Difference between revisions of "Pyramid of Prophecy"

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==[[Statues|Statue]] Blueprints==
 
==[[Statues|Statue]] Blueprints==
 
[[File:StatueBlueprints.jpg|frame|right|From left to right: Bolgarth, Calis, Cedric, Ewran, Kyra, Ozreth, Phalarath, Wylmir]]
 
[[File:StatueBlueprints.jpg|frame|right|From left to right: Bolgarth, Calis, Cedric, Ewran, Kyra, Ozreth, Phalarath, Wylmir]]
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 [[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.
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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.
  
 
The blueprints do indicate what statue they upgrade, but because of the small image, it can be difficult to tell at a glance.
 
The blueprints do indicate what statue they upgrade, but because of the small image, it can be difficult to tell at a glance.

Revision as of 03:49, 19 April 2019

Spoilers

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.

Overview

Statue Blueprints

From left to right: Bolgarth, Calis, Cedric, Ewran, Kyra, Ozreth, Phalarath, Wylmir

Statues and their blueprints are new with the DLC and give the player extra bonuses during their attempts at killing Thundersnow or Nerys. They cost increasing amounts of 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.

The blueprints do indicate what statue they upgrade, but because of the small image, it can be difficult to tell at a glance.

State blueprint tiers generally up to 3 levels above the 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.

Sarcophagi

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.

When the player picks the 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 18 (2 rares are worth 51), Uncommon ?, 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.

Curse

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 Big Mummy miniboss or Queen Iris attack the player for a long time.

Reducing Curse

The main method of reducing curse is by rousing the dijnn found in Midway, and the 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 Semblance section.

The next way to reduce curse are by picking up honey bottles and the 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.

Another way to remove curse is with the 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.

The last way to lower the player's curse is by obtaining items from the 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.

Act 1, Desert

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.

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 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 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.

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 snakes, scorpions, or 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 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 diamonds and Ore when they die, and the quicksand they appear from will slow the player down if they walk into it.

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.

Occasionally there will be a sarcophagus in the desert.

Boss, The Giant Crustworm

Enemy type: Beast

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.

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.

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 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.

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.

Midway

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.

Rarely an Ace key can appear on the left side of the bridge near the Well. This key is unreachable when you reach Midway the second time, yet can still appear.

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. 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.

There is a fountain in Midway on your second arrival.

To leave midway the second time, you must interact with the dijnn, summoning 3 other dijnn that will fight you. Enter the portal to Semblance immediately or after the dijnn are dead, your choice.


Act 2, Lower Pyramid

Boss, Queen Iris

Semblance

Act 3, Upper Pyramid

Boss, Nerys

Rewards