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	<title>Heroes of Hammerwatch wiki - User contributions [en]</title>
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	<updated>2026-08-10T15:37:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Enemies&amp;diff=2156</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Enemies&amp;diff=2156"/>
		<updated>2020-02-28T17:12:56Z</updated>

		<summary type="html">&lt;p&gt;AJL828: Nerys changes - I’ve been able to both burn and poison him since MT release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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. &lt;br /&gt;
&lt;br /&gt;
; List of Beast type enemies : [[Beasts]]&lt;br /&gt;
; List of Undead type enemies : [[Undead]]&lt;br /&gt;
; List of Aberration type enemies : [[Aberrations]]&lt;br /&gt;
; List of Constructs : [[Constructs]]&lt;br /&gt;
; Boss mechanics : [[Acts|Bosses]]&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Boss Immunities&lt;br /&gt;
|-&lt;br /&gt;
!Boss Name           ||Poison||Burning||Stun||Disarm||Confusion||Slowness||Bleeding||Frozen||Corruption[[File:PoP.png|link=]]||[[Ranger|Root]]&lt;br /&gt;
|-&lt;br /&gt;
|The Stone Guardian  ||  ✔  ||        ||  ✔ ||  ✔  ||   ✔     ||   ✔   ||   ✔   ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|The Warden          ||      ||       ||  ✔  || ✔  ||   ✔     ||   ✔   ||    ✔  ||   ✔  ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|The Three Councilors||      ||       ||  ✔  || ✔  ||   ✔     ||   ✔   ||        ||   ✔  ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|The Watcher         ||      ||       ||  ✔  || ✔  ||   ✔     ||   ✔   ||        ||   ✔  ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|Vampire Lord        ||  ✔  ||        ||  ✔  || ✔  ||   ✔     ||   ✔   ||    ✔  ||   ✔  ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|Thundersnow         ||      ||       ||  ✔  || ✔  ||   ✔     ||   ✔   ||        ||   ✔  ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|The Giant Crustworm[[File:PoP.png|link=]]|| ||       || ✔  ||   ✔     ||   ✔   ||   ✔   ||    ✔    ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|Queen Iris[[File:PoP.png|link=]]||          ||       || ✔  ||   ✔     ||   ✔   ||   ✔   ||    ✔    ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|Nerys[[File:PoP.png|link=]]||            ||       || ✔  ||   ✔     ||   ✔   ||   ✔   ||    ✔    ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Boss Name||Mob Type||Experience||Health||Armour||Resistance||Attack Type||Damage||Location&lt;br /&gt;
|-&lt;br /&gt;
! The Stone Guardian &lt;br /&gt;
| Construct || 1000 || 800 || 50 || 50 || Physical || style=&amp;quot;text-align:left;&amp;quot;|16 Smash&amp;lt;br&amp;gt;30 Spikes&amp;lt;br&amp;gt;40 Falling spike || Mines&lt;br /&gt;
|-&lt;br /&gt;
! The Warden &lt;br /&gt;
| Undead || 2250 || 2500 || 75 || 35 || Physical || style=&amp;quot;text-align:left;&amp;quot;|30 Spin&amp;lt;br&amp;gt;60 Melee&amp;lt;br&amp;gt;70 Bombs&amp;lt;br&amp;gt;100 Arrow || Prisons&lt;br /&gt;
|- style=&amp;quot;height:50px;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|The Three Councilors:&amp;lt;br&amp;gt;Magic&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;War&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Wisdom&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Undead || rowspan=&amp;quot;3&amp;quot;|1250 || rowspan=&amp;quot;3&amp;quot;|2000 || rowspan=&amp;quot;3&amp;quot;|40 || rowspan=&amp;quot;3&amp;quot;|100 || |Magical || style=&amp;quot;text-align:left;&amp;quot;|50 || rowspan=&amp;quot;3&amp;quot;|Armory&lt;br /&gt;
|- &lt;br /&gt;
|  Physical || style=&amp;quot;text-align:left;&amp;quot;|70 Spikes&amp;lt;br&amp;gt;140 Melee &lt;br /&gt;
|- &lt;br /&gt;
|  Magical || style=&amp;quot;text-align:left;&amp;quot;|20 / 0.5s &lt;br /&gt;
|-&lt;br /&gt;
! The Watcher &lt;br /&gt;
| Aberration || 5000 || 12000 || 100 || 150 || Magical &amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt; Physical || style=&amp;quot;text-align:left;&amp;quot;|40 Magical Orbs&amp;lt;br&amp;gt;60 Physical Spike || Archives&lt;br /&gt;
|-&lt;br /&gt;
! Vampire Lord &lt;br /&gt;
| Undead || 7500 || 14000 || 100 || 100 || Magical &amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt; Physical || style=&amp;quot;text-align:left;&amp;quot;|? Magical Blood wave&amp;lt;br&amp;gt;? Physical Sword&amp;lt;br&amp;gt;? Magical Blood fire &amp;lt;br&amp;gt;? Magical Blood mist || Chambers&lt;br /&gt;
|-&lt;br /&gt;
! Thundersnow &lt;br /&gt;
| Beast || 10000 || 22000 || 175 || 175 || Magical &amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt; Physical || style=&amp;quot;text-align:left;&amp;quot;|10 Physical Falling spike&amp;lt;br&amp;gt;125 Physical Ice spike&amp;lt;br&amp;gt;175 (ignores 2/3 of armor) Physical Stomp&amp;lt;br&amp;gt;35 Magical Ice breath&amp;lt;br&amp;gt;45 Magical Slowing Orb&amp;lt;br&amp;gt;55 Magical Lighting&amp;lt;br&amp;gt;80 Magical Ice spike wave || Forsaken Tower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=2110</id>
		<title>Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=2110"/>
		<updated>2020-01-31T15:57:37Z</updated>

		<summary type="html">&lt;p&gt;AJL828: /* Imps   File:imp.gif */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.&lt;br /&gt;
&lt;br /&gt;
==Elevators==&lt;br /&gt;
[[File:Elevator.jpg|130px|frameless|right]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you activate the Miners' Strike Fountain fortune then all of the elevators will already be sent down, effectively creating an &amp;quot;all or nothing&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Springs   [[File:springs.png]]==&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The only guaranteed spring in the game is directly before [[Acts#Act_5.2C_The_Chambers|Thundersnow]] on floor 2 of the Battlements.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Monoliths   [[File:monolith.gif]]==&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Insight cannot be gotten when you are at the max level you can reach in that run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Shrine buffs&lt;br /&gt;
|-&lt;br /&gt;
| Icon&lt;br /&gt;
| Name&lt;br /&gt;
| Effect&lt;br /&gt;
| Duration&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=48px|width=48px|height=48px}}&lt;br /&gt;
| Protective Powers&lt;br /&gt;
| -50% damage taken&lt;br /&gt;
| 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Incredible Strength&lt;br /&gt;
| x2 overall damage &lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=48px|width=48px|height=48px}}&lt;br /&gt;
| Greater Insight&lt;br /&gt;
| +100% experience&lt;br /&gt;
| 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Vigorous Restoration&lt;br /&gt;
| 20 HP a second&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=96px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Endless Potential&lt;br /&gt;
| Free skills&lt;br /&gt;
| 4 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Gold Fever&lt;br /&gt;
| +100% Gold gain&lt;br /&gt;
| 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=144px|width=48px|height=48px}}&lt;br /&gt;
| Rapid Blows&lt;br /&gt;
| +50% Primary attack speed&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=240px|width=48px|height=48px}}&lt;br /&gt;
| Sundering Strikes&lt;br /&gt;
| Ignore 50% of enemy Armor and Resistance&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=96px|width=48px|height=48px}}&lt;br /&gt;
| Nimble Limbs&lt;br /&gt;
| +50% movement speed ([[Arena]] only)&lt;br /&gt;
| 30 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}&lt;br /&gt;
| Fortuitous Events&lt;br /&gt;
| +5 Luck&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Imps   [[File:imp.gif]]==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
*Send your gold to town tax free.&lt;br /&gt;
*Refill your potions. Only when you don't have a full potion.&lt;br /&gt;
*Give you some gold. The amount received increases in later acts.&lt;br /&gt;
*Give you some ore. The amount received increases in later acts.&lt;br /&gt;
*Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.&lt;br /&gt;
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.&lt;br /&gt;
*Give you a random item of any rarity.&lt;br /&gt;
*[[File:PoP.png|link=]] Remove all of your curses. Only happens when you have any curses.&lt;br /&gt;
&lt;br /&gt;
There is approximately a 15% chance for an imp to spawn on any given floor, increased to 30% with the Plentiful Gifts [[Fountain]] fortune.&amp;lt;br&amp;gt;&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
The formula for how much gold the imp gives the player is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Gold = ((2^Act * 1250) + (NG*5000)) * (Gold_Gain + (0.2 * NG))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The formula for how much ore the imp gives the player is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
amount = roll_round(amount * (ore gain modifier + 0.2f * ngp));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
[[File:Shop3.jpg|200px|frameless|right]]&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
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]]. &amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
*Act 1: Common &lt;br /&gt;
*Act 2: Common, Uncommon&lt;br /&gt;
*Act 3: Common, Uncommon&lt;br /&gt;
*Act 4: Common, Uncommon, Rare&lt;br /&gt;
*Act 5: Common, Uncommon, Rare&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Graveyard==&lt;br /&gt;
[[File:Graveyard.jpg|180px|frameless|right]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
==Portals and Red Rooms   [[File:teleporter.gif]]==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
What happens when I go in?&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Once the cube is destroyed, every enemy in the room is killed instantly.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Magic Furnace==&lt;br /&gt;
[[File:Magic furnace.png|75px|frameless|right]]&lt;br /&gt;
The magic furnace is occasionally found on floors throughout the tower. After interacting with the furnace, you can spend ore to craft an item from a list in the same way you can craft items from the magic anvil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Gambler==&lt;br /&gt;
The item gambler is an NPC that is located behind certain cracked walls in the tower. Interacting with the item gambler brings up an interface that lets you select items from your inventory to offer up for a single new item. The more items you offer, the higher the chance you have for receiving a rarer item.&lt;br /&gt;
&lt;br /&gt;
==Blood Altar [[File:Blood rite.png|50px|frameless]]==&lt;br /&gt;
The blood altar is a small round table found randomly in the tower. Using the altar will ask the player if they wish to sacrifice 10% of their HP for a random buff that scales up with ng level. This buff will last permanently, even through multiple runs, until the player dies. Once the player dies, the buff is lost and the sacrificed HP will return.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buff Name&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Beast&lt;br /&gt;
| Attack Power +30&lt;br /&gt;
|-&lt;br /&gt;
| Chosen&lt;br /&gt;
| Spell Power +30&lt;br /&gt;
|-&lt;br /&gt;
| Immortal&lt;br /&gt;
| Armor +25&lt;br /&gt;
|-&lt;br /&gt;
| Fey&lt;br /&gt;
| Resist +25&lt;br /&gt;
|-&lt;br /&gt;
| Order&lt;br /&gt;
| HP Regen +2&lt;br /&gt;
|-&lt;br /&gt;
| Crone&lt;br /&gt;
| Mana Regen +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Paladin&amp;diff=2108</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Paladin&amp;diff=2108"/>
		<updated>2020-01-15T23:05:24Z</updated>

		<summary type="html">&lt;p&gt;AJL828: /* Charge (Skill 1) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Classes}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Paladin class is a role for close-range damage dealing and tanking. What makes this class particularly different from others is the ability to block arrows, and shots from maggots and wisps with his shield. The shield can also block the rapid fire attack from the [[Acts#Act_4.2C_The_Archives|Watcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Paladin's [[Guild Hall#Character Titles|Character Title]] will add armor for everyone in your guild.&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The tables below list base damage and tiers as they're shown in the guild hall.&lt;br /&gt;
As an example, the first upgrade for Lay on Hands can be bought at a Tier 2 guild hall.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align: center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Paladin skills&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin#Sword (Primary Attack)|Sword]]||[[Paladin#Charge (Skill 1)|Charge]]||[[Paladin#Lay on Hands (Skill 2)|Lay on Hands]]||[[Paladin#Whirlwind (Skill 3)|Whirlwind]]||[[Paladin#Shield (Passive 1)|Shield]]||[[Paladin#Stunning Blows (Passive 2)|Stunning Blows]]||[[Paladin#Flames of Devotion (Passive 3)|Flames of Devotion]]&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:skills.png|column=0|row=0|link=Paladin#Sword (Primary Attack)}}||{{#sprite:file=File:skills.png|column=1|row=0|link=Paladin#Charge (Skill 1)}}||{{#sprite:file=File:skills.png|column=3|row=0|link=Paladin#Lay on Hands (Skill 2)}}||{{#sprite:file=File:skills.png|column=2|row=0|link=Paladin#Whirlwind (Skill 3)}}||{{#sprite:file=File:skills.png|column=4|row=0|link=Paladin#Shield (Passive 1)}}||{{#sprite:file=File:skills.png|column=5|row=0|link=Paladin#Stunning Blows (Passive 2)}}||&lt;br /&gt;
{{#sprite:file=File:skills.png|column=6|row=0|link=Paladin#Flames of Devotion (Passive 3)}}&lt;br /&gt;
|}&lt;br /&gt;
====Sword (Primary Attack)====&lt;br /&gt;
Melee attack that deals [[Combat#Damage_Types|physical damage]] in an arc covering X degrees.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||16||19||22||25||28||31&lt;br /&gt;
|-&lt;br /&gt;
|Arc||90||120||150||180||210||240&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Charge (Skill 1)====&lt;br /&gt;
Dash forward. Enemies in your path take physical damage. Upgrades increases the dash speed and range.&amp;lt;br&amp;gt;&lt;br /&gt;
T5 Charge travels twice as far as T0 dash. Charge does not travel through enemies unless it deals lethal damage. Any enemies hit by a non-lethal Charge will be stunned for 0.5 seconds.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||25||35||45||55||65||75&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||10||13||16||19||22||25&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lay on Hands (Skill 2)====&lt;br /&gt;
An active ability that heals the Paladin and nearby allies along with providing a 25% chance to block some magical damage for a few seconds.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Heal Rate||N/A||N/A||3+2%||5+2%||7+2%||9+2%&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||30||40||50||60&lt;br /&gt;
|-&lt;br /&gt;
|Amount Blocked||N/A||N/A||5||10||15||20&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||N/A||3||3.5||4||4.5&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||5||6||8||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Whirlwind (Skill 3)====&lt;br /&gt;
A spinning attack that deals physical damage to nearby enemies and lasts for a few seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
While spinning your shield still faces toward the direction you're aiming, and you are still able to use your primary to attack.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||30||40||50&lt;br /&gt;
|-&lt;br /&gt;
|Seconds||N/A||N/A||N/A||3||4||5&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||50||60||70&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||7||9||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shield (Passive 1)====&lt;br /&gt;
The Paladin's most signature feature is the shield, which blocks most incoming projectiles in an arc in front of the player, and has a 25% chance to block some physical damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The shield is still able to be used while using Whirlwind, and will point toward the direction aimed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Arc||60||80||100||120||140||160&lt;br /&gt;
|-&lt;br /&gt;
|Reduction||0||5||10||15||20||25&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||2||3||4||5||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stunning Blows (Passive 2)====&lt;br /&gt;
The Paladin has a chance to stun the enemy for 2.5 seconds.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Chance||N/A||N/A||10||15||20||25&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Flames of Devotion (Passive 3)====&lt;br /&gt;
Adds 1 [[Combat#Damage_Types|magical damage]] per stack to all of your skills' damage with each primary attack. &amp;lt;br&amp;gt;&lt;br /&gt;
Includes the Paladin's Sword. Each stack lasts 1 second.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Maximum Stacks||N/A||N/A||N/A||N/A||12||24&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||N/A||10||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The player starts off at level 1. Every time the Paladin levels up, stat boosts are gained.&amp;lt;br&amp;gt;&lt;br /&gt;
The most notable increases are to Health and Armor, which makes him a tank-based class. &lt;br /&gt;
&lt;br /&gt;
To get stats at a given level, use the equation &amp;quot;X = scaling * (level-1) + level1stat&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Attribute values by level&lt;br /&gt;
|-&lt;br /&gt;
!|Attribute||Health||Mana||Health Regen||Mana Regen||Armor||Resistance&lt;br /&gt;
|-&lt;br /&gt;
!|Level 1&lt;br /&gt;
|75||50||0||0.4||10||0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +8 || +6 || +0.025 || +0.05 || +0.6 || +0.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|83||56||0.025||0.45||10.6||0.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|91||62||0.050||0.50||11.2||0.4&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|99||68||0.075||0.55||11.8||0.6&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|107||74||0.100||0.60||12.4||0.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|147||104||0.225||0.85||15.4||1.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|187||134||0.350||1.10||18.4||2.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|227||164||0.475||1.35||21.4||3.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|267||194||0.600||1.60||24.4||4.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|307||224||0.725||1.85||27.4||5.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Chapel&amp;diff=2107</id>
		<title>Chapel</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Chapel&amp;diff=2107"/>
		<updated>2020-01-15T23:00:20Z</updated>

		<summary type="html">&lt;p&gt;AJL828: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Chapel_4.png|thumb|The Chapel in-game menu.]]&lt;br /&gt;
The '''Chapel''' is a town upgrade that is purchased at the [[Town Hall]]. It unlocks the [[Priest]] class and allows individual characters to purchase blessings from the preacher, one from each tier. The first tier is unlocked for fifteen [[Money|ore]] as part of the second set of upgrades in the Town Hall, the subsequent tiers cost 35, 135 and 250 ore and are respectively purchased as part of the third, fifth and sixth set of town upgrades. Originally blessings were locked in a fixed pattern of purchase, meaning that each bought blessing would only allow access to one of the two directly below it. This was removed in the update released along with [[Pyramid_of_Prophecy|Pyramids of Prophecy]], where a single blessing in a row is available at all times. The update also added the sixth tier, and lets the player &amp;quot;convert&amp;quot; without having to repurchase any previously-bought blessings, as these are then always available to pick if he so chooses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blessings==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier &amp;lt;br&amp;gt; Price&lt;br /&gt;
! Blessing&lt;br /&gt;
! Effect&lt;br /&gt;
! Image&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Tier 1 &amp;lt;br&amp;gt; 10,000 gold&lt;br /&gt;
| Path of Warrior&lt;br /&gt;
| Increases damage of your primary attack by 25% (additive damage multiplier bonus).&lt;br /&gt;
| [[File:PathOfWarrior.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Path of Defender&lt;br /&gt;
| Decreases damage taken by 15%.&lt;br /&gt;
| [[File:PathOfDefender.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Path of the Magician&lt;br /&gt;
| Increases damage of your skills by 25% (additive damage multiplier bonus).&lt;br /&gt;
| [[File:PathOfTheMagician.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Tier 2 &amp;lt;br&amp;gt; 20,000 gold&lt;br /&gt;
| Blessing of Might&lt;br /&gt;
| Physical damage ignores 20% of the enemies armor.&lt;br /&gt;
| [[File:BlessingOfMight.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Blessing of Life&lt;br /&gt;
| Increases your health regen by 100%.&lt;br /&gt;
| [[File:BlessingOfLife.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Blessing of Mind&lt;br /&gt;
| Increases your mana regen by 100%.&lt;br /&gt;
| [[File:BlessingOfMind.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Blessing of Intellect&lt;br /&gt;
| Magical damage ignores 20% of the enemies resistance.&lt;br /&gt;
| [[File:BlessingOfIntellect.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Tier 3 &amp;lt;br&amp;gt; 50,000 gold&lt;br /&gt;
| Symbol of Force&lt;br /&gt;
| Increases critical damage on your primary attack by 100%. &amp;lt;br&amp;gt;&lt;br /&gt;
Unlike Blessing of Life / Mind, this does not double the affected attribute, but provides a flat increase of +1x instead.&lt;br /&gt;
| [[File:SymbolOfForce.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Symbol of Essence&lt;br /&gt;
| Gain 2.5% lifesteal on primary attack.&lt;br /&gt;
| [[File:SymbolOfEssence.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Symbol of Retribution&lt;br /&gt;
| Returns 250% damage to the attacker when hit.&lt;br /&gt;
| [[File:SymbolOfRetribution.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Symbol of Wisdom&lt;br /&gt;
| Decreases the mana cost of your skills by 25%.&lt;br /&gt;
| [[File:SymbolOfWisdom.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Symbol of Focus&lt;br /&gt;
| Increases critical damage of skills by 100%. &amp;lt;br&amp;gt;&lt;br /&gt;
Unlike Blessing of Life / Mind, this does not double the affected attribute, but provides a flat increase of +1x instead&lt;br /&gt;
| [[File:SymbolOfFocus.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Tier 4 &amp;lt;br&amp;gt; 100,000 gold&lt;br /&gt;
| Divine Hammer&lt;br /&gt;
| Primary Attack throws a hammer in a forward direction dealing 25 Physical damage. Has a cooldown of 0.3 seconds.&lt;br /&gt;
| [[File:DivineHammer.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Divine Bomb&lt;br /&gt;
| Primary Attack drops a bomb dealing 125 Physical damage. Has a cooldown of 1 second.&lt;br /&gt;
| [[File:DivineBomb.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Divine Blast&lt;br /&gt;
| Primary Attack triggers an explosion dealing 10 Magical damage. Has a cooldown of 0.25 seconds&lt;br /&gt;
| [[File:DivineBlast.png|50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Divine Strike&lt;br /&gt;
| Primary Attack fires a bolt at a nearby random enemy dealing 12 magic damage. Has a cooldown of 0.01 seconds.&lt;br /&gt;
| [[File:DivineStrike.png|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{BaseNav}}&lt;br /&gt;
[[Category:Town]]&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2076</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2076"/>
		<updated>2019-11-24T21:43:31Z</updated>

		<summary type="html">&lt;p&gt;AJL828: /* Luck */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
=Damage=&lt;br /&gt;
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).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To calculate primary attack damage, convert percentages to decimal then use the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(phys_base + phys_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Physical_Reduction +&lt;br /&gt;
(mage_base + mage_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Magical_Reduction&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
; Enemy defenses:&lt;br /&gt;
: Enemy Physical reduction: 1/(1 + (enemy_base_armor*(1-physical_pierce)/50)&lt;br /&gt;
: Enemy Magical reduction: 1/(1 + (enemy_base_resistance*(1-magical_pierce)/50)&lt;br /&gt;
::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.&lt;br /&gt;
::Shieldbreaker and Magebane count as 75% pierce when their effect is active.&lt;br /&gt;
&lt;br /&gt;
*DMG_INCREASE = &amp;amp;sum; &amp;amp;forall; +damage% and damage% increase from crits.&lt;br /&gt;
*MULTIPLIER = Incredible Strength(2x) * Corrupted(2x) * Talisman of Decay (1.2x) * Gladiator's Crippling Net (variable). Corrupted is from the Spreading Corruption rare item from the [[Pyramid of Prophecy]] DLC.&lt;br /&gt;
&lt;br /&gt;
; Notation&lt;br /&gt;
: &amp;amp;sum; is the symbol for adding one after another to a total sum&lt;br /&gt;
: &amp;amp;forall; means &amp;quot;for all&amp;quot;, &amp;quot;for each&amp;quot; or &amp;quot;for any&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1NBxfuNYQ87J5PvRFquaewg1w1qwd8Jny9w3dLGadbf8/edit?usp=sharing Damage Calculator]&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Criticals==&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;double crit,&amp;quot; in which the damage is multiplied by the Critical Damage modifier twice.&amp;lt;br&amp;gt;&lt;br /&gt;
Equation : [DMG * (Crit_multiplier * crits)].&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Act bosses are immune to these status effects: Armor break, Resistance break, confusion, slowness and frozen, corruption, and bleeding(?).&lt;br /&gt;
&lt;br /&gt;
Damage over time effects (DoTs) will hit the player 5 times before going away. (10 if using the Mind Control drink)&lt;br /&gt;
&lt;br /&gt;
;Poison&lt;br /&gt;
: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.&lt;br /&gt;
::Poison deals 4 magical damage to the player, and the poisoned arrow traps in hallways deal 8 magical damage.&lt;br /&gt;
::Enemies the player poisons take 16 magical damage, however a few [[Undead]] and many [[Constructs]] are immune to poison damage.&lt;br /&gt;
;Burning&lt;br /&gt;
:Burn damage is applied by many traps throughout the game and various late game enemies.&lt;br /&gt;
::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.&lt;br /&gt;
::Enemies the player ignites take 4 magical damage, however no enemy is immune except for Red Wisps.&lt;br /&gt;
;Stun&lt;br /&gt;
:Stunned enemies are unable to move or attack while affected.&lt;br /&gt;
::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. Constructs and ghosts are immune to this status. &lt;br /&gt;
:::Thundersnow's stomp will stun the player for half a second on NG+++.&lt;br /&gt;
;Disarm&lt;br /&gt;
:Disarmed enemies are unable to attack the player while affected, but are still able to move.&lt;br /&gt;
::[[Items#Common_Items|The Gladiator's Net]], [[Gladiator|Gladiator's]] Crippling Net, and [[Items#Common_Items|Defender's Halberd]] apply disarm to enemies. Constructs are immune.&lt;br /&gt;
;Bloodlust&lt;br /&gt;
: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).&lt;br /&gt;
;Protection&lt;br /&gt;
: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.&lt;br /&gt;
;Confusion&lt;br /&gt;
:Confusion will reverse the players aim and movement directions, completely inverting the controls. This effect lasts varying amounts of time depending on the source.&lt;br /&gt;
::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.&lt;br /&gt;
::Enemies that find themselves confused will wander around in snaking lines and aim erratically.&lt;br /&gt;
;Slowness&lt;br /&gt;
:Slowness will reduce the affected individual's movement speed by 50%. Enemies that apply slowness are Fallen Priests, Frost Liches, and the poison effect.&lt;br /&gt;
::The player can become immune to slowness by obtaining the [[Items#Rare_Items|Boots of Freedom]].&lt;br /&gt;
;Darkness&lt;br /&gt;
: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 &amp;quot;blind&amp;quot;.&lt;br /&gt;
::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.&lt;br /&gt;
::[[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.&lt;br /&gt;
;Mana drain&lt;br /&gt;
:The player loses 2.5%(?) of their maximum mana every half second they have this effect.&lt;br /&gt;
::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.&lt;br /&gt;
;Bleeding&lt;br /&gt;
:The player loses 5% of their current HP every time they move 1 tile while under this effect.&lt;br /&gt;
::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=]].&lt;br /&gt;
::Bleeding applied by the player works on enemies the same way, which means they need to move to take damage.&lt;br /&gt;
:::The player can bleed the enemies by using the [[Items#Rare_Items|Duelist's Edge]] or by taking the rare [[Tavern]] drink &amp;quot;Spilled Blood&amp;quot;.&lt;br /&gt;
;Armor break&lt;br /&gt;
:Armor break reduces the affected target's armor by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Shieldbreaker]] item, the mummy minibosses in act 2 of the pyramid, and Nerys's arena mist apply this effect.&lt;br /&gt;
:::Thundersnow has a similar effect on his stomp attack, where it will pierce 66% of the player's armor.&lt;br /&gt;
;Resistance break&lt;br /&gt;
:Resistance break reduces the affected target's resistance by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Magebane]] item and Nerys's arena mist apply this effect.&lt;br /&gt;
;Frozen&lt;br /&gt;
: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.&lt;br /&gt;
::Afflicted enemies cannot move at all and are unable to attack while affected. This status can be activated 100% of the time when attacking with Comet, or a 7.5% chance on all primary attacks when using Ewran&lt;br /&gt;
;Corruption[[File:PoP.png|link=]]&lt;br /&gt;
: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.&lt;br /&gt;
::Enemies that apply corruption are Big Mummies when the player is nearby. (others?)&lt;br /&gt;
::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.&lt;br /&gt;
;Curse[[File:PoP.png|link=]]&lt;br /&gt;
: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.&lt;br /&gt;
::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.&lt;br /&gt;
::To reduce player curse amounts, see [[Pyramid_of_Prophecy#Reducing_Curse|here]].&lt;br /&gt;
;Vertigo&lt;br /&gt;
: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.&lt;br /&gt;
::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.&lt;br /&gt;
::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.&lt;br /&gt;
&lt;br /&gt;
=Defense=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Armor and Resistance==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Armor reduces the physical damage taken, resistance reduces the magical.&amp;lt;br&amp;gt;&lt;br /&gt;
To calculate how much damage your armor and resistance is protecting you from, see the section below.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Damage Reduction==&lt;br /&gt;
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==Block==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Blocking is the first thing that happens in the damage taken calculation.&lt;br /&gt;
&lt;br /&gt;
==Evasion==&lt;br /&gt;
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 &amp;quot;duration&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
You can still reflect damage even when you evade an attack.&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Vitality=&lt;br /&gt;
==Health and Mana==&lt;br /&gt;
There are many different ways to regain health and mana, most often innate regeneration is the largest portion in mid to late-game play. &amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;Symbol of Essence&amp;quot;, or the rare [[Tavern]] drink &amp;quot;Crimson Death&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
==Pickups==&lt;br /&gt;
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. &amp;lt;br&amp;gt;&lt;br /&gt;
There are 4 health pickups and 3 mana pickups. Their base recovery amounts are as follows:&lt;br /&gt;
*Health&lt;br /&gt;
**Apple: 10 HP&lt;br /&gt;
**Orange: 25 HP&lt;br /&gt;
**Cheese: 50 HP&lt;br /&gt;
**Steak: 150 HP&lt;br /&gt;
**[[File:PoP.png|link=]]Fish: 150 HP, [[Arena]] only&lt;br /&gt;
*Mana&lt;br /&gt;
**Small crystal: 15 MP&lt;br /&gt;
**Medium crystal: 45 MP&lt;br /&gt;
**Mana Orb: 90 MP&lt;br /&gt;
&lt;br /&gt;
All Pickups can have their values increased by the [[Apothecary]], the Exceptional Consumables [[Fountain|fortune]], or by the [[Priest|Priest's]] Remedy skill.&lt;br /&gt;
&lt;br /&gt;
==Potion==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Other Effects=&lt;br /&gt;
==Luck==&lt;br /&gt;
[[File:LuckChart.png|frameless|400px|right]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]] items, and skills like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected. Positive and negative luck will choose the best or the worst roll as the outcome.&lt;br /&gt;
&lt;br /&gt;
Prior to Version 99, the equation to calculate the new chance was as follows: Chance/0.95^Luck&lt;br /&gt;
&lt;br /&gt;
In Version 99, luck got reworked to be more consistent, and uses this new formula: 1-(1-p)^(2^(luck/10))&lt;br /&gt;
This means that every luck you obtain from 1-10 will add a 10% chance to “reroll” a chance if the first roll is unsuccessful. At 10 Luck, you will have a 100% chance to make these rerolls, and so every item will essentially act as if it is attuned. Any further luck gains from 11-20 will add on to a second reroll should the first two fail, and 21-30 will add on to a third reroll, and so on (although passing a Luck stat of 19 in a regular, unmodded game is unlikely). &lt;br /&gt;
&lt;br /&gt;
Luck currently has five sources; one negative and four positive.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Image||Name||Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_drinks.png|column=2|row=1}}||style=&amp;quot;color:#00FF00&amp;quot;|The Safe Bet|| -5 Luck +20 Armor &amp;amp; Resistance&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style=&amp;quot;color:#72777d&amp;quot;|Lucky Charm|| +1 Luck +10% Gold Gain&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style=&amp;quot;color:green&amp;quot;|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style=&amp;quot;color:#33ccff;&amp;quot;|Lucky Hat|| +4 Luck&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The chart to the right displays selected proc chances and how each luck value affect them.&lt;br /&gt;
&lt;br /&gt;
==Combo==&lt;br /&gt;
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Items Enhancing Combo===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.&lt;br /&gt;
&lt;br /&gt;
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.&lt;br /&gt;
&lt;br /&gt;
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==NG+ Scaling==&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The formula for calculating the reduction is:&lt;br /&gt;
*Armor: 60*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Resistance: 50*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NG+ also increases enemy stats as follows:&lt;br /&gt;
*HP: (Base + (NG*15)) * (1 + (NG*2.75))&lt;br /&gt;
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2075</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2075"/>
		<updated>2019-11-24T21:39:19Z</updated>

		<summary type="html">&lt;p&gt;AJL828: /* Luck */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
=Damage=&lt;br /&gt;
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).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To calculate primary attack damage, convert percentages to decimal then use the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(phys_base + phys_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Physical_Reduction +&lt;br /&gt;
(mage_base + mage_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Magical_Reduction&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
; Enemy defenses:&lt;br /&gt;
: Enemy Physical reduction: 1/(1 + (enemy_base_armor*(1-physical_pierce)/50)&lt;br /&gt;
: Enemy Magical reduction: 1/(1 + (enemy_base_resistance*(1-magical_pierce)/50)&lt;br /&gt;
::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.&lt;br /&gt;
::Shieldbreaker and Magebane count as 75% pierce when their effect is active.&lt;br /&gt;
&lt;br /&gt;
*DMG_INCREASE = &amp;amp;sum; &amp;amp;forall; +damage% and damage% increase from crits.&lt;br /&gt;
*MULTIPLIER = Incredible Strength(2x) * Corrupted(2x) * Talisman of Decay (1.2x) * Gladiator's Crippling Net (variable). Corrupted is from the Spreading Corruption rare item from the [[Pyramid of Prophecy]] DLC.&lt;br /&gt;
&lt;br /&gt;
; Notation&lt;br /&gt;
: &amp;amp;sum; is the symbol for adding one after another to a total sum&lt;br /&gt;
: &amp;amp;forall; means &amp;quot;for all&amp;quot;, &amp;quot;for each&amp;quot; or &amp;quot;for any&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1NBxfuNYQ87J5PvRFquaewg1w1qwd8Jny9w3dLGadbf8/edit?usp=sharing Damage Calculator]&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Criticals==&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;double crit,&amp;quot; in which the damage is multiplied by the Critical Damage modifier twice.&amp;lt;br&amp;gt;&lt;br /&gt;
Equation : [DMG * (Crit_multiplier * crits)].&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Act bosses are immune to these status effects: Armor break, Resistance break, confusion, slowness and frozen, corruption, and bleeding(?).&lt;br /&gt;
&lt;br /&gt;
Damage over time effects (DoTs) will hit the player 5 times before going away. (10 if using the Mind Control drink)&lt;br /&gt;
&lt;br /&gt;
;Poison&lt;br /&gt;
: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.&lt;br /&gt;
::Poison deals 4 magical damage to the player, and the poisoned arrow traps in hallways deal 8 magical damage.&lt;br /&gt;
::Enemies the player poisons take 16 magical damage, however a few [[Undead]] and many [[Constructs]] are immune to poison damage.&lt;br /&gt;
;Burning&lt;br /&gt;
:Burn damage is applied by many traps throughout the game and various late game enemies.&lt;br /&gt;
::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.&lt;br /&gt;
::Enemies the player ignites take 4 magical damage, however no enemy is immune except for Red Wisps.&lt;br /&gt;
;Stun&lt;br /&gt;
:Stunned enemies are unable to move or attack while affected.&lt;br /&gt;
::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. Constructs and ghosts are immune to this status. &lt;br /&gt;
:::Thundersnow's stomp will stun the player for half a second on NG+++.&lt;br /&gt;
;Disarm&lt;br /&gt;
:Disarmed enemies are unable to attack the player while affected, but are still able to move.&lt;br /&gt;
::[[Items#Common_Items|The Gladiator's Net]], [[Gladiator|Gladiator's]] Crippling Net, and [[Items#Common_Items|Defender's Halberd]] apply disarm to enemies. Constructs are immune.&lt;br /&gt;
;Bloodlust&lt;br /&gt;
: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).&lt;br /&gt;
;Protection&lt;br /&gt;
: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.&lt;br /&gt;
;Confusion&lt;br /&gt;
:Confusion will reverse the players aim and movement directions, completely inverting the controls. This effect lasts varying amounts of time depending on the source.&lt;br /&gt;
::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.&lt;br /&gt;
::Enemies that find themselves confused will wander around in snaking lines and aim erratically.&lt;br /&gt;
;Slowness&lt;br /&gt;
:Slowness will reduce the affected individual's movement speed by 50%. Enemies that apply slowness are Fallen Priests, Frost Liches, and the poison effect.&lt;br /&gt;
::The player can become immune to slowness by obtaining the [[Items#Rare_Items|Boots of Freedom]].&lt;br /&gt;
;Darkness&lt;br /&gt;
: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 &amp;quot;blind&amp;quot;.&lt;br /&gt;
::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.&lt;br /&gt;
::[[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.&lt;br /&gt;
;Mana drain&lt;br /&gt;
:The player loses 2.5%(?) of their maximum mana every half second they have this effect.&lt;br /&gt;
::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.&lt;br /&gt;
;Bleeding&lt;br /&gt;
:The player loses 5% of their current HP every time they move 1 tile while under this effect.&lt;br /&gt;
::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=]].&lt;br /&gt;
::Bleeding applied by the player works on enemies the same way, which means they need to move to take damage.&lt;br /&gt;
:::The player can bleed the enemies by using the [[Items#Rare_Items|Duelist's Edge]] or by taking the rare [[Tavern]] drink &amp;quot;Spilled Blood&amp;quot;.&lt;br /&gt;
;Armor break&lt;br /&gt;
:Armor break reduces the affected target's armor by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Shieldbreaker]] item, the mummy minibosses in act 2 of the pyramid, and Nerys's arena mist apply this effect.&lt;br /&gt;
:::Thundersnow has a similar effect on his stomp attack, where it will pierce 66% of the player's armor.&lt;br /&gt;
;Resistance break&lt;br /&gt;
:Resistance break reduces the affected target's resistance by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Magebane]] item and Nerys's arena mist apply this effect.&lt;br /&gt;
;Frozen&lt;br /&gt;
: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.&lt;br /&gt;
::Afflicted enemies cannot move at all and are unable to attack while affected. This status can be activated 100% of the time when attacking with Comet, or a 7.5% chance on all primary attacks when using Ewran&lt;br /&gt;
;Corruption[[File:PoP.png|link=]]&lt;br /&gt;
: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.&lt;br /&gt;
::Enemies that apply corruption are Big Mummies when the player is nearby. (others?)&lt;br /&gt;
::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.&lt;br /&gt;
;Curse[[File:PoP.png|link=]]&lt;br /&gt;
: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.&lt;br /&gt;
::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.&lt;br /&gt;
::To reduce player curse amounts, see [[Pyramid_of_Prophecy#Reducing_Curse|here]].&lt;br /&gt;
;Vertigo&lt;br /&gt;
: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.&lt;br /&gt;
::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.&lt;br /&gt;
::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.&lt;br /&gt;
&lt;br /&gt;
=Defense=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Armor and Resistance==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Armor reduces the physical damage taken, resistance reduces the magical.&amp;lt;br&amp;gt;&lt;br /&gt;
To calculate how much damage your armor and resistance is protecting you from, see the section below.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Damage Reduction==&lt;br /&gt;
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==Block==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Blocking is the first thing that happens in the damage taken calculation.&lt;br /&gt;
&lt;br /&gt;
==Evasion==&lt;br /&gt;
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 &amp;quot;duration&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
You can still reflect damage even when you evade an attack.&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Vitality=&lt;br /&gt;
==Health and Mana==&lt;br /&gt;
There are many different ways to regain health and mana, most often innate regeneration is the largest portion in mid to late-game play. &amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;Symbol of Essence&amp;quot;, or the rare [[Tavern]] drink &amp;quot;Crimson Death&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
==Pickups==&lt;br /&gt;
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. &amp;lt;br&amp;gt;&lt;br /&gt;
There are 4 health pickups and 3 mana pickups. Their base recovery amounts are as follows:&lt;br /&gt;
*Health&lt;br /&gt;
**Apple: 10 HP&lt;br /&gt;
**Orange: 25 HP&lt;br /&gt;
**Cheese: 50 HP&lt;br /&gt;
**Steak: 150 HP&lt;br /&gt;
**[[File:PoP.png|link=]]Fish: 150 HP, [[Arena]] only&lt;br /&gt;
*Mana&lt;br /&gt;
**Small crystal: 15 MP&lt;br /&gt;
**Medium crystal: 45 MP&lt;br /&gt;
**Mana Orb: 90 MP&lt;br /&gt;
&lt;br /&gt;
All Pickups can have their values increased by the [[Apothecary]], the Exceptional Consumables [[Fountain|fortune]], or by the [[Priest|Priest's]] Remedy skill.&lt;br /&gt;
&lt;br /&gt;
==Potion==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Other Effects=&lt;br /&gt;
==Luck==&lt;br /&gt;
[[File:LuckChart.png|frameless|400px|right]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]] items, and skills like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected. Positive and negative luck will choose the best or the worst roll as the outcome.&lt;br /&gt;
&lt;br /&gt;
Prior to Version 99, the equation to calculate the new chance was as follows: Chance/0.95^Luck&lt;br /&gt;
&lt;br /&gt;
In Version 99, luck got reworked to be more consistent.&lt;br /&gt;
This means that every luck you obtain from 1-10 will add a 10% chance to “reroll” a chance if the first roll is unsuccessful. At 10 Luck, you will have a 100% chance to make these rerolls, and so every item will essentially act as if it is attuned. Any further luck gains from 11-20 will add on to a second reroll should the first two fail, and 21-30 will add on to a third reroll, and so on (although passing a Luck stat of 19 in a regular, unmodded game is unlikely). &lt;br /&gt;
&lt;br /&gt;
Luck currently has five sources; one negative and four positive.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Image||Name||Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_drinks.png|column=2|row=1}}||style=&amp;quot;color:#00FF00&amp;quot;|The Safe Bet|| -5 Luck +20 Armor &amp;amp; Resistance&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style=&amp;quot;color:#72777d&amp;quot;|Lucky Charm|| +1 Luck +10% Gold Gain&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style=&amp;quot;color:green&amp;quot;|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style=&amp;quot;color:#33ccff;&amp;quot;|Lucky Hat|| +4 Luck&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The chart to the right displays selected proc chances and how each luck value affect them.&lt;br /&gt;
&lt;br /&gt;
==Combo==&lt;br /&gt;
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Items Enhancing Combo===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.&lt;br /&gt;
&lt;br /&gt;
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.&lt;br /&gt;
&lt;br /&gt;
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==NG+ Scaling==&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The formula for calculating the reduction is:&lt;br /&gt;
*Armor: 60*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Resistance: 50*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NG+ also increases enemy stats as follows:&lt;br /&gt;
*HP: (Base + (NG*15)) * (1 + (NG*2.75))&lt;br /&gt;
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Ranger&amp;diff=2067</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Ranger&amp;diff=2067"/>
		<updated>2019-10-09T14:45:25Z</updated>

		<summary type="html">&lt;p&gt;AJL828: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Classes}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Ranger is a class that utilizes the bow for focused long range attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
The Ranger works best at a distance, and has abilities to maintain that distance such as Grasping Roots and On the Prowl.&amp;lt;br&amp;gt;&lt;br /&gt;
The Ranger's [[Guild Hall#Character Titles|Character Title]] will add Attack Power for everyone in your guild.&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The tables below list base values and tiers as they're shown in the [[Guild Hall]].&lt;br /&gt;
As an example, the first upgrade for Grasping Roots can be bought at a Tier 2 guild hall.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align: center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Ranger skills&lt;br /&gt;
|-&lt;br /&gt;
|Bow and Arrow||Flurry of Arrows||Grasping Roots||Powershot||On the Prowl||Marked Prey||Twinned Arrows&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:skills.png|column=0|row=1}}||{{#sprite:file=File:skills.png|column=5|row=1}}||{{#sprite:file=File:skills.png|column=4|row=1}}||{{#sprite:file=File:skills.png|column=1|row=1}}||{{#sprite:file=File:skills.png|column=2|row=1}}||{{#sprite:file=File:skills.png|column=3|row=1}}||&lt;br /&gt;
{{#sprite:file=File:skills.png|column=6|row=1}}&lt;br /&gt;
|}&lt;br /&gt;
====Bow and Arrow (Primary Attack)====&lt;br /&gt;
Fire an arrow that deals [[Combat#Damage_Types|physical damage]] and pierces enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
This arrow travels very far, often off of the screen if shooting up or down.&amp;lt;br&amp;gt; &lt;br /&gt;
The range is just far enough to hit the [[Acts#Act_4.2C_The_Archives|Watcher]] without its orbs hitting you. This is a multiplayer only trick as a tank has to hold the Watcher still.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||10||12||14||16||18||20&lt;br /&gt;
|-&lt;br /&gt;
|Pierce||1||2||3||4||5||6&lt;br /&gt;
|-&lt;br /&gt;
|Speed Penalty||50%||45%||40%||35%||30%||25%&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Flurry of Arrows (Skill 1)====&lt;br /&gt;
The Ranger spins around multiple times and fires arrows in quick succession. The damage is based off your primary's damage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|# of arrows||24||32||40||48||56||64&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||10||15||20||25||30||35&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grasping Roots (Skill 2)====&lt;br /&gt;
Immobilize all enemies around the Ranger for a few seconds. Enemies caught have their armor reduced by a percentage based on tier.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||N/A||2.0s||3.0s||4.0s||5.0s&lt;br /&gt;
|-&lt;br /&gt;
|Reduction||N/A||N/A||10%||15%||20%||25%&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||25||30||35||40&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||5||6||8||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Powershot (Skill 3)====&lt;br /&gt;
Charge up 3 powerful [[Combat#Damage_Types|magical]] arrows that have &amp;lt;u&amp;gt;infinite&amp;lt;/u&amp;gt; pierce. Despite the animation, the explosions when the shots die do not deal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The shots take 1 second to fully charge, letting go early will result in a lower damage attack that doesn't go as far.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is slowed by 90% while charging the shots, unless they are in [[Combat#Combo|combo]].&amp;lt;br&amp;gt;&lt;br /&gt;
The arrows have 50% resistance pierce.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||80||160||240&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||50||70||90&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||7||9||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====On the Prowl (Passive 1)====&lt;br /&gt;
Increases player movement speed by 25% and [[Combat#Evasion|evasion]] by some % for a few seconds when casting a skill.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Evasion||N/A||5%||10%||15%||20%||25%&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||2.5s||3s||3.5s||4s||4.5s&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||2||3||4||5||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Marked Prey (Passive 2)====&lt;br /&gt;
A bonus % chance to crit and the same % chance to mark an enemy on crit with the Bow and Arrow. Marks last for 2.5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
When marked, all damage the enemy receives has a 5% chance to be a crit. This includes attacks from other players and hits that are already crits.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Chance||N/A||N/A||5%||7.5%||10%||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Twinned Arrows (Passive 3)====&lt;br /&gt;
The Ranger's primary attack has a % chance of splitting and seeking a new target on enemy hit.&amp;lt;br&amp;gt;&lt;br /&gt;
Split arrows deal 66% damage and can sometimes hit the enemy they split from.&amp;lt;br&amp;gt;&lt;br /&gt;
The split arrow will shoot off to a side at about a 30 degree angle from the main shot but will aim for a target up to 90 degrees away from the main shot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Chance||N/A||N/A||N/A||N/A||25%||40%&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||N/A||10||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The player starts off at level 1. Every time the Ranger levels up, stat boosts are gained.&lt;br /&gt;
&lt;br /&gt;
To get stats at a given level, use the equation &amp;quot;X = scaling * (level-1) + Level_1_stat&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Attribute values by level&lt;br /&gt;
|-&lt;br /&gt;
!|Attribute||Health||Mana||Health Regen||Mana Regen||Armor||Resistance&lt;br /&gt;
|-&lt;br /&gt;
!|Level 1&lt;br /&gt;
|50||50||0||0.5||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +6 || +6 || +0.025 || +0.075 || +0.5 || +0.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|56||56||0.025||0.575||0.5||0.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|62||62||0.05||0.65||1||0.4&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|68||68||0.075||0.725||1.5||0.6&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|74||74||0.1||0.8||2||0.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|104||104||0.225||1.175||4.5||1.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|134||134||0.35||1.55||7||2.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|164||164||0.475||1.925||9.5||3.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|194||194||0.6||2.3||12||4.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|224||224||0.725||2.675||14.5||5.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Ranger&amp;diff=2066</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Ranger&amp;diff=2066"/>
		<updated>2019-10-09T04:32:11Z</updated>

		<summary type="html">&lt;p&gt;AJL828: /* Powershot (Skill 3) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Classes}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Ranger is a class that utilizes the bow for focused long range attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
The Ranger works best at a distance, and has abilities to maintain that distance such as Grasping Roots and On the Prowl.&amp;lt;br&amp;gt;&lt;br /&gt;
The Ranger's [[Guild Hall#Character Titles|Character Title]] will add Attack Power for everyone in your guild.&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The tables below list base values and tiers as they're shown in the [[Guild Hall]].&lt;br /&gt;
As an example, the first upgrade for Grasping Roots can be bought at a Tier 2 guild hall.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align: center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Ranger skills&lt;br /&gt;
|-&lt;br /&gt;
|Bow and Arrow||Flurry of Arrows||Grasping Roots||Powershot||On the Prowl||Marked Prey||Twinned Arrows&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:skills.png|column=0|row=1}}||{{#sprite:file=File:skills.png|column=5|row=1}}||{{#sprite:file=File:skills.png|column=4|row=1}}||{{#sprite:file=File:skills.png|column=1|row=1}}||{{#sprite:file=File:skills.png|column=2|row=1}}||{{#sprite:file=File:skills.png|column=3|row=1}}||&lt;br /&gt;
{{#sprite:file=File:skills.png|column=6|row=1}}&lt;br /&gt;
|}&lt;br /&gt;
====Bow and Arrow (Primary Attack)====&lt;br /&gt;
Fire an arrow that deals [[Combat#Damage_Types|physical damage]] and pierces enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
This arrow travels very far, often off of the screen if shooting up or down.&amp;lt;br&amp;gt; &lt;br /&gt;
The range is just far enough to hit the [[Acts#Act_4.2C_The_Archives|Watcher]] without its orbs hitting you. This is a multiplayer only trick as a tank has to hold the Watcher still.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||10||12||14||16||18||20&lt;br /&gt;
|-&lt;br /&gt;
|Pierce||1||2||3||4||5||6&lt;br /&gt;
|-&lt;br /&gt;
|Speed Penalty||50%||45%||40%||35%||30%||25%&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Flurry of Arrows (Skill 1)====&lt;br /&gt;
The Ranger spins around multiple times and fires arrows in quick succession. The damage is based off your primary's damage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|# of arrows||24||32||40||48||56||64&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||10||15||20||25||30||35&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grasping Roots (Skill 2)====&lt;br /&gt;
Immobilize all enemies around the Ranger for a few seconds. Enemies caught have their armor reduced by a percentage based on tier.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||N/A||2.0s||3.0s||4.0s||5.0s&lt;br /&gt;
|-&lt;br /&gt;
|Reduction||N/A||N/A||10%||15%||20%||25%&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||25||30||35||40&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||5||6||8||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Powershot (Skill 3)====&lt;br /&gt;
Charge up 3 powerful [[Combat#Damage_Types|magical]] arrows that have &amp;lt;u&amp;gt;infinite&amp;lt;/u&amp;gt; pierce. Despite the animation, the explosion when the shot dies does not deal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The shots take 1 second to fully charge, letting go early will result in a lower damage attack that doesn't go as far.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is slowed by 90% while charging the shots, unless they are in [[Combat#Combo|combo]].&amp;lt;br&amp;gt;&lt;br /&gt;
The arrows have 50% resistance pierce.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||80||160||240&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||60||75||90&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||7||9||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====On the Prowl (Passive 1)====&lt;br /&gt;
Increases player movement speed by 25% and [[Combat#Evasion|evasion]] by some % for a few seconds when casting a skill.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Evasion||N/A||5%||10%||15%||20%||25%&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||2.5s||3s||3.5s||4s||4.5s&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||2||3||4||5||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Marked Prey (Passive 2)====&lt;br /&gt;
A bonus % chance to crit and the same % chance to mark an enemy on crit with the Bow and Arrow. Marks last for 2.5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
When marked, all damage the enemy receives has a 5% chance to be a crit. This includes attacks from other players and hits that are already crits.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Chance||N/A||N/A||5%||7.5%||10%||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Twinned Arrows (Passive 3)====&lt;br /&gt;
The Ranger's primary attack has a % chance of splitting and seeking a new target on enemy hit.&amp;lt;br&amp;gt;&lt;br /&gt;
Split arrows deal 66% damage and can sometimes hit the enemy they split from.&amp;lt;br&amp;gt;&lt;br /&gt;
The split arrow will shoot off to a side at about a 30 degree angle from the main shot but will aim for a target up to 90 degrees away from the main shot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Chance||N/A||N/A||N/A||N/A||25%||40%&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||N/A||10||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The player starts off at level 1. Every time the Ranger levels up, stat boosts are gained.&lt;br /&gt;
&lt;br /&gt;
To get stats at a given level, use the equation &amp;quot;X = scaling * (level-1) + Level_1_stat&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Attribute values by level&lt;br /&gt;
|-&lt;br /&gt;
!|Attribute||Health||Mana||Health Regen||Mana Regen||Armor||Resistance&lt;br /&gt;
|-&lt;br /&gt;
!|Level 1&lt;br /&gt;
|50||50||0||0.5||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +6 || +6 || +0.025 || +0.075 || +0.5 || +0.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|56||56||0.025||0.575||0.5||0.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|62||62||0.05||0.65||1||0.4&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|68||68||0.075||0.725||1.5||0.6&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|74||74||0.1||0.8||2||0.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|104||104||0.225||1.175||4.5||1.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|134||134||0.35||1.55||7||2.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|164||164||0.475||1.925||9.5||3.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|194||194||0.6||2.3||12||4.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|224||224||0.725||2.675||14.5||5.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2062</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2062"/>
		<updated>2019-09-20T13:54:22Z</updated>

		<summary type="html">&lt;p&gt;AJL828: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
=Damage=&lt;br /&gt;
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).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To calculate primary attack damage, convert percentages to decimal then use the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(phys_base + phys_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Physical_Reduction +&lt;br /&gt;
(mage_base + mage_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Magical_Reduction&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
; Enemy defenses:&lt;br /&gt;
: Enemy Physical reduction: 1/(1 + (enemy_base_armor*(1-physical_pierce)/50)&lt;br /&gt;
: Enemy Magical reduction: 1/(1 + (enemy_base_resistance*(1-magical_pierce)/50)&lt;br /&gt;
::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.&lt;br /&gt;
::Shieldbreaker and Magebane count as 75% pierce when their effect is active.&lt;br /&gt;
&lt;br /&gt;
*DMG_INCREASE = &amp;amp;sum; &amp;amp;forall; +damage% and damage% increase from crits.&lt;br /&gt;
*MULTIPLIER = Incredible Strength(2x) * Corrupted(2x). Corrupted is from the Spreading Corruption rare item from the [[Pyramid of Prophecy]] DLC.&lt;br /&gt;
&lt;br /&gt;
; Notation&lt;br /&gt;
: &amp;amp;sum; is the symbol for adding one after another to a total sum&lt;br /&gt;
: &amp;amp;forall; means &amp;quot;for all&amp;quot;, &amp;quot;for each&amp;quot; or &amp;quot;for any&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1NBxfuNYQ87J5PvRFquaewg1w1qwd8Jny9w3dLGadbf8/edit?usp=sharing Damage Calculator]&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Criticals==&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;double crit,&amp;quot; in which the damage is multiplied by the Critical Damage modifier twice.&amp;lt;br&amp;gt;&lt;br /&gt;
Equation : [DMG * (Crit_multiplier * crits)].&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Act bosses are immune to these status effects: Armor break, Resistance break, confusion, slowness and frozen, corruption, and bleeding(?).&lt;br /&gt;
&lt;br /&gt;
Damage over time effects (DoTs) will hit the player 5 times before going away. (10 if using the Mind Control drink)&lt;br /&gt;
&lt;br /&gt;
;Poison&lt;br /&gt;
: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.&lt;br /&gt;
::Poison deals 4 magical damage to the player, and the poisoned arrow traps in hallways deal 8 magical damage.&lt;br /&gt;
::Enemies the player poisons take 16 magical damage, however a few [[Undead]] and many [[Constructs]] are immune to poison damage.&lt;br /&gt;
;Burning&lt;br /&gt;
:Burn damage is applied by many traps throughout the game and various late game enemies.&lt;br /&gt;
::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.&lt;br /&gt;
::Enemies the player ignites take 4 magical damage, however no enemy is immune except for Red Wisps.&lt;br /&gt;
;Stun&lt;br /&gt;
:Stunned enemies are unable to move or attack while affected.&lt;br /&gt;
::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. Constructs and ghosts are immune to this status. &lt;br /&gt;
:::Thundersnow's stomp will stun the player for half a second on NG+++.&lt;br /&gt;
;Disarm&lt;br /&gt;
:Disarmed enemies are unable to attack the player while affected, but are still able to move.&lt;br /&gt;
::[[Items#Common_Items|The Gladiator's Net]], [[Gladiator|Gladiator's]] Crippling Net, and [[Items#Common_Items|Defender's Halberd]] apply disarm to enemies. Constructs are immune.&lt;br /&gt;
;Bloodlust&lt;br /&gt;
: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).&lt;br /&gt;
;Protection&lt;br /&gt;
: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.&lt;br /&gt;
;Confusion&lt;br /&gt;
:Confusion will reverse the players aim and movement directions, completely inverting the controls. This effect lasts varying amounts of time depending on the source.&lt;br /&gt;
::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.&lt;br /&gt;
::Enemies that find themselves confused will wander around in snaking lines and aim erratically.&lt;br /&gt;
;Slowness&lt;br /&gt;
:Slowness will reduce the affected individual's movement speed by 50%. Enemies that apply slowness are Fallen Priests, Frost Liches, and the poison effect.&lt;br /&gt;
::The player can become immune to slowness by obtaining the [[Items#Rare_Items|Boots of Freedom]].&lt;br /&gt;
;Darkness&lt;br /&gt;
: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 &amp;quot;blind&amp;quot;.&lt;br /&gt;
::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.&lt;br /&gt;
::[[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.&lt;br /&gt;
;Mana drain&lt;br /&gt;
:The player loses 2.5%(?) of their maximum mana every half second they have this effect.&lt;br /&gt;
::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.&lt;br /&gt;
;Bleeding&lt;br /&gt;
:The player loses 5% of their current HP every time they move 1 tile while under this effect.&lt;br /&gt;
::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=]].&lt;br /&gt;
::Bleeding applied by the player works on enemies the same way, which means they need to move to take damage.&lt;br /&gt;
:::The player can bleed the enemies by using the [[Items#Rare_Items|Duelist's Edge]] or by taking the rare [[Tavern]] drink &amp;quot;Spilled Blood&amp;quot;.&lt;br /&gt;
;Armor break&lt;br /&gt;
:Armor break reduces the affected target's armor by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Shieldbreaker]] item, the mummy minibosses in act 2 of the pyramid, and Nerys's arena mist apply this effect.&lt;br /&gt;
:::Thundersnow has a similar effect on his stomp attack, where it will pierce 66% of the player's armor.&lt;br /&gt;
;Resistance break&lt;br /&gt;
:Resistance break reduces the affected target's resistance by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Magebane]] item and Nerys's arena mist apply this effect.&lt;br /&gt;
;Frozen&lt;br /&gt;
: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.&lt;br /&gt;
::Afflicted enemies cannot move at all and are unable to attack while affected. This status can be activated 100% of the time when attacking with Comet, or a 7.5% chance on all primary attacks when using Ewran&lt;br /&gt;
;Corruption[[File:PoP.png|link=]]&lt;br /&gt;
: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.&lt;br /&gt;
::Enemies that apply corruption are Big Mummies when the player is nearby. (others?)&lt;br /&gt;
::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.&lt;br /&gt;
;Curse[[File:PoP.png|link=]]&lt;br /&gt;
: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.&lt;br /&gt;
::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.&lt;br /&gt;
::To reduce player curse amounts, see [[Pyramid_of_Prophecy#Reducing_Curse|here]].&lt;br /&gt;
;Vertigo&lt;br /&gt;
: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.&lt;br /&gt;
::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.&lt;br /&gt;
::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.&lt;br /&gt;
&lt;br /&gt;
=Defense=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Armor and Resistance==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Armor reduces the physical damage taken, resistance reduces the magical.&amp;lt;br&amp;gt;&lt;br /&gt;
To calculate how much damage your armor and resistance is protecting you from, see the section below.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Damage Reduction==&lt;br /&gt;
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==Block==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Blocking is the first thing that happens in the damage taken calculation.&lt;br /&gt;
&lt;br /&gt;
==Evasion==&lt;br /&gt;
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 &amp;quot;duration&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
You can still reflect damage even when you evade an attack.&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Vitality=&lt;br /&gt;
==Health and Mana==&lt;br /&gt;
There are many different ways to regain health and mana, most often innate regeneration is the largest portion in mid to late-game play. &amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;Symbol of Essence&amp;quot;, or the rare [[Tavern]] drink &amp;quot;Crimson Death&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
==Pickups==&lt;br /&gt;
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. &amp;lt;br&amp;gt;&lt;br /&gt;
There are 4 health pickups and 3 mana pickups. Their base recovery amounts are as follows:&lt;br /&gt;
*Health&lt;br /&gt;
**Apple: 10 HP&lt;br /&gt;
**Orange: 25 HP&lt;br /&gt;
**Cheese: 50 HP&lt;br /&gt;
**Steak: 150 HP&lt;br /&gt;
**[[File:PoP.png|link=]]Fish: 150 HP, [[Arena]] only&lt;br /&gt;
*Mana&lt;br /&gt;
**Small crystal: 15 MP&lt;br /&gt;
**Medium crystal: 45 MP&lt;br /&gt;
**Mana Orb: 90 MP&lt;br /&gt;
&lt;br /&gt;
All Pickups can have their values increased by the [[Apothecary]], the Exceptional Consumables [[Fountain|fortune]], or by the [[Priest|Priest's]] Remedy skill.&lt;br /&gt;
&lt;br /&gt;
==Potion==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=Other Effects=&lt;br /&gt;
==Luck==&lt;br /&gt;
[[File:LuckChart.png|frameless|400px|right]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The equation to calculate the new chance is as follows: Chance/0.95^Luck&lt;br /&gt;
&lt;br /&gt;
Luck currently has five sources; one negative and four positive.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Image||Name||Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_drinks.png|column=2|row=1}}||style=&amp;quot;color:#00FF00&amp;quot;|The Safe Bet|| -5 Luck +20 Armor &amp;amp; Resistance&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style=&amp;quot;color:#72777d&amp;quot;|Lucky Charm|| +1 Luck +10% Gold Gain&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style=&amp;quot;color:green&amp;quot;|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style=&amp;quot;color:#33ccff;&amp;quot;|Lucky Hat|| +4 Luck&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The chart to the right displays selected proc chances and how each luck value affect them.&lt;br /&gt;
&lt;br /&gt;
==Combo==&lt;br /&gt;
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Items Enhancing Combo===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.&lt;br /&gt;
&lt;br /&gt;
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.&lt;br /&gt;
&lt;br /&gt;
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==NG+ Scaling==&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The formula for calculating the reduction is:&lt;br /&gt;
*Armor: 60*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Resistance: 50*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NG+ also increases enemy stats as follows:&lt;br /&gt;
*HP: (Base + (NG*15)) * (1 + (NG*2.75))&lt;br /&gt;
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Witch_Hunter&amp;diff=2059</id>
		<title>Witch Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Witch_Hunter&amp;diff=2059"/>
		<updated>2019-09-06T21:31:31Z</updated>

		<summary type="html">&lt;p&gt;AJL828: The images were still improper (at least on my end), so I fixed that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Classes}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Witch Hunter is a user of an assortment of tools, that hunts its prey with meticulous planning and strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
The Witch Hunter [[Guild Hall#Character Titles|Character Title]] will add critical skill damage for everyone in your guild.&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The tables below list base values and tiers as they're shown in the guild hall.&lt;br /&gt;
As an example, the first upgrade for Branding Ward can be bought at a Tier 2 guild hall.&lt;br /&gt;
Every upgrade to a skill costs skill points, which are denoted as stars in the upper-right corner of the screen while in town.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align: center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Witch Hunter skills&lt;br /&gt;
|-&lt;br /&gt;
|Repeater Crossbow||Flaming Hounds||Branding Ward||Witch Pyre||Fanatic Zeal||A Murder of Crows||Searing Torch&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:skills_new.png|column=0|row=8}}||{{#sprite:file=File:skills_new.png|column=6|row=8}}||{{#sprite:file=File:skills_new.png|column=4|row=8}}||{{#sprite:file=File:skills_new.png|column=1|row=8}}||{{#sprite:file=File:skills_new.png|column=5|row=8}}||{{#sprite:file=File:skills_new.png|column=2|row=8}}||&lt;br /&gt;
{{#sprite:file=File:skills_new.png|column=3|row=8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Repeater Crossbow (Primary Attack)====&lt;br /&gt;
Fires 4 bolts in quick succession. Each bolt deals [[Combat#Damage_Types|physical damage]] that ignores armor.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolts pierce enemies but lose 50% damage with each enemy pierced.&amp;lt;br&amp;gt;&lt;br /&gt;
Every upgrade increases the base damage and the amount of armor ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||5||8||11||14||17||20&lt;br /&gt;
|-&lt;br /&gt;
|Armor Ignored||5||10||15||20||25||30&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Flaming Hounds (Skill 1)====&lt;br /&gt;
The Witch Hunter unleashes a Flaming Hound that bounces five times in a forward direction.&amp;lt;br&amp;gt;&lt;br /&gt;
The hound explodes when bouncing dealing [[Combat#Damage_Types|magical damage]], which is increased by 50% with each bounce.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||10||15||20||25||30||35&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||20||25||30||35||40||45&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Branding Ward (Skill 2)====&lt;br /&gt;
Places a ward on the ground that triggers when enemies get close.&amp;lt;br&amp;gt;&lt;br /&gt;
Enemies hit by the ward take [[Combat#Damage_Types|magical damage]] and are branded.&amp;lt;br&amp;gt;&lt;br /&gt;
Branded enemies take 100% more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||40||60||80||100&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||N/A||3||4||5||6&lt;br /&gt;
|-&lt;br /&gt;
|Max Wards||N/A||N/A||4||6||8||10&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||40||45||50||55&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||5||6||8||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Witch Pyre (Skill 3)====&lt;br /&gt;
Places a pyre on the ground that last for 7.5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Enemies that hit the pyre ignite an explosion dealing [[Combat#Damage_Types|magical damage]].&amp;lt;br&amp;gt;&lt;br /&gt;
Enemies close to the pyre also start burning.&amp;lt;br&amp;gt;&lt;br /&gt;
The pyres have their own Health, Armor, and Resistance that scales with the level of the skill and character skill power.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Health||N/A||N/A||N/A||300||500||700&lt;br /&gt;
|-&lt;br /&gt;
|Armor||N/A||N/A||N/A||10||20||30&lt;br /&gt;
|-&lt;br /&gt;
|Resistance||N/A||N/A||N/A||10||20||30&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||40||80||120&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||65||90||115&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||7||9||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fanatic Zeal (Passive 1)====&lt;br /&gt;
Generates stacks of Fanatic Zeal when casting a skill.&amp;lt;br&amp;gt;&lt;br /&gt;
Each stack increases critical hit chance for all attacks and skills by 2.5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Fanatic Zeal stack number and duration scale with the level of the skill.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Stacks||N/A||4||5||6||7||8&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||4||5||6||7||8&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||2||3||4||5||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====A Murder of Crows (Passive 2)====&lt;br /&gt;
Unleashes Crows when taking damage that defend the Witch Hunter.&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown reduced per level.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Crows||N/A||N/A||5||7||9||11&lt;br /&gt;
|-&lt;br /&gt;
|Cooldown||N/A||N/A||10||9||8||7&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Searing Torch (Passive 3)====&lt;br /&gt;
Throws a torch towards a random nearby enemy when casting a skill.&amp;lt;br&amp;gt;&lt;br /&gt;
The torch explodes on impact dealing [[Combat#Damage_Types|magical damage]] and apply burning.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||N/A||60||120&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||N/A||10||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The player starts off at level 1. Every time the Witch Hunter levels up, stat boosts are gained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get stats at a given level, use the equation &amp;quot;X=scaling*(level-1)+level1stat&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Attribute values by level&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Attribute&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Health&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Mana&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Health Regen&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Mana Regen&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Resistance&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Scaling Per Level&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +0.025&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +0.075&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +0.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +0.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.025&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.825&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 57&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.05&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 81&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.075&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.975&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 88&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.05&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 10&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 99&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.225&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.425&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 15&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.35&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 159&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 193&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.475&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.175&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 12.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 25&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 189&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 228&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.55&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 219&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 263&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.725&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.925&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 9.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 17.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Arena&amp;diff=2056</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Arena&amp;diff=2056"/>
		<updated>2019-08-29T19:01:16Z</updated>

		<summary type="html">&lt;p&gt;AJL828: Fixed formatting since everything accidentally got bunched up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Arena.png|frameless|600px|right]]&lt;br /&gt;
The Arena is a new game mode added to Heroes Of Hammerwatch with the Pyramid of Prophecy Expansion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this mode, you are placed in the center of a crowded arena and you are tasked with taking out 7 waves of enemies. These enemies may pop out of the ground, enter from the top or bottom gates, or float in from over the crowd. Sometimes, you will have to fight a boss on the final wave. Each arena has a unique layout and will have some sort of trap or traps you will have to avoid while fighting. After taking out all 7 waves, you are declared victorious and have beaten an Arena skirmish and will be rewarded with some gold, ore, experience points, and sword tokens if it is your first time clearing that rank of Arena on that character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From time to time during the skirmish there will be events that occur in the middle. Most often, the game will say “The Altar offers you a powerful boon!” When this happens you can go to the middle and activate the center circle to receive a temporary buff, similarly to if you found a monolith. You only have about 10 seconds to grab the boon before it goes away however. There are sometimes other events, starting in Arena rank 5(?), that will make the fight harder in some way, (examples are falling boulders or sandstorms) but will increase the crowd’s enjoyment. To disable these events, activate the circle in the center. In Multiplayer all players must be on the altar to deactivate the event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that any curse gained while in the Arena will stay for the duration of that rank.&lt;br /&gt;
&lt;br /&gt;
==Switches==&lt;br /&gt;
As of Version 96, the arena now features three different switches that can be enabled before battling, similarly to how the Fountain works. However these switches are fairly different; there are only three switches, with all of them focusing on making the arena skirmish faster in some way (as opposed to the fountains Positive and Negative effects). Also unlike the Fountain, none of them require any gold to use.&lt;br /&gt;
&lt;br /&gt;
The three switches in the arena are as follows:&lt;br /&gt;
&lt;br /&gt;
- Faster Spawns: The enemies in each wave will spawn with a higher frequency. Each wave will still wait for you to clear all enemies before starting the next one. &lt;br /&gt;
&lt;br /&gt;
- Shorter Skirmish: The length of the skirmish is reduced from 7 waves to 5. This will reduce the time to finish a skirmish, but also reduce the amount of items that can be obtained. &lt;br /&gt;
&lt;br /&gt;
- Faster Enemies: The enemies will have decently increased movement speed, similarly to the Agile Adversaries fortune in the Fountain.&lt;br /&gt;
&lt;br /&gt;
==Crowd Amusement==&lt;br /&gt;
You are fighting for the amusement of the crowd watching, and periodically they will throw bags into the Arena. These bags can contain items, healing pickups, potion charges, or even bombs! At the top of the screen you can see people from the crowd, if they are happy they will throw items and other good consumables, if they are angry they will begin to throw bombs. There is also an arrow that will either be green if the crowd is getting happier, or red if the crowd is getting angrier. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally killing the enemies quickly is enough to maintain the crowd happiness, but if you are unable to keep up the pace, the crowd may get bored and give you fewer rewards or rewards of a lower tier.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Sword Tokens are a new currency earned only in the Arena and you can spend them by talking to the [[Retired Gladiator]] to upgrade your armor, resistance, attack power, or skill power. The upgrades will always cost 1 sword token each and some gold, starting with 500 and increasing by 500 for each level. There is no limit to how far you can upgrade stats here, however it will eventually become quite costly. The Arena ranks also have no limit to them, as long as you’re able to clear a rank, there will always be another one following it. &lt;br /&gt;
&lt;br /&gt;
==Scaling==&lt;br /&gt;
As you go up in Arena ranks, the enemies will start to scale as they do for NG+ in the Forsaken Tower or Pyramid of Prophecy, but at a slower rate. Every arena adds +0.2 of an NG to the scaling (ex. Rank 7 = NG+ 1.4). To see the exact formulas for enemy health, armor and resistance, and decreases to your armor and resistance, see the [[New Game Plus]] page. The attacks will also be modified when you reach a new full level of NG+ scaling (ex. At rank 5, the enemies will begin to use their NG+1 attacks for the first time).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Arena&amp;diff=2055</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Arena&amp;diff=2055"/>
		<updated>2019-08-29T18:59:25Z</updated>

		<summary type="html">&lt;p&gt;AJL828: Add info on switches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Arena.png|frameless|600px|right]]&lt;br /&gt;
The Arena is a new game mode added to Heroes Of Hammerwatch with the Pyramid of Prophecy Expansion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this mode, you are placed in the center of a crowded arena and you are tasked with taking out 7 waves of enemies. These enemies may pop out of the ground, enter from the top or bottom gates, or float in from over the crowd. Sometimes, you will have to fight a boss on the final wave. Each arena has a unique layout and will have some sort of trap or traps you will have to avoid while fighting. After taking out all 7 waves, you are declared victorious and have beaten an Arena skirmish and will be rewarded with some gold, ore, experience points, and sword tokens if it is your first time clearing that rank of Arena on that character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From time to time during the skirmish there will be events that occur in the middle. Most often, the game will say “The Altar offers you a powerful boon!” When this happens you can go to the middle and activate the center circle to receive a temporary buff, similarly to if you found a monolith. You only have about 10 seconds to grab the boon before it goes away however. There are sometimes other events, starting in Arena rank 5(?), that will make the fight harder in some way, (examples are falling boulders or sandstorms) but will increase the crowd’s enjoyment. To disable these events, activate the circle in the center. In Multiplayer all players must be on the altar to deactivate the event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that any curse gained while in the Arena will stay for the duration of that rank.&lt;br /&gt;
&lt;br /&gt;
==Switches==&lt;br /&gt;
As of Version 96, the arena now features three different switches that can be enabled before battling, similarly to how the Fountain works. However these switches are fairly different; there are only three switches, with all of them focusing on making the arena skirmish faster in some way (as opposed to the fountains Positive and Negative effects). Also unlike the Fountain, none of them require any gold to use.&lt;br /&gt;
&lt;br /&gt;
The three switches in the arena are as follows:&lt;br /&gt;
- Faster Spawns: The enemies in each wave will spawn with a higher frequency. Each wave will still wait for you to clear all enemies before starting the next one. &lt;br /&gt;
- Shorter Skirmish: The length of the skirmish is reduced from 7 waves to 5. This will reduce the time to finish a skirmish, but also reduce the amount of items that can be obtained. &lt;br /&gt;
- Faster Enemies: The enemies will have decently increased movement speed, similarly to the Agile Adversaries fortune in the Fountain.&lt;br /&gt;
&lt;br /&gt;
==Crowd Amusement==&lt;br /&gt;
You are fighting for the amusement of the crowd watching, and periodically they will throw bags into the Arena. These bags can contain items, healing pickups, potion charges, or even bombs! At the top of the screen you can see people from the crowd, if they are happy they will throw items and other good consumables, if they are angry they will begin to throw bombs. There is also an arrow that will either be green if the crowd is getting happier, or red if the crowd is getting angrier. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally killing the enemies quickly is enough to maintain the crowd happiness, but if you are unable to keep up the pace, the crowd may get bored and give you fewer rewards or rewards of a lower tier.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Sword Tokens are a new currency earned only in the Arena and you can spend them by talking to the [[Retired Gladiator]] to upgrade your armor, resistance, attack power, or skill power. The upgrades will always cost 1 sword token each and some gold, starting with 500 and increasing by 500 for each level. There is no limit to how far you can upgrade stats here, however it will eventually become quite costly. The Arena ranks also have no limit to them, as long as you’re able to clear a rank, there will always be another one following it. &lt;br /&gt;
&lt;br /&gt;
==Scaling==&lt;br /&gt;
As you go up in Arena ranks, the enemies will start to scale as they do for NG+ in the Forsaken Tower or Pyramid of Prophecy, but at a slower rate. Every arena adds +0.2 of an NG to the scaling (ex. Rank 7 = NG+ 1.4). To see the exact formulas for enemy health, armor and resistance, and decreases to your armor and resistance, see the [[New Game Plus]] page. The attacks will also be modified when you reach a new full level of NG+ scaling (ex. At rank 5, the enemies will begin to use their NG+1 attacks for the first time).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Enemies&amp;diff=1877</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Enemies&amp;diff=1877"/>
		<updated>2019-04-20T20:03:08Z</updated>

		<summary type="html">&lt;p&gt;AJL828: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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. &lt;br /&gt;
&lt;br /&gt;
; List of Beast type enemies : [[Beasts]]&lt;br /&gt;
; List of Undead type enemies : [[Undead]]&lt;br /&gt;
; List of Aberration type enemies : [[Aberrations]]&lt;br /&gt;
; List of Constructs : [[Constructs]]&lt;br /&gt;
; Boss mechanics : [[Acts|Bosses]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Boss Name||Mob Type||Experience||Health||Armour||Resistance||Attack Type||Damage||Location&lt;br /&gt;
|-&lt;br /&gt;
! The Stone Guardian &lt;br /&gt;
| Construct || 1000 || 800 || 50 || 50 || Physical || style=&amp;quot;text-align:left;&amp;quot;|16 Smash&amp;lt;br&amp;gt;30 Spikes&amp;lt;br&amp;gt;40 Falling spike || Mines&lt;br /&gt;
|-&lt;br /&gt;
! The Warden &lt;br /&gt;
| Undead || 2250 || 2500 || 75 || 35 || Physical || style=&amp;quot;text-align:left;&amp;quot;|30 Spin&amp;lt;br&amp;gt;60 Melee&amp;lt;br&amp;gt;70 Bombs&amp;lt;br&amp;gt;100 Arrow || Prisons&lt;br /&gt;
|- style=&amp;quot;height:50px;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|The Three Councilors:&amp;lt;br&amp;gt;Magic&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;War&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Wisdom&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Undead || rowspan=&amp;quot;3&amp;quot;|1250 || rowspan=&amp;quot;3&amp;quot;|2000 || rowspan=&amp;quot;3&amp;quot;|40 || rowspan=&amp;quot;3&amp;quot;|100 || |Magical || style=&amp;quot;text-align:left;&amp;quot;|50 || rowspan=&amp;quot;3&amp;quot;|Armory&lt;br /&gt;
|- &lt;br /&gt;
|  Physical || style=&amp;quot;text-align:left;&amp;quot;|70 Spikes&amp;lt;br&amp;gt;140 Melee &lt;br /&gt;
|- &lt;br /&gt;
|  Magical || style=&amp;quot;text-align:left;&amp;quot;|20 / 0.5s &lt;br /&gt;
|-&lt;br /&gt;
! The Watcher &lt;br /&gt;
| Aberration || 5000 || 12000 || 100 || 150 || Magical &amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt; Physical || style=&amp;quot;text-align:left;&amp;quot;|40 Magical Orbs&amp;lt;br&amp;gt;60 Physical Spike || Archives&lt;br /&gt;
|-&lt;br /&gt;
! Vampire Lord &lt;br /&gt;
| Undead || 7500 || 14000 || 100 || 100 || Magical &amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt; Physical || style=&amp;quot;text-align:left;&amp;quot;|? Magical Blood wave&amp;lt;br&amp;gt;? Physical Sword&amp;lt;br&amp;gt;? Magical Blood fire &amp;lt;br&amp;gt;? Magical Blood mist || Chambers&lt;br /&gt;
|-&lt;br /&gt;
! Thundersnow &lt;br /&gt;
| Beast || 10000 || 22000 || 175 || 175 || Magical &amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt; Physical || style=&amp;quot;text-align:left;&amp;quot;|10 Physical Falling spike&amp;lt;br&amp;gt;125 Physical Ice spike&amp;lt;br&amp;gt;175 (ignores 2/3 of armor) Physical Stomp&amp;lt;br&amp;gt;35 Magical Ice breath&amp;lt;br&amp;gt;45 Magical Slowing Orb&amp;lt;br&amp;gt;55 Magical Lighting&amp;lt;br&amp;gt;80 Magical Ice spike wave || Forsaken Tower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Bestiary&amp;diff=1826</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Bestiary&amp;diff=1826"/>
		<updated>2019-04-09T14:26:12Z</updated>

		<summary type="html">&lt;p&gt;AJL828: New information on attunements and respecs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BestiaryMenu.jpg|frameless|500px|right]]&lt;br /&gt;
The Bestiary is a feature in the game that at the start lets you see the base stats of every monster you have encountered so far (HP, armor, resistance and EXP). You can find it in the “Bestiary” section of your guild menu (default key is &amp;quot;G&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
However, the Bestiary can become a new way to augment your runs similar to the Magic Anvil. There is an NPC named Baltzar that will initially appear outside the [[Guild Hall]]. If you speak to him he will tell you that he lost his Book Of Monsters in the Forsaken Tower’s [[Acts#Act_4.2C_The_Archives|Archives]], and asks if you can get it back for him. Similar to the Magic Anvil, you have a chance to find the book while playing on NG+0 (normal mode), and a near certain chance to find it while playing any higher level of NG+. &lt;br /&gt;
&lt;br /&gt;
Note that the Book can be found within rooms revealed by pressing the button in the Archives and is marked with a purple beast icon on the map.&lt;br /&gt;
[[File:BestiaryBook.jpg|thumb|The Bestiary on top of the (already collapsed) Bookshelf]]&lt;br /&gt;
After you find the book and return to town, you will find Baltzar inside the Guild Hall now, with his book in front of him. If you go speak to him now, he will open the book and a new upgrade menu will open. In this menu you can scroll through every monster you have encountered and see their base stats like before, but you now also have the option of spending some Skill Stars to attune yourself against '''every single monster you have encountered.''' Attuning yourself against any monster will permanently increase damage done to them by 20%, and permanently reduces any damage you take from them by 5%. &lt;br /&gt;
&lt;br /&gt;
You can also attune yourself against the same monster '''multiple times.''' Every further attunement will increase your damage dealt to that monster by 20%, and your damage reduction against them by 5% at early levels, however the damage reduction has a diminishing return value, and so at higher levels you will receive less than 5% damage to your damage reduction (this is to keep things more balanced). The cost of attuning will also increase each level by the same amount the attunement initially cost (ex. For Legendary monsters the initial cost is 10 stars, then goes up to 20, 30, 40... etc.) &lt;br /&gt;
&lt;br /&gt;
Like the Magic Anvil and your character’s guild hall skills, these upgrades can be reset with a full respec for a cost of 250 gold per star you have invested. This will allow you to change what monsters you have attuned yourself against. One potential strategy you can apply with this is to only attune Forsaken Tower enemies when playing the tower, and only attune Pyramid of Prophecy enemies when playing the pyramid (note that obtaining the gold required to do this can become costly). &lt;br /&gt;
&lt;br /&gt;
Monsters are divided into 5 classes, similarly to how items are divided:&lt;br /&gt;
&lt;br /&gt;
*Legendary: Final bosses, 10 Skill Stars to attune yourself against&lt;br /&gt;
*Epic: Non-final Bosses, 8 Skill Stars &lt;br /&gt;
*Rare: Mini-bosses, 6 Skill Stars&lt;br /&gt;
*Uncommon: Elite monsters, 4 Skill Stars &lt;br /&gt;
*Common: Normal monsters 2 Skill Stars&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Bestiary&amp;diff=1781</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Bestiary&amp;diff=1781"/>
		<updated>2019-04-03T17:02:43Z</updated>

		<summary type="html">&lt;p&gt;AJL828: Basic outline, add pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bestiary is a feature in the game that at the start lets you see the base stats of every monster you have encountered so far (HP, armor, resistance and EXP). You can find it in the “Bestiary” section of your guild menu.&lt;br /&gt;
&lt;br /&gt;
However, the Bestiary can become a new upgrade center in your town similar to the Magic Anvil. There is an NPC named Balzarath that will initially appear outside the guild hall. If you speak to him he will tell you that he lost his Book Of Monsters in the Forsaken Tower’s Archives section (act 4), and he will ask you if you can get it back for him. Similar to the Magic you have a small chance to find the book while playing normal mode, and a near certain chance to find it while playing any level of NG+. &lt;br /&gt;
&lt;br /&gt;
After you find the book and return to town, you will find Balzarath inside the Guild Hall now, with his book in front of him. If you go speak to him now, he will open the book and a new upgrade menu will open. In this menu you can scroll through every monster you have encountered and see their base stats like before, but you now also have the option of spending some Skill Stars to attune yourself against '''every single monster you have encountered.''' Attuning yourself against any monster will permanently increase damage done to them by 20%, and permanently reduces any damage you take from them by 5%. &lt;br /&gt;
&lt;br /&gt;
Monsters are divided into 5 classes, similarly to how items are divided:&lt;br /&gt;
&lt;br /&gt;
Orange: Final bosses. These monsters cost 10 Skill Stars to attune yourself against. &lt;br /&gt;
&lt;br /&gt;
Purple: Non-final Bosses. These monsters cost 8 Skill Stars to attune yourself against. &lt;br /&gt;
&lt;br /&gt;
Blue: Mini-boss monsters (larger monsters that have health bars). These monsters cost 6 Skill Stars to attune yourself against. &lt;br /&gt;
&lt;br /&gt;
Green: Elite monsters (monsters with more difficult attacks). These monsters cost 4 Skill Stars to attune yourself against. &lt;br /&gt;
&lt;br /&gt;
White: Normal monsters (the most common monsters with more basic attacks). These monsters cost 2 Skill Stars to attune yourself against.&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Retired_Gladiator&amp;diff=1780</id>
		<title>Retired Gladiator</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Retired_Gladiator&amp;diff=1780"/>
		<updated>2019-04-02T17:02:17Z</updated>

		<summary type="html">&lt;p&gt;AJL828: Basic outline, maybe add a picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Retired Gladiator is a new NPC in the City of Stone, added with the Heroes of Hammerwatch Pyramid of Prophecy expansion. &lt;br /&gt;
&lt;br /&gt;
You can find him slightly northwest of the NPC used to start the arena.&lt;br /&gt;
&lt;br /&gt;
When you talk to him an upgrade screen will display, giving the choice to upgrade from 4 stats: attack power, skill power, armor or resistance. Each upgrade will always cost 1 Sword Token, which is a new currency earned in the arena, and some gold. The amount of gold starts off at 500, and increases by 500 for every level. &lt;br /&gt;
&lt;br /&gt;
You can calculate the gold needed for any level by simply using this formula:&lt;br /&gt;
&lt;br /&gt;
Gold Cost = 500 x (level of upgrade you want to purchase)&lt;br /&gt;
&lt;br /&gt;
There is no limit to how far you can upgrade stats here, as long as you have adequate tokens and gold, you can always buy another upgrade.&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Items&amp;diff=1737</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Items&amp;diff=1737"/>
		<updated>2019-03-26T16:31:42Z</updated>

		<summary type="html">&lt;p&gt;AJL828: Fixed numbers, tables need to be edited&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 145 Items in the game, with 15 of them being unique to the Pyramid of Prophecy DLC.&lt;br /&gt;
==Common Items==&lt;br /&gt;
&lt;br /&gt;
Common Items grant basic attribute gains. They can be found in wooden and bronze [[Chests|chests]]. They can also drop from bosses and mini bosses as well as in many secret rooms. (Bracers of Quickness and Necklace of Prowess are Uncommon items)&lt;br /&gt;
&lt;br /&gt;
{{Template:Commons}}&lt;br /&gt;
&lt;br /&gt;
==Uncommon Items==&lt;br /&gt;
&lt;br /&gt;
Uncommon Items grant decent attribute gains and are quite frequently found during the middle-late stages of a campaign. They can be found in wooden, bronze, silver, and gold [[Chests|chests]]. They may also drop from bosses.&lt;br /&gt;
&lt;br /&gt;
{{Template:Uncommons}}&lt;br /&gt;
&lt;br /&gt;
==Rare Items==&lt;br /&gt;
&lt;br /&gt;
Rare items grant very potent attribute gains and will only be seen in the late stages of the campaign. They can be found in silver and gold [[Chests|chests]]. They also have a chance to be dropped from bosses. (Missing Seal of Rage from chart, adds +0.5% attack speed per % of health missing on your character)&lt;br /&gt;
&lt;br /&gt;
{{Template:Rare}}&lt;br /&gt;
&lt;br /&gt;
==Epic Items==&lt;br /&gt;
&lt;br /&gt;
Epic items grant very potent attribute gains and will only be seen in the late stages of the campaign. They can be found in gold and ace [[Chests|chests]]. They also have a chance to be dropped from bosses.&lt;br /&gt;
&lt;br /&gt;
{{Template:Epic}}&lt;br /&gt;
&lt;br /&gt;
==Legendary Items==&lt;br /&gt;
&lt;br /&gt;
Legendary items are very unique and grant very powerful abilities to the player. They are very rare with no guarantee to even show up in one of your campaigns. They have a 50% chance to be a reward from ACE/red [[Chests|chests]] and a very small chance to be a reward from the [[Encounters#Imps|Imp]] or [[Enemies|Bosses]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Legendary}}&lt;br /&gt;
&lt;br /&gt;
==Sets==&lt;br /&gt;
&lt;br /&gt;
Sets are a mechanic instilled within the game to improve the quality of some rather lackluster Items, enhancing them in ways that may make a campaign more susceptible to completion.&lt;br /&gt;
&lt;br /&gt;
There are currently fifteen Sets in the game.&lt;br /&gt;
&lt;br /&gt;
Sets work by being in a similar class in some way, for example, Apothecary's Implements has all Apothecary's items, and are based off of a similar mechanic - when the player uses a potion.&lt;br /&gt;
If the player manages to grab enough items from the set, they can gain a benefit from the set. There is no need to grab them in the order of the graph, only merely need to grab any from the full list from that set.&lt;br /&gt;
So as another example, if the player has the Apothecary's Mortar and Pestle and the Apothecary's Herbs and the Apothecary's Sphere, the player will get the 2/4 bonus, which is the extra potion use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
for the table below please anchor the 1st item in the set, not the set name. this makes sure that all items in the set are visible when the set is linked too.&lt;br /&gt;
&lt;br /&gt;
use &amp;lt;span id=&amp;quot;set_name&amp;quot;&amp;gt;1st item in set&amp;lt;/span&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Items&lt;br /&gt;
|-&lt;br /&gt;
!|Set Name||Item in Set||Item Rarity||Set Bonus&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#a17905;&amp;quot;|Boots of Speed&lt;br /&gt;
|&amp;lt;span id=&amp;quot;boots_of_speed&amp;quot;&amp;gt;[[Items#left_boot_of_speed|Left Boot of Speed]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#right_boot_of_speed|Right Boot of Speed]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: +0.2 Movement Speed.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#942727;&amp;quot;|Apothecary's Implements&lt;br /&gt;
|&amp;lt;span id=&amp;quot;apothecarys_implements&amp;quot;&amp;gt;[[Items#apothecarys_herbs|Apothecary's Herbs]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#apothecarys_flask|Apothecary's Flask]]||style=&amp;quot;color:green&amp;quot;|Uncommon||2 pieces: 1 extra potion.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#apothecarys_mortar_and_pestle|Apothecary's Mortar and Pestle]]||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#apothecarys_satchel|Apothecary's Satchel]]||style=&amp;quot;color:green&amp;quot;|Uncommon||4 pieces: 1% chance to recharge a potion use on kill.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#apothecarys_sphere|Apothecary's Sphere]]||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#21619a;&amp;quot;|Disciple's Arcana&lt;br /&gt;
|&amp;lt;span id=&amp;quot;disciples_arcana&amp;quot;&amp;gt;[[Items#circlet_of_willpower|Circlet of Willpower]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#mage_robe|Mage Robe]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: +5 Resistance.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#spell_book|Spell Book]]||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +5 Skill Power.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#wizards_wand|Wizard's Wand]]||style=&amp;quot;color:#72777d&amp;quot;|Common||4 pieces: Spell are 20% cheaper to cast.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#a17905;&amp;quot;|Fire and Ice&lt;br /&gt;
|&amp;lt;span id=&amp;quot;fire_and_ice&amp;quot;&amp;gt;[[Items#flametongue|Flametongue]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#frostbrand|Frostbrand]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||2 pieces: +10 magical damage on primary attack.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#942727;&amp;quot;|Journeyman's Outfit&lt;br /&gt;
|&amp;lt;span id=&amp;quot;journeymans_outfit&amp;quot;&amp;gt;[[Items#chainmail|Chainmail]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#heavy_gauntlets|Heavy Gauntlets]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: +5 armor.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#steady_greaves|Steady Greaves]]||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +5 attack power.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#sturdy_belt|Sturdy Belt]]||style=&amp;quot;color:#72777d&amp;quot;|Common||4 pieces: Take 10% less damage.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#21619a;&amp;quot;|King's Regalia&lt;br /&gt;
|&amp;lt;span id=&amp;quot;kings_regalia&amp;quot;&amp;gt;[[Items#amulet_of_kings|Amulet of Kings]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#armor_of_kings|Armor of Kings]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#scepter_of_kings|Scepter of Kings]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: 33% faster (primary) attacks and skills (cooldowns).&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#sword_of_kings|Sword of Kings]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#crown_of_kings|Crown of Kings]]||style=&amp;quot;color:#ab00ff&amp;quot;|Epic||5 pieces: 66% faster attacks and skills.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#ab00ff;&amp;quot;|Queen's Radiance &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Only available in the DLC campaign'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span id=&amp;quot;queens_radiance&amp;quot;&amp;gt;[[Items#queens_cuirass|Queen's Cuirass]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#33ccff&amp;quot;|Rare||1 piece: -5 Curses.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#queens_dagger|Queen's Dagger]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||2 pieces: -10 Curses.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#queens_jewel|Queen's Jewel]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: -20 Curses.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#queens_necklace|Queen's Necklace]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||4 pieces: -30 Curses.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#queens_tiara|Queen's Tiara]]||style=&amp;quot;color:#ab00ff&amp;quot;|Epic||5 pieces: -50 Curses.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#a17905;&amp;quot;|Stones of Midas&lt;br /&gt;
|&amp;lt;span id=&amp;quot;stones_of_midas&amp;quot;&amp;gt;[[Items#life_stone|Life Stone]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#mana_stone|Mana Stone]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Killing an enemy gives 2 gold.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#942727;&amp;quot;|Monster Brochure&lt;br /&gt;
|&amp;lt;span id=&amp;quot;monster_brochure&amp;quot;&amp;gt;[[Items#monster_pamphlet_aberration|Monster Pamphlet: Aberrations]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#monster_pamphlet_beast|Monster Pamphlet: Beasts]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: 5% bonus damage.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#monster_pamphlet_construct|Monster Pamphlet: Constructs]]||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: 5% bonus damage.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#monster_pamphlet_undead|Monster Pamphlet: Undead]]||style=&amp;quot;color:#72777d&amp;quot;|Common||4 pieces: 5% bonus damage.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#21619a;&amp;quot;|Monster Encyclopedia&lt;br /&gt;
|&amp;lt;span id=&amp;quot;monster_encyclopedia&amp;quot;&amp;gt;[[Items#mm_aberration|Monster Manual: Aberrations]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#mm_beast|Monster Manual: Beasts]]||style=&amp;quot;color:green&amp;quot;|Uncommon||2 pieces: 10% bonus damage.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#mm_construct|Monster Manual: Constructs]]||style=&amp;quot;color:green&amp;quot;|Uncommon||3 pieces: 10% bonus damage.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#mm_undead|Monster Manual: Undead]]||style=&amp;quot;color:green&amp;quot;|Uncommon||4 pieces: 10% bonus damage.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;10&amp;quot; style=&amp;quot;background-color:#a17905;&amp;quot;|Spheres of Power&lt;br /&gt;
|&amp;lt;span id=&amp;quot;spheres_of_power&amp;quot;&amp;gt;[[Items#lesser_sphere_of_life|Lesser Sphere of Life]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#lesser_sphere_of_mana|Lesser Sphere of Mana]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Lesser Combo Nova.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_mana|Lesser Sphere of Time]]||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +25% damage in Combo.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_life|Sphere of Life]]||style=&amp;quot;color:green&amp;quot;|Uncommon||4 pieces: Combo Nova.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_mana|Sphere of Mana]]||style=&amp;quot;color:green&amp;quot;|Uncommon||5 pieces: +25% damage in Combo.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_time|Sphere of Time]]||style=&amp;quot;color:green&amp;quot;|Uncommon||6 pieces: Greater Combo Nova.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_warriors|Sphere of Warriors]]||style=&amp;quot;color:green&amp;quot;|Uncommon||7 pieces: +25% damage in Combo.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#greater_sphere_of_regen|Greater Sphere of Regeneration]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||8 pieces: Massive combo nova.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_champions|Sphere of Champions]]||style=&amp;quot;color:#ab00ff&amp;quot;|Epic||9 pieces: +25% damage in Combo.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_heroes|Sphere of Heroes]]||style=&amp;quot;color:red&amp;quot;|Legendary||10 pieces: Combo prevents lethal damage.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#942727;&amp;quot;|Trickster's Ensemble&lt;br /&gt;
|&amp;lt;span id=&amp;quot;tricksters_ensemble&amp;quot;&amp;gt;[[Items#sandals_of_swiftness|Sandals of Swiftness]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#slippery_cloak|Slippery Cloak]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Gain movement speed bonus when evading.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#rapier_of_retaliation|Rapier of Retaliation]]||style=&amp;quot;color:green&amp;quot;|Uncommon||3 pieces: +5% evade chance.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#duelists_edge|Duelist's Edge]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||4 pieces: trigger combo when evading.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#21619a;&amp;quot;|Markham's mastery&lt;br /&gt;
|&amp;lt;span id=&amp;quot;markhams_mastery&amp;quot;&amp;gt;[[Items#markhams_purse|Markham's Purse]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#markhams_stone|Markham's Stone]]||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#markhams_mace|Markham's Mace]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: +0.5 Armor &amp;amp; Resistance per item in your inventory.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#markhams_wand|Markham's Wand]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#markhams_amulet|Markham's Amulet]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||5 pieces: +0.5% faster attacks and skills per item in your inventory.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#a17905;&amp;quot;|Curio's collection&lt;br /&gt;
|&amp;lt;span id=&amp;quot;curios_collection&amp;quot;&amp;gt;[[Items#curios_box|Curio's Box]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#curios_case|Curio's Case]]||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#curios_coffer|Curio's Coffer]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: +15 Health &amp;amp; Mana. +9 Attack &amp;amp; Skill Power. +6 Armor &amp;amp; Resistance.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#942727;&amp;quot;|A Wizard's Starting Kit&lt;br /&gt;
|&amp;lt;span id=&amp;quot;wizards_starting_kit&amp;quot;&amp;gt;[[Items#scroll_of_magic_missile_p1|Scroll of Magic Missile: Page 1]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||1 pieces: Unleash 1 magic missile when using a skill.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#scroll_of_magic_missile_p2|Scroll of Magic Missile: Page 2]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Unleash 3 magic missiles when using a skill.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#tome_of_magic_missile|Tome of Magic Missile]]||style=&amp;quot;color:green&amp;quot;|Uncommon||3 pieces: Unleash 7 magic missiles when using a skill.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Items&amp;diff=1735</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Items&amp;diff=1735"/>
		<updated>2019-03-25T18:26:52Z</updated>

		<summary type="html">&lt;p&gt;AJL828: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 144 Items in the game, with 15 of them being unique to the Pyramid of Prophecy DLC.&lt;br /&gt;
==Common Items==&lt;br /&gt;
&lt;br /&gt;
Common Items grant basic attribute gains. They can be found in wooden and bronze [[Chests|chests]]. They can also drop from bosses and mini bosses as well as in many secret rooms.&lt;br /&gt;
&lt;br /&gt;
{{Template:Commons}}&lt;br /&gt;
&lt;br /&gt;
==Uncommon Items==&lt;br /&gt;
&lt;br /&gt;
Uncommon Items grant decent attribute gains and are quite frequently found during the middle-late stages of a campaign. They can be found in wooden, bronze, silver, and gold [[Chests|chests]]. They may also drop from bosses.&lt;br /&gt;
&lt;br /&gt;
{{Template:Uncommons}}&lt;br /&gt;
&lt;br /&gt;
==Rare Items==&lt;br /&gt;
&lt;br /&gt;
Rare items grant very potent attribute gains and will only be seen in the late stages of the campaign. They can be found in silver and gold [[Chests|chests]]. They also have a chance to be dropped from bosses.&lt;br /&gt;
&lt;br /&gt;
{{Template:Rare}}&lt;br /&gt;
&lt;br /&gt;
==Epic Items==&lt;br /&gt;
&lt;br /&gt;
Epic items grant very potent attribute gains and will only be seen in the late stages of the campaign. They can be found in gold and ace [[Chests|chests]]. They also have a chance to be dropped from bosses.&lt;br /&gt;
&lt;br /&gt;
{{Template:Epic}}&lt;br /&gt;
&lt;br /&gt;
==Legendary Items==&lt;br /&gt;
&lt;br /&gt;
Legendary items are very unique and grant very powerful abilities to the player. They are very rare with no guarantee to even show up in one of your campaigns. They have a 50% chance to be a reward from ACE/red [[Chests|chests]] and a very small chance to be a reward from the [[Encounters#Imps|Imp]] or [[Enemies|Bosses]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Legendary}}&lt;br /&gt;
&lt;br /&gt;
==Sets==&lt;br /&gt;
&lt;br /&gt;
Sets are a mechanic instilled within the game to improve the quality of some rather lackluster Items, enhancing them in ways that may make a campaign more susceptible to completion.&lt;br /&gt;
&lt;br /&gt;
There are currently twelve Sets in the game.&lt;br /&gt;
&lt;br /&gt;
Sets work by being in a similar class in some way, for example, Apothecary's Implements has all Apothecary's items, and are based off of a similar mechanic - when the player uses a potion.&lt;br /&gt;
If the player manages to grab enough items from the set, they can gain a benefit from the set. There is no need to grab them in the order of the graph, only merely need to grab any from the full list from that set.&lt;br /&gt;
So as another example, if the player has the Apothecary's Mortar and Pestle and the Apothecary's Herbs and the Apothecary's Sphere, the player will get the 2/4 bonus, which is the extra potion use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
for the table below please anchor the 1st item in the set, not the set name. this makes sure that all items in the set are visible when the set is linked too.&lt;br /&gt;
&lt;br /&gt;
use &amp;lt;span id=&amp;quot;set_name&amp;quot;&amp;gt;1st item in set&amp;lt;/span&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Items&lt;br /&gt;
|-&lt;br /&gt;
!|Set Name||Item in Set||Item Rarity||Set Bonus&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#a17905;&amp;quot;|Boots of Speed&lt;br /&gt;
|&amp;lt;span id=&amp;quot;boots_of_speed&amp;quot;&amp;gt;[[Items#left_boot_of_speed|Left Boot of Speed]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#right_boot_of_speed|Right Boot of Speed]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: +0.2 Movement Speed.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#942727;&amp;quot;|Apothecary's Implements&lt;br /&gt;
|&amp;lt;span id=&amp;quot;apothecarys_implements&amp;quot;&amp;gt;[[Items#apothecarys_herbs|Apothecary's Herbs]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#apothecarys_flask|Apothecary's Flask]]||style=&amp;quot;color:green&amp;quot;|Uncommon||2 pieces: 1 extra potion.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#apothecarys_mortar_and_pestle|Apothecary's Mortar and Pestle]]||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#apothecarys_satchel|Apothecary's Satchel]]||style=&amp;quot;color:green&amp;quot;|Uncommon||4 pieces: 1% chance to recharge a potion use on kill.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#apothecarys_sphere|Apothecary's Sphere]]||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#21619a;&amp;quot;|Disciple's Arcana&lt;br /&gt;
|&amp;lt;span id=&amp;quot;disciples_arcana&amp;quot;&amp;gt;[[Items#circlet_of_willpower|Circlet of Willpower]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#mage_robe|Mage Robe]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: +5 Resistance.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#spell_book|Spell Book]]||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +5 Skill Power.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#wizards_wand|Wizard's Wand]]||style=&amp;quot;color:#72777d&amp;quot;|Common||4 pieces: Spell are 20% cheaper to cast.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#a17905;&amp;quot;|Fire and Ice&lt;br /&gt;
|&amp;lt;span id=&amp;quot;fire_and_ice&amp;quot;&amp;gt;[[Items#flametongue|Flametongue]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#frostbrand|Frostbrand]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||2 pieces: +10 magical damage on primary attack.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#942727;&amp;quot;|Journeyman's Outfit&lt;br /&gt;
|&amp;lt;span id=&amp;quot;journeymans_outfit&amp;quot;&amp;gt;[[Items#chainmail|Chainmail]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#heavy_gauntlets|Heavy Gauntlets]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: +5 armor.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#steady_greaves|Steady Greaves]]||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +5 attack power.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#sturdy_belt|Sturdy Belt]]||style=&amp;quot;color:#72777d&amp;quot;|Common||4 pieces: Take 10% less damage.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#21619a;&amp;quot;|King's Regalia&lt;br /&gt;
|&amp;lt;span id=&amp;quot;kings_regalia&amp;quot;&amp;gt;[[Items#amulet_of_kings|Amulet of Kings]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#armor_of_kings|Armor of Kings]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#scepter_of_kings|Scepter of Kings]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: 33% faster (primary) attacks and skills (cooldowns).&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#sword_of_kings|Sword of Kings]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#crown_of_kings|Crown of Kings]]||style=&amp;quot;color:#ab00ff&amp;quot;|Epic||5 pieces: 66% faster attacks and skills.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#ab00ff;&amp;quot;|Queen's Radiance &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Only available in the DLC campaign'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span id=&amp;quot;queens_radiance&amp;quot;&amp;gt;[[Items#queens_cuirass|Queen's Cuirass]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#33ccff&amp;quot;|Rare||1 piece: -5 Curses.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#queens_dagger|Queen's Dagger]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||2 pieces: -10 Curses.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#queens_jewel|Queen's Jewel]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: -20 Curses.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#queens_necklace|Queen's Necklace]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||4 pieces: -30 Curses.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#queens_tiara|Queen's Tiara]]||style=&amp;quot;color:#ab00ff&amp;quot;|Epic||5 pieces: -50 Curses.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#a17905;&amp;quot;|Stones of Midas&lt;br /&gt;
|&amp;lt;span id=&amp;quot;stones_of_midas&amp;quot;&amp;gt;[[Items#life_stone|Life Stone]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#mana_stone|Mana Stone]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Killing an enemy gives 2 gold.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#942727;&amp;quot;|Monster Brochure&lt;br /&gt;
|&amp;lt;span id=&amp;quot;monster_brochure&amp;quot;&amp;gt;[[Items#monster_pamphlet_aberration|Monster Pamphlet: Aberrations]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#monster_pamphlet_beast|Monster Pamphlet: Beasts]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: 5% bonus damage.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#monster_pamphlet_construct|Monster Pamphlet: Constructs]]||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: 5% bonus damage.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#monster_pamphlet_undead|Monster Pamphlet: Undead]]||style=&amp;quot;color:#72777d&amp;quot;|Common||4 pieces: 5% bonus damage.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#21619a;&amp;quot;|Monster Encyclopedia&lt;br /&gt;
|&amp;lt;span id=&amp;quot;monster_encyclopedia&amp;quot;&amp;gt;[[Items#mm_aberration|Monster Manual: Aberrations]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#mm_beast|Monster Manual: Beasts]]||style=&amp;quot;color:green&amp;quot;|Uncommon||2 pieces: 10% bonus damage.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#mm_construct|Monster Manual: Constructs]]||style=&amp;quot;color:green&amp;quot;|Uncommon||3 pieces: 10% bonus damage.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#mm_undead|Monster Manual: Undead]]||style=&amp;quot;color:green&amp;quot;|Uncommon||4 pieces: 10% bonus damage.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;10&amp;quot; style=&amp;quot;background-color:#a17905;&amp;quot;|Spheres of Power&lt;br /&gt;
|&amp;lt;span id=&amp;quot;spheres_of_power&amp;quot;&amp;gt;[[Items#lesser_sphere_of_life|Lesser Sphere of Life]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#lesser_sphere_of_mana|Lesser Sphere of Mana]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Lesser Combo Nova.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_mana|Lesser Sphere of Time]]||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +25% damage in Combo.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_life|Sphere of Life]]||style=&amp;quot;color:green&amp;quot;|Uncommon||4 pieces: Combo Nova.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_mana|Sphere of Mana]]||style=&amp;quot;color:green&amp;quot;|Uncommon||5 pieces: +25% damage in Combo.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_time|Sphere of Time]]||style=&amp;quot;color:green&amp;quot;|Uncommon||6 pieces: Greater Combo Nova.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_warriors|Sphere of Warriors]]||style=&amp;quot;color:green&amp;quot;|Uncommon||7 pieces: +25% damage in Combo.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#greater_sphere_of_regen|Greater Sphere of Regeneration]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||8 pieces: Massive combo nova.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_champions|Sphere of Champions]]||style=&amp;quot;color:#ab00ff&amp;quot;|Epic||9 pieces: +25% damage in Combo.&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#sphere_of_heroes|Sphere of Heroes]]||style=&amp;quot;color:red&amp;quot;|Legendary||10 pieces: Combo prevents lethal damage.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#942727;&amp;quot;|Trickster's Ensemble&lt;br /&gt;
|&amp;lt;span id=&amp;quot;tricksters_ensemble&amp;quot;&amp;gt;[[Items#sandals_of_swiftness|Sandals of Swiftness]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#slippery_cloak|Slippery Cloak]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Gain movement speed bonus when evading.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#rapier_of_retaliation|Rapier of Retaliation]]||style=&amp;quot;color:green&amp;quot;|Uncommon||3 pieces: +5% evade chance.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#duelists_edge|Duelist's Edge]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||4 pieces: trigger combo when evading.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#21619a;&amp;quot;|Markham's mastery&lt;br /&gt;
|&amp;lt;span id=&amp;quot;markhams_mastery&amp;quot;&amp;gt;[[Items#markhams_purse|Markham's Purse]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#markhams_stone|Markham's Stone]]||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#markhams_mace|Markham's Mace]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: +0.5 Armor &amp;amp; Resistance per item in your inventory.&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#markhams_wand|Markham's Wand]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#21619a;&amp;quot;&lt;br /&gt;
|[[Items#markhams_amulet|Markham's Amulet]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||5 pieces: +0.5% faster attacks and skills per item in your inventory.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#a17905;&amp;quot;|Curio's collection&lt;br /&gt;
|&amp;lt;span id=&amp;quot;curios_collection&amp;quot;&amp;gt;[[Items#curios_box|Curio's Box]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#curios_case|Curio's Case]]||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- style=&amp;quot;background-color:#a17905;&amp;quot;&lt;br /&gt;
|[[Items#curios_coffer|Curio's Coffer]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: +15 Health &amp;amp; Mana. +9 Attack &amp;amp; Skill Power. +6 Armor &amp;amp; Resistance.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#942727;&amp;quot;|A Wizard's Starting Kit&lt;br /&gt;
|&amp;lt;span id=&amp;quot;wizards_starting_kit&amp;quot;&amp;gt;[[Items#scroll_of_magic_missile_p1|Scroll of Magic Missile: Page 1]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||1 pieces: Unleash 1 magic missile when using a skill.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#scroll_of_magic_missile_p2|Scroll of Magic Missile: Page 2]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Unleash 3 magic missiles when using a skill.&lt;br /&gt;
|- style=&amp;quot;background-color:#942727;&amp;quot;&lt;br /&gt;
|[[Items#tome_of_magic_missile|Tome of Magic Missile]]||style=&amp;quot;color:green&amp;quot;|Uncommon||3 pieces: Unleash 7 magic missiles when using a skill.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=1728</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=1728"/>
		<updated>2019-03-23T18:11:46Z</updated>

		<summary type="html">&lt;p&gt;AJL828: /* Act 5, The Chambers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Spoilers==&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are currently five bosses in Heroes of Hammerwatch, one for each act. &lt;br /&gt;
Each boss is designed to be substantially more powerful than the previous bosses and floors.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Act 1, The Mines===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{{#sprite:file=File:Bosses.png|column=0|row=0}}&lt;br /&gt;
'''Boss: Stone Guardian&lt;br /&gt;
&lt;br /&gt;
Monster type: [[Constructs|Construct]]'''&lt;br /&gt;
&lt;br /&gt;
This boss is a large entity made of stone and guards the entrance to the Dungeon. &lt;br /&gt;
The Stone Golem uses two attacks to combat the player: &lt;br /&gt;
*The first attack is a linear spike shot of stalagmites&lt;br /&gt;
*The second attack is a ground slam which causes the stalactites of the cave to fall around the arena. &lt;br /&gt;
The boss also changes attacks based on its current health:&lt;br /&gt;
*Upon reaching the 66% health threshold, the golem will begin to summon white eyed bats in waves. &lt;br /&gt;
*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. &lt;br /&gt;
The Stone Golem does primarily Physical [[Combat#Damage|Damage]] so armor is effective for reducing your damage taken in this fight.&lt;br /&gt;
&lt;br /&gt;
=====New Game Plus Changes=====&lt;br /&gt;
&lt;br /&gt;
Upon entering New Game Plus, the Stone Golem gains extra health and some new mechanics:&lt;br /&gt;
&lt;br /&gt;
NG+: The linear stalagmite attack becomes homing. Groundslam releases a nova of lesser stalagmites.&lt;br /&gt;
&lt;br /&gt;
NG++: the stalactites that drop from the ceiling will each fire a nova of 3 stalagmites&lt;br /&gt;
&lt;br /&gt;
===== Multiplayer Changes=====&lt;br /&gt;
&lt;br /&gt;
When in multiplayer, the linear stalagmite attack changes from one shot to three&lt;br /&gt;
&lt;br /&gt;
In NG+ and higher, all three spike shots will home in on their target. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison ===&lt;br /&gt;
The prison contains cells on each floor which can be unlocked via a button hidden on the floor. &lt;br /&gt;
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.&lt;br /&gt;
The grates on the floor can sometimes release beetles when you get near them.&lt;br /&gt;
&lt;br /&gt;
{{#sprite:file=File:Bosses.png|column=1|row=0}}&lt;br /&gt;
'''Boss: The Warden&lt;br /&gt;
&lt;br /&gt;
Monster type: [[Undead]]'''&lt;br /&gt;
&lt;br /&gt;
Stationed at the entrance of the dungeon, this gargantuan skeleton has three main attacks:&lt;br /&gt;
*The Warden will begin the fight with his spin. This attack does a high amount of localized damage around the boss. &lt;br /&gt;
*His second attack is a melee area of effect smash with his mace.&lt;br /&gt;
*His final attack is a single target crossbow shot that does very high damage but with low shot accuracy.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
Like the stone golem, The Warden Primarily deals Physical damage so prioritization of Armor will reduce the amount of damage taken in this fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
====Multiplayer Changes====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory===&lt;br /&gt;
This floor contains almost purely skeletons and 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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 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.&lt;br /&gt;
&lt;br /&gt;
{{#sprite:file=File:Bosses.png|column=2|row=0}}&lt;br /&gt;
'''Boss: The Three Councilors&lt;br /&gt;
&lt;br /&gt;
Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
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 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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Enraged Mechanics====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Councilors of War'''&lt;br /&gt;
&lt;br /&gt;
If Wisdom Dies, War gains no known effect.&lt;br /&gt;
&lt;br /&gt;
If Magic dies, War will start shooting 5 Spikes instead of 1.&lt;br /&gt;
&lt;br /&gt;
When War is the last Councilors Remaining, his spikes will create a pool of spikes 1 second after impact, that lasts 4.5 seconds&lt;br /&gt;
&lt;br /&gt;
'''Councilors of Magic:'''&lt;br /&gt;
&lt;br /&gt;
if War dies, Magic gains no known effect. &lt;br /&gt;
&lt;br /&gt;
if Wisdom dies, Projectiles will start spawning a pool of burning ground. &lt;br /&gt;
&lt;br /&gt;
When Magic is the last Councilors 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.&lt;br /&gt;
&lt;br /&gt;
'''Councilors of Wisdom'''&lt;br /&gt;
&lt;br /&gt;
if Magic dies, the burning ground will start firing 3 orbs repeatedly. &lt;br /&gt;
&lt;br /&gt;
If War dies, the burning ground will summon a single homing spike. &lt;br /&gt;
&lt;br /&gt;
When Wisdom is the last Councilors remaining, the burning pools will spawn a single homing spike, and fire 5 green orbs repeatedly&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&lt;br /&gt;
There are currently no known new game plus mechanics changes to this boss.&lt;br /&gt;
&lt;br /&gt;
====Multiplayer Changes====&lt;br /&gt;
&lt;br /&gt;
There are no differences to the mechanics of this fight between single player and multiplayer. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives ===&lt;br /&gt;
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. &lt;br /&gt;
Wisps and the eyes are both aberrations. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
*There can be buttons in the rooms revealed by other buttons&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Great Threat is 1 (2 multiplayer) Monstrous Eye that shoots a confusion laser at the player and occasionally summons 4 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{{#sprite:file=File:Bosses.png|column=3|row=0}}&lt;br /&gt;
'''Boss: The Watcher&lt;br /&gt;
&lt;br /&gt;
Monster type: [[Aberrations|Aberration]]'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Boss Phases====&lt;br /&gt;
During these phases, you will be fighting the Watcher itself. Here, he has three main attacks: &lt;br /&gt;
*Spinning his orbs rapidly&lt;br /&gt;
*Shooting several spiked projectiles that shatter&lt;br /&gt;
*Creating eye summoning traps in the arena &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ritual Phase====&lt;br /&gt;
During these phases, there will be an option of four different books to choose from to start one of the four different rituals:&lt;br /&gt;
* North - Malign Transformation&lt;br /&gt;
* East - Blood Pact&lt;br /&gt;
* South - Embrace the Dark&lt;br /&gt;
* West - Withering Decay&lt;br /&gt;
&lt;br /&gt;
Each of the ritual rooms also has some walls than can be broken to allow for more ways to traverse the room.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Each of the four rituals also has an extra effect while the player waits out the timer:&lt;br /&gt;
&lt;br /&gt;
* Malign Transformation - The walls will shift around. Anything that is crushed by a wall will take TONS of damage&lt;br /&gt;
* Blood Pact - All the eyes will have the blood-lust buff increasing their speed and damage&lt;br /&gt;
* Embrace the Dark - The arena will get dark except for around the book&lt;br /&gt;
* Withering Decay - All of the eyes will leave poison on the ground that, upon contact, will poison the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiplayer Changes====&lt;br /&gt;
&lt;br /&gt;
* The Watcher’s spinning fireballs will spin at different orbit level 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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&lt;br /&gt;
NG+: After each ritual is completed, the boss will gain new traits:&lt;br /&gt;
* 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.&lt;br /&gt;
* Blood Pact - All summoned eyes will have the blood-lust buff&lt;br /&gt;
* Embrace the Dark - The room will become darker&lt;br /&gt;
* Withering Decay - All summoned eyes leave poison as they move, like in the ritual&lt;br /&gt;
&lt;br /&gt;
NG++: &lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
NG+++:&lt;br /&gt;
* 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]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Act 5, The Chambers ===&lt;br /&gt;
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 statues which are constructs, and the albino bats from the Great Threat, which are beasts.&lt;br /&gt;
&lt;br /&gt;
Many chests or loot rooms are locked behind a bronze door which can be unlocked via a bronze key.&lt;br /&gt;
&lt;br /&gt;
There are crosses, 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.&lt;br /&gt;
&lt;br /&gt;
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. Either fight may be replaced with the Vampire Lord, who will leave after taking enough damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#sprite:file=File:Bosses.png|column=4|row=0}}&lt;br /&gt;
'''Boss: Vampire Lord&lt;br /&gt;
&lt;br /&gt;
Monster type: Undead''' &lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* Swing his sword a few times, summoning some homing blood waves that inflict bleed on the player. Bleed only deals damage while moving.&lt;br /&gt;
* Point his sword at the player, summoning many swords that fire away from him in an arc. They can all hit you if you're directly in front of him.&lt;br /&gt;
* He will turn into a bat and move to a different part of the arena before materializing again. This occurs after every 2 attacks.&lt;br /&gt;
* He will summon a blood mist attack, then move to the center of the room and stop attacking for about 5 seconds. This happens every 5(?) movement cycles.&lt;br /&gt;
** This blood attack drains a very large portion of the players health, very quickly. Hits often reach over 150.&lt;br /&gt;
** The only way to avoid this attack is to use the crosses you collected from the previous floors. Activate one and 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&lt;br /&gt;
NG++: At 33% health, the Vampire Lord will summon several white bats that will swarm the player (similar to the act 5 threat or what happens when you encounter him on chambers floor 1 and 2)&lt;br /&gt;
&lt;br /&gt;
====Multiplayer Changes====&lt;br /&gt;
&lt;br /&gt;
The blood wave attack will spawn 3 blood waves per player present, up to a maximum of 12 waves.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Act 6, The Battlements ===&lt;br /&gt;
The Battlements are 2 large floors of bridges set that contains a significant amount of diamonds and chests. The monsters on the floors are the 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 exactly the same layout, but what sections collapse vary per run with the exception of one: The top left exit will be blocked off if the players have 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.&lt;br /&gt;
&lt;br /&gt;
You can only access half of the second floor per run, depending which exit you take from the first. 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.&lt;br /&gt;
&lt;br /&gt;
The second floor ends with a guaranteed Fountain and a large door leading to the very top of the tower. There is a guaranteed Ace chest after you enter this door.&lt;br /&gt;
&lt;br /&gt;
{{#sprite:file=File:Bosses.png|column=5|row=0}}&lt;br /&gt;
'''Boss: Thundersnow&lt;br /&gt;
&lt;br /&gt;
Monster type: Beast''' &lt;br /&gt;
&lt;br /&gt;
Thundersnow is a frost dragon surrounded in ice. He does not move at all during the fight but has many different attacks:&lt;br /&gt;
* Icicles are shot from his mouth in a spread at the player and travel in a straight. &lt;br /&gt;
* He can flap his wings and blow the player back with varying amounts of force.&lt;br /&gt;
* Lightning will fall throughout the fight but he can invoke even more to fall. This is marked by the screen getting a reddish tint.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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.&lt;br /&gt;
* 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. &lt;br /&gt;
* 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 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.&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
NG++: Even more icicles are shot at the player.&lt;br /&gt;
&lt;br /&gt;
NG+++: Stomp now stuns the player for ~1/2 a second when hit.&lt;br /&gt;
&lt;br /&gt;
====Multiplayer Changes====&lt;br /&gt;
&lt;br /&gt;
More homing ice balls will be fired at the players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Arena&amp;diff=1726</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Arena&amp;diff=1726"/>
		<updated>2019-03-22T16:40:38Z</updated>

		<summary type="html">&lt;p&gt;AJL828: Basics on arena, adding pictures would be good&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Arena is a new game mode added to Heroes Of Hammerwatch with the Pyramid of Prophecy Expansion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 In this mode, you are placed in the centre of a crowded arena, and you are tasked with taking out 7 waves of enemies, which may pop out of the ground, enter from the top or bottom doors, or float in from over the crowd. Sometimes, you will have to fight a boss on the final wave. Each arena has a unique layout and will have some sort of trap you will have to avoid while fighting.  After taking out all 7 waves, you are victorious and win the arena skirmish, which will reward you some gold, ore, experience points, and sword tokens if it is your first time clearing that rank of arena.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From time to time during the skirmish, there will be events that occur in the middle. Most often, the game will say “The Altar offers you a powerful boon!” When this happens you can go to the middle and activate the centre circle to receive a temporary buff, similarly to if you found a monolith. There are sometimes other events that will make the fight harder in some way, (examples are darkness or sandstorms) but will increase the crowd’s enjoyment. To disable these events, activate the circle in the centre. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are fighting for the amusement of the crowd watching, and periodically they will throw bags into the arena. These bags can contain items, healing pickups, potion charges, or even bombs! At the top of the screen you can see people from the crowd, if they are happy they will throw items and other good consumables, if they are angry they will begin to throw bombs. There is also an arrow that will either be green if the crowd is getting happier, or red if the crowd is getting angrier. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sword Tokens are a new currency earned only in the arena, and you can spend them to upgrade your armour, resistance, attack power, or skill power. The upgrades will always cost 1 sword token each and some gold, starting with 500 and increasing by 500 for each level. There is no limit to how far you can upgrade stats here, however it will eventually become quite costly. The Arena ranks also have no limit to them, as long as you’re able to clear a rank, there will always be another one following it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you go up in arena ranks, the enemies will start to scale as they do for NG+ in the Forsaken Tower or Pyramid of Propehcy, but at a slower rate. Every arena adds +0.2 of an NG to the scaling (ex. Rank 7 = NG+ 1.4). To see the exact formulas for enemy health, armour and resistance, and decreases to your armour and resistance, see the New Game Plus page. The attacks will also be modified when you reach a new full level of NG+ scaling (ex. At rank 5, the enemies will begin to use their NG+1 attacks for the first time).&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Money&amp;diff=1497</id>
		<title>Money</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Money&amp;diff=1497"/>
		<updated>2018-12-03T06:00:30Z</updated>

		<summary type="html">&lt;p&gt;AJL828: /* Ore 25px|frameless */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money in multiplayer is shared and thus it does not matter who picks up the gold or ore, everyone will receive their respective amount. However, when someone has some +%gold or ore gain, the gold or ore gained between different players may differ. &amp;lt;br&amp;gt;&lt;br /&gt;
For example, when Player 1 with a +%gold multiplier of 100% (default) picks up 100G, 100G will show up in their personal coffers. &amp;lt;br&amp;gt;&lt;br /&gt;
Player 2 with a +%gold multiplier of 120% will instead receive 120G in their coffers. &lt;br /&gt;
&lt;br /&gt;
== Gold ==&lt;br /&gt;
Gold gain sources (Additive):&lt;br /&gt;
*Thief [[Guild_Hall#Character_Titles|Class Title]]: +0%-(techinally infinite, depends on character title)%, see Character Titles for more info.&lt;br /&gt;
*[[Items#cloak_of_many_pockets|Cloak of Many Pockets]]: +25%, (50% when attuned)&lt;br /&gt;
*[[Items#markhams_purse|Markham's Purse]]: +(# of items in inventory)%, (2% per item when attuned)&lt;br /&gt;
*NG+: +(20*NG_Level)%&lt;br /&gt;
*[[Tavern|A Fool's Errand]]: +100% gold gain, -5 HP regen while standing still&lt;br /&gt;
*When the player has a negative fortune from the [[Fountain]], they gain +5% per negative fortune.&lt;br /&gt;
&lt;br /&gt;
== Tax Rate ==&lt;br /&gt;
Tax is calculated by the amount you have in town and on hand.&amp;lt;br&amp;gt;&lt;br /&gt;
However, the tax rate is reduced upon purchase of Treasury upgrades found in your town hall.&amp;lt;br&amp;gt; &lt;br /&gt;
In multiplayer, tax rates are calculated individually based on each player's individual Treasury level. The host’s Treasury level is NOT shared.&amp;lt;br&amp;gt;&lt;br /&gt;
The player will bring the most gold back to down by never depositing and successfully killing the dragon, as gold in hand is taxed at a lower rate. However this can be a large risk as dying means all gold and ore found is lost.&lt;br /&gt;
&lt;br /&gt;
For a level 1 Treasury, you will reach 50% tax at 10K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2 Treasury = 50% tax at 15K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3 Treasury = 50% tax at 20K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 4 Treasury = 50% tax at 25K gold&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the tax reduction Fountain fortune will increase the gold threshold by 4 times. For level 4 Treasury with tax reduction fortune, 50% tax will be reached at 100K gold.&lt;br /&gt;
&lt;br /&gt;
If you defeat the final boss, your gold and ore will be sent back to town automatically, like a normal deposit (i.e. you are still taxed).&lt;br /&gt;
&lt;br /&gt;
== Money Pickup Base Values ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot;|Gold table&lt;br /&gt;
|-&lt;br /&gt;
!Image||Gold Value||Image||Gold Value||Image||Gold Value||Image||Gold Value||Image||Gold Value||Image||Gold Value&lt;br /&gt;
|-&lt;br /&gt;
||{{#sprite:file=File:Golditemsnew.png|column=0|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=3|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=6|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=9|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|50&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=10|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|250&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=13|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|1000&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=1|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=4|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|13&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=7|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|27&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=11|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|100&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=12|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|500&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=14|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|2500&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=2|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|10&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=5|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|25&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=8|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|42&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ore [[File:OrePickup.jpg|25px|frameless]]==&lt;br /&gt;
Ore gain is calculated individually, just like gold. Each ore found in the tower is worth 1 ore, but with multipliers can give more.&amp;lt;br&amp;gt;&lt;br /&gt;
Ore is not taxed however, so it is a great way to bring money back to your town once everything is upgraded.&lt;br /&gt;
&lt;br /&gt;
Ore can be used to upgrade a player's town, crafted into items at the [[Magic Anvil]] with Blueprints, and bought or sold at the [[Ore Trader]].&lt;br /&gt;
&lt;br /&gt;
Ore Trader prices:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Price for buying ore&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Price for selling ore&lt;br /&gt;
|-&lt;br /&gt;
! Tier 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1500G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 200G&lt;br /&gt;
|-&lt;br /&gt;
! Tier 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1250G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 350G&lt;br /&gt;
|-&lt;br /&gt;
! Tier 3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1000G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 500G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ore gain sources (Additive):&lt;br /&gt;
*[[Items#shaftlocke_pickaxe|Shaftlocke Pickaxe]]: +50% (+100% when attuned)&lt;br /&gt;
*[[Items#markhams_stone|Markham's Stone]]: +(# items in inventory)% (+2% per item when attuned)&lt;br /&gt;
*NG+: +(20*NG_Level)%&lt;br /&gt;
*[[Tavern|Miner's Delight]]: +100% Ore gain, -75% gold gain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Money&amp;diff=1496</id>
		<title>Money</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Money&amp;diff=1496"/>
		<updated>2018-12-03T05:57:40Z</updated>

		<summary type="html">&lt;p&gt;AJL828: /* Gold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money in multiplayer is shared and thus it does not matter who picks up the gold or ore, everyone will receive their respective amount. However, when someone has some +%gold or ore gain, the gold or ore gained between different players may differ. &amp;lt;br&amp;gt;&lt;br /&gt;
For example, when Player 1 with a +%gold multiplier of 100% (default) picks up 100G, 100G will show up in their personal coffers. &amp;lt;br&amp;gt;&lt;br /&gt;
Player 2 with a +%gold multiplier of 120% will instead receive 120G in their coffers. &lt;br /&gt;
&lt;br /&gt;
== Gold ==&lt;br /&gt;
Gold gain sources (Additive):&lt;br /&gt;
*Thief [[Guild_Hall#Character_Titles|Class Title]]: +0%-(techinally infinite, depends on character title)%, see Character Titles for more info.&lt;br /&gt;
*[[Items#cloak_of_many_pockets|Cloak of Many Pockets]]: +25%, (50% when attuned)&lt;br /&gt;
*[[Items#markhams_purse|Markham's Purse]]: +(# of items in inventory)%, (2% per item when attuned)&lt;br /&gt;
*NG+: +(20*NG_Level)%&lt;br /&gt;
*[[Tavern|A Fool's Errand]]: +100% gold gain, -5 HP regen while standing still&lt;br /&gt;
*When the player has a negative fortune from the [[Fountain]], they gain +5% per negative fortune.&lt;br /&gt;
&lt;br /&gt;
== Tax Rate ==&lt;br /&gt;
Tax is calculated by the amount you have in town and on hand.&amp;lt;br&amp;gt;&lt;br /&gt;
However, the tax rate is reduced upon purchase of Treasury upgrades found in your town hall.&amp;lt;br&amp;gt; &lt;br /&gt;
In multiplayer, tax rates are calculated individually based on each player's individual Treasury level. The host’s Treasury level is NOT shared.&amp;lt;br&amp;gt;&lt;br /&gt;
The player will bring the most gold back to down by never depositing and successfully killing the dragon, as gold in hand is taxed at a lower rate. However this can be a large risk as dying means all gold and ore found is lost.&lt;br /&gt;
&lt;br /&gt;
For a level 1 Treasury, you will reach 50% tax at 10K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2 Treasury = 50% tax at 15K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3 Treasury = 50% tax at 20K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 4 Treasury = 50% tax at 25K gold&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the tax reduction Fountain fortune will increase the gold threshold by 4 times. For level 4 Treasury with tax reduction fortune, 50% tax will be reached at 100K gold.&lt;br /&gt;
&lt;br /&gt;
If you defeat the final boss, your gold and ore will be sent back to town automatically, like a normal deposit (i.e. you are still taxed).&lt;br /&gt;
&lt;br /&gt;
== Money Pickup Base Values ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot;|Gold table&lt;br /&gt;
|-&lt;br /&gt;
!Image||Gold Value||Image||Gold Value||Image||Gold Value||Image||Gold Value||Image||Gold Value||Image||Gold Value&lt;br /&gt;
|-&lt;br /&gt;
||{{#sprite:file=File:Golditemsnew.png|column=0|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=3|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=6|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=9|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|50&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=10|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|250&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=13|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|1000&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=1|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=4|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|13&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=7|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|27&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=11|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|100&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=12|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|500&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=14|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|2500&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=2|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|10&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=5|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|25&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=8|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|42&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ore [[File:OrePickup.jpg|25px|frameless]]==&lt;br /&gt;
Ore gain is calculated individually, just like gold. Each ore found in the tower is worth 1 ore, but with multipliers can give more.&amp;lt;br&amp;gt;&lt;br /&gt;
Ore is not taxed however, so it is a great way to bring money back to your town once everything is upgraded.&lt;br /&gt;
&lt;br /&gt;
Ore can be used to upgrade a player's town, crafted into items at the [[Magic Anvil]] with Blueprints, and bought or sold at the [[Ore Trader]].&lt;br /&gt;
&lt;br /&gt;
Ore Trader prices:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Price for buying ore&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Price for selling ore&lt;br /&gt;
|-&lt;br /&gt;
! Tier 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1500G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 200G&lt;br /&gt;
|-&lt;br /&gt;
! Tier 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1250G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 350G&lt;br /&gt;
|-&lt;br /&gt;
! Tier 3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1000G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 500G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ore gain sources (Additive):&lt;br /&gt;
*[[Items#shaftlocke_pickaxe|Shaftlocke Pickaxe]]: +50%&lt;br /&gt;
*[[Items#markhams_stone|Markham's Stone]]: +(# items in inventory)%&lt;br /&gt;
*NG+: +(20*NG_Level)%&lt;br /&gt;
*[[Tavern|Miner's Delight]]: +100% Ore gain, -75% gold gain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=1495</id>
		<title>Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=1495"/>
		<updated>2018-12-03T05:52:23Z</updated>

		<summary type="html">&lt;p&gt;AJL828: /* Monoliths   File:monolith.gif */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.&lt;br /&gt;
&lt;br /&gt;
==Elevators==&lt;br /&gt;
[[File:Elevator.jpg|130px|frameless|right]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Springs   [[File:springs.png]]==&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Monoliths   [[File:monolith.gif]]==&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Insight cannot be gotten when you are at the max level you can reach in that run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Shrine buffs&lt;br /&gt;
|-&lt;br /&gt;
| Icon&lt;br /&gt;
| Name&lt;br /&gt;
| Effect&lt;br /&gt;
| Duration&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_buffs.png|column=1|row=1}}&lt;br /&gt;
| Protective Powers&lt;br /&gt;
| -50% damage taken&lt;br /&gt;
| 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_buffs.png|column=3|row=0}}&lt;br /&gt;
| Incredible Strength&lt;br /&gt;
| x2 overall damage &lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_buffs.png|column=0|row=1}}&lt;br /&gt;
| Greater Insight&lt;br /&gt;
| +100% experience&lt;br /&gt;
| 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_buffs.png|column=1|row=0}}&lt;br /&gt;
| Vigorous Restoration&lt;br /&gt;
| 20 HP a second&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_buffs.png|column=2|row=0}}&lt;br /&gt;
| Endless Potential&lt;br /&gt;
| Free skills&lt;br /&gt;
| 4 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_buffs.png|column=4|row=0}}&lt;br /&gt;
| Gold Fever&lt;br /&gt;
| +100% Gold gain&lt;br /&gt;
| 15 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Imps   [[File:imp.gif]]==&lt;br /&gt;
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.&lt;br /&gt;
*Send your gold to town tax free.&lt;br /&gt;
*Send your ore to town.&lt;br /&gt;
*Refill your potions.&lt;br /&gt;
*Give you some gold. The amount received increases in later acts.&lt;br /&gt;
*Give you some ore. The amount received increases in later acts.&lt;br /&gt;
*Give you some experience. The amount received increases in later acts.&lt;br /&gt;
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.&lt;br /&gt;
*Give you a common, uncommon, rare, or legendary.&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
[[File:Shop3.jpg|200px|frameless|right]]&lt;br /&gt;
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]]. &amp;lt;br&amp;gt;&lt;br /&gt;
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]]. &amp;lt;br&amp;gt;&lt;br /&gt;
These can both stack. At any given shop you can only purchase 3 of the items shown.&lt;br /&gt;
&lt;br /&gt;
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
==Graveyard==&lt;br /&gt;
[[File:Graveyard.jpg|180px|frameless|right]]&lt;br /&gt;
These only appear in multiplayer. Interacting with it will remove the soul link between you and any other player linked to you.&lt;br /&gt;
&lt;br /&gt;
If there are multiple soul link chains in your party, only the person who used the Graveyard's will be removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Portals and Red Rooms   [[File:teleporter.gif]]==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Example: For the portal to appear in the Mines, you must kill the Stone Golem. For it to appear in the Prison, you must defeat the Warden once.&lt;br /&gt;
&lt;br /&gt;
What happens when I go in?&lt;br /&gt;
You reach a room with a red cube that has a large chunk of HP. Once you hit it, enemies will start spawning, with a new wave appearing every 10 seconds until the cube it killed. Additionally, every time the cube loses a block of health (cursor colors when hovering over it go from red back to green) it will summon an extra wave of enemies. This means if you are able to quickly kill the pillar in only a few seconds, about 10 waves of enemies will spawn one after another with less than a second in between waves.&lt;br /&gt;
&lt;br /&gt;
Once the cube is destroyed, every enemy in the room is killed instantly.&lt;br /&gt;
&lt;br /&gt;
Entering a portal for the first time will unlock [[Combat#Combo|combo]] for your entire guild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Guild_Hall&amp;diff=1494</id>
		<title>Guild Hall</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Guild_Hall&amp;diff=1494"/>
		<updated>2018-12-01T03:59:15Z</updated>

		<summary type="html">&lt;p&gt;AJL828: /* Character Titles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Guild Hall menu is accessed by speaking to a person located in the top left portion of the Town.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Guild Hall menu may also be assigned to a hotkey via the control settings.&lt;br /&gt;
&lt;br /&gt;
==Skill Upgrades==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Tier  ||Primary Attack||Active 1      ||Active 2       ||Active 3       ||Passive 1     ||Passive 2      ||Passive 3&lt;br /&gt;
|-&lt;br /&gt;
|Level 1|| 3 Skill Stars|| 3 Skill Stars|| -             || -             || 2 Skill Stars|| -             || - &lt;br /&gt;
|-&lt;br /&gt;
|Level 2|| 4 Skill Stars|| 4 Skill Stars|| 5 Skill Stars || -             || 3 Skill Stars|| 4 Skill Stars || - &lt;br /&gt;
|-&lt;br /&gt;
|Level 3|| 5 Skill Stars|| 5 Skill Stars|| 6 Skill Stars || 7 Skill Stars || 4 Skill Stars|| 5 Skill Stars || - &lt;br /&gt;
|-&lt;br /&gt;
|Level 4|| 6 Skill Stars|| 6 Skill Stars|| 8 Skill Stars || 9 Skill Stars || 5 Skill Stars|| 6 Skill Stars || 10 Skill Stars&lt;br /&gt;
|-&lt;br /&gt;
|Level 5|| 8 Skill Stars|| 8 Skill Stars|| 10 Skill Stars|| 12 Skill Stars|| 6 Skill Stars|| 8 Skill Stars || 15 Skill Stars&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can also respec a character for 250g per skill star currently assigned. Only complete respecs are available.&lt;br /&gt;
&lt;br /&gt;
==Character Titles==&lt;br /&gt;
Each playable class grants a permanent global stat bonus to all of your characters when you unlock new Titles.&amp;lt;br&amp;gt;&lt;br /&gt;
Each class grants their own unique stat and multiples of the same character title will not stack.&lt;br /&gt;
&lt;br /&gt;
New Titles may be obtained by defeating bosses for the first time, and completing the game on higher difficulty settings.&lt;br /&gt;
&lt;br /&gt;
The stat bonuses continue increasing infinitely as of version 87, but after NG+2 the name of the title will not change anymore.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Unlock                         ||[[Paladin]]       ||[[Ranger]]        ||[[Sorcerer]]       ||[[Warlock]]     ||[[Thief]]         ||[[Priest]]        ||[[Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
|Stat Given                      ||'''Armor'''       ||'''Attack Power'''||'''Mana Regen'''   ||'''Resist'''    ||'''Gold Bonus%'''  ||'''HP Regen'''   ||'''Skill Power'''&lt;br /&gt;
|-&lt;br /&gt;
|'''No Achievements'''           ||Novice        (0) ||Novice        (0) ||Novice         (0) ||Novice      (0) ||Novice       (+0%) ||Novice       (0) ||Novice      (0)&lt;br /&gt;
|-&lt;br /&gt;
|'''Killing The Stone Guardian'''||Apprentice    (2) ||Apprentice    (2) ||Apprentice   (0.2) ||Apprentice  (2) ||Apprentice (+2.5%) ||Apprentice (0.1) ||Apprentice  (2)&lt;br /&gt;
|-&lt;br /&gt;
|'''Killing The Warden'''        ||Journeyman    (4) ||Journeyman    (4) ||Disciple     (0.4) ||Disciple    (4) ||Journeyman   (+5%) ||Disciple   (0.2) ||Disciple    (4)&lt;br /&gt;
|-&lt;br /&gt;
|'''Killing The Three Wraiths''' ||Squire        (7) ||Scout         (7) ||Arcanist     (0.7) ||Ritualist   (7) ||Bandit      (+10%) ||Zealot     (0.4) ||Scholar     (7)&lt;br /&gt;
|-&lt;br /&gt;
|'''Killing The Watcher'''       ||Champion     (10) ||Hunter       (10) ||Enchanter    (1.0) ||Occultist  (10) ||Rogue       (+15%) ||Patriarch  (0.6) ||Seer       (10)&lt;br /&gt;
|-&lt;br /&gt;
|'''Killing The Vampire Lord'''  ||Defender     (15) ||Pathfinder   (15) ||Elementalist (1.5) ||Conjurer   (15) ||Brigand     (+25%) ||Bishop     (1.0) ||Sage       (15)&lt;br /&gt;
|-&lt;br /&gt;
|'''Killing Thundersnow'''       ||Crusader     (20) ||Warden       (20) ||Channeler    (2.0) ||Diabolist  (20) ||Ruffian     (+35%) ||Archbishop (1.4) ||Magus      (20)&lt;br /&gt;
|-&lt;br /&gt;
|'''Completing NG+1'''           ||Templar      (25) ||Sentinel     (25) ||Evoker       (2.5) ||Netherlord (25) ||Infiltrator (+45%) ||Cardinal   (1.8) ||Battlemage (25)&lt;br /&gt;
|-&lt;br /&gt;
|'''Completing NG+2'''           ||Lightbringer (30) ||Guardian     (30) ||Spellbinder  (3.0) ||Deathlord  (30) ||Assassin    (+55%) ||Pope       (2.2) ||Archmage   (30)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any further completions of higher difficulties will always grant the following increases to your title bonus:&lt;br /&gt;
Paladin: +5 Armor&lt;br /&gt;
Ranger: + 5 Attack Power&lt;br /&gt;
Sorcerer: + 0.5 Mana Regen&lt;br /&gt;
Warlock: + 5 Resistance &lt;br /&gt;
Thief: + 10% Gold Gain&lt;br /&gt;
Priest: + 0.4 Health Regen&lt;br /&gt;
Wizard: + 5 Skill Power&lt;br /&gt;
&lt;br /&gt;
==Guild Titles==&lt;br /&gt;
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.&amp;lt;br/&amp;gt;&lt;br /&gt;
These skill points will be available to even brand new level 1 characters and are cumulative.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last 4 guild level titles are currently not implemented into the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Guild Title ||Fame Required||Cumulative Skill Stars||Gold Awarded||Ore Awarded&lt;br /&gt;
|-&lt;br /&gt;
|Unknown      ||0            ||0                     ||x           ||x&lt;br /&gt;
|-&lt;br /&gt;
|Recognized   ||2,500        ||3                     ||5,000       ||5&lt;br /&gt;
|-&lt;br /&gt;
|Acknowledged ||10,000       ||6                     ||10,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Respected    ||25,000       ||9                     ||15,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Memorable    ||50,000       ||12                    ||20,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Prominent    ||100,000      ||15                    ||25,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Distinguished||200,000      ||18                    ||30,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Famous       ||325,000      ||21                    ||35,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Acclaimed    ||500,000      ||24                    ||40,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Illustrious  ||700,000      ||27                    ||45,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Celebrated   ||1,000,000    ||30                    ||50,000      ||5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guild Achievements==&lt;br /&gt;
====Character Based====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Knights Chapter - Reach level 5 / 10 / 15 / 20 with the Paladin&lt;br /&gt;
&lt;br /&gt;
Hunters Lodge - Reach level 5 / 10 / 15 / 20 with the Ranger&lt;br /&gt;
&lt;br /&gt;
Magicians Circle - Reach level 5 / 10 / 15 / 20 with the Sorcerer&lt;br /&gt;
&lt;br /&gt;
Mystic Cult - Reach level 5 / 10 / 15 / 20 with the Warlock&lt;br /&gt;
&lt;br /&gt;
Holy Order - Reach level 5 / 10 / 15 / 20 with the Thief&lt;br /&gt;
&lt;br /&gt;
Thieves Den - Reach level 5 / 10 / 15 / 20 with the Priest&lt;br /&gt;
&lt;br /&gt;
Arcane League - Reach level 5 / 10 / 15 / 20 with the Wizard&lt;br /&gt;
&lt;br /&gt;
Bringers Of Hope - Kill the Stone Guardian with 1 / 3 / 5 / 7 different classes&lt;br /&gt;
&lt;br /&gt;
Breakers Of Chains - Kill the Warden with 1 / 3 / 5 / 7 different classes&lt;br /&gt;
&lt;br /&gt;
Abolishers Of Evil - Kill the Three Councilors with 1 / 3 / 5 / 7 different classes&lt;br /&gt;
&lt;br /&gt;
Establishers Of Order - Kill the Watcher with 1 / 3 / 5 / 7 different classes&lt;br /&gt;
&lt;br /&gt;
Deposers of Despots - Kill the Vampire Lord with 1 / 3 / 5 / 7 different classes&lt;br /&gt;
&lt;br /&gt;
Restorers Of Peace - Kill Thundersnow with 1 / 3 / 5 / 7 different classes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Killers - Kill X / X / X / X / 1M Enemies&lt;br /&gt;
&lt;br /&gt;
Excorcists - Kill X / X / X / 75K / 350K Aberrations&lt;br /&gt;
&lt;br /&gt;
Beast Slayers - Kill X / X / 75K / 250K Beasts&lt;br /&gt;
&lt;br /&gt;
Demolishers - Kill X / X / X / 10K / 50K Constructs&lt;br /&gt;
&lt;br /&gt;
Sanctifiers - Kill X / X / X / X / 500K Undead&lt;br /&gt;
&lt;br /&gt;
Warriors - Deal X / X / X / X / 10M Physical Damage&lt;br /&gt;
&lt;br /&gt;
Mages - Deal X / X / X / X / 10M Magical Damage&lt;br /&gt;
&lt;br /&gt;
Heavy Hitters - Deal X / X / X / X / 1500 Damage in a single hit&lt;br /&gt;
&lt;br /&gt;
Blockers - Block X / X / X / X / 500K Damage&lt;br /&gt;
&lt;br /&gt;
Revengers - Return X / X / X / X / 500K Damage&lt;br /&gt;
&lt;br /&gt;
Spellcasters - Spend X / X / X / 1M / 5M Mana&lt;br /&gt;
&lt;br /&gt;
Combo Strikers - Chain a Combo of X / X / X / 500 / 1000 Kills&lt;br /&gt;
&lt;br /&gt;
Critical Hitters - Score X / X / X / X / 200K Critical hits&lt;br /&gt;
&lt;br /&gt;
Bashers - Stun X / X / 25K / 50K / 200K Enemies&lt;br /&gt;
 &lt;br /&gt;
Blood Hunters - Gain X / X / X / 50k / 100K Health from lifestealing&lt;br /&gt;
&lt;br /&gt;
Dodgers - Evade X / X / 5K / 25K / 100K Attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vitality====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Potion Gulpers - Use the Potion X / 250 / 1000 Times&lt;br /&gt;
&lt;br /&gt;
Replenishers - Use a Well X / 100 / 500 / ? Times&lt;br /&gt;
&lt;br /&gt;
Physicians - Heal for X / X / 500K Health&lt;br /&gt;
&lt;br /&gt;
Gourmands - Heal X / 25K / 100K From pickups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventuring====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Explorers - Reach X / X / 1000 New floors&lt;br /&gt;
&lt;br /&gt;
Wanderers - Walk for X / X / 10M Meters&lt;br /&gt;
&lt;br /&gt;
Gold Digger - Find X / X / X / 5M / 10M Gold&lt;br /&gt;
&lt;br /&gt;
Miners - Find X / X / X / 5K / 10K Ore&lt;br /&gt;
&lt;br /&gt;
Dispatchers - Use the Elevator X / X / 250 Times&lt;br /&gt;
&lt;br /&gt;
Bronze Chest Pillagers - Open 25 / 100 / 250 Bronze Chests&lt;br /&gt;
&lt;br /&gt;
Silver Chest Pillagers - Open 25 / 100 / 250 Silver Chests&lt;br /&gt;
&lt;br /&gt;
Gold Chest Pillagers - Open 25 / 100 / 250 Gold Chests&lt;br /&gt;
&lt;br /&gt;
Ace Chest Pillagers - Open 10 / 25 / 50 Ace Chests&lt;br /&gt;
&lt;br /&gt;
Detectives - Find X / X / 500 Secrets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Town====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Builders - Buy X / X / X / 35 Building upgrades&lt;br /&gt;
&lt;br /&gt;
Big Spenders - Spend X / X / X / X / 2.5M Gold&lt;br /&gt;
&lt;br /&gt;
Upgraders - Buy X / X / X / 250 Character upgrades&lt;br /&gt;
&lt;br /&gt;
Divine Favors - Buy X / X / X / 21 Blessings from the Chapel&lt;br /&gt;
&lt;br /&gt;
Coin Tossers - Use the Fountain X / X / 100 Times&lt;br /&gt;
&lt;br /&gt;
Quenchers - Consume X / 50 / 250 / ? Tavern drinks&lt;br /&gt;
&lt;br /&gt;
High Rollers - Win X / 10K(?) / 100K From gambling&lt;br /&gt;
|}&lt;br /&gt;
====Items====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Common Looters - Find X / X / 250 / 1000 Common items&lt;br /&gt;
&lt;br /&gt;
Uncommon Looters - Find X / X / 250 / 1000 Uncommon items&lt;br /&gt;
&lt;br /&gt;
Rare Looters - Find X / X / 250 / 1000 Rare items&lt;br /&gt;
&lt;br /&gt;
Epic Looters - Find 20 / 75 / 150 / 300 Epic items&lt;br /&gt;
&lt;br /&gt;
Legendary Looters - Find 5 / 25 / 50 / 100 Legendary items&lt;br /&gt;
&lt;br /&gt;
Shoppers - Buy X / X / X / X / 1000 Items&lt;br /&gt;
&lt;br /&gt;
Collectors - Complete X / X / X / 100 Item sets&lt;br /&gt;
&lt;br /&gt;
Crafters - Craft 10 / 50 / 250 Items&lt;br /&gt;
&lt;br /&gt;
Attuners - Attune 10 / 50 / 250 Items&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Sorcerer&amp;diff=1484</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Sorcerer&amp;diff=1484"/>
		<updated>2018-11-14T17:40:54Z</updated>

		<summary type="html">&lt;p&gt;AJL828: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sorcerer is a spell-casting class which uses ice spells.&amp;lt;br&amp;gt;&lt;br /&gt;
The Sorcerer's [[Guild Hall#Character Titles|Character Title]] will add mana regen for everyone in your guild.&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The tables below list base and Tiers as they're shown in the [[Guild_Hall|guild hall]].&lt;br /&gt;
As an example, the first upgrade for Frost Nova can be bought at a Tier 2 guild hall.&lt;br /&gt;
Every upgrade to a skill costs skill points, which are denoted as stars in the upper-right corner of the screen while in town.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align: center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Sorcerer skills&lt;br /&gt;
|-&lt;br /&gt;
|[[Sorcerer#Frost Shard (Primary Attack)|Frost Shard]]||[[Sorcerer#Comet (Skill 1)|Comet]]||[[Sorcerer#Frost Nova (Skill 2)|Frost Nova]]||[[Sorcerer#Orb of Winter (Skill 3)|Orb of Winter]]||[[Sorcerer#Biting Chill (Passive 1)|Biting Chill]]||[[Sorcerer#Ice Barrier (Passive 2)|Ice Barrier]]||[[Sorcerer#Shatter (Passive 3)|Shatter]]&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=2|link=Sorcerer#Frost Shard (Primary Attack)}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=2|link=Sorcerer#Comet (Skill 1)}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=2|link=Sorcerer#Frost Nova (Skill 2)}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=2|link=Sorcerer#Orb of Winter (Skill 3)}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=2|link=Sorcerer#Biting Chill (Passive 1)}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=2|link=Sorcerer#Ice Barrier (Passive 2)}}||{{#sprite:file=File:Icons_skills2x.png|column=6|row=2|link=Sorcerer#Shatter (Passive 3)}}&lt;br /&gt;
|}&lt;br /&gt;
====Frost Shard (Primary Attack)====&lt;br /&gt;
Fires a frost shard that deals [[Combat#Damage_Types|hybrid damage]]. The shard ricochets a certain number of times. The shard’s damage will increase by 10% for every bounce/ricochet it does.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||6||8||10||12||14||16&lt;br /&gt;
|-&lt;br /&gt;
|Ricochet||1||2||3||4||5||6&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Comet (Skill 1)====&lt;br /&gt;
Drops a comet that deals hybrid damage split among all enemies in the area of impact. Enemies are frozen in place for two seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
The comet drops a fixed distance from the sorcerer in the targeted direction. This can be cast over walls allowing you take take out enemies from a position of safety.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||40||80||120||160||200||240&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||25||30||35||40||45||50&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Frost Nova (Skill 2)====&lt;br /&gt;
Unleash a large number of frost shards in all directions around the sorcerer dealing hybrid damage. If a frost shard bounces off a wall, it will bounce back and target an enemy.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base|||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||12||16||20||24&lt;br /&gt;
|-&lt;br /&gt;
|Shards||N/A||N/A||13||15||17||19&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||35||45||55||65&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||5||6||8||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Orb of Winter (Skill 3)====&lt;br /&gt;
Spawns a slow moving ice orb that moves forward for several seconds, unleashing ice shards in all directions that deal hybrid damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The orb will bounce off of walls, spawners, and any enemy that has a life bar. The shards unleashed by the orb will also bounce off of walls.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Seconds||N/A||N/A||N/A||3.5||5||6.5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||12||16||20&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||120||150||180&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||7||9||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Biting Chill (Passive 1)====&lt;br /&gt;
Slows and freezes enemies hit by the Sorcerer's skills by a percentage for a few seconds.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Slow %||N/A||20||30||40||50||60&lt;br /&gt;
|-&lt;br /&gt;
|Seconds||N/A||2||2.5||3||3.5||4&lt;br /&gt;
|-&lt;br /&gt;
|freeze %||N/A||7.5||7.5||7.5||7.5||7.5&lt;br /&gt;
|-&lt;br /&gt;
|Seconds||N/A||1.25||1.5||1.75||2||2.25&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||2||3||4||5||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ice Barrier (Passive 2)====&lt;br /&gt;
Every time the Sorcerer casts a skill, he is given an ice shield which can block a certain percentage of damage (the stacks are visible in the bottom right next to your skills). Every upgrade increases the % blocked by each stack and the maximum number of stacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|% Damage Blocked/Stack||N/A||N/A||20||30||40||50&lt;br /&gt;
|-&lt;br /&gt;
|Maximum Stacks||N/A||N/A||5||6||7||8&lt;br /&gt;
|Star Cost||N/A||N/A||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shatter (Passive 3)====&lt;br /&gt;
Enemies that are frozen solid will explode when killed, dealing Hybrid damage to enemies near by. This effect can also be triggered if other players kill the Sorcerer’s frozen targets.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||N/A||40||80&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||N/A||10||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The player starts off at level 1. Every time the Sorcerer levels up, stat boosts are gained.&lt;br /&gt;
What differs the Sorcerer from other classes is the high increase to mana, which increases the amount of spells to be cast.&lt;br /&gt;
&lt;br /&gt;
To get stats at a given level, use the equation &amp;quot;X = scaling * (level-1) + Level_1_stat&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Attribute values by level&lt;br /&gt;
|-&lt;br /&gt;
!|Attribute||Health||Mana||Health Regen||Mana Regen||Armor||Resistance&lt;br /&gt;
|-&lt;br /&gt;
!|Level 1&lt;br /&gt;
|40||75||0.000||1.5||0||2.0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +5|| +16|| +0.025|| +0.1|| 0|| +0.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|45||91||0.025||1.6||0||2.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|50||107||0.050||1.7||0||3.0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|55||123||0.075||1.8||0||3.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|60||139||0.100||1.9||0||4.0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|85||219||0.225||2.4||0||6.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|110||299||0.350||2.9||0||9.0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|135||379||0.475||3.4||0||11.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|160||459||0.600||3.9||0||14.0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|185||539||0.725||4.4||0||16.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Guild_Hall&amp;diff=1482</id>
		<title>Guild Hall</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Guild_Hall&amp;diff=1482"/>
		<updated>2018-11-13T13:56:25Z</updated>

		<summary type="html">&lt;p&gt;AJL828: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Guild Hall menu is accessed by speaking to a person located in the top left portion of the Town.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Guild Hall menu may also be assigned to a hotkey via the control settings.&lt;br /&gt;
&lt;br /&gt;
==Skill Upgrades==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Tier  ||Primary Attack||Active 1      ||Active 2       ||Active 3       ||Passive 1     ||Passive 2      ||Passive 3&lt;br /&gt;
|-&lt;br /&gt;
|Level 1|| 3 Skill Stars|| 3 Skill Stars|| -             || -             || 2 Skill Stars|| -             || - &lt;br /&gt;
|-&lt;br /&gt;
|Level 2|| 4 Skill Stars|| 4 Skill Stars|| 5 Skill Stars || -             || 3 Skill Stars|| 4 Skill Stars || - &lt;br /&gt;
|-&lt;br /&gt;
|Level 3|| 5 Skill Stars|| 5 Skill Stars|| 6 Skill Stars || 7 Skill Stars || 4 Skill Stars|| 5 Skill Stars || - &lt;br /&gt;
|-&lt;br /&gt;
|Level 4|| 6 Skill Stars|| 6 Skill Stars|| 8 Skill Stars || 9 Skill Stars || 5 Skill Stars|| 6 Skill Stars || 10 Skill Stars&lt;br /&gt;
|-&lt;br /&gt;
|Level 5|| 8 Skill Stars|| 8 Skill Stars|| 10 Skill Stars|| 12 Skill Stars|| 6 Skill Stars|| 8 Skill Stars || 15 Skill Stars&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can also respec a character for 250g per skill star currently assigned. Only complete respecs are available.&lt;br /&gt;
&lt;br /&gt;
==Character Titles==&lt;br /&gt;
Each playable class grants a permanent global stat bonus to all of your characters when you unlock new Titles.&amp;lt;br&amp;gt;&lt;br /&gt;
Each class grants their own unique stat and multiples of the same character title will not stack.&lt;br /&gt;
&lt;br /&gt;
New Titles may be obtained by defeating bosses for the first time, and completing the game on higher difficulty settings.&lt;br /&gt;
&lt;br /&gt;
The stat bonuses continue increasing infinitely as of version 87, but after NG+2 the name of the title will not change anymore.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Unlock                         ||[[Paladin]]       ||[[Ranger]]        ||[[Sorcerer]]       ||[[Warlock]]     ||[[Thief]]         ||[[Priest]]        ||[[Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
|Stat Given                      ||'''Armor'''       ||'''Attack Power'''||'''Mana Regen'''   ||'''Resist'''    ||'''Gold Bonus%'''  ||'''HP Regen'''   ||'''Skill Power'''&lt;br /&gt;
|-&lt;br /&gt;
|'''No Achievements'''           ||Novice        (0) ||Novice        (0) ||Novice         (0) ||Novice      (0) ||Novice       (+0%) ||Novice       (0) ||Novice      (0)&lt;br /&gt;
|-&lt;br /&gt;
|'''Killing The Stone Guardian'''||Apprentice    (2) ||Apprentice    (2) ||Apprentice   (0.2) ||Apprentice  (2) ||Apprentice (+2.5%) ||Apprentice (0.1) ||Apprentice  (2)&lt;br /&gt;
|-&lt;br /&gt;
|'''Killing The Warden'''        ||Journeyman    (4) ||Journeyman    (4) ||Disciple     (0.4) ||Disciple    (4) ||Journeyman   (+5%) ||Disciple   (0.2) ||Disciple    (4)&lt;br /&gt;
|-&lt;br /&gt;
|'''Killing The Three Wraiths''' ||Squire        (7) ||Scout         (7) ||Arcanist     (0.7) ||Ritualist   (7) ||Bandit      (+10%) ||Zealot     (0.4) ||Scholar     (7)&lt;br /&gt;
|-&lt;br /&gt;
|'''Killing The Watcher'''       ||Champion     (10) ||Hunter       (10) ||Enchanter    (1.0) ||Occultist  (10) ||Rogue       (+15%) ||Patriarch  (0.6) ||Seer       (10)&lt;br /&gt;
|-&lt;br /&gt;
|'''Killing The Vampire Lord'''  ||Defender     (15) ||Pathfinder   (15) ||Elementalist (1.5) ||Conjurer   (15) ||Brigand     (+25%) ||Bishop     (1.0) ||Sage       (15)&lt;br /&gt;
|-&lt;br /&gt;
|'''Killing Thundersnow'''       ||Crusader     (20) ||Warden       (20) ||Channeler    (2.0) ||Diabolist  (20) ||Ruffian     (+35%) ||Archbishop (1.4) ||Magus      (20)&lt;br /&gt;
|-&lt;br /&gt;
|'''Completing NG+1'''           ||Templar      (25) ||Sentinel     (25) ||Evoker       (2.5) ||Netherlord (25) ||Infiltrator (+45%) ||Cardinal   (1.8) ||Battlemage (25)&lt;br /&gt;
|-&lt;br /&gt;
|'''Completing NG+2'''           ||Lightbringer (30) ||Guardian     (30) ||Spellbinder  (3.0) ||Deathlord  (30) ||Assassin    (+55%) ||Pope       (2.2) ||Archmage   (30)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guild Titles==&lt;br /&gt;
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.&amp;lt;br/&amp;gt;&lt;br /&gt;
These skill points will be available to even brand new level 1 characters and are cumulative.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last 4 guild level titles are currently not implemented into the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Guild Title ||Fame Required||Cumulative Skill Stars||Gold Awarded||Ore Awarded&lt;br /&gt;
|-&lt;br /&gt;
|Unknown      ||0            ||0                     ||x           ||x&lt;br /&gt;
|-&lt;br /&gt;
|Recognized   ||2,500        ||3                     ||5,000       ||5&lt;br /&gt;
|-&lt;br /&gt;
|Acknowledged ||10,000       ||6                     ||10,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Respected    ||25,000       ||9                     ||15,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Memorable    ||50,000       ||12                    ||20,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Prominent    ||100,000      ||15                    ||25,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Distinguished||200,000      ||18                    ||30,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Famous       ||325,000      ||21                    ||35,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Acclaimed    ||500,000      ||24                    ||40,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Illustrious  ||700,000      ||27                    ||45,000      ||5&lt;br /&gt;
|-&lt;br /&gt;
|Celebrated   ||1,000,000    ||30                    ||50,000      ||5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guild Achievements==&lt;br /&gt;
====Character Based====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Knights Chapter - Reach level 5 / 10 / 15 / 20 with the Paladin&lt;br /&gt;
&lt;br /&gt;
Hunters Lodge - Reach level 5 / 10 / 15 / 20 with the Ranger&lt;br /&gt;
&lt;br /&gt;
Magicians Circle - Reach level 5 / 10 / 15 / 20 with the Sorcerer&lt;br /&gt;
&lt;br /&gt;
Mystic Cult - Reach level 5 / 10 / 15 / 20 with the Warlock&lt;br /&gt;
&lt;br /&gt;
Holy Order - Reach level 5 / 10 / 15 / 20 with the Thief&lt;br /&gt;
&lt;br /&gt;
Thieves Den - Reach level 5 / 10 / 15 / 20 with the Priest&lt;br /&gt;
&lt;br /&gt;
Arcane League - Reach level 5 / 10 / 15 / 20 with the Wizard&lt;br /&gt;
&lt;br /&gt;
Bringers Of Hope - Kill the Stone Guardian with 1 / 3 / 5 / 7 different classes&lt;br /&gt;
&lt;br /&gt;
Breakers Of Chains - Kill the Warden with 1 / 3 / 5 / 7 different classes&lt;br /&gt;
&lt;br /&gt;
Abolishers Of Evil - Kill the Three Councilors with 1 / 3 / 5 / 7 different classes&lt;br /&gt;
&lt;br /&gt;
Establishers Of Order - Kill the Watcher with 1 / 3 / 5 / 7 different classes&lt;br /&gt;
&lt;br /&gt;
Deposers of Despots - Kill the Vampire Lord with 1 / 3 / 5 / 7 different classes&lt;br /&gt;
&lt;br /&gt;
Restorers Of Peace - Kill Thundersnow with 1 / 3 / 5 / 7 different classes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Killers - Kill X / X / X / X / 1M Enemies&lt;br /&gt;
&lt;br /&gt;
Excorcists - Kill X / X / X / 75K / 350K Aberrations&lt;br /&gt;
&lt;br /&gt;
Beast Slayers - Kill X / X / 75K / 250K Beasts&lt;br /&gt;
&lt;br /&gt;
Demolishers - Kill X / X / X / 10K / 50K Constructs&lt;br /&gt;
&lt;br /&gt;
Sanctifiers - Kill X / X / X / X / 500K Undead&lt;br /&gt;
&lt;br /&gt;
Warriors - Deal X / X / X / X / 10M Physical Damage&lt;br /&gt;
&lt;br /&gt;
Mages - Deal X / X / X / X / 10M Magical Damage&lt;br /&gt;
&lt;br /&gt;
Heavy Hitters - Deal X / X / X / X / 1500 Damage in a single hit&lt;br /&gt;
&lt;br /&gt;
Blockers - Block X / X / X / X / 500K Damage&lt;br /&gt;
&lt;br /&gt;
Revengers - Return X / X / X / X / 500K Damage&lt;br /&gt;
&lt;br /&gt;
Spellcasters - Spend X / X / X / 1M / 5M Mana&lt;br /&gt;
&lt;br /&gt;
Combo Strikers - Chain a Combo of X / X / X / 500 / 1000 Kills&lt;br /&gt;
&lt;br /&gt;
Critical Hitters - Score X / X / X / X / 200K Critical hits&lt;br /&gt;
&lt;br /&gt;
Bashers - Stun X / X / 25K / 50K / 200K Enemies&lt;br /&gt;
 &lt;br /&gt;
Blood Hunters - Gain X / X / X / 50k / 100K Health from lifestealing&lt;br /&gt;
&lt;br /&gt;
Dodgers - Evade X / X / 5K / 25K / 100K Attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vitality====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Potion Gulpers - Use the Potion X / 250 / 1000 Times&lt;br /&gt;
&lt;br /&gt;
Replenishers - Use a Well X / 100 / 500 / ? Times&lt;br /&gt;
&lt;br /&gt;
Physicians - Heal for X / X / 500K Health&lt;br /&gt;
&lt;br /&gt;
Gourmands - Heal X / 25K / 100K From pickups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventuring====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Explorers - Reach X / X / 1000 New floors&lt;br /&gt;
&lt;br /&gt;
Wanderers - Walk for X / X / 10M Meters&lt;br /&gt;
&lt;br /&gt;
Gold Digger - Find X / X / X / 5M / 10M Gold&lt;br /&gt;
&lt;br /&gt;
Miners - Find X / X / X / 5K / 10K Ore&lt;br /&gt;
&lt;br /&gt;
Dispatchers - Use the Elevator X / X / 250 Times&lt;br /&gt;
&lt;br /&gt;
Bronze Chest Pillagers - Open 25 / 100 / 250 Bronze Chests&lt;br /&gt;
&lt;br /&gt;
Silver Chest Pillagers - Open 25 / 100 / 250 Silver Chests&lt;br /&gt;
&lt;br /&gt;
Gold Chest Pillagers - Open 25 / 100 / 250 Gold Chests&lt;br /&gt;
&lt;br /&gt;
Ace Chest Pillagers - Open 10 / 25 / 50 Ace Chests&lt;br /&gt;
&lt;br /&gt;
Detectives - Find X / X / 500 Secrets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Town====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Builders - Buy X / X / X / 35 Building upgrades&lt;br /&gt;
&lt;br /&gt;
Big Spenders - Spend X / X / X / X / 2.5M Gold&lt;br /&gt;
&lt;br /&gt;
Upgraders - Buy X / X / X / 250 Character upgrades&lt;br /&gt;
&lt;br /&gt;
Divine Favors - Buy X / X / X / 21 Blessings from the Chapel&lt;br /&gt;
&lt;br /&gt;
Coin Tossers - Use the Fountain X / X / 100 Times&lt;br /&gt;
&lt;br /&gt;
Quenchers - Consume X / 50 / 250 / ? Tavern drinks&lt;br /&gt;
&lt;br /&gt;
High Rollers - Win X / 10K(?) / 100K From gambling&lt;br /&gt;
|}&lt;br /&gt;
====Items====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Common Looters - Find X / X / 250 / 1000 Common items&lt;br /&gt;
&lt;br /&gt;
Uncommon Looters - Find X / X / 250 / 1000 Uncommon items&lt;br /&gt;
&lt;br /&gt;
Rare Looters - Find X / X / 250 / 1000 Rare items&lt;br /&gt;
&lt;br /&gt;
Epic Looters - Find 20 / 75 / 150 / 300 Epic items&lt;br /&gt;
&lt;br /&gt;
Legendary Looters - Find 5 / 25 / 50 / 100 Legendary items&lt;br /&gt;
&lt;br /&gt;
Shoppers - Buy X / X / X / X / 1000 Items&lt;br /&gt;
&lt;br /&gt;
Collectors - Complete X / X / X / 100 Item sets&lt;br /&gt;
&lt;br /&gt;
Crafters - Craft 10 / 50 / 250 Items&lt;br /&gt;
&lt;br /&gt;
Attuners - Attune 10 / 50 / 250 Items&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=1471</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=1471"/>
		<updated>2018-11-05T16:02:16Z</updated>

		<summary type="html">&lt;p&gt;AJL828: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Spoilers==&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are currently five bosses in Heroes of Hammerwatch, one for each act. &lt;br /&gt;
Each boss is designed to be substantially more powerful than the previous bosses and floors.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Act 1, The Mines===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{{#sprite:file=File:Bosses.png|column=0|row=0}}&lt;br /&gt;
'''Boss: Stone Guardian&lt;br /&gt;
&lt;br /&gt;
Monster type: [[Constructs|Construct]]'''&lt;br /&gt;
&lt;br /&gt;
This boss is a large entity made of stone and guards the entrance to the Dungeon. &lt;br /&gt;
The Stone Golem uses two attacks to combat the player: &lt;br /&gt;
*The first attack is a linear spike shot of stalagmites&lt;br /&gt;
*The second attack is a ground slam which causes the stalactites of the cave to fall around the arena. &lt;br /&gt;
The boss also changes attacks based on its current health:&lt;br /&gt;
*Upon reaching the 66% health threshold, the golem will begin to summon white eyed bats in waves. &lt;br /&gt;
*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. &lt;br /&gt;
The Stone Golem does primarily Physical [[Combat#Damage|Damage]] so armor is effective for reducing your damage taken in this fight.&lt;br /&gt;
&lt;br /&gt;
=====New Game Plus Changes=====&lt;br /&gt;
&lt;br /&gt;
Upon entering New Game Plus, the Stone Golem gains extra health and some new mechanics:&lt;br /&gt;
&lt;br /&gt;
NG+: The linear stalagmite attack becomes homing. Groundslam releases a nova of lesser stalagmites.&lt;br /&gt;
&lt;br /&gt;
NG++: the stalactites that drop from the ceiling will each fire a nova of 3 stalagmites&lt;br /&gt;
&lt;br /&gt;
===== Multiplayer Changes=====&lt;br /&gt;
&lt;br /&gt;
When in multiplayer, the linear stalagmite attack changes from one shot to three&lt;br /&gt;
&lt;br /&gt;
In NG+ and higher, all three spike shots will home in on their target. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison ===&lt;br /&gt;
The prison contains cells on each floor which can be unlocked via a button hidden on the floor. &lt;br /&gt;
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.&lt;br /&gt;
The grates on the floor can sometimes release beetles when you get near them.&lt;br /&gt;
&lt;br /&gt;
{{#sprite:file=File:Bosses.png|column=1|row=0}}&lt;br /&gt;
'''Boss: The Warden&lt;br /&gt;
&lt;br /&gt;
Monster type: [[Undead]]'''&lt;br /&gt;
&lt;br /&gt;
Stationed at the entrance of the dungeon, this gargantuan skeleton has three main attacks:&lt;br /&gt;
*The Warden will begin the fight with his spin. This attack does a high amount of localized damage around the boss. &lt;br /&gt;
*His second attack is a melee area of effect smash with his mace.&lt;br /&gt;
*His final attack is a single target crossbow shot that does very high damage but with low shot accuracy.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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%. &lt;br /&gt;
&lt;br /&gt;
Like the stone golem, The Warden Primarily deals Physical damage so prioritization of Armor will reduce the amount of damage taken in this fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
====Multiplayer Changes====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Once the statue is destroyed you can press the button and lower one of the walls blocking the exit.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{{#sprite:file=File:Bosses.png|column=2|row=0}}&lt;br /&gt;
'''Boss: The Three Wraiths&lt;br /&gt;
&lt;br /&gt;
Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Enraged Mechanics====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wraith of War'''&lt;br /&gt;
&lt;br /&gt;
If Wisdom Dies, War gains no known effect.&lt;br /&gt;
&lt;br /&gt;
If Magic dies, War will start shooting 5 Spikes instead of 1.&lt;br /&gt;
&lt;br /&gt;
When War is the last Wraith Remaining, his spikes will create a pool of spikes 1 second after impact, that lasts 4.5 seconds&lt;br /&gt;
&lt;br /&gt;
'''Wraith of Magic:'''&lt;br /&gt;
&lt;br /&gt;
if War dies, Magic gains no known effect. &lt;br /&gt;
&lt;br /&gt;
if Wisdom dies, Projectiles will start spawning a pool of burning ground. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Wraith of Wisdom'''&lt;br /&gt;
&lt;br /&gt;
if Magic dies, the burning ground will start firing 3 orbs repeatedly. &lt;br /&gt;
&lt;br /&gt;
If War dies, the burning ground will summon a single homing spike. &lt;br /&gt;
&lt;br /&gt;
When Wisdom is the last Wraith remaining, the burning pools will spawn a single homing spike, and fire 5 green orbs repeatedly&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&lt;br /&gt;
There are currently no known new game plus mechanics changes to this boss.&lt;br /&gt;
&lt;br /&gt;
====Multiplayer Changes====&lt;br /&gt;
&lt;br /&gt;
There are no differences to the mechanics of this fight between single player and multiplayer. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives ===&lt;br /&gt;
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. &lt;br /&gt;
Wisps and the eyes are both aberrations. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
*There can be buttons in the rooms revealed by other buttons&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{{#sprite:file=File:Bosses.png|column=3|row=0}}&lt;br /&gt;
'''Boss: The Watcher&lt;br /&gt;
&lt;br /&gt;
Monster type: [[Abberations|Aberration]]'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Boss Phases====&lt;br /&gt;
During these phases, you will be fighting the Watcher itself. Here, he has three main attacks: &lt;br /&gt;
*Spinning his orbs rapidly&lt;br /&gt;
*Shooting several spiked projectiles that shatter&lt;br /&gt;
*Creating eye summoning traps in the arena &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Ritual Phase====&lt;br /&gt;
During these phases, there will be an option of four different books to choose from to start one of the four different rituals:&lt;br /&gt;
* North - Malign Transformation&lt;br /&gt;
* East - Blood Pact&lt;br /&gt;
* South - Embrace the Dark&lt;br /&gt;
* West - Withering Decay&lt;br /&gt;
&lt;br /&gt;
Each of the ritual rooms also has some walls than can be broken to allow for more ways to traverse the room.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Each of the four rituals also has an extra effect while the player waits out the timer:&lt;br /&gt;
&lt;br /&gt;
* Malign Transformation - The walls will shift around. Anything that is crushed by a wall will take TONS of damage&lt;br /&gt;
* Blood Pact - All the eyes will have the bloodlust buff increasing their speed and damage&lt;br /&gt;
* Embrace the Dark - The arena will get dark except for around the book&lt;br /&gt;
* Withering Decay - All of the eyes will leave poison on the ground that, upon contact, will poison the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiplayer Changes====&lt;br /&gt;
&lt;br /&gt;
* The Watcher’s spinning fireballs will spin at different orbit level 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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&lt;br /&gt;
NG+: After each ritual is completed, the boss will gain new traits:&lt;br /&gt;
* 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.&lt;br /&gt;
* Blood Pact - All summoned eyes will have the bloodlust buff&lt;br /&gt;
* Embrace the Dark - The room will become darker&lt;br /&gt;
* Withering Decay - All summmoned eyes leave poison as they move, like in the ritual&lt;br /&gt;
&lt;br /&gt;
NG++: &lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
NG+++:&lt;br /&gt;
* 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.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Act 5, The Chambers ===&lt;br /&gt;
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 statues which are constructs, and the albino bats from the Great Threat, which are beasts.&lt;br /&gt;
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Many chests or loot rooms are locked behind a bronze door which can be unlocked via a bronze key.&lt;br /&gt;
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There are crosses, 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.&lt;br /&gt;
&lt;br /&gt;
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. Either fight may be replaced with the Vampire Lord, who will leave after taking enough damage. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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{{#sprite:file=File:Bosses.png|column=4|row=0}}&lt;br /&gt;
'''Boss: Vampire Lord&lt;br /&gt;
&lt;br /&gt;
Monster type: Undead''' &lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* Swing his sword a few times, summoning some homing blood waves that inflict bleed on the player. Bleed only deals damage while moving.&lt;br /&gt;
* Point his sword at the player, summoning many swords that fire away from him in an arc. They can all hit you if you're directly in front of him.&lt;br /&gt;
* He will turn into a bat and move to a different part of the arena before materializing again. This occurs after every 2 attacks.&lt;br /&gt;
* He will summon a blood mist attack, then move to the center of the room and stop attacking for about 5 seconds. This happens every 5(?) movement cycles.&lt;br /&gt;
** This blood attack drains a very large portion of the players health, very quickly. Hits often reach over 150.&lt;br /&gt;
** The only way to avoid this attack is to use the crosses you collected from the previous floors. Activate one and 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&lt;br /&gt;
NG++: At 33% health, the Vampire Lord will summon several white bats that will swarm the player (similar to the act 5 threat or what happens when you encounter him on chambers floor 1 and 2)&lt;br /&gt;
&lt;br /&gt;
====Multiplayer Changes====&lt;br /&gt;
&lt;br /&gt;
The blood wave attack will spawn 6 Blood waves at a time instead of 3&lt;br /&gt;
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&lt;br /&gt;
===Act 6, The Battlements ===&lt;br /&gt;
The Battlements are 2 large floors of bridges set that contains a significant amount of diamonds and chests. The monsters on the floors are the ice trolls and the gargoyles, with a few being static ballistas. There are no spawners on the battlements floors but enemies spawn from the pressure plates to draw the bridge.&lt;br /&gt;
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Many chests or loot sections are locked off depending on which pathway you chose from collapsing bridges.&lt;br /&gt;
&lt;br /&gt;
The final floor ends with a guaranteed Fountain and a large door leading to the very top of the tower. There is a guaranteed Ace chest after you get to the final bridge.&lt;br /&gt;
&lt;br /&gt;
{{#sprite:file=File:Bosses.png|column=5|row=0}}&lt;br /&gt;
'''Boss: Thundersnow&lt;br /&gt;
&lt;br /&gt;
Monster type: Beast''' &lt;br /&gt;
&lt;br /&gt;
Thundershow is a frost dragon surrounded in ice. He does not move at all during the fight but has many different attacks:&lt;br /&gt;
* Icicles are shot from his mouth in a spread at the player and travel in a straight. &lt;br /&gt;
* He can flap his wings and blow the player back with varying amounts of force.&lt;br /&gt;
* Lightning will fall throughout the fight but he can invoke even more to fall. This is marked by the screen getting a reddish tint.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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.&lt;br /&gt;
* 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. &lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
NG++: Even more icicles are shot at the player.&lt;br /&gt;
&lt;br /&gt;
NG+++: Stomp now stuns the player for ~1/2 a second when hit.&lt;br /&gt;
&lt;br /&gt;
====Multiplayer Changes====&lt;br /&gt;
&lt;br /&gt;
More homing ice balls will be fired at the players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AJL828</name></author>
	</entry>
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