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		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=946</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=946"/>
		<updated>2018-05-02T16:11:00Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* 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 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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=945</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=945"/>
		<updated>2018-05-02T16:10:12Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* 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. 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;
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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=936</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=936"/>
		<updated>2018-05-02T15:26:08Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* 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;
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;
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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Ore_Trader&amp;diff=924</id>
		<title>Ore Trader</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Ore_Trader&amp;diff=924"/>
		<updated>2018-04-28T19:45:34Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ore Trader is an NPC located near the entrance to the mines which allows the player to exchange gold for ore. His rates become better for the player with each upgrade tier. At rank 3, purchasing ore at the ore trader can be an effective way to dodge the town tax rate for sending gold back to town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Price for buying ore&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Price for selling ore&lt;br /&gt;
|-&lt;br /&gt;
! Tier 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1500G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 200G&lt;br /&gt;
|-&lt;br /&gt;
! Tier 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1250G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 350G&lt;br /&gt;
|-&lt;br /&gt;
! Tier 3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1000G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 500G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Fountain&amp;diff=923</id>
		<title>Fountain</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Fountain&amp;diff=923"/>
		<updated>2018-04-28T19:41:53Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fountain ==&lt;br /&gt;
[[File:fountain.png|600px|frame|Fountain types]]&lt;br /&gt;
When you play the fountain multiple times, multiple results below will be combined. &lt;br /&gt;
When you get a “something happened” result, this means that both 1 positive event and 1 negative event are added to the stack of effects. &amp;quot;Something great happened&amp;quot; indicates 2 positive events happened, while &amp;quot;something horrible happened&amp;quot; means 2 negative events are added to the stack. Once all effects of either the positive or negative pools have been rolled, additional rolls will do nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
If you are playing multiplayer each player's fountain results will effect the run. Unless otherwise noted or mentioned, it is customary for any player that is not the host to leave the fountain alone.&lt;br /&gt;
&lt;br /&gt;
*; Fountain results&lt;br /&gt;
** Something Great - 2 Positive effects &lt;br /&gt;
** Something Good - 1 Positive effect&lt;br /&gt;
** Something Happened - 1 Positive and 1 Negative effect&lt;br /&gt;
** Something Bad - 1 Negative effect&lt;br /&gt;
** Something Horrible - 2 Negative effects &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fountain Effects====&lt;br /&gt;
&lt;br /&gt;
*; Positive Effects &lt;br /&gt;
** Stronger health and mana pickups&lt;br /&gt;
** More gold on the ground&lt;br /&gt;
** Enemy armour is reduced&lt;br /&gt;
** Enemies have lower health&lt;br /&gt;
** More side rooms containing gold and ore generated, more special rooms like shops, ore drop etc.&lt;br /&gt;
** Glass platforms are generated to reach isolated chests or shorcut certain dungeon terrains&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*; Negative Effects&lt;br /&gt;
** Weaker health and mana pickups&lt;br /&gt;
** Levels are bigger&lt;br /&gt;
** More enemies are generated on the map&lt;br /&gt;
** Prison buttons are stuck on all floors&lt;br /&gt;
** Higher percentage of elite enemies appearing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Fountain&amp;diff=922</id>
		<title>Fountain</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Fountain&amp;diff=922"/>
		<updated>2018-04-28T19:41:15Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Fountain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fountain ==&lt;br /&gt;
[[File:fountain.png|600px|frame|Fountain types]]&lt;br /&gt;
When you play the fountain multiple times, multiple results below will be combined. &lt;br /&gt;
When you get a “something happened” result, this means that both 1 positive event and 1 negative event are added to the stack of effects. &amp;quot;Something great happened&amp;quot; indicates 2 positive events happened, while &amp;quot;something horrible happened&amp;quot; means 2 negative events are added to the stack. Once all effects of either the positive or negative pools have been rolled, additional rolls will do nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
If you are playing multiplayer each player's fountain results will effect the run. Unless otherwise noted or mentioned, it is customary for any player that is not the host to leave the fountain alone.&lt;br /&gt;
&lt;br /&gt;
*; Fountain results&lt;br /&gt;
** Something Great - 2 Positive effects &lt;br /&gt;
** Something Good - 1 Positive effect&lt;br /&gt;
** Something Happened - 1 Positive and 1 Pegative effect&lt;br /&gt;
** Something Bad - 1 Negative effect&lt;br /&gt;
** Something Horrible - 2 Negative effects &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fountain Effects====&lt;br /&gt;
&lt;br /&gt;
*; Positive Effects &lt;br /&gt;
** Stronger health and mana pickups&lt;br /&gt;
** More gold on the ground&lt;br /&gt;
** Enemy armour is reduced&lt;br /&gt;
** Enemies have lower health&lt;br /&gt;
** More side rooms containing gold and ore generated, more special rooms like shops, ore drop etc.&lt;br /&gt;
** Glass platforms are generated to reach isolated chests or shorcut certain dungeon terrains&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*; Negative Effects&lt;br /&gt;
** Weaker health and mana pickups&lt;br /&gt;
** Levels are bigger&lt;br /&gt;
** More enemies are generated on the map&lt;br /&gt;
** Prison buttons are stuck on all floors&lt;br /&gt;
** Higher percentage of elite enemies appearing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Magic_Anvil&amp;diff=917</id>
		<title>Magic Anvil</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Magic_Anvil&amp;diff=917"/>
		<updated>2018-04-28T14:19:31Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Magic Anvil is located next to the blacksmith of the Town once retrieved from the Armory.&lt;br /&gt;
Once the anvil is collected, players can see and collect blueprints for Items up to the Rare quality. Upon collection, blueprints will be available for use on all your characters.&lt;br /&gt;
&lt;br /&gt;
== Item Attunement ==&lt;br /&gt;
&lt;br /&gt;
In the anvil menu, you can use skill stars to attune items.&lt;br /&gt;
&lt;br /&gt;
When attuned the potency of your items are doubled. The best way to think of it is like having two copies of the same item in your inventory. For example, an attuned blackjack does not mean you have 20% stun for 4 seconds. Instead, an attuned blackjack gives you two separate rolls for 10% to stun for 2 seconds; this leads to a cumulative 19% chance to stun for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
You can attune as many items as you want as long as you have skills stars and the blueprints. Attuned buffs will be applied to all items you gain from any source. Also, note that this must be done for each individual character.&lt;br /&gt;
&lt;br /&gt;
To attune every available item it will require a total of 780 skill stars. &lt;br /&gt;
&lt;br /&gt;
To attune all available items and max out a characters skills, this will cost a total of 957 stars. With a maxed out guild, this is attainable at level 107. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Item Forge ==&lt;br /&gt;
&lt;br /&gt;
You can forge one item every run from the Magic Anvil using ore.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Item cost&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Item attuning&lt;br /&gt;
| Item forging&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | Common&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | 3 Stars&lt;br /&gt;
| style=&amp;quot;color:#72777d;&amp;quot; | 5 Ore (10 if a set item)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Uncommon&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | 9 Stars&lt;br /&gt;
| style=&amp;quot;color:green;&amp;quot; | 10 Ore (20 if a set item)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | Rare&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | 18 Stars&lt;br /&gt;
| style=&amp;quot;color:blue;&amp;quot; | 25 Ore (40 if a set item)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Item Availability ==&lt;br /&gt;
&lt;br /&gt;
Some items aren't available due to balancing. All other items have their own blueprint to find in your adventures. The table below lists the missing items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center; font-weight:bold; background-color:darkred; color:white;&amp;quot; | NON-BLUEPRINTABLE&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold; color:#72777d;&amp;quot; | Common&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold; color:#32cb00;&amp;quot; | Uncommon&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold; color:#3166ff;&amp;quot; | Rare&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | Vendor's Coin&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Apothecary's Mortar Pestle&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | Magebane&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | Scroll of Magic Missile: Page 1&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Apothecary's Sphere&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | Shieldbreaker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | Scroll of Magic Missile: Page 2&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Fancy Plume&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | Cape of the Flamewalker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; |Defender's Halberd&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Old map&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Talisman of Decay&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Hero Unknown's Frying Pan&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Shaftelocke Pickaxe&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Magic_Anvil&amp;diff=916</id>
		<title>Magic Anvil</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Magic_Anvil&amp;diff=916"/>
		<updated>2018-04-28T14:19:11Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Magic Anvil is located next to the blacksmith of the Town once retrieved from the Armory.&lt;br /&gt;
Once the anvil is collected, players can see and collect blueprints for Items up to the Rare quality. Upon collection, blueprints will be available for use on all your characters.&lt;br /&gt;
&lt;br /&gt;
== Item Attunement ==&lt;br /&gt;
&lt;br /&gt;
In the anvil menu, you can use skill stars to attune items.&lt;br /&gt;
&lt;br /&gt;
When attuned the potency of your items are doubled. The best way to think of it is like having two copies of the same item in your inventory. For example, an attuned blackjack does not mean you have 20% stun for 4 seconds. Instead, an attuned blackjack gives you two separate rolls for 10% to stun for 2 seconds; this leads to a cumulative 19% chance to stun for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
You can attune as many items as you want as long as you have skills stars and the blueprints. Attuned buffs will be applied to all items you gain from any source. Also, note that this must be done for each individual character.&lt;br /&gt;
&lt;br /&gt;
To attune every available item it will require a total of 780 skill stars. &lt;br /&gt;
To attune all available items and max out a characters skills, this will cost a total of 957 stars. With a maxed out guild, this is attainable at level 107. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Item Forge ==&lt;br /&gt;
&lt;br /&gt;
You can forge one item every run from the Magic Anvil using ore.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Item cost&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Item attuning&lt;br /&gt;
| Item forging&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | Common&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | 3 Stars&lt;br /&gt;
| style=&amp;quot;color:#72777d;&amp;quot; | 5 Ore (10 if a set item)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Uncommon&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | 9 Stars&lt;br /&gt;
| style=&amp;quot;color:green;&amp;quot; | 10 Ore (20 if a set item)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | Rare&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | 18 Stars&lt;br /&gt;
| style=&amp;quot;color:blue;&amp;quot; | 25 Ore (40 if a set item)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Item Availability ==&lt;br /&gt;
&lt;br /&gt;
Some items aren't available due to balancing. All other items have their own blueprint to find in your adventures. The table below lists the missing items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center; font-weight:bold; background-color:darkred; color:white;&amp;quot; | NON-BLUEPRINTABLE&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold; color:#72777d;&amp;quot; | Common&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold; color:#32cb00;&amp;quot; | Uncommon&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold; color:#3166ff;&amp;quot; | Rare&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | Vendor's Coin&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Apothecary's Mortar Pestle&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | Magebane&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | Scroll of Magic Missile: Page 1&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Apothecary's Sphere&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | Shieldbreaker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | Scroll of Magic Missile: Page 2&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Fancy Plume&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | Cape of the Flamewalker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; |Defender's Halberd&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Old map&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Talisman of Decay&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Hero Unknown's Frying Pan&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Shaftelocke Pickaxe&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Magic_Anvil&amp;diff=913</id>
		<title>Magic Anvil</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Magic_Anvil&amp;diff=913"/>
		<updated>2018-04-28T13:28:48Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Magical anvil is located next to the blacksmith of the Town once retrieved from the Armory.&lt;br /&gt;
Once the anvil is collected, players can see and collect blueprints for Items up to the Rare quality. Upon collection, blueprints will be available for use on all your characters.&lt;br /&gt;
&lt;br /&gt;
== Item Attunement ==&lt;br /&gt;
&lt;br /&gt;
In the anvil menu, you can use skill stars to attune items.&lt;br /&gt;
&lt;br /&gt;
When attuned the potency of your items are doubled. The best way to think of it is like having two copies of the same item in your inventory. For example, an attuned blackjack does not mean you have 20% stun for 4 seconds. Instead, an attuned blackjack gives you two separate rolls for 10% to stun for 2 seconds; this leads to a cumulative 19% chance to stun for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
You can attune as many items as you want as long as you have skills stars and the blueprints. Attuned buffs will be applied to all items you gain from any source. Also, note that this must be done for each individual character.&lt;br /&gt;
&lt;br /&gt;
To attune every available item it will require a total of 780 skill stars. To attune all available items and max out a characters skills, this will cost a total of 957 stars. With a maxed out guild, this is attainable at level 107. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Item Forge ==&lt;br /&gt;
&lt;br /&gt;
You can forge one item every run from the magical anvil using ore.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Item cost&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Item attuning&lt;br /&gt;
| Item forging&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | Common&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | 3 Stars&lt;br /&gt;
| style=&amp;quot;color:#72777d;&amp;quot; | 5 Ore (10 if a set item)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Uncommon&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | 9 Stars&lt;br /&gt;
| style=&amp;quot;color:green;&amp;quot; | 10 Ore (20 if a set item)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | Rare&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | 18 Stars&lt;br /&gt;
| style=&amp;quot;color:blue;&amp;quot; | 25 Ore (40 if a set item)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Item Availability ==&lt;br /&gt;
&lt;br /&gt;
Some items aren't available due to balancing. All other items have their own blueprint to find in your adventures. The table below lists the missing items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center; font-weight:bold; background-color:darkred; color:white;&amp;quot; | NON-BLUEPRINTABLE&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold; color:#72777d;&amp;quot; | Common&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold; color:#32cb00;&amp;quot; | Uncommon&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold; color:#3166ff;&amp;quot; | Rare&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | Vendor's Coin&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Apothecary's Mortar Pestle&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | Magebane&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | Scroll of Magic Missile: Page 1&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Apothecary's Sphere&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | Shieldbreaker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | Scroll of Magic Missile: Page 2&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Fancy Plume&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | Cape of the Flamewalker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; |Defender's Halberd&lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Old map&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Talisman of Decay&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Hero Unknown's Frying Pan&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; color:#72777d;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center; color:green;&amp;quot; | Shaftelocke Pickaxe&lt;br /&gt;
| style=&amp;quot;text-align: center; color:blue;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Item_Sets&amp;diff=912</id>
		<title>Item Sets</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Item_Sets&amp;diff=912"/>
		<updated>2018-04-28T13:24:41Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: &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;
&amp;lt;!--&lt;br /&gt;
for the table below please anchor the 1st item in the set, not the set name. this makes sure that all items in the set are visible when the set is linked too.&lt;br /&gt;
&lt;br /&gt;
use &amp;lt;span id=&amp;quot;set_name&amp;quot;&amp;gt;1st item in set&amp;lt;/span&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|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;
|&amp;lt;span id=&amp;quot;apothecarys_implements&amp;quot;&amp;gt;Apothecary's Herbs&amp;lt;/span&amp;gt;||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;
|&amp;lt;span id=&amp;quot;disciples_arcana&amp;quot;&amp;gt;Circlet of Willpower&amp;lt;/span&amp;gt;||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;
|&amp;lt;span id=&amp;quot;fire_and_ice&amp;quot;&amp;gt;Flametongue&amp;lt;/span&amp;gt;||style=&amp;quot;color:blue&amp;quot;|Rare||2 pieces: +10 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;
|&amp;lt;span id=&amp;quot;journeymans_outfit&amp;quot;&amp;gt;Chainmail&amp;lt;/span&amp;gt;||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;
|&amp;lt;span id=&amp;quot;kings_regalia&amp;quot;&amp;gt;Amulet of Kings&amp;lt;/span&amp;gt;||style=&amp;quot;color:blue&amp;quot;|Rare||3 pieces: 33% 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: 66% faster attacks and skills&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:#cfe2f3;&amp;quot;&lt;br /&gt;
|Crown of Kings||style=&amp;quot;color:#ab00ff&amp;quot;|Epic||&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;
|&amp;lt;span id=&amp;quot;stones_of_midas&amp;quot;&amp;gt;Life Stone&amp;lt;/span&amp;gt;||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;
|&amp;lt;span id=&amp;quot;monster_brochure&amp;quot;&amp;gt;Monster Pamphlet: Abberrations&amp;lt;/span&amp;gt;||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;
|&amp;lt;span id=&amp;quot;monster_encyclopedia&amp;quot;&amp;gt;Monster Manual: Aberrations&amp;lt;/span&amp;gt;||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;
|&amp;lt;span id=&amp;quot;spheres_of_power&amp;quot;&amp;gt;Lesser Sphere of Life&amp;lt;/span&amp;gt;||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:#ab00ff&amp;quot;|Epic||&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;
|&amp;lt;span id=&amp;quot;tricksters_ensemble&amp;quot;&amp;gt;Sandals of Swiftness&amp;lt;/span&amp;gt;||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:#cfe2f3;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#cfe2f3;&amp;quot;|Markham's mastery&lt;br /&gt;
|&amp;lt;span id=&amp;quot;markhams_mastery&amp;quot;&amp;gt;Markham's purse&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +1 Armor &amp;amp; Resistance per item in your inventory.&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Markham's stone||style=&amp;quot;color:green&amp;quot;|Unommon||5 pieces: +0.5% faster attacks and skills per item in your inventory.&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Markham's mace||style=&amp;quot;color:blue&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Markham's wand||style=&amp;quot;color:blue&amp;quot;|Rare||&lt;br /&gt;
|- style=&amp;quot;background-color:#cfe2f3;&amp;quot;&lt;br /&gt;
|Markham's amulet||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;3&amp;quot; style=&amp;quot;background-color:#fff2cc;&amp;quot;|Curio's collection&lt;br /&gt;
|&amp;lt;span id=&amp;quot;curios_collection&amp;quot;&amp;gt;Curio's box&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +15 Health &amp;amp; Mana. +9 Attack &amp;amp; Skill Power. +6 Armor &amp;amp; Resistance.&lt;br /&gt;
|- style=&amp;quot;background-color:#fff2cc;&amp;quot;&lt;br /&gt;
|Curio's case||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- style=&amp;quot;background-color:#fff2cc;&amp;quot;&lt;br /&gt;
|Curio's coffer||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;|A Wizard's Starting Kit&lt;br /&gt;
|&amp;lt;span id=&amp;quot;wizards_starting_kit&amp;quot;&amp;gt;Scroll of magic missile:Page 1&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||1 pieces: Unleash 1 magic missile when using a skill.&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
|Scroll of magic missile:Page 2||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Unleash 3 magic missiles when using a skill.&lt;br /&gt;
|- style=&amp;quot;background-color:#f4cccc;&amp;quot;&lt;br /&gt;
|Tome of magic missle||style=&amp;quot;color:green&amp;quot;|Uncommon||3 pieces: Unleash 7 magic missiles when using a skill.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=903</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=903"/>
		<updated>2018-04-27T19:58:01Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* 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 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;
When War becomes enraged, his single spiked projectile becomes five homing spiked projectiles when he swings his scythe. When War is the last Wraith left, his projectiles home and when they expire or impact a surface or unit, they create a spiked ground pool that lasts 4.5 seconds.&lt;br /&gt;
&lt;br /&gt;
When Magic becomes enraged, there is no visible change to his mechanics. When Magic is the final wraith, He fires his projectiles and when they impact a surface they create Wisdom's cursed ground and some impact points fire 3 of War's spiked homing projectiles. &lt;br /&gt;
&lt;br /&gt;
When Wisdom becomes enraged, his cursed ground shoots three green projectiles when placed. When Wisdom is the final Wraith, his pools will fire five green projectiles  projectiles and spawn homing spikes.&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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Town_Hall&amp;diff=902</id>
		<title>Town Hall</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Town_Hall&amp;diff=902"/>
		<updated>2018-04-27T19:57:15Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Upgrades, Costs, Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Town Hall is where you use ore you've collected to upgrade buildings in your Town.&lt;br /&gt;
&lt;br /&gt;
==Upgrades, Costs, Effects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tier 1 &lt;br /&gt;
|-&lt;br /&gt;
| Building || Ore Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Town Hall]] || 0 || Unlocked by default&lt;br /&gt;
|-&lt;br /&gt;
| [[Treasury]] || 0 || Unlocked by default. 50% tax rate at 10000 total gold.&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild Hall]] || 0 || Unlocked by default. Upgrade your skills to Tier 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[General Store]] || 5 || Buy keys and items (3 common).&lt;br /&gt;
|-&lt;br /&gt;
| [[Blacksmith]] || 5 || Buy upgrades to your weapons (primary attack) and armor.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore Trader]] || 5 || Buy and sell ore.&lt;br /&gt;
|-&lt;br /&gt;
| [[Apothecary]] || 5 || Buy upgrades for your potion.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fountain]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chapel]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic Shop]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tier 2 &lt;br /&gt;
|-&lt;br /&gt;
| Building || Ore Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Town Hall]] || 5 || Unlocks the next tier of Town Hall upgrades.&lt;br /&gt;
|-&lt;br /&gt;
| [[Treasury]] || 20 || 50% tax rate at 15000 total gold.&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild Hall]] || 10 || Upgrade your skills to Tier 2.&lt;br /&gt;
|-&lt;br /&gt;
| [[General Store]] || 10 || Buy keys and items (2 common, 1 uncommon). &lt;br /&gt;
Prices 5% cheaper.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blacksmith]] || 10 || Buy upgrades to your weapons (primary attack) and armor.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore Trader]] || 10 || Buy and sell ore. Better trade rates.&lt;br /&gt;
|-&lt;br /&gt;
| [[Apothecary]] || 15 || Buy upgrades for your potion and pickup effectiveness.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fountain]] || 10 || Throw gold in the Fountain to have something happen &lt;br /&gt;
(good or bad, amazing or terrible).&lt;br /&gt;
|-&lt;br /&gt;
| [[Chapel]] || 15 || Unlocks [[Priest]]. Donate money to receive a permanent blessing.&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]] || 10 || Unlocks [[Thief]]. Adds gambling.&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic Shop]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tier 3 &lt;br /&gt;
|-&lt;br /&gt;
| Building || Ore Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Town Hall]] || 20 || Unlocks the next tier of Town Hall upgrades.&lt;br /&gt;
|-&lt;br /&gt;
| [[Treasury]] || 40 || 50% tax rate at 20000 total gold.&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild Hall]] || 30 || Upgrade your skills to Tier 3.&lt;br /&gt;
|-&lt;br /&gt;
| [[General Store]] || 25 || Buy keys and items (3 common, 1 uncommon).&lt;br /&gt;
Prices 10% cheaper.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blacksmith]] || 25 || Buy upgrades to your weapons (primary attack) and armor.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore Trader]] || 30 || Buy and sell ore. Better trade rates.&lt;br /&gt;
|-&lt;br /&gt;
| [[Apothecary]] || 35 || Buy upgrades for your potion and pickup effectiveness.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fountain]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chapel]] || 35 || Donate money to receive a permanent blessing.&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]] || 20 || Buy up to 4 drinks. Increased stockpile limit for drinks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic Shop]] || 30 || Unlocks [[Wizard]]. Buy upgrades to your skills and resistance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tier 4 &lt;br /&gt;
|-&lt;br /&gt;
| Building || Ore Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Town Hall]] || 40 || Unlocks the next tier of Town Hall upgrades.&lt;br /&gt;
|-&lt;br /&gt;
| [[Treasury]] || 80 || 50% tax rate at 25000 total gold. &lt;br /&gt;
|-&lt;br /&gt;
| [[Guild Hall]] || 60 || Upgrade your skills to Tier 4.&lt;br /&gt;
|-&lt;br /&gt;
| [[General Store]] || 50 || Buy keys and items (2 common, 1 uncommon, 1 rare). &lt;br /&gt;
Prices 15% cheaper. &lt;br /&gt;
|-&lt;br /&gt;
| [[Blacksmith]] || 50 || Buy upgrades to your weapons (primary attack) and armor.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore Trader]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Apothecary]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Fountain]] || 25 || Higher chance of something good happening.&lt;br /&gt;
|-&lt;br /&gt;
| [[Chapel]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]] || 40 || Buy up to 5 drinks. Increased stockpile limit for drinks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic Shop]] || 60 || Buy upgrades to your skills and resistance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tier 5 &lt;br /&gt;
|-&lt;br /&gt;
| Building || Ore Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Town Hall]] || 80 || Unlocks the next tier of Town Hall upgrades.&lt;br /&gt;
|-&lt;br /&gt;
| [[Treasury]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild Hall]] || 120 || Upgrade your skills to Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
| [[General Store]] || 100 || Buy keys and items (2 common, 2 uncommon, 1 rare).&lt;br /&gt;
Prices 20% cheaper.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blacksmith]] || 100 || Buy upgrades to your weapons (primary attack) and armor.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore Trader]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Apothecary]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Fountain]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chapel]] || 135 || Donate money to receive a permanent blessing.&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic Shop]] || 120 || Buy upgrades to your skills and resistance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Total Ore Cost of Upgrading the Town==&lt;br /&gt;
Purchasing every upgrade will cost a total of 1445 ore.&lt;br /&gt;
&lt;br /&gt;
'''Total Cost Per Building'''&lt;br /&gt;
&lt;br /&gt;
Town Hall: 145&lt;br /&gt;
&lt;br /&gt;
Treasury: 140&lt;br /&gt;
&lt;br /&gt;
Guild Hall: 220&lt;br /&gt;
&lt;br /&gt;
General Store: 210&lt;br /&gt;
&lt;br /&gt;
Blacksmith: 190&lt;br /&gt;
&lt;br /&gt;
Ore Trader: 45&lt;br /&gt;
&lt;br /&gt;
Apothecary: 55&lt;br /&gt;
&lt;br /&gt;
Fountain: 35&lt;br /&gt;
&lt;br /&gt;
Chapel: 185&lt;br /&gt;
&lt;br /&gt;
Tavern: 10&lt;br /&gt;
&lt;br /&gt;
Magic Shop: 210&lt;br /&gt;
&lt;br /&gt;
== Character Upgrade Costs ==&lt;br /&gt;
The gold required to completely upgrade a character is 524,400 gold.&lt;br /&gt;
&lt;br /&gt;
'''Total Cost Subdivided'''&lt;br /&gt;
&lt;br /&gt;
Blacksmith Upgrade: 258,000&lt;br /&gt;
&lt;br /&gt;
Apothecary Upgrades: 23,400&lt;br /&gt;
&lt;br /&gt;
Chapel Blessings: 80,000&lt;br /&gt;
&lt;br /&gt;
Magic Shop Upgrades: 163,000&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=901</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=901"/>
		<updated>2018-04-27T19:55:23Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* 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;
When War becomes enraged, his single spiked projectile becomes five homing spiked projectiles when he swings his scythe. When War is the last Wraith left, his projectiles home and when they expire or impact a surface or unit, they create a spiked ground pool that lasts 4.5 seconds.&lt;br /&gt;
&lt;br /&gt;
When Magic becomes enraged, there is no visible change to his mechanics. When Magic is the final wraith, He fires his projectiles and when they impact a surface they create Wisdom's cursed ground and some impact points fire 3 of War's spiked homing projectiles. &lt;br /&gt;
&lt;br /&gt;
When Wisdom becomes enraged, his cursed ground shoots three green projectiles when placed. When Wisdom is the final Wraith, his pools will fire five green projectiles  projectiles and spawn homing spikes.&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=900</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=900"/>
		<updated>2018-04-27T19:53:34Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* 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;
When War becomes enraged, his single spiked projectile becomes four homing spiked projectiles when he swings his scythe. When War is the last Wraith left, his projectiles home and when they expire or impact a surface or unit, they create a spiked ground pool that lasts 4.5 seconds.&lt;br /&gt;
&lt;br /&gt;
When Magic becomes enraged, there is no visible change to his mechanics. When Magic is the final wraith, He fires his projectiles and when they impact a surface they create Wisdom's cursed ground and some impact points fire 3 of War's spiked homing projectiles. &lt;br /&gt;
&lt;br /&gt;
When Wisdom becomes enraged, his cursed ground shoots three green projectiles when placed. When Wisdom is the final Wraith, his pools will fire five green projectiles  projectiles and spawn homing spikes.&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=899</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=899"/>
		<updated>2018-04-27T19:49:17Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* 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 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;
When War becomes enraged, his single spiked projectile becomes four homing spiked projectiles when he swings his scythe. When War is the last Wraith left, his projectiles home and when they expire or impact a surfact or unit, they create a spiked ground pool that lasts 4.5 seconds and these pools spawn Wisdom orbs. &lt;br /&gt;
&lt;br /&gt;
When Magic becomes enraged, there is no visible change to his mechanics. When Magic is the final wraith, He fires his projectiles and when they impact a surface they create Wisdom's cursed ground and some impact points fire 3 of War's spiked homing projectiles. &lt;br /&gt;
&lt;br /&gt;
When Wisdom becomes enraged, his cursed ground shoots three green projectiles when placed. When Wisdom is the final Wraith, his pools will fire five green projectiles  projectiles and spawn homing spikes.&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=898</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=898"/>
		<updated>2018-04-27T19:46:59Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Act 3, The Armory boss: The Three Wraiths */&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;
===== 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;
When War becomes enraged, his single spiked projectile becomes four homing spiked projectiles when he swings his scythe. When War is the last Wraith left, his projectiles home and when they expire or impact a surfact or unit, they create a spiked ground pool that lasts 4.5 seconds and these pools spawn Wisdom orbs. &lt;br /&gt;
&lt;br /&gt;
When Magic becomes enraged, there is no visible change to his mechanics. When Magic is the final wraith, He fires his projectiles and when they impact a surface they create Wisdom's cursed ground and some impact points fire 3 of War's spiked homing projectiles. &lt;br /&gt;
&lt;br /&gt;
When Wisdom becomes enraged, his cursed ground shoots three green projectiles when placed. When Wisdom is the final Wraith, his pools will fire five green projectiles  projectiles and spawn homing spikes.&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
&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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Town_Hall&amp;diff=876</id>
		<title>Town Hall</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Town_Hall&amp;diff=876"/>
		<updated>2018-04-27T17:12:36Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Upgrades, Costs, Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Town Hall is where you use ore you've collected to upgrade buildings in your Town.&lt;br /&gt;
&lt;br /&gt;
==Upgrades, Costs, Effects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tier 1 &lt;br /&gt;
|-&lt;br /&gt;
| Building || Ore Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Town Hall]] || 0 || Unlocked by default&lt;br /&gt;
|-&lt;br /&gt;
| [[Treasury]] || 0 || Unlocked by default. 50% tax rate at 10000 total gold.&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild Hall]] || 0 || Unlocked by default. Upgrade your skills to Tier 1.&lt;br /&gt;
|-&lt;br /&gt;
| [[General Store]] || 5 || Buy keys and items (3 common).&lt;br /&gt;
|-&lt;br /&gt;
| [[Blacksmith]] || 5 || Buy upgrades to your weapons (primary attack) and armor.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore Trader]] || 5 || Buy and sell ore.&lt;br /&gt;
|-&lt;br /&gt;
| [[Apothecary]] || 5 || Buy upgrades for your potion.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fountain]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chapel]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic Shop]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tier 2 &lt;br /&gt;
|-&lt;br /&gt;
| Building || Ore Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Town Hall]] || 5 || Unlocks the next tier of Town Hall upgrades.&lt;br /&gt;
|-&lt;br /&gt;
| [[Treasury]] || 20 || 50% tax rate at 15000 total gold.&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild Hall]] || 10 || Upgrade your skills to Tier 2.&lt;br /&gt;
|-&lt;br /&gt;
| [[General Store]] || 10 || Buy keys and items (2 common, 1 uncommon). &lt;br /&gt;
Prices 5% cheaper.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blacksmith]] || 10 || Buy upgrades to your weapons (primary attack) and armor.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore Trader]] || 10 || Buy and sell ore. Better trade rates.&lt;br /&gt;
|-&lt;br /&gt;
| [[Apothecary]] || 15 || Buy upgrades for your potion and pickup effectiveness.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fountain]] || 10 || Throw gold in the Fountain to have something happen &lt;br /&gt;
(good or bad, amazing or terrible).&lt;br /&gt;
|-&lt;br /&gt;
| [[Chapel]] || 15 || Unlocks [[Priest]]. Donate money to receive a permanent blessing.&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]] || 10 || Unlocks [[Thief]]. Adds gambling.&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic Shop]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tier 3 &lt;br /&gt;
|-&lt;br /&gt;
| Building || Ore Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Town Hall]] || 20 || Unlocks the next tier of Town Hall upgrades.&lt;br /&gt;
|-&lt;br /&gt;
| [[Treasury]] || 40 || 50% tax rate at 20000 total gold.&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild Hall]] || 30 || Upgrade your skills to Tier 3.&lt;br /&gt;
|-&lt;br /&gt;
| [[General Store]] || 25 || Buy keys and items (3 common, 1 uncommon).&lt;br /&gt;
Prices 10% cheaper.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blacksmith]] || 25 || Buy upgrades to your weapons (primary attack) and armor.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore Trader]] || 30 || Buy and sell ore. Better trade rates.&lt;br /&gt;
|-&lt;br /&gt;
| [[Apothecary]] || 35 || Buy upgrades for your potion and pickup effectiveness.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fountain]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chapel]] || 35 || Donate money to receive a permanent blessing.&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]] || 20 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic Shop]] || 30 || Unlocks [[Wizard]]. Buy upgrades to your skills and resistance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tier 4 &lt;br /&gt;
|-&lt;br /&gt;
| Building || Ore Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Town Hall]] || 40 || Unlocks the next tier of Town Hall upgrades.&lt;br /&gt;
|-&lt;br /&gt;
| [[Treasury]] || 80 || 50% tax rate at 25000 total gold. &lt;br /&gt;
|-&lt;br /&gt;
| [[Guild Hall]] || 60 || Upgrade your skills to Tier 4.&lt;br /&gt;
|-&lt;br /&gt;
| [[General Store]] || 50 || Buy keys and items (2 common, 1 uncommon, 1 rare). &lt;br /&gt;
Prices 15% cheaper. &lt;br /&gt;
|-&lt;br /&gt;
| [[Blacksmith]] || 50 || Buy upgrades to your weapons (primary attack) and armor.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore Trader]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Apothecary]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Fountain]] || 25 || Higher chance of something good happening.&lt;br /&gt;
|-&lt;br /&gt;
| [[Chapel]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]] || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic Shop]] || 60 || Buy upgrades to your skills and resistance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tier 5 &lt;br /&gt;
|-&lt;br /&gt;
| Building || Ore Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Town Hall]] || 80 || Unlocks the next tier of Town Hall upgrades.&lt;br /&gt;
|-&lt;br /&gt;
| [[Treasury]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild Hall]] || 120 || Upgrade your skills to Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
| [[General Store]] || 100 || Buy keys and items (2 common, 2 uncommon, 1 rare).&lt;br /&gt;
Prices 20% cheaper.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blacksmith]] || 100 || Buy upgrades to your weapons (primary attack) and armor.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore Trader]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Apothecary]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Fountain]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chapel]] || 135 || Donate money to receive a permanent blessing.&lt;br /&gt;
|-&lt;br /&gt;
| [[Tavern]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic Shop]] || 120 || Buy upgrades to your skills and resistance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Total Ore Cost of Upgrading the Town==&lt;br /&gt;
Purchasing every upgrade will cost a total of 1445 ore.&lt;br /&gt;
&lt;br /&gt;
'''Total Cost Per Building'''&lt;br /&gt;
&lt;br /&gt;
Town Hall: 145&lt;br /&gt;
&lt;br /&gt;
Treasury: 140&lt;br /&gt;
&lt;br /&gt;
Guild Hall: 220&lt;br /&gt;
&lt;br /&gt;
General Store: 210&lt;br /&gt;
&lt;br /&gt;
Blacksmith: 190&lt;br /&gt;
&lt;br /&gt;
Ore Trader: 45&lt;br /&gt;
&lt;br /&gt;
Apothecary: 55&lt;br /&gt;
&lt;br /&gt;
Fountain: 35&lt;br /&gt;
&lt;br /&gt;
Chapel: 185&lt;br /&gt;
&lt;br /&gt;
Tavern: 10&lt;br /&gt;
&lt;br /&gt;
Magic Shop: 210&lt;br /&gt;
&lt;br /&gt;
== Character Upgrade Costs ==&lt;br /&gt;
The gold required to completely upgrade a character is 524,400 gold.&lt;br /&gt;
&lt;br /&gt;
'''Total Cost Subdivided'''&lt;br /&gt;
&lt;br /&gt;
Blacksmith Upgrade: 258,000&lt;br /&gt;
&lt;br /&gt;
Apothecary Upgrades: 23,400&lt;br /&gt;
&lt;br /&gt;
Chapel Blessings: 80,000&lt;br /&gt;
&lt;br /&gt;
Magic Shop Upgrades: 163,000&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Items&amp;diff=875</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Items&amp;diff=875"/>
		<updated>2018-04-27T16:02:46Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* List of the item pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span id=&amp;quot;Alternate Section Title&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;List of the item pages==&lt;br /&gt;
&lt;br /&gt;
; Page to the common items : [[Common Items]]&lt;br /&gt;
&lt;br /&gt;
; Page to the uncommon items : [[Uncommon Items]]&lt;br /&gt;
&lt;br /&gt;
; Page to the rare items : [[Rare Items]]&lt;br /&gt;
&lt;br /&gt;
; Page to the Epic items : [[Epic Items]]&lt;br /&gt;
&lt;br /&gt;
; Page to the legendary items : [[Legendary Items]]&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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=874</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=874"/>
		<updated>2018-04-27T15:26:53Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Multiplayer 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 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, Councilor of War, Councilor of Magic, and Councilor of Wisdom, are of the Undead monster type. The Councilor of War wields a scythe and performs a short-range circular AOE slash and then release a homing spooky missile towards the player. The Councilor of Magic briefly channels before releasing a nova of magical purple projectiles. The Councilor of Wisdom lays down its staff and causes several AOE circles that slow the players movement. There are three statues in the arena and damaging them also causes damage to the respective Wraiths, although the resistance on the statues are much higher and thus take a lot less damage compared to attacking the Wraiths directly. If one of the Wraiths is slain, the remaining Wraiths become enraged and starts to dish out much more potent versions of their attacks. For example, the enraged Councilor of Wisdom attack will cause the AOE slow circle to deal an insane amount of damage comparable to being on a spike trap that slows you!&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 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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=873</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=873"/>
		<updated>2018-04-27T15:17:55Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Act 2, The Prison boss: The Warden */&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;
===== 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 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, Councilor of War, Councilor of Magic, and Councilor of Wisdom, are of the Undead monster type. The Councilor of War wields a scythe and performs a short-range circular AOE slash and then release a homing spooky missile towards the player. The Councilor of Magic briefly channels before releasing a nova of magical purple projectiles. The Councilor of Wisdom lays down its staff and causes several AOE circles that slow the players movement. There are three statues in the arena and damaging them also causes damage to the respective Wraiths, although the resistance on the statues are much higher and thus take a lot less damage compared to attacking the Wraiths directly. If one of the Wraiths is slain, the remaining Wraiths become enraged and starts to dish out much more potent versions of their attacks. For example, the enraged Councilor of Wisdom attack will cause the AOE slow circle to deal an insane amount of damage comparable to being on a spike trap that slows you!&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 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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=872</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=872"/>
		<updated>2018-04-27T13:55:36Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Multiplayer 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 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 has several moves. His most dangerous move is the spinning attack which deals consistent damage if you stay within his range. His other attacks include mace smash (melee AOE), crossbow shot (high damage single target). Other hazards in this boss fight include bola throwers that root you in place and make you vulnerable to other attacks. There are also 4 invincible turrets on the sides that occasionally shoots arrows at the player. In new game plus, the warden also throws several bombs during the spin attack.&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, Councilor of War, Councilor of Magic, and Councilor of Wisdom, are of the Undead monster type. The Councilor of War wields a scythe and performs a short-range circular AOE slash and then release a homing spooky missile towards the player. The Councilor of Magic briefly channels before releasing a nova of magical purple projectiles. The Councilor of Wisdom lays down its staff and causes several AOE circles that slow the players movement. There are three statues in the arena and damaging them also causes damage to the respective Wraiths, although the resistance on the statues are much higher and thus take a lot less damage compared to attacking the Wraiths directly. If one of the Wraiths is slain, the remaining Wraiths become enraged and starts to dish out much more potent versions of their attacks. For example, the enraged Councilor of Wisdom attack will cause the AOE slow circle to deal an insane amount of damage comparable to being on a spike trap that slows you!&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 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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=871</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=871"/>
		<updated>2018-04-27T13:55:16Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Act 1, The Mines boss: Stone Guardian */&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;
===== 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 has several moves. His most dangerous move is the spinning attack which deals consistent damage if you stay within his range. His other attacks include mace smash (melee AOE), crossbow shot (high damage single target). Other hazards in this boss fight include bola throwers that root you in place and make you vulnerable to other attacks. There are also 4 invincible turrets on the sides that occasionally shoots arrows at the player. In new game plus, the warden also throws several bombs during the spin attack.&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, Councilor of War, Councilor of Magic, and Councilor of Wisdom, are of the Undead monster type. The Councilor of War wields a scythe and performs a short-range circular AOE slash and then release a homing spooky missile towards the player. The Councilor of Magic briefly channels before releasing a nova of magical purple projectiles. The Councilor of Wisdom lays down its staff and causes several AOE circles that slow the players movement. There are three statues in the arena and damaging them also causes damage to the respective Wraiths, although the resistance on the statues are much higher and thus take a lot less damage compared to attacking the Wraiths directly. If one of the Wraiths is slain, the remaining Wraiths become enraged and starts to dish out much more potent versions of their attacks. For example, the enraged Councilor of Wisdom attack will cause the AOE slow circle to deal an insane amount of damage comparable to being on a spike trap that slows you!&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 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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=870</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=870"/>
		<updated>2018-04-27T13:18:26Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Act 1, The Mines boss: Stone Guardian */&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 fire three projectiles instead of one and they home onto the player. When the boss slams the ground, he will also release a nova of stalagmites.&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 has several moves. His most dangerous move is the spinning attack which deals consistent damage if you stay within his range. His other attacks include mace smash (melee AOE), crossbow shot (high damage single target). Other hazards in this boss fight include bola throwers that root you in place and make you vulnerable to other attacks. There are also 4 invincible turrets on the sides that occasionally shoots arrows at the player. In new game plus, the warden also throws several bombs during the spin attack.&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, Councilor of War, Councilor of Magic, and Councilor of Wisdom, are of the Undead monster type. The Councilor of War wields a scythe and performs a short-range circular AOE slash and then release a homing spooky missile towards the player. The Councilor of Magic briefly channels before releasing a nova of magical purple projectiles. The Councilor of Wisdom lays down its staff and causes several AOE circles that slow the players movement. There are three statues in the arena and damaging them also causes damage to the respective Wraiths, although the resistance on the statues are much higher and thus take a lot less damage compared to attacking the Wraiths directly. If one of the Wraiths is slain, the remaining Wraiths become enraged and starts to dish out much more potent versions of their attacks. For example, the enraged Councilor of Wisdom attack will cause the AOE slow circle to deal an insane amount of damage comparable to being on a spike trap that slows you!&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 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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=869</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=869"/>
		<updated>2018-04-27T13:16:55Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: &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. &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 fire three projectiles instead of one and they home onto the player. When the boss slams the ground, he will also release a nova of stalagmites.&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 has several moves. His most dangerous move is the spinning attack which deals consistent damage if you stay within his range. His other attacks include mace smash (melee AOE), crossbow shot (high damage single target). Other hazards in this boss fight include bola throwers that root you in place and make you vulnerable to other attacks. There are also 4 invincible turrets on the sides that occasionally shoots arrows at the player. In new game plus, the warden also throws several bombs during the spin attack.&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, Councilor of War, Councilor of Magic, and Councilor of Wisdom, are of the Undead monster type. The Councilor of War wields a scythe and performs a short-range circular AOE slash and then release a homing spooky missile towards the player. The Councilor of Magic briefly channels before releasing a nova of magical purple projectiles. The Councilor of Wisdom lays down its staff and causes several AOE circles that slow the players movement. There are three statues in the arena and damaging them also causes damage to the respective Wraiths, although the resistance on the statues are much higher and thus take a lot less damage compared to attacking the Wraiths directly. If one of the Wraiths is slain, the remaining Wraiths become enraged and starts to dish out much more potent versions of their attacks. For example, the enraged Councilor of Wisdom attack will cause the AOE slow circle to deal an insane amount of damage comparable to being on a spike trap that slows you!&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 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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=868</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=868"/>
		<updated>2018-04-27T13:13:46Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Act 1, The Mines boss: Stone Guardian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TBA&lt;br /&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. &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 fire three projectiles instead of one and they home onto the player. When the boss slams the ground, he will also release a nova of stalagmites.&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 has several moves. His most dangerous move is the spinning attack which deals consistent damage if you stay within his range. His other attacks include mace smash (melee AOE), crossbow shot (high damage single target). Other hazards in this boss fight include bola throwers that root you in place and make you vulnerable to other attacks. There are also 4 invincible turrets on the sides that occasionally shoots arrows at the player. In new game plus, the warden also throws several bombs during the spin attack.&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, Councilor of War, Councilor of Magic, and Councilor of Wisdom, are of the Undead monster type. The Councilor of War wields a scythe and performs a short-range circular AOE slash and then release a homing spooky missile towards the player. The Councilor of Magic briefly channels before releasing a nova of magical purple projectiles. The Councilor of Wisdom lays down its staff and causes several AOE circles that slow the players movement. There are three statues in the arena and damaging them also causes damage to the respective Wraiths, although the resistance on the statues are much higher and thus take a lot less damage compared to attacking the Wraiths directly. If one of the Wraiths is slain, the remaining Wraiths become enraged and starts to dish out much more potent versions of their attacks. For example, the enraged Councilor of Wisdom attack will cause the AOE slow circle to deal an insane amount of damage comparable to being on a spike trap that slows you!&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 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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=866</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=866"/>
		<updated>2018-04-27T12:25:47Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Act 4, The Archives boss: The Watcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TBA&lt;br /&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;
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. He uses two attacks, one where he slams the ground and causes bats to spawn and stalagmites to fall, and another where he sends a wave of earth spikes protruding from the ground towards a player. In new game plus a nova of earth spikes radiate from the Stone guardian when he uses his slam and the normal earth spikes move homes in on the player.&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 has several moves. His most dangerous move is the spinning attack which deals consistent damage if you stay within his range. His other attacks include mace smash (melee AOE), crossbow shot (high damage single target). Other hazards in this boss fight include bola throwers that root you in place and make you vulnerable to other attacks. There are also 4 invincible turrets on the sides that occasionally shoots arrows at the player. In new game plus, the warden also throws several bombs during the spin attack.&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, Councilor of War, Councilor of Magic, and Councilor of Wisdom, are of the Undead monster type. The Councilor of War wields a scythe and performs a short-range circular AOE slash and then release a homing spooky missile towards the player. The Councilor of Magic briefly channels before releasing a nova of magical purple projectiles. The Councilor of Wisdom lays down its staff and causes several AOE circles that slow the players movement. There are three statues in the arena and damaging them also causes damage to the respective Wraiths, although the resistance on the statues are much higher and thus take a lot less damage compared to attacking the Wraiths directly. If one of the Wraiths is slain, the remaining Wraiths become enraged and starts to dish out much more potent versions of their attacks. For example, the enraged Councilor of Wisdom attack will cause the AOE slow circle to deal an insane amount of damage comparable to being on a spike trap that slows you!&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 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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=865</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=865"/>
		<updated>2018-04-27T12:25:01Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Act 5, The Chambers boss: Thundersnow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TBA&lt;br /&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;
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. He uses two attacks, one where he slams the ground and causes bats to spawn and stalagmites to fall, and another where he sends a wave of earth spikes protruding from the ground towards a player. In new game plus a nova of earth spikes radiate from the Stone guardian when he uses his slam and the normal earth spikes move homes in on the player.&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 has several moves. His most dangerous move is the spinning attack which deals consistent damage if you stay within his range. His other attacks include mace smash (melee AOE), crossbow shot (high damage single target). Other hazards in this boss fight include bola throwers that root you in place and make you vulnerable to other attacks. There are also 4 invincible turrets on the sides that occasionally shoots arrows at the player. In new game plus, the warden also throws several bombs during the spin attack.&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, Councilor of War, Councilor of Magic, and Councilor of Wisdom, are of the Undead monster type. The Councilor of War wields a scythe and performs a short-range circular AOE slash and then release a homing spooky missile towards the player. The Councilor of Magic briefly channels before releasing a nova of magical purple projectiles. The Councilor of Wisdom lays down its staff and causes several AOE circles that slow the players movement. There are three statues in the arena and damaging them also causes damage to the respective Wraiths, although the resistance on the statues are much higher and thus take a lot less damage compared to attacking the Wraiths directly. If one of the Wraiths is slain, the remaining Wraiths become enraged and starts to dish out much more potent versions of their attacks. For example, the enraged Councilor of Wisdom attack will cause the AOE slow circle to deal an insane amount of damage comparable to being on a spike trap that slows you!&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 4, The Archives boss: The Watcher===&lt;br /&gt;
[[File:act4_boss2x.png|frame|The Watcher]]&lt;br /&gt;
The Watcher is a large eyeball, monster type: aberration. This boss fight is split into several phases, specifically five sections in which you fight the boss and four sections in which you must complete a summoning ritual.&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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=864</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=864"/>
		<updated>2018-04-27T12:23:43Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Act 3, The Armory boss: The Three Wraiths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TBA&lt;br /&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;
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. He uses two attacks, one where he slams the ground and causes bats to spawn and stalagmites to fall, and another where he sends a wave of earth spikes protruding from the ground towards a player. In new game plus a nova of earth spikes radiate from the Stone guardian when he uses his slam and the normal earth spikes move homes in on the player.&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 has several moves. His most dangerous move is the spinning attack which deals consistent damage if you stay within his range. His other attacks include mace smash (melee AOE), crossbow shot (high damage single target). Other hazards in this boss fight include bola throwers that root you in place and make you vulnerable to other attacks. There are also 4 invincible turrets on the sides that occasionally shoots arrows at the player. In new game plus, the warden also throws several bombs during the spin attack.&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, Councilor of War, Councilor of Magic, and Councilor of Wisdom, are of the Undead monster type. The Councilor of War wields a scythe and performs a short-range circular AOE slash and then release a homing spooky missile towards the player. The Councilor of Magic briefly channels before releasing a nova of magical purple projectiles. The Councilor of Wisdom lays down its staff and causes several AOE circles that slow the players movement. There are three statues in the arena and damaging them also causes damage to the respective Wraiths, although the resistance on the statues are much higher and thus take a lot less damage compared to attacking the Wraiths directly. If one of the Wraiths is slain, the remaining Wraiths become enraged and starts to dish out much more potent versions of their attacks. For example, the enraged Councilor of Wisdom attack will cause the AOE slow circle to deal an insane amount of damage comparable to being on a spike trap that slows you!&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 4, The Archives boss: The Watcher===&lt;br /&gt;
[[File:act4_boss2x.png|frame|The Watcher]]&lt;br /&gt;
The Watcher is a large eyeball, monster type: aberration. This boss fight is split into several phases, specifically five sections in which you fight the boss and four sections in which you must complete a summoning ritual.&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. 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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=863</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=863"/>
		<updated>2018-04-27T12:23:15Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Act 2, The Prison boss: The Warden */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TBA&lt;br /&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;
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. He uses two attacks, one where he slams the ground and causes bats to spawn and stalagmites to fall, and another where he sends a wave of earth spikes protruding from the ground towards a player. In new game plus a nova of earth spikes radiate from the Stone guardian when he uses his slam and the normal earth spikes move homes in on the player.&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 has several moves. His most dangerous move is the spinning attack which deals consistent damage if you stay within his range. His other attacks include mace smash (melee AOE), crossbow shot (high damage single target). Other hazards in this boss fight include bola throwers that root you in place and make you vulnerable to other attacks. There are also 4 invincible turrets on the sides that occasionally shoots arrows at the player. In new game plus, the warden also throws several bombs during the spin attack.&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;
The Three Wraiths, Councilor of War, Councilor of Magic, and Councilor of Wisdom, are of the Undead monster type. The Councilor of War wields a scythe and performs a short-range circular AOE slash and then release a homing spooky missile towards the player. The Councilor of Magic briefly channels before releasing a nova of magical purple projectiles. The Councilor of Wisdom lays down its staff and causes several AOE circles that slow the players movement. There are three statues in the arena and damaging them also causes damage to the respective Wraiths, although the resistance on the statues are much higher and thus take a lot less damage compared to attacking the Wraiths directly. If one of the Wraiths is slain, the remaining Wraiths become enraged and starts to dish out much more potent versions of their attacks. For example, the enraged Councilor of Wisdom attack will cause the AOE slow circle to deal an insane amount of damage comparable to being on a spike trap that slows you!&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 4, The Archives boss: The Watcher===&lt;br /&gt;
[[File:act4_boss2x.png|frame|The Watcher]]&lt;br /&gt;
The Watcher is a large eyeball, monster type: aberration. This boss fight is split into several phases, specifically five sections in which you fight the boss and four sections in which you must complete a summoning ritual.&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. 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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=862</id>
		<title>Forsaken Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Forsaken_Tower&amp;diff=862"/>
		<updated>2018-04-27T12:22:59Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Act 1, The Mines boss: Stone Guardian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TBA&lt;br /&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;
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. He uses two attacks, one where he slams the ground and causes bats to spawn and stalagmites to fall, and another where he sends a wave of earth spikes protruding from the ground towards a player. In new game plus a nova of earth spikes radiate from the Stone guardian when he uses his slam and the normal earth spikes move homes in on the player.&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. Stationed at the entrance of the dungeon, this gargantuan has several moves. His most dangerous move is the spinning attack which deals consistent damage if you stay within his range. His other attacks include mace smash (melee AOE), crossbow shot (high damage single target). Other hazards in this boss fight include bola throwers that root you in place and make you vulnerable to other attacks. There are also 4 invincible turrets on the sides that occasionally shoots arrows at the player. In new game plus, the warden also throws several bombs during the spin attack.&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;
The Three Wraiths, Councilor of War, Councilor of Magic, and Councilor of Wisdom, are of the Undead monster type. The Councilor of War wields a scythe and performs a short-range circular AOE slash and then release a homing spooky missile towards the player. The Councilor of Magic briefly channels before releasing a nova of magical purple projectiles. The Councilor of Wisdom lays down its staff and causes several AOE circles that slow the players movement. There are three statues in the arena and damaging them also causes damage to the respective Wraiths, although the resistance on the statues are much higher and thus take a lot less damage compared to attacking the Wraiths directly. If one of the Wraiths is slain, the remaining Wraiths become enraged and starts to dish out much more potent versions of their attacks. For example, the enraged Councilor of Wisdom attack will cause the AOE slow circle to deal an insane amount of damage comparable to being on a spike trap that slows you!&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 4, The Archives boss: The Watcher===&lt;br /&gt;
[[File:act4_boss2x.png|frame|The Watcher]]&lt;br /&gt;
The Watcher is a large eyeball, monster type: aberration. This boss fight is split into several phases, specifically five sections in which you fight the boss and four sections in which you must complete a summoning ritual.&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. 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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Uncommon_Items&amp;diff=861</id>
		<title>Uncommon Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Uncommon_Items&amp;diff=861"/>
		<updated>2018-04-27T12:15:19Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: &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 can be found in wooden, bronze, silver, and gold [[Chests|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;5&amp;quot;|List of Uncommon Gear&lt;br /&gt;
|-&lt;br /&gt;
!Image||Name||Effect||Blueprint||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||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&amp;quot;|✘||[[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||style=&amp;quot;text-align:center;&amp;quot;|✔||[[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||style=&amp;quot;text-align:center;&amp;quot;|✘||[[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||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&amp;quot;|✔||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsnew.png|column=3|row=16}}||style=&amp;quot;color:green;&amp;quot;|Curio's Case||+10 Health &amp;amp; Mana. +6 Attack &amp;amp; Skill Power. +4 Armour &amp;amp; Resistance.||style=&amp;quot;text-align:center;&amp;quot;|✔||[[Item Sets|Curio's Collection]]&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||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&amp;quot;|✘||&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||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&amp;quot;|✔||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsnew.png|column=6|row=16}}||style=&amp;quot;color:green;&amp;quot;|Markham's Stone||+1% Ore Gain per item in your inventory||style=&amp;quot;text-align:center;&amp;quot;|✔||[[Item Sets|Markham's Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsnew.png|column=2|row=17}}||style=&amp;quot;color:green;&amp;quot;|Hero Unknown's Frying Pan||Blocks most projectiles in a backwards 90° arc||style=&amp;quot;text-align:center;&amp;quot;|✘||&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||style=&amp;quot;text-align:center;&amp;quot;|✔||[[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||style=&amp;quot;text-align:center;&amp;quot;|✔||[[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||style=&amp;quot;text-align:center;&amp;quot;|✔||[[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||style=&amp;quot;text-align:center;&amp;quot;|✔||[[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||style=&amp;quot;text-align:center;&amp;quot;|✘||&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||style=&amp;quot;text-align:center;&amp;quot;|✔||[[Item Sets|Trickester's Ensemble]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsnew.png|column=0|row=17}}||style=&amp;quot;color:green;&amp;quot;|Reinforced Gloves||Passively block 10 damage with a cooldown of 10 seconds||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&amp;quot;|✔||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsnew.png|column=3|row=8}}||style=&amp;quot;color:green;&amp;quot;|Seal of the Martyr||Deal 1% more damage for each % health missing||style=&amp;quot;text-align:center;&amp;quot;|✔||&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% ore gain||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&amp;quot;|✔||[[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||style=&amp;quot;text-align:center;&amp;quot;|✔||[[Item Sets|Spheres of Power]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsnew.png|column=3|row=17}}||style=&amp;quot;color:green;&amp;quot;|Spiked Boots||Deal 15 Physical damage when colliding with enemies||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&amp;quot;|✘||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Itemsnew.png|column=1|row=16}}||style=&amp;quot;color:green;&amp;quot;|Tome of Magic Missile||+10 Skill power. Magic missiles deal 25 Magical damage and has a cooldown of 2 seconds||style=&amp;quot;text-align:center;&amp;quot;|✔||[[Item Sets|A Wizards Starting Kit]]&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||style=&amp;quot;text-align:center;&amp;quot;|✔||&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||style=&amp;quot;text-align:center;&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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=858</id>
		<title>Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=858"/>
		<updated>2018-04-26T23:17:35Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Shops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.&lt;br /&gt;
&lt;br /&gt;
==Elevators==&lt;br /&gt;
Using an elevator will allow you to send your money and ore back to town. Money is [[Town_Hall#Tax_Rate_Explained|taxed]] based on your current town hall level. The game will ask you for confirmation and show you how much you are actually sending back and at what tax rate.&lt;br /&gt;
&lt;br /&gt;
==Springs   [[File:springs.png]]==&lt;br /&gt;
A Spring can spawn on any floor. Using it will restore you to max health and mana as well as fill any empty potion charges you might have.&amp;lt;br&amp;gt;&lt;br /&gt;
The only guaranteed spring in the game is directly before [[Acts#Bosses| Thundersnow]] on floor 3 of act 5 and the bonus rooms.&lt;br /&gt;
&lt;br /&gt;
==Shrine   [[File:shrine.png]]==&lt;br /&gt;
These can be found in any act. Interacting with one will grant you a temporary buff. The rewards is random there is no way of knowing what you will get.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Shrine buffs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Icon&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Buff&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Duration&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=1|row=1}}&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -50% damage taken&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=3|row=0}}&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +50% more damage&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=0|row=1}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +100% experience&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=1|row=0}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20 HP a second&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=2|row=0}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Free skills&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imps   [[File:imp.png]]==&lt;br /&gt;
Imps will show up in the dungeon at random times. After they have appeared they will stay for 2 minutes before leaving. If you are able to get to them before they leave they will reward you with one of the following options.&lt;br /&gt;
*Send your gold to town tax free.&lt;br /&gt;
*Send your ore to town.&lt;br /&gt;
*Refill your potions.&lt;br /&gt;
*Give you some gold. The amount received increases in later acts.&lt;br /&gt;
*Give you some ore. The amount received increases in later acts.&lt;br /&gt;
*Give you some experience. The amount received increases in later acts.&lt;br /&gt;
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.&lt;br /&gt;
*Give you an common, uncommon, or rare item.&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
Shops can be found on any floor of the tower. Shops can only spawn once per act and will have a baseline of 5 items. The shop selection can be expanded by 2 if you have found a Fancy Plume. At any given shop, you can only purchase 3 items. &lt;br /&gt;
&lt;br /&gt;
The shops in each act give varying qualities of items. The quality of items in the shop increase as you progress further in the tower. Shop items can range between Common, Uncommon, and Rare.&lt;br /&gt;
&lt;br /&gt;
*Fancy plume adds items to the shop based on the item rarity that is already in the shop. Not what it could potentially have. For example, If a shop in act 5 doesn't have any rare items and only has uncommon items when the fancy plume is added to your inventory the extra items added to the shop by the plume will all be uncommon.&lt;br /&gt;
&lt;br /&gt;
==Portals and Red Rooms==&lt;br /&gt;
These rectangular looking portals are the level skippers of the game. They are always found in the first level of every chapter. They only spawn after you defeated the boss of that respective chapter at least once. &lt;br /&gt;
&lt;br /&gt;
Example: for the portal to appear in the mines, you must kill the stone golem, For it to appear in the prison, you must defeat the warden boss once.&lt;br /&gt;
&lt;br /&gt;
What happens when I go in?&lt;br /&gt;
There are 12 waves of enemies spawn, these enemies will feature monsters common to the next chapter of the game in line. Every 2 waves you receive a random item for a total of 6 items. At the end of the fight, the blood fountains in the middle fill up and act as a potion refill. &lt;br /&gt;
&lt;br /&gt;
===COMBO===&lt;br /&gt;
The first time you go to the level skip portal is VERY SPECIAL. You gain the COMBO ORB. This is a permanent passive upgrade to all your characters. &lt;br /&gt;
Its function is to increase your movement speed briefly whenever you get a lot of kills in a short amount of time. &lt;br /&gt;
&lt;br /&gt;
Note: it looks like a purple shield, however, it does not provide DEFENSIVE stats. So don’t go too ham carelessly :P&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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=857</id>
		<title>Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=857"/>
		<updated>2018-04-26T23:16:46Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* Shops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.&lt;br /&gt;
&lt;br /&gt;
==Elevators==&lt;br /&gt;
Using an elevator will allow you to send your money and ore back to town. Money is [[Town_Hall#Tax_Rate_Explained|taxed]] based on your current town hall level. The game will ask you for confirmation and show you how much you are actually sending back and at what tax rate.&lt;br /&gt;
&lt;br /&gt;
==Springs   [[File:springs.png]]==&lt;br /&gt;
A Spring can spawn on any floor. Using it will restore you to max health and mana as well as fill any empty potion charges you might have.&amp;lt;br&amp;gt;&lt;br /&gt;
The only guaranteed spring in the game is directly before [[Acts#Bosses| Thundersnow]] on floor 3 of act 5 and the bonus rooms.&lt;br /&gt;
&lt;br /&gt;
==Shrine   [[File:shrine.png]]==&lt;br /&gt;
These can be found in any act. Interacting with one will grant you a temporary buff. The rewards is random there is no way of knowing what you will get.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Shrine buffs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Icon&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Buff&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Duration&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=1|row=1}}&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -50% damage taken&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=3|row=0}}&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +50% more damage&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=0|row=1}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +100% experience&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=1|row=0}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20 HP a second&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=2|row=0}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Free skills&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imps   [[File:imp.png]]==&lt;br /&gt;
Imps will show up in the dungeon at random times. After they have appeared they will stay for 2 minutes before leaving. If you are able to get to them before they leave they will reward you with one of the following options.&lt;br /&gt;
*Send your gold to town tax free.&lt;br /&gt;
*Send your ore to town.&lt;br /&gt;
*Refill your potions.&lt;br /&gt;
*Give you some gold. The amount received increases in later acts.&lt;br /&gt;
*Give you some ore. The amount received increases in later acts.&lt;br /&gt;
*Give you some experience. The amount received increases in later acts.&lt;br /&gt;
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.&lt;br /&gt;
*Give you an common, uncommon, or rare item.&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
Shops can be found on any floor of the tower. Shops can only spawn once per act and will have a baseline of 5 items. The shop selection can be expanded by 2 if you have found a Fancy Plume. At any given shop, you can only purchase 3 items. &lt;br /&gt;
&lt;br /&gt;
The shops in each act give varying qualities of items. The quality of items in the shop increase as you progress further in the tower. Shop items can range between Common, Uncommon, and Rare.&lt;br /&gt;
&lt;br /&gt;
*Fancy plume adds items to the shop based on the item rarity that is already in the shop. Not what it could potentially have. For example, If a shop in act 5 doesn't have any rares and only has uncommon items when the fancy plume is added to your inventory the extra items added to the shop by the plume will all be uncommon.&lt;br /&gt;
&lt;br /&gt;
==Portals and Red Rooms==&lt;br /&gt;
These rectangular looking portals are the level skippers of the game. They are always found in the first level of every chapter. They only spawn after you defeated the boss of that respective chapter at least once. &lt;br /&gt;
&lt;br /&gt;
Example: for the portal to appear in the mines, you must kill the stone golem, For it to appear in the prison, you must defeat the warden boss once.&lt;br /&gt;
&lt;br /&gt;
What happens when I go in?&lt;br /&gt;
There are 12 waves of enemies spawn, these enemies will feature monsters common to the next chapter of the game in line. Every 2 waves you receive a random item for a total of 6 items. At the end of the fight, the blood fountains in the middle fill up and act as a potion refill. &lt;br /&gt;
&lt;br /&gt;
===COMBO===&lt;br /&gt;
The first time you go to the level skip portal is VERY SPECIAL. You gain the COMBO ORB. This is a permanent passive upgrade to all your characters. &lt;br /&gt;
Its function is to increase your movement speed briefly whenever you get a lot of kills in a short amount of time. &lt;br /&gt;
&lt;br /&gt;
Note: it looks like a purple shield, however, it does not provide DEFENSIVE stats. So don’t go too ham carelessly :P&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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=855</id>
		<title>Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=855"/>
		<updated>2018-04-26T22:59:17Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: /* COMBO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.&lt;br /&gt;
&lt;br /&gt;
==Elevators==&lt;br /&gt;
Using an elevator will allow you to send your money and ore back to town. Money is [[Town_Hall#Tax_Rate_Explained|taxed]] based on your current town hall level. The game will ask you for confirmation and show you how much you are actually sending back and at what tax rate.&lt;br /&gt;
&lt;br /&gt;
==Springs   [[File:springs.png]]==&lt;br /&gt;
A Spring can spawn on any floor. Using it will restore you to max health and mana as well as fill any empty potion charges you might have.&amp;lt;br&amp;gt;&lt;br /&gt;
The only guaranteed spring in the game is directly before [[Acts#Bosses| Thundersnow]] on floor 3 of act 5 and the bonus rooms.&lt;br /&gt;
&lt;br /&gt;
==Shrine   [[File:shrine.png]]==&lt;br /&gt;
These can be found in any act. Interacting with one will grant you a temporary buff. The rewards is random there is no way of knowing what you will get.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Shrine buffs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Icon&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Buff&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Duration&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=1|row=1}}&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -50% damage taken&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=3|row=0}}&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +50% more damage&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=0|row=1}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +100% experience&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=1|row=0}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20 HP a second&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=2|row=0}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Free skills&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imps   [[File:imp.png]]==&lt;br /&gt;
Imps will show up in the dungeon at random times. After they have appeared they will stay for 2 minutes before leaving. If you are able to get to them before they leave they will reward you with one of the following options.&lt;br /&gt;
*Send your gold to town tax free.&lt;br /&gt;
*Send your ore to town.&lt;br /&gt;
*Refill your potions.&lt;br /&gt;
*Give you some gold. The amount received increases in later acts.&lt;br /&gt;
*Give you some ore. The amount received increases in later acts.&lt;br /&gt;
*Give you some experience. The amount received increases in later acts.&lt;br /&gt;
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.&lt;br /&gt;
*Give you an common, uncommon, or rare item.&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
Shops can be found on any floor of the tower. Shops can only spawn once per act and will have a baseline of 5 items. The shop selection can be expanded by 2 if you have found a Fancy Plume. At any given shop, you can only purchase 3 items. &lt;br /&gt;
&lt;br /&gt;
The shops in each act give varying qualities of items. The quality of items in the shop increase as you progress further in the tower. Shop items can range between Common, Uncommon, and Rare. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Portals and Red Rooms==&lt;br /&gt;
These rectangular looking portals are the level skippers of the game. They are always found in the first level of every chapter. They only spawn after you defeated the boss of that respective chapter at least once. &lt;br /&gt;
&lt;br /&gt;
Example: for the portal to appear in the mines, you must kill the stone golem, For it to appear in the prison, you must defeat the warden boss once.&lt;br /&gt;
&lt;br /&gt;
What happens when I go in?&lt;br /&gt;
There are 12 waves of enemies spawn, these enemies will feature monsters common to the next chapter of the game in line. Every 2 waves you receive a random item for a total of 6 items. At the end of the fight, the blood fountains in the middle fill up and act as a potion refill. &lt;br /&gt;
&lt;br /&gt;
===COMBO===&lt;br /&gt;
The first time you go to the level skip portal is VERY SPECIAL. You gain the COMBO ORB. This is a permanent passive upgrade to all your characters. &lt;br /&gt;
Its function is to increase your movement speed briefly whenever you get a lot of kills in a short amount of time. &lt;br /&gt;
&lt;br /&gt;
Note: it looks like a purple shield, however, it does not provide DEFENSIVE stats. So don’t go too ham carelessly :P&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>ForgottenAmnesia</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=854</id>
		<title>Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=854"/>
		<updated>2018-04-26T22:58:02Z</updated>

		<summary type="html">&lt;p&gt;ForgottenAmnesia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.&lt;br /&gt;
&lt;br /&gt;
==Elevators==&lt;br /&gt;
Using an elevator will allow you to send your money and ore back to town. Money is [[Town_Hall#Tax_Rate_Explained|taxed]] based on your current town hall level. The game will ask you for confirmation and show you how much you are actually sending back and at what tax rate.&lt;br /&gt;
&lt;br /&gt;
==Springs   [[File:springs.png]]==&lt;br /&gt;
A Spring can spawn on any floor. Using it will restore you to max health and mana as well as fill any empty potion charges you might have.&amp;lt;br&amp;gt;&lt;br /&gt;
The only guaranteed spring in the game is directly before [[Acts#Bosses| Thundersnow]] on floor 3 of act 5 and the bonus rooms.&lt;br /&gt;
&lt;br /&gt;
==Shrine   [[File:shrine.png]]==&lt;br /&gt;
These can be found in any act. Interacting with one will grant you a temporary buff. The rewards is random there is no way of knowing what you will get.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Shrine buffs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Icon&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Buff&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Duration&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=1|row=1}}&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -50% damage taken&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=3|row=0}}&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +50% more damage&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=0|row=1}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +100% experience&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=1|row=0}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20 HP a second&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | {{#sprite:file=File:Icons_buffs.png|column=2|row=0}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Free skills&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imps   [[File:imp.png]]==&lt;br /&gt;
Imps will show up in the dungeon at random times. After they have appeared they will stay for 2 minutes before leaving. If you are able to get to them before they leave they will reward you with one of the following options.&lt;br /&gt;
*Send your gold to town tax free.&lt;br /&gt;
*Send your ore to town.&lt;br /&gt;
*Refill your potions.&lt;br /&gt;
*Give you some gold. The amount received increases in later acts.&lt;br /&gt;
*Give you some ore. The amount received increases in later acts.&lt;br /&gt;
*Give you some experience. The amount received increases in later acts.&lt;br /&gt;
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.&lt;br /&gt;
*Give you an common, uncommon, or rare item.&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
Shops can be found on any floor of the tower. Shops can only spawn once per act and will have a baseline of 5 items. The shop selection can be expanded by 2 if you have found a Fancy Plume. At any given shop, you can only purchase 3 items. &lt;br /&gt;
&lt;br /&gt;
The shops in each act give varying qualities of items. The quality of items in the shop increase as you progress further in the tower. Shop items can range between Common, Uncommon, and Rare. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Portals and Red Rooms==&lt;br /&gt;
These rectangular looking portals are the level skippers of the game. They are always found in the first level of every chapter. They only spawn after you defeated the boss of that respective chapter at least once. &lt;br /&gt;
&lt;br /&gt;
Example: for the portal to appear in the mines, you must kill the stone golem, For it to appear in the prison, you must defeat the warden boss once.&lt;br /&gt;
&lt;br /&gt;
What happens when I go in?&lt;br /&gt;
There are 12 waves of enemies spawn, these enemies will feature monsters common to the next chapter of the game in line. Every 2 waves you receive a random item for a total of 6 items. At the end of the fight, the blood fountains in the middle fill up and act as a potion refill. &lt;br /&gt;
&lt;br /&gt;
===COMBO===&lt;br /&gt;
The first time you go to the level skip portal is VERY SPECIAL. You gain the COMBO ORB. This is a permanent passive upgrade to all your characters. &lt;br /&gt;
Its function is to increase your movement speed briefly whenever you get a lot of kills in a short amount of time. &lt;br /&gt;
Note: it looks like a purple shield, however, it does not provide DEFENSIVE stats. So don’t go too ham carelessly :P&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>ForgottenAmnesia</name></author>
	</entry>
</feed>