of Wisdom'''<br />
If Magic dies, the burning ground will start firing 3 orbs repeatedly. <br<br />
If War dies, the burning ground will summon a single homing spike. <br><br />
When Wisdom is the last Councilor remaining, the burning grounds will spawn a single homing spike, and fire 5 green orbs repeatedly.<br />
<br />
===New Game Plus Changes===<br />
There are currently no known new game plus mechanics changes to this boss.<br />
<br />
===Multiplayer Changes===<br />
There are no known differences to the mechanics of this fight between single player and multiplayer. <br />
<br />
<br />
=Act 4, The Archives=<br />
The Archives consist of a maze-like arrangement of walls and bookshelves. The floor has liches, ghosts, and two new enemies: wisps and eyeballs. <br />
Wisps and the eyes are both [[Aberrations]]. <br />
<br />
To move to the next floor the player must find the button hidden on the floor that unlocks the exit. There can be many buttons on the floor, and each will reveal something on the floor like loot, chests, food and mana, the shop, an elevator, or the exit. There will 'ALWAYS' be a button to reveal the exit, and it is usually located next to notable structures such as the ritual books or arrangements of pillars.<br />
*There can be buttons in the rooms revealed by other buttons<br />
<br />
Additionally there are portals on the ground scattered about the floor and each one will move the player to a different location on the floor. Some just move the player from one point to another, revealing nothing new, while others can unveil trap rooms with chests or rooms containing various loot.<br />
<br />
Finally, spread throughout the 3 floors are books with a chapter and title. These denote the order in which you should do the summoning ritual for the upcoming boss. These books can be hidden behind rooms unlocked via buttons. An icon denoting which book should be done first through fourth will appear on the top middle of the screen as you read the books.<br />
===Great Threat===<br />
The Great Threat is 1 (2 in multiplayer) Monstrous Eye that shoots a confusion laser at the player and occasionally summons 4 smaller eyes to fight. Disarm and stun items are very effective against the Monstrous Eye.<br />
*On NG+ it will summon eyes as he moves. <br />
*In NG++ it will shoot 3 confusion lasers in a small spread.<br />
<br />
{{#sprite:file=File:Bosses.png|column=3|row=0}}<br />
==Boss: The Watcher==<br />
'''Monster type: [[Aberrations|Aberration]]'''<br />
<br />
This boss fight is split into several phases, specifically five sections in which you fight the boss and four sections in which you must complete a summoning ritual.<br />
<br />
===Boss Phase===<br />
During these phases, you will be fighting the Watcher itself. Here, he has three main attacks: <br />
*Spinning his orbs rapidly<br />
*Shooting several spiked projectiles that shatter<br />
*Creating eye summoning traps in the arena <br />
<br />
Every time you return to the boss phase, the number of orbs that orbit the boss will be increased by one. Each phase ends once the boss reaches a certain health threshold after which you will be unable to damage him (!s will appear rather than damage numbers) and he will teleport away.<br />
<br />
===Ritual Phase===<br />
During these phases, there will be an option of four different books to choose from to start one of the four different rituals:<br />
* North - Malign Transformation<br />
* East - Blood Pact<br />
* South - Embrace the Dark<br />
* West - Withering Decay<br />
<br />
Each of the ritual rooms also has some walls than can be broken to allow for more ways to traverse the room.<br />
<br />
The order in which the player must complete these rituals depends on the chapter number of the books they found in the earlier levels of archives. If a ritual is done out of order, it will fail and the player will be forced to try the other ones until they select the correct ritual. During the ritual, several eyes will spawn and rush towards the player. After a certain amount of time, an eye mini-boss will spawn (two if in multiplayer) and attack the player. After a certain amount of time, the ritual will be complete. <br />
<br />
Each of the four rituals also has an extra effect while the player waits out the timer:<br />
* Malign Transformation - The walls will shift around. Anything that is crushed by a wall will take TONS of damage<br />
* Blood Pact - All the eyes will have the blood-lust buff increasing their speed and damage<br />
* Embrace the Dark - The arena will get dark except for around the book<br />
* Withering Decay - All of the eyes will leave poison on the ground that, upon contact, will poison the player<br />
<br />
===Multiplayer Changes===<br />
The Watcher’s spinning fireballs will spin at different orbit levels to target different player at the same time. (Ex. If one player is close and the other is far away, they will split up to target both) If there aren't enough enough orbs to split among the players evenly, they will target the players in the order they joined the sever starting with the host.<br />
<br />
===New Game Plus Changes===<br />
NG+: After each ritual is completed, the boss will gain new traits:<br />
* Malign Transformation - The pillars in the boss room will appear and disappear, and if caught inside one when it re-appears, heavy damage will be dealt to the player. The boss can NOT be damaged by this.<br />
* Blood Pact - All summoned eyes will have the blood-lust buff<br />
* Embrace the Dark - The room will become darker<br />
* Withering Decay - All summoned eyes leave poison as they move, like in the ritual<br />
NG++: When starting the rituals, a confusion sphere will spawn from the book and follow the nearest player, confusing and damaging them if hit. It passes through walls and only disappears once the ritual is completed.<br><br />
NG+++: New attack: Rapid fire spikes. These spikes to less damage individually than the spread attack, but can quickly drain your life if you stay in one place. The spikes come out in a small spread, and CAN be blocked by the [[Paladin]]'s shield as well as the [[Items#Uncommon_Items|frying pan]].<br />
<br />
<br />
=Act 5, The Chambers=<br />
The Chambers are 2 pristine floor sets that contains a significant amount of gold and ore. The monsters on the floors are almost entirely undead, with the only exceptions being the various spawners and nova towers which are constructs, and the albino bats from the Great Threat, which are beasts.<br />
<br />
Many chests or loot rooms are locked behind a bronze door which can be unlocked via a bronze key.<br />
<br />
There are crosses, up to two per floor, that can be picked up to aid the player in the boss fight for this act. Upon getting near the cross the Vampire Lord may appear and attack the player until he takes enough damage and decides to leave. Sometimes not all 4 crosses will spawn, but you will always receive at least 2, and that is all that's required to beat the Vampire Lord.<br />
<br />
There are Mini-Boss fights at the end of each floor, the first consisting of 2 Arch Liches and the second consisting of 4 if the Vampire Lord was fought attempting to pick up a cross on the floor. If the Vampire Lord didn't spawn earlier in the floor, the player will fight him instead. The statues lining the boss room may also come alive and attack if the player gets too close to them. When the player fights the Vampire Lord before the actual boss fight they must deal enough damage to him to ward him off.<br />
<br />
===Great Threat===<br />
The great threat for the Chambers are 4 groups of albino bats that swarm the nearest player. These waves spawn from the corners of the map and can sometimes cause some lag for the players. More bats spawn in multiplayer and on NG+, both increases stacking.<br />
<br />
Additionally in NG++, the bats will start firing slow and short range projectiles at the player like other bats so in NG++.<br />
<br />
This is one of the easier to deal with great threats for most classes as all that is required is to keep moving and the bats have very little chance to hit the player.<br />
<br />
{{#sprite:file=File:Bosses.png|column=4|row=0}}<br />
==Boss: Vampire Lord==<br />
'''Monster type: Undead'''<br />
<br />
This boss is a fast moving undead that can summon albino bats and undead Thralls to aid him. During the fight he will do the following:<br />
* Swing his sword a few times, summoning some homing blood waves that inflict bleed on the player but deal no other damage. Bleed only deals damage while moving, but does 5% of the player's current HP as damage.<br />
* Point his sword at the player, summoning many swords that fire away from him in an arc. They can all rapidly hit you if you're directly in front of him dealing significant damage if not prepared.<br />
* He will turn into a bat and move to a different part of the arena before materializing again. This occurs after after 1 attack initially and 2 attacks afterwards. He will move to one of 5 spots in the room, denoted by the points of a star.<br />
* He will most to the center of the room and summon a blood bat and mist attack. This attack stars dealing damage after a sound queue which takes a few seconds to happen. The attack will stop after about 5 seconds. This happens every 5(?) movement cycles. During this phase the Vampire Lord will not fight back, so any ranged attacks the player has should be employed to kill the Vampire Lord quicker.<br />
** This blood attack drains a very large portion of the players health, very quickly. Hits can reach over 150.<br />
** The only way to avoid this attack is to use the crosses you collected from the previous floors. Activate one and have all players stand in its area of effect. This negates ALL damage from the mist. Keep in mind that the mist attack can last an extra second or two after the Vampire Lord starts moving again, so stay in the area for a moment longer to ensure your safety.<br />
* At 33% health the boss will start dashing around the floor making a pentagram out of blood fire that damages the player if it touches them. He may do between 3 and 5 lines before stopping.<br />
<br />
===New Game Plus Changes===<br />
NG++: At 33% health, the Vampire Lord will summon several albino bats that will swarm the player (similar to the act 5 threat or what can happen when you encounter him on the previous floors).<br />
<br />
===Multiplayer Changes===<br />
The blood wave attack will spawn 3 blood waves per player present, up to a maximum of 12 waves.<br />
<br />
<br />
=Act 6, The Battlements=<br />
[[File:BattlementsBridge.jpg|300px|frameless|right]]<br />
The Battlements are 2 large floors of bridges set that contains a significant amount of diamonds, ore, and chests. The monsters on the floors are ice trolls, gargoyles, and a few stationary ballistas. There are no spawners on the battlements floors but enemies spawn from certain pressure plates when lowering bridges. These 2 floors are always almost the same layout with various pathways between intersections being added or removed. Once the great threat spawns (4 minutes after entering the floor) sections can begin to collapse across the floor and the next. There is one notable example however: The top left exit will always be blocked off if the players has not lowered both of the bridges to access it before the great threat spawns. This happens after 4 minutes, 3 if [[Fountain#Fountain_Effects|Relentless Threats]] is on.<br />
<br />
Pictured on the right is a bridge that has collapsed but been "repaired" by a Glass Walks bridge from the [[Fountain]] effect by the same name, and what a bridge looks like before it collapses. This can only occur on the second floor of the Battlements.<br />
<br />
You can only access half of the second floor per ascent, depending which exit you take from the first floor. The left exit has a very high chance of spawning a [[Encounters#Graveyard|Graveyard]] if any players are soul linked. It is not guaranteed however. It appears to only spawn if that specific soul link (icon color) has not been removed by a previous graveyard. This encourages players to rotate who revives the killed players.<br />
<br />
The second floor ends with a guaranteed Fountain and a large door leading to the very top of the tower. There is a guaranteed [[Chests|Ace chest]] after you enter this door.<br />
<br />
===Great Threat===<br />
When the great threat happens, icicles will start falling from the sky, and the wind will start blowing the player around if they don't have Boots of Freedom. With about a 25% chance, any icicle that falls can become an ice elemental and attack the player. These elementals are aberrations and come in 2 varieties: melee and ranged. The melee ones swing at the player and can use whirlwind in NG+, while the rangers fire icicles at the player from a distance.<br />
<br />
{{#sprite:file=File:Bosses.png|column=5|row=0}}<br />
==Boss: Thundersnow==<br />
'''Monster type: Beast''' <br />
<br />
Thundersnow is a frost dragon surrounded in ice. He does not move at all during the fight but has many different attacks:<br />
* Icicles are shot from his mouth in a spread at the closest player and travel in a straight line. <br />
* He can flap his wings and blow the player back with varying amounts of force. [[Items#boots_of_freedom|Boots of Freedom]] can negate this effect.<br />
* Lightning will strike throughout the fight but he can invoke even more to fall. This invocation is marked by the screen getting a reddish tint. The player only has a fraction of a second to avoid the marked strike area before it lands and if the player is hit they will become confused for a few seconds.<br />
* He can summon icicles to fall from the sky. These land randomly through the arena and can either summon an ice barrier or Ice Elementals (aberrations).<br />
* He can summon homing Ice balls that track the player, and if they connect the player is slowed down significantly for a few seconds. More are summoned in Mutliplayer.<br />
* He can stomp his feet and dealing damage in a large AoE near his body that does 175 base damage and pierces 66% of the player's armor. His stomps alternate back and forth. <br />
* Finally he can blow a cone of ice breath at the nearest player once he reaches 66% heath which spreads out as it travels down the arena. Each piece of ice only does a small amount of damage but if the player is caught in the middle of the breath significant damage can be dealt very quickly. Especially if they are directly in front of the mouth at the time.<br />
**Note that if the closest player is under Thundersnow, he will not use his ice breath as it wouldn't hit them. This can be useful in multiplayer if someone can tank the stomps or avoid them effectively.<br />
<br />
Once Thundersnow is dead, a few seconds will pass and a message will be shown on the screen proclaiming victory. All remaining gold and ore the player has is sent to down to town, and is still taxed, though at a lower rate. This lower rate is equivalent to moving the midpoint for taxes (50% tax) twice as high. This is half of what the Offshore Accounts fortune does, and they stack.<br />
<br />
===New Game Plus Changes===<br />
NG+: Ice elementals gain new attacks. Melee elementals use Whirlwind similar to the Paladin or the minibosses in the Armory. More icicles are shot at the player.<br><br />
NG++: Even more icicles are shot at the player.<br><br />
NG+++: Stomp now stuns the player for ~1/2 a second when hit.<br />
<br />
===Multiplayer Changes===<br />
More homing ice balls will be fired at the players. Up to 3<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Combat&diff=1896Combat2019-04-27T11:58:09Z<p>Playmoarnow: /* Damage */ new dmg calc</p>
<hr />
<div>Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.<br />
<br />
==Enemy AI==<br />
Enemies use many different strategies to try and kill you, here is a small list of some of the most common ones:<br />
*Attack you from the sides so swinging straight forward won't work as well<br />
*Attack then move from their previous spot so player projectiles miss more often<br />
*Charge straight at you<br />
*Surround you so escape is harder and allow for more enemies to hit you at once<br />
*Attack in groups/call for help, enemies that spot you or are hit will often bring those around them to attack as well<br />
*Summon reinforcements<br />
*Buff nearby enemies in some manner<br />
*Attempts to avoid traps if you aren't nearby<br />
*Goes back to where they were standing if you get too far away<br />
<br />
Bosses all have their own AI to keep you on your toes and to ensure you have all your bases covered when it comes to maneuverability and precise movements.<br />
<br />
==Damage==<br />
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power).<br><br />
Note: Skill Effects currently only applies magical damage to Primary Attacks.<br />
<br />
To calculate primary attack damage, convert percentages to decimal then use the following:<br />
<br />
(phys_base + phys_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_armor) +<br><br />
(mage_base + mage_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_resistance)<br />
<br />
; Enemy defense:<br />
: armor: (1 - ((1 - armor_pierce%) * (enemy_base_armor[''/4 if Shield Breaker active'']))/50)<br />
: resistance: (1 - ((1 - resistance_pierce%) * (enemy_base_resistance[''/4 if Magebane Active'']))/50)<br />
*DMG_INCREASE = &sum; &forall; +damage% and damage increase from each crit<br />
*MULTIPLIER = ∏ (1 + %damage bonus) &forall; Tavern drinks, [[Chapel]] bonuses, and some items such as Talisman of Decay and Seal of Souls. <br />
; Notation<br />
: ∏ is the symbol for multiplying one after another for a total product<br />
: &sum; is the symbol for adding one after another to a total sum<br />
: &forall; means "for all", "for each" or "for any"<br />
<br />
[https://docs.google.com/spreadsheets/d/1Qggn-tQiejoTocnfV3xD8jO4x4EHKm-N06tSbxqHqkE/edit?usp=sharing Damage Calculator]<br />
<br />
===Bleeding===<br />
<br />
Bleeding is a form of decimation damage that will only proc after a player or enemy moves 32 units. The bleed damage will do 5% of the player or enemy's health. A unit is a term in the game used to calculate distance. 1 unit is defined as 1 in-game pixel. You can compare how large this is with the tileset textures.<br />
<br />
==Damage Types==<br />
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack. <br />
<br />
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.<br />
<br />
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.<br />
<br />
==Criticals==<br />
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.<br><br />
Each critical chance instance is rolled separately. For example a [[Items#heartseeker|Heartseeker]](12.5%) and an [[Items#assassins_dagger|Assassin's Dagger]](7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a "double crit," in which the damage is multiplied by the Critical Damage modifier twice.<br><br />
Equation : [DMG * (Crit_multiplier * crits)].<br><br />
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.<br />
<br />
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.<br />
<br />
==Health and Mana==<br />
There are many different ways to regain health and mana, most often innate regeneration is the largest portion. However you can design a character to regain health from lifestealing instead with the [[Items#Bloodthirst Ring|Bloodthirst Ring]] or the [[Chapel]] blessing.<br />
<br />
Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].<br />
===Pickups===<br />
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. <br><br />
There are 4 health pickups and 3 mana pickups. They are as follows:<br />
*Health<br />
**Apple: 10 HP<br />
**Orange: 25 HP<br />
**Cheese: 50 HP<br />
**Steak: 150 HP<br />
*Mana<br />
**Small crystal: 15 MP<br />
**Medium crystal: 45 MP<br />
**Mana Orb: 90 MP<br />
<br />
All Pickups can have their values increased by the [[Apothecary]] or by the Exceptional Consumables [[Fountain|fortune]].<br />
<br />
==Armor and Resistance==<br />
Armor reduces physical damage taken, Resistance reduces magical.<br><br />
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)<br />
<br />
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive armor, where new armor points do less and less for the player, increased negative armor will always increase damage taken by 2% per negative armor.<br />
<br />
===Damage Reduction===<br />
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max -50% damage when you have mana), and the Last Stand [[Tavern]] drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)<br />
<br />
The Tower Shield and Paladin's shield both reduce the base damage being sent at you, before any damage reduction modifiers are applied. 100 incoming damage would become 75, then get reduced from there.<br />
<br />
==Evasion==<br />
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the "duration" of the evade, which is about 1/4 of a second or the duration of the character changing color to indicate a successful evasion.<br />
<br />
You can still reflect damage even when you evade an attack.<br />
<br />
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.<br><br />
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.<br />
<br />
<br />
==Luck==<br />
[[File:LuckChart.png|frameless|400px|right]]<br />
Luck is a stat that was added in version 93, with the release of the [[Pyramid of Prophecy]] DLC, but is not exclusive to the DLC.<br />
<br />
Luck is a valuable stat in that it curves the rolls of [[Combat#Evasion|Evasion]], [[Combat#Criticals|Critical hits]], and the activation chance of [[Tavern|drinks]] and skills (like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected.<br />
<br />
The equation to calculate the new chance is as follows: Chance/0.95^Luck<br />
<br />
Luck currently has five sources; one negative and four positive.<br />
{| class="wikitable"<br />
|-<br />
!Image||Name||Effect<br />
|-<br />
|{{#sprite:file=File:Taverndrinks.png|column=2|row=1}}||style="color:#00FF00"|The Safe Bet|| -5 Luck +20 Armor & Resistance<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style="color:#72777d"|Lucky Charm|| +1 Luck +10% Gold Gain<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style="color:green"|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style="color:#33ccff;"|Lucky Hat|| +4 Luck<br />
|-<br />
|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck<br />
|}<br />
<br />
If you have every positive boost and all items are attuned, you will have 19 luck. 14, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.<br />
<br />
The chart to the right displays selected proc chances and how each luck value affect them.<br />
<br />
==Combo==<br />
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]<br />
Combo can be unlocked by picking up the combo sphere in your first [[Encounters#Portals_and_Red_Rooms|Red Room]] which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.<br />
<br />
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the [[Items#tricksters_ensemble|Tricksters set effect]]. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.<br />
<br />
Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the [[Wizard]]'s [[Wizard#Meteor Shower (Skill 3)|Meteor Shower]] or using a primary attack.<br />
<br />
===Items Enhancing Combo===<br />
The [[Items#spheres_of_power|Spheres of Power]] item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the [[Items#Sphere_of_Champions|Sphere of Champions]]. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.<br />
<br />
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage. <br />
<br />
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.<br />
<br />
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.<br />
<br />
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.<br />
<br />
The [[Items#sphere_of_heroes|Sphere of Heroes]] legendary will fire off a large projectile in the directing you're using your primary while in combo.<br />
<br />
The rare drink [[Tavern#wicked_sickness|Wicked Sickness]] will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.<br />
<br />
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.<br />
<br />
The rare drink [[Tavern#frenetic_eruption|Frenetic Eruption]] has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.<br />
<br />
==NG+ Scaling==<br />
For every [[New Game Plus]] level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.<br><br />
The formula for calculating the reduction is:<br />
*Armor: 50*NG_lvl<sup>0.75</sup><br><br />
*Resistance: 40*NG_lvl<sup>0.75</sup><br><br />
<br />
NG+ also increases enemy stats as follows:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75))<br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))<br />
<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Magic_Anvil&diff=1892Magic Anvil2019-04-25T06:56:45Z<p>Playmoarnow: /* Blueprint Limitations */ added newer items</p>
<hr />
<div>[[File:ArmoryAnvil.jpg|200px|thumb|The Magic Anvil in the Armory]]<br />
The Magic Anvil is located next to the [[Blacksmith]] of the [[Town]] once retrieved from the [[Acts#Act_3.2C_The_Armory|Armory]].<br />
<br />
== Blueprint Acquisition ==<br />
[[File:BP2.jpg|80px|frame|right|A blue- print]]<br />
The Armory has a small chance to spawn the Magic Anvil in [[New Game Plus|NG+0]]. In NG+1 and beyond, the spawn chance is almost 100%.<br />
<br />
Once the anvil is collected, players can see and collect blueprints for [[Items]] up to Rare quality. Upon collection, blueprints will be available for use on all your characters. Similar to the [[Tavern]] barrel drinks, uncommon blueprints only start appearing in NG+1 and rare blueprints in NG+2.<br />
<br />
There are 43 Common, 34 Uncommon, and 21 Rare for a total of 98 Blueprints to collect.<br />
<br />
== Item Attunement ==<br />
<br />
In the Magic Anvil's menu, you can use [[Leveling_Up#Skill Stars|Skill Stars]] to attune items.<br />
<br />
An attuned item in your inventory is treated as two copies of the same item, except that it still only counts as 1 item for the purposes of sets or set bonuses. For example, an attuned [[Items#blackjack|Blackjack]] does not give you a 20% chance to stun for 4 seconds. Instead, an attuned Blackjack gives you two separate 10% rolls to stun for 2 seconds; this leads to a cumulative 19% chance to stun for 2 seconds.<br />
<br />
Attunement is handled per-character, not per-account. For example, if you attune a [[Items#great_helm|Great Helm]] on Jerry the Paladin, it will not yet be Attuned on Michelle the Paladin.<br />
<br />
Attuning set items does '''NOT''' attune the set effect. Items found in the tower that you have attuned will also be attuned.<br />
<br />
== Costs ==<br />
<br />
You can forge '''one''' item every run from the Magic Anvil using ore.<br />
<br />
<center><br />
{| class="wikitable" style="text-align: center;"<br />
! Cost: || Attuning || Forging<br />
|-<br />
| style="color:#72777d;" | Common<br />
| style="color:#72777d;" | 3 Stars<br />
| style="color:#72777d;" | 5 Ore (10 if a set item)<br />
|-<br />
| style="color:green;" | Uncommon<br />
| style="color:green;" | 9 Stars<br />
| style="color:green;" | 10 Ore (20 if a set item)<br />
|-<br />
| style="color:#33ccff;" | Rare<br />
| style="color:#33ccff;" | 18 Stars<br />
| style="color:#33ccff;" | 25 Ore (40 if a set item)<br />
|}<br />
</center><br />
<br />
You can attune as many items as you wish, as long as you have the Skill Stars and the blueprints required. Those items, gained from any source, will be attuned.<br />
<br />
To attune every available item, 813 Skill Stars are required. <br />
<br />
To attune all available items and max out a characters skills, 990 Skill Stars are required. With a maximum-level guild, this is attainable at level 111.<br />
<br />
== Blueprint Limitations ==<br />
<br />
Epic and Legendary items do '''not''' have blueprints.<br />
<br />
An additional 23 items also do not have blueprints, due to balancing, coding difficulties, or having an extra of that item being redundant. The table below lists the omitted items.<br />
<br />
<center><br />
{| class="wikitable" style="text-align: center;"<br />
| colspan="3" style="text-align: center; font-weight:bold; background-color:darkred; color:white;" | NON-BLUEPRINTABLE<br />
|-<br />
! style="color:#72777d;" | Common || style="color:#32cb00;" | Uncommon || style="color:#3166ff;" | Rare<br />
|-<br />
| style="color:#72777d;" | Defender's Halberd<br />
| style="color:green;" | Apothecary's Mortar Pestle<br />
| style="color:#33ccff;" | Boots of Freedom<br />
|-<br />
| style="color:#72777d;" | Scroll of Magic Missile: Page 1<br />
| style="color:green;" | Apothecary's Sphere<br />
| style="color:#33ccff;" | Cape of the Flamewalker<br />
|-<br />
| style="color:#72777d;" | Scroll of Magic Missile: Page 2<br />
| style="color:green;" | Blowgun[[File:PoP.png|link=]]<br />
| style="color:#33ccff;" | Chakram[[File:PoP.png|link=]]<br />
|-<br />
| style="color:#72777d;" | Vendor's Coin<br />
| style="color:green;" | Fancy Plume<br />
| style="color:#33ccff;" | Duke's Signet Ring<br />
|-<br />
| <br />
| style="color:green;" | Hero Unknown's Frying Pan<br />
| style="color:#33ccff;" | Magebane<br />
|-<br />
| <br />
| style="color:green;" | Old map<br />
| style="color:#33ccff;" | Queen's Cuirass[[File:PoP.png|link=]]<br />
|-<br />
| <br />
| style="color:green;" | Talisman of Decay<br />
| style="color:#33ccff;" | Queen's Dagger[[File:PoP.png|link=]]<br />
|-<br />
| <br />
| <br />
| style="color:#33ccff;" | Queen's Jewel[[File:PoP.png|link=]]<br />
|-<br />
| <br />
| <br />
| style="color:#33ccff;" | Queen's Necklace[[File:PoP.png|link=]]<br />
|-<br />
| <br />
| <br />
| style="color:#33ccff;" | Shieldbreaker<br />
|-<br />
| <br />
| <br />
| style="color:#33ccff;" | Skullsmasher[[File:PoP.png|link=]]<br />
|-<br />
|<br />
|<br />
| style="color:#33ccff;" | Spreading Corruption[[File:PoP.png|link=]]<br />
|}<br />
</center><br />
<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Combat&diff=1891Combat2019-04-25T04:20:35Z<p>Playmoarnow: /* Luck */ image</p>
<hr />
<div>Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.<br />
<br />
==Enemy AI==<br />
Enemies use many different strategies to try and kill you, here is a small list of some of the most common ones:<br />
*Attack you from the sides so swinging straight forward won't work as well<br />
*Attack then move from their previous spot so player projectiles miss more often<br />
*Charge straight at you<br />
*Surround you so escape is harder and allow for more enemies to hit you at once<br />
*Attack in groups/call for help, enemies that spot you or are hit will often bring those around them to attack as well<br />
*Summon reinforcements<br />
*Buff nearby enemies in some manner<br />
*Attempts to avoid traps if you aren't nearby<br />
*Goes back to where they were standing if you get too far away<br />
<br />
Bosses all have their own AI to keep you on your toes and to ensure you have all your bases covered when it comes to maneuverability and precise movements.<br />
<br />
==Damage==<br />
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power).<br><br />
Note: Skill Effects currently only applies magical damage to Primary Attacks.<br />
<br />
To calculate primary attack damage, convert percentages to decimal then use the following:<br />
<br />
(phys_base + phys_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_armor) +<br><br />
(mage_base + mage_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_resistance)<br />
<br />
; Enemy defense:<br />
: armor: (1 - ((1 - armor_pierce%) * (enemy_base_armor[''/4 if Shield Breaker active'']))/50)<br />
: resistance: (1 - ((1 - resistance_pierce%) * (enemy_base_resistance[''/4 if Magebane Active'']))/50)<br />
*DMG_INCREASE = &sum; &forall; +damage% and damage increase from each crit<br />
*MULTIPLIER = ∏ (1 + %damage bonus) &forall; Tavern drinks, [[Chapel]] bonuses, and some items such as Talisman of Decay and Seal of Souls. <br />
; Notation<br />
: ∏ is the symbol for multiplying one after another for a total product<br />
: &sum; is the symbol for adding one after another to a total sum<br />
: &forall; means "for all", "for each" or "for any"<br />
<br />
[https://docs.google.com/spreadsheets/d/1dH7UKeOxlMuUlnweA_T6-6-Ba91fk2VjpuU_gYuJRnA/edit?usp=sharing Damage Calculator]<br />
<br />
===Bleeding===<br />
<br />
Bleeding is a form of decimation damage that will only proc after a player or enemy moves 32 units. The bleed damage will do 5% of the player or enemy's health. A unit is a term in the game used to calculate distance. 1 unit is defined as 1 in-game pixel. You can compare how large this is with the tileset textures.<br />
<br />
==Damage Types==<br />
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack. <br />
<br />
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.<br />
<br />
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.<br />
<br />
==Criticals==<br />
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.<br><br />
Each critical chance instance is rolled separately. For example a [[Items#heartseeker|Heartseeker]](12.5%) and an [[Items#assassins_dagger|Assassin's Dagger]](7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a "double crit," in which the damage is multiplied by the Critical Damage modifier twice.<br><br />
Equation : [DMG * (Crit_multiplier * crits)].<br><br />
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.<br />
<br />
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.<br />
<br />
==Health and Mana==<br />
There are many different ways to regain health and mana, most often innate regeneration is the largest portion. However you can design a character to regain health from lifestealing instead with the [[Items#Bloodthirst Ring|Bloodthirst Ring]] or the [[Chapel]] blessing.<br />
<br />
Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].<br />
===Pickups===<br />
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. <br><br />
There are 4 health pickups and 3 mana pickups. They are as follows:<br />
*Health<br />
**Apple: 10 HP<br />
**Orange: 25 HP<br />
**Cheese: 50 HP<br />
**Steak: 150 HP<br />
*Mana<br />
**Small crystal: 15 MP<br />
**Medium crystal: 45 MP<br />
**Mana Orb: 90 MP<br />
<br />
All Pickups can have their values increased by the [[Apothecary]] or by the Exceptional Consumables [[Fountain|fortune]].<br />
<br />
==Armor and Resistance==<br />
Armor reduces physical damage taken, Resistance reduces magical.<br><br />
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)<br />
<br />
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive armor, where new armor points do less and less for the player, increased negative armor will always increase damage taken by 2% per negative armor.<br />
<br />
===Damage Reduction===<br />
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max -50% damage when you have mana), and the Last Stand [[Tavern]] drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)<br />
<br />
The Tower Shield and Paladin's shield both reduce the base damage being sent at you, before any damage reduction modifiers are applied. 100 incoming damage would become 75, then get reduced from there.<br />
<br />
==Evasion==<br />
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the "duration" of the evade, which is about 1/4 of a second or the duration of the character changing color to indicate a successful evasion.<br />
<br />
You can still reflect damage even when you evade an attack.<br />
<br />
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.<br><br />
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.<br />
<br />
<br />
==Luck==<br />
[[File:LuckChart.png|frameless|400px|right]]<br />
Luck is a stat that was added in version 93, with the release of the [[Pyramid of Prophecy]] DLC, but is not exclusive to the DLC.<br />
<br />
Luck is a valuable stat in that it curves the rolls of [[Combat#Evasion|Evasion]], [[Combat#Criticals|Critical hits]], and the activation chance of [[Tavern|drinks]] and skills (like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected.<br />
<br />
The equation to calculate the new chance is as follows: Chance/0.95^Luck<br />
<br />
Luck currently has five sources; one negative and four positive.<br />
{| class="wikitable"<br />
|-<br />
!Image||Name||Effect<br />
|-<br />
|{{#sprite:file=File:Taverndrinks.png|column=2|row=1}}||style="color:#00FF00"|The Safe Bet|| -5 Luck +20 Armor & Resistance<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style="color:#72777d"|Lucky Charm|| +1 Luck +10% Gold Gain<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style="color:green"|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style="color:#33ccff;"|Lucky Hat|| +4 Luck<br />
|-<br />
|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck<br />
|}<br />
<br />
If you have every positive boost and all items are attuned, you will have 19 luck. 14, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.<br />
<br />
The chart to the right displays selected proc chances and how each luck value affect them.<br />
<br />
==Combo==<br />
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]<br />
Combo can be unlocked by picking up the combo sphere in your first [[Encounters#Portals_and_Red_Rooms|Red Room]] which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.<br />
<br />
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the [[Items#tricksters_ensemble|Tricksters set effect]]. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.<br />
<br />
Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the [[Wizard]]'s [[Wizard#Meteor Shower (Skill 3)|Meteor Shower]] or using a primary attack.<br />
<br />
===Items Enhancing Combo===<br />
The [[Items#spheres_of_power|Spheres of Power]] item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the [[Items#Sphere_of_Champions|Sphere of Champions]]. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.<br />
<br />
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage. <br />
<br />
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.<br />
<br />
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.<br />
<br />
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.<br />
<br />
The [[Items#sphere_of_heroes|Sphere of Heroes]] legendary will fire off a large projectile in the directing you're using your primary while in combo.<br />
<br />
The rare drink [[Tavern#wicked_sickness|Wicked Sickness]] will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.<br />
<br />
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.<br />
<br />
The rare drink [[Tavern#frenetic_eruption|Frenetic Eruption]] has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.<br />
<br />
==NG+ Scaling==<br />
For every [[New Game Plus]] level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.<br><br />
The formula for calculating the reduction is:<br />
*Armor: 50*NG_lvl<sup>0.75</sup><br><br />
*Resistance: 40*NG_lvl<sup>0.75</sup><br><br />
<br />
NG+ also increases enemy stats as follows:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75))<br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))<br />
<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Encounters&diff=1890Encounters2019-04-25T04:19:34Z<p>Playmoarnow: /* Monoliths File:monolith.gif */ fixed images</p>
<hr />
<div>The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.<br />
<br />
==Elevators==<br />
[[File:Elevator.jpg|130px|frameless|right]]<br />
Using an elevator will allow you to send your money and ore back to town. [[Money]] is [[Town_Hall#Tax_Rate_Explained|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.<br />
<br />
<br />
==Springs [[File:springs.png]]==<br />
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.<br><br />
The only guaranteed spring in the game is directly before [[Acts#Act_5.2C_The_Chambers|Thundersnow]] on floor 3 of act 5 and the bonus rooms.<br />
<br />
==Monoliths [[File:monolith.gif]]==<br />
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.<br><br />
Greater Insight cannot be gotten when you are at the max level you can reach in that run.<br />
{| class="wikitable" style="text-align: center;"<br />
! colspan="4" | Shrine buffs<br />
|-<br />
| Icon<br />
| Name<br />
| Effect<br />
| Duration<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=48px|width=48px|height=48px}}<br />
| Protective Powers<br />
| -50% damage taken<br />
| 10 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=0px|width=48px|height=48px}}<br />
| Incredible Strength<br />
| x2 overall damage <br />
| 5 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=48px|width=48px|height=48px}}<br />
| Greater Insight<br />
| +100% experience<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=0px|width=48px|height=48px}}<br />
| Vigorous Restoration<br />
| 20 HP a second<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=96px|y=0px|width=48px|height=48px}}<br />
| Endless Potential<br />
| Free skills<br />
| 4 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=0px|width=48px|height=48px}}<br />
| Gold Fever<br />
| +100% Gold gain<br />
| 15 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=144px|width=48px|height=48px}}<br />
| Rapid Blows<br />
| +50% Primary attack speed<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=240px|width=48px|height=48px}}<br />
| Sundering Strikes<br />
| Ignore 50% of enemy Armor and Resistance<br />
| 8 minutes<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=96px|width=48px|height=48px}}<br />
| Nimble Limbs<br />
| +50% movement speed (Arena only)<br />
| 30 seconds<br />
|-<br />
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}<br />
| Fortuitous Events<br />
| +5 Luck<br />
| 8 minutes<br />
|}<br />
<br />
==Imps [[File:imp.gif]]==<br />
Imps will show up in the dungeon at random times. After they have appeared they will stay for 2 minutes before leaving. If you are able to get to them before they leave they will reward you with one of the following options.<br />
*Send your gold to town tax free.<br />
*Refill your potions. Only when you don't have a full potion.<br />
*Give you some gold. The amount received increases in later acts.<br />
*Give you some ore. The amount received increases in later acts.<br />
*Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.<br />
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.<br />
*Give you a random item of any rarity.<br />
*[[File:PoP.png|link=]] Remove all of your curses. Only happens when you have any curses.<br />
<br />
==Shops==<br />
[[File:Shop3.jpg|200px|frameless|right]]<br />
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 [[Acts|Act]]. <br><br />
Each shop has a baseline of 5 items and can be expanded by 2 if you have found a [[Items#fancy_plume|Fancy Plume]] or have the Abundant Shops fortune from the [[Fountain]]. <br><br />
These can both stack. At any given shop you can only purchase 3 of the items shown.<br />
<br />
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%.<br />
<br />
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.<br />
<br />
*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.<br />
<br />
==Graveyard==<br />
[[File:Graveyard.jpg|180px|frameless|right]]<br />
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.<br />
<br />
[[Acts#Act_6.2C_The_Battlements|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.<br />
<br />
==Portals and Red Rooms [[File:teleporter.gif]]==<br />
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.<br />
<br />
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.<br />
<br />
What happens when I go in?<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
Once the cube is destroyed, every enemy in the room is killed instantly.<br />
<br />
Beating a Red Room for the first time and picking up the sphere where the cube was will unlock [[Combat#Combo|combo]] for your entire guild.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=File:Monolith_Buffs.png&diff=1889File:Monolith Buffs.png2019-04-25T04:11:07Z<p>Playmoarnow: Seeing if a reupload does anything</p>
<hr />
<div>Seeing if a reupload does anything</div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Encounters&diff=1886Encounters2019-04-24T23:37:23Z<p>Playmoarnow: /* Monoliths File:monolith.gif */ got images, i hope?</p>
<hr />
<div>The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.<br />
<br />
==Elevators==<br />
[[File:Elevator.jpg|130px|frameless|right]]<br />
Using an elevator will allow you to send your money and ore back to town. [[Money]] is [[Town_Hall#Tax_Rate_Explained|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.<br />
<br />
<br />
==Springs [[File:springs.png]]==<br />
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.<br><br />
The only guaranteed spring in the game is directly before [[Acts#Act_5.2C_The_Chambers|Thundersnow]] on floor 3 of act 5 and the bonus rooms.<br />
<br />
==Monoliths [[File:monolith.gif]]==<br />
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.<br><br />
Greater Insight cannot be gotten when you are at the max level you can reach in that run.<br />
{| class="wikitable" style="text-align: center;"<br />
! colspan="4" | Shrine buffs<br />
|-<br />
| Icon<br />
| Name<br />
| Effect<br />
| Duration<br />
|-<br />
| {{#sprite:file=File:Icons_buffs.png|column=1|row=1}}<br />
| Protective Powers<br />
| -50% damage taken<br />
| 10 minutes<br />
|-<br />
| {{#sprite:file=File:Icons_buffs.png|column=3|row=0}}<br />
| Incredible Strength<br />
| x2 overall damage <br />
| 5 minutes<br />
|-<br />
| {{#sprite:file=File:Icons_buffs.png|column=0|row=1}}<br />
| Greater Insight<br />
| +100% experience<br />
| 15 minutes<br />
|-<br />
| {{#sprite:file=File:Icons_buffs.png|column=1|row=0}}<br />
| Vigorous Restoration<br />
| 20 HP a second<br />
| 8 minutes<br />
|-<br />
| {{#sprite:file=File:Icons_buffs.png|column=2|row=0}}<br />
| Endless Potential<br />
| Free skills<br />
| 4 minutes<br />
|-<br />
| {{#sprite:file=File:Icons_buffs.png|column=4|row=0}}<br />
| Gold Fever<br />
| +100% Gold gain<br />
| 15 minutes<br />
|-<br />
| {{#sprite:file=File:Icons_buffs.png|column=1|row=3}}<br />
| Rapid Blows<br />
| +50% Primary attack speed<br />
| 8 minutes<br />
|-<br />
| {{#sprite:file=File:Icons_buffs.png|column=0|row=5}}<br />
| Sundering Strikes<br />
| Ignore 50% of enemy Armor and Resistance<br />
| 8 minutes<br />
|-<br />
| {{#sprite:file=File:Icons_buffs.png|column=3|row=2}}<br />
| Nimble Limbs<br />
| +50% movement speed<br />
| 8 minutes<br />
|-<br />
| {{#sprite:file=File:Icons_buffs.png|column=4|row=3}}<br />
| Fortuitous Events<br />
| +5 Luck<br />
| 8 minutes<br />
|}<br />
<br />
==Imps [[File:imp.gif]]==<br />
Imps will show up in the dungeon at random times. After they have appeared they will stay for 2 minutes before leaving. If you are able to get to them before they leave they will reward you with one of the following options.<br />
*Send your gold to town tax free.<br />
*Refill your potions. Only when you don't have a full potion.<br />
*Give you some gold. The amount received increases in later acts.<br />
*Give you some ore. The amount received increases in later acts.<br />
*Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.<br />
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.<br />
*Give you a random item of any rarity.<br />
*[[File:PoP.png|link=]] Remove all of your curses. Only happens when you have any curses.<br />
<br />
==Shops==<br />
[[File:Shop3.jpg|200px|frameless|right]]<br />
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 [[Acts|Act]]. <br><br />
Each shop has a baseline of 5 items and can be expanded by 2 if you have found a [[Items#fancy_plume|Fancy Plume]] or have the Abundant Shops fortune from the [[Fountain]]. <br><br />
These can both stack. At any given shop you can only purchase 3 of the items shown.<br />
<br />
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%.<br />
<br />
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.<br />
<br />
*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.<br />
<br />
==Graveyard==<br />
[[File:Graveyard.jpg|180px|frameless|right]]<br />
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.<br />
<br />
[[Acts#Act_6.2C_The_Battlements|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.<br />
<br />
==Portals and Red Rooms [[File:teleporter.gif]]==<br />
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.<br />
<br />
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.<br />
<br />
What happens when I go in?<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
Once the cube is destroyed, every enemy in the room is killed instantly.<br />
<br />
Beating a Red Room for the first time and picking up the sphere where the cube was will unlock [[Combat#Combo|combo]] for your entire guild.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Pyramid_of_Prophecy&diff=1884Pyramid of Prophecy2019-04-23T07:14:51Z<p>Playmoarnow: link</p>
<hr />
<div>=Spoilers=<br />
This page may contain spoilers regarding the Heroes of Hammerwatch [https://store.steampowered.com/app/1015030/Pyramid_of_Prophecy/ DLC]. Continue on if you have already seen these bosses or do not mind spoilers.<br />
=Overview=<br />
<br />
==[[Statues|Statue]] Blueprints==<br />
[[File:StatueBlueprints.jpg|frame|right|From left to right: Bolgarth, Calis, Cedric, Ewran, Kyra, Ozreth, Phalarath, Wylmir]]<br />
Statues and their blueprints are new with the DLC and give the player extra bonuses during their attempts at killing [[Acts#Act_6.2C_The_Battlements|Thundersnow]] or Nerys. They cost increasing amounts of [[Money#Ore|Ore]] to upgrade and act as an infinite ore sink so long as the player can continue to get higher and higher level blueprints to upgrade their statues. The blueprints (orange in color) appear on any act and floor in the Pyramid of Prophecy campaign, however unlike blueprints for the [[Magic Anvil]] statue blueprints don't appear for every player, nor are the blueprints the same statue or tier. They are entirely individual, so keep a look out on the map for your own blueprints when playing in multiplayer as no one can help you look for them.<br />
<br />
The blueprints do indicate what statue they upgrade, but because of the small image, it can be difficult to tell at a glance.<br />
<br />
State blueprint tiers generally up to 3 levels above the [[New Game Plus|New Game]] level the player is on can be obtained. While not impossible to get higher levels, the chance is slim to none. This encourages the player to continue delving into the pyramid at higher difficulties.<br />
<br />
==Sarcophagi==<br />
The player will occasionally run into a sarcophagus that they can plunder. The sarcophagus acts like a "free" shop, containing 5 items no matter what and the player can pick and choose what they want from it. The game will pause in single player when interacting with a sarcophagus.<br />
<br />
When the player picks the [[Items|items]] they want (skipping the sarcophagus is allowed) they will be given Curse based on what items they took. the more items they pick the more curse they will get give, with Epic items being worth 51 curse, Rare 16 (2 rares are worth 51), Uncommon 4 (2 uncommmon are 11), and Common 1. The values of the curse given grow exponentially the more items the player takes, and care should be taken to manage how much curse the player contracts as it will cause problems for the player the more curse they have.<br />
<br />
==Curse==<br />
Curse is a new mechanic that was introduced with the DLC, and is exclusive to the Pyramid campaign. It increases the chance that the player will entirely miss an attack and that any damage the player takes will be a critical hit, dealing (200+curse)% damage to the player. At lower amounts, curses can be negligible as they player still hits often enough, and unless a pyramid trap (rolling boulder or falling pillar) gets crit the player rarely has to worry about the curses. The rate at which the player loses accuracy slows the more curse the player gets, but can continue all the way to 100%. The only way to reach a curse this high is to sit on a trap that gives curse or let one of the [[Undead|Big Mummy]] miniboss or [[Pyramid of Prophecy#Queen Iris|Queen Iris]] attack the player for a long time.<br />
<br />
===Reducing Curse===<br />
The main method of reducing curse is by rousing the dijnn found in Midway, and the [[Pyramid of Prophecy#Act_3.2C_Upper Pyramid|Upper Pyramid]]. The dijnn in Midway reduces curse by 3, on act 3 floor 1 by 5, floor 2 by 7, and floor 3 by 9. There are random numbers of dijnn on the floors in act 3. More on the dijnn in the [[Pyramid of Prophecy#Semblance|Semblance]] section.<br />
<br />
The next way to reduce curse are by picking up honey bottles and the [[Encounters#Imps|Imp]]. These lower the player's curse by 1, and every bottle is individual like items, where if one player picks up a bottle, a different player can still pick it up, so that there is no fighting over who gets the bottles. <br />
<br />
Another way to remove curse is with the [[Encounters#Imps|Imp]]. The Imp has a chance, so long as the player has any curse (visible or not) to remove '''ALL''' of the player's curse.<br />
<br />
The last way to lower the player's curse is by obtaining items from the [[Items#queens_radiance|Queens Radiance]] set. This set raises the 0 point for your curses, allowing you to have negative curses. Having curses below 0 does not grand any benefits besides having 0 curse, and ability to take extra curse at no determent until the player reaches the number of curses reduced by the set bonus.<br />
<br />
=Act 1, Desert=<br />
Before you can enter the pyramid, you have to get there first. To reach the pyramid you will have to travel through 3 large desert maps, each with a shop that you can buy a map piece and one item from. The map piece is the same for everyone in multiplayer, so only 1 person should buy it.<br />
<br />
The map piece dictates which way is the safest to travel through. This path is the only path that will not spawn a great threat when you enter the map. Unlike in the [[Acts|Forsaken Tower]] the great threat in the desert will never end so long as you're in the map. It spawns a few sandstorms that follow the player around and will slow the player down if they get too close to it. Additionally they summmon [[Aberrations|sand elementals]] that charge at you and deal contact damage. In NG2(?) if they collide with the player, the player get stunned for a moment. If there are many elementals hitting the player in turn, the player can be in a state of near stun-lock.<br />
[[File:DesertPatterns.jpg|frame|right|The different desert patterns]]<br />
The desert also has its own summons as the player walks through it. While moving through the desert, your footsteps occasionally rouse a group of [[Beasts|snakes]], [[Beasts|scorpions]], or [[Aberrations|sand lurkers]] to appear right under the player. These enemies will never stop following the player, so long as they can reach the area the player is in. If a scorpion group appears, it has a chance to contain [[Beasts|massive scorpion]] that acts as the miniboss of this act. They can drop keys up to Ace, and have a chance to drop items. The sand lurkers have a chance to drop small blue [[Money|diamonds]] and [[Money#Ore|Ore]] when they die, and the quicksand they appear from will slow the player down if they walk into it.<br />
<br />
The desert also contains many spawners all over the map that cannot be killed like the ones in the tower, however they will stop spawning enemies after 5 to 8 spawned enemies are killed.<br />
<br />
Occasionally there will be a [[Pyramid of Prophecy#Sarcophagi|sarcophagus]] in the desert.<br />
<br />
Lastly, on one of the areas in the desert there will be a pattern in the ground. This pattern should be remembered for Act 2, as it will be used there.<br />
<br />
==Boss, The Giant Crustworm==<br />
Enemy type: [[Beasts|Beast]]<br><br />
<br />
The Giant Crustworm is a reference to the giant sandworms from the book Dune. The crustworm continuously moves as long as it is not spitting rocks and takes significantly less damage when its body is being hit instead of the head. The long the fight goes on, the more enemies will appear to aid the worm along with quicksand spawners. As an added effect, skeletons are occasionally dug up to show that the player would not be the first person to fall victim to the crustworm.<br />
<br />
The crustworm always starts out by circling the player one or twice before surfacing halfway. While the worm is underground it is unhittable however the segments that appear during his time above ground remain for a while before sinking back into the sand. If the player is hit by the head, bitten by the worm, significant damage will be dealt. The head in this state is much weaker than the body, but it puts the player at risk of getting bit if they attempt to hit it with a melee character. As an additional risk, the worm is able to completely surround the player with its segments, trapping them in the middle for some time until the segments sink back into the ground.<br />
<br />
The other attack the crustworm has is that only his head will appear and he will spit out boulders that fall on the player similar to the spikes dropped by the [[Acts#Act_1.2C_The_Mines|Stone Guardian]] but with a smaller AoE. This is when the worm is weakest as he is not moving around and does not fight back other than the rocks he spits. After about 10 seconds he will burrow back into the ground and the fight continues. Which attack he uses is random, and he can do one or the other many times in a row.<br />
<br />
The reward for beating the boss is found in Midway, after dropping down the hole that has now appear at the top of the area.<br />
<br />
=Midway=<br />
After dropping into the sunken pyramid, the player is in an area called Midway. They will appear back here after defeating Queen Iris as well. It is highly advantageous for the player to have the [[Fountain]] fortune "Glass Walks" active, as it allows access to the treasures in Midway.<br />
<br />
Rarely an Ace key can appear on the left side of the bridge near the [[Encounters#Springs|Well]]. This key is unreachable when you reach Midway the second time, yet can still appear.<br />
<br />
The second time the player arrives in Midway, they will be able to go to a large pile of money and ore at the top side of the map past some cursed tiles that give 1 curse every half second the player is on an active tile. If glass walks is active they can also obtain another pile of gold and money on the south side. In that south room with the money, there is a secret room crack that will take the player to another glass walk ending with a random key up to gold. This key is not always the same one that you see when falling into midway the first time via the Old Map.<br />
<br />
There is a fountain in Midway on your second arrival.<br />
<br />
To leave Midway the second time, you must interact with the dijnn, summoning 3 other dijnn that will fight you. Enter the rift to Semblance after the dijnn are dead or immediately as the summoned dijnn do not have to be killed to enter the rift. All players must be next to the same rift to enter Semblance. This holds for all Upper Pyramid rifts as well. <br />
<br />
<br />
=Act 2, Lower Pyramid=<br />
The second act consists of many undead, snakes, and spiders along with rolling boulders and crushing pillars. The latter two appear only in rooms with chests in them. <br />
<br />
The miniboss of this floor is a Big Mummy that will shoot skulls that fly back and forth similar to the medusa skulls from the Castlevania series. If these skulls hit a player, they will receive 2 curse and take no damage. The Big Mummies also have a corrupt breath attack that acts like the [[Wizard|Wizard's]] flamethrower. It deals small bits of damage very quickly. On NG+1 being near the Big Mummy will cause the player to become corrupted, similar to the [[Items#spreading_corruption|Spreading Corruption]] rare item. This effect goes away once the mummy is dead or the player gets far enough away. While corrupted the player will take twice(?) the damage they would take otherwise. On NG+2 the Big Mummies will leave behind a curse circle that will give the player 2 curse should they stand within it for too long, similar to the summoning circles found on the [[Acts#Act_4.2C_The_Archives|Archives]].<br />
[[File:DesertInput.jpg|frameless|200px|right]]<br />
While traveling around the floor, you may run into curse circles on the ground or rolling boulders in hallways that attempt to harm the player. These will be removed if the player activates the Safe Corridors [[Fountain]] fortune.<br />
<br />
The chests in this act and the next are often hidden behind floor buttons and only appear once all of them have been pressed. Many traps consist of multiple buttons that have to all be pushed to get the chest, and the trap will expand itself as the buttons are pressed. Some of these buttons will have a trap directly next to them, and if the player isn't quick on their feet they may get hit by it. No traps in the pyramid are able to be disabled, however most do not require all players to traverse the entire trap thus it is usually unnecessary to send more than one or two people into the same trap to complete it.<br />
<br />
Some traps have cursed tiles, and when the player steps on them while they are active they will receive 1 curse every half a second. <br />
<br />
The rolling boulders and falling pillars do the same amount of damage: 200 [[Combat#Damage_Types|Physical]] base. It is advised to take the Gentle Traps fortune if you don't have the utmost confidence that you will be able to dodge every boulder and pillar.<br />
<br />
Lastly on one of the floors there will be a room to input the image found in act 1. The reward from this is random and can go all the way up to legendary. You cannot make a single mistake however or you will receive nothing. It looks like the image on the right.<br />
<br />
<br />
==Boss, Queen Iris==<br />
Enemy type: [[Undead]]<br />
<br />
Queen iris can be troublesome if you lack the damage to take her down quickly. She is able to stomp the players near her for significant damage(150+?) and continuously summons snakes to attack the player through the fight. These snakes, a mix of Asps and Mambas. The Asps fire a poison laser at the current player position while the Mambas chase the player.<br />
<br />
Queen Iris will occasionally fire two cursed skulls at the player. For melee characters if you are directly behind or in front of the queen while she prepares this attack they skulls will initially fly past you, but quickly turn around to hit you. Each of these skulls applies 5 curse to the player and if the fight is prolonged, without careful dodging the player can find themselves quickly racking up curses. These curses remain on the player after the fight.<br />
<br />
If the player is too far away from Queen Iris she will charge the player, stomping the location that they were previously at. If there are cursed skulls flying around the room they usually end up right where she charged to, as both are chasing you, leading to melee characters often having difficulty reaching the queen while dodging the skulls.<br />
<br />
Lastly, Queen Iris will fire a huge swarm of bugs at the player. These bugs are not listed in the [[Bestiary]] and appear to switch from projectile to enemy after traveling a certain distance from the player. While acting like a projectile they deal a rapid burst of small damage hits, similar to the Big Mummies faced before. If the player doesn't get hit with all of the swarms they will come back to attack the player like a bat. They block attacks just like any other enemy but can be dodged just by moving around.<br />
<br />
Once the queen is dead, the pillars on the sides will rise and the player can pick up their reward on the left. There is never anything on the right except for some coins and pots.<br />
<br />
=Semblance=<br />
Semblance is the world that the dijnn originated from, and when the player enters the world they will appear on a purple sphere, with more appearing in the background. While the player resides in Semblance dijnn will appear to fight the player. The amount of dijnn that appear is dependent on the number of rifts that were opened in the previous floor. The greater the number of rifts, the more dijnn will spawn.<br />
<br />
If the player has enough movement speed (around 3.0) they can walk in circles around the edge of their Semblance platform and avoid most attacks.<br />
<br />
After about 30 seconds the player will automatically be sent out of Semblance and onto the next floor. The timer for this is denoted by radiating waves from the center of the platform. While the player is teleporting they take no damage.<br />
<br />
=Act 3, Upper Pyramid=<br />
The final act of the Pyramid of Prophecy consist of very large, ornate floors that have a lot of gold and ore scattered around. It is common to obtain well over 200k in this act alone.<br />
<br />
One of the notable features on the floor are various number of meditating dijnn around the floor. The amount ranges from 1 to over 5 and is completely random. If the player interacts with one of them, they can open a rift to Semblance This summons a great threat which is a group of 5 dijnn from every opened rift. They will teleport to the player if they are too far away. Rousing a dijnn will remove 5, 7, or 9 curses depending on what floor the player is on. If you have 0 curses and rouse a dijnn, you do not go negative unless you have the Queens Radiance set effect, but only up to the set's maximum reduction for the pieces you have at that point. If the player takes too long (4 minutes) to reach every dijnn, a great threat will be summoned, and if there are any dijnn that haven't been roused yet, one of them at random will be roused without the player getting the curse reduction effect.<br />
<br />
Every floor in the Upper Pyramid also contains a sarcophagus. The player is encouraged to take items from them as they have a readily available source of curse reduction in the form of meditating dijnn.<br />
<br />
The miniboss of this act are [[Constructs|Sentinel High Priests]] and are often accompanied by other sentinels. They start out as inanimate statues and will animate after a random amount of time of the player being nearby. The regular sentinels come in a melee and ranged variety, the melee ones will charge the player like a spearman undead. The High Priests will fire off snake beams that deal magical damage, and can also fire off 12(?) beams in a circular pattern. These beams have a chance of becoming snakes themselves when they hit a wall close enough to the player. All types of sentinels are able to drop ore and small golden diamonds. If the player is min-maxing the floors, they should take the time to kill all of the sentinels on the floor for extra ore and money. All sentinels will chase the player across the floor without end like the ambushes from act 1.<br />
<br />
The towers on this floor are Sun Prisms and fire at the current location of the player in a prolonged beam that deals very rapid magic damage. Every 4 attacks the prism will fire off 16(?) beams that persist for a few seconds and have infinite(?) range. The player can be downed very quickly by these beams and caution should be taken when engaging the tower. Toppled Towers fortune will almost completely remove these towers, with only ones activated by taking items from a sarcophagi still appearing with the fortune.<br />
<br />
Two additional hazards on the floor are molten canals that fill with lava for some time before turning off. These will continue cycling on and off forever and the hazard deals 100(?) magical damage to the player. every half second they are on it. The other hazards are only found in the chest rooms and are sun beams from walls. They too turn on and off on cycles and deal less damage than the Sum Prism beams, but will hit the player just as rapidly.<br />
<br />
All of the traps in this act are able to be done perfectly by any character, but significant waiting for cycles to sync up may be needed if the player seeks to not get hit at all, thus taking a hit here or there to speed up the looting process should be expected.<br />
<br />
==Boss, Nerys==<br />
Enemy type: [[Aberrations|Aberration]]<br />
<br />
The final boss, Nerys, is a powerful dijnn that took control of another dijnn, Nimbus, long ago and was trapped at the top of the pyramid as punishment. He wields many powerful attacks and can quickly kill the player if they are not prepared for his attacks.<br />
<br />
Nerys will always start out by attacking with his sword. When he attacks with it, fire waves will shoot out in the direction he swung. These do moderate damage, but are very fast and will boomerang back towards the player, all waves from the same swing converging at the same spot, and will leave a circle of fire on the ground. The further into the fight the player is, the more fire waves will be summoned, with 7(?) being summoned once Nerys reaches 25% hp the first time.<br />
<br />
Every so often Nerys will teleport to a different location in the arena, often close to an edge. This can be somewhat problematic for melee characters as the red mist around the arena will fire at the player if they get too close to the edge, applying bleeding to the player. Right after Nerys teleports, he will fire off black orbs in all directions that break armor if they player gets hit by them and when they land they will summon an X of fire that deals magic damage and lasts for about 10(?) seconds before disappearing.<br />
<br />
It should be noted that Nerys moves similarly to a Lich in that he will continually back away from the player, so getting between him and the edge of the room is effective in keeping him closer to the middle.<br />
<br />
When Nerys reaches 75%, 50%, and 25% HP he will heal up to 50% of his max life if the player is not able to deal enough damage to stop further healing. During his heal he will summon other dijnn to fight the player, along with creating large purple orbs in a circular wave that deal very high damage to any players within them when they burst. This wave starts with one orb directly under him, and continues to radiate outwards before repeating. There IS enough space for a melee character to be directly next to Nerys after the first orb bursts without being hit by the second circle of orbs. Additionally these orbs apply resistance break to the player for a few seconds(???).<br />
<br />
=Rewards=<br />
Along with the regular gold and ore the player receives, when the player defeats Nerys, Nimbus is freed and is eternally indebted to you. To show his thanks, he now resides within the player's potion and will come out for 30 seconds plus 2 for every PoP NG+ level the player has beaten on that character. Nimbus deals 60 magical damage +10 per NG+ beaten and attacks just like the Sphere Dijnn.<br />
<br />
Additionally the player will receive 10 [[Leveling_Up#Skill_Stars|Skill Stars]] for each NG level they beat the pyramid on.<br />
<br />
While not directly from the PoP campaign, the player can also acquire statue blueprints if they are at the correct NG+ level for obtaining statue blueprints outlined at the top of the page or on the [[Statues]] page.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Pyramid_of_Prophecy&diff=1883Pyramid of Prophecy2019-04-23T07:12:25Z<p>Playmoarnow: basenav</p>
<hr />
<div>=Spoilers=<br />
This page may contain spoilers regarding the Heroes of Hammerwatch DLC. Continue on if you have already seen these bosses or do not mind spoilers.<br />
=Overview=<br />
<br />
==[[Statues|Statue]] Blueprints==<br />
[[File:StatueBlueprints.jpg|frame|right|From left to right: Bolgarth, Calis, Cedric, Ewran, Kyra, Ozreth, Phalarath, Wylmir]]<br />
Statues and their blueprints are new with the DLC and give the player extra bonuses during their attempts at killing [[Acts#Act_6.2C_The_Battlements|Thundersnow]] or Nerys. They cost increasing amounts of [[Money#Ore|Ore]] to upgrade and act as an infinite ore sink so long as the player can continue to get higher and higher level blueprints to upgrade their statues. The blueprints (orange in color) appear on any act and floor in the Pyramid of Prophecy campaign, however unlike blueprints for the [[Magic Anvil]] statue blueprints don't appear for every player, nor are the blueprints the same statue or tier. They are entirely individual, so keep a look out on the map for your own blueprints when playing in multiplayer as no one can help you look for them.<br />
<br />
The blueprints do indicate what statue they upgrade, but because of the small image, it can be difficult to tell at a glance.<br />
<br />
State blueprint tiers generally up to 3 levels above the [[New Game Plus|New Game]] level the player is on can be obtained. While not impossible to get higher levels, the chance is slim to none. This encourages the player to continue delving into the pyramid at higher difficulties.<br />
<br />
==Sarcophagi==<br />
The player will occasionally run into a sarcophagus that they can plunder. The sarcophagus acts like a "free" shop, containing 5 items no matter what and the player can pick and choose what they want from it. The game will pause in single player when interacting with a sarcophagus.<br />
<br />
When the player picks the [[Items|items]] they want (skipping the sarcophagus is allowed) they will be given Curse based on what items they took. the more items they pick the more curse they will get give, with Epic items being worth 51 curse, Rare 16 (2 rares are worth 51), Uncommon 4 (2 uncommmon are 11), and Common 1. The values of the curse given grow exponentially the more items the player takes, and care should be taken to manage how much curse the player contracts as it will cause problems for the player the more curse they have.<br />
<br />
==Curse==<br />
Curse is a new mechanic that was introduced with the DLC, and is exclusive to the Pyramid campaign. It increases the chance that the player will entirely miss an attack and that any damage the player takes will be a critical hit, dealing (200+curse)% damage to the player. At lower amounts, curses can be negligible as they player still hits often enough, and unless a pyramid trap (rolling boulder or falling pillar) gets crit the player rarely has to worry about the curses. The rate at which the player loses accuracy slows the more curse the player gets, but can continue all the way to 100%. The only way to reach a curse this high is to sit on a trap that gives curse or let one of the [[Undead|Big Mummy]] miniboss or [[Pyramid of Prophecy#Queen Iris|Queen Iris]] attack the player for a long time.<br />
<br />
===Reducing Curse===<br />
The main method of reducing curse is by rousing the dijnn found in Midway, and the [[Pyramid of Prophecy#Act_3.2C_Upper Pyramid|Upper Pyramid]]. The dijnn in Midway reduces curse by 3, on act 3 floor 1 by 5, floor 2 by 7, and floor 3 by 9. There are random numbers of dijnn on the floors in act 3. More on the dijnn in the [[Pyramid of Prophecy#Semblance|Semblance]] section.<br />
<br />
The next way to reduce curse are by picking up honey bottles and the [[Encounters#Imps|Imp]]. These lower the player's curse by 1, and every bottle is individual like items, where if one player picks up a bottle, a different player can still pick it up, so that there is no fighting over who gets the bottles. <br />
<br />
Another way to remove curse is with the [[Encounters#Imps|Imp]]. The Imp has a chance, so long as the player has any curse (visible or not) to remove '''ALL''' of the player's curse.<br />
<br />
The last way to lower the player's curse is by obtaining items from the [[Items#queens_radiance|Queens Radiance]] set. This set raises the 0 point for your curses, allowing you to have negative curses. Having curses below 0 does not grand any benefits besides having 0 curse, and ability to take extra curse at no determent until the player reaches the number of curses reduced by the set bonus.<br />
<br />
=Act 1, Desert=<br />
Before you can enter the pyramid, you have to get there first. To reach the pyramid you will have to travel through 3 large desert maps, each with a shop that you can buy a map piece and one item from. The map piece is the same for everyone in multiplayer, so only 1 person should buy it.<br />
<br />
The map piece dictates which way is the safest to travel through. This path is the only path that will not spawn a great threat when you enter the map. Unlike in the [[Acts|Forsaken Tower]] the great threat in the desert will never end so long as you're in the map. It spawns a few sandstorms that follow the player around and will slow the player down if they get too close to it. Additionally they summmon [[Aberrations|sand elementals]] that charge at you and deal contact damage. In NG2(?) if they collide with the player, the player get stunned for a moment. If there are many elementals hitting the player in turn, the player can be in a state of near stun-lock.<br />
[[File:DesertPatterns.jpg|frame|right|The different desert patterns]]<br />
The desert also has its own summons as the player walks through it. While moving through the desert, your footsteps occasionally rouse a group of [[Beasts|snakes]], [[Beasts|scorpions]], or [[Aberrations|sand lurkers]] to appear right under the player. These enemies will never stop following the player, so long as they can reach the area the player is in. If a scorpion group appears, it has a chance to contain [[Beasts|massive scorpion]] that acts as the miniboss of this act. They can drop keys up to Ace, and have a chance to drop items. The sand lurkers have a chance to drop small blue [[Money|diamonds]] and [[Money#Ore|Ore]] when they die, and the quicksand they appear from will slow the player down if they walk into it.<br />
<br />
The desert also contains many spawners all over the map that cannot be killed like the ones in the tower, however they will stop spawning enemies after 5 to 8 spawned enemies are killed.<br />
<br />
Occasionally there will be a [[Pyramid of Prophecy#Sarcophagi|sarcophagus]] in the desert.<br />
<br />
Lastly, on one of the areas in the desert there will be a pattern in the ground. This pattern should be remembered for Act 2, as it will be used there.<br />
<br />
==Boss, The Giant Crustworm==<br />
Enemy type: [[Beasts|Beast]]<br><br />
<br />
The Giant Crustworm is a reference to the giant sandworms from the book Dune. The crustworm continuously moves as long as it is not spitting rocks and takes significantly less damage when its body is being hit instead of the head. The long the fight goes on, the more enemies will appear to aid the worm along with quicksand spawners. As an added effect, skeletons are occasionally dug up to show that the player would not be the first person to fall victim to the crustworm.<br />
<br />
The crustworm always starts out by circling the player one or twice before surfacing halfway. While the worm is underground it is unhittable however the segments that appear during his time above ground remain for a while before sinking back into the sand. If the player is hit by the head, bitten by the worm, significant damage will be dealt. The head in this state is much weaker than the body, but it puts the player at risk of getting bit if they attempt to hit it with a melee character. As an additional risk, the worm is able to completely surround the player with its segments, trapping them in the middle for some time until the segments sink back into the ground.<br />
<br />
The other attack the crustworm has is that only his head will appear and he will spit out boulders that fall on the player similar to the spikes dropped by the [[Acts#Act_1.2C_The_Mines|Stone Guardian]] but with a smaller AoE. This is when the worm is weakest as he is not moving around and does not fight back other than the rocks he spits. After about 10 seconds he will burrow back into the ground and the fight continues. Which attack he uses is random, and he can do one or the other many times in a row.<br />
<br />
The reward for beating the boss is found in Midway, after dropping down the hole that has now appear at the top of the area.<br />
<br />
=Midway=<br />
After dropping into the sunken pyramid, the player is in an area called Midway. They will appear back here after defeating Queen Iris as well. It is highly advantageous for the player to have the [[Fountain]] fortune "Glass Walks" active, as it allows access to the treasures in Midway.<br />
<br />
Rarely an Ace key can appear on the left side of the bridge near the [[Encounters#Springs|Well]]. This key is unreachable when you reach Midway the second time, yet can still appear.<br />
<br />
The second time the player arrives in Midway, they will be able to go to a large pile of money and ore at the top side of the map past some cursed tiles that give 1 curse every half second the player is on an active tile. If glass walks is active they can also obtain another pile of gold and money on the south side. In that south room with the money, there is a secret room crack that will take the player to another glass walk ending with a random key up to gold. This key is not always the same one that you see when falling into midway the first time via the Old Map.<br />
<br />
There is a fountain in Midway on your second arrival.<br />
<br />
To leave Midway the second time, you must interact with the dijnn, summoning 3 other dijnn that will fight you. Enter the rift to Semblance after the dijnn are dead or immediately as the summoned dijnn do not have to be killed to enter the rift. All players must be next to the same rift to enter Semblance. This holds for all Upper Pyramid rifts as well. <br />
<br />
<br />
=Act 2, Lower Pyramid=<br />
The second act consists of many undead, snakes, and spiders along with rolling boulders and crushing pillars. The latter two appear only in rooms with chests in them. <br />
<br />
The miniboss of this floor is a Big Mummy that will shoot skulls that fly back and forth similar to the medusa skulls from the Castlevania series. If these skulls hit a player, they will receive 2 curse and take no damage. The Big Mummies also have a corrupt breath attack that acts like the [[Wizard|Wizard's]] flamethrower. It deals small bits of damage very quickly. On NG+1 being near the Big Mummy will cause the player to become corrupted, similar to the [[Items#spreading_corruption|Spreading Corruption]] rare item. This effect goes away once the mummy is dead or the player gets far enough away. While corrupted the player will take twice(?) the damage they would take otherwise. On NG+2 the Big Mummies will leave behind a curse circle that will give the player 2 curse should they stand within it for too long, similar to the summoning circles found on the [[Acts#Act_4.2C_The_Archives|Archives]].<br />
[[File:DesertInput.jpg|frameless|200px|right]]<br />
While traveling around the floor, you may run into curse circles on the ground or rolling boulders in hallways that attempt to harm the player. These will be removed if the player activates the Safe Corridors [[Fountain]] fortune.<br />
<br />
The chests in this act and the next are often hidden behind floor buttons and only appear once all of them have been pressed. Many traps consist of multiple buttons that have to all be pushed to get the chest, and the trap will expand itself as the buttons are pressed. Some of these buttons will have a trap directly next to them, and if the player isn't quick on their feet they may get hit by it. No traps in the pyramid are able to be disabled, however most do not require all players to traverse the entire trap thus it is usually unnecessary to send more than one or two people into the same trap to complete it.<br />
<br />
Some traps have cursed tiles, and when the player steps on them while they are active they will receive 1 curse every half a second. <br />
<br />
The rolling boulders and falling pillars do the same amount of damage: 200 [[Combat#Damage_Types|Physical]] base. It is advised to take the Gentle Traps fortune if you don't have the utmost confidence that you will be able to dodge every boulder and pillar.<br />
<br />
Lastly on one of the floors there will be a room to input the image found in act 1. The reward from this is random and can go all the way up to legendary. You cannot make a single mistake however or you will receive nothing. It looks like the image on the right.<br />
<br />
<br />
==Boss, Queen Iris==<br />
Enemy type: [[Undead]]<br />
<br />
Queen iris can be troublesome if you lack the damage to take her down quickly. She is able to stomp the players near her for significant damage(150+?) and continuously summons snakes to attack the player through the fight. These snakes, a mix of Asps and Mambas. The Asps fire a poison laser at the current player position while the Mambas chase the player.<br />
<br />
Queen Iris will occasionally fire two cursed skulls at the player. For melee characters if you are directly behind or in front of the queen while she prepares this attack they skulls will initially fly past you, but quickly turn around to hit you. Each of these skulls applies 5 curse to the player and if the fight is prolonged, without careful dodging the player can find themselves quickly racking up curses. These curses remain on the player after the fight.<br />
<br />
If the player is too far away from Queen Iris she will charge the player, stomping the location that they were previously at. If there are cursed skulls flying around the room they usually end up right where she charged to, as both are chasing you, leading to melee characters often having difficulty reaching the queen while dodging the skulls.<br />
<br />
Lastly, Queen Iris will fire a huge swarm of bugs at the player. These bugs are not listed in the [[Bestiary]] and appear to switch from projectile to enemy after traveling a certain distance from the player. While acting like a projectile they deal a rapid burst of small damage hits, similar to the Big Mummies faced before. If the player doesn't get hit with all of the swarms they will come back to attack the player like a bat. They block attacks just like any other enemy but can be dodged just by moving around.<br />
<br />
Once the queen is dead, the pillars on the sides will rise and the player can pick up their reward on the left. There is never anything on the right except for some coins and pots.<br />
<br />
=Semblance=<br />
Semblance is the world that the dijnn originated from, and when the player enters the world they will appear on a purple sphere, with more appearing in the background. While the player resides in Semblance dijnn will appear to fight the player. The amount of dijnn that appear is dependent on the number of rifts that were opened in the previous floor. The greater the number of rifts, the more dijnn will spawn.<br />
<br />
If the player has enough movement speed (around 3.0) they can walk in circles around the edge of their Semblance platform and avoid most attacks.<br />
<br />
After about 30 seconds the player will automatically be sent out of Semblance and onto the next floor. The timer for this is denoted by radiating waves from the center of the platform. While the player is teleporting they take no damage.<br />
<br />
=Act 3, Upper Pyramid=<br />
The final act of the Pyramid of Prophecy consist of very large, ornate floors that have a lot of gold and ore scattered around. It is common to obtain well over 200k in this act alone.<br />
<br />
One of the notable features on the floor are various number of meditating dijnn around the floor. The amount ranges from 1 to over 5 and is completely random. If the player interacts with one of them, they can open a rift to Semblance This summons a great threat which is a group of 5 dijnn from every opened rift. They will teleport to the player if they are too far away. Rousing a dijnn will remove 5, 7, or 9 curses depending on what floor the player is on. If you have 0 curses and rouse a dijnn, you do not go negative unless you have the Queens Radiance set effect, but only up to the set's maximum reduction for the pieces you have at that point. If the player takes too long (4 minutes) to reach every dijnn, a great threat will be summoned, and if there are any dijnn that haven't been roused yet, one of them at random will be roused without the player getting the curse reduction effect.<br />
<br />
Every floor in the Upper Pyramid also contains a sarcophagus. The player is encouraged to take items from them as they have a readily available source of curse reduction in the form of meditating dijnn.<br />
<br />
The miniboss of this act are [[Constructs|Sentinel High Priests]] and are often accompanied by other sentinels. They start out as inanimate statues and will animate after a random amount of time of the player being nearby. The regular sentinels come in a melee and ranged variety, the melee ones will charge the player like a spearman undead. The High Priests will fire off snake beams that deal magical damage, and can also fire off 12(?) beams in a circular pattern. These beams have a chance of becoming snakes themselves when they hit a wall close enough to the player. All types of sentinels are able to drop ore and small golden diamonds. If the player is min-maxing the floors, they should take the time to kill all of the sentinels on the floor for extra ore and money. All sentinels will chase the player across the floor without end like the ambushes from act 1.<br />
<br />
The towers on this floor are Sun Prisms and fire at the current location of the player in a prolonged beam that deals very rapid magic damage. Every 4 attacks the prism will fire off 16(?) beams that persist for a few seconds and have infinite(?) range. The player can be downed very quickly by these beams and caution should be taken when engaging the tower. Toppled Towers fortune will almost completely remove these towers, with only ones activated by taking items from a sarcophagi still appearing with the fortune.<br />
<br />
Two additional hazards on the floor are molten canals that fill with lava for some time before turning off. These will continue cycling on and off forever and the hazard deals 100(?) magical damage to the player. every half second they are on it. The other hazards are only found in the chest rooms and are sun beams from walls. They too turn on and off on cycles and deal less damage than the Sum Prism beams, but will hit the player just as rapidly.<br />
<br />
All of the traps in this act are able to be done perfectly by any character, but significant waiting for cycles to sync up may be needed if the player seeks to not get hit at all, thus taking a hit here or there to speed up the looting process should be expected.<br />
<br />
==Boss, Nerys==<br />
Enemy type: [[Aberrations|Aberration]]<br />
<br />
The final boss, Nerys, is a powerful dijnn that took control of another dijnn, Nimbus, long ago and was trapped at the top of the pyramid as punishment. He wields many powerful attacks and can quickly kill the player if they are not prepared for his attacks.<br />
<br />
Nerys will always start out by attacking with his sword. When he attacks with it, fire waves will shoot out in the direction he swung. These do moderate damage, but are very fast and will boomerang back towards the player, all waves from the same swing converging at the same spot, and will leave a circle of fire on the ground. The further into the fight the player is, the more fire waves will be summoned, with 7(?) being summoned once Nerys reaches 25% hp the first time.<br />
<br />
Every so often Nerys will teleport to a different location in the arena, often close to an edge. This can be somewhat problematic for melee characters as the red mist around the arena will fire at the player if they get too close to the edge, applying bleeding to the player. Right after Nerys teleports, he will fire off black orbs in all directions that break armor if they player gets hit by them and when they land they will summon an X of fire that deals magic damage and lasts for about 10(?) seconds before disappearing.<br />
<br />
It should be noted that Nerys moves similarly to a Lich in that he will continually back away from the player, so getting between him and the edge of the room is effective in keeping him closer to the middle.<br />
<br />
When Nerys reaches 75%, 50%, and 25% HP he will heal up to 50% of his max life if the player is not able to deal enough damage to stop further healing. During his heal he will summon other dijnn to fight the player, along with creating large purple orbs in a circular wave that deal very high damage to any players within them when they burst. This wave starts with one orb directly under him, and continues to radiate outwards before repeating. There IS enough space for a melee character to be directly next to Nerys after the first orb bursts without being hit by the second circle of orbs. Additionally these orbs apply resistance break to the player for a few seconds(???).<br />
<br />
=Rewards=<br />
Along with the regular gold and ore the player receives, when the player defeats Nerys, Nimbus is freed and is eternally indebted to you. To show his thanks, he now resides within the player's potion and will come out for 30 seconds plus 2 for every PoP NG+ level the player has beaten on that character. Nimbus deals 60 magical damage +10 per NG+ beaten and attacks just like the Sphere Dijnn.<br />
<br />
Additionally the player will receive 10 [[Leveling_Up#Skill_Stars|Skill Stars]] for each NG level they beat the pyramid on.<br />
<br />
While not directly from the PoP campaign, the player can also acquire statue blueprints if they are at the correct NG+ level for obtaining statue blueprints outlined at the top of the page or on the [[Statues]] page.<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Warlock&diff=1881Warlock2019-04-21T23:23:58Z<p>Playmoarnow: /* Stats */ fixed warlock HP and mana regen base</p>
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<div>{{Template:Classes}}<br />
<br><br />
The Warlock is a spell-casting class which uses lightning spells to chain damage between his gargoyles, himself, and enemies.<br><br />
Additionally, the Warlock can place down traps with gargoyles and lure enemies into it for relatively safe damage.<br><br />
The Warlock's [[Guild Hall#Character Titles|Character Title]] will add resistance for everyone in your guild.<br />
==Skills and Abilities==<br />
The tables below list base values and tiers as they're shown in the guild hall.<br />
As an example, the first upgrade for Summon Gargoyle can be bought at a Tier 2 guild hall.<br><br />
Every upgrade to a skill costs [[Leveling_Up#Skill_Stars|skill stars]], which are shown in the upper-right corner of the screen while in town.<br />
<br />
{| class="wikitable" style="margin-left: auto; margin-right: auto; text-align: center"<br />
!colspan="7"|Warlock skills<br />
|-<br />
|Soul Dagger||Lightning Bolt||Summon Gargoyle||Eye of the Storm||Extended Domain||Soul Cleaver||Stormlash<br />
|-<br />
|{{#sprite:file=File:skills.png|column=0|row=6}}||{{#sprite:file=File:skills.png|column=1|row=6}}||{{#sprite:file=File:skills.png|column=4|row=6}}||{{#sprite:file=File:skills.png|column=5|row=6}}||{{#sprite:file=File:skills.png|column=2|row=6}}||{{#sprite:file=File:skills.png|column=3|row=6}}||<br />
{{#sprite:file=File:skills.png|column=6|row=6}}<br />
|}<br />
====Soul Dagger (Primary Attack)====<br />
Apply the Soul Consumption DoT on all enemies hit, dealing [[Combat#Damage_Types|magical damage]]. The DoT hits a number of times based on the tier.<br><br />
5% of this damage is returned to the player as health, and 10% of the damage as mana.<br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|Damage||10||12||14||16||18||20<br />
|-<br />
|DoT Hits||2||3||3||4||4||5<br />
|-<br />
|Star Cost||N/A||3||4||5||6||8<br />
|}<br />
<br />
====Lightning Bolt (Skill 1)====<br />
Fires a bolt of lightning that strikes multiple targets near impact location dealing magical damage to each target.<br><br />
If the same target is hit multiple times, each hit deals 50% less damage.<br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|Damage||20||23||26||29||32||35<br />
|-<br />
|Targets||4||5||6||7||8||9<br />
|-<br />
|Mana Cost||27||34||41||48||55||62<br />
|-<br />
|Star Cost||N/A||3||4||5||6||8<br />
|}<br />
<br />
====Summon Gargoyle (Skill 2)====<br />
Summons a gargoyle that stuns and fires bolts of lighting at nearby enemies dealing magical damage.<br> <br />
Gargoyles will link to other nearby gargoyles and Eye of the Storm, generating more lightning arcs.<br><br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|Damage||N/A||N/A||20||24||28||32<br />
|-<br />
|Duration||N/A||N/A||5||6||7||8<br />
|-<br />
|Max Gargoyles||N/A||N/A||2||3||4||5<br />
|-<br />
|Mana Cost||N/A||N/A||45||60||75||90<br />
|-<br />
|Star Cost||N/A||N/A||5||6||8||10<br />
|}<br />
<br />
====Eye of the Storm (Skill 3)====<br />
Generates an electrical storm over the Warlock that fires bolts of lighting at nearby enemies dealing magical damage.<br><br />
The storm lasts for several seconds and will create extra lightning arcs when near the Warlock's gargoyles.<br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|Seconds||N/A||N/A||N/A||7||9||11<br />
|-<br />
|Damage||N/A||N/A||N/A||24||32||40<br />
|-<br />
|Mana Cost||N/A||N/A||N/A||100||140||180<br />
|-<br />
|Star Cost||N/A||N/A||N/A||7||9||12<br />
|}<br />
<br />
====Extended Domain (Passive 1)====<br />
Increases the effective range of all Warlock's skills by a given percent.<br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|Increase||N/A||15||30||45||60||75<br />
|-<br />
|Star Cost||N/A||2||3||4||5||6<br />
|}<br />
<br />
====Soul Cleaver (Passive 2)====<br />
Soul Consumption spreads to nearby enemies, dealing reduced damage.<br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|% of Damage||N/A||N/A||20||30||40||50<br />
|-<br />
|Star Cost||N/A||N/A||4||5||6||8<br />
|}<br />
<br />
====Stormlash (Passive 3)====<br />
All lightning bolts from the Warlock's spells have a chance to chain to a nearby enemy dealing a portion of the previous hit's damage.<br><br />
The enemy must be within the original attack's range to be chained to.<br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|Chance||N/A||N/A||N/A||N/A||25%||50%<br />
|-<br />
|Damage||N/A||N/A||N/A||N/A||25%||50%<br />
|-<br />
|Star Cost||N/A||N/A||N/A||N/A||10||15<br />
|}<br />
<br />
==Stats==<br />
The player starts off at level 1. Every time the Warlock levels up, stat boosts are gained.<br />
<br />
To get stats at a given level, use the equation "X = scaling * (level-1) + Level_1_stat"<br />
{| class="wikitable" style="text-align:center;"<br />
!colspan="7"|Attribute values by level<br />
|-<br />
!|Attribute||Health||Mana||Health Regen||Mana Regen||Armor||Resistance<br />
|-<br />
!|Level 1<br />
|60||75||0||1.5||2||2<br />
|-<br />
!|Scaling per Level<br />
| +6 || +13 || +0.025 || +0.075 || +0.3 || +0.3<br />
|-<br />
!|Level 2<br />
|66||88||0.025||1.575||2.3||2.3<br />
|-<br />
!|Level 3<br />
|72||101||0.05||1.65||2.6||2.6<br />
|-<br />
!|Level 4<br />
|78||114||0.075||1.725||2.9||2.9<br />
|-<br />
!|Level 5<br />
|84||127||0.1||1.8||3.2||3.2<br />
|-<br />
!|Level 10<br />
|114||192||0.225||2.175||4.7||4.7<br />
|-<br />
!|Level 15<br />
|144||257||0.35||2.55||6.2||6.2<br />
|-<br />
!|Level 20<br />
|174||322||0.475||2.925||7.7||7.7<br />
|-<br />
!|Level 25<br />
|204||387||0.6||3.3||9.2||9.2<br />
|-<br />
!|Level 30<br />
|234||452||0.725||3.675||10.7||10.7<br />
|}<br />
<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Chests&diff=1880Chests2019-04-21T08:06:41Z<p>Playmoarnow: </p>
<hr />
<div>Every chest other than the wooden chest requires their respective key.<br><br />
Ace Chests only spawn on the Archives and Chambers, with one guaranteed in the Forsaken Tower. In the Pyramid of Prophecy they can only appear within the pyramid itself.<br><br />
Ace Keys can be dropped by Act 3 and 5 minibosses, and from any act boss rarely.<br><br />
The Scorpion minibosses in Act 1 of the [[Pyramid of Prophecy]] are also able to drop Ace keys.<br />
The most reliable way to obtain an Ace key is to use the [[Items#key_ring|Key Ring]]. It gives a 5% chance to get an ace key each time it generates a key, with a 50% chance to generate a key when picking on up on the floor.<br><br />
The player can also use the Ace key [[Fountain]] fortune to get 1 free Ace key (given to the host) or the Ace chest fortune to increase the chance of finding Ace chests.<br><br />
<br />
Each chest's loot percentages are listed below:<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Chest Type<br />
! [[Common Items|Common Item]]<br />
! [[Uncommon Items|Uncommon Item]]<br />
! [[Rare Items|Rare Item]]<br />
! [[Epic Items|Epic Item]]<br />
! [[Legendary Items|Legendary Item]]<br />
! [[Money#Ore|Ore]]<br />
! [[Money|Money]]<br />
|-<br />
| style="text-align: left;" |{{#sprite:file=File:chest.png|column=0|row=0}} Wooden<br />
| 70%<br />
| 5%<br />
| 0%<br />
| 0%<br />
| 0%<br />
| 5%<br />
| 15% [[Money|Blue Diamond]]<br />
5% [[Money|Red Diamond]]<br />
|-<br />
| style="text-align: left;" |{{#sprite:file=File:chest.png|column=1|row=0}} Bronze<br />
| 65%<br />
| 35%<br />
| 0%<br />
| 0%<br />
| 0%<br />
| 0%<br />
| 0%<br />
|-<br />
| style="text-align: left;" |{{#sprite:file=File:chest.png|column=2|row=0}} Silver<br />
| 0%<br />
| 80%<br />
| 20%<br />
| 0%<br />
| 0%<br />
| 0%<br />
| 0%<br />
|-<br />
| style="text-align: left;" |{{#sprite:file=File:chest.png|column=3|row=0}} Gold<br />
| 0%<br />
| 25%<br />
| 65%<br />
| 10%<br />
| 0%<br />
| 0%<br />
| 0%<br />
|-<br />
| style="text-align: left;" |{{#sprite:file=File:chest.png|column=4|row=0}} Ace<br />
| 0%<br />
| 0%<br />
| 0%<br />
| 50%<br />
| 50%<br />
| 0%<br />
| 0%<br />
|}<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Priest&diff=1879Priest2019-04-21T04:35:24Z<p>Playmoarnow: /* Aura of Purification (Skill 3) */ added resist reduction %</p>
<hr />
<div>{{Template:Classes}}<br />
<br><br />
The Priest uses holy spells to deal damage and heal players.<br><br />
The notable features of the Priest is his strong HP regen and damage reduction ability. The Priest works well up close with enemies while also having mid-ranged attacks.<br><br />
The Priest's [[Guild Hall#Character Titles|Character Title]] will add HP regen for everyone in your guild.<br />
<br />
==Skills and Abilities==<br />
The tables below list base values and tiers as they're shown in the [[Guild Hall]].<br />
As an example, the first upgrade for Consecrated Ground can be bought at a Tier 2 guild hall.<br><br />
Every upgrade to a skill costs [[Leveling_Up#Skill_Stars|skill stars]], which are shown in the upper-right corner of the screen while in town.<br />
<br />
{| class="wikitable" style="margin-left: auto; margin-right: auto; text-align: center"<br />
!colspan="7"|Priest skills<br />
|-<br />
|Smite||Holy Light||Consecrated Ground||Aura of Purification||Divine Protection||Remedy||Celestial Orbs<br />
|-<br />
|{{#sprite:file=File:skills.png|column=0|row=4}}||{{#sprite:file=File:skills.png|column=1|row=4}}||{{#sprite:file=File:skills.png|column=4|row=4}}||{{#sprite:file=File:skills.png|column=5|row=4}}||{{#sprite:file=File:skills.png|column=2|row=4}}||{{#sprite:file=File:skills.png|column=3|row=4}}||<br />
{{#sprite:file=File:skills.png|column=6|row=4}}<br />
|}<br />
====Smite (Primary Attack)====<br />
A mid-ranged attack dealing [[Combat#Damage_Types|hybrid damage]]. Every upgrade increases the area of impact.<br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|Damage||8||10||12||14||16||18<br />
|-<br />
|Star Cost||N/A||3||4||5||6||8<br />
|}<br />
<br />
====Holy Light (Skill 1)====<br />
Fires a beam of holy light that builds up and deals [[Combat#Damage_Types|magical damage]] along with healing allies inside it by a base plus 1% of their max health.<br><br />
The beam has a charge up time before dealing or healing the maximum amount and damages enemies in a small AOE. <br><br />
The beam can travel through players healing all of them at once.<br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|Damage||17||24||31||38||45||52<br />
|-<br />
|Heal||2+1%||3+1%||4+1%||5+1%||6+1%||7+1%<br />
|-<br />
|Mana Cost||3||4||5||6||7||8<br />
|-<br />
|Star Cost||N/A||3||4||5||6||8<br />
|}<br />
<br />
====Consecrated Ground (Skill 2)====<br />
A magic circle is placed on the ground that lasts for a few seconds. Enemies within its area take magical damage that hits every half second.<br><br />
25% of the damage dealt is returned to allies standing within the area as health. This heal <u>is</u> affected by the Priest's Remedy.<br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|Damage||N/A||N/A||16||24||32||40<br />
|-<br />
|Duration||N/A||N/A||5||5.5||6||6.5<br />
|-<br />
|Mana Cost||N/A||N/A||45||60||75||90<br />
|-<br />
|Star Cost||N/A||N/A||5||6||8||10<br />
|}<br />
<br />
====Aura of Purification (Skill 3)====<br />
An active ability that creates an aura around the player affecting both players and enemies.<br><br />
Enemies have their speed and resistance lowered, while allies gain a damage reduction effect.<br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|Speed Reduc.||N/A||N/A||N/A||20%||30%||40%<br />
|-<br />
|Resist. Reduc.||N/A||N/A||N/A||20%||30%||40%<br />
|-<br />
|Damage Reduc.||N/A||N/A||N/A||10%||20%||30%<br />
|-<br />
|Mana Cost||N/A||N/A||N/A||50||60||70<br />
|-<br />
|Star Cost||N/A||N/A||N/A||7||9||12<br />
|}<br />
<br />
====Divine Protection (Passive 1)====<br />
This passive shield absorbs a portion of incoming damage at the cost of some mana per damage absorbed.<br><br />
[[Encounters#Monoliths|Endless Potential]] makes this shield free and the drain can be reduced by effects making skills cheaper to cast.<br><br />
The [[Items#ring_of_transmutation|Ring of Transmutation]] will help sustain this shield, but will only return mana from the damage that the player actually takes.<br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|Absorption||N/A||30%||35%||40%||45%||50%<br />
|-<br />
|Mana/Damage||N/A||4||2||1||.75||.5<br />
|-<br />
|Star Cost||N/A||2||3||4||5||6<br />
|}<br />
<br />
====Remedy (Passive 2)====<br />
The priest regains health more effectively from all sources. Listed HP regen is also affected invisibly.<br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|Effectiveness||N/A||N/A||50%||100%||150%||200%<br />
|-<br />
|Star Cost||N/A||N/A||4||5||6||8<br />
|}<br />
<br />
====Celestial Orbs (Passive 3)====<br />
Multiple orbs rotate around the Priest that fire small beams of holy light, dealing magical damage. These beams can be aimed by hitting the target with Holy Light.<br><br />
The orb's range when using Holy Light is based on the level of your Holy Light skill.<br />
{| class="wikitable" style="text-align:center;"<br />
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5<br />
|-<br />
|Orbs||N/A||N/A||N/A||N/A||2||3<br />
|-<br />
|Damage||N/A||N/A||N/A||N/A||8||12<br />
|-<br />
|Star Cost||N/A||N/A||N/A||N/A||10||15<br />
|}<br />
<br />
==Stats==<br />
The player starts off at level 1. Every time the Priest levels up, stat boosts are gained.<br><br />
What differs the Priest from other classes is the high HP regen per level, double that of any other class.<br><br />
This can be further doubled with the [[Chapel#Tier_2_Blessings|Chapel]] blessing, and doubled again with Remedy, leading to extremely high HP regen<br><br />
However the Priest cannot directly heal himself, he must use Consecrated Ground to self-heal.<br><br />
<br />
To get stats at a given level, use the equation "X = Scaling * (Level-1) + Level_1_Stats"<br />
{| class="wikitable" style="text-align:center;"<br />
!colspan="7"|Attribute values by level<br />
|-<br />
!|Attribute||Health||Mana||Health Regen||Mana Regen||Armor||Resistance<br />
|-<br />
!|Level 1<br />
|30||70||0||1.9||0||3<br />
|-<br />
!|Scaling per Level<br />
| +5 || +11 || +0.05 || +0.1 || +0.2 || +0.5<br />
|-<br />
!|Level 2<br />
|35||81||0.05||2.0||0.2||3.5<br />
|-<br />
!|Level 3<br />
|40||92||0.10||2.1||0.4||4<br />
|-<br />
!|Level 4<br />
|45||103||0.15||2.2||0.6||4.5<br />
|-<br />
!|Level 5<br />
|50||114||0.20||2.3||0.8||5<br />
|-<br />
!|Level 10<br />
|75||169||0.45||2.8||1.8||7.5<br />
|-<br />
!|Level 15<br />
|100||224||0.70||3.3||2.8||10<br />
|-<br />
!|Level 20<br />
|125||279||0.95||3.8||3.8||12.5<br />
|-<br />
!|Level 25<br />
|150||334||1.20||4.3||4.8||15<br />
|-<br />
!|Level 30<br />
|175||389||1.45||4.8||5.8||17.5<br />
|}<br />
<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=New_Game_Plus&diff=1878New Game Plus2019-04-20T23:15:43Z<p>Playmoarnow: /* Enemy Changes */</p>
<hr />
<div>New Game Plus is unlocked once the player defeats [[Acts#Act_5.2C_The_Chambers|Thundersnow]] for the first time.<br />
<br />
After NG+ is unlocked, it's unlocked for all characters in your town. This extends to multiplayer where if the host is the only person who has unlocked NG+3, then everyone can join in a NG+3 run, however some of the players may not be able to get above level 20, 25, etc. as their character has not beaten Thundersnow on a previous New Game level.<br />
<br />
A play-through without any NG+ levels added on can be referred to as a NG+0 run. This is how all players start out.<br />
<br />
==Additions==<br />
[[File:NGnumbers.jpg|frameless|right]]<br />
[[File:NGandArena.jpg|frameless|right]]<br />
When a player beats Thundersnow for the first time, their character will gain a +1 next to their name when selecting that character from the main menu. An extra number appears when the player beats Nerys in the [[Pyramid of Prophecy]] to show their rank in the DLC dungeon.<br />
<br />
This means that that character is allowed to gain an extra 5 levels per NG beaten. Their [[Leveling_Up#Level_Cap|level cap]] has been raised.<br><br />
This can be viewed in the character menu by hovering over experience.<br />
<br />
There is '''no cap''' on what NG level the player can play assuming they or the host of the group has beaten the level before it. Thus by the same means, the player level has no maximum either.<br />
[[File:LevelCap.jpg|frameless|right]]<br />
<br />
In addition to raising a player's level cap by 5, doing a NG+ run will yield more [[Money#Gold|Gold]] and [[Money#Ore|Ore]].<br><br />
The amount of extra gold and ore is +(20 * NG_level)%.<br />
<br />
[[File:NGpicker.jpg|frameless|right]]<br />
If you have not unlocked the [[Magic Anvil]] yet then it should appear with near certainty in any NG+ run's [[Acts#Act_3.2C_The_Armory|Armory]].<br><br />
Uncommon blueprints and [[Tailor|dyes]] can appear in NG+1, rare ones in NG+2 and above. The same goes for [[Tavern#Richard_Hammer.27s_Barrel_Drinks|Tavern drinks]].<br />
<br />
*Player's Armor is reduced by (NG_level^.75) * 50<br />
*Player's Resistance is reduced by (NG_level^.75) * 40 <br />
<br />
To select which NG+ level you wish to play on, talk to the guard next to the tower entrance and select your level.<br />
<br />
Lastly, NG+1 and beyond have a flat 20% increase to their size compared to NG+0.<br />
<br />
==[[Enemies|Enemy]] Changes==<br />
There are numerous enemy changes in different NG+ levels. All in an attempt to make each NG level more difficult and rewarding than the last.<br><br />
In addition to the following changes, enemies are slightly faster and have higher HP, armor, and resistance.<br />
<br />
The following is the enemy defense and HP scaling formulas, where NG is your New Game Plus level:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75)) <br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^0.33)<br />
<br />
Enemies also give more XP to compensate for the increased player level. See the [[Leveling_Up#Experience|Experience]] equation for more info.<br />
<br />
===NG+1===<br />
====Enemies====<br />
*Spined Maggot now fires an extra shot<br />
*Massive Ticks now enter blood rage for a few seconds upon getting it<br />
*Elite Skeleton Bowmen fire an additional arrow for a total of 5. Standing still to dodge doesn't work anymore<br />
*All Man Eaters now fire out a nova of spikes every few attacks. This is denoted by their mouth appearing and disappearing twice<br />
*Liches now fire an extra magical shot per attack (?)<br />
*Trappers now throw an additional Bola<br />
*The Ghostcaller can now summon ghosts when damaged<br />
*Fallen Thief fires an additional knife<br />
*Fallen Sorcerer drops an additional spike from the ceiling, they are lined up linearly toward you<br />
*Fallen Paladin can now use [[Paladin#Whirlwind_.28Skill_3.29|Whirlwind]]<br />
*Fallen Priest can now use [[Priest#Consecrated_Ground_.28Skill_2.29|Consecrated Ground]]<br />
*The Monstrous Eye now summons smaller eyes as it moves in addition to the ones it already summons<br />
*Elite Lich now fires an additional homing magic orb, for a total of 3<br />
*Battle Mage now sends out an additional wave of magic<br />
*Frost Lich fires an additional spike at you, widening his ark<br />
*All Wisps now shoot out their respective attacks in all directions on death. Green Wisp fires 5, Blue fires 7(?), Red fires 16(?)<br />
*Ice Elemental can now use Whirlwind<br />
*Stone Gargoyle's trident throw now throws 3 tridents.<br />
<br />
====Bosses====<br />
*The Stone Guardian's spike wave now has a homing wave, the middle one. His smash now also sends out a nova of spike waves in all directions<br />
*The Warden now throws out bombs as he spins<br />
*The Watcher [[Acts#New_Game_Plus_Changes_4|gains attributes]] of the rituals once completed<br />
*Thundersnow fires 2 extra icicles at the player<br />
----<br />
<br />
===NG+2===<br />
====Enemies====<br />
*All bats now fire projectiles when not in rage for a melee attack<br />
*Massive Maggot's shots now leave an area of poison on the ground for a few seconds at the site each shot died<br />
*Normal and Elite Skeleton archers now fire 2 volleys per attack<br />
*Skeleton Captain's main attack is replaced with a spin attack. This is a single 360 degree swipe<br />
*All Man Eaters now send out 3 waves of spikes<br />
*The Frost Lich can now place down a frost AOE that severely slows the player while within it, and a few seconds after leaving it. Also fires more icicles<br />
*All Wisp shots now bounce off walls once<br />
*The Monstrous Eye and Beamo Tower fire 3 confusion lasers at the player in a small spread<br />
*All Eyes (not Monstrous) now lunge at the player once they reach a certain distance from them<br />
*Elite Lich fires 2 volleys per attack(NG+1?)<br />
*All Nova Tower shots bounce 2 times before disappearing<br />
<br />
====Bosses====<br />
*All the spikes that fall from the ceiling now each fire out 3 spike waves, evenly spaced apart<br />
*The Warden now fires 3 arrows when he uses his crossbow<br />
*The Watcher's rituals now spawn a confusion orb that follows the nearest player to it, and when contact is made confusion and some damage is applied to the player<br />
----<br />
===NG+3===<br />
====Enemies====<br />
*Lich and Elite Lich shots now bounce twice<br />
*Wisps have a 50% chance to either explode or turn into another wisp one tier lower. Green wisps always explode<br />
<br />
====Bosses====<br />
*The Warden's arrow turrets now fire 3 volleys per attack<br />
*The Watcher now has a spike spray attack. Sprays spikes in an arc for a few seconds constantly directed at the player<br />
*Thundersnow's stomp now stuns the player for 1/2 a second when hit<br />
----<br />
<br />
===NG+4===<br />
*No further changes to enemies other than ramping<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=City_of_Stone&diff=1876City of Stone2019-04-20T06:42:27Z<p>Playmoarnow: </p>
<hr />
<div>The City of Stone is accessible after purchasing and installing the Pyramid of Prophecy [https://store.steampowered.com/app/1015030/Pyramid_of_Prophecy/ DLC] for Heroes of Hammerwatch.<br />
<br />
The City of Stone is a run down city that used to be a thriving mine, but after the [[Money#Ore|Ore]] veins dried up people packed their bags and moved out. It is still occupied by a few people and connected to [[Town|The Outlook]] by a lift, as the regular passage through the mountain has caved in.<br />
<br />
The City of Stone has most of the same structures that The Outlook does, with the notable exception of the [[Magic Anvil]] and [[Ore Trader]].<br />
<br />
Things unique to the city are the [[Arena]], a place where your endure waves of ever more difficult enemies for the enjoyment of the crowd, the [[Retired Gladiator]] Where you can incrementally improve your character by spending gold and the reward swords from the Arena, new [[Statues]] and the [[Pyramid of Prophecy]].<br />
[[File:StatueBlueprints.jpg|frame|right|From left to right: Bolgarth, Calis, Cedric, Ewran, Kyra, Ozreth, Phalarath, Wylmir]]<br />
Statues can be acquired by traveling towards and through the pyramid, picking up statue blueprints, which are orange, and spending ore to build and upgrade them. Each rewards the player with strong buffs that can use in the [[Acts|Tower]] and Arena as well. The player can find generally find statue blueprints up to 3 tiers higher than the NG level they are currently on. So a NG+0 run can give T3 blueprints, a NG+5 run can give T8 blueprints, and so on. There is a exceedingly small chance to receive a blueprint higher than 3 levels above your current NG level, but it shouldn't be relied upon.<br />
<br />
The pyramid is a new dungeon to crawl through and explore. It consists of 3 acts with 1 boss each. Completing a run in the pyramid will reward the player with a Genie that resides in the player's potion bottle, coming out to aid you when drank. Additionally the player will receive 10 [[Leveling_Up#Skill_Stars|Skill Stars]].<br />
<br />
Because of the endless nature of the Arena and Statue upgrades, the town effectively acts as both a gold and ore sink. So long as you continue pushing higher in the Arena and deeper into the pyramid, there will always be money to spend in the City of Stone.<br />
<br />
===Lore===<br />
There are NPCs around the City of Stone that Talk about events in the past, specifically ones from Hammerwatch 1. If you go far enough to the south (between a bunch of bolders along the right boundary of the map) you can speak with some of them and read about the events that lead up to the current state of the pyramid you're about to delve into.<br />
<br />
To the west of the entrance to the south half of the city there sits a djinn called "The Visitor" that speaks on the mechanics of the Portal system seen in [[Pyramid of Prophecy#Midway|Midway]] and Act 3 of the Pyramid of Prophecy. Specifically that while the djinns are peaceful and seek nothing but to meditate, if you disturb them they will immediately tear a rift to their world of [[Pyramid of Prophecy#Semblance|Semblance]] and 5 random djinns will appear and attack the player. They are [[Aberrations]].<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Chests&diff=1875Chests2019-04-20T06:41:56Z<p>Playmoarnow: </p>
<hr />
<div>Every chest other than the wooden chest requires their respective key.<br><br />
Ace Chests only spawn on the Archives and Chambers, with one guaranteed in the Forsaken Tower. <br><br />
Ace Keys can be dropped by Act 3 and 5 minibosses. most commonly, but are able to be dropped by A1 and A2 minibosses as well, at an extremely low rate.<br><br />
The most reliable way to obtain an Ace key is to use the [[Items#key_ring|Key Ring]]. It gives a 5% chance to get an ace key each time it generates a key, with a 50% chance to generate a key when picking on up on the floor.<br />
<br />
The Scorpion minibosses in Act 1 of the [[Pyramid of Prophecy]] are also able to drop Ace keys.<br />
<br />
Each chest's loot percentages are listed below:<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
! Chest Type<br />
! [[Common Items|Common Item]]<br />
! [[Uncommon Items|Uncommon Item]]<br />
! [[Rare Items|Rare Item]]<br />
! [[Epic Items|Epic Item]]<br />
! [[Legendary Items|Legendary Item]]<br />
! [[Money#Ore|Ore]]<br />
! [[Money|Money]]<br />
|-<br />
| style="text-align: left;" |{{#sprite:file=File:chest.png|column=0|row=0}} Wooden<br />
| 70%<br />
| 5%<br />
| 0%<br />
| 0%<br />
| 0%<br />
| 5%<br />
| 15% [[Money|Blue Diamond]]<br />
5% [[Money|Red Diamond]]<br />
|-<br />
| style="text-align: left;" |{{#sprite:file=File:chest.png|column=1|row=0}} Bronze<br />
| 65%<br />
| 35%<br />
| 0%<br />
| 0%<br />
| 0%<br />
| 0%<br />
| 0%<br />
|-<br />
| style="text-align: left;" |{{#sprite:file=File:chest.png|column=2|row=0}} Silver<br />
| 0%<br />
| 80%<br />
| 20%<br />
| 0%<br />
| 0%<br />
| 0%<br />
| 0%<br />
|-<br />
| style="text-align: left;" |{{#sprite:file=File:chest.png|column=3|row=0}} Gold<br />
| 0%<br />
| 25%<br />
| 65%<br />
| 10%<br />
| 0%<br />
| 0%<br />
| 0%<br />
|-<br />
| style="text-align: left;" |{{#sprite:file=File:chest.png|column=4|row=0}} Ace<br />
| 0%<br />
| 0%<br />
| 0%<br />
| 50%<br />
| 50%<br />
| 0%<br />
| 0%<br />
|}<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Combat&diff=1874Combat2019-04-20T06:41:46Z<p>Playmoarnow: /* Luck */</p>
<hr />
<div>Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.<br />
<br />
==Enemy AI==<br />
Enemies use many different strategies to try and kill you, here is a small list of some of the most common ones:<br />
*Attack you from the sides so swinging straight forward won't work as well<br />
*Attack then move from their previous spot so player projectiles miss more often<br />
*Charge straight at you<br />
*Surround you so escape is harder and allow for more enemies to hit you at once<br />
*Attack in groups/call for help, enemies that spot you or are hit will often bring those around them to attack as well<br />
*Summon reinforcements<br />
*Buff nearby enemies in some manner<br />
*Attempts to avoid traps if you aren't nearby<br />
*Goes back to where they were standing if you get too far away<br />
<br />
Bosses all have their own AI to keep you on your toes and to ensure you have all your bases covered when it comes to maneuverability and precise movements.<br />
<br />
==Damage==<br />
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power).<br><br />
Note: Skill Effects currently only applies magical damage to Primary Attacks.<br />
<br />
To calculate primary attack damage, convert percentages to decimal then use the following:<br />
<br />
(phys_base + phys_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_armor) +<br><br />
(mage_base + mage_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_resistance)<br />
<br />
; Enemy defense:<br />
: armor: (1 - ((1 - armor_pierce%) * (enemy_base_armor[''/4 if Shield Breaker active'']))/50)<br />
: resistance: (1 - ((1 - resistance_pierce%) * (enemy_base_resistance[''/4 if Magebane Active'']))/50)<br />
*DMG_INCREASE = &sum; &forall; +damage% and damage increase from each crit<br />
*MULTIPLIER = ∏ (1 + %damage bonus) &forall; Tavern drinks, [[Chapel]] bonuses, and some items such as Talisman of Decay and Seal of Souls. <br />
; Notation<br />
: ∏ is the symbol for multiplying one after another for a total product<br />
: &sum; is the symbol for adding one after another to a total sum<br />
: &forall; means "for all", "for each" or "for any"<br />
<br />
[https://docs.google.com/spreadsheets/d/1dH7UKeOxlMuUlnweA_T6-6-Ba91fk2VjpuU_gYuJRnA/edit?usp=sharing Damage Calculator]<br />
<br />
===Bleeding===<br />
<br />
Bleeding is a form of decimation damage that will only proc after a player or enemy moves 32 units. The bleed damage will do 5% of the player or enemy's health. A unit is a term in the game used to calculate distance. 1 unit is defined as 1 in-game pixel. You can compare how large this is with the tileset textures.<br />
<br />
==Damage Types==<br />
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack. <br />
<br />
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.<br />
<br />
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.<br />
<br />
==Criticals==<br />
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.<br><br />
Each critical chance instance is rolled separately. For example a [[Items#heartseeker|Heartseeker]](12.5%) and an [[Items#assassins_dagger|Assassin's Dagger]](7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a "double crit," in which the damage is multiplied by the Critical Damage modifier twice.<br><br />
Equation : [DMG * (Crit_multiplier * crits)].<br><br />
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.<br />
<br />
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.<br />
<br />
==Health and Mana==<br />
There are many different ways to regain health and mana, most often innate regeneration is the largest portion. However you can design a character to regain health from lifestealing instead with the [[Items#Bloodthirst Ring|Bloodthirst Ring]] or the [[Chapel]] blessing.<br />
<br />
Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].<br />
===Pickups===<br />
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. <br><br />
There are 4 health pickups and 3 mana pickups. They are as follows:<br />
*Health<br />
**Apple: 10 HP<br />
**Orange: 25 HP<br />
**Cheese: 50 HP<br />
**Steak: 150 HP<br />
*Mana<br />
**Small crystal: 15 MP<br />
**Medium crystal: 45 MP<br />
**Mana Orb: 90 MP<br />
<br />
All Pickups can have their values increased by the [[Apothecary]] or by the Exceptional Consumables [[Fountain|fortune]].<br />
<br />
==Armor and Resistance==<br />
Armor reduces physical damage taken, Resistance reduces magical.<br><br />
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)<br />
<br />
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive armor, where new armor points do less and less for the player, increased negative armor will always increase damage taken by 2% per negative armor.<br />
<br />
===Damage Reduction===<br />
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max -50% damage when you have mana), and the Last Stand [[Tavern]] drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)<br />
<br />
The Tower Shield and Paladin's shield both reduce the base damage being sent at you, before any damage reduction modifiers are applied. 100 incoming damage would become 75, then get reduced from there.<br />
<br />
==Evasion==<br />
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the "duration" of the evade, which is about 1/4 of a second or the duration of the character changing color to indicate a successful evasion.<br />
<br />
You can still reflect damage even when you evade an attack.<br />
<br />
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.<br><br />
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.<br />
<br />
<br />
==Luck==<br />
[[File:LuckChart.png|frameless|400px|right]]<br />
Luck is a stat that was added in version 93, with the release of the [[Pyramid of Prophecy]] DLC, but is not exclusive to the DLC.<br />
<br />
Luck is a valuable stat in that it curves the rolls of [[Combat#Evasion|Evasion]], [[Combat#Criticals|Critical hits]], and the activation chance of [[Tavern|drinks]] and skills (like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected.<br />
<br />
The equation to calculate the new chance is as follows: Chance/0.95^Luck<br />
<br />
Luck currently has five sources; one negative and four positive.<br />
{| class="wikitable"<br />
|-<br />
!Image||Name||Effect<br />
|-<br />
|{{#sprite:file=File:Taverndrinks.png|column=2|row=1}}||style="color:#00FF00"|The Safe Bet|| -5 Luck +20 Armor & Resistance<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style="color:#72777d"|Lucky Charm|| +1 Luck +10% Gold Gain<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style="color:green"|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style="color:#33ccff;"|Lucky Hat|| +4 Luck<br />
|-<br />
|[[File:monolith.gif|20px|center]]||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck<br />
|}<br />
<br />
If you have every positive boost and all items are attuned, you will have 19 luck. 14, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.<br />
<br />
The chart to the right displays selected proc chances and how each luck value affect them.<br />
<br />
==Combo==<br />
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]<br />
Combo can be unlocked by picking up the combo sphere in your first [[Encounters#Portals_and_Red_Rooms|Red Room]] which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.<br />
<br />
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the [[Items#tricksters_ensemble|Tricksters set effect]]. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.<br />
<br />
Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the [[Wizard]]'s [[Wizard#Meteor Shower (Skill 3)|Meteor Shower]] or using a primary attack.<br />
<br />
===Items Enhancing Combo===<br />
The [[Items#spheres_of_power|Spheres of Power]] item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the [[Items#Sphere_of_Champions|Sphere of Champions]]. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.<br />
<br />
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage. <br />
<br />
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.<br />
<br />
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.<br />
<br />
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.<br />
<br />
The [[Items#sphere_of_heroes|Sphere of Heroes]] legendary will fire off a large projectile in the directing you're using your primary while in combo.<br />
<br />
The rare drink [[Tavern#wicked_sickness|Wicked Sickness]] will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.<br />
<br />
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.<br />
<br />
The rare drink [[Tavern#frenetic_eruption|Frenetic Eruption]] has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.<br />
<br />
==NG+ Scaling==<br />
For every [[New Game Plus]] level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.<br><br />
The formula for calculating the reduction is:<br />
*Armor: 50*NG_lvl<sup>0.75</sup><br><br />
*Resistance: 40*NG_lvl<sup>0.75</sup><br><br />
<br />
NG+ also increases enemy stats as follows:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75))<br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))<br />
<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=New_Game_Plus&diff=1873New Game Plus2019-04-20T06:40:55Z<p>Playmoarnow: /* Additions */ updated pics</p>
<hr />
<div>New Game Plus is unlocked once the player defeats [[Acts#Act_5.2C_The_Chambers|Thundersnow]] for the first time.<br />
<br />
After NG+ is unlocked, it's unlocked for all characters in your town. This extends to multiplayer where if the host is the only person who has unlocked NG+3, then everyone can join in a NG+3 run, however some of the players may not be able to get above level 20, 25, etc. as their character has not beaten Thundersnow on a previous New Game level.<br />
<br />
A play-through without any NG+ levels added on can be referred to as a NG+0 run. This is how all players start out.<br />
<br />
==Additions==<br />
[[File:NGnumbers.jpg|frameless|right]]<br />
[[File:NGandArena.jpg|frameless|right]]<br />
When a player beats Thundersnow for the first time, their character will gain a +1 next to their name when selecting that character from the main menu. An extra number appears when the player beats Nerys in the [[Pyramid of Prophecy]] to show their rank in the DLC dungeon.<br />
<br />
This means that that character is allowed to gain an extra 5 levels per NG beaten. Their [[Leveling_Up#Level_Cap|level cap]] has been raised.<br><br />
This can be viewed in the character menu by hovering over experience.<br />
<br />
There is '''no cap''' on what NG level the player can play assuming they or the host of the group has beaten the level before it. Thus by the same means, the player level has no maximum either.<br />
[[File:LevelCap.jpg|frameless|right]]<br />
<br />
In addition to raising a player's level cap by 5, doing a NG+ run will yield more [[Money#Gold|Gold]] and [[Money#Ore|Ore]].<br><br />
The amount of extra gold and ore is +(20 * NG_level)%.<br />
<br />
[[File:NGpicker.jpg|frameless|right]]<br />
If you have not unlocked the [[Magic Anvil]] yet then it should appear with near certainty in any NG+ run's [[Acts#Act_3.2C_The_Armory|Armory]].<br><br />
Uncommon blueprints and [[Tailor|dyes]] can appear in NG+1, rare ones in NG+2 and above. The same goes for [[Tavern#Richard_Hammer.27s_Barrel_Drinks|Tavern drinks]].<br />
<br />
*Player's Armor is reduced by (NG_level^.75) * 50<br />
*Player's Resistance is reduced by (NG_level^.75) * 40 <br />
<br />
To select which NG+ level you wish to play on, talk to the guard next to the tower entrance and select your level.<br />
<br />
Lastly, NG+1 and beyond have a flat 20% increase to their size compared to NG+0.<br />
<br />
==[[Enemies|Enemy]] Changes==<br />
There are numerous enemy changes in different NG+ levels. All in an attempt to make each NG level more difficult and rewarding than the last.<br><br />
In addition to the following changes, enemies are slightly faster and have higher HP, armor, and resistance.<br />
<br />
The following is the enemy defense and HP scaling formulas, where NG is your New Game Plus level:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75)) <br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))<br />
<br />
Enemies also give more XP to compensate for the increased player level. See the [[Leveling_Up#Experience|Experience]] equation for more info.<br />
<br />
===NG+1===<br />
====Enemies====<br />
*Spined Maggot now fires an extra shot<br />
*Massive Ticks now enter blood rage for a few seconds upon getting it<br />
*Elite Skeleton Bowmen fire an additional arrow for a total of 5. Standing still to dodge doesn't work anymore<br />
*All Man Eaters now fire out a nova of spikes every few attacks. This is denoted by their mouth appearing and disappearing twice<br />
*Liches now fire an extra magical shot per attack (?)<br />
*Trappers now throw an additional Bola<br />
*The Ghostcaller can now summon ghosts when damaged<br />
*Fallen Thief fires an additional knife<br />
*Fallen Sorcerer drops an additional spike from the ceiling, they are lined up linearly toward you<br />
*Fallen Paladin can now use [[Paladin#Whirlwind_.28Skill_3.29|Whirlwind]]<br />
*Fallen Priest can now use [[Priest#Consecrated_Ground_.28Skill_2.29|Consecrated Ground]]<br />
*The Monstrous Eye now summons smaller eyes as it moves in addition to the ones it already summons<br />
*Elite Lich now fires an additional homing magic orb, for a total of 3<br />
*Battle Mage now sends out an additional wave of magic<br />
*Frost Lich fires an additional spike at you, widening his ark<br />
*All Wisps now shoot out their respective attacks in all directions on death. Green Wisp fires 5, Blue fires 7(?), Red fires 16(?)<br />
*Ice Elemental can now use Whirlwind<br />
*Stone Gargoyle's trident throw now throws 3 tridents.<br />
<br />
====Bosses====<br />
*The Stone Guardian's spike wave now has a homing wave, the middle one. His smash now also sends out a nova of spike waves in all directions<br />
*The Warden now throws out bombs as he spins<br />
*The Watcher [[Acts#New_Game_Plus_Changes_4|gains attributes]] of the rituals once completed<br />
*Thundersnow fires 2 extra icicles at the player<br />
----<br />
<br />
===NG+2===<br />
====Enemies====<br />
*All bats now fire projectiles when not in rage for a melee attack<br />
*Massive Maggot's shots now leave an area of poison on the ground for a few seconds at the site each shot died<br />
*Normal and Elite Skeleton archers now fire 2 volleys per attack<br />
*Skeleton Captain's main attack is replaced with a spin attack. This is a single 360 degree swipe<br />
*All Man Eaters now send out 3 waves of spikes<br />
*The Frost Lich can now place down a frost AOE that severely slows the player while within it, and a few seconds after leaving it. Also fires more icicles<br />
*All Wisp shots now bounce off walls once<br />
*The Monstrous Eye and Beamo Tower fire 3 confusion lasers at the player in a small spread<br />
*All Eyes (not Monstrous) now lunge at the player once they reach a certain distance from them<br />
*Elite Lich fires 2 volleys per attack(NG+1?)<br />
*All Nova Tower shots bounce 2 times before disappearing<br />
<br />
====Bosses====<br />
*All the spikes that fall from the ceiling now each fire out 3 spike waves, evenly spaced apart<br />
*The Warden now fires 3 arrows when he uses his crossbow<br />
*The Watcher's rituals now spawn a confusion orb that follows the nearest player to it, and when contact is made confusion and some damage is applied to the player<br />
----<br />
===NG+3===<br />
====Enemies====<br />
*Lich and Elite Lich shots now bounce twice<br />
*Wisps have a 50% chance to either explode or turn into another wisp one tier lower. Green wisps always explode<br />
<br />
====Bosses====<br />
*The Warden's arrow turrets now fire 3 volleys per attack<br />
*The Watcher now has a spike spray attack. Sprays spikes in an arc for a few seconds constantly directed at the player<br />
*Thundersnow's stomp now stuns the player for 1/2 a second when hit<br />
----<br />
<br />
===NG+4===<br />
*No further changes to enemies other than ramping<br />
<br />
<center>{{Template:BaseNav}}</center></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=File:NGandArena.jpg&diff=1872File:NGandArena.jpg2019-04-20T06:36:19Z<p>Playmoarnow: </p>
<hr />
<div></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=File:NGnumbers.jpg&diff=1871File:NGnumbers.jpg2019-04-20T06:36:06Z<p>Playmoarnow: </p>
<hr />
<div></div>Playmoarnowhttp://wiki.heroesofhammerwatch.com/index.php?title=Combat&diff=1870Combat2019-04-20T06:30:51Z<p>Playmoarnow: /* NG+ Scaling */ enemy formulas</p>
<hr />
<div>Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.<br />
<br />
==Enemy AI==<br />
Enemies use many different strategies to try and kill you, here is a small list of some of the most common ones:<br />
*Attack you from the sides so swinging straight forward won't work as well<br />
*Attack then move from their previous spot so player projectiles miss more often<br />
*Charge straight at you<br />
*Surround you so escape is harder and allow for more enemies to hit you at once<br />
*Attack in groups/call for help, enemies that spot you or are hit will often bring those around them to attack as well<br />
*Summon reinforcements<br />
*Buff nearby enemies in some manner<br />
*Attempts to avoid traps if you aren't nearby<br />
*Goes back to where they were standing if you get too far away<br />
<br />
Bosses all have their own AI to keep you on your toes and to ensure you have all your bases covered when it comes to maneuverability and precise movements.<br />
<br />
==Damage==<br />
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power).<br><br />
Note: Skill Effects currently only applies magical damage to Primary Attacks.<br />
<br />
To calculate primary attack damage, convert percentages to decimal then use the following:<br />
<br />
(phys_base + phys_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_armor) +<br><br />
(mage_base + mage_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_resistance)<br />
<br />
; Enemy defense:<br />
: armor: (1 - ((1 - armor_pierce%) * (enemy_base_armor[''/4 if Shield Breaker active'']))/50)<br />
: resistance: (1 - ((1 - resistance_pierce%) * (enemy_base_resistance[''/4 if Magebane Active'']))/50)<br />
*DMG_INCREASE = &sum; &forall; +damage% and damage increase from each crit<br />
*MULTIPLIER = ∏ (1 + %damage bonus) &forall; Tavern drinks, [[Chapel]] bonuses, and some items such as Talisman of Decay and Seal of Souls. <br />
; Notation<br />
: ∏ is the symbol for multiplying one after another for a total product<br />
: &sum; is the symbol for adding one after another to a total sum<br />
: &forall; means "for all", "for each" or "for any"<br />
<br />
[https://docs.google.com/spreadsheets/d/1dH7UKeOxlMuUlnweA_T6-6-Ba91fk2VjpuU_gYuJRnA/edit?usp=sharing Damage Calculator]<br />
<br />
===Bleeding===<br />
<br />
Bleeding is a form of decimation damage that will only proc after a player or enemy moves 32 units. The bleed damage will do 5% of the player or enemy's health. A unit is a term in the game used to calculate distance. 1 unit is defined as 1 in-game pixel. You can compare how large this is with the tileset textures.<br />
<br />
==Damage Types==<br />
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack. <br />
<br />
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.<br />
<br />
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.<br />
<br />
==Criticals==<br />
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.<br><br />
Each critical chance instance is rolled separately. For example a [[Items#heartseeker|Heartseeker]](12.5%) and an [[Items#assassins_dagger|Assassin's Dagger]](7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a "double crit," in which the damage is multiplied by the Critical Damage modifier twice.<br><br />
Equation : [DMG * (Crit_multiplier * crits)].<br><br />
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.<br />
<br />
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.<br />
<br />
==Health and Mana==<br />
There are many different ways to regain health and mana, most often innate regeneration is the largest portion. However you can design a character to regain health from lifestealing instead with the [[Items#Bloodthirst Ring|Bloodthirst Ring]] or the [[Chapel]] blessing.<br />
<br />
Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].<br />
===Pickups===<br />
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. <br><br />
There are 4 health pickups and 3 mana pickups. They are as follows:<br />
*Health<br />
**Apple: 10 HP<br />
**Orange: 25 HP<br />
**Cheese: 50 HP<br />
**Steak: 150 HP<br />
*Mana<br />
**Small crystal: 15 MP<br />
**Medium crystal: 45 MP<br />
**Mana Orb: 90 MP<br />
<br />
All Pickups can have their values increased by the [[Apothecary]] or by the Exceptional Consumables [[Fountain|fortune]].<br />
<br />
==Armor and Resistance==<br />
Armor reduces physical damage taken, Resistance reduces magical.<br><br />
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)<br />
<br />
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive armor, where new armor points do less and less for the player, increased negative armor will always increase damage taken by 2% per negative armor.<br />
<br />
===Damage Reduction===<br />
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max -50% damage when you have mana), and the Last Stand [[Tavern]] drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)<br />
<br />
The Tower Shield and Paladin's shield both reduce the base damage being sent at you, before any damage reduction modifiers are applied. 100 incoming damage would become 75, then get reduced from there.<br />
<br />
==Evasion==<br />
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the "duration" of the evade, which is about 1/4 of a second or the duration of the character changing color to indicate a successful evasion.<br />
<br />
You can still reflect damage even when you evade an attack.<br />
<br />
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.<br><br />
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.<br />
<br />
<br />
==Luck==<br />
[[File:LuckChart.png|frameless|400px|right]]<br />
Luck is a stat that was added in version 93, with the release of the Pyramid of Prophesy DLC, but is not exclusive to the DLC.<br />
<br />
Luck is a valuable stat in that it curves the rolls of [[Combat#Evasion|Evasion]], [[Combat#Criticals|Critical hits]], and the activation chance of [[Tavern|drinks]] and skills (like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected.<br />
<br />
The equation to calculate the new chance is as follows: Chance/0.95^Luck<br />
<br />
Luck currently has five sources; one negative and four positive.<br />
{| class="wikitable"<br />
|-<br />
!Image||Name||Effect<br />
|-<br />
|{{#sprite:file=File:Taverndrinks.png|column=2|row=1}}||style="color:#00FF00"|The Safe Bet|| -5 Luck +20 Armor & Resistance<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style="color:#72777d"|Lucky Charm|| +1 Luck +10% Gold Gain<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style="color:green"|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed<br />
|-<br />
|style="text-align:center;"|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style="color:#33ccff;"|Lucky Hat|| +4 Luck<br />
|-<br />
|[[File:monolith.gif|20px|center]]||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck<br />
|}<br />
<br />
If you have every positive boost and all items are attuned, you will have 19 luck. 14, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.<br />
<br />
The chart to the right displays selected proc chances and how each luck value affect them.<br />
<br />
==Combo==<br />
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]<br />
Combo can be unlocked by picking up the combo sphere in your first [[Encounters#Portals_and_Red_Rooms|Red Room]] which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.<br />
<br />
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the [[Items#tricksters_ensemble|Tricksters set effect]]. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.<br />
<br />
Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the [[Wizard]]'s [[Wizard#Meteor Shower (Skill 3)|Meteor Shower]] or using a primary attack.<br />
<br />
===Items Enhancing Combo===<br />
The [[Items#spheres_of_power|Spheres of Power]] item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the [[Items#Sphere_of_Champions|Sphere of Champions]]. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.<br />
<br />
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage. <br />
<br />
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.<br />
<br />
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.<br />
<br />
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.<br />
<br />
The [[Items#sphere_of_heroes|Sphere of Heroes]] legendary will fire off a large projectile in the directing you're using your primary while in combo.<br />
<br />
The rare drink [[Tavern#wicked_sickness|Wicked Sickness]] will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.<br />
<br />
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.<br />
<br />
The rare drink [[Tavern#frenetic_eruption|Frenetic Eruption]] has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.<br />
<br />
==NG+ Scaling==<br />
For every [[New Game Plus]] level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.<br><br />
The formula for calculating the reduction is:<br />
*Armor: 50*NG_lvl<sup>0.75</sup><br><br />
*Resistance: 40*NG_lvl<sup>0.75</sup><br><br />
<br />
NG+ also increases enemy stats as follows:<br />
*HP: (Base + (NG*15)) * (1 + (NG*2.75))<br />
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))<br />
<br />
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