Acts

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Spoilers

This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.


There are currently five bosses in Heroes of Hammerwatch, one for each act. Each boss is designed to be substantially more powerful than the previous bosses and floors. After a boss is cleared for the first time on a character, playing through that act in future runs with causes a portal to spawn on the first floor of the relevant act. This portal can be entered to bypass the 3 floors and boss room of the act, while giving six items by clearing the gauntlet of enemies presented before the player.

Act 1, The Mines

The Mines primarily have enemies of type 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.

File:Act1 boss2x.png
The Stone Guardian

Boss: Stone Guardian

Monster type: Construct

This boss is a large entity made of stone and guards the entrance to the Dungeon. The Stone Golem uses two attacks to combat the player:

  • The first attack is a linear spike shot of stalagmites
  • The second attack is a ground slam which causes the stalactites of the cave to fall around the arena.

The boss also changes attacks based on its current health:

  • Upon reaching the 66% health threshold, the golem will begin to summon white eyed bats in waves.
  • Upon reaching the 33% health threshold, the bosses attacks speed up and he begins to summon red eyed bats. These bats are identical to the ones found on the floors in the mines.

The Stone Golem does primarily Physical Damage so armor is effective for reducing your damage taken in this fight.

New Game Plus Changes

Upon entering New Game Plus, the Stone Golem gains extra health and some new mechanics:

NG+: The linear stalagmite attack becomes homing. Groundslam releases a nova of lesser stalagmites.

NG++: the stalactites that drop from the ceiling will each fire a nova of 3 stalagmites

Multiplayer Changes

When in multiplayer, the linear stalagmite attack changes from one shot to three

In NG+ and higher, all three spike shots will home in on their target.


Act 2, The Prison

The prison contains cells on each floor which can be unlocked via a button hidden on the floor. The prison is populated by many skeletons and bugs, along with a flag bearer that will increase the speed and damage of enemies nearby it. The grates on the floor can sometimes release beetles when you get near them.

Boss: The Warden

Monster type: Undead

Stationed at the entrance of the dungeon, this gargantuan skeleton has three main attacks:

  • The Warden will begin the fight with his spin. This attack does a high amount of localized damage around the boss.
  • His second attack is a melee area of effect smash with his mace.
  • His final attack is a single target crossbow shot that does very high damage but with low shot accuracy.

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.

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%.

Like the stone golem, The Warden Primarily deals Physical damage so prioritization of Armor will reduce the amount of damage taken in this fight.


New Game Plus Changes

NG+: When The Warden spins he repeatedly shoots out 5 bombs that will detonate after a few seconds. 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.

Multiplayer Changes

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. The summoned skeletons may also place bear traps as well.


Act 3, The Armory

This floor contains purely skeletons and ghosts, both undead type. The player cannot progress to the next floor until 3 states positioned randomly around the floor are destroyed.

These statues will summon ghosts when attacked, and each time the statue crumbles further a larger group of ghosts will be summoned to protect it.

Once the statue is destroyed you can press the button and lower one of the walls blocking the exit.

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. In NG+ The fallen warriors can use whirlwind, the fallen thiefs 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 while within it.

File:Act3 boss2x.png
The Three Wraiths

Boss: The Three Wraiths

Monster type: Undead

The Three Wraiths is a boss fight consisting of three different bosses and only ends when all three bosses have been defeated. The wraiths will spawn in one by one and are only vulnerable when they attempt to 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 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.

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.

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.

Enraged Mechanics

When one of the wraiths dies it causes the other 2 bosses to become enraged and have more advanced forms of their attacks. After 2 of the wraiths 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.


Wraith of War

If Wisdom Dies, War gains no known effect.

If Magic dies, War will start shooting 5 Spikes instead of 1.

When War is the last Wraith Remaining, his spikes will create a pool of spikes 1 second after impact, that lasts 4.5 seconds

Wraith of Magic:

if War dies, Magic gains no known effect.

if Wisdom dies, Projectiles will start spawning a pool of burning ground.

When Magic is the last Wraith remaining, he continues to fire his magic nova projectiles like normal, however upon impacting anything they will create a cursed ground pool and these pools fire war spiked projectiles.

Wraith of Wisdom

if Magic dies, the burning ground will start firing 3 orbs repeatedly.

If War dies, the burning ground will summon a single homing spike.

When Wisdom is the last Wraith remaining, the burning pools will spawn a single homing spike, and fire 5 green orbs repeatedly

New Game Plus Changes

There are currently no known new game plus mechanics changes to this boss.

Multiplayer Changes

There are no differences to the mechanics of this fight between single player and multiplayer.


Act 4, The Archives

The Archives consist of a maze-like arrangement of walls and bookshelves. The floor has skeleton mages and ghosts, along with wisps and animated eyes. Wisps and the eyes are both aberrations.

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 can be buttons in the rooms revealed by other buttons

Additionally there are portals on the ground scattered about the floor, 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.

The Great Threat is 1 (2 multiplayer) Monsterous Eye that shoots confusion lasers at the player and occasionally summons smaller eyes to fight. On NG+ he will summon eyes as he moves. In NG++ he will shoot 3 confusion lasers in a small spread.

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.

Boss: The Watcher

Monster type: Aberration

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.

Boss Phases

During these phases, you will be fighting the Watcher itself. Here, he has three main attacks:

  • Spinning his orbs rapidly
  • Shooting several spiked projectiles that shatter
  • Creating eye summoning traps in the arena

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.

Ritual Phase

During these phases, there will be an option of four different books to choose from to start one of the four different rituals:

  • North - Malign Transformation
  • East - Blood Pact
  • South - Embrace the Dark
  • West - Withering Decay

Each of the ritual rooms also has some walls than can be broken to allow for more ways to traverse the room.

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.

Each of the four rituals also has an extra effect while the player waits out the timer:

  • Malign Transformation - The walls will shift around. Anything that is crushed by a wall will take TONS of damage
  • Blood Pact - All the eyes will have the bloodlust buff increasing their speed and damage
  • Embrace the Dark - The arena will get dark except for around the book
  • Withering Decay - All of the eyes will leave poison on the ground that, upon contact, will poison the player

New Game Plus Changes

NG+: After each ritual is completed, the boss will gain new traits:

  • 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.
  • Blood Pact - All summoned eyes will have the bloodlust buff
  • Embrace the Dark - The room will become darker
  • Withering Decay - All summmoned eyes leave poison as they move, like in the ritual

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.

Act 5, The Chambers

The Chambers are a pristine floor set 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 statues which are constructs, and the albino bats from the Great Threat, which are beasts.

Many chests or loot rooms are locked behind a bronze door which can be unlocked via a bronze key.

There is a Mini Boss fight at the end of the first two floors, the first consisting of 2 Arch Liches and the second consisting of 4. They only appear once the player has pressed all 4 buttons at the end of the floor. The statues lining the boss room may also come alive and attack if you get too close to them.

The final floor ends with a guaranteed Fountain and a ladder leading to the very top of the tower. There is a guaranteed Ace chest after you take that ladder.

Boss: Thundersnow

Monster type: Beast

Thundershow is a frost dragon surrounded in ice. He does not move at all during the fight but has many different attacks:

  • Icicles are shot from his mouth in a spread at the player and travel in a straight.
  • He can flap his wings and blow the player back with varying amounts of force.
  • Lightning will fall throughout the fight but he can invoke even more to fall. This is marked by the screen getting a reddish tint.
  • He can summon icicles to fall from the sky. These land randomly through the arena and can either summon a small barrier or Ice Elementals (constructs).
  • 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.
  • He can stomp his feet and create a large AOE near his body that does significant damage if a player is caught within it. His stomps alternate back and forth.
  • Finally he can blow ice breath at the player once he reaches 66% heath which spreads out as it travels down the arena. Each ice ball does a small amount of damage but if the player is caught in the middle of the breath significant damage can be dealt, especially if they are directly in front of the mouth at the time.

Once Thundernow 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.

New Game Plus Changes

NG+: Ice elementals gain new attacks. Rangers throw more icicles(?) and melee elementals spin around similar to Paladin or the miniboses in the Armory. The Stomp gets much more powerful. More icicles are shot at the player.

NG++: Even more iciles are shot at the player.

Multiplayer Changes

More homing ice balls will be fired at the players.