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	<title>Heroes of Hammerwatch wiki - User contributions [en]</title>
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	<updated>2026-08-09T12:56:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=2696</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=2696"/>
		<updated>2022-01-21T15:16:14Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Armor/Resistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[puzzlesecrets|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
There are two Formulas for calculating damage reduction, as Positive &amp;amp; Negative 'defense' affects you differently&lt;br /&gt;
&lt;br /&gt;
If Armor/Res is Not negative, Damage Multi = 1 - 1/(1+armor/50)&lt;br /&gt;
&lt;br /&gt;
if Armor/Res is exclusively Negative, Damage Multi = (1 - (-armor)/50) Or if you want to do it without negative notation, = 1 + armor/50&lt;br /&gt;
&lt;br /&gt;
Example: at 50 armor, you take x0.5 physical damage. at -50 armor, you take x2.0 physical damage.&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
[[File:NGDebuff.png|700px|frameless|right]]&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
[[File:EffectiveHealth.png|700px|frameless|right]]&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying. There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+'''Armor'''/50)&lt;br /&gt;
&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+'''Resistance'''/50)&lt;br /&gt;
&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is because the number it shows would be the average of the two, which is inaccurate to your actual effective health.&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die, because your EMH is only 75.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=2695</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=2695"/>
		<updated>2022-01-21T15:15:28Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Armor/Resistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[puzzlesecrets|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
There are two Formulas for calculating damage reduction, as Positive &amp;amp; Negative 'defense' affects you differently&lt;br /&gt;
&lt;br /&gt;
If Armor/Res is Not negative, Damage Multi = 1 - 1/(1+armor/50)&lt;br /&gt;
&lt;br /&gt;
if Armor/Res is exclusively Negative, Damage Multi = (1 - (-armor)*2%) Or if you want to do it without negative notation, =1 + armor*2%&lt;br /&gt;
&lt;br /&gt;
Example: at 50 armor, you take x0.5 physical damage. at -50 armor, you take x2.0 physical damage.&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
[[File:NGDebuff.png|700px|frameless|right]]&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
[[File:EffectiveHealth.png|700px|frameless|right]]&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying. There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+'''Armor'''/50)&lt;br /&gt;
&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+'''Resistance'''/50)&lt;br /&gt;
&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is because the number it shows would be the average of the two, which is inaccurate to your actual effective health.&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die, because your EMH is only 75.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=2694</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=2694"/>
		<updated>2022-01-21T15:14:46Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: Damage reduction was missing its negative counterpart for calculating damage amplification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[puzzlesecrets|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
There are two Formulas for calculating damage reduction, as Positive &amp;amp; Negative 'defense' affects you differently&lt;br /&gt;
&lt;br /&gt;
If Armor/Res is Not negative, Damage Multi = 1 - 1/(1+armor/50)&lt;br /&gt;
if Armor/Res is exclusively Negative, Damage Multi = (1 - (-armor)*2%) Or if you want to do it without negative notation, =1 + armor*2%&lt;br /&gt;
&lt;br /&gt;
Example: at 50 armor, you take x0.5 physical damage. at -50 armor, you take x2.0 physical damage.&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
[[File:NGDebuff.png|700px|frameless|right]]&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
[[File:EffectiveHealth.png|700px|frameless|right]]&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying. There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+'''Armor'''/50)&lt;br /&gt;
&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+'''Resistance'''/50)&lt;br /&gt;
&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is because the number it shows would be the average of the two, which is inaccurate to your actual effective health.&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die, because your EMH is only 75.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Ranger&amp;diff=1910</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Ranger&amp;diff=1910"/>
		<updated>2019-05-04T18:34:50Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Flurry of Arrows (Skill 1) */  Base is 24 arrows, not 28&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 a powerful [[Combat#Damage_Types|magical]] arrow that has &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 shot takes 1 second to fully charge, letting go early will result in a lower damage shot that doesn't go as far.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is slowed by 90% while charging the shot, unless they are in [[Combat#Combo|combo]].&amp;lt;br&amp;gt;&lt;br /&gt;
The arrow has 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||100||200||300&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||40||45||50&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=1822</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=1822"/>
		<updated>2019-04-08T20:46:46Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* 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;
==Enemy AI==&lt;br /&gt;
Enemies use many different strategies to try and kill you, here is a small list of some of the most common ones:&lt;br /&gt;
*Attack you from the sides so swinging straight forward won't work as well&lt;br /&gt;
*Attack then move from their previous spot so player projectiles miss more often&lt;br /&gt;
*Charge straight at you&lt;br /&gt;
*Surround you so escape is harder and allow for more enemies to hit you at once&lt;br /&gt;
*Attack in groups/call for help, enemies that spot you or are hit will often bring those around them to attack as well&lt;br /&gt;
*Summon reinforcements&lt;br /&gt;
*Buff nearby enemies in some manner&lt;br /&gt;
*Attempts to avoid traps if you aren't nearby&lt;br /&gt;
*Goes back to where they were standing if you get too far away&lt;br /&gt;
&lt;br /&gt;
Bosses all have their own AI to keep you on your toes and to ensure you have all your bases covered when it comes to maneuverability and precise movements.&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).&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Skill Effects currently only applies magical damage to Primary Attacks.&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;
(phys_base + phys_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_armor) +&amp;lt;br&amp;gt;&lt;br /&gt;
(mage_base + mage_item_damage) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * (1 - 1/(1 + enemy_resistance)&lt;br /&gt;
&lt;br /&gt;
; Enemy defense:&lt;br /&gt;
: armor: (1 - ((1 - armor_pierce%) * (enemy_base_armor[''/4 if Shield Breaker active'']))/50)&lt;br /&gt;
: resistance: (1 - ((1 - resistance_pierce%) * (enemy_base_resistance[''/4 if Magebane Active'']))/50)&lt;br /&gt;
*DMG_INCREASE = &amp;amp;sum; &amp;amp;forall; +damage% and damage increase from each crit&lt;br /&gt;
*MULTIPLIER = ∏ (1 + %damage bonus) &amp;amp;forall; Tavern drinks, [[Chapel]] bonuses, and some items such as Talisman of Decay and Seal of Souls. &lt;br /&gt;
; Notation&lt;br /&gt;
: ∏ is the symbol for multiplying one after another for a total product&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/1dH7UKeOxlMuUlnweA_T6-6-Ba91fk2VjpuU_gYuJRnA/edit?usp=sharing Damage Calculator]&lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
&lt;br /&gt;
Bleeding is a form of decimation damage that will only proc after a player or enemy moves 32 units. The bleed damage will do 5% of the player or enemy's health. A unit is a term in the game used to calculate distance. 1 unit is defined as 1 in-game pixel. You can compare how large this is with the tileset textures.&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;
==Health and Mana==&lt;br /&gt;
There are many different ways to regain health and mana, most often innate regeneration is the largest portion. However you can design a character to regain health from lifestealing instead with the [[Items#Bloodthirst Ring|Bloodthirst Ring]] or the [[Chapel]] blessing.&lt;br /&gt;
&lt;br /&gt;
Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].&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. They 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;
*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]] or by the Exceptional Consumables [[Fountain|fortune]].&lt;br /&gt;
&lt;br /&gt;
==Armor and Resistance==&lt;br /&gt;
Armor reduces physical damage taken, Resistance reduces magical.&amp;lt;br&amp;gt;&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;
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive armor, where new armor points do less and less for the player, increased negative armor will always increase damage taken by 2% per negative armor.&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&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 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;
The Tower Shield and Paladin's shield both reduce the base damage being sent at you, before any damage reduction modifiers are applied. 100 incoming damage would become 75, then get reduced from there.&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 for evasion and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the &amp;quot;duration&amp;quot; of the evade, which is about 1/4 of a second or the duration of the character changing color to indicate 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;
&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 Prophesy 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]].&lt;br /&gt;
&lt;br /&gt;
The equation to calculate the new chances 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;
|Drink||style=&amp;quot;color:#00FF00&amp;quot;|&amp;lt;span id=&amp;quot;The Safe Bet&amp;quot;&amp;gt;The Safe Bet&amp;lt;/span&amp;gt;|| -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;|&amp;lt;span id=&amp;quot;lucky_charm&amp;quot;&amp;gt;Lucky Charm&amp;lt;/span&amp;gt;|| +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;|&amp;lt;span id=&amp;quot;lucky_horseshoe&amp;quot;&amp;gt;Lucky Horseshoe&amp;lt;/span&amp;gt;|| +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;|&amp;lt;span id=&amp;quot;lucky_hat&amp;quot;&amp;gt;Lucky Hat&amp;lt;/span&amp;gt;|| +4 Luck&lt;br /&gt;
|-&lt;br /&gt;
|Monolith||&amp;lt;span id=&amp;quot;The Safe Bet&amp;quot;&amp;gt;Fortuitous Events&amp;lt;/span&amp;gt;|| +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 monolith, 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 values 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.&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 while you are in combo, increasing your damage output even further.&lt;br /&gt;
&lt;br /&gt;
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion. This is the only way to intentionally enter combo without killing ten enemies or relying on evade. You cannot, however, use a potion if you are at full HP and MP.&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;
==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: 50*NG_lvl&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Resistance: 40*NG_lvl&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NG+ also increases enemy armor/resist, damage(?), and HP by some unknown formula.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Luck&amp;diff=1821</id>
		<title>Luck</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Luck&amp;diff=1821"/>
		<updated>2019-04-08T20:45:51Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Luck&amp;diff=1722</id>
		<title>Luck</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Luck&amp;diff=1722"/>
		<updated>2019-03-17T22:34:07Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: Created page with &amp;quot;Luck is a new stat introduced in Pyramid of Prophecy DLC Update. it has the property of altering the chance of success, positively or negatively depending on its' value.  Luck...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Luck is a new stat introduced in Pyramid of Prophecy DLC Update. it has the property of altering the chance of success, positively or negatively depending on its' value.&lt;br /&gt;
&lt;br /&gt;
Luck currently has Five sources; One Negative, and Four Positive. Using these you can attain a maximum of '''19 Luck!''' at any given time.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Image||Name||Effect&lt;br /&gt;
|-&lt;br /&gt;
|Drink||style=&amp;quot;color:#00FF00&amp;quot;|&amp;lt;span id=&amp;quot;The Safe Bet&amp;quot;&amp;gt;The Safe Bet&amp;lt;/span&amp;gt;|| -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;|&amp;lt;span id=&amp;quot;lucky_charm&amp;quot;&amp;gt;Lucky Charm&amp;lt;/span&amp;gt;|| +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;|&amp;lt;span id=&amp;quot;lucky_horseshoe&amp;quot;&amp;gt;Lucky Horseshoe&amp;lt;/span&amp;gt;|| +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;|&amp;lt;span id=&amp;quot;lucky_hat&amp;quot;&amp;gt;Lucky Hat&amp;lt;/span&amp;gt;|| +4 Luck&lt;br /&gt;
|-&lt;br /&gt;
|Monolith||&amp;lt;span id=&amp;quot;The Safe Bet&amp;quot;&amp;gt;Fortuitous Events&amp;lt;/span&amp;gt;|| +5 Luck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The ins and outs of Luck (TODO)==&lt;br /&gt;
Luck affects Chance with the formula: Proc Chance = Chance / 95%^Luck&lt;/div&gt;</summary>
		<author><name>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Template:Luck&amp;diff=1721</id>
		<title>Template:Luck</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Template:Luck&amp;diff=1721"/>
		<updated>2019-03-17T21:14:44Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; !colspan=&amp;quot;5&amp;quot;|Relative Luck Increase |- !Luck||+Chance |- | -5|| -22.62% |- | -4|| -18.55% |- | -3|| -14.26% |- | -2|| -9.75% |- | -1|| -5.00% |- |0|| |- |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Relative Luck Increase&lt;br /&gt;
|-&lt;br /&gt;
!Luck||+Chance&lt;br /&gt;
|-&lt;br /&gt;
| -5|| -22.62%&lt;br /&gt;
|-&lt;br /&gt;
| -4|| -18.55%&lt;br /&gt;
|-&lt;br /&gt;
| -3|| -14.26%&lt;br /&gt;
|-&lt;br /&gt;
| -2|| -9.75%&lt;br /&gt;
|-&lt;br /&gt;
| -1|| -5.00%&lt;br /&gt;
|-&lt;br /&gt;
|0||&lt;br /&gt;
|-&lt;br /&gt;
|1|| +5.26%&lt;br /&gt;
|-&lt;br /&gt;
|2|| +10.80%&lt;br /&gt;
|-&lt;br /&gt;
|3|| +16.64%&lt;br /&gt;
|-&lt;br /&gt;
|4|| +22.77%&lt;br /&gt;
|-&lt;br /&gt;
|5|| +29.24%&lt;br /&gt;
|-&lt;br /&gt;
|6|| +36.04%&lt;br /&gt;
|-&lt;br /&gt;
|7|| +43.20%&lt;br /&gt;
|-&lt;br /&gt;
|8|| +50.73%&lt;br /&gt;
|-&lt;br /&gt;
|9|| +58.67%&lt;br /&gt;
|-&lt;br /&gt;
|10|| +67.02%&lt;br /&gt;
|-&lt;br /&gt;
|11|| +75.81%&lt;br /&gt;
|-&lt;br /&gt;
|12|| +85.06%&lt;br /&gt;
|-&lt;br /&gt;
|13|| +94.80%&lt;br /&gt;
|-&lt;br /&gt;
|14|| +105.05%&lt;br /&gt;
|-&lt;br /&gt;
|15|| +115.85%&lt;br /&gt;
|-&lt;br /&gt;
|16|| +127.21%&lt;br /&gt;
|-&lt;br /&gt;
|17|| +139.17%&lt;br /&gt;
|-&lt;br /&gt;
|18|| +151.75%&lt;br /&gt;
|-&lt;br /&gt;
|19|| +165.00%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Warlock&amp;diff=1541</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Warlock&amp;diff=1541"/>
		<updated>2019-01-14T01:27:21Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Lightning Bolt (Skill 1) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;Center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Characters&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Paladinanim.gif|link=Paladin]]&lt;br /&gt;
[[Paladin]]&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Rangeranim.gif|link=Ranger]]&lt;br /&gt;
[[Ranger]]&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Sorcanim.gif|link=Sorcerer]]&lt;br /&gt;
[[Sorcerer]]&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Warlockanim.gif|link=Warlock]]&lt;br /&gt;
[[Warlock]]&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Thiefanim.gif|link=Thief]]&lt;br /&gt;
[[Thief]]&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Priestanim.gif|link=Priest]]&lt;br /&gt;
[[Priest]]&lt;br /&gt;
|style=&amp;quot;text-align:center|[[File:Wizardanim.gif|link=Wizard]]&lt;br /&gt;
[[Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/Center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The warlock is a spell-casting class which uses dark and lightning spells.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warlock's [[Guild Hall#Character Titles|Character Title]] will add resistance 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 Summon Gargoyle 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;|Warlock skills&lt;br /&gt;
|-&lt;br /&gt;
|Soul Dagger||Lightning Bolt||Summon Gargoyle||Eye of the Storm||Extended Domain||Soul Cleaver||Stormlash&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=6}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=6}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=6}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=6}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=6}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=6}}||&lt;br /&gt;
{{#sprite:file=File:Icons_skills2x.png|column=6|row=6}}&lt;br /&gt;
|}&lt;br /&gt;
====Soul Dagger (Primary Attack)====&lt;br /&gt;
Apply the DoT Soul Consumption on all enemies hit. The DoT hits a number of times based on the tier.&amp;lt;br&amp;gt;&lt;br /&gt;
5% if this damage is returned to the player as health, and 10% of the damage as mana.&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||12||14||16||18||20||22&lt;br /&gt;
|-&lt;br /&gt;
|DoT Ticks||2||3||3||4||4||5&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lightning Bolt (Skill 1)====&lt;br /&gt;
Fires a bolt of lightning that strikes multiple targets upon impact and deals magical damage to each target.&amp;lt;br&amp;gt;&lt;br /&gt;
If the same target is hit multiple times, each hit will do 50% the damage of the previous hit.&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||20||23||26||29||32||35&lt;br /&gt;
|-&lt;br /&gt;
|Targets||4||5||6||7||8||9&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||27||34||41||48||55||62&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Summon Gargoyle (Skill 2)====&lt;br /&gt;
Summons a gargoyle that stuns and fires bolts of lighting at nearby enemies dealing magical damage.&amp;lt;br&amp;gt; &lt;br /&gt;
Gargoyles will link to other nearby gargoyles and Lightning Bolt casts creating a web of lighting.&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||24||28||32||36&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||N/A||5||6||7||8&lt;br /&gt;
|-&lt;br /&gt;
|Max Gargoyles||N/A||N/A||2||3||4||5&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||45||60||75||90&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;
====Eye of the Storm (Skill 3)====&lt;br /&gt;
Generates an electrical storm over the Warlock that fires bolts of lighting at nearby enemies that deals magical damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The storm lasts for several seconds and can reach over 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||7||9||11&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||24||32||40&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||100||140||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;
====Extended Domain (Passive 1)====&lt;br /&gt;
Increases skill's ranges by a given percent.&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;
|Increase||N/A||15||30||45||60||75&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||2||3||4||5||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Soul Cleaver (Passive 2)====&lt;br /&gt;
Soul Consumption spreads to nearby enemies, dealing reduced 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 Damage||N/A||N/A||20||30||40||50&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;
====Stormlash (Passive 3)====&lt;br /&gt;
All bolts of lightning have a chance to trigger a new bolt of lightning dealing a portion of the previous hit'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;
|Chance||N/A||N/A||N/A||N/A||25%||50%&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||N/A||25%||50%&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 Warlock levels up, stat boosts are gained.&lt;br /&gt;
The Warlock's high health, mana, armor, and resistance makes this class's survivability significantly larger.&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;
|75||75||0||1.7||2||2&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +6 || +13 || +0.025 || +0.075 || +0.3 || +0.3&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|81||88||0.025||1.575||2.3||2.3&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|87||101||0.05||1.65||2.6||2.6&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|93||114||0.075||1.725||2.9||2.9&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|99||127||0.1||1.8||3.2||3.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|129||192||0.225||2.175||4.7||4.7&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|159||257||0.35||2.55||6.2||6.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|189||322||0.475||2.925||7.7||7.7&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|219||387||0.6||3.3||9.2||9.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|249||452||0.725||3.675||10.7||10.7&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:NGDebuff.png&amp;diff=1540</id>
		<title>File:NGDebuff.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:NGDebuff.png&amp;diff=1540"/>
		<updated>2019-01-10T14:19:39Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: Two Graphs showing the reduction in Armor &amp;amp; Resistance, from Basegame to NG+10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Two Graphs showing the reduction in Armor &amp;amp; Resistance, from Basegame to NG+10&lt;/div&gt;</summary>
		<author><name>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1539</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1539"/>
		<updated>2019-01-10T14:18:35Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* NG+ Debuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
The formula for calculating damage reduction = 1 - 1/(1+armor/50)&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
[[File:NGDebuff.png|700px|frameless|right]]&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
[[File:EffectiveHealth.png|700px|frameless|right]]&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying. There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+'''Armor'''/50)&lt;br /&gt;
&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+'''Resistance'''/50)&lt;br /&gt;
&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is because the number it shows would be the average of the two, which is inaccurate to your actual effective health.&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die, because your EMH is only 75.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1538</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1538"/>
		<updated>2019-01-10T14:11:36Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Effective Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
The formula for calculating damage reduction = 1 - 1/(1+armor/50)&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
[[File:EffectiveHealth.png|700px|frameless|right]]&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying. There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+'''Armor'''/50)&lt;br /&gt;
&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+'''Resistance'''/50)&lt;br /&gt;
&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is because the number it shows would be the average of the two, which is inaccurate to your actual effective health.&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die, because your EMH is only 75.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1537</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1537"/>
		<updated>2019-01-10T14:10:54Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Effective Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
The formula for calculating damage reduction = 1 - 1/(1+armor/50)&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
[[File:EffectiveHealth.png|700px|frameless|right]]&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying. There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+'''Armor'''/50)&lt;br /&gt;
&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+'''Resistance'''/50)&lt;br /&gt;
&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is, the number it shows would be the average of the two, which is inaccurate to your actual effective health&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die, because your EMH is only 75.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1536</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1536"/>
		<updated>2019-01-10T14:10:46Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Effective Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
The formula for calculating damage reduction = 1 - 1/(1+armor/50)&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
[[File:EffectiveHealth.png|650px|frameless|right]]&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying. There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+'''Armor'''/50)&lt;br /&gt;
&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+'''Resistance'''/50)&lt;br /&gt;
&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is, the number it shows would be the average of the two, which is inaccurate to your actual effective health&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die, because your EMH is only 75.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1535</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1535"/>
		<updated>2019-01-10T14:10:11Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Effective Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
The formula for calculating damage reduction = 1 - 1/(1+armor/50)&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
[[File:EffectiveHealth.png|700px|frameless|right]]&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying. There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+'''Armor'''/50)&lt;br /&gt;
&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+'''Resistance'''/50)&lt;br /&gt;
&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is, the number it shows would be the average of the two, which is inaccurate to your actual effective health&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die, because your EMH is only 75.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1534</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1534"/>
		<updated>2019-01-10T14:09:54Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Effective Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
The formula for calculating damage reduction = 1 - 1/(1+armor/50)&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
[[File:EffectiveHealth.png|350px|frameless|right]]&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying. There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+'''Armor'''/50)&lt;br /&gt;
&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+'''Resistance'''/50)&lt;br /&gt;
&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is, the number it shows would be the average of the two, which is inaccurate to your actual effective health&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die, because your EMH is only 75.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1533</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1533"/>
		<updated>2019-01-10T14:09:39Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Effective Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
The formula for calculating damage reduction = 1 - 1/(1+armor/50)&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
[[File:EffectiveHealth.png]]&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying. There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+'''Armor'''/50)&lt;br /&gt;
&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+'''Resistance'''/50)&lt;br /&gt;
&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is, the number it shows would be the average of the two, which is inaccurate to your actual effective health&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die, because your EMH is only 75.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1532</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1532"/>
		<updated>2019-01-10T14:08:11Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Effective Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
The formula for calculating damage reduction = 1 - 1/(1+armor/50)&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
[[File:EffectiveHealth.jpg]]&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying. There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+'''Armor'''/50)&lt;br /&gt;
&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+'''Resistance'''/50)&lt;br /&gt;
&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is, the number it shows would be the average of the two, which is inaccurate to your actual effective health&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die, because your EMH is only 75.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:EffectiveHealth.png&amp;diff=1531</id>
		<title>File:EffectiveHealth.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:EffectiveHealth.png&amp;diff=1531"/>
		<updated>2019-01-10T14:07:15Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: Two graphs showing the two types of Effective Health, for all the classes between levels 1, to 60.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Two graphs showing the two types of Effective Health, for all the classes between levels 1, to 60.&lt;/div&gt;</summary>
		<author><name>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1530</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1530"/>
		<updated>2019-01-10T13:40:57Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Effective Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
The formula for calculating damage reduction = 1 - 1/(1+armor/50)&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying. There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+'''Armor'''/50)&lt;br /&gt;
&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+'''Resistance'''/50)&lt;br /&gt;
&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is, the number it shows would be the average of the two, which is inaccurate to your actual effective health&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die, because your EMH is only 75.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1529</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1529"/>
		<updated>2019-01-10T13:40:12Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Effective Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
The formula for calculating damage reduction = 1 - 1/(1+armor/50)&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying. There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+Armor/50)&lt;br /&gt;
&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+Resistance/50)&lt;br /&gt;
&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is, the number it shows would be the average of the two, which is inaccurate to your actual effective health&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1528</id>
		<title>Vital Statistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Vital_Statistics&amp;diff=1528"/>
		<updated>2019-01-10T13:39:50Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Effective Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Health ==&lt;br /&gt;
The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues.&lt;br /&gt;
Health can increase in multiple ways, which are from leveling, getting items, or other less common means.&lt;br /&gt;
&lt;br /&gt;
Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up.&lt;br /&gt;
=== Food Pickups ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Mana ==&lt;br /&gt;
Mana is used for casting spells or skills that aren't the primary attack mode. &lt;br /&gt;
&lt;br /&gt;
Increasing the current mana level can be done by picking up crystals lying around or by item effects.&lt;br /&gt;
=== Mana Pickups===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Armor/Resistance ==&lt;br /&gt;
Armor is used to reduce certain types of physical damage.&lt;br /&gt;
Resistance is used to reduce certain types of magical damage.&lt;br /&gt;
For the sake of brevity, both will simply be referred to as armor.&lt;br /&gt;
The formula for calculating damage reduction = 1 - 1/(1+armor/50)&lt;br /&gt;
&lt;br /&gt;
Different sources of damage reduction will stack multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===NG+ Debuff===&lt;br /&gt;
When playing in NG+1 and beyond, your character receives a debuff reducing his Armor and Resistance. This debuff scales with each level of NG+.&lt;br /&gt;
&lt;br /&gt;
The exact amount of armor/resistance lost can be calculated using the following formulas provided by Miss:&lt;br /&gt;
&lt;br /&gt;
Armor: 50*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: 40*NGP&amp;lt;sup&amp;gt;0.75&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''For example, a character in a NG+2 game will receive a penalty of 84.09 armor and 67.27 resistance.''&lt;br /&gt;
&lt;br /&gt;
Note that armor and resistance can become negative when this debuff is applied, resulting in increased damage taken.&lt;br /&gt;
&lt;br /&gt;
== Effective Health ==&lt;br /&gt;
This is a figure to show just about how much damage you can take from an enemy total before dying.&lt;br /&gt;
There are two kinds of Effective Health, Physical (EPH) and Magical (EMH) &lt;br /&gt;
both use the same formula, the only difference is whether you're using armor or resistance to calculate it.&lt;br /&gt;
Effective Health is calculated with the following formulas:&lt;br /&gt;
Effective '''Physical''' Health = Health*(1+Armor/50)&lt;br /&gt;
Effective '''Magical''' Health = Health*(1+Resistance/50)&lt;br /&gt;
The reason there is no overall &amp;quot;Effective Health&amp;quot; stat, is, the number it shows would be the average of the two, which is inaccurate to your actual effective health&lt;br /&gt;
As an example: A level 1 paladin, has 90 EPH, and 75 EMH; that would average to 82.5 Effective Health, but if you take 82.5 Magic damage in a single instance, you die.&lt;br /&gt;
&lt;br /&gt;
== Evasion ==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=983</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=983"/>
		<updated>2018-05-06T17:29:49Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* New Game Plus Changes */&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. Each boss is designed to increase in difficulty in later acts, and is substantially more powerful than the predecessors.&lt;br /&gt;
After a boss is cleared for the first time on a character, playing through that act with that character causes a 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;
==Bosses==&lt;br /&gt;
===Act 1, The Mines boss: Stone Guardian===&lt;br /&gt;
[[File:act1_boss2x.png|frame|The Stone Guardian]]&lt;br /&gt;
&lt;br /&gt;
Monster type: Construct. &lt;br /&gt;
&lt;br /&gt;
This boss is a large entity made of stone and guards the entrance to the Dungeon. The stone golem uses two attacks to combat the player. The first attack is a linear spike shot of stalagmites. The second attack is a ground slam which causes the stalactites of the cave to fall around the arena. Upon reaching the 66% health threshold, the golem will begin to summon white eyed bats in waves. Upon reaching the 33% health threshold, the bosses attacks speed up and he begins to summon red eyed bats. These bats are identical to the ones found on the floors in the mines. The Stone Golem does primarily Physical damage so armor is effective for reducing your damage taken in this fight.&lt;br /&gt;
&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 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 and in New Game Plus and higher, all three home on their target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison boss: The Warden===&lt;br /&gt;
[[File:act2_boss2x.png|frame|The Warden]]&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. The Warden will begin the fight with his spin. This attack does a high amount of localized damage around the boss. His second attack is a melee area of effect smash with his mace and his final attack is a single target crossbow shot that does very high damage. &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. 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 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;
In New Game Plus, The Warden gains multiple new mecanics to watch out for. When The Warden spins, He will shoot out bombs around the room 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory boss: The Three Wraiths===&lt;br /&gt;
[[File:act3_boss2x.png|frame|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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives boss: The Watcher===&lt;br /&gt;
[[File:act4_boss2x.png|frame|The Watcher]]&lt;br /&gt;
Monster type: 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: Spinning his orbs rapidly, shooting several spiked projectiles that shatter, and creating eye summoning traps in the arena. Every time you return to the boss phase, the number of orbs that orbit the boss will be increased by one. Each phase ends once the boss reaches a certain health threshold after which you will be unable to damage him (!s will appear rather than damage numbers) and he will teleport away.&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 (Malign Transformation, Blood Pact, Embrace the Dark, Withering Decay). The order in which the player must complete these rituals depends on the chapter number of the books they found in the earlier levels of archives. If a ritual is done out of order, it will fail and the player will be forced to try the other ones until they select the correct ritual. During the ritual, several eyes will spawn and rush towards the player. After a certain amount of time, an eye mini-boss will spawn (two if in multiplayer) and attack the player. After a certain amount of time, the ritual will be complete. Each of the four rituals also has an extra effect:&lt;br /&gt;
&lt;br /&gt;
* Malign Transformation - The walls will shift around. Anything that is crushed by a wall will take TONS amount 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;
===Act 5, The Chambers boss: Thundersnow===&lt;br /&gt;
[[File:act5_boss2x.png|frame|Thundersnow]]&lt;br /&gt;
Monster type: Beast. &lt;br /&gt;
&lt;br /&gt;
By the time you get to chambers, this boss should be easy.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=982</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=982"/>
		<updated>2018-05-06T17:28:48Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* New Game Plus Changes */&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. Each boss is designed to increase in difficulty in later acts, and is substantially more powerful than the predecessors.&lt;br /&gt;
After a boss is cleared for the first time on a character, playing through that act with that character causes a 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;
==Bosses==&lt;br /&gt;
===Act 1, The Mines boss: Stone Guardian===&lt;br /&gt;
[[File:act1_boss2x.png|frame|The Stone Guardian]]&lt;br /&gt;
&lt;br /&gt;
Monster type: Construct. &lt;br /&gt;
&lt;br /&gt;
This boss is a large entity made of stone and guards the entrance to the Dungeon. The stone golem uses two attacks to combat the player. The first attack is a linear spike shot of stalagmites. The second attack is a ground slam which causes the stalactites of the cave to fall around the arena. Upon reaching the 66% health threshold, the golem will begin to summon white eyed bats in waves. Upon reaching the 33% health threshold, the bosses attacks speed up and he begins to summon red eyed bats. These bats are identical to the ones found on the floors in the mines. The Stone Golem does primarily Physical damage so armor is effective for reducing your damage taken in this fight.&lt;br /&gt;
&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 changes to home onto the player. Groundslam releases a nova of lesser stalagmites.&lt;br /&gt;
&lt;br /&gt;
NG++: the stalactites that drop from the ceiling will 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 and in New Game Plus and higher, all three home on their target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison boss: The Warden===&lt;br /&gt;
[[File:act2_boss2x.png|frame|The Warden]]&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. The Warden will begin the fight with his spin. This attack does a high amount of localized damage around the boss. His second attack is a melee area of effect smash with his mace and his final attack is a single target crossbow shot that does very high damage. &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. 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 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;
In New Game Plus, The Warden gains multiple new mecanics to watch out for. When The Warden spins, He will shoot out bombs around the room 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory boss: The Three Wraiths===&lt;br /&gt;
[[File:act3_boss2x.png|frame|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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives boss: The Watcher===&lt;br /&gt;
[[File:act4_boss2x.png|frame|The Watcher]]&lt;br /&gt;
Monster type: 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: Spinning his orbs rapidly, shooting several spiked projectiles that shatter, and creating eye summoning traps in the arena. Every time you return to the boss phase, the number of orbs that orbit the boss will be increased by one. Each phase ends once the boss reaches a certain health threshold after which you will be unable to damage him (!s will appear rather than damage numbers) and he will teleport away.&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 (Malign Transformation, Blood Pact, Embrace the Dark, Withering Decay). The order in which the player must complete these rituals depends on the chapter number of the books they found in the earlier levels of archives. If a ritual is done out of order, it will fail and the player will be forced to try the other ones until they select the correct ritual. During the ritual, several eyes will spawn and rush towards the player. After a certain amount of time, an eye mini-boss will spawn (two if in multiplayer) and attack the player. After a certain amount of time, the ritual will be complete. Each of the four rituals also has an extra effect:&lt;br /&gt;
&lt;br /&gt;
* Malign Transformation - The walls will shift around. Anything that is crushed by a wall will take TONS amount 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;
===Act 5, The Chambers boss: Thundersnow===&lt;br /&gt;
[[File:act5_boss2x.png|frame|Thundersnow]]&lt;br /&gt;
Monster type: Beast. &lt;br /&gt;
&lt;br /&gt;
By the time you get to chambers, this boss should be easy.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=981</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=981"/>
		<updated>2018-05-06T17:27:30Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* New Game Plus Changes */&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. Each boss is designed to increase in difficulty in later acts, and is substantially more powerful than the predecessors.&lt;br /&gt;
After a boss is cleared for the first time on a character, playing through that act with that character causes a 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;
==Bosses==&lt;br /&gt;
===Act 1, The Mines boss: Stone Guardian===&lt;br /&gt;
[[File:act1_boss2x.png|frame|The Stone Guardian]]&lt;br /&gt;
&lt;br /&gt;
Monster type: Construct. &lt;br /&gt;
&lt;br /&gt;
This boss is a large entity made of stone and guards the entrance to the Dungeon. The stone golem uses two attacks to combat the player. The first attack is a linear spike shot of stalagmites. The second attack is a ground slam which causes the stalactites of the cave to fall around the arena. Upon reaching the 66% health threshold, the golem will begin to summon white eyed bats in waves. Upon reaching the 33% health threshold, the bosses attacks speed up and he begins to summon red eyed bats. These bats are identical to the ones found on the floors in the mines. The Stone Golem does primarily Physical damage so armor is effective for reducing your damage taken in this fight.&lt;br /&gt;
&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;
The linear stalagmite attack changes to home onto the player. When the boss slams the ground, he will also release a nova of lesser stalagmites.&lt;br /&gt;
&lt;br /&gt;
When fighting the Stone Golem in New Game +2 or higher the stalactites that drop from the ceiling will fire 3 of his stalagmite projectiles that do not home.&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 and in New Game Plus and higher, all three home on their target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison boss: The Warden===&lt;br /&gt;
[[File:act2_boss2x.png|frame|The Warden]]&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. The Warden will begin the fight with his spin. This attack does a high amount of localized damage around the boss. His second attack is a melee area of effect smash with his mace and his final attack is a single target crossbow shot that does very high damage. &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. 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 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;
In New Game Plus, The Warden gains multiple new mecanics to watch out for. When The Warden spins, He will shoot out bombs around the room 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory boss: The Three Wraiths===&lt;br /&gt;
[[File:act3_boss2x.png|frame|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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives boss: The Watcher===&lt;br /&gt;
[[File:act4_boss2x.png|frame|The Watcher]]&lt;br /&gt;
Monster type: 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: Spinning his orbs rapidly, shooting several spiked projectiles that shatter, and creating eye summoning traps in the arena. Every time you return to the boss phase, the number of orbs that orbit the boss will be increased by one. Each phase ends once the boss reaches a certain health threshold after which you will be unable to damage him (!s will appear rather than damage numbers) and he will teleport away.&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 (Malign Transformation, Blood Pact, Embrace the Dark, Withering Decay). The order in which the player must complete these rituals depends on the chapter number of the books they found in the earlier levels of archives. If a ritual is done out of order, it will fail and the player will be forced to try the other ones until they select the correct ritual. During the ritual, several eyes will spawn and rush towards the player. After a certain amount of time, an eye mini-boss will spawn (two if in multiplayer) and attack the player. After a certain amount of time, the ritual will be complete. Each of the four rituals also has an extra effect:&lt;br /&gt;
&lt;br /&gt;
* Malign Transformation - The walls will shift around. Anything that is crushed by a wall will take TONS amount 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;
===Act 5, The Chambers boss: Thundersnow===&lt;br /&gt;
[[File:act5_boss2x.png|frame|Thundersnow]]&lt;br /&gt;
Monster type: Beast. &lt;br /&gt;
&lt;br /&gt;
By the time you get to chambers, this boss should be easy.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=907</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=907"/>
		<updated>2018-04-27T20:19:09Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: &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. Each boss is designed to increase in difficulty in later acts, and is substantially more powerful than the predecessors.&lt;br /&gt;
After a boss is cleared for the first time on a character, playing through that act with that character causes a 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;
==Bosses==&lt;br /&gt;
===Act 1, The Mines boss: Stone Guardian===&lt;br /&gt;
[[File:act1_boss2x.png|frame|The Stone Guardian]]&lt;br /&gt;
&lt;br /&gt;
Monster type: Construct. &lt;br /&gt;
&lt;br /&gt;
This boss is a large entity made of stone and guards the entrance to the Dungeon. The stone golem uses two attacks to combat the player. The first attack is a linear spike shot of stalagmites. The second attack is a ground slam which causes the stalactites of the cave to fall around the arena. Upon reaching the 66% health threshold, the golem will begin to summon white eyed bats in waves. Upon reaching the 33% health threshold, the bosses attacks speed up and he begins to summon red eyed bats. These bats are identical to the ones found on the floors in the mines. The Stone Golem does primarily Physical damage so armor is effective for reducing your damage taken in this fight.&lt;br /&gt;
&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;
The linear stalagmite attack changes to home onto the player. When the boss slams the ground, he will also release a nova of stalagmites.&lt;br /&gt;
&lt;br /&gt;
When fighting the Stone Golem in New Game +2 or higher the stalactites that drop from the ceiling will fire 3 of his stalagmite projectiles that do not home.&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 and in New Game Plus and higher, all three home on their target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison boss: The Warden===&lt;br /&gt;
[[File:act2_boss2x.png|frame|The Warden]]&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. The Warden will begin the fight with his spin. This attack does a high amount of localized damage around the boss. His second attack is a melee area of effect smash with his mace and his final attack is a single target crossbow shot that does very high damage. &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. 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 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;
In New Game Plus, The Warden gains multiple new mecanics to watch out for. When The Warden spins, He will shoot out bombs around the room 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory boss: The Three Wraiths===&lt;br /&gt;
[[File:act3_boss2x.png|frame|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. &lt;br /&gt;
&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. &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, it is currently not known what he does.&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;
UNDER CONSTRUCTION&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives boss: The Watcher===&lt;br /&gt;
[[File:act4_boss2x.png|frame|The Watcher]]&lt;br /&gt;
Monster type: 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: Spinning his orbs rapidly, shooting several spiked projectiles that shatter, and creating eye summoning traps in the arena. Every time you return to the boss phase, the number of orbs that orbit the boss will be increased by one. Each phase ends once the boss reaches a certain health threshold after which you will be unable to damage him (!s will appear rather than damage numbers) and he will teleport away.&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 (Malign Transformation, Blood Pact, Embrace the Dark, Withering Decay). The order in which the player must complete these rituals depends on the chapter number of the books they found in the earlier levels of archives. If a ritual is done out of order, it will fail and the player will be forced to try the other ones until they select the correct ritual. During the ritual, several eyes will spawn and rush towards the player. After a certain amount of time, an eye mini-boss will spawn (two if in multiplayer) and attack the player. After a certain amount of time, the ritual will be complete. Each of the four rituals also has an extra effect:&lt;br /&gt;
&lt;br /&gt;
* Malign Transformation - The walls will shift around. Anything that is crushed by a wall will take TONS amount 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;
===Act 5, The Chambers boss: Thundersnow===&lt;br /&gt;
[[File:act5_boss2x.png|frame|Thundersnow]]&lt;br /&gt;
Monster type: Beast. &lt;br /&gt;
&lt;br /&gt;
By the time you get to chambers, this boss should be easy.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=906</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=906"/>
		<updated>2018-04-27T20:16:42Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Wraith of War */&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. Each boss is designed to increase in difficulty in later acts, and is substantially more powerful than the predecessors.&lt;br /&gt;
After a boss is cleared for the first time on a character, playing through that act with that character causes a 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;
==Bosses==&lt;br /&gt;
===Act 1, The Mines boss: Stone Guardian===&lt;br /&gt;
[[File:act1_boss2x.png|frame|The Stone Guardian]]&lt;br /&gt;
&lt;br /&gt;
Monster type: Construct. &lt;br /&gt;
&lt;br /&gt;
This boss is a large entity made of stone and guards the entrance to the Dungeon. The stone golem uses two attacks to combat the player. The first attack is a linear spike shot of stalagmites. The second attack is a ground slam which causes the stalactites of the cave to fall around the arena. Upon reaching the 66% health threshold, the golem will begin to summon white eyed bats in waves. Upon reaching the 33% health threshold, the bosses attacks speed up and he begins to summon red eyed bats. These bats are identical to the ones found on the floors in the mines. The Stone Golem does primarily Physical damage so armor is effective for reducing your damage taken in this fight.&lt;br /&gt;
&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;
The linear stalagmite attack changes to home onto the player. When the boss slams the ground, he will also release a nova of stalagmites.&lt;br /&gt;
&lt;br /&gt;
When fighting the Stone Golem in New Game +2 or higher the stalactites that drop from the ceiling will fire 3 of his stalagmite projectiles that do not home.&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 and in New Game Plus and higher, all three home on their target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison boss: The Warden===&lt;br /&gt;
[[File:act2_boss2x.png|frame|The Warden]]&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. The Warden will begin the fight with his spin. This attack does a high amount of localized damage around the boss. His second attack is a melee area of effect smash with his mace and his final attack is a single target crossbow shot that does very high damage. &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. 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 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;
In New Game Plus, The Warden gains multiple new mecanics to watch out for. When The Warden spins, He will shoot out bombs around the room 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory boss: The Three Wraiths===&lt;br /&gt;
[[File:act3_boss2x.png|frame|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. &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;
&lt;br /&gt;
if War dies, gains no known effect. &lt;br /&gt;
&lt;br /&gt;
if Wisdom dies, Projectiles will spawns a pool of burning ground. &lt;br /&gt;
&lt;br /&gt;
When Magic is the last Wraith remaining, it is currently not known what he does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wraith of Wisdom ==&lt;br /&gt;
 &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;
UNDER CONSTRUCTION&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives boss: The Watcher===&lt;br /&gt;
[[File:act4_boss2x.png|frame|The Watcher]]&lt;br /&gt;
Monster type: 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: Spinning his orbs rapidly, shooting several spiked projectiles that shatter, and creating eye summoning traps in the arena. Every time you return to the boss phase, the number of orbs that orbit the boss will be increased by one. Each phase ends once the boss reaches a certain health threshold after which you will be unable to damage him (!s will appear rather than damage numbers) and he will teleport away.&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 (Malign Transformation, Blood Pact, Embrace the Dark, Withering Decay). The order in which the player must complete these rituals depends on the chapter number of the books they found in the earlier levels of archives. If a ritual is done out of order, it will fail and the player will be forced to try the other ones until they select the correct ritual. During the ritual, several eyes will spawn and rush towards the player. After a certain amount of time, an eye mini-boss will spawn (two if in multiplayer) and attack the player. After a certain amount of time, the ritual will be complete. Each of the four rituals also has an extra effect:&lt;br /&gt;
&lt;br /&gt;
* Malign Transformation - The walls will shift around. Anything that is crushed by a wall will take TONS amount 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;
===Act 5, The Chambers boss: Thundersnow===&lt;br /&gt;
[[File:act5_boss2x.png|frame|Thundersnow]]&lt;br /&gt;
Monster type: Beast. &lt;br /&gt;
&lt;br /&gt;
By the time you get to chambers, this boss should be easy.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=905</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=905"/>
		<updated>2018-04-27T20:16:26Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Enraged Mechanics */&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. Each boss is designed to increase in difficulty in later acts, and is substantially more powerful than the predecessors.&lt;br /&gt;
After a boss is cleared for the first time on a character, playing through that act with that character causes a 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;
==Bosses==&lt;br /&gt;
===Act 1, The Mines boss: Stone Guardian===&lt;br /&gt;
[[File:act1_boss2x.png|frame|The Stone Guardian]]&lt;br /&gt;
&lt;br /&gt;
Monster type: Construct. &lt;br /&gt;
&lt;br /&gt;
This boss is a large entity made of stone and guards the entrance to the Dungeon. The stone golem uses two attacks to combat the player. The first attack is a linear spike shot of stalagmites. The second attack is a ground slam which causes the stalactites of the cave to fall around the arena. Upon reaching the 66% health threshold, the golem will begin to summon white eyed bats in waves. Upon reaching the 33% health threshold, the bosses attacks speed up and he begins to summon red eyed bats. These bats are identical to the ones found on the floors in the mines. The Stone Golem does primarily Physical damage so armor is effective for reducing your damage taken in this fight.&lt;br /&gt;
&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;
The linear stalagmite attack changes to home onto the player. When the boss slams the ground, he will also release a nova of stalagmites.&lt;br /&gt;
&lt;br /&gt;
When fighting the Stone Golem in New Game +2 or higher the stalactites that drop from the ceiling will fire 3 of his stalagmite projectiles that do not home.&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 and in New Game Plus and higher, all three home on their target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison boss: The Warden===&lt;br /&gt;
[[File:act2_boss2x.png|frame|The Warden]]&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. The Warden will begin the fight with his spin. This attack does a high amount of localized damage around the boss. His second attack is a melee area of effect smash with his mace and his final attack is a single target crossbow shot that does very high damage. &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. 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 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;
In New Game Plus, The Warden gains multiple new mecanics to watch out for. When The Warden spins, He will shoot out bombs around the room 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory boss: The Three Wraiths===&lt;br /&gt;
[[File:act3_boss2x.png|frame|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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wraith of War ==&lt;br /&gt;
&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;
&lt;br /&gt;
== Wraith of Magic ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
if War dies, gains no known effect. &lt;br /&gt;
&lt;br /&gt;
if Wisdom dies, Projectiles will spawns a pool of burning ground. &lt;br /&gt;
&lt;br /&gt;
When Magic is the last Wraith remaining, it is currently not known what he does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wraith of Wisdom ==&lt;br /&gt;
 &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;
UNDER CONSTRUCTION&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives boss: The Watcher===&lt;br /&gt;
[[File:act4_boss2x.png|frame|The Watcher]]&lt;br /&gt;
Monster type: 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: Spinning his orbs rapidly, shooting several spiked projectiles that shatter, and creating eye summoning traps in the arena. Every time you return to the boss phase, the number of orbs that orbit the boss will be increased by one. Each phase ends once the boss reaches a certain health threshold after which you will be unable to damage him (!s will appear rather than damage numbers) and he will teleport away.&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 (Malign Transformation, Blood Pact, Embrace the Dark, Withering Decay). The order in which the player must complete these rituals depends on the chapter number of the books they found in the earlier levels of archives. If a ritual is done out of order, it will fail and the player will be forced to try the other ones until they select the correct ritual. During the ritual, several eyes will spawn and rush towards the player. After a certain amount of time, an eye mini-boss will spawn (two if in multiplayer) and attack the player. After a certain amount of time, the ritual will be complete. Each of the four rituals also has an extra effect:&lt;br /&gt;
&lt;br /&gt;
* Malign Transformation - The walls will shift around. Anything that is crushed by a wall will take TONS amount 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;
===Act 5, The Chambers boss: Thundersnow===&lt;br /&gt;
[[File:act5_boss2x.png|frame|Thundersnow]]&lt;br /&gt;
Monster type: Beast. &lt;br /&gt;
&lt;br /&gt;
By the time you get to chambers, this boss should be easy.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=904</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=904"/>
		<updated>2018-04-27T20:14:50Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Enraged Mechanics */&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. Each boss is designed to increase in difficulty in later acts, and is substantially more powerful than the predecessors.&lt;br /&gt;
After a boss is cleared for the first time on a character, playing through that act with that character causes a 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;
==Bosses==&lt;br /&gt;
===Act 1, The Mines boss: Stone Guardian===&lt;br /&gt;
[[File:act1_boss2x.png|frame|The Stone Guardian]]&lt;br /&gt;
&lt;br /&gt;
Monster type: Construct. &lt;br /&gt;
&lt;br /&gt;
This boss is a large entity made of stone and guards the entrance to the Dungeon. The stone golem uses two attacks to combat the player. The first attack is a linear spike shot of stalagmites. The second attack is a ground slam which causes the stalactites of the cave to fall around the arena. Upon reaching the 66% health threshold, the golem will begin to summon white eyed bats in waves. Upon reaching the 33% health threshold, the bosses attacks speed up and he begins to summon red eyed bats. These bats are identical to the ones found on the floors in the mines. The Stone Golem does primarily Physical damage so armor is effective for reducing your damage taken in this fight.&lt;br /&gt;
&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;
The linear stalagmite attack changes to home onto the player. When the boss slams the ground, he will also release a nova of stalagmites.&lt;br /&gt;
&lt;br /&gt;
When fighting the Stone Golem in New Game +2 or higher the stalactites that drop from the ceiling will fire 3 of his stalagmite projectiles that do not home.&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 and in New Game Plus and higher, all three home on their target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison boss: The Warden===&lt;br /&gt;
[[File:act2_boss2x.png|frame|The Warden]]&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. The Warden will begin the fight with his spin. This attack does a high amount of localized damage around the boss. His second attack is a melee area of effect smash with his mace and his final attack is a single target crossbow shot that does very high damage. &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. 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 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;
In New Game Plus, The Warden gains multiple new mecanics to watch out for. When The Warden spins, He will shoot out bombs around the room 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory boss: The Three Wraiths===&lt;br /&gt;
[[File:act3_boss2x.png|frame|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. &lt;br /&gt;
&lt;br /&gt;
Wraith of War:&lt;br /&gt;
If Wisdom Dies, War gains no known effect.&lt;br /&gt;
If Magic dies, War will start shooting 5 Spikes instead of 1.&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;
if War dies, Magic gains no known effect. &lt;br /&gt;
if Wisdom dies, Magic's Projectile spawns a pool of burning ground. &lt;br /&gt;
When Magic is the last Wraith remaining, it is currently not known what he does.&lt;br /&gt;
&lt;br /&gt;
Wraith of Wisdom: &lt;br /&gt;
if Magic dies, the burning ground starts firing 3 orbs repeatedly. &lt;br /&gt;
If War dies, the burning ground will summon a single homing spike. &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;
UNDER CONSTRUCTION&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives boss: The Watcher===&lt;br /&gt;
[[File:act4_boss2x.png|frame|The Watcher]]&lt;br /&gt;
Monster type: 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: Spinning his orbs rapidly, shooting several spiked projectiles that shatter, and creating eye summoning traps in the arena. Every time you return to the boss phase, the number of orbs that orbit the boss will be increased by one. Each phase ends once the boss reaches a certain health threshold after which you will be unable to damage him (!s will appear rather than damage numbers) and he will teleport away.&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 (Malign Transformation, Blood Pact, Embrace the Dark, Withering Decay). The order in which the player must complete these rituals depends on the chapter number of the books they found in the earlier levels of archives. If a ritual is done out of order, it will fail and the player will be forced to try the other ones until they select the correct ritual. During the ritual, several eyes will spawn and rush towards the player. After a certain amount of time, an eye mini-boss will spawn (two if in multiplayer) and attack the player. After a certain amount of time, the ritual will be complete. Each of the four rituals also has an extra effect:&lt;br /&gt;
&lt;br /&gt;
* Malign Transformation - The walls will shift around. Anything that is crushed by a wall will take TONS amount 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;
===Act 5, The Chambers boss: Thundersnow===&lt;br /&gt;
[[File:act5_boss2x.png|frame|Thundersnow]]&lt;br /&gt;
Monster type: Beast. &lt;br /&gt;
&lt;br /&gt;
By the time you get to chambers, this boss should be easy.&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Ranger&amp;diff=736</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Ranger&amp;diff=736"/>
		<updated>2018-04-21T16:08:04Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ranger is a class that utilizes the bow for distance-based attacks.&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The graphs below list Starting 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.&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;|Ranger skills&lt;br /&gt;
|-&lt;br /&gt;
|Bow and Arrow||Explosive Bomb||Grasping Roots||Flurry of Arrows||Dodge||Deadly Aim||Twinned Arrows&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=1}}||&lt;br /&gt;
{{#sprite:file=File:Icons_skills2x.png|column=6|row=1}}&lt;br /&gt;
|}&lt;br /&gt;
====Bow and Arrow (Primary Attack)====&lt;br /&gt;
Fire an arrow that deals physical damage and pierces enemies.&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||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;
====Explosive Bomb (Skill 1)====&lt;br /&gt;
Place a bomb that detonates after one second, dealing hybrid damage in a larger area each upgrade.&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||20||34||48||62||76||90&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||15||17||20||23||26||29&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 certain percentage.&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;
|Duration||N/A||N/A||2||3||4||5&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;
====Flurry of Arrows (Skill 3)====&lt;br /&gt;
The ranger spins around multiple times and fires arrows in quick succession.&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||N/A||N/A||N/A||30||40||50&lt;br /&gt;
|-&lt;br /&gt;
|Spins||N/A||N/A||N/A||2||3||4&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||30||40||50&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;
====Dodge (Passive 1)====&lt;br /&gt;
Grants a chance of evasion against all incoming damage.&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;
|Chance||N/A||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;
====Deadly Aim (Passive 2)====&lt;br /&gt;
Primary attack has a percentage chance to be a critical hit.&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;
|Chance||N/A||N/A||5||10||15||20&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;
Piercing arrows have a percentage chance of splitting and seeking a new target.&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;
|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)+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;
|50||50||0.000||0.50||0.0||0.0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +7|| +8|| +0.025|| +0.05|| +0.5|| +0.1&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|57||58||0.025||0.55||0.5||0.1&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|64||66||0.050||0.60||1.0||0.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|71||74||0.075||0.65||1.5||0.3&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|78||82||0.100||0.70||2.0||0.4&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|113||122||0.225||0.95||4.5||0.9&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|148||162||0.350||1.20||7.0||1.4&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|183||202||0.475||1.45||9.5||1.9&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|218||242||0.600||1.70||12.0||2.4&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|253||282||0.725||1.95||14.5||2.9&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Aberrations&amp;diff=722</id>
		<title>Aberrations</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Aberrations&amp;diff=722"/>
		<updated>2018-04-18T23:34:13Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aberrations are a type of enemy that are considered monsters and entities, such as Eyes and Wisps. Aberrations are the most prevalent in the Archives.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|List of Aberrations&lt;br /&gt;
|-&lt;br /&gt;
!Name||Experience||Health||Armour||Resistance||Attack||Damage||Location&lt;br /&gt;
|-&lt;br /&gt;
|Man Eater ||70||150||5||20||Thorns||dmg||Mines&lt;br /&gt;
|-&lt;br /&gt;
|Big Man Eater||90||250||5||40||Thorns||dmg||Prisons&lt;br /&gt;
|-&lt;br /&gt;
|Small Eye||55||80||20||40||atk||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Green Wisp||50||70||25||25||Green Bolt x1||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Eye||75||120||20||40||atk||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Blue Wisp||70||110||35||35||Blue Bolt x3||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Red Wisp||90||260||45||45||Red Bolt x?||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Monstrous Eye||400||1200||40||80||Confusion Ray,Summons Small Eyes||dmg||Archives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Aberrations&amp;diff=715</id>
		<title>Aberrations</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Aberrations&amp;diff=715"/>
		<updated>2018-04-14T13:51:56Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aberrations are a type of enemy that are considered monsters and entities, such as Eyes and Wisps. Aberrations are the most prevalent in the Archives.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|List of Beasts&lt;br /&gt;
|-&lt;br /&gt;
!Name||Experience||Health||Armour||Resistance||Attack||Damage||Location&lt;br /&gt;
|-&lt;br /&gt;
|Man Eater ||70||150||5||20||Thorns||dmg||Mines&lt;br /&gt;
|-&lt;br /&gt;
|Big Man Eater||90||250||5||40||Thorns||dmg||Prisons&lt;br /&gt;
|-&lt;br /&gt;
|Small Eye||55||80||20||40||atk||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Green Wisp||50||70||25||25||Green Bolt x1||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Eye||75||120||20||40||atk||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Blue Wisp||70||110||35||35||Blue Bolt x3||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Red Wisp||90||260||45||45||Red Bolt x?||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Monstrous Eye||400||1200||40||80||Confusion Ray,Summons Small Eyes||dmg||Archives&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Item_Sets&amp;diff=714</id>
		<title>Item Sets</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Item_Sets&amp;diff=714"/>
		<updated>2018-04-14T13:39:02Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: Abberration -&amp;gt; Aberration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Item sets is a mechanic instilled within the game to improve the quality of some rather lackluster gear, enhancing them in ways that may make a campaign more suspectable to completion.&lt;br /&gt;
&lt;br /&gt;
There are currently nine item sets in-game.&lt;br /&gt;
&lt;br /&gt;
Item 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Item Sets&lt;br /&gt;
|-&lt;br /&gt;
!|Set Name||Item in Set||Item Rarity||Set Bonus&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#f4cccc;&amp;quot;|Apothecary's Implements&lt;br /&gt;
|Apothecary's Herbs||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: 1 extra potion&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
|Apothecary's Mortar and Pestle||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:#f4cccc;&amp;quot;&lt;br /&gt;
|Apothecary's Satchel||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
|Apothecary's Sphere||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#cfe2f3;&amp;quot;|Disciple's Arcana&lt;br /&gt;
|Circlet of Willpower||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: +5 Resistance&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Mage Robe||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +5 Skill Power&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Spell Book||style=&amp;quot;color:#72777d&amp;quot;|Common||4 pieces: Spell are 20% cheaper to cast&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Wizard's Wand||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#fff2cc;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#fff2cc;&amp;quot;|Fire and Ice&lt;br /&gt;
|Flametongue||style=&amp;quot;color:blue&amp;quot;|Rare||2 pieces: +5 magical damage on primary attack&lt;br /&gt;
|- style=&amp;quot;background-color:#fff2cc;&amp;quot;&lt;br /&gt;
|Frostbrand||style=&amp;quot;color:blue&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#f4cccc;&amp;quot;|Journeyman's Outfit&lt;br /&gt;
|Chainmail||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: +5 armor&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
|Heavy Gauntlets||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +5 attack power&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
|Steady Greaves||style=&amp;quot;color:#72777d&amp;quot;|Common||4 pieces: Take 10% less damage&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
|Sturdy Belt||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#cfe2f3;&amp;quot;|King's Regalia&lt;br /&gt;
|Amulet of Kings||style=&amp;quot;color:blue&amp;quot;|Rare||3 pieces: 50% faster (primary) attacks and skills (cooldowns)&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Armor of Kings||style=&amp;quot;color:blue&amp;quot;|Rare||5 pieces: 100% faster attacks and skills&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Crown of Kings||style=&amp;quot;color:blue&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Scepter of Kings||style=&amp;quot;color:blue&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Sword of Kings||style=&amp;quot;color:blue&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#fff2cc;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#fff2cc;&amp;quot;|Stones of Midas&lt;br /&gt;
|Life Stone||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Killing an enemy gives 2 gold&lt;br /&gt;
|- style=&amp;quot;background-color:#fff2cc;&amp;quot;&lt;br /&gt;
|Mana Stone||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#f4cccc;&amp;quot;|Monster Brochure&lt;br /&gt;
|Monster Pamphlet: Abberrations||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: 5% bonus damage&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
|Monster Pamphlet: Beasts||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: 5% bonus damage&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
|Monster Pamphlet: Constructs||style=&amp;quot;color:#72777d&amp;quot;|Common||4 pieces: 5% bonus damage&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
|Monster Pamphlet: Undead||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#cfe2f3;&amp;quot;|Monster Encyclopedia&lt;br /&gt;
|Monster Manual: Aberrations||style=&amp;quot;color:green&amp;quot;|Uncommon||2 pieces: 10% bonus damage&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Monster Manual: Beasts||style=&amp;quot;color:green&amp;quot;|Uncommon||3 pieces: 10% bonus damage&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Monster Manual: Constructs||style=&amp;quot;color:green&amp;quot;|Uncommon||4 pieces: 10% bonus damage&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Monster Manual: Undead||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- style=&amp;quot;background-color:#fff2cc;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#fff2cc;&amp;quot;|Spheres of Power&lt;br /&gt;
|Lesser Sphere of Life||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Lesser Combo Nova&lt;br /&gt;
|- style=&amp;quot;background-color:#fff2cc;&amp;quot;&lt;br /&gt;
|Lesser Sphere of Mana||style=&amp;quot;color:#72777d&amp;quot;|Common||4 pieces: Combo Nova&lt;br /&gt;
|- style=&amp;quot;background-color:#fff2cc;&amp;quot;&lt;br /&gt;
|Sphere of Life||style=&amp;quot;color:green&amp;quot;|Uncommon||6 pieces: Greater Combo Nova&lt;br /&gt;
|- style=&amp;quot;background-color:#fff2cc;&amp;quot;&lt;br /&gt;
|Sphere of Mana||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- style=&amp;quot;background-color:#fff2cc;&amp;quot;&lt;br /&gt;
|Greater Sphere of Regeneration||style=&amp;quot;color:blue&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#fff2cc;&amp;quot;&lt;br /&gt;
|Sphere of Champions||style=&amp;quot;color:blue&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#f4cccc;&amp;quot;|Trickster's Ensemble&lt;br /&gt;
|Sandals of Swiftness||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Gain movement speed bonus when evading&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
|Slippery Cloak||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +5% evade chance&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
|Rapier of Retaliation||style=&amp;quot;color:green&amp;quot;|Uncommon||4 pieces: trigger combo when evading&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
|Duelist's Edge||style=&amp;quot;color:blue&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Uncommon_Items&amp;diff=713</id>
		<title>Uncommon Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Uncommon_Items&amp;diff=713"/>
		<updated>2018-04-14T13:38:23Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: Aberrations were mispelt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uncommon Items grant decent attribute gains and are quite frequently found during the middle-late stages of a campaign. They have a 5% chance to drop from wooden chests, 40% in bronze chests, 75% in silver chests, and 30% chance in gold chests. They may also drop from bosses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|List of Uncommon Gear&lt;br /&gt;
|-&lt;br /&gt;
!Image||Name||Effect||Set&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=9|row=3}}||style=&amp;quot;color:green;&amp;quot;|Adventurer's Garb|| +25 Health and +30 Mana||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=6|row=0}}||style=&amp;quot;color:green;&amp;quot;|Apothecary's Mortar and Pestle||Potions increase armor and magical resistance by 50% for 5 seconds||[[Item Sets|Apothecary's Implements]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=7|row=0}}||style=&amp;quot;color:green;&amp;quot;|Apothecary's Satchel||Potions are 50% more effective||[[Item Sets|Apothecary's Implements]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=1|row=15}}||style=&amp;quot;color:green;&amp;quot;|Apothecary's Sphere||Triggers a combo when using a potion||[[Item Sets|Apothecary's Implements]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=6|row=4}}||style=&amp;quot;color:green;&amp;quot;|Assassin's Dagger||+7.5% chance to score a critical hit on primary attack||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=7|row=4}}||style=&amp;quot;color:green;&amp;quot;|Blood Dagger||5% chance to gain 5 health when hitting an enemy with your primary attack||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=2|row=10}}||style=&amp;quot;color:green;&amp;quot;|Claymore||+10 attack power and +5 physical damage on primary attack||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=7|row=3}}||style=&amp;quot;color:green;&amp;quot;|Cloak of Many Pockets||Gain 25% more gold||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=0|row=3}}||style=&amp;quot;color:green;&amp;quot;|Elven Bow||+20 attack power||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=2|row=6}}||style=&amp;quot;color:green;&amp;quot;|Fancy Plume||Vendors will have more items in campaign shops||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=1|row=1}}||style=&amp;quot;color:green;&amp;quot;|Full Plate Mail||+15 armor||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=0|row=7}}||style=&amp;quot;color:green;&amp;quot;|Greater Ring of Rejuvenation||+.5 health and +1 mana regeneration||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=5|row=2}}||style=&amp;quot;color:green;&amp;quot;|Monster Manual: Aberration||20% increased experience gain and damage to aberrations||[[Item Sets|Monster Encyclopedia]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=3|row=2}}||style=&amp;quot;color:green;&amp;quot;|Monster Manual: Beast||20% increased experience gain and damage to beasts||[[Item Sets|Monster Encyclopedia]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=7|row=2}}||style=&amp;quot;color:green;&amp;quot;|Monster Manual: Construct||20% increased experience gain and damage to constructs||[[Item Sets|Monster Encyclopedia]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=6|row=2}}||style=&amp;quot;color:green;&amp;quot;|Monster Manual: Undead||20% increased experience gain and damage to undead||[[Item Sets|Monster Encyclopedia]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=9|row=5}}||style=&amp;quot;color:green;&amp;quot;|Old Map||Removes the Fog of War from the map||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=4|row=6}}||style=&amp;quot;color:green;&amp;quot;|Rapier of Retaliation||5% increased evasion. When evading an attack, a 3-second 25% damage buff is applied||[[Item Sets|Trickester's Ensemble]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=2|row=7}}||style=&amp;quot;color:green;&amp;quot;|Ring of Transmutation||25% of health loss is turned into mana||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=5|row=7}}||style=&amp;quot;color:green;&amp;quot;|Robe of the Arch-Magi||+10 skill power and +10 resistance||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=7|row=7}}||style=&amp;quot;color:green;&amp;quot;|Scarab of Protection||Returns 25 magical damage to the attacker when hit and releases a nova of poison darts||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=3|row=8}}||style=&amp;quot;color:green;&amp;quot;|Seal of the Martyr||Deal 1% more damage for each % health missing||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=1|row=6}}||style=&amp;quot;color:green;&amp;quot;|Shaftlocke Pickaxe||50% chance of receiving an extra ore when picking up ore||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=4|row=12}}||style=&amp;quot;color:green;&amp;quot;|Sphere of Life||During combo, health regeneration is increased by +1.5||[[Item Sets|Spheres of Power]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=7|row=11}}||style=&amp;quot;color:green;&amp;quot;|Sphere of Mana||During combo, mana regeneration is increased by +3||[[Item Sets|Spheres of Power]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=6|row=9}}||style=&amp;quot;color:green;&amp;quot;|Staff of Unstable Casting||5% increased chance to score a critical hit with spells||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=8|row=9}}||style=&amp;quot;color:green;&amp;quot;|Stinger||Physical damage ignores 20% of the enemy's armor||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=9|row=10}}||style=&amp;quot;color:green;&amp;quot;|Talisman of Decay||Nearby enemies take 20% more damage||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=5|row=8}}||style=&amp;quot;color:green;&amp;quot;|Tower Shield||25% chance to block 15 physical damage||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsprite2xcrop.png|column=2|row=11}}||style=&amp;quot;color:green;&amp;quot;|Wand of Spell Piercing||Magical damage ignores 15% of the enemy's resistance||&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Aberrations&amp;diff=712</id>
		<title>Aberrations</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Aberrations&amp;diff=712"/>
		<updated>2018-04-14T13:36:49Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Abberations&amp;diff=711</id>
		<title>Abberations</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Abberations&amp;diff=711"/>
		<updated>2018-04-14T13:35:56Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: Battle00333 moved page Abberations to Aberrations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Aberrations]]&lt;/div&gt;</summary>
		<author><name>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Aberrations&amp;diff=710</id>
		<title>Aberrations</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Aberrations&amp;diff=710"/>
		<updated>2018-04-14T13:35:56Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: Battle00333 moved page Abberations to Aberrations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Heroes of Hammerwatch wiki:Aberrations]]&lt;/div&gt;</summary>
		<author><name>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Aberrations&amp;diff=709</id>
		<title>Aberrations</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Aberrations&amp;diff=709"/>
		<updated>2018-04-14T13:35:25Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: Battle00333 moved page Abberations to Heroes of Hammerwatch wiki:Aberrations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Heroes of Hammerwatch wiki:Aberrations]]&lt;/div&gt;</summary>
		<author><name>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Heroes_of_Hammerwatch_wiki:Aberrations&amp;diff=708</id>
		<title>Heroes of Hammerwatch wiki:Aberrations</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Heroes_of_Hammerwatch_wiki:Aberrations&amp;diff=708"/>
		<updated>2018-04-14T13:35:24Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: Battle00333 moved page Abberations to Heroes of Hammerwatch wiki:Aberrations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The aberrations class features magical wisps, animated eyeballs, and the aggressive plants in the game. The wisps and eyeballs are solely found in the Archives, while the plants are only found in the Mines and Prisons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|List of Abberations&lt;br /&gt;
|-&lt;br /&gt;
!Name||Experience||Health||Armour||Resistance||Attack||Damage||Location&lt;br /&gt;
|-&lt;br /&gt;
|Man Eater||70||150||5||20||atk||dmg||Mines&lt;br /&gt;
|-&lt;br /&gt;
|Big Man Eater||90||250||5||40||atk||dmg||Prisons&lt;br /&gt;
|-&lt;br /&gt;
|Small Eye||55||80||20||40||atk||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Blue Wisp||70||110||35||35||atk||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Green Wisp||50||70||25||25||atk||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Eye||75||120||20||40||atk||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Red Wisp||90||260||45||45||atk||dmg||Archives&lt;br /&gt;
|-&lt;br /&gt;
|Monstrous Eye||400||1200||40||80||atk||dmg||Archives&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Sorcerer&amp;diff=702</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Sorcerer&amp;diff=702"/>
		<updated>2018-04-11T10:56:06Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Stats */&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 graphs below list Starting 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 [[Damage#Damage_Types|hybrid damage]]. The shard ricochets a certain number of times.&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 [[Damage#Damage_Types|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||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||40||70||100||130||160||190&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 [[Damage#Damage_Types|hybrid damage]].&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||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 [[Damage#Damage_Types|hybrid damage]].&lt;br /&gt;
The orb will bounce off of walls, spawners, and any enemy that has a life bar.&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;
|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 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||Starting||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;
|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;
Gives a chance to halve incoming damage and apply Biting Chill to the attacker.&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;
|Chance||N/A||N/A||15||30||45||60&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;
====Shatter (Passive 3)====&lt;br /&gt;
Enemies killed by the sorcerer have a slight chance to trigger a Frost Nova at the location of their death.&lt;br /&gt;
The Frost Nova is the level you have bought from the guild. At least one level of Frost Nova is required for this skill to work.&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;
|Chance||N/A||N/A||N/A||N/A||10||20&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)+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;
|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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Ranger&amp;diff=668</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Ranger&amp;diff=668"/>
		<updated>2018-04-02T18:35:48Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ranger is a class that utilizes the bow for distance-based attacks.&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The graphs below list Starting 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.&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;|Ranger skills&lt;br /&gt;
|-&lt;br /&gt;
|Bow and Arrow||Explosive Bomb||Grasping Roots||Flurry of Arrows||Dodge||Deadly Aim||Twinned Arrows&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=1}}||&lt;br /&gt;
{{#sprite:file=File:Icons_skills2x.png|column=6|row=1}}&lt;br /&gt;
|}&lt;br /&gt;
====Bow and Arrow (Primary Attack)====&lt;br /&gt;
Fire an arrow that deals physical damage and pierces enemies.&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||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;
====Explosive Bomb (Skill 1)====&lt;br /&gt;
Place a bomb that detonates after one second, dealing hybrid damage in a larger area each upgrade.&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||20||34||48||62||76||90&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||15||17||20||23||26||29&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 certain percentage.&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;
|Duration||N/A||N/A||2||3||4||5&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;
====Flurry of Arrows (Skill 3)====&lt;br /&gt;
The ranger spins around multiple times and fires arrows in quick succession.&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||N/A||N/A||N/A||30||40||50&lt;br /&gt;
|-&lt;br /&gt;
|Spins||N/A||N/A||N/A||2||3||4&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||30||40||50&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;
====Dodge (Passive 1)====&lt;br /&gt;
Grants a chance of evasion against all incoming damage.&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;
|Chance||N/A||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;
====Deadly Aim (Passive 2)====&lt;br /&gt;
Primary attack has a percentage chance to be a critical hit.&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;
|Chance||N/A||N/A||5||10||15||20&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;
Piercing arrows have a percentage chance of splitting and seeking a new target.&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;
|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)+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;
|50||50||0.000||0.50||0.0||0.0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +7|| +8|| +0.025|| +0.05|| +0.5|| +0.1&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|57||58||0.025||0.55||0.5||0.1&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|64||66||0.050||0.60||1.0||0.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|71||74||0.075||0.65||1.5||0.3&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|78||82||0.100||0.70||2.0||0.4&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|113||122||0.225||0.85||4.5||0.9&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|148||162||0.350||1.10||7.0||1.4&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|183||202||0.475||1.35||9.5||1.9&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|218||242||0.600||1.60||12.0||2.4&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|253||282||0.725||1.95||14.5||2.9&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Paladin&amp;diff=667</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Paladin&amp;diff=667"/>
		<updated>2018-04-02T18:35:03Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The paladin class is a role for close-handed damage dealing and tanking. What makes this class particularly different from others is the ability to block with his shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The graphs below list Starting 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.&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;|Paladin skills&lt;br /&gt;
|-&lt;br /&gt;
|Sword||Charge||Lay on Hands||Whirlwind||Shield||Stunning Blows||Juggernaut&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=0}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=0}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=0}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=0}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=0}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=0}}||&lt;br /&gt;
{{#sprite:file=File:Icons_skills2x.png|column=6|row=0}}&lt;br /&gt;
|}&lt;br /&gt;
====Sword (Primary Attack)====&lt;br /&gt;
Melee attack that deals damage in an arc.&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||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. &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||25||35||45||55||65||75&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||10||12||14||16||18||20&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;
Heals the Paladin and nearby allies at a health per mana rate.&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;
|Heal Rate||N/A||N/A||4||5||6||7&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||5||6||7||8&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 short duration.&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||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 physical and magical damage.&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;
|Arc||60||90||120||150||180||210&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||Starting||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;
====Juggernaut (Passive 3)====&lt;br /&gt;
Upon contact, the Paladin deals damage to an enemy or object (including loot crates on the ground), and has a chance of triggering Stunning Blows.&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||N/A||N/A||N/A||N/A||20||50&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.&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||0.000||0.40||10||0.00&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +12|| +6|| +0.025|| +0.05|| +1|| +0.25&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|87||56||0.025||0.45||11||0.25&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|99||62||0.050||0.50||12||0.50&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|111||68||0.075||0.55||13||0.75&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|123||74||0.100||0.60||14||1.00&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|183||104||0.225||0.85||19||2.25&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|243||134||0.350||1.10||24||3.50&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|303||164||0.475||1.35||29||4.75&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|363||194||0.600||1.60||34||6.00&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|423||224||0.725||1.85||39||7.25&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Priest&amp;diff=666</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Priest&amp;diff=666"/>
		<updated>2018-04-02T18:33:49Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: New stat table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The priest uses holy spell to deal damage and heal people.&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The graphs below list Starting and Tiers as they're shown in the guild hall.&lt;br /&gt;
As an example, the first upgrade for Consecrated Ground 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;|Priest skills&lt;br /&gt;
|-&lt;br /&gt;
|Smite||Holy Light||Consecrated Ground||Aura of Purification||Divine Protection||Remedy||Celestial Orbs&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=4}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=4}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=4}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=4}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=4}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=4}}||&lt;br /&gt;
{{#sprite:file=File:Icons_skills2x.png|column=6|row=4}}&lt;br /&gt;
|}&lt;br /&gt;
====Smite (Primary Attack)====&lt;br /&gt;
A short-ranged attack dealing hybrid damage. Every upgrade increases area of impact.&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||8||10||12||14||16||18&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Holy Light (Skill 1)====&lt;br /&gt;
Fires a beam of light that deals magical damage and heals allies by a certain amount.&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||12||18||24||30||36||42&lt;br /&gt;
|-&lt;br /&gt;
|Heal||2||3||4||5||6||7&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||3||4||5||6||7||8&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Consecrated Ground (Skill 2)====&lt;br /&gt;
A field is placed on the ground that lasts for a few seconds. Enemies in the area take magical damage ticks every second. 25% of the damage dealt is returned to allies in the area as health.&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||N/A||N/A||16||24||32||40&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||N/A||5||5.5||6||6.5&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||45||60||75||90&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;
====Aura of Purification (Skill 3)====&lt;br /&gt;
The priest radiates an aura that slows and lowers the damage of all nearby enemies. While the aura is active, the priest's mana regen is reduced significantly.&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;
|Enemy Reduc.||N/A||N/A||N/A||30%||40%||50%&lt;br /&gt;
|-&lt;br /&gt;
|Mana Reduc.||N/A||N/A||N/A||90%||70%||50%&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;
====Divine Protection (Passive 1)====&lt;br /&gt;
The shield absorbs a portion of incoming damage, and costs some mana per damage absorbed.&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;
|Absorption||N/A||30%||35%||40%||45%||50%&lt;br /&gt;
|-&lt;br /&gt;
|Mana/Damage||N/A||4||2||1||.75||.5&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||2||3||4||5||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Remedy (Passive 2)====&lt;br /&gt;
The priest regains health more effectively from all sources.&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;
|Effectiveness||N/A||N/A||50%||100%||150%||200%&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;
====Celestial Orbs (Passive 3)====&lt;br /&gt;
Multiple orbs rotate around the priest that fire small beams of holy light, dealing magical damage.&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;
|Orbs||N/A||N/A||N/A||N/A||2||3&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||N/A||8||12&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;
-- Disregard these stats. These weren't completed upon change from sorcerer --&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)+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;
|30||70||0.00||1.9||0||3.0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +5|| +10|| +0.05|| +0.1||0|| +0.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|35||80||0.05||2.0||0||3.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|40||90||0.10||2.1||0||3.4&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|45||100||0.15||2.2||0||3.6&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|50||110||0.20||2.3||0||3.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|75||160||0.45||2.8||0||4.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|100||210||0.70||3.3||0||5.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|125||260||0.95||3.8||0||6.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|150||310||1.20||4.3||0||7.8&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|175||360||1.45||4.8||0||8.8&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Thief&amp;diff=665</id>
		<title>Thief</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Thief&amp;diff=665"/>
		<updated>2018-04-02T18:28:03Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The thief class is more skillful in his attacks rather than magical or raw power.&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The graphs below list Starting and Tiers as they're shown in the guild hall.&lt;br /&gt;
As an example, the first upgrade for Grappling Hook 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;|Thief skills&lt;br /&gt;
|-&lt;br /&gt;
|Twin Daggers||Throwing Knives||Grappling Hook||Smoke Bomb||Sidestep||Slice and Dice||Gold Fever&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=3}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=3}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=3}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=3}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=3}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=3}}||&lt;br /&gt;
{{#sprite:file=File:Icons_skills2x.png|column=6|row=3}}&lt;br /&gt;
|}&lt;br /&gt;
====Twin Daggers (Primary Attack)====&lt;br /&gt;
Two quick melee attacks with each dealing some physical damage. Movement speed penalty is decreased by a certain amount rather than completely negated.&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;
|Speed Penalty||60%||50%||40%||30%||20%||10%&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Throwing Knives (Skill 1)====&lt;br /&gt;
Throws multiple knives in an arc. Each knife deals physical damage and pierces multiple enemies.&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;
|Knives||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
|Arc Size||45||50||55||60||65||70&lt;br /&gt;
|-&lt;br /&gt;
|Damage||10||14||18||22||26||30&lt;br /&gt;
|-&lt;br /&gt;
|Pierces||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||10||12||14||16||18||20&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grappling Hook (Skill 2)====&lt;br /&gt;
The thief fires a grappling hook and travels to the point of impact, stunning all enemies in its path for a couple seconds. Higher upgrades increase the range and speed of the hook.&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;
|Duration||N/A||N/A||1||1.5||2||3&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||8||7||6||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;
====Smoke Bomb (Skill 3)====&lt;br /&gt;
The thief thows a smoke bomb that stuns all enemies in a large area 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||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&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||30||35||40&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;
====Sidestep (Passive 1)====&lt;br /&gt;
Grants a chance of evasion against all incoming damage.&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;
|Chance||N/A||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;
====Slice and Dice (Passive 2)====&lt;br /&gt;
Each kill grants the thief a temporary attack speed bonus and 2% evasion bonus that stacks up to a cap. Each stack lasts 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||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Cap||N/A||N/A||4||7||10||13&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;
====Gold Fever (Passive 3)====&lt;br /&gt;
The thief gets more gold by a percent. The thief gets a damage increase per gold being carried capped at 100,000 gold.&lt;br /&gt;
As an example, at 25,000 gold and second rank Gold Fever, the thief gets an extra 50% damage. (0.000002*25000=.5)&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;
|Gold Gain Boost||N/A||N/A||N/A||N/A||50%||100%&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Damage Cap||N/A||N/A||N/A||N/A||100%||200%&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 Thief levels up, stat boosts are gained.&lt;br /&gt;
What differs the Thief 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)+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;
|40||40||0.000||0.500||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +4|| +8|| +0.025|| +0.075||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|44||48||0.025||0.575||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|48||56||0.050||0.650||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|52||64||0.075||0.725||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|56||72||0.100||0.800||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|76||112||0.225||1.175||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|96||152||0.350||1.550||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|116||192||0.475||1.925||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|136||232||0.600||2.300||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|156||272||0.725||2.675||0||0&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Thief&amp;diff=664</id>
		<title>Thief</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Thief&amp;diff=664"/>
		<updated>2018-04-02T18:27:44Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: new stat table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The thief class is more skillful in his attacks rather than magical or raw power.&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The graphs below list Starting and Tiers as they're shown in the guild hall.&lt;br /&gt;
As an example, the first upgrade for Grappling Hook 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;|Thief skills&lt;br /&gt;
|-&lt;br /&gt;
|Twin Daggers||Throwing Knives||Grappling Hook||Smoke Bomb||Sidestep||Slice and Dice||Gold Fever&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=3}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=3}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=3}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=3}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=3}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=3}}||&lt;br /&gt;
{{#sprite:file=File:Icons_skills2x.png|column=6|row=3}}&lt;br /&gt;
|}&lt;br /&gt;
====Twin Daggers (Primary Attack)====&lt;br /&gt;
Two quick melee attacks with each dealing some physical damage. Movement speed penalty is decreased by a certain amount rather than completely negated.&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;
|Speed Penalty||60%||50%||40%||30%||20%||10%&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Throwing Knives (Skill 1)====&lt;br /&gt;
Throws multiple knives in an arc. Each knife deals physical damage and pierces multiple enemies.&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;
|Knives||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
|Arc Size||45||50||55||60||65||70&lt;br /&gt;
|-&lt;br /&gt;
|Damage||10||14||18||22||26||30&lt;br /&gt;
|-&lt;br /&gt;
|Pierces||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||10||12||14||16||18||20&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grappling Hook (Skill 2)====&lt;br /&gt;
The thief fires a grappling hook and travels to the point of impact, stunning all enemies in its path for a couple seconds. Higher upgrades increase the range and speed of the hook.&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;
|Duration||N/A||N/A||1||1.5||2||3&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||8||7||6||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;
====Smoke Bomb (Skill 3)====&lt;br /&gt;
The thief thows a smoke bomb that stuns all enemies in a large area 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||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&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||30||35||40&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;
====Sidestep (Passive 1)====&lt;br /&gt;
Grants a chance of evasion against all incoming damage.&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;
|Chance||N/A||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;
====Slice and Dice (Passive 2)====&lt;br /&gt;
Each kill grants the thief a temporary attack speed bonus and 2% evasion bonus that stacks up to a cap. Each stack lasts 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||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Cap||N/A||N/A||4||7||10||13&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;
====Gold Fever (Passive 3)====&lt;br /&gt;
The thief gets more gold by a percent. The thief gets a damage increase per gold being carried capped at 100,000 gold.&lt;br /&gt;
As an example, at 25,000 gold and second rank Gold Fever, the thief gets an extra 50% damage. (0.000002*25000=.5)&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;
|Gold Gain Boost||N/A||N/A||N/A||N/A||50%||100%&lt;br /&gt;
|-&lt;br /&gt;
|Bonus Damage Cap||N/A||N/A||N/A||N/A||100%||200%&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 Thief levels up, stat boosts are gained.&lt;br /&gt;
What differs the Thief 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)+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;
|40||40||0.000||0.5||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +4|| +8|| +0.025|| +0.075||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|44||48||0.025||0.575||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|48||56||0.050||0.650||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|52||64||0.075||0.725||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|56||72||0.100||0.800||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|76||112||0.225||1.175||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|96||152||0.350||1.550||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|116||192||0.475||1.925||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|136||232||0.600||2.300||0||0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|156||272||0.725||2.675||0||0&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Sorcerer&amp;diff=663</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Sorcerer&amp;diff=663"/>
		<updated>2018-04-02T18:21:39Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The sorcerer is a spell-casting class which uses ice spells.&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The graphs below list Starting and Tiers as they're shown in the 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;
|Frost Shard||Comet||Frost Nova||Orb of Winter||Biting Chill||Ice Barrier||Shatter&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=2}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=2}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=2}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=2}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=2}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=2}}||&lt;br /&gt;
{{#sprite:file=File:Icons_skills2x.png|column=6|row=2}}&lt;br /&gt;
|}&lt;br /&gt;
====Frost Shard (Primary Attack)====&lt;br /&gt;
Fires a frost shard that deals hybrid damage. The shard ricochets a certain number of times.&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||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||40||70||100||130||160||190&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.&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||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 deals hybrid damage.&lt;br /&gt;
The orb will bounce off of walls and any enemy that has a life bar.&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;
|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 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||Starting||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;
|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;
Gives a chance to halve incoming damage and apply Biting Chill to the attacker.&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;
|Chance||N/A||N/A||15||30||45||60&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;
====Shatter (Passive 3)====&lt;br /&gt;
Enemies killed by the sorcerer have a slight chance to trigger a Frost Nova at the location of their death if you have line of sight to them. If you do not, the Frost Nova will trigger from you.&lt;br /&gt;
The Frost Nova is the level you have bought from the guild. At least one level of Frost Nova is required for this skill to work.&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;
|Chance||N/A||N/A||N/A||N/A||10||20&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)+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;
|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||379||0.350||2.9||0||9.0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|135||202||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;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Guild Title==&lt;br /&gt;
Reaching [[Guild Hall#Character Titles|certain milestones]] with the sorcerer will increase the mana regen for every character in your guild.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Guild Title Bonus&lt;br /&gt;
|-&lt;br /&gt;
!|Title||Mana Regen&lt;br /&gt;
|-&lt;br /&gt;
!|Novice&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
!|Apprentice&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
!|Disciple&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
!|Arcanist&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
!|Enchanter&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
!|Elementalist&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
!|Channeler&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
!|Evoker&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
!|Spellbinder&lt;br /&gt;
|3.0&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Ranger&amp;diff=662</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Ranger&amp;diff=662"/>
		<updated>2018-04-02T18:12:52Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: new stat table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ranger is a class that utilizes the bow for distance-based attacks.&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The graphs below list Starting 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.&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;|Ranger skills&lt;br /&gt;
|-&lt;br /&gt;
|Bow and Arrow||Explosive Bomb||Grasping Roots||Flurry of Arrows||Dodge||Deadly Aim||Twinned Arrows&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=1}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=1}}||&lt;br /&gt;
{{#sprite:file=File:Icons_skills2x.png|column=6|row=1}}&lt;br /&gt;
|}&lt;br /&gt;
====Bow and Arrow (Primary Attack)====&lt;br /&gt;
Fire an arrow that deals physical damage and pierces enemies.&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||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;
====Explosive Bomb (Skill 1)====&lt;br /&gt;
Place a bomb that detonates after one second, dealing hybrid damage in a larger area each upgrade.&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||20||34||48||62||76||90&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||15||17||20||23||26||29&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 certain percentage.&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;
|Duration||N/A||N/A||2||3||4||5&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;
====Flurry of Arrows (Skill 3)====&lt;br /&gt;
The ranger spins around multiple times and fires arrows in quick succession.&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||N/A||N/A||N/A||30||40||50&lt;br /&gt;
|-&lt;br /&gt;
|Spins||N/A||N/A||N/A||2||3||4&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||30||40||50&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;
====Dodge (Passive 1)====&lt;br /&gt;
Grants a chance of evasion against all incoming damage.&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;
|Chance||N/A||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;
====Deadly Aim (Passive 2)====&lt;br /&gt;
Primary attack has a percentage chance to be a critical hit.&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;
|Chance||N/A||N/A||5||10||15||20&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;
Piercing arrows have a percentage chance of splitting and seeking a new target.&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;
|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)+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;
|50||50||0.000||0.50||0.0||0.0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +7|| +8|| +0.025|| +0.05|| +0.5|| +0.1&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|57||58||0.025||0.550||0.5||0.1&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|64||66||0.050||0.600||1.0||0.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|71||74||0.075||0.650||1.5||0.3&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|78||82||0.100||0.700||2.0||0.4&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|113||122||0.225||0.850||4.5||0.9&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|148||162||0.350||1.100||7.0||1.4&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|183||202||0.475||1.350||9.5||1.9&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|218||242||0.600||1.600||12.0||2.4&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|253||282||0.725||1.950||14.5||2.9&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Warlock&amp;diff=661</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Warlock&amp;diff=661"/>
		<updated>2018-04-02T18:03:38Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The warlock is a spell-casting class which uses dark and lightning spells.&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The graphs below list Starting and Tiers as they're shown in the guild hall.&lt;br /&gt;
As an example, the first upgrade for Summon Gargoyle 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;|Warlock skills&lt;br /&gt;
|-&lt;br /&gt;
|Poisoned Dagger||Lightning Bolt||Summon Gargoyle||Eye of the Storm||Blood Sacrifice||Soul Sacrifice||Stormlash&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=6}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=6}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=6}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=6}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=6}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=6}}||&lt;br /&gt;
{{#sprite:file=File:Icons_skills2x.png|column=6|row=6}}&lt;br /&gt;
|}&lt;br /&gt;
====Poisoned Dagger (Primary Attack)====&lt;br /&gt;
A melee attack that deals instant physical damage and applies a magical DOT for 2.5 seconds. Enemies killed by the dagger explode, dealing magical damage in a small area.&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||10||12||14||16||18||20&lt;br /&gt;
|-&lt;br /&gt;
|DOT||4||6||8||10||12||14&lt;br /&gt;
|-&lt;br /&gt;
|Explosion||8||12||16||20||24||28&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lightning Bolt (Skill 1)====&lt;br /&gt;
Fires a bolt of lightning that strikes multiple targets upon impact and deals magical damage to each target.&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||18||22||26||30||34||38&lt;br /&gt;
|-&lt;br /&gt;
|Targets||4||5||6||7||8||9&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||25||28||31||34||37||40&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Summon Gargoyle (Skill 2)====&lt;br /&gt;
Summons a gargoyle that stuns and fires bolts of lighting at nearby enemies dealing magical damage. The gargoyle lasts for several seconds.&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||N/A||N/A||24||28||32||36&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||N/A||6||8||10||12&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||45||55||65||75&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;
====Eye of the Storm (Skill 3)====&lt;br /&gt;
Generates an electrical storm that fires bolts of lighting at nearby enemies that deals magical damage. The storm lasts for several seconds.&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;
|Seconds||N/A||N/A||N/A||7||9||11&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||24||32||40&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||100||125||150&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;
====Blood Sacrifice (Passive 1)====&lt;br /&gt;
The warlock has a percentage chance to gain 1 health for each enemy killed.&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;
|Chance||N/A||20||40||60||80||100&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||2||3||4||5||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Soul Sacrifice (Passive 2)====&lt;br /&gt;
The Warlock gains mana for each enemy killed.&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;
|Mana||N/A||N/A||1||2||3||4&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;
====Stormlash (Passive 3)====&lt;br /&gt;
All bolts of lightning have a significant chance to trigger a new bolt of lightning dealing a portion of the damage.&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;
|Chance||N/A||N/A||N/A||N/A||50%||75%&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||N/A||50%||75%&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 Warlock levels up, stat boosts are gained.&lt;br /&gt;
The Warlock's high health, mana, armor, and resistance makes this class's survivability significantly larger.&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||75||0.000||1.7||2.0||2.0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +8|| +17|| +0.025|| +0.1|| +0.5|| +0.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|83||92||0.025||1.8||2.5||2.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|91||109||0.050||1.9||3.0||3.0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|99||126||0.075||2.0||3.5||3.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|107||143||0.100||2.1||4.0||4.0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|147||228||0.225||2.6||6.5||6.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|187||313||0.350||3.1||9.0||9.0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|227||398||0.475||3.6||11.5||11.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|167||483||0.600||4.1||14.0||14.0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|307||568||0.725||4.6||16.5||16.5&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Wizard&amp;diff=660</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Wizard&amp;diff=660"/>
		<updated>2018-04-02T18:02:56Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A master of flame, the wizard succeeds by igniting his enemies on fire from a distance.&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The graphs below list Starting and Tiers as they're shown in the guild hall.&lt;br /&gt;
As an example, the first upgrade for Blast Wave 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;|Wizard skills&lt;br /&gt;
|-&lt;br /&gt;
|Fireball||Firebreath||Blastwave||Meteor Shower||Combustion||Flame Shield||Scorched Earth&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=5}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=5}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=5}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=5}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=5}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=5}}||&lt;br /&gt;
{{#sprite:file=File:Icons_skills2x.png|column=6|row=5}}&lt;br /&gt;
|}&lt;br /&gt;
====Fireball (Primary Attack)====&lt;br /&gt;
Launch a fireball that explodes and deals magical damage to nearby enemies. Every upgrade increases range and area of impact.&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||8||10||12||14||16||18&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fire Breath (Skill 1)====&lt;br /&gt;
The wizard breathes fire in a forward cone dealing magical damage multiple times per second.&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||3||5||7||9||11||13&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||3||4||5||6||7||8&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Blast Wave (Skill 2)====&lt;br /&gt;
Unleash a blast wave around the wizard that deals magical damage. Enemies are also confused and slowed 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||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||6||12||20||30&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||N/A||2.5||3||3.5||4&lt;br /&gt;
|-&lt;br /&gt;
|Slowness||N/A||N/A||30%||40%||50%||60%&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||35||40||45||50&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;
====Meteor Shower (Skill 3)====&lt;br /&gt;
Evokes several meteors to strike the ground around the wizard dealing significant hybrid damage.&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;
|Meteors||N/A||N/A||N/A||3||5||7&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||160||240||320&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||80||120||160&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;
====Combustion (Passive 1)====&lt;br /&gt;
All skills inflict a burning DOT, dealing magical damage each second for a couple seconds.&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||N/A||4||8||12||16||20&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||2||2.5||3||3.5||4&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||2||3||4||5||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Flame Shield (Passive 2)====&lt;br /&gt;
Gives a chance to halve incoming damage and apply combustion to the attacker.&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;
|Chance||N/A||N/A||15%||30%||45%||60%&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;
====Scorched Earth (Passive 3)====&lt;br /&gt;
All skills leave a burning AOE that deals magical damage to enemies per second. On the second upgrade rank, the duration of the AOE is doubled.&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||N/A||N/A||N/A||N/A||8||16&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 Wizard levels up, stat boosts are gained.&lt;br /&gt;
What differs the Wizard 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)+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;
|35||75||0.000||1.5||0||2.0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +3|| +16|| +0.025|| +0.1||0|| +0.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|38||91||0.025||1.6||0||2.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|41||107||0.050||1.7||0||3.0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|44||123||0.075||1.8||0||3.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|47||139||0.100||1.9||0||4.0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|62||219||0.225||2.4||0||6.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|77||299||0.350||2.9||0||9.0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|92||379||0.475||3.4||0||11.5&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|107||459||0.600||3.9||0||14.0&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|122||539||0.725||4.4||0||16.5&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>Battle00333</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Paladin&amp;diff=659</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Paladin&amp;diff=659"/>
		<updated>2018-04-02T18:02:17Z</updated>

		<summary type="html">&lt;p&gt;Battle00333: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The paladin class is a role for close-handed damage dealing and tanking. What makes this class particularly different from others is the ability to block with his shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The graphs below list Starting 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.&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;|Paladin skills&lt;br /&gt;
|-&lt;br /&gt;
|Sword||Charge||Lay on Hands||Whirlwind||Shield||Stunning Blows||Juggernaut&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=0}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=0}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=0}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=0}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=0}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=0}}||&lt;br /&gt;
{{#sprite:file=File:Icons_skills2x.png|column=6|row=0}}&lt;br /&gt;
|}&lt;br /&gt;
====Sword (Primary Attack)====&lt;br /&gt;
Melee attack that deals damage in an arc.&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||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. &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||25||35||45||55||65||75&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||10||12||14||16||18||20&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;
Heals the Paladin and nearby allies at a health per mana rate.&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;
|Heal Rate||N/A||N/A||4||5||6||7&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||5||6||7||8&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 short duration.&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||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 physical and magical damage.&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;
|Arc||60||90||120||150||180||210&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||Starting||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;
====Juggernaut (Passive 3)====&lt;br /&gt;
Upon contact, the Paladin deals damage to an enemy or object (including loot crates on the ground), and has a chance of triggering Stunning Blows.&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||N/A||N/A||N/A||N/A||20||50&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.&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||0.000||0.400||10||0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +12|| +6|| +0.025|| +0.05|| +1|| +0.25&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
|87||56||0.025||0.450||11||0.25&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
|99||62||0.050||0.500||12||0.50&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
|111||68||0.075||0.550||13||0.75&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
|123||74||0.100||0.600||14||1.00&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
|183||104||0.225||0.850||19||2.25&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
|243||134||0.350||1.100||24||3.50&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
|303||164||0.475||1.350||29||4.75&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
|363||194||0.600||1.600||34||6.00&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
|423||224||0.725||1.850||39||7.25&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>Battle00333</name></author>
	</entry>
</feed>