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	<id>https://wiki.heroesofhammerwatch.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Muffinatorz</id>
	<title>Heroes of Hammerwatch wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.heroesofhammerwatch.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Muffinatorz"/>
	<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/Special:Contributions/Muffinatorz"/>
	<updated>2026-08-09T09:24:09Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.14</generator>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Common.css&amp;diff=3756</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Common.css&amp;diff=3756"/>
		<updated>2026-01-25T04:56:31Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins&lt;br /&gt;
body {&lt;br /&gt;
   background-image: url(&amp;quot;images/1/15/Background1440p.png&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
/* Force site logo */&lt;br /&gt;
.mw-wiki-logo,&lt;br /&gt;
#p-logo a {&lt;br /&gt;
  background-image: url(&amp;quot;/images/logo.png&amp;quot;) !important;&lt;br /&gt;
  background-repeat: no-repeat !important;&lt;br /&gt;
  background-position: center center !important;&lt;br /&gt;
  background-size: contain !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Give the logo a visible box if it ends up 0×0 */&lt;br /&gt;
/* Edited to center the logo with the sidebar */&lt;br /&gt;
.mw-wiki-logo,&lt;br /&gt;
#p-logo a {&lt;br /&gt;
/* 	width: 135px !important; */&lt;br /&gt;
	height: 135px !important;&lt;br /&gt;
	display: block !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#firstHeading, .printfooter, #siteSub, #jump-to-nav { &lt;br /&gt;
	display: none; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.menu {&lt;br /&gt;
	align-content: center;&lt;br /&gt;
	margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.rowcontainer {&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: row;&lt;br /&gt;
	flex-wrap: nowrap;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
}&lt;br /&gt;
.rowsmall {&lt;br /&gt;
	width: 15vw;&lt;br /&gt;
	margin-top: auto;&lt;br /&gt;
}&lt;br /&gt;
.rowlarge {&lt;br /&gt;
	width: 70vw;&lt;br /&gt;
	margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.res-img img {&lt;br /&gt;
	max-width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	float: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.logo-img img {&lt;br /&gt;
	max-width: 60%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Common.css&amp;diff=3755</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Common.css&amp;diff=3755"/>
		<updated>2026-01-25T01:27:34Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins&lt;br /&gt;
body {&lt;br /&gt;
   background-image: url(&amp;quot;images/1/15/Background1440p.png&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
/* Force site logo */&lt;br /&gt;
.mw-wiki-logo,&lt;br /&gt;
#p-logo a {&lt;br /&gt;
  background-image: url(&amp;quot;/images/logo.png&amp;quot;) !important;&lt;br /&gt;
  background-repeat: no-repeat !important;&lt;br /&gt;
  background-position: center center !important;&lt;br /&gt;
  background-size: contain !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Give the logo a visible box if it ends up 0×0 */&lt;br /&gt;
/* Edited to center the logo with the sidebar */&lt;br /&gt;
.mw-wiki-logo,&lt;br /&gt;
#p-logo a {&lt;br /&gt;
/*  width: 135px !important; */&lt;br /&gt;
  height: 135px !important;&lt;br /&gt;
  display: block !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#firstHeading { display: none; }&lt;br /&gt;
.printfooter { display: none; }&lt;br /&gt;
.siteSub { display: none; }&lt;br /&gt;
.jump-to-nav { display: none; }&lt;br /&gt;
&lt;br /&gt;
.menu {&lt;br /&gt;
    align-content: center;&lt;br /&gt;
    margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.rowcontainer {&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: row;&lt;br /&gt;
	flex-wrap: nowrap;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
}&lt;br /&gt;
.rowsmall {&lt;br /&gt;
	width: 15vw;&lt;br /&gt;
	margin-top: auto;&lt;br /&gt;
}&lt;br /&gt;
.rowlarge {&lt;br /&gt;
	width: 70vw;&lt;br /&gt;
	margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.res-img img {&lt;br /&gt;
	max-width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	float: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.logo-img img {&lt;br /&gt;
	max-width: 60%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Common.css&amp;diff=3754</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Common.css&amp;diff=3754"/>
		<updated>2026-01-25T00:27:04Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins&lt;br /&gt;
body {&lt;br /&gt;
   background-image: url(&amp;quot;images/1/15/Background1440p.png&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
/* Force site logo */&lt;br /&gt;
.mw-wiki-logo,&lt;br /&gt;
#p-logo a {&lt;br /&gt;
  background-image: url(&amp;quot;/images/logo.png&amp;quot;) !important;&lt;br /&gt;
  background-repeat: no-repeat !important;&lt;br /&gt;
  background-position: center center !important;&lt;br /&gt;
  background-size: contain !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Give the logo a visible box if it ends up 0×0 */&lt;br /&gt;
/* Edited to center the logo with the sidebar */&lt;br /&gt;
.mw-wiki-logo,&lt;br /&gt;
#p-logo a {&lt;br /&gt;
/*  width: 135px !important; */&lt;br /&gt;
  height: 135px !important;&lt;br /&gt;
  display: block !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#firstHeading { display: none; }&lt;br /&gt;
.printfooter { display: none; }&lt;br /&gt;
&lt;br /&gt;
.menu {&lt;br /&gt;
    align-content: center;&lt;br /&gt;
    margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.rowcontainer {&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: row;&lt;br /&gt;
	flex-wrap: nowrap;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
}&lt;br /&gt;
.rowsmall {&lt;br /&gt;
	width: 15vw;&lt;br /&gt;
	margin-top: auto;&lt;br /&gt;
}&lt;br /&gt;
.rowlarge {&lt;br /&gt;
	width: 70vw;&lt;br /&gt;
	margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.res-img img {&lt;br /&gt;
	max-width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	float: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.logo-img img {&lt;br /&gt;
	max-width: 60%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Common.css&amp;diff=3753</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Common.css&amp;diff=3753"/>
		<updated>2026-01-25T00:26:49Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins&lt;br /&gt;
body {&lt;br /&gt;
   background-image: url(&amp;quot;images/1/15/Background1440p.png&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
/* Force site logo */&lt;br /&gt;
.mw-wiki-logo,&lt;br /&gt;
#p-logo a {&lt;br /&gt;
  background-image: url(&amp;quot;/images/logo.png&amp;quot;) !important;&lt;br /&gt;
  background-repeat: no-repeat !important;&lt;br /&gt;
  background-position: center center !important;&lt;br /&gt;
  background-size: contain !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Give the logo a visible box if it ends up 0×0 */&lt;br /&gt;
/* Edited to center the logo with the sidebar */&lt;br /&gt;
.mw-wiki-logo,&lt;br /&gt;
#p-logo a {&lt;br /&gt;
/*  width: 135px !important; */&lt;br /&gt;
  height: 135px !important;&lt;br /&gt;
  display: block !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#firstHeading { display: none; }&lt;br /&gt;
&lt;br /&gt;
.menu {&lt;br /&gt;
    align-content: center;&lt;br /&gt;
    margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.rowcontainer {&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: row;&lt;br /&gt;
	flex-wrap: nowrap;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
}&lt;br /&gt;
.rowsmall {&lt;br /&gt;
	width: 15vw;&lt;br /&gt;
	margin-top: auto;&lt;br /&gt;
}&lt;br /&gt;
.rowlarge {&lt;br /&gt;
	width: 70vw;&lt;br /&gt;
	margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.res-img img {&lt;br /&gt;
	max-width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	float: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.logo-img img {&lt;br /&gt;
	max-width: 60%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Common.css&amp;diff=3752</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Common.css&amp;diff=3752"/>
		<updated>2026-01-25T00:26:21Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins&lt;br /&gt;
body {&lt;br /&gt;
   background-image: url(&amp;quot;images/1/15/Background1440p.png&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
/* Force site logo */&lt;br /&gt;
.mw-wiki-logo,&lt;br /&gt;
#p-logo a {&lt;br /&gt;
  background-image: url(&amp;quot;/images/logo.png&amp;quot;) !important;&lt;br /&gt;
  background-repeat: no-repeat !important;&lt;br /&gt;
  background-position: center center !important;&lt;br /&gt;
  background-size: contain !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Give the logo a visible box if it ends up 0×0 */&lt;br /&gt;
/* Edited to center the logo with the sidebar */&lt;br /&gt;
.mw-wiki-logo,&lt;br /&gt;
#p-logo a {&lt;br /&gt;
/*  width: 135px !important; */&lt;br /&gt;
  height: 135px !important;&lt;br /&gt;
  display: block !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.menu {&lt;br /&gt;
    align-content: center;&lt;br /&gt;
    margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.rowcontainer {&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: row;&lt;br /&gt;
	flex-wrap: nowrap;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
}&lt;br /&gt;
.rowsmall {&lt;br /&gt;
	width: 15vw;&lt;br /&gt;
	margin-top: auto;&lt;br /&gt;
}&lt;br /&gt;
.rowlarge {&lt;br /&gt;
	width: 70vw;&lt;br /&gt;
	margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.res-img img {&lt;br /&gt;
	max-width: 100%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	float: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.logo-img img {&lt;br /&gt;
	max-width: 60%;&lt;br /&gt;
	height: auto;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Vector.css&amp;diff=3751</id>
		<title>MediaWiki:Vector.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Vector.css&amp;diff=3751"/>
		<updated>2026-01-25T00:25:32Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will affect users of the Vector skin */&lt;br /&gt;
/* Override Vector colour scheme to make it dark (compiled from modified LESS code) */&lt;br /&gt;
 h1,h2,h3,h4,h5,h6{&lt;br /&gt;
    color:#c1c1c1&lt;br /&gt;
}&lt;br /&gt;
table.wikitable {&lt;br /&gt;
    margin: 1em 0;&lt;br /&gt;
    background-color: #f8f9fa;&lt;br /&gt;
    border: 1px solid #a2a9b1;&lt;br /&gt;
    border-collapse: collapse;&lt;br /&gt;
    color: #000&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable &amp;gt; tr &amp;gt; th,table.wikitable &amp;gt; tr &amp;gt; td,table.wikitable &amp;gt; * &amp;gt; tr &amp;gt; th,table.wikitable &amp;gt; * &amp;gt; tr &amp;gt; td {&lt;br /&gt;
    border: 1px solid #a2a9b1;&lt;br /&gt;
    padding: 0.2em 0.4em&lt;br /&gt;
}&lt;br /&gt;
hr{&lt;br /&gt;
    color:#222&lt;br /&gt;
}&lt;br /&gt;
.editOptions{&lt;br /&gt;
    background-color:#333;&lt;br /&gt;
    color:#c1c1c1;&lt;br /&gt;
    border-color:#4c4c4c&lt;br /&gt;
}&lt;br /&gt;
input,textarea{&lt;br /&gt;
    background-color:#4c4c4c;&lt;br /&gt;
    border-color:#4c4c4c;&lt;br /&gt;
    color:#c1c1c1&lt;br /&gt;
}&lt;br /&gt;
a,.mw-body a.external,.mw-body a.extiw{&lt;br /&gt;
    color:#e69710&lt;br /&gt;
}&lt;br /&gt;
a:visited,.mw-body a.external:visited,.mw-body a.extiw:visited{&lt;br /&gt;
    color:#a1690b&lt;br /&gt;
}&lt;br /&gt;
a.new,#p-personal a.new{&lt;br /&gt;
    color:#d44&lt;br /&gt;
}&lt;br /&gt;
ul{&lt;br /&gt;
    list-style-image:none&lt;br /&gt;
}&lt;br /&gt;
div.thumbinner,.catlinks{&lt;br /&gt;
    background-color:#4c4c4c;&lt;br /&gt;
    border-color:#666&lt;br /&gt;
}&lt;br /&gt;
#toc,div.toc,ul#filetoc,li.gallerybox div.thumb{&lt;br /&gt;
    background-color:#4c4c4c;&lt;br /&gt;
    border-color:#666&lt;br /&gt;
}&lt;br /&gt;
code{&lt;br /&gt;
    border:none;&lt;br /&gt;
    background-color:inherit;&lt;br /&gt;
    color:inherit;&lt;br /&gt;
    font-family: &amp;quot;Courier&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
table.mw_metadata td,table.mw_metadata th,table.wikitable,table.wikitable&amp;gt;*&amp;gt;tr&amp;gt;th,table.wikitable&amp;gt;*&amp;gt;tr&amp;gt;td,pre{&lt;br /&gt;
    color:#c1c1c1;&lt;br /&gt;
    background-color:#111;&lt;br /&gt;
    border-color:#666&lt;br /&gt;
}&lt;br /&gt;
table.mw_metadata th,table.wikitable&amp;gt;*&amp;gt;tr&amp;gt;th{&lt;br /&gt;
    background-color:#595959&lt;br /&gt;
}&lt;br /&gt;
table.diff{&lt;br /&gt;
    background-color:#4c4c4c&lt;br /&gt;
}&lt;br /&gt;
td .diffchange{&lt;br /&gt;
    color:#4c4c4c&lt;br /&gt;
}&lt;br /&gt;
#pagehistory li.selected,td.diff-context{&lt;br /&gt;
    background-color:inherit;&lt;br /&gt;
    color:inherit&lt;br /&gt;
}&lt;br /&gt;
#pagehistory li{&lt;br /&gt;
    border:0&lt;br /&gt;
}&lt;br /&gt;
ul.mw-gallery-packed-hover li.gallerybox:hover div.gallerytextwrapper,ul.mw-gallery-packed-overlay li.gallerybox div.gallerytextwrapper,ul.mw-gallery-packed-hover li.gallerybox.mw-gallery-focused div.gallerytextwrapper{&lt;br /&gt;
    background-color:rgba(0,0,0,0.8)&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs,#right-navigation div.vectorTabs{&lt;br /&gt;
    background-image:inherit;&lt;br /&gt;
    background-color:#222&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs ul,#right-navigation div.vectorTabs ul{&lt;br /&gt;
    background-color:#222&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs ul li,#right-navigation div.vectorTabs ul li{&lt;br /&gt;
    background-color:#222;&lt;br /&gt;
    background-image:-moz-linear-gradient(top, #2e2e2e 20%, #222 100%);&lt;br /&gt;
    background-image:-webkit-gradient(linear, left top, left bottom, color-stop(20%, #2e2e2e), color-stop(100%, #222));&lt;br /&gt;
    background-image:-webkit-linear-gradient(top, #2e2e2e 20%, #222 100%);&lt;br /&gt;
    background-image:linear-gradient(#2e2e2e 20%, #222 100%)&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs li.new a,#right-navigation div.vectorTabs li.new a,#left-navigation div.vectorTabs li.new a:visited,#right-navigation div.vectorTabs li.new a:visited{&lt;br /&gt;
    color:#d44&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs li.selected,#right-navigation div.vectorTabs li.selected{&lt;br /&gt;
    background-color:#333;&lt;br /&gt;
    background-image:-moz-linear-gradient(top, #e69710 0, #333 10%);&lt;br /&gt;
    background-image:-webkit-gradient(linear, left top, left bottom, color-stop(0, #e69710), color-stop(10%, #333));&lt;br /&gt;
    background-image:-webkit-linear-gradient(top, #e69710 0, #333 10%);&lt;br /&gt;
    background-image:linear-gradient(#e69710 0, #333 10%)&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs li.selected a,#right-navigation div.vectorTabs li.selected a,#left-navigation div.vectorTabs li.selected a:visited,#right-navigation div.vectorTabs li.selected a:visited{&lt;br /&gt;
    color:#a1690b&lt;br /&gt;
}&lt;br /&gt;
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}&lt;br /&gt;
@-webkit-keyframes rotate{&lt;br /&gt;
    from{&lt;br /&gt;
        -webkit-transform:rotate(0deg);&lt;br /&gt;
        -moz-transform:rotate(0deg);&lt;br /&gt;
        transform:rotate(0deg)&lt;br /&gt;
    }&lt;br /&gt;
    to{&lt;br /&gt;
        -webkit-transform:rotate(360deg);&lt;br /&gt;
        -moz-transform:rotate(360deg);&lt;br /&gt;
        transform:rotate(360deg)&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
@-moz-keyframes rotate{&lt;br /&gt;
    from{&lt;br /&gt;
        -webkit-transform:rotate(0deg);&lt;br /&gt;
        -moz-transform:rotate(0deg);&lt;br /&gt;
        transform:rotate(0deg)&lt;br /&gt;
    }&lt;br /&gt;
    to{&lt;br /&gt;
        -webkit-transform:rotate(360deg);&lt;br /&gt;
        -moz-transform:rotate(360deg);&lt;br /&gt;
        transform:rotate(360deg)&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
@-o-keyframes rotate{&lt;br /&gt;
    from{&lt;br /&gt;
        -webkit-transform:rotate(0deg);&lt;br /&gt;
        -moz-transform:rotate(0deg);&lt;br /&gt;
        transform:rotate(0deg)&lt;br /&gt;
    }&lt;br /&gt;
    to{&lt;br /&gt;
        -webkit-transform:rotate(360deg);&lt;br /&gt;
        -moz-transform:rotate(360deg);&lt;br /&gt;
        transform:rotate(360deg)&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
@keyframes rotate{&lt;br /&gt;
    from{&lt;br /&gt;
        -webkit-transform:rotate(0deg);&lt;br /&gt;
        -moz-transform:rotate(0deg);&lt;br /&gt;
        transform:rotate(0deg)&lt;br /&gt;
    }&lt;br /&gt;
    to{&lt;br /&gt;
        -webkit-transform:rotate(360deg);&lt;br /&gt;
        -moz-transform:rotate(360deg);&lt;br /&gt;
        transform:rotate(360deg)&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a,#ca-watch.icon a{&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:0;&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:26px;&lt;br /&gt;
    padding-top:3.1em;&lt;br /&gt;
    margin-top:0;&lt;br /&gt;
    height:0;&lt;br /&gt;
    overflow:hidden;&lt;br /&gt;
    background-position:5px 60%&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a{&lt;br /&gt;
    background-image:url('skins/Vector/images/unwatch-icon.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/unwatch-icon.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/unwatch-icon.svg')&lt;br /&gt;
}&lt;br /&gt;
#ca-watch.icon a{&lt;br /&gt;
    background-image:url('skins/Vector/images/watch-icon.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon.svg')&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a:hover,#ca-unwatch.icon a:focus{&lt;br /&gt;
    background-image:url('skins/Vector/images/unwatch-icon-hl.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/unwatch-icon-hl.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/unwatch-icon-hl.svg')&lt;br /&gt;
}&lt;br /&gt;
#ca-watch.icon a:hover,#ca-watch.icon a:focus{&lt;br /&gt;
    background-image:url('skins/Vector/images/watch-icon-hl.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon-hl.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon-hl.svg')&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a.loading,#ca-watch.icon a.loading{&lt;br /&gt;
    background-image:url('skins/Vector/images/watch-icon-loading.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon-loading.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon-loading.svg');&lt;br /&gt;
    -webkit-animation:rotate 700ms infinite linear;&lt;br /&gt;
    -moz-animation:rotate 700ms infinite linear;&lt;br /&gt;
    -o-animation:rotate 700ms infinite linear;&lt;br /&gt;
    animation:rotate 700ms infinite linear;&lt;br /&gt;
    outline:none;&lt;br /&gt;
    cursor:default;&lt;br /&gt;
    pointer-events:none;&lt;br /&gt;
    background-position:50% 60%;&lt;br /&gt;
    -webkit-transform-origin:50% 57%;&lt;br /&gt;
    transform-origin:50% 57%&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a span,#ca-watch.icon a span{&lt;br /&gt;
    display:none&lt;br /&gt;
}&lt;br /&gt;
#mw-navigation h2{&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:-9999px&lt;br /&gt;
}&lt;br /&gt;
#mw-page-base{&lt;br /&gt;
    height:5em;&lt;br /&gt;
    background-position:bottom left;&lt;br /&gt;
    background-repeat:repeat-x;&lt;br /&gt;
    background-image:url('skins/Vector/images/page-fade.png');&lt;br /&gt;
    background-color:#2a2a2a;&lt;br /&gt;
    background-image:-moz-linear-gradient(top, #333 50%, #2a2a2a 100%);&lt;br /&gt;
    background-image:-webkit-gradient(linear, left top, left bottom, color-stop(50%, #333), color-stop(100%, #2a2a2a));&lt;br /&gt;
    background-image:-webkit-linear-gradient(top, #333 50%, #2a2a2a 100%);&lt;br /&gt;
    background-image:linear-gradient(#333 50%, #2a2a2a 100%);&lt;br /&gt;
    background-color:#333&lt;br /&gt;
}&lt;br /&gt;
#mw-head-base{&lt;br /&gt;
    margin-top:-5em;&lt;br /&gt;
    margin-left:10em;&lt;br /&gt;
    height:5em&lt;br /&gt;
}&lt;br /&gt;
div#mw-head{&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:0;&lt;br /&gt;
    right:0;&lt;br /&gt;
    width:100%&lt;br /&gt;
}&lt;br /&gt;
div#mw-head h3{&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:0&lt;br /&gt;
}&lt;br /&gt;
#left-navigation{&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-left:10em;&lt;br /&gt;
    margin-top:2.5em;&lt;br /&gt;
    margin-bottom:-2.5em;&lt;br /&gt;
    display:inline&lt;br /&gt;
}&lt;br /&gt;
#right-navigation{&lt;br /&gt;
    float:right;&lt;br /&gt;
    margin-top:2.5em&lt;br /&gt;
}&lt;br /&gt;
#p-logo{&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:-160px;&lt;br /&gt;
    left:0;&lt;br /&gt;
    width:10em;&lt;br /&gt;
    height:160px&lt;br /&gt;
}&lt;br /&gt;
#p-logo a{&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:10em;&lt;br /&gt;
    height:160px;&lt;br /&gt;
    background-repeat:no-repeat;&lt;br /&gt;
    background-position:center center;&lt;br /&gt;
    text-decoration:none&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel{&lt;br /&gt;
    font-size:inherit;&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:160px;&lt;br /&gt;
    padding-top:1em;&lt;br /&gt;
    width:10em;&lt;br /&gt;
    left:0&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal{&lt;br /&gt;
    margin:0 .6em 0 .7em;&lt;br /&gt;
    padding:.25em 0;&lt;br /&gt;
    direction:ltr&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal h3{&lt;br /&gt;
    font-size:.75em;&lt;br /&gt;
    color:#c1c1c1;&lt;br /&gt;
    font-weight:normal;&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:.25em 0 .25em .25em;&lt;br /&gt;
    cursor:default;&lt;br /&gt;
    border:none&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal div.body{&lt;br /&gt;
    background-image:none;&lt;br /&gt;
    padding-top:0;&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal div.body ul{&lt;br /&gt;
    list-style-type:none;&lt;br /&gt;
    list-style-image:none;&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:0&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal div.body ul li{&lt;br /&gt;
    line-height:1.125em;&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:.25em 0;&lt;br /&gt;
    font-size:.75em;&lt;br /&gt;
    word-wrap:break-word&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal div.body ul li a{&lt;br /&gt;
    color:#e69710&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal div.body ul li a:visited{&lt;br /&gt;
    color:#a1690b&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal.first{&lt;br /&gt;
    background-image:none;&lt;br /&gt;
    margin-top:0&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal.first h3{&lt;br /&gt;
    display:none&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal.first div.body{&lt;br /&gt;
    margin-left:.5em&lt;br /&gt;
}&lt;br /&gt;
div#footer{&lt;br /&gt;
    margin-left:10em;&lt;br /&gt;
    margin-top:0;&lt;br /&gt;
    padding:.75em;&lt;br /&gt;
    direction:ltr&lt;br /&gt;
}&lt;br /&gt;
div#footer ul{&lt;br /&gt;
    list-style-type:none;&lt;br /&gt;
    list-style-image:none;&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:0&lt;br /&gt;
}&lt;br /&gt;
div#footer ul li{&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:0;&lt;br /&gt;
    padding-top:.5em;&lt;br /&gt;
    padding-bottom:.5em;&lt;br /&gt;
    color:#c1c1c1;&lt;br /&gt;
    font-size:.7em&lt;br /&gt;
}&lt;br /&gt;
div#footer #footer-icons{&lt;br /&gt;
    float:right&lt;br /&gt;
}&lt;br /&gt;
div#footer #footer-icons li{&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-left:.5em;&lt;br /&gt;
    line-height:2em;&lt;br /&gt;
    text-align:right&lt;br /&gt;
}&lt;br /&gt;
div#footer #footer-info li{&lt;br /&gt;
    line-height:1.4em&lt;br /&gt;
}&lt;br /&gt;
div#footer #footer-places li{&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1em;&lt;br /&gt;
    line-height:2em&lt;br /&gt;
}&lt;br /&gt;
body.ltr div#footer #footer-places{&lt;br /&gt;
    float:left&lt;br /&gt;
}&lt;br /&gt;
.mw-body .external{&lt;br /&gt;
    background-position:right center;&lt;br /&gt;
    background-repeat:no-repeat;&lt;br /&gt;
    background-image:url('skins/Vector/images/external-link-ltr-icon.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/external-link-ltr-icon.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/external-link-ltr-icon.svg');&lt;br /&gt;
    padding-right:13px&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Extra stuff for FileList table. Was blinding me haha */&lt;br /&gt;
&lt;br /&gt;
.mw-datatable th{&lt;br /&gt;
    background-color: #4c4c4c;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-datatable td{&lt;br /&gt;
    background-color: #5c5c5c;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-datatable tr:hover td{&lt;br /&gt;
    background-color: #555555;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.TablePager{&lt;br /&gt;
    color: #222222;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#spritesheet_editor{&lt;br /&gt;
	background: none repeat scroll 0 0 #a1a1a1a1;&lt;br /&gt;
    border: 1px solid #aaa;&lt;br /&gt;
    border-radius: 5px;&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    margin: 10px 0 15px;&lt;br /&gt;
    padding: 0 10px 10px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#spritesheet_editor fieldset legend {&lt;br /&gt;
    font-size: 1em;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    margin-top: -1.1em;&lt;br /&gt;
    text-shadow: -1px -1px 0 #111, 1px -1px 0 #111, -1px 1px 0 #111, 1px 1px 0 #111;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Vector.css&amp;diff=3750</id>
		<title>MediaWiki:Vector.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Vector.css&amp;diff=3750"/>
		<updated>2026-01-25T00:13:57Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will affect users of the Vector skin */&lt;br /&gt;
/* Override Vector colour scheme to make it dark (compiled from modified LESS code) */&lt;br /&gt;
 h1,h2,h3,h4,h5,h6{&lt;br /&gt;
    color:#c1c1c1&lt;br /&gt;
}&lt;br /&gt;
table.wikitable {&lt;br /&gt;
    margin: 1em 0;&lt;br /&gt;
    background-color: #f8f9fa;&lt;br /&gt;
    border: 1px solid #a2a9b1;&lt;br /&gt;
    border-collapse: collapse;&lt;br /&gt;
    color: #000&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-wiki-logo,#p-logo a {&lt;br /&gt;
    width: auto,&lt;br /&gt;
    height: 135px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable &amp;gt; tr &amp;gt; th,table.wikitable &amp;gt; tr &amp;gt; td,table.wikitable &amp;gt; * &amp;gt; tr &amp;gt; th,table.wikitable &amp;gt; * &amp;gt; tr &amp;gt; td {&lt;br /&gt;
    border: 1px solid #a2a9b1;&lt;br /&gt;
    padding: 0.2em 0.4em&lt;br /&gt;
}&lt;br /&gt;
hr{&lt;br /&gt;
    color:#222&lt;br /&gt;
}&lt;br /&gt;
.editOptions{&lt;br /&gt;
    background-color:#333;&lt;br /&gt;
    color:#c1c1c1;&lt;br /&gt;
    border-color:#4c4c4c&lt;br /&gt;
}&lt;br /&gt;
input,textarea{&lt;br /&gt;
    background-color:#4c4c4c;&lt;br /&gt;
    border-color:#4c4c4c;&lt;br /&gt;
    color:#c1c1c1&lt;br /&gt;
}&lt;br /&gt;
a,.mw-body a.external,.mw-body a.extiw{&lt;br /&gt;
    color:#e69710&lt;br /&gt;
}&lt;br /&gt;
a:visited,.mw-body a.external:visited,.mw-body a.extiw:visited{&lt;br /&gt;
    color:#a1690b&lt;br /&gt;
}&lt;br /&gt;
a.new,#p-personal a.new{&lt;br /&gt;
    color:#d44&lt;br /&gt;
}&lt;br /&gt;
ul{&lt;br /&gt;
    list-style-image:none&lt;br /&gt;
}&lt;br /&gt;
div.thumbinner,.catlinks{&lt;br /&gt;
    background-color:#4c4c4c;&lt;br /&gt;
    border-color:#666&lt;br /&gt;
}&lt;br /&gt;
#toc,div.toc,ul#filetoc,li.gallerybox div.thumb{&lt;br /&gt;
    background-color:#4c4c4c;&lt;br /&gt;
    border-color:#666&lt;br /&gt;
}&lt;br /&gt;
code{&lt;br /&gt;
    border:none;&lt;br /&gt;
    background-color:inherit;&lt;br /&gt;
    color:inherit;&lt;br /&gt;
    font-family: &amp;quot;Courier&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
table.mw_metadata td,table.mw_metadata th,table.wikitable,table.wikitable&amp;gt;*&amp;gt;tr&amp;gt;th,table.wikitable&amp;gt;*&amp;gt;tr&amp;gt;td,pre{&lt;br /&gt;
    color:#c1c1c1;&lt;br /&gt;
    background-color:#111;&lt;br /&gt;
    border-color:#666&lt;br /&gt;
}&lt;br /&gt;
table.mw_metadata th,table.wikitable&amp;gt;*&amp;gt;tr&amp;gt;th{&lt;br /&gt;
    background-color:#595959&lt;br /&gt;
}&lt;br /&gt;
table.diff{&lt;br /&gt;
    background-color:#4c4c4c&lt;br /&gt;
}&lt;br /&gt;
td .diffchange{&lt;br /&gt;
    color:#4c4c4c&lt;br /&gt;
}&lt;br /&gt;
#pagehistory li.selected,td.diff-context{&lt;br /&gt;
    background-color:inherit;&lt;br /&gt;
    color:inherit&lt;br /&gt;
}&lt;br /&gt;
#pagehistory li{&lt;br /&gt;
    border:0&lt;br /&gt;
}&lt;br /&gt;
ul.mw-gallery-packed-hover li.gallerybox:hover div.gallerytextwrapper,ul.mw-gallery-packed-overlay li.gallerybox div.gallerytextwrapper,ul.mw-gallery-packed-hover li.gallerybox.mw-gallery-focused div.gallerytextwrapper{&lt;br /&gt;
    background-color:rgba(0,0,0,0.8)&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs,#right-navigation div.vectorTabs{&lt;br /&gt;
    background-image:inherit;&lt;br /&gt;
    background-color:#222&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs ul,#right-navigation div.vectorTabs ul{&lt;br /&gt;
    background-color:#222&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs ul li,#right-navigation div.vectorTabs ul li{&lt;br /&gt;
    background-color:#222;&lt;br /&gt;
    background-image:-moz-linear-gradient(top, #2e2e2e 20%, #222 100%);&lt;br /&gt;
    background-image:-webkit-gradient(linear, left top, left bottom, color-stop(20%, #2e2e2e), color-stop(100%, #222));&lt;br /&gt;
    background-image:-webkit-linear-gradient(top, #2e2e2e 20%, #222 100%);&lt;br /&gt;
    background-image:linear-gradient(#2e2e2e 20%, #222 100%)&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs li.new a,#right-navigation div.vectorTabs li.new a,#left-navigation div.vectorTabs li.new a:visited,#right-navigation div.vectorTabs li.new a:visited{&lt;br /&gt;
    color:#d44&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs li.selected,#right-navigation div.vectorTabs li.selected{&lt;br /&gt;
    background-color:#333;&lt;br /&gt;
    background-image:-moz-linear-gradient(top, #e69710 0, #333 10%);&lt;br /&gt;
    background-image:-webkit-gradient(linear, left top, left bottom, color-stop(0, #e69710), color-stop(10%, #333));&lt;br /&gt;
    background-image:-webkit-linear-gradient(top, #e69710 0, #333 10%);&lt;br /&gt;
    background-image:linear-gradient(#e69710 0, #333 10%)&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs li.selected a,#right-navigation div.vectorTabs li.selected a,#left-navigation div.vectorTabs li.selected a:visited,#right-navigation div.vectorTabs li.selected a:visited{&lt;br /&gt;
    color:#a1690b&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs li a,#right-navigation div.vectorTabs li a{&lt;br /&gt;
    color:#e69710&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs span,#right-navigation div.vectorTabs span{&lt;br /&gt;
    background:transparent&lt;br /&gt;
}&lt;br /&gt;
div#mw-head #right-navigation div.vectorMenu h3{&lt;br /&gt;
    background:inherit&lt;br /&gt;
}&lt;br /&gt;
div#mw-head div.vectorMenu h3 span{&lt;br /&gt;
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    }&lt;br /&gt;
}&lt;br /&gt;
@-moz-keyframes rotate{&lt;br /&gt;
    from{&lt;br /&gt;
        -webkit-transform:rotate(0deg);&lt;br /&gt;
        -moz-transform:rotate(0deg);&lt;br /&gt;
        transform:rotate(0deg)&lt;br /&gt;
    }&lt;br /&gt;
    to{&lt;br /&gt;
        -webkit-transform:rotate(360deg);&lt;br /&gt;
        -moz-transform:rotate(360deg);&lt;br /&gt;
        transform:rotate(360deg)&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
@-o-keyframes rotate{&lt;br /&gt;
    from{&lt;br /&gt;
        -webkit-transform:rotate(0deg);&lt;br /&gt;
        -moz-transform:rotate(0deg);&lt;br /&gt;
        transform:rotate(0deg)&lt;br /&gt;
    }&lt;br /&gt;
    to{&lt;br /&gt;
        -webkit-transform:rotate(360deg);&lt;br /&gt;
        -moz-transform:rotate(360deg);&lt;br /&gt;
        transform:rotate(360deg)&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
@keyframes rotate{&lt;br /&gt;
    from{&lt;br /&gt;
        -webkit-transform:rotate(0deg);&lt;br /&gt;
        -moz-transform:rotate(0deg);&lt;br /&gt;
        transform:rotate(0deg)&lt;br /&gt;
    }&lt;br /&gt;
    to{&lt;br /&gt;
        -webkit-transform:rotate(360deg);&lt;br /&gt;
        -moz-transform:rotate(360deg);&lt;br /&gt;
        transform:rotate(360deg)&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a,#ca-watch.icon a{&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:0;&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:26px;&lt;br /&gt;
    padding-top:3.1em;&lt;br /&gt;
    margin-top:0;&lt;br /&gt;
    height:0;&lt;br /&gt;
    overflow:hidden;&lt;br /&gt;
    background-position:5px 60%&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a{&lt;br /&gt;
    background-image:url('skins/Vector/images/unwatch-icon.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/unwatch-icon.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/unwatch-icon.svg')&lt;br /&gt;
}&lt;br /&gt;
#ca-watch.icon a{&lt;br /&gt;
    background-image:url('skins/Vector/images/watch-icon.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon.svg')&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a:hover,#ca-unwatch.icon a:focus{&lt;br /&gt;
    background-image:url('skins/Vector/images/unwatch-icon-hl.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/unwatch-icon-hl.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/unwatch-icon-hl.svg')&lt;br /&gt;
}&lt;br /&gt;
#ca-watch.icon a:hover,#ca-watch.icon a:focus{&lt;br /&gt;
    background-image:url('skins/Vector/images/watch-icon-hl.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon-hl.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon-hl.svg')&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a.loading,#ca-watch.icon a.loading{&lt;br /&gt;
    background-image:url('skins/Vector/images/watch-icon-loading.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon-loading.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon-loading.svg');&lt;br /&gt;
    -webkit-animation:rotate 700ms infinite linear;&lt;br /&gt;
    -moz-animation:rotate 700ms infinite linear;&lt;br /&gt;
    -o-animation:rotate 700ms infinite linear;&lt;br /&gt;
    animation:rotate 700ms infinite linear;&lt;br /&gt;
    outline:none;&lt;br /&gt;
    cursor:default;&lt;br /&gt;
    pointer-events:none;&lt;br /&gt;
    background-position:50% 60%;&lt;br /&gt;
    -webkit-transform-origin:50% 57%;&lt;br /&gt;
    transform-origin:50% 57%&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a span,#ca-watch.icon a span{&lt;br /&gt;
    display:none&lt;br /&gt;
}&lt;br /&gt;
#mw-navigation h2{&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:-9999px&lt;br /&gt;
}&lt;br /&gt;
#mw-page-base{&lt;br /&gt;
    height:5em;&lt;br /&gt;
    background-position:bottom left;&lt;br /&gt;
    background-repeat:repeat-x;&lt;br /&gt;
    background-image:url('skins/Vector/images/page-fade.png');&lt;br /&gt;
    background-color:#2a2a2a;&lt;br /&gt;
    background-image:-moz-linear-gradient(top, #333 50%, #2a2a2a 100%);&lt;br /&gt;
    background-image:-webkit-gradient(linear, left top, left bottom, color-stop(50%, #333), color-stop(100%, #2a2a2a));&lt;br /&gt;
    background-image:-webkit-linear-gradient(top, #333 50%, #2a2a2a 100%);&lt;br /&gt;
    background-image:linear-gradient(#333 50%, #2a2a2a 100%);&lt;br /&gt;
    background-color:#333&lt;br /&gt;
}&lt;br /&gt;
#mw-head-base{&lt;br /&gt;
    margin-top:-5em;&lt;br /&gt;
    margin-left:10em;&lt;br /&gt;
    height:5em&lt;br /&gt;
}&lt;br /&gt;
div#mw-head{&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:0;&lt;br /&gt;
    right:0;&lt;br /&gt;
    width:100%&lt;br /&gt;
}&lt;br /&gt;
div#mw-head h3{&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:0&lt;br /&gt;
}&lt;br /&gt;
#left-navigation{&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-left:10em;&lt;br /&gt;
    margin-top:2.5em;&lt;br /&gt;
    margin-bottom:-2.5em;&lt;br /&gt;
    display:inline&lt;br /&gt;
}&lt;br /&gt;
#right-navigation{&lt;br /&gt;
    float:right;&lt;br /&gt;
    margin-top:2.5em&lt;br /&gt;
}&lt;br /&gt;
#p-logo{&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:-160px;&lt;br /&gt;
    left:0;&lt;br /&gt;
    width:10em;&lt;br /&gt;
    height:160px&lt;br /&gt;
}&lt;br /&gt;
#p-logo a{&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:10em;&lt;br /&gt;
    height:160px;&lt;br /&gt;
    background-repeat:no-repeat;&lt;br /&gt;
    background-position:center center;&lt;br /&gt;
    text-decoration:none&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel{&lt;br /&gt;
    font-size:inherit;&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:160px;&lt;br /&gt;
    padding-top:1em;&lt;br /&gt;
    width:10em;&lt;br /&gt;
    left:0&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal{&lt;br /&gt;
    margin:0 .6em 0 .7em;&lt;br /&gt;
    padding:.25em 0;&lt;br /&gt;
    direction:ltr&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal h3{&lt;br /&gt;
    font-size:.75em;&lt;br /&gt;
    color:#c1c1c1;&lt;br /&gt;
    font-weight:normal;&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:.25em 0 .25em .25em;&lt;br /&gt;
    cursor:default;&lt;br /&gt;
    border:none&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal div.body{&lt;br /&gt;
    background-image:none;&lt;br /&gt;
    padding-top:0;&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal div.body ul{&lt;br /&gt;
    list-style-type:none;&lt;br /&gt;
    list-style-image:none;&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:0&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal div.body ul li{&lt;br /&gt;
    line-height:1.125em;&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:.25em 0;&lt;br /&gt;
    font-size:.75em;&lt;br /&gt;
    word-wrap:break-word&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal div.body ul li a{&lt;br /&gt;
    color:#e69710&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal div.body ul li a:visited{&lt;br /&gt;
    color:#a1690b&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal.first{&lt;br /&gt;
    background-image:none;&lt;br /&gt;
    margin-top:0&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal.first h3{&lt;br /&gt;
    display:none&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal.first div.body{&lt;br /&gt;
    margin-left:.5em&lt;br /&gt;
}&lt;br /&gt;
div#footer{&lt;br /&gt;
    margin-left:10em;&lt;br /&gt;
    margin-top:0;&lt;br /&gt;
    padding:.75em;&lt;br /&gt;
    direction:ltr&lt;br /&gt;
}&lt;br /&gt;
div#footer ul{&lt;br /&gt;
    list-style-type:none;&lt;br /&gt;
    list-style-image:none;&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:0&lt;br /&gt;
}&lt;br /&gt;
div#footer ul li{&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:0;&lt;br /&gt;
    padding-top:.5em;&lt;br /&gt;
    padding-bottom:.5em;&lt;br /&gt;
    color:#c1c1c1;&lt;br /&gt;
    font-size:.7em&lt;br /&gt;
}&lt;br /&gt;
div#footer #footer-icons{&lt;br /&gt;
    float:right&lt;br /&gt;
}&lt;br /&gt;
div#footer #footer-icons li{&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-left:.5em;&lt;br /&gt;
    line-height:2em;&lt;br /&gt;
    text-align:right&lt;br /&gt;
}&lt;br /&gt;
div#footer #footer-info li{&lt;br /&gt;
    line-height:1.4em&lt;br /&gt;
}&lt;br /&gt;
div#footer #footer-places li{&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1em;&lt;br /&gt;
    line-height:2em&lt;br /&gt;
}&lt;br /&gt;
body.ltr div#footer #footer-places{&lt;br /&gt;
    float:left&lt;br /&gt;
}&lt;br /&gt;
.mw-body .external{&lt;br /&gt;
    background-position:right center;&lt;br /&gt;
    background-repeat:no-repeat;&lt;br /&gt;
    background-image:url('skins/Vector/images/external-link-ltr-icon.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/external-link-ltr-icon.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/external-link-ltr-icon.svg');&lt;br /&gt;
    padding-right:13px&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Extra stuff for FileList table. Was blinding me haha */&lt;br /&gt;
&lt;br /&gt;
.mw-datatable th{&lt;br /&gt;
    background-color: #4c4c4c;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-datatable td{&lt;br /&gt;
    background-color: #5c5c5c;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-datatable tr:hover td{&lt;br /&gt;
    background-color: #555555;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.TablePager{&lt;br /&gt;
    color: #222222;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#spritesheet_editor{&lt;br /&gt;
	background: none repeat scroll 0 0 #a1a1a1a1;&lt;br /&gt;
    border: 1px solid #aaa;&lt;br /&gt;
    border-radius: 5px;&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    margin: 10px 0 15px;&lt;br /&gt;
    padding: 0 10px 10px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#spritesheet_editor fieldset legend {&lt;br /&gt;
    font-size: 1em;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    margin-top: -1.1em;&lt;br /&gt;
    text-shadow: -1px -1px 0 #111, 1px -1px 0 #111, -1px 1px 0 #111, 1px 1px 0 #111;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Vector.css&amp;diff=3749</id>
		<title>MediaWiki:Vector.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=MediaWiki:Vector.css&amp;diff=3749"/>
		<updated>2026-01-24T21:36:09Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will affect users of the Vector skin */&lt;br /&gt;
/* Override Vector colour scheme to make it dark (compiled from modified LESS code) */&lt;br /&gt;
 h1,h2,h3,h4,h5,h6{&lt;br /&gt;
    color:#c1c1c1&lt;br /&gt;
}&lt;br /&gt;
table.wikitable {&lt;br /&gt;
    margin: 1em 0;&lt;br /&gt;
    background-color: #f8f9fa;&lt;br /&gt;
    border: 1px solid #a2a9b1;&lt;br /&gt;
    border-collapse: collapse;&lt;br /&gt;
    color: #000&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable &amp;gt; tr &amp;gt; th,table.wikitable &amp;gt; tr &amp;gt; td,table.wikitable &amp;gt; * &amp;gt; tr &amp;gt; th,table.wikitable &amp;gt; * &amp;gt; tr &amp;gt; td {&lt;br /&gt;
    border: 1px solid #a2a9b1;&lt;br /&gt;
    padding: 0.2em 0.4em&lt;br /&gt;
}&lt;br /&gt;
hr{&lt;br /&gt;
    color:#222&lt;br /&gt;
}&lt;br /&gt;
.editOptions{&lt;br /&gt;
    background-color:#333;&lt;br /&gt;
    color:#c1c1c1;&lt;br /&gt;
    border-color:#4c4c4c&lt;br /&gt;
}&lt;br /&gt;
input,textarea{&lt;br /&gt;
    background-color:#4c4c4c;&lt;br /&gt;
    border-color:#4c4c4c;&lt;br /&gt;
    color:#c1c1c1&lt;br /&gt;
}&lt;br /&gt;
a,.mw-body a.external,.mw-body a.extiw{&lt;br /&gt;
    color:#e69710&lt;br /&gt;
}&lt;br /&gt;
a:visited,.mw-body a.external:visited,.mw-body a.extiw:visited{&lt;br /&gt;
    color:#a1690b&lt;br /&gt;
}&lt;br /&gt;
a.new,#p-personal a.new{&lt;br /&gt;
    color:#d44&lt;br /&gt;
}&lt;br /&gt;
ul{&lt;br /&gt;
    list-style-image:none&lt;br /&gt;
}&lt;br /&gt;
div.thumbinner,.catlinks{&lt;br /&gt;
    background-color:#4c4c4c;&lt;br /&gt;
    border-color:#666&lt;br /&gt;
}&lt;br /&gt;
#toc,div.toc,ul#filetoc,li.gallerybox div.thumb{&lt;br /&gt;
    background-color:#4c4c4c;&lt;br /&gt;
    border-color:#666&lt;br /&gt;
}&lt;br /&gt;
code{&lt;br /&gt;
    border:none;&lt;br /&gt;
    background-color:inherit;&lt;br /&gt;
    color:inherit;&lt;br /&gt;
    font-family: &amp;quot;Courier&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
table.mw_metadata td,table.mw_metadata th,table.wikitable,table.wikitable&amp;gt;*&amp;gt;tr&amp;gt;th,table.wikitable&amp;gt;*&amp;gt;tr&amp;gt;td,pre{&lt;br /&gt;
    color:#c1c1c1;&lt;br /&gt;
    background-color:#111;&lt;br /&gt;
    border-color:#666&lt;br /&gt;
}&lt;br /&gt;
table.mw_metadata th,table.wikitable&amp;gt;*&amp;gt;tr&amp;gt;th{&lt;br /&gt;
    background-color:#595959&lt;br /&gt;
}&lt;br /&gt;
table.diff{&lt;br /&gt;
    background-color:#4c4c4c&lt;br /&gt;
}&lt;br /&gt;
td .diffchange{&lt;br /&gt;
    color:#4c4c4c&lt;br /&gt;
}&lt;br /&gt;
#pagehistory li.selected,td.diff-context{&lt;br /&gt;
    background-color:inherit;&lt;br /&gt;
    color:inherit&lt;br /&gt;
}&lt;br /&gt;
#pagehistory li{&lt;br /&gt;
    border:0&lt;br /&gt;
}&lt;br /&gt;
ul.mw-gallery-packed-hover li.gallerybox:hover div.gallerytextwrapper,ul.mw-gallery-packed-overlay li.gallerybox div.gallerytextwrapper,ul.mw-gallery-packed-hover li.gallerybox.mw-gallery-focused div.gallerytextwrapper{&lt;br /&gt;
    background-color:rgba(0,0,0,0.8)&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs,#right-navigation div.vectorTabs{&lt;br /&gt;
    background-image:inherit;&lt;br /&gt;
    background-color:#222&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs ul,#right-navigation div.vectorTabs ul{&lt;br /&gt;
    background-color:#222&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs ul li,#right-navigation div.vectorTabs ul li{&lt;br /&gt;
    background-color:#222;&lt;br /&gt;
    background-image:-moz-linear-gradient(top, #2e2e2e 20%, #222 100%);&lt;br /&gt;
    background-image:-webkit-gradient(linear, left top, left bottom, color-stop(20%, #2e2e2e), color-stop(100%, #222));&lt;br /&gt;
    background-image:-webkit-linear-gradient(top, #2e2e2e 20%, #222 100%);&lt;br /&gt;
    background-image:linear-gradient(#2e2e2e 20%, #222 100%)&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs li.new a,#right-navigation div.vectorTabs li.new a,#left-navigation div.vectorTabs li.new a:visited,#right-navigation div.vectorTabs li.new a:visited{&lt;br /&gt;
    color:#d44&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs li.selected,#right-navigation div.vectorTabs li.selected{&lt;br /&gt;
    background-color:#333;&lt;br /&gt;
    background-image:-moz-linear-gradient(top, #e69710 0, #333 10%);&lt;br /&gt;
    background-image:-webkit-gradient(linear, left top, left bottom, color-stop(0, #e69710), color-stop(10%, #333));&lt;br /&gt;
    background-image:-webkit-linear-gradient(top, #e69710 0, #333 10%);&lt;br /&gt;
    background-image:linear-gradient(#e69710 0, #333 10%)&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs li.selected a,#right-navigation div.vectorTabs li.selected a,#left-navigation div.vectorTabs li.selected a:visited,#right-navigation div.vectorTabs li.selected a:visited{&lt;br /&gt;
    color:#a1690b&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs li a,#right-navigation div.vectorTabs li a{&lt;br /&gt;
    color:#e69710&lt;br /&gt;
}&lt;br /&gt;
#left-navigation div.vectorTabs span,#right-navigation div.vectorTabs span{&lt;br /&gt;
    background:transparent&lt;br /&gt;
}&lt;br /&gt;
div#mw-head #right-navigation div.vectorMenu h3{&lt;br /&gt;
    background:inherit&lt;br /&gt;
}&lt;br /&gt;
div#mw-head div.vectorMenu h3 span{&lt;br /&gt;
    color:#e69710&lt;br /&gt;
}&lt;br /&gt;
div.vectorMenu h3 a{&lt;br /&gt;
    background:inherit&lt;br /&gt;
}&lt;br /&gt;
div.vectorMenu ul{&lt;br /&gt;
    background-color:black;&lt;br /&gt;
    border:solid 1px #0c0c0c&lt;br /&gt;
}&lt;br /&gt;
div.vectorMenu li a{&lt;br /&gt;
    color:#e69710&lt;br /&gt;
}&lt;br /&gt;
div.vectorMenu li.selected a,div.vectorMenu li.selected a:visited{&lt;br /&gt;
    color:#a1690b;&lt;br /&gt;
    text-decoration:none&lt;br /&gt;
}&lt;br /&gt;
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        transform:rotate(0deg)&lt;br /&gt;
    }&lt;br /&gt;
    to{&lt;br /&gt;
        -webkit-transform:rotate(360deg);&lt;br /&gt;
        -moz-transform:rotate(360deg);&lt;br /&gt;
        transform:rotate(360deg)&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
@keyframes rotate{&lt;br /&gt;
    from{&lt;br /&gt;
        -webkit-transform:rotate(0deg);&lt;br /&gt;
        -moz-transform:rotate(0deg);&lt;br /&gt;
        transform:rotate(0deg)&lt;br /&gt;
    }&lt;br /&gt;
    to{&lt;br /&gt;
        -webkit-transform:rotate(360deg);&lt;br /&gt;
        -moz-transform:rotate(360deg);&lt;br /&gt;
        transform:rotate(360deg)&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a,#ca-watch.icon a{&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:0;&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:26px;&lt;br /&gt;
    padding-top:3.1em;&lt;br /&gt;
    margin-top:0;&lt;br /&gt;
    height:0;&lt;br /&gt;
    overflow:hidden;&lt;br /&gt;
    background-position:5px 60%&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a{&lt;br /&gt;
    background-image:url('skins/Vector/images/unwatch-icon.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/unwatch-icon.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/unwatch-icon.svg')&lt;br /&gt;
}&lt;br /&gt;
#ca-watch.icon a{&lt;br /&gt;
    background-image:url('skins/Vector/images/watch-icon.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon.svg')&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a:hover,#ca-unwatch.icon a:focus{&lt;br /&gt;
    background-image:url('skins/Vector/images/unwatch-icon-hl.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/unwatch-icon-hl.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/unwatch-icon-hl.svg')&lt;br /&gt;
}&lt;br /&gt;
#ca-watch.icon a:hover,#ca-watch.icon a:focus{&lt;br /&gt;
    background-image:url('skins/Vector/images/watch-icon-hl.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
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    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon-hl.svg')&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a.loading,#ca-watch.icon a.loading{&lt;br /&gt;
    background-image:url('skins/Vector/images/watch-icon-loading.png');&lt;br /&gt;
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    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon-loading.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/watch-icon-loading.svg');&lt;br /&gt;
    -webkit-animation:rotate 700ms infinite linear;&lt;br /&gt;
    -moz-animation:rotate 700ms infinite linear;&lt;br /&gt;
    -o-animation:rotate 700ms infinite linear;&lt;br /&gt;
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}&lt;br /&gt;
#ca-unwatch.icon a span,#ca-watch.icon a span{&lt;br /&gt;
    display:none&lt;br /&gt;
}&lt;br /&gt;
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    top:-9999px&lt;br /&gt;
}&lt;br /&gt;
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    height:5em;&lt;br /&gt;
    background-position:bottom left;&lt;br /&gt;
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    background-color:#2a2a2a;&lt;br /&gt;
    background-image:-moz-linear-gradient(top, #333 50%, #2a2a2a 100%);&lt;br /&gt;
    background-image:-webkit-gradient(linear, left top, left bottom, color-stop(50%, #333), color-stop(100%, #2a2a2a));&lt;br /&gt;
    background-image:-webkit-linear-gradient(top, #333 50%, #2a2a2a 100%);&lt;br /&gt;
    background-image:linear-gradient(#333 50%, #2a2a2a 100%);&lt;br /&gt;
    background-color:#333&lt;br /&gt;
}&lt;br /&gt;
#mw-head-base{&lt;br /&gt;
    margin-top:-5em;&lt;br /&gt;
    margin-left:10em;&lt;br /&gt;
    height:5em&lt;br /&gt;
}&lt;br /&gt;
div#mw-head{&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:0;&lt;br /&gt;
    right:0;&lt;br /&gt;
    width:100%&lt;br /&gt;
}&lt;br /&gt;
div#mw-head h3{&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:0&lt;br /&gt;
}&lt;br /&gt;
#left-navigation{&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-left:10em;&lt;br /&gt;
    margin-top:2.5em;&lt;br /&gt;
    margin-bottom:-2.5em;&lt;br /&gt;
    display:inline&lt;br /&gt;
}&lt;br /&gt;
#right-navigation{&lt;br /&gt;
    float:right;&lt;br /&gt;
    margin-top:2.5em&lt;br /&gt;
}&lt;br /&gt;
#p-logo{&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:-160px;&lt;br /&gt;
    left:0;&lt;br /&gt;
    width:10em;&lt;br /&gt;
    height:160px&lt;br /&gt;
}&lt;br /&gt;
#p-logo a{&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:10em;&lt;br /&gt;
    height:160px;&lt;br /&gt;
    background-repeat:no-repeat;&lt;br /&gt;
    background-position:center center;&lt;br /&gt;
    text-decoration:none&lt;br /&gt;
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    font-size:inherit;&lt;br /&gt;
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    top:160px;&lt;br /&gt;
    padding-top:1em;&lt;br /&gt;
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    left:0&lt;br /&gt;
}&lt;br /&gt;
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    margin:0 .6em 0 .7em;&lt;br /&gt;
    padding:.25em 0;&lt;br /&gt;
    direction:ltr&lt;br /&gt;
}&lt;br /&gt;
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    color:#c1c1c1;&lt;br /&gt;
    font-weight:normal;&lt;br /&gt;
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    padding:.25em 0 .25em .25em;&lt;br /&gt;
    cursor:default;&lt;br /&gt;
    border:none&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal div.body{&lt;br /&gt;
    background-image:none;&lt;br /&gt;
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}&lt;br /&gt;
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    list-style-type:none;&lt;br /&gt;
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}&lt;br /&gt;
div#mw-panel div.portal div.body ul li{&lt;br /&gt;
    line-height:1.125em;&lt;br /&gt;
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    font-size:.75em;&lt;br /&gt;
    word-wrap:break-word&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal div.body ul li a{&lt;br /&gt;
    color:#e69710&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal div.body ul li a:visited{&lt;br /&gt;
    color:#a1690b&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal.first{&lt;br /&gt;
    background-image:none;&lt;br /&gt;
    margin-top:0&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal.first h3{&lt;br /&gt;
    display:none&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel div.portal.first div.body{&lt;br /&gt;
    margin-left:.5em&lt;br /&gt;
}&lt;br /&gt;
div#footer{&lt;br /&gt;
    margin-left:10em;&lt;br /&gt;
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    padding:.75em;&lt;br /&gt;
    direction:ltr&lt;br /&gt;
}&lt;br /&gt;
div#footer ul{&lt;br /&gt;
    list-style-type:none;&lt;br /&gt;
    list-style-image:none;&lt;br /&gt;
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}&lt;br /&gt;
div#footer ul li{&lt;br /&gt;
    margin:0;&lt;br /&gt;
    padding:0;&lt;br /&gt;
    padding-top:.5em;&lt;br /&gt;
    padding-bottom:.5em;&lt;br /&gt;
    color:#c1c1c1;&lt;br /&gt;
    font-size:.7em&lt;br /&gt;
}&lt;br /&gt;
div#footer #footer-icons{&lt;br /&gt;
    float:right&lt;br /&gt;
}&lt;br /&gt;
div#footer #footer-icons li{&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-left:.5em;&lt;br /&gt;
    line-height:2em;&lt;br /&gt;
    text-align:right&lt;br /&gt;
}&lt;br /&gt;
div#footer #footer-info li{&lt;br /&gt;
    line-height:1.4em&lt;br /&gt;
}&lt;br /&gt;
div#footer #footer-places li{&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1em;&lt;br /&gt;
    line-height:2em&lt;br /&gt;
}&lt;br /&gt;
body.ltr div#footer #footer-places{&lt;br /&gt;
    float:left&lt;br /&gt;
}&lt;br /&gt;
.mw-body .external{&lt;br /&gt;
    background-position:right center;&lt;br /&gt;
    background-repeat:no-repeat;&lt;br /&gt;
    background-image:url('skins/Vector/images/external-link-ltr-icon.png');&lt;br /&gt;
    background-image:-webkit-linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/external-link-ltr-icon.svg');&lt;br /&gt;
    background-image:linear-gradient(transparent, transparent),&lt;br /&gt;
    /* @embed */&lt;br /&gt;
     url('skins/Vector/images/external-link-ltr-icon.svg');&lt;br /&gt;
    padding-right:13px&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Extra stuff for FileList table. Was blinding me haha */&lt;br /&gt;
&lt;br /&gt;
.mw-datatable th{&lt;br /&gt;
    background-color: #4c4c4c;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-datatable td{&lt;br /&gt;
    background-color: #5c5c5c;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-datatable tr:hover td{&lt;br /&gt;
    background-color: #555555;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.TablePager{&lt;br /&gt;
    color: #222222;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#spritesheet_editor{&lt;br /&gt;
	background: none repeat scroll 0 0 #a1a1a1a1;&lt;br /&gt;
    border: 1px solid #aaa;&lt;br /&gt;
    border-radius: 5px;&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    margin: 10px 0 15px;&lt;br /&gt;
    padding: 0 10px 10px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#spritesheet_editor fieldset legend {&lt;br /&gt;
    font-size: 1em;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    margin-top: -1.1em;&lt;br /&gt;
    text-shadow: -1px -1px 0 #111, 1px -1px 0 #111, -1px 1px 0 #111, 1px 1px 0 #111;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2835</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2835"/>
		<updated>2025-03-10T08:54:57Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello[[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===buncho list===&lt;br /&gt;
30 trinkets&lt;br /&gt;
3 trinket sets&lt;br /&gt;
new potion equipment type&lt;br /&gt;
12 potion variants&lt;br /&gt;
4 new combo types&lt;br /&gt;
6 new tavern drinks&lt;br /&gt;
1 new chapel blessing&lt;br /&gt;
2 new monolith buffs&lt;br /&gt;
1 new loadout mechanic (trinket crafting)&lt;br /&gt;
1 new town shop (equipment randomizer)&lt;br /&gt;
3 t1 mainhand spear,scimitar,scepter&lt;br /&gt;
1 t3 offhand towershield&lt;br /&gt;
1 t1-t4 offhand dir&lt;br /&gt;
1 t1-t4 offhand throwing knives&lt;br /&gt;
walls of gadir town minigame&lt;br /&gt;
floppy heroes minigame&lt;br /&gt;
fishing town minigame&lt;br /&gt;
trainer included&lt;br /&gt;
&lt;br /&gt;
..&lt;br /&gt;
setting up hellcube spawn&lt;br /&gt;
hoh1 ost replacer?&lt;br /&gt;
finding the gatherer npc&lt;br /&gt;
finding the fisherman npc&lt;br /&gt;
modded classes?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Things I'd like support to in modding===&lt;br /&gt;
*A way to inject things into sval's. Precisely, the mission and theme ones.&lt;br /&gt;
**adding enemy scheme data (additional enemy types) ex: &amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;2000&amp;lt;/i&amp;gt;&amp;lt;s&amp;gt;actors/enemies.sval:undead_guard_1&amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**also adding in new SpawnPrefabSet's to gen. not adding to a set and messing with the game balance's min max. like adding to a special pfb set, but adding a new unique set into existing gen without changing the theme_.sval&lt;br /&gt;
**adding to chest.sval entries for adding drop arrays and such into bronze_equipment chest loot table&lt;br /&gt;
*some god damn documentation on that player model lol&lt;br /&gt;
*mission loadout order is odd. Separation of the sval into two svals for architect to always be the last entry(bottom) is ideal, or the visual is not clean or pretty. Leaves room for modded mission loadout GUI entries.&lt;br /&gt;
*g_musicInstances does not work, meaning you can't use &amp;lt;loader&amp;gt;MusicInstance:: sval in modding custom tracks. &amp;quot;basegamemode and mainmenugamemode fill the array. its to keep a master soundbank that doesnt get replaced on level switch in order to play the music even during loadtime&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2834</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2834"/>
		<updated>2025-03-10T08:54:38Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===buncho list===&lt;br /&gt;
30 trinkets&lt;br /&gt;
3 trinket sets&lt;br /&gt;
new potion equipment type&lt;br /&gt;
12 potion variants&lt;br /&gt;
4 new combo types&lt;br /&gt;
6 new tavern drinks&lt;br /&gt;
1 new chapel blessing&lt;br /&gt;
2 new monolith buffs&lt;br /&gt;
1 new loadout mechanic (trinket crafting)&lt;br /&gt;
1 new town shop (equipment randomizer)&lt;br /&gt;
3 t1 mainhand spear,scimitar,scepter&lt;br /&gt;
1 t3 offhand towershield&lt;br /&gt;
1 t1-t4 offhand dir&lt;br /&gt;
1 t1-t4 offhand throwing knives&lt;br /&gt;
walls of gadir town minigame&lt;br /&gt;
floppy heroes minigame&lt;br /&gt;
fishing town minigame&lt;br /&gt;
trainer included&lt;br /&gt;
&lt;br /&gt;
..&lt;br /&gt;
setting up hellcube spawn&lt;br /&gt;
hoh1 ost replacer?&lt;br /&gt;
finding the gatherer npc&lt;br /&gt;
finding the fisherman npc&lt;br /&gt;
modded classes?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Things I'd like support to in modding===&lt;br /&gt;
*A way to inject things into sval's. Precisely, the mission and theme ones.&lt;br /&gt;
**adding enemy scheme data (additional enemy types) ex: &amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;2000&amp;lt;/i&amp;gt;&amp;lt;s&amp;gt;actors/enemies.sval:undead_guard_1&amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**also adding in new SpawnPrefabSet's to gen. not adding to a set and messing with the game balance's min max. like adding to a special pfb set, but adding a new unique set into existing gen without changing the theme_.sval&lt;br /&gt;
**adding to chest.sval entries for adding drop arrays and such into bronze_equipment chest loot table&lt;br /&gt;
*some god damn documentation on that player model lol&lt;br /&gt;
*mission loadout order is odd. Separation of the sval into two svals for architect to always be the last entry(bottom) is ideal, or the visual is not clean or pretty. Leaves room for modded mission loadout GUI entries.&lt;br /&gt;
*g_musicInstances does not work, meaning you can't use &amp;lt;loader&amp;gt;MusicInstance:: sval in modding custom tracks. &amp;quot;basegamemode and mainmenugamemode fill the array. its to keep a master soundbank that doesnt get replaced on level switch in order to play the music even during loadtime&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2833</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2833"/>
		<updated>2025-02-07T07:01:15Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button.&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
#The mods folder is where any .bin or folder for mods will be placed. Place the downloaded trainer.bin in your created mods folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##Folder heirachy is &lt;br /&gt;
&lt;br /&gt;
    /Heroes of Hammerwatch 2/&lt;br /&gt;
    ├── HWR2.exe&lt;br /&gt;
    └── mods/&lt;br /&gt;
        └── trainer.bin&lt;br /&gt;
&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
##-m param is the specific mod to quick launch. This is your folder name of your mod.&lt;br /&gt;
##-l param is the level to load into. You may load into custom maps this way.&lt;br /&gt;
Launching your shortcut with these params will load you into the town with the trainer mod loaded! Pressing F3 will open the menu, and this is where you can use the packager.exe to unpack the mod if you wish to experiment with modding for yourself.&amp;lt;br/&amp;gt;&lt;br /&gt;
‎&amp;lt;br/&amp;gt;[[File:examplelong.gif]]‎&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===buncho list===&lt;br /&gt;
30 trinkets&lt;br /&gt;
3 trinket sets&lt;br /&gt;
new potion equipment type&lt;br /&gt;
12 potion variants&lt;br /&gt;
4 new combo types&lt;br /&gt;
6 new tavern drinks&lt;br /&gt;
1 new chapel blessing&lt;br /&gt;
2 new monolith buffs&lt;br /&gt;
1 new loadout mechanic (trinket crafting)&lt;br /&gt;
1 new town shop (equipment randomizer)&lt;br /&gt;
3 t1 mainhand spear,scimitar,scepter&lt;br /&gt;
1 t3 offhand towershield&lt;br /&gt;
1 t1-t4 offhand dir&lt;br /&gt;
1 t1-t4 offhand throwing knives&lt;br /&gt;
walls of gadir town minigame&lt;br /&gt;
floppy heroes minigame&lt;br /&gt;
fishing town minigame&lt;br /&gt;
trainer included&lt;br /&gt;
&lt;br /&gt;
..&lt;br /&gt;
setting up hellcube spawn&lt;br /&gt;
hoh1 ost replacer?&lt;br /&gt;
finding the gatherer npc&lt;br /&gt;
finding the fisherman npc&lt;br /&gt;
modded classes?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Things I'd like support to in modding===&lt;br /&gt;
*A way to inject things into sval's. Precisely, the mission and theme ones.&lt;br /&gt;
**adding enemy scheme data (additional enemy types) ex: &amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;2000&amp;lt;/i&amp;gt;&amp;lt;s&amp;gt;actors/enemies.sval:undead_guard_1&amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**also adding in new SpawnPrefabSet's to gen. not adding to a set and messing with the game balance's min max. like adding to a special pfb set, but adding a new unique set into existing gen without changing the theme_.sval&lt;br /&gt;
**adding to chest.sval entries for adding drop arrays and such into bronze_equipment chest loot table&lt;br /&gt;
*some god damn documentation on that player model lol&lt;br /&gt;
*mission loadout order is odd. Separation of the sval into two svals for architect to always be the last entry(bottom) is ideal, or the visual is not clean or pretty. Leaves room for modded mission loadout GUI entries.&lt;br /&gt;
*g_musicInstances does not work, meaning you can't use &amp;lt;loader&amp;gt;MusicInstance:: sval in modding custom tracks. &amp;quot;basegamemode and mainmenugamemode fill the array. its to keep a master soundbank that doesnt get replaced on level switch in order to play the music even during loadtime&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2832</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2832"/>
		<updated>2025-01-28T06:43:40Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;[[File:examplelong.gif]]‎&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===buncho list===&lt;br /&gt;
30 trinkets&lt;br /&gt;
3 trinket sets&lt;br /&gt;
new potion equipment type&lt;br /&gt;
12 potion variants&lt;br /&gt;
4 new combo types&lt;br /&gt;
6 new tavern drinks&lt;br /&gt;
1 new chapel blessing&lt;br /&gt;
2 new monolith buffs&lt;br /&gt;
1 new loadout mechanic (trinket crafting)&lt;br /&gt;
1 new town shop (equipment randomizer)&lt;br /&gt;
3 t1 mainhand spear,scimitar,scepter&lt;br /&gt;
1 t3 offhand towershield&lt;br /&gt;
1 t1-t4 offhand dir&lt;br /&gt;
1 t1-t4 offhand throwing knives&lt;br /&gt;
walls of gadir town minigame&lt;br /&gt;
floppy heroes minigame&lt;br /&gt;
fishing town minigame&lt;br /&gt;
trainer included&lt;br /&gt;
&lt;br /&gt;
..&lt;br /&gt;
setting up hellcube spawn&lt;br /&gt;
hoh1 ost replacer?&lt;br /&gt;
finding the gatherer npc&lt;br /&gt;
finding the fisherman npc&lt;br /&gt;
modded classes?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Things I'd like support to in modding===&lt;br /&gt;
*A way to inject things into sval's. Precisely, the mission and theme ones.&lt;br /&gt;
**adding enemy scheme data (additional enemy types) ex: &amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;2000&amp;lt;/i&amp;gt;&amp;lt;s&amp;gt;actors/enemies.sval:undead_guard_1&amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**also adding in new SpawnPrefabSet's to gen. not adding to a set and messing with the game balance's min max. like adding to a special pfb set, but adding a new unique set into existing gen without changing the theme_.sval&lt;br /&gt;
**adding to chest.sval entries for adding drop arrays and such into bronze_equipment chest loot table&lt;br /&gt;
*some god damn documentation on that player model lol&lt;br /&gt;
*mission loadout order is odd. Separation of the sval into two svals for architect to always be the last entry(bottom) is ideal, or the visual is not clean or pretty. Leaves room for modded mission loadout GUI entries.&lt;br /&gt;
*g_musicInstances does not work, meaning you can't use &amp;lt;loader&amp;gt;MusicInstance:: sval in modding custom tracks. &amp;quot;basegamemode and mainmenugamemode fill the array. its to keep a master soundbank that doesnt get replaced on level switch in order to play the music even during loadtime&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2831</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2831"/>
		<updated>2025-01-20T05:08:09Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: /* Things I'd like support to in modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;[[File:examplelong.gif]]‎&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Things I'd like support to in modding===&lt;br /&gt;
*A way to inject things into sval's. Precisely, the mission and theme ones.&lt;br /&gt;
**adding enemy scheme data (additional enemy types) ex: &amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;2000&amp;lt;/i&amp;gt;&amp;lt;s&amp;gt;actors/enemies.sval:undead_guard_1&amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**also adding in new SpawnPrefabSet's to gen. not adding to a set and messing with the game balance's min max. like adding to a special pfb set, but adding a new unique set into existing gen without changing the theme_.sval&lt;br /&gt;
**adding to chest.sval entries for adding drop arrays and such into bronze_equipment chest loot table&lt;br /&gt;
*some god damn documentation on that player model lol&lt;br /&gt;
*mission loadout order is odd. Separation of the sval into two svals for architect to always be the last entry(bottom) is ideal, or the visual is not clean or pretty. Leaves room for modded mission loadout GUI entries.&lt;br /&gt;
*g_musicInstances does not work, meaning you can't use &amp;lt;loader&amp;gt;MusicInstance:: sval in modding custom tracks. &amp;quot;basegamemode and mainmenugamemode fill the array. its to keep a master soundbank that doesnt get replaced on level switch in order to play the music even during loadtime&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2830</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2830"/>
		<updated>2025-01-20T05:07:22Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: /* Things I'd like support to in modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;[[File:examplelong.gif]]‎&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Things I'd like support to in modding===&lt;br /&gt;
*A way to inject things into sval's. Precisely, the mission and theme ones.&lt;br /&gt;
**adding enemy scheme data (additional enemy types) ex: &amp;lt;i&amp;gt;2000&amp;lt;/i&amp;gt;&amp;lt;s&amp;gt;actors/enemies.sval:undead_guard_1&amp;lt;/s&amp;gt;&lt;br /&gt;
**also adding in new SpawnPrefabSet's to gen. not adding to a set and messing with the game balance's min max. like adding to a special pfb set, but adding a new unique set into existing gen without changing the theme_.sval&lt;br /&gt;
**adding to chest.sval entries for adding drop arrays and such into bronze_equipment chest loot table&lt;br /&gt;
*some god damn documentation on that player model lol&lt;br /&gt;
*mission loadout order is odd. Separation of the sval into two svals for architect to always be the last entry(bottom) is ideal, or the visual is not clean or pretty. Leaves room for modded mission loadout GUI entries.&lt;br /&gt;
*g_musicInstances does not work, meaning you can't use &amp;lt;loader&amp;gt;MusicInstance:: sval in modding custom tracks. &amp;quot;basegamemode and mainmenugamemode fill the array. its to keep a master soundbank that doesnt get replaced on level switch in order to play the music even during loadtime&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2829</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2829"/>
		<updated>2025-01-20T05:04:38Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: /* Things I'd like support to in modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;[[File:examplelong.gif]]‎&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Things I'd like support to in modding===&lt;br /&gt;
*A way to inject things into sval's. Precisely, the mission and theme ones.&lt;br /&gt;
**adding enemy scheme data (additional enemy types) ex: &amp;lt;i&amp;gt;2000&amp;lt;/i&amp;gt;&amp;lt;s&amp;gt;actors/enemies.sval:undead_guard_1&amp;lt;/s&amp;gt;&lt;br /&gt;
**also adding in new SpawnPrefabSet's to gen. not adding to a set and messing with the game balance's min max. like adding to a special pfb set, but adding a new unique set into existing gen without changing the theme_.sval&lt;br /&gt;
**adding to chest.sval entries for adding drop arrays and such into bronze_equipment chest loot table&lt;br /&gt;
*some god damn documentation on that player model lol&lt;br /&gt;
*mission loadout order is odd. Separation of the sval into two svals for architect to always be the last entry(bottom) is ideal, or the visual is not clean or pretty.&lt;br /&gt;
*g_musicInstances does not work, meaning you can't use &amp;lt;loader&amp;gt;MusicInstance:: sval in modding custom tracks. &amp;quot;basegamemode and mainmenugamemode fill the array. its to keep a master soundbank that doesnt get replaced on level switch in order to play the music even during loadtime&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2828</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2828"/>
		<updated>2025-01-20T04:58:58Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: /* Things I'd like support to in modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;[[File:examplelong.gif]]‎&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Things I'd like support to in modding===&lt;br /&gt;
*A way to inject things into sval's. Precisely, the mission and theme ones.&lt;br /&gt;
**adding enemy scheme data (additional enemy types) ex: &amp;lt;i&amp;gt;2000&amp;lt;/i&amp;gt;&amp;lt;s&amp;gt;actors/enemies.sval:undead_guard_1&amp;lt;/s&amp;gt;&lt;br /&gt;
**also adding in new SpawnPrefabSet's to gen. not adding to a set and messing with the game balance's min max. like adding to a special pfb set, but adding a new unique set into existing gen without changing the theme_.sval&lt;br /&gt;
**adding to chest.sval entries for adding drop arrays and such into bronze_equipment chest loot table&lt;br /&gt;
*some god damn documentation on that player model lol&lt;br /&gt;
*mission loadout order is odd. Separation of the sval into two svals for architect to always be the last entry(bottom) is ideal, or the visual is not clean or pretty.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2827</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2827"/>
		<updated>2025-01-19T22:27:44Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;[[File:examplelong.gif]]‎&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Things I'd like support to in modding===&lt;br /&gt;
*A way to inject things into sval's. Precisely, the mission and theme ones.&lt;br /&gt;
**adding enemy scheme data (additional enemy types) ex: &amp;lt;i&amp;gt;2000&amp;lt;/i&amp;gt;&amp;lt;s&amp;gt;actors/enemies.sval:undead_guard_1&amp;lt;/s&amp;gt;&lt;br /&gt;
**also adding in new SpawnPrefabSet's to gen. not adding to a set and messing with the game balance's min max. like adding to a special pfb set, but adding a new unique set into existing gen without changing the theme_.sval&lt;br /&gt;
*some god damn documentation on that player model lol&lt;br /&gt;
*mission loadout order is odd. Separation of the sval into two svals for architect to always be the last entry(bottom) is ideal, or the visual is not clean or pretty.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2826</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2826"/>
		<updated>2025-01-19T05:42:50Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: /* Things I'd like support to in modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;[[File:examplelong.gif]]‎&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Things I'd like support to in modding===&lt;br /&gt;
*A way to inject things into sval's. Precisely, the mission and theme ones.&lt;br /&gt;
**adding enemy scheme data (additional enemy types) ex: &amp;lt;i&amp;gt;2000&amp;lt;/i&amp;gt;&amp;lt;s&amp;gt;actors/enemies.sval:undead_guard_1&amp;lt;/s&amp;gt;&lt;br /&gt;
**also adding in new SpawnPrefabSet's to gen. not adding to a set and messing with the game balance's min max. like adding to a special pfb set, but adding a new unique set into existing gen without changing the theme_.sval&lt;br /&gt;
*some god damn documentation on that player model lol&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;rowcontainer&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;rowlarge&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;menu&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Wiki Navigator&lt;br /&gt;
|-&lt;br /&gt;
![[Classes]]&lt;br /&gt;
|[[Paladin]] • [[Warrior]] • [[Ranger]] • [[Sorcerer]] • [[Rogue]] • [[Warlock]] • [[Wizard]]&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Town|The Town]]&lt;br /&gt;
|[[Dark Citadel]] (campaign) • [[Apothecary]] • [[Training grounds]] • [[Blacksmith]] • [[Chapel]] • [[Huntercabin|Hunter's Cabin]] • [[Guild Hall]] • [[General Store]]&lt;br /&gt;
|- style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
|[[Magic Shop]] • [[Pyre]] • [[MaterialTrader|Trading Post]] • [[Enchanter]] • [[Tailor]] • [[Tavern]] • [[library]] • [[Architect]]&lt;br /&gt;
|-&lt;br /&gt;
![[Mechanics]]&lt;br /&gt;
|[[Chests]] • [[Combat]] • [[Completion_rewards|Completion Rewards]] • [[Encounters]] • [[Items]] • [[Leveling Up]] • [[Money]] • [[New Game Plus]] • [[puzzlesecrets|Puzzles &amp;amp; Secrets]]&lt;br /&gt;
|-&lt;br /&gt;
![[Enemies]]&lt;br /&gt;
|[[Enemies|Bosses]] • [[Aberrations]] • [[Beasts]] • [[Constructs]] • [[Undead]]  • [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
!|[[Misc]]&lt;br /&gt;
|[[patchNotes|Patch Notes]] • [[troubleshooting|Troubleshooting]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2825</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2825"/>
		<updated>2025-01-19T05:42:24Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: /* Things I'd like support to in modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;[[File:examplelong.gif]]‎&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Things I'd like support to in modding===&lt;br /&gt;
*A way to inject things into sval's. Precisely, the mission and theme ones.&lt;br /&gt;
**adding enemy scheme data (additional enemy types) ex: &amp;lt;i&amp;gt;2000&amp;lt;/i&amp;gt;&amp;lt;s&amp;gt;actors/enemies.sval:undead_guard_1&amp;lt;/s&amp;gt;&lt;br /&gt;
**also adding in new SpawnPrefabSet's to gen. not adding to a set and messing with the game balance's min max like to a special pfb set, but adding a new unique set into existing gen without changing the theme_.sval&lt;br /&gt;
*some god damn documentation on that player model lol&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;rowcontainer&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;rowlarge&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;menu&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Wiki Navigator&lt;br /&gt;
|-&lt;br /&gt;
![[Classes]]&lt;br /&gt;
|[[Paladin]] • [[Warrior]] • [[Ranger]] • [[Sorcerer]] • [[Rogue]] • [[Warlock]] • [[Wizard]]&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Town|The Town]]&lt;br /&gt;
|[[Dark Citadel]] (campaign) • [[Apothecary]] • [[Training grounds]] • [[Blacksmith]] • [[Chapel]] • [[Huntercabin|Hunter's Cabin]] • [[Guild Hall]] • [[General Store]]&lt;br /&gt;
|- style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
|[[Magic Shop]] • [[Pyre]] • [[MaterialTrader|Trading Post]] • [[Enchanter]] • [[Tailor]] • [[Tavern]] • [[library]] • [[Architect]]&lt;br /&gt;
|-&lt;br /&gt;
![[Mechanics]]&lt;br /&gt;
|[[Chests]] • [[Combat]] • [[Completion_rewards|Completion Rewards]] • [[Encounters]] • [[Items]] • [[Leveling Up]] • [[Money]] • [[New Game Plus]] • [[puzzlesecrets|Puzzles &amp;amp; Secrets]]&lt;br /&gt;
|-&lt;br /&gt;
![[Enemies]]&lt;br /&gt;
|[[Enemies|Bosses]] • [[Aberrations]] • [[Beasts]] • [[Constructs]] • [[Undead]]  • [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
!|[[Misc]]&lt;br /&gt;
|[[patchNotes|Patch Notes]] • [[troubleshooting|Troubleshooting]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2824</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2824"/>
		<updated>2025-01-19T05:41:46Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;[[File:examplelong.gif]]‎&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Things I'd like support to in modding===&lt;br /&gt;
*A way to inject things into sval's. Precisely, the mission and theme ones.&lt;br /&gt;
**adding enemy scheme data (additional enemy types) ex: &amp;lt;i&amp;gt;2000&amp;lt;/i&amp;gt;&amp;lt;s&amp;gt;actors/enemies.sval:undead_guard_1&amp;lt;/s&amp;gt;&lt;br /&gt;
**also adding in new SpawnPrefabSet's to gen. not adding to a set, but adding a new unique set into existing gen without changing the theme_.sval&lt;br /&gt;
*some god damn documentation on that player model lol&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;rowcontainer&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;rowlarge&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;menu&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Wiki Navigator&lt;br /&gt;
|-&lt;br /&gt;
![[Classes]]&lt;br /&gt;
|[[Paladin]] • [[Warrior]] • [[Ranger]] • [[Sorcerer]] • [[Rogue]] • [[Warlock]] • [[Wizard]]&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Town|The Town]]&lt;br /&gt;
|[[Dark Citadel]] (campaign) • [[Apothecary]] • [[Training grounds]] • [[Blacksmith]] • [[Chapel]] • [[Huntercabin|Hunter's Cabin]] • [[Guild Hall]] • [[General Store]]&lt;br /&gt;
|- style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
|[[Magic Shop]] • [[Pyre]] • [[MaterialTrader|Trading Post]] • [[Enchanter]] • [[Tailor]] • [[Tavern]] • [[library]] • [[Architect]]&lt;br /&gt;
|-&lt;br /&gt;
![[Mechanics]]&lt;br /&gt;
|[[Chests]] • [[Combat]] • [[Completion_rewards|Completion Rewards]] • [[Encounters]] • [[Items]] • [[Leveling Up]] • [[Money]] • [[New Game Plus]] • [[puzzlesecrets|Puzzles &amp;amp; Secrets]]&lt;br /&gt;
|-&lt;br /&gt;
![[Enemies]]&lt;br /&gt;
|[[Enemies|Bosses]] • [[Aberrations]] • [[Beasts]] • [[Constructs]] • [[Undead]]  • [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
!|[[Misc]]&lt;br /&gt;
|[[patchNotes|Patch Notes]] • [[troubleshooting|Troubleshooting]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2823</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2823"/>
		<updated>2025-01-19T05:40:15Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;[[File:examplelong.gif]]‎&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things I'd like support to in modding=‎==&lt;br /&gt;
*A way to inject things into sval's. Precisely, the mission and theme ones.&lt;br /&gt;
**adding enemy scheme data (additional enemy types) ex: &amp;lt;i&amp;gt;2000&amp;lt;/i&amp;gt;&amp;lt;s&amp;gt;actors/enemies.sval:undead_guard_1&amp;lt;/s&amp;gt;&lt;br /&gt;
**also adding in new SpawnPrefabSet's to gen. not adding to a set, but adding a new unique set into existing gen without changing the theme_.sval&lt;br /&gt;
*some god damn documentation on that player model lol&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;rowcontainer&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;rowlarge&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;menu&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Wiki Navigator&lt;br /&gt;
|-&lt;br /&gt;
![[Classes]]&lt;br /&gt;
|[[Paladin]] • [[Warrior]] • [[Ranger]] • [[Sorcerer]] • [[Rogue]] • [[Warlock]] • [[Wizard]]&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Town|The Town]]&lt;br /&gt;
|[[Dark Citadel]] (campaign) • [[Apothecary]] • [[Training grounds]] • [[Blacksmith]] • [[Chapel]] • [[Huntercabin|Hunter's Cabin]] • [[Guild Hall]] • [[General Store]]&lt;br /&gt;
|- style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
|[[Magic Shop]] • [[Pyre]] • [[MaterialTrader|Trading Post]] • [[Enchanter]] • [[Tailor]] • [[Tavern]] • [[library]] • [[Architect]]&lt;br /&gt;
|-&lt;br /&gt;
![[Mechanics]]&lt;br /&gt;
|[[Chests]] • [[Combat]] • [[Completion_rewards|Completion Rewards]] • [[Encounters]] • [[Items]] • [[Leveling Up]] • [[Money]] • [[New Game Plus]] • [[puzzlesecrets|Puzzles &amp;amp; Secrets]]&lt;br /&gt;
|-&lt;br /&gt;
![[Enemies]]&lt;br /&gt;
|[[Enemies|Bosses]] • [[Aberrations]] • [[Beasts]] • [[Constructs]] • [[Undead]]  • [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
!|[[Misc]]&lt;br /&gt;
|[[patchNotes|Patch Notes]] • [[troubleshooting|Troubleshooting]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2822</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2822"/>
		<updated>2025-01-17T17:25:07Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;[[File:examplelong.gif]]‎&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;rowcontainer&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;rowlarge&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;menu&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Wiki Navigator&lt;br /&gt;
|-&lt;br /&gt;
![[Classes]]&lt;br /&gt;
|[[Paladin]] • [[Warrior]] • [[Ranger]] • [[Sorcerer]] • [[Rogue]] • [[Warlock]] • [[Wizard]]&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Town|The Town]]&lt;br /&gt;
|[[Dark Citadel]] (campaign) • [[Apothecary]] • [[Training grounds]] • [[Blacksmith]] • [[Chapel]] • [[Huntercabin|Hunter's Cabin]] • [[Guild Hall]] • [[General Store]]&lt;br /&gt;
|- style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
|[[Magic Shop]] • [[Pyre]] • [[MaterialTrader|Trading Post]] • [[Enchanter]] • [[Tailor]] • [[Tavern]] • [[library]] • [[Architect]]&lt;br /&gt;
|-&lt;br /&gt;
![[Mechanics]]&lt;br /&gt;
|[[Chests]] • [[Combat]] • [[Completion_rewards|Completion Rewards]] • [[Encounters]] • [[Items]] • [[Leveling Up]] • [[Money]] • [[New Game Plus]] • [[puzzlesecrets|Puzzles &amp;amp; Secrets]]&lt;br /&gt;
|-&lt;br /&gt;
![[Enemies]]&lt;br /&gt;
|[[Enemies|Bosses]] • [[Aberrations]] • [[Beasts]] • [[Constructs]] • [[Undead]]  • [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
!|[[Misc]]&lt;br /&gt;
|[[patchNotes|Patch Notes]] • [[troubleshooting|Troubleshooting]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2821</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2821"/>
		<updated>2025-01-12T08:06:17Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
As a quick introduction, most things are similar from past games all the way from crackshell's SSBD release (everything except hammerwatch1).‎&amp;lt;br/&amp;gt;&lt;br /&gt;
You can use all past modding resources accessible from these titles as they remain important to modding in HoH2.‎&amp;lt;br/&amp;gt;&lt;br /&gt;
I'll only cover the steps needed to get started due to the limited early modding support.&amp;lt;br/&amp;gt;&lt;br /&gt;
This is a guide made just before the release of HoH2, and will quickly get outdated once save profile management is added in-game.‎&amp;lt;br/&amp;gt;&lt;br /&gt;
The goal to this guide is getting you started in launching a mod. If you wish to understand how to unpack/unpack game assets or your own mods, please click here. This is the HoH1 packager guide, but remains exactly the same in HoH2 even in GUI.‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
## I WILL BE BACK TOMORROW&lt;br /&gt;
‎&amp;lt;br/&amp;gt;[[File:examplelong.gif]]‎&amp;lt;br/&amp;gt;&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2820</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2820"/>
		<updated>2025-01-12T07:57:51Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
As a quick introduction, most things are similar from past games all the way from crackshell's SSBD release (everything except hammerwatch1).‎&amp;lt;br/&amp;gt;&lt;br /&gt;
You can use all past modding resources accessible from these titles as they remain important to modding in HoH2.‎&amp;lt;br/&amp;gt;&lt;br /&gt;
I'll only cover the steps needed to get started due to the limited early modding support.&amp;lt;br/&amp;gt;&lt;br /&gt;
This is a guide made just before the release of HoH2, and will quickly get outdated once save profile management is added in-game.‎&amp;lt;br/&amp;gt;&lt;br /&gt;
The goal to this guide is getting you started in launching a mod. If you wish to understand how to unpack/unpack game assets or your own mods, please click here. This is the HoH1 packager guide, but remains exactly the same in HoH2 even in GUI.‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
### I WILL BE BACK TOMORROW&lt;br /&gt;
[[File:examplelong.gif|frameless]]&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2819</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2819"/>
		<updated>2025-01-12T07:54:39Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
As a quick introduction, most things are similar from past games all the way from crackshell's SSBD release (everything except hammerwatch1).‎&amp;lt;br/&amp;gt;&lt;br /&gt;
You can use all past modding resources accessible from these titles as they remain important to modding in HoH2.‎&amp;lt;br/&amp;gt;&lt;br /&gt;
I'll only cover the steps needed to get started due to the limited early modding support.&amp;lt;br/&amp;gt;&lt;br /&gt;
This is a guide made just before the release of HoH2, and will quickly get outdated once save profile management is added in-game.‎&amp;lt;br/&amp;gt;&lt;br /&gt;
The goal to this guide is getting you started in launching a mod. If you wish to understand how to unpack/unpack game assets or your own mods, please click here. This is the HoH1 packager guide, but remains exactly the same in HoH2 even in GUI.‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
### I WILL BE BACK TOMORROW&lt;br /&gt;
[[File:examplelong.gif]]&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2818</id>
		<title>User:Muffinatorz</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Muffinatorz&amp;diff=2818"/>
		<updated>2025-01-12T07:53:31Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello and welcome to my heroes of hammerwatch II quickstart guide to modding [[file:whatdidyoujustcallme.png]]==&lt;br /&gt;
&lt;br /&gt;
===If you're reading this, you're too early! GTFO!===&lt;br /&gt;
&lt;br /&gt;
As a quick introduction, most things are similar from past games all the way from crackshell's SSBD release (everything except hammerwatch1).‎&amp;lt;br/&amp;gt;&lt;br /&gt;
You can use all past modding resources accessible from these titles as they remain important to modding in HoH2.‎&amp;lt;br/&amp;gt;&lt;br /&gt;
I'll only cover the steps needed to get started due to the limited early modding support.&amp;lt;br/&amp;gt;&lt;br /&gt;
This is a guide made just before the release of HoH2, and will quickly get outdated once save profile management is added in-game.‎&amp;lt;br/&amp;gt;&lt;br /&gt;
The goal to this guide is getting you started in launching a mod. If you wish to understand how to unpack/unpack game assets or your own mods, please click here. This is the HoH1 packager guide, but remains exactly the same in HoH2 even in GUI.‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Launching mods for Heroes 2===&lt;br /&gt;
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.&lt;br /&gt;
#Start by finding your installation folder. ‎The simplest way is going to your steam library-&amp;gt;Properties-&amp;gt;Installed Files, then hit the browse button&amp;lt;br/&amp;gt;&lt;br /&gt;
#Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.&amp;lt;br/&amp;gt;&lt;br /&gt;
##The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.&lt;br /&gt;
#In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.&amp;lt;br/&amp;gt;&lt;br /&gt;
### I WILL BE BACK TOMORROW&lt;br /&gt;
&lt;br /&gt;
===Things missing in HoH2's modding support (A list in progress)‎===&lt;br /&gt;
*Modding profile saves (GUI)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Quick launch from editor (Launches game with no params)‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*Editor enabled mods don't stay active when clicking &amp;quot;new file&amp;quot;‎&amp;lt;br/&amp;gt;&lt;br /&gt;
*There can always be more hooks&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Examplelong.gif&amp;diff=2817</id>
		<title>File:Examplelong.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Examplelong.gif&amp;diff=2817"/>
		<updated>2025-01-12T07:48:10Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Commands&amp;diff=2814</id>
		<title>Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Commands&amp;diff=2814"/>
		<updated>2024-08-14T22:37:11Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The commands below are available by opening the console using the tilde (~) key. This key is usually located below the escape key. These commands don't save to your configuration file so they will not stick once you close the game.&amp;lt;br&amp;gt;To save a command to your hwr.exe.cfg file you can either add the command manually by editing the file or type &amp;lt;code&amp;gt;save ''your command &amp;amp; argument''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;save_curr ''your command''&amp;lt;/code&amp;gt;.&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;save ui_scale 0.75&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;save_curr ui_scale&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game config commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Game config commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_gore&lt;br /&gt;
| Affects whether slain enemies will leave gore effects or not. True or False.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_hdr&lt;br /&gt;
| Enables or disables the use of HDR rendering.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_language&lt;br /&gt;
| Changes the game's language. Currently no other languages. Will require a restart to take effect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_laser_sight&lt;br /&gt;
| Changes the Aim Guide option. 1 for on, 0 of off, -1 for Auto.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_local_player_marker&lt;br /&gt;
| Adds a colored circle below your character's sprite. True or False.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_mousemove_speed&lt;br /&gt;
| Multiplier for the speed of the mouse cursor movement on gamepads.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_movedir_snap&lt;br /&gt;
| Snap angle for the movement direction on gamepads.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_potion_delay&lt;br /&gt;
| Add a delay before you can reuse your potion. This can prevent rogue keyboards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_richpresence&lt;br /&gt;
| Enable or disable rich presence for discord and steam.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_shadows&lt;br /&gt;
| Shadow quality. 0 = off, 1 = sun only, 2 = all.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_smooth_scrolling&lt;br /&gt;
| Enables or disables smooth camera scrolling.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | rg_brightness&lt;br /&gt;
| Brightness of the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | rg_contrast&lt;br /&gt;
| Contrast of the colors.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | rg_gamma&lt;br /&gt;
| Gamma value of the colors.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | rg_crt_curve&lt;br /&gt;
| Multiplier for the CRT curve effect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | rg_pixel_perfect&lt;br /&gt;
| Whether the scene needs to render in pixel perfect mode or not. Pixel perfect in this sense means that the game will be rendered in 1x sprite scale and then upscaled (faster). If it's disabled, the game is rendered in its full size and sprites are scaled instead (slower). Disabling pixel perfect allows for a few smoother effects like shadows.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_time_hour&lt;br /&gt;
| Set the in game time, useful if you're not a fan of the night in town!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Video config commands==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Video config commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | v_resolution&lt;br /&gt;
| Affects the games resolution. Example: v_resolution 1600x900&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | v_fullscreen&lt;br /&gt;
| Enables or disables fullscreen. Use 0 or 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | v_vsync&lt;br /&gt;
| Enables or disables vsync. True or False&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | v_forced_aspect_ratio&lt;br /&gt;
| Set the aspect ratio for the game. This can be used to achieve a zoomed out view.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Console config commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Console config commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_bgcolor&lt;br /&gt;
| Background color of the console. Set as a vec4: *cs_bgcolor 1 0 0 0.5* for a red transparent console background.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_fgcolor&lt;br /&gt;
| Text color of the console. Set as a vec4.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_enabled&lt;br /&gt;
| Enable or disable the use of the console entirely. Useful if you need the console toggle button for something else.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_height&lt;br /&gt;
| The height of the console window, in a multiplier of the screen height: 0.5 means 50% of the screen height.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_show_build&lt;br /&gt;
| Whether to show the game's build ID in the bottom left of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_show_log&lt;br /&gt;
| Shows recent log additions as an overlay at the top of the screen&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_show_log_count&lt;br /&gt;
| The amount of recent lines to be displayed for cs_show_log&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_speed&lt;br /&gt;
| The speed for the console toggle animation. The higher the faster.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | condump&lt;br /&gt;
| Dumps the contents of the console to a file, doesn't include timestamps, format is condump &amp;quot;filename&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cheat commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Cheat commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | e_cheats&lt;br /&gt;
| e_cheats is required for any of these commands to work. Once toggled on, a red text will appear top right. '''Cheats are only available on modded profiles.'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | change_level&lt;br /&gt;
| change/load level to the chosen relative path argument. ex: levels/testDoodad.lvl&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_scale&lt;br /&gt;
| Changes the scaling of the game. The default for a 16:9 resolution would have a game scale of 4.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_timescale&lt;br /&gt;
| Affects the game speed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_all_dyes&lt;br /&gt;
| Gives all dyes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_blueprint&lt;br /&gt;
| Give a specific Blueprint. The argument is the Items ID Name. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_combo&lt;br /&gt;
| Triggers the combo status&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_curse&lt;br /&gt;
| Gives curse&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_drink&lt;br /&gt;
| Give a specific drink. The argument must be the drink's ID name.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_drinks&lt;br /&gt;
| Gives drinks at the set rarity, &amp;quot;give_drinks 32 32 32&amp;quot; would give 32 each to the common, uncommon and rare drinks. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_experience&lt;br /&gt;
| Give a selected amount of experience from argument.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_gold&lt;br /&gt;
| Give a selected amount of gold from argument.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_health&lt;br /&gt;
| Give a selected amount of health from argument.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_item&lt;br /&gt;
| Give a specific item. The argument must be the item's ID name. See [[Items_detailed|Item ID's]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_items&lt;br /&gt;
| Give a selected amount of item with the 4 arguments. The 4 arguments represent the rarities. 1st arg = common, eg &amp;quot;give_items 50 0 0 0 0&amp;quot; will give 50 random common items.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_key&lt;br /&gt;
| Give a key. Bronze key = 0, Silver = 1, Gold = 2, Ace = 3.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_mana&lt;br /&gt;
| Give a selected amount of mana from argument.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_ore&lt;br /&gt;
| Give a selected amount of ore from argument.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_statue&lt;br /&gt;
| Gives a built statue of a defined level, for a list of statue ID's see the statue page. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | give_statue_blueprint&lt;br /&gt;
| Gives the next level of statue blueprint for the specified statue, for a list of statue ID's see the statue page&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | god&lt;br /&gt;
| Set infinite health, doesn't always work as expected&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | levelup&lt;br /&gt;
| Specifies an amount of Levels to Level up by. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | noclip&lt;br /&gt;
| Remove player collision.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_*&lt;br /&gt;
| r_draw has many options, for a much easier interface use cs_show_menu 1 and use the Cvars &amp;gt; rendering &amp;gt; draw menu. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | revive&lt;br /&gt;
| =================================================================&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | set_char_ngp &amp;lt;name&amp;gt; &amp;lt;level&amp;gt;&lt;br /&gt;
| Sets the current characters NGP level for specified campaign to the desired level. Forsaken Tower = base, Pyramids of Prophecy = pop&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | set_char_gladiator&lt;br /&gt;
| Sets the current characters arena level. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | set_ngp&lt;br /&gt;
| Sets the current NGP, can be used at any point. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | set_last_gladiator_rank&lt;br /&gt;
| Sets the arena level at the interface, useful to avoid clicking through levels of you've set your max arena level too high &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Debug commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Debug commands (* denotes e_cheats is required)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_show_menu*&lt;br /&gt;
| Displays a menu at the top of the screen with many debug options and useful information about the current save&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_flags 0&lt;br /&gt;
| Displays any currently set flags on screen, &amp;quot;ui_flags 2&amp;quot; can be used to display on the right&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | list_flags&lt;br /&gt;
| Lists the current flags in the console&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | listenemies&lt;br /&gt;
| Lists the current enemies in the console&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | listmodifiers&lt;br /&gt;
| Lists the current modifiers in the console&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_scripts* &lt;br /&gt;
| Displays scripts on screen.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_scripts_compact* &lt;br /&gt;
| When scripts are being drawn, this will toggle whether they are compact or not. &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_scripts_lines* &lt;br /&gt;
| When scripts are being drawn, this will toggle whether connecting lines are drawn. &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_collision* &lt;br /&gt;
| Draws object collision.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_physics* &lt;br /&gt;
| Draws object physics.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_raycasts* &lt;br /&gt;
| Shows raycasts. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_pathfinds* &lt;br /&gt;
| Shows pathfind information&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | debug_widgets&lt;br /&gt;
| useful for debugging on screen widgets. &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_cursor_unit&lt;br /&gt;
| Displays unit name when the mouse is over it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | debug_dungeon_prefabs&lt;br /&gt;
| listed currently loaded dungeon prefabs in the console&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | dump_unit_list*&lt;br /&gt;
| list current level units in a file in the game repository&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | dump_level_save*&lt;br /&gt;
| dump the level in a file in the game repository&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Editor config commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Editor config commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_script_line_alpha&lt;br /&gt;
| Configure the alpha of the script lines.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_script_line_scroll&lt;br /&gt;
| Whether script links should be animated and scroll. The higher the faster.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_scripts_lines_head&lt;br /&gt;
| The size of the arrow head for script links&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ed_grid_color&lt;br /&gt;
| Changes the RGBA of the grid. Ex: 0.5,0.1,0.1,0.8 will make it red.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ed_grid_width&lt;br /&gt;
| Changes the pixel width of the grid. default 1.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ed_history_limit&lt;br /&gt;
| The limit of changes that the editor will remember.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Multiplayer/Lobby commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Multiplayer/Lobby commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | lobby_members&lt;br /&gt;
| Write a list of all lobby members to the console.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | lobby_kick&lt;br /&gt;
| Kick a player from the lobby. Only works if you're the host. Takes 1 parameter, the lobby member ID. Get the ID using *lobby_members*.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | lobby_say&lt;br /&gt;
| Send a chat message via the console.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_multiplayer_limit&lt;br /&gt;
| Set this value to some higher value than 4 before opening the &amp;quot;create lobby&amp;quot; menu to allow hosting lobbies with more than 4 players.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_multiplayer_ping_limit&lt;br /&gt;
| When clients get disconnected, they have this many seconds for their connection to be restored before they are automatically kicked.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_pure&lt;br /&gt;
| Must be set in the config file, default value is 1, by setting to 0 allows multiplayer with unpacked mods, you'll only see players with the same pure settings as your own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sound commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Sound commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | snd_volume&lt;br /&gt;
| Master sound volume scale.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | snd_volume_env&lt;br /&gt;
| Environment sounds volume scale.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | snd_volume_music&lt;br /&gt;
| Music volume scale.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | snd_volume_sfx&lt;br /&gt;
| Sound effects volume scale.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | snd_volume_ui&lt;br /&gt;
| UI sounds volume scale.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | snd_volume_voice&lt;br /&gt;
| Voice sounds volume scale.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==UI commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | UI commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_bars_visibility&lt;br /&gt;
| Whether to show the health/mana bars in the middle of the screen. -1 = never, 0 = only when health or mana is not full, 1 = always.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_chat_fade_time&lt;br /&gt;
| The amount of time in milliseconds needs to be elapsed for a chat message to fade out.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_chat_scale&lt;br /&gt;
| Scale multiplier of the chat window.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_chat_pos&lt;br /&gt;
| Move the position of the chat with 2 variables. The two variables need to have a comma with no spaces in between. Ex; ui_chat_pos 0.9,0.8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_chat_width&lt;br /&gt;
| Width scale of the chat window, scaled by the screen width.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_cursor_alpha&lt;br /&gt;
| Transparency scale of the mouse cursor and crosshair.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_cursor_health&lt;br /&gt;
| Whether to show your health and mana next to the crosshair.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_cursor_health_alpha&lt;br /&gt;
| If *ui_cursor_health* is enabled, this is the transparancy scale for the texts.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_draw_plr_names&lt;br /&gt;
| Whether to show player names above player heads. -1 = never, 0 = only in town, 1 = always.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_draw_plr_names_real&lt;br /&gt;
| Whether to show player's Steam/GOG names instead of their character names above their heads.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_draw_plr_stats&lt;br /&gt;
| Whether to show health bars above other player's heads.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_draw_vignette&lt;br /&gt;
| Whether to enable the vignetter effect when badly hurt.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_format_letters&lt;br /&gt;
| Whether to show numbers globally as &amp;quot;100k&amp;quot; instead of &amp;quot;100 000&amp;quot;, and &amp;quot;1m&amp;quot; instead of &amp;quot;1 000 000&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_key_count&lt;br /&gt;
| Whether to show the key count in the top bar.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_scale&lt;br /&gt;
| The scale multiplier of the entire UI.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== unsorted commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Unsorted Commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | bind&lt;br /&gt;
| can be used to set custom keybinds, for example bind f4 &amp;quot;killall&amp;quot; binds the console command killall to the f4 key&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_extra_players&lt;br /&gt;
| Simulates playing with extra players and the additional scaling.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | kill&lt;br /&gt;
| Kills the current playable character.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | killall&lt;br /&gt;
| Kills all currently active enemies&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | nextlevel&lt;br /&gt;
| Switches level to the next level in the rotation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | open_interface&lt;br /&gt;
| Opens an in game interface, format is open_interfact file.gui Class&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | set_flag&lt;br /&gt;
| Sets a flag, usage is set_flag &amp;quot;flag&amp;quot; &amp;quot;value&amp;quot; &amp;quot;persistence level&amp;quot; (persistence can be either run or level)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | set_town_flag&lt;br /&gt;
| Sets a flag for the town, usage is set_flag &amp;quot;flag&amp;quot; &amp;quot;value&amp;quot; &amp;quot;persistence&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | set_stat&lt;br /&gt;
| Sets a stat, usage is set_stat &amp;quot;stat name&amp;quot; &amp;quot;value&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | show_all_accomplishments&lt;br /&gt;
| removes the hidden status from accomplishments in the guild tab&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_speedrun&lt;br /&gt;
| Displays an in game speedrun timer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_tooltip_pretty&lt;br /&gt;
| Tooltips are displayed with a transparent background.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | v_trap_cursor&lt;br /&gt;
| Defines whether the cursor is trapped by the window constraints in windowed mode. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | track MYVAR &lt;br /&gt;
| See in real-time the MYVAR console variable value. To remove you can restart your game, or use &amp;quot;cs_show_vars 0&amp;quot; to hide all.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | plot 60 MYVAR &lt;br /&gt;
| See in real-time the MYVAR console variable value as a plot. The first argument value seems to be (the number of frame times 2) that the values are kept. To remove you can restart your game, or use &amp;quot;cs_show_vars 0&amp;quot; to hide all.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2813</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2813"/>
		<updated>2024-07-11T17:23:15Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.&lt;br /&gt;
&lt;br /&gt;
=Damage=&lt;br /&gt;
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power, bonus damage%, multipliers).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To calculate primary attack damage, convert percentages to decimal then use the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(phys_base + phys_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Physical_Reduction +&lt;br /&gt;
(mage_base + mage_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Magical_Reduction&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To do the same for skill damage, change AP to SP and swap in the base damage for the skill and other effects that apply to skills for the ones that apply for primary.&lt;br /&gt;
&lt;br /&gt;
; Enemy defenses:&lt;br /&gt;
: Enemy Physical reduction: 1/(1 + (enemy_base_armor*(1-physical_pierce)/50)&lt;br /&gt;
: Enemy Magical reduction: 1/(1 + (enemy_base_resistance*(1-magical_pierce)/50)&lt;br /&gt;
::Pierce % is calculated by multiplying the amounts not pierced by each other, then subtracting that value from 1. ex: 2 20% pierce = 0.8*0.8 = 0.64 = 36% pierce.&lt;br /&gt;
::Shieldbreaker and Magebane count as 75% pierce when their effect is active.&lt;br /&gt;
&lt;br /&gt;
*DMG_INCREASE = &amp;amp;sum; &amp;amp;forall; +damage% and damage% increase from crits.&lt;br /&gt;
*MULTIPLIER = Incredible Strength(2x) * Corrupted(2x) * Talisman of Decay (1.2x) * Gladiator's Crippling Net (variable). Corrupted is from the Spreading Corruption rare item from the [[Pyramid of Prophecy]] DLC.&lt;br /&gt;
&lt;br /&gt;
; Notation&lt;br /&gt;
: &amp;amp;sum; is the symbol for adding one after another to a total sum&lt;br /&gt;
: &amp;amp;forall; means &amp;quot;for all&amp;quot;, &amp;quot;for each&amp;quot; or &amp;quot;for any&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1NBxfuNYQ87J5PvRFquaewg1w1qwd8Jny9w3dLGadbf8/edit?usp=sharing Damage Calculator]&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack. &lt;br /&gt;
&lt;br /&gt;
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.&lt;br /&gt;
&lt;br /&gt;
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.&lt;br /&gt;
&lt;br /&gt;
==Criticals==&lt;br /&gt;
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.&amp;lt;br&amp;gt;&lt;br /&gt;
Each critical chance instance is rolled separately. For example a [[Items#heartseeker|Heartseeker]](12.5%) and an [[Items#assassins_dagger|Assassin's Dagger]](7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a &amp;quot;double crit,&amp;quot; in which the damage is multiplied by the Critical Damage modifier twice.&amp;lt;br&amp;gt;&lt;br /&gt;
Equation : [DMG * (Crit_multiplier * crits)].&amp;lt;br&amp;gt;&lt;br /&gt;
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.&lt;br /&gt;
&lt;br /&gt;
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
There are many different status effects the player and enemies can encounter in HoH. They are applied by different enemies and weapons, traps and buffs, and can help or hinder the player depending who is getting which effects applied to them.&lt;br /&gt;
&lt;br /&gt;
Act bosses are immune to these status effects: Armor break, Resistance break, confusion, slowness and frozen, corruption, and bleeding(?).&lt;br /&gt;
&lt;br /&gt;
Damage over time effects (DoTs) will hit the player 5 times before going away. (10 if using the Mind Control drink)&lt;br /&gt;
&lt;br /&gt;
;Poison&lt;br /&gt;
:Poison is the first status effect you will encounter, as the Maggots in Act 1 will apply it to the player when they are hit with their projectile. Things afflicted with the poison effect will have their movement slowed by 50%(?), including immune enemies.&lt;br /&gt;
::Poison deals 4 magical damage to the player, and the poisoned arrow traps in hallways deal 8 magical damage.&lt;br /&gt;
::Enemies the player poisons take 16 magical damage, however a few [[Undead]] and many [[Constructs]] are immune to poison damage.&lt;br /&gt;
;Burning&lt;br /&gt;
:Burn damage is applied by many traps throughout the game and various late game enemies.&lt;br /&gt;
::Burn damage deals 5 magical damage to the player, and Wisps, the Watcher's orbs, and all traps on Act 5 deal 10 magical damage.&lt;br /&gt;
::Enemies the player ignites take 4 magical damage, however no enemy is immune except for Red Wisps.&lt;br /&gt;
;Stun&lt;br /&gt;
:Stunned enemies are unable to move or attack while affected.&lt;br /&gt;
::The [[Thief|Thief's]] Smoke Bomb skill, the [[Items#Common_Items|Blackjack]] item apply stun, and enemies that hit the player while under the slowness inflicted by [[Items#Legendary_Items|Meduas's Charm]] are stunned for 6 seconds. Constructs and ghosts are immune to this status. &lt;br /&gt;
:::Thundersnow's stomp will stun the player for half a second on NG+++.&lt;br /&gt;
;Disarm&lt;br /&gt;
:Disarmed enemies are unable to attack the player while affected, but are still able to move.&lt;br /&gt;
::[[Items#Common_Items|The Gladiator's Net]], [[Gladiator|Gladiator's]] Crippling Net, and [[Items#Common_Items|Defender's Halberd]] apply disarm to enemies. Constructs are immune.&lt;br /&gt;
;Bloodlust&lt;br /&gt;
:Bloodlust is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned red and gain a circle around their feet. Affected enemies are 50%(?) faster and increases their damage by 100% (doubling it).&lt;br /&gt;
;Protection&lt;br /&gt;
:Protection is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned gray and have a square under them. While affected they take 50% less damage. Fallen Priest's also give protection to nearby enemies.&lt;br /&gt;
;Confusion&lt;br /&gt;
:Confusion will reverse the players aim and movement directions, completely inverting the controls. This effect lasts varying amounts of time depending on the source.&lt;br /&gt;
::The player can make themselves immune to confusion by drinking the [[Tavern#Common_Drinks|Mind Control]] drink, however other status effects last twice as long.&lt;br /&gt;
::Enemies that find themselves confused will wander around in snaking lines and aim erratically.&lt;br /&gt;
;Slowness&lt;br /&gt;
:Slowness will reduce the affected individual's movement speed by 50%. Enemies that apply slowness are Fallen Priests, Frost Liches, and the poison effect.&lt;br /&gt;
::The player can become immune to slowness by obtaining the [[Items#Rare_Items|Boots of Freedom]].&lt;br /&gt;
;Darkness&lt;br /&gt;
:Darkness will make the player's screen almost entirely black for a few seconds. The only part still visible is the nearest 3 tiles in any direction. The map overlay is also obscured by darkness, but can allow the player to navigate the floor while being &amp;quot;blind&amp;quot;.&lt;br /&gt;
::Enemies that apply darkness are the Arch Liches when the player steps on their diamonds they place on the ground and the magenta tile obstacles found on Act 5.&lt;br /&gt;
::[[Tavern#Rare_Drinks|Stab in the Dark]] gives the player 1.5 seconds of darkness every time they use their primary attack, but gives a 50% primary crit chance.&lt;br /&gt;
;Mana drain&lt;br /&gt;
:The player loses 2.5%(?) of their maximum mana every half second they have this effect.&lt;br /&gt;
::Enemies that apply mana drain are the the Arch Lich's placed diamonds, Nerys, and the magenta tile obstacles in Act 5. This effect lasts as long as the player has the darkness effect from the same sources. Stab in the dark does not apply this effect.&lt;br /&gt;
;Bleeding&lt;br /&gt;
:The player loses 5% of their current HP every time they move 1 tile while under this effect.&lt;br /&gt;
::Bleeding is applied by the [[Acts#Boss:_Vampire_Lord|Vampire Lord's]] blood wave attack and the black orbs from [[Pyramid_of_Prophecy#Boss.2C_Nerys|Nerys]][[File:PoP.png|link=]].&lt;br /&gt;
::Bleeding applied by the player works on enemies the same way, which means they need to move to take damage.&lt;br /&gt;
:::The player can bleed the enemies by using the [[Items#Rare_Items|Duelist's Edge]] or by taking the rare [[Tavern]] drink &amp;quot;Spilled Blood&amp;quot;.&lt;br /&gt;
;Armor break&lt;br /&gt;
:Armor break reduces the affected target's armor by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Shieldbreaker]] item, the mummy minibosses in act 2 of the pyramid, and Nerys's arena mist apply this effect.&lt;br /&gt;
:::Thundersnow has a similar effect on his stomp attack, where it will pierce 66% of the player's armor.&lt;br /&gt;
;Resistance break&lt;br /&gt;
:Resistance break reduces the affected target's resistance by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Magebane]] item and Nerys's arena mist apply this effect.&lt;br /&gt;
;Frozen&lt;br /&gt;
:Frozen is an effect that only the [[Sorcerer]] has. His Biting Chill skill allows slowed enemies to be frozen in place for a few seconds.&lt;br /&gt;
::Afflicted enemies cannot move at all and are unable to attack while affected. This status can be activated 100% of the time when attacking with Comet, or a 7.5% chance on all primary attacks when using Ewran&lt;br /&gt;
;Corruption[[File:PoP.png|link=]]&lt;br /&gt;
:Corruption is an effect that makes the afflicted target take double damage from all sources. It is exclusive to the [[City_of_Stone|Pyramid of Plunder]] DLC.&lt;br /&gt;
::Enemies that apply corruption are Big Mummies when the player is nearby. (others?)&lt;br /&gt;
::The player can apply curse to an enemy, one at a time, with the [[Items#Rare_Items|Spreading Corruption]] item. This effect is most useful for taking out minibosses or elite enemies that take many hits to kill.&lt;br /&gt;
;Curse[[File:PoP.png|link=]]&lt;br /&gt;
:Curse is an effect that the player carries with them while going through the [[Pyramid_of_Prophecy]]. The player has a % chance to miss any hit of damage that they would deal to enemies including reflect, DoTs, and bleed damage. Additionally, enemies have the same % chance to crit the player for (200+curse)% damage.&lt;br /&gt;
::Enemies that apply curse are Big Mummies, [[Pyramid_of_Prophecy#Boss.2C_Queen_Iris|Queen Iris]], the [[Pyramid_of_Prophecy#Sarcophagi|sarcophagi]] when the player takes and item, the cursed circles that Big Mummies leave on NG+ or are just naturally on the ground, and cursed tiles in the pyramid itself.&lt;br /&gt;
::To reduce player curse amounts, see [[Pyramid_of_Prophecy#Reducing_Curse|here]].&lt;br /&gt;
;Vertigo&lt;br /&gt;
:Vertigo is an effect applied only by the [[Tavern#Rare_Drinks|Mad Proposal]] tavern drink. It gives the player a massive +400% damage bonus but gives the player perpetual vertigo.&lt;br /&gt;
::Vertigo will drift the player's aim and movement axis over time, but not at a constant rate or necessarily in the same direction as previous moments. Many players find this effect makes playing impossible and avoid the drink entirely because of it, but others say that it's worth the time to learn how to deal with it for the extra damage bonus.&lt;br /&gt;
::Some players find that a controller allows for easier movement, as the player isn't restricted to just 8 movement directions like on a keyboard but it is not impossible to master vertigo with a keyboard.&lt;br /&gt;
&lt;br /&gt;
=Defense=&lt;br /&gt;
The player is not without their methods of defense from all of these effects! The following is a breakdown of the different ways the player can prevent their untimely deaths.&lt;br /&gt;
&lt;br /&gt;
There are no immunity frames for the player, and they are able to take hits on back to back frames. If enemy projectiles stack on top of each other and hit the player all at once, it is possible to go from full health to 0 in a fraction of a second, leaving no time for the player to use a [[Combat#Potion|potion]] to save themselves.&lt;br /&gt;
&lt;br /&gt;
==Armor and Resistance==&lt;br /&gt;
The player will gather armor and resistance while playing through items, character upgrades, class titles, or from temporary effects. Having a strong defense is critical the survival of the player and the completion of a run. If the player is unable to deal with the damage they are taking, the will inevitably fall.&lt;br /&gt;
&lt;br /&gt;
Armor reduces the physical damage taken, resistance reduces the magical.&amp;lt;br&amp;gt;&lt;br /&gt;
To calculate how much damage your armor and resistance is protecting you from, see the section below.&lt;br /&gt;
&lt;br /&gt;
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive defense, where new points do less and less for the player, increased negative defensive stats will always increase damage taken by 2% per negative amount.&lt;br /&gt;
&lt;br /&gt;
==Damage Reduction==&lt;br /&gt;
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)&lt;br /&gt;
&lt;br /&gt;
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max 50% damage reduction when you have mana), and the Last Stand [[Tavern]] drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)&lt;br /&gt;
&lt;br /&gt;
==Block==&lt;br /&gt;
Damage that is stated as being blocked by an item will reduce that amount from the attack's base damage. This will significantly reduce the damage the player takes in higher NGs as an arrow that may do 100 damage normally because the player has a very negative armor value, could be turned into a 0 hit by the [[Items#reinforced_gloves|Reinforced Gloves]] as the arrows base damage may be 30, but because Reinforced Gloves block 50 damage, they will block the entirety of the base hit, leaving nothing to increase the damage of resulting in 0 damage being taken.&lt;br /&gt;
&lt;br /&gt;
Blocking is the first thing that happens in the damage taken calculation.&lt;br /&gt;
&lt;br /&gt;
==Evasion==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently to evade the attack and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the &amp;quot;duration&amp;quot; of the evade, which is about 1/4 of a second or the duration of the character changing color and the sound effect indicating a successful evasion.&lt;br /&gt;
&lt;br /&gt;
You can still reflect damage even when you evade an attack.&lt;br /&gt;
&lt;br /&gt;
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.&amp;lt;br&amp;gt;&lt;br /&gt;
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.&lt;br /&gt;
&lt;br /&gt;
The Thief class, as well as [[Items#tricksters_ensemble|Trickster's Ensemble]] items and set, and [[Tavern#the_groovy_ghost|The Groovy Ghost]] bonuses give evasion :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Source||Evasion bonus % (0 luck)||Evasion bonus % (10 luck)&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||Sidestep 5||25||&amp;lt;span title=&amp;quot;43,75&amp;quot;&amp;gt;~43,8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;|[[Items#tricksters_ensemble|Trickster's Ensemble]]||[[Items#sandals_of_swiftness|Sandals of Switft]]||3||&amp;lt;span title=&amp;quot;5,91&amp;quot;&amp;gt;~5,9&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Items#slippery_cloak|Slippery Cloak]]||6||&amp;lt;span title=&amp;quot;11,64&amp;quot;&amp;gt;~11,6&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Items#rapier_of_retaliation|Rapier of Retaliation]]||5||&amp;lt;span title=&amp;quot;9,75&amp;quot;&amp;gt;~9,8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Items#duelists_edge|Duelist's Edge]]||8||&amp;lt;span title=&amp;quot;15,36&amp;quot;&amp;gt;~15,4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|(3 items)||5||&amp;lt;span title=&amp;quot;9,75&amp;quot;&amp;gt;~9,8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[Items#tricksters_ensemble|Trickster's Ensemble]] (Total combined) ||&amp;lt;span title=&amp;quot;24,293246&amp;quot;&amp;gt;~24,3&amp;lt;/span&amp;gt;||&amp;lt;span title=&amp;quot;42,684874&amp;quot;&amp;gt;~42,7&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[Items#tricksters_ensemble|Trickster's Ensemble]] (Total combined, all attuned) ||&amp;lt;span title=&amp;quot;39,6682884&amp;quot;&amp;gt;~39,7&amp;lt;/span&amp;gt;||&amp;lt;span title=&amp;quot;63,6008458&amp;quot;&amp;gt;~63,6&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Sidestep 5 and [[Items#tricksters_ensemble|Trickster's Ensemble]] (Total combined) ||&amp;lt;span title=&amp;quot;43,2199345&amp;quot;&amp;gt;~43,2&amp;lt;/span&amp;gt;||&amp;lt;span title=&amp;quot;67,7602416&amp;quot;&amp;gt;~67,8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Sidestep 5 and [[Items#tricksters_ensemble|Trickster's Ensemble]] (Total combined, all attuned) ||&amp;lt;span title=&amp;quot;54,7512163&amp;quot;&amp;gt;~54,8&amp;lt;/span&amp;gt;||&amp;lt;span title=&amp;quot;79,5254757&amp;quot;&amp;gt;~79,5&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[Tavern#the_groovy_ghost|The Groovy Ghost]] ||8||&amp;lt;span title=&amp;quot;15,36&amp;quot;&amp;gt;~15,4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Sidestep 5 and [[Tavern#the_groovy_ghost|The Groovy Ghost]] ||31||&amp;lt;span title=&amp;quot;52,39&amp;quot;&amp;gt;~52,4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Sidestep 5 and [[Tavern#the_groovy_ghost|The Groovy Ghost]] and [[Items#tricksters_ensemble|Trickster's Ensemble]] (Total combined) ||&amp;lt;span title=&amp;quot;47,7623397&amp;quot;&amp;gt;~47,8&amp;lt;/span&amp;gt;||&amp;lt;span title=&amp;quot;72,7122685&amp;quot;&amp;gt;~72,7&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Sidestep 5 and [[Tavern#the_groovy_ghost|The Groovy Ghost]] and [[Items#tricksters_ensemble|Trickster's Ensemble]] (Total combined, all attuned)||&amp;lt;span title=&amp;quot;58,371119&amp;quot;&amp;gt;~58,4&amp;lt;/span&amp;gt;||&amp;lt;span title=&amp;quot;82,6703627&amp;quot;&amp;gt;~82,7&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Vitality=&lt;br /&gt;
==Health and Mana==&lt;br /&gt;
There are many different ways to regain health and mana, most often innate regeneration is the largest portion in mid to late-game play. &amp;lt;br&amp;gt;&lt;br /&gt;
Other methods of regaining health is to have lifesteal. The player can acquire lifesteal from items like the [[Items#Bloodthirst Ring|Bloodthirst Ring]], from the Tier 3 [[Chapel]] blessing &amp;quot;Symbol of Essence&amp;quot;, or the rare [[Tavern]] drink &amp;quot;Crimson Death&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The player can also gain mana by manasealing. They can acquire manasteal by playing as the [[Warlock]] and using Soul Consumption, which scales with primary damage. Mana can also be regained by taking the rare Tavern drink Kinetic Kiss.&lt;br /&gt;
&lt;br /&gt;
However you can design a character to regain health from lifestealing instead with the or the Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].&lt;br /&gt;
&lt;br /&gt;
==Pickups==&lt;br /&gt;
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. &amp;lt;br&amp;gt;&lt;br /&gt;
There are 4 health pickups and 3 mana pickups. Their base recovery amounts are as follows:&lt;br /&gt;
*Health&lt;br /&gt;
**Apple: 10 HP&lt;br /&gt;
**Orange: 25 HP&lt;br /&gt;
**Cheese: 50 HP&lt;br /&gt;
**Steak: 150 HP&lt;br /&gt;
**[[File:PoP.png|link=]][[File:MT.png|link=]]Fish: 150 HP&lt;br /&gt;
*Mana&lt;br /&gt;
**Small crystal: 15 MP&lt;br /&gt;
**Medium crystal: 45 MP&lt;br /&gt;
**Mana Orb: 90 MP&lt;br /&gt;
&lt;br /&gt;
All Pickups can have their values increased by the [[Apothecary]], the Exceptional Consumables [[Fountain|fortune]], or by the [[Priest|Priest's]] Remedy skill.&lt;br /&gt;
&lt;br /&gt;
==Potion==&lt;br /&gt;
The player is equipped with a potion that they can drink by pressing R or Spacebar by default. The potion will heal the player by an amount determined by their upgrades to it from the Apothecary.&lt;br /&gt;
&lt;br /&gt;
The [[Items#apothecarys_implements|Apothecarys Implements]] set items will give the player extra bonuses when drinking a potion. A key effect is from the Mortar and Pestle which gives the player 50% more armor and resistance for 5 seconds after drinking a potion. The player can preempt a difficult fight by drinking a potion, even if it's not a dire situation, to gain a temporary defense bonus to aid survival during the fight.&lt;br /&gt;
&lt;br /&gt;
If the player has beaten the [[Pyramid of Prophecy]] DLC campaign, they will be rewarded with the dijnn Nimbus residing within the player's potion. He will come out and help you fight dealing 60 magical damage and sticking around 30 seconds. The damage and duration increases by 10 and 2 respectively per NG level beaten on the pyramid.&lt;br /&gt;
&lt;br /&gt;
The epic item [[Items#Epic_Items|Phoenix Feather]][[File:PoP.png|link=]] will automatically use the player's potion should they take a hit that would kill them. This effect can occur as many times as the player has potion doses.&lt;br /&gt;
&lt;br /&gt;
You can get up to 4 potions with the [[Apothecary]]. You can increase this number by 2 via using the [[Fountain]]'s Bigger Bottle. Additionally, with the [[Items#apothecarys_implements|Apothecarys Implements]] set, you can increase by up to 3 (1 [[Items#apothecarys_flask|Apothecary's Flask]], +1 if attuned, +1 when 2 pieces of [[Items#apothecarys_implements|Apothecarys Implements]]). Altogether you'd reach 9 potions.&lt;br /&gt;
&lt;br /&gt;
=Other Effects=&lt;br /&gt;
==Luck==&lt;br /&gt;
[[File:LuckChart.png|frameless|400px|right]]&lt;br /&gt;
Luck is a stat that was added in version 93 with the release of the [[Pyramid of Prophecy]] DLC, but is not exclusive to the DLC.&lt;br /&gt;
&lt;br /&gt;
Luck is a valuable stat because it curves the rolls of all combat related chance effects. For example, it affects the activation chances for [[Combat#Evasion|Evasion]], [[Combat#Criticals|Critical hits]], [[Tavern#Richard_Hammer.27s_Barrel_Drinks|Drinks]], [[Items|Items]], [[Statues|Statues]], [[Pyramid_of_Prophecy#Curse|Curses]], and character skills like freezing an enemy with the [[Sorcerer]]. Positive and negative luck will choose the best or the worst roll as the outcome.&lt;br /&gt;
&lt;br /&gt;
Prior to Version 99, the equation to calculate the new chance was as follows: Chance/0.95^Luck&lt;br /&gt;
&lt;br /&gt;
In Version 99, luck got reworked to be more consistent, and uses this new formula: 1-(1-p)^(2^(luck/10)).&lt;br /&gt;
&lt;br /&gt;
This means that every point of luck you obtain adds to an exponential increase in the number of re-rolls and therefore probability for an item or event to happen. Between 1-10 the percent increase per point of luck is between 7.2% to 13.4%. At 10 luck you have a 100% chance for 1 re-roll. Between 11-20 luck the percent increase per point of luck is between 14.4% to 26.8%. At 16 luck you have a 203% percent chance to re-roll meaning you are guaranteed 2 re-rolls with a 3% chance for a third. At 20 luck you have a 300% chance to re-roll meaning you will re-roll 3 times. You can see how luck affects probabilities using this link: [https://www.desmos.com/calculator/vubrkynfuh Desmos HoH Luck Calculator]&lt;br /&gt;
&lt;br /&gt;
Luck currently has 7 sources; two negative and five positive.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Image||Name||Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_drinks.png|column=2|row=1}}||style=&amp;quot;color:#00FF00&amp;quot;|The Safe Bet|| -5 Luck +20 Armor &amp;amp; Resistance&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#slice:file=File:FountainEffect.png|name=FountainEffect}}||style=&amp;quot;color:#f7f7f7&amp;quot;|It's Not Your Lucky Day|| -3 Luck&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#slice:file=File:FountainEffect.png|name=FountainEffect}}||style=&amp;quot;color:#f7f7f7&amp;quot;|It's Your Lucky Day|| +2 Luck&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style=&amp;quot;color:#72777d&amp;quot;|Lucky Charm|| +1 Luck +10% Gold Gain&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style=&amp;quot;color:green&amp;quot;|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style=&amp;quot;color:#33ccff;&amp;quot;|Lucky Hat|| +4 Luck&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you have every positive boost and all items are attuned, you will have 21 luck. 16, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.&lt;br /&gt;
&lt;br /&gt;
The chart to the right displays selected proc chances and how each luck value affect them.&lt;br /&gt;
&lt;br /&gt;
==Combo==&lt;br /&gt;
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]&lt;br /&gt;
Combo can be unlocked by picking up the combo sphere in your first [[Encounters#Portals_and_Red_Rooms|Red Room]] which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.&lt;br /&gt;
&lt;br /&gt;
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the [[Items#tricksters_ensemble|Tricksters set effect]]. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.&lt;br /&gt;
&lt;br /&gt;
Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the [[Wizard]]'s [[Wizard#Meteor Shower (Skill 3)|Meteor Shower]] or using a primary attack.&lt;br /&gt;
&lt;br /&gt;
===Items Enhancing Combo===&lt;br /&gt;
The [[Items#spheres_of_power|Spheres of Power]] item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the [[Items#Sphere_of_Champions|Sphere of Champions]]. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.&lt;br /&gt;
&lt;br /&gt;
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage. &lt;br /&gt;
&lt;br /&gt;
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.&lt;br /&gt;
&lt;br /&gt;
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.&lt;br /&gt;
&lt;br /&gt;
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.&lt;br /&gt;
&lt;br /&gt;
The [[Items#sphere_of_heroes|Sphere of Heroes]] legendary will fire off a large projectile in the directing you're using your primary while in combo.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#wicked_sickness|Wicked Sickness]] will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#frenetic_eruption|Frenetic Eruption]] has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.&lt;br /&gt;
&lt;br /&gt;
==NG+ Scaling==&lt;br /&gt;
For every [[New Game Plus]] level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
The formula for calculating the reduction is:&lt;br /&gt;
*Armor: 60*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Resistance: 50*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NG+ also increases enemy stats as follows:&lt;br /&gt;
*HP: (Base + (NG*15)) * (1 + (NG*2.75))&lt;br /&gt;
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Template:BaseNav&amp;diff=2812</id>
		<title>Template:BaseNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Template:BaseNav&amp;diff=2812"/>
		<updated>2024-06-23T06:04:24Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;rowcontainer&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;menu&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Wiki Navigator&lt;br /&gt;
|-&lt;br /&gt;
![[Classes]]&lt;br /&gt;
|[[Paladin]] • [[Priest]] • [[Ranger]] • [[Sorcerer]] • [[Thief]] • [[Warlock]] • [[Wizard]] • [[File:PoP.png|22px|link=]][[Gladiator]] • [[File:MT.png|22px|link=]][[Witch Hunter]]&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Town|The Outlook]]&lt;br /&gt;
|[[Forsaken Tower]] (campaign) • [[Apothecary]] • [[Bestiary]] • [[Blacksmith]] • [[Chapel]] • [[Companions|Companions (pets)]] • [[Fountain]] • [[Guild Hall]] • [[General Store]]&lt;br /&gt;
|- style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
![[Mechanics]]&lt;br /&gt;
|[[Chests]] • [[Combat]] • [[Completion_rewards|Completion Rewards]] • [[Encounters]] • [[Items]] • [[Leveling Up]] • [[Mercenary mode]] • [[Money]] • [[New Game Plus]] • [[puzzlesecrets|Puzzles &amp;amp; Secrets]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:PoP.png|22px|link=]][[City of Stone]]&lt;br /&gt;
| [[Pyramid of Prophecy]] (campaign) • [[Arena]] • [[Retired Gladiator]] • [[Statues]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:MT.png|22px|link=]][[Path of Sorrow]]&lt;br /&gt;
| [[Moon Temple]] (campaign) • [[Legacy shop]] • [[Mercenary mode]]&lt;br /&gt;
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![[Enemies]]&lt;br /&gt;
|[[Enemies|Bosses]] • [[Aberrations]] • [[Beasts]] • [[Constructs]] • [[Undead]] &lt;br /&gt;
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|-style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
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!|[[Misc]]&lt;br /&gt;
|[[Lore]] • [[Voice_lines|Voice Lines]] • [[patchNotes|Patch Notes]] • [[troubleshooting|Troubleshooting]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Items&amp;diff=2811</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Items&amp;diff=2811"/>
		<updated>2024-06-21T03:36:41Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 162 items in the game, which have the following distribution :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!DLC||Total||[[#Common Items|&amp;lt;span style=&amp;quot;color:#72777d;&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt;]]||[[#Uncommon Items|&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Uncommon&amp;lt;/span&amp;gt;]]||[[#Rare Items|&amp;lt;span style=&amp;quot;color:#33ccff;&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt;]]||[[#Epic Items|&amp;lt;span style=&amp;quot;color:#1c6c6c;&amp;quot;&amp;gt;Epic&amp;lt;/span&amp;gt;]]||[[#Legendary Items|&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Legendary&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-style:italic;&amp;quot;&amp;gt;(Base Game)&amp;lt;/span&amp;gt;||130||48||43||27||7||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyramid of Prophecy]][[File:PoP.png|link=]]||17||2||4||8||2||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Witch Hunter DLC|Witch Hunter]] [[File:Icon wh.png|link=]]||4||0||2||1||1||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Temple]][[File:MT.png|22px|link=]]||11||2||3||4||1||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-weight:bold;&amp;quot;|Total ||style=&amp;quot;font-weight:bold;&amp;quot;|162||style=&amp;quot;font-weight:bold;&amp;quot;|52||style=&amp;quot;font-weight:bold;&amp;quot;|52||style=&amp;quot;font-weight:bold;&amp;quot;|40||style=&amp;quot;font-weight:bold;&amp;quot;|11||style=&amp;quot;font-weight:bold;&amp;quot;|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(For Item ID's please check [[Items_detailed|Detailed item info]])&lt;br /&gt;
==Common Items==&lt;br /&gt;
&lt;br /&gt;
Common Items grant basic attribute gains. They can be found in wooden and bronze [[Chests|chests]]. They can also drop from bosses and mini bosses as well as in many secret rooms. &lt;br /&gt;
&lt;br /&gt;
{{Template:Commons}}&lt;br /&gt;
&lt;br /&gt;
==Uncommon Items==&lt;br /&gt;
&lt;br /&gt;
Uncommon Items grant decent attribute gains and are quite frequently found during the middle-late stages of a campaign. They can be found in wooden, bronze, silver, and gold [[Chests|chests]]. They may also drop from bosses.&lt;br /&gt;
&lt;br /&gt;
{{Template:Uncommons}}&lt;br /&gt;
&lt;br /&gt;
==Rare Items==&lt;br /&gt;
&lt;br /&gt;
Rare items grant very potent attribute gains and will only be seen in the late stages of the campaign. They can be found in silver and gold [[Chests|chests]]. They also have a chance to be dropped from bosses.&lt;br /&gt;
&lt;br /&gt;
{{Template:Rare}}&lt;br /&gt;
&lt;br /&gt;
==Epic Items==&lt;br /&gt;
&lt;br /&gt;
Epic items grant very potent attribute gains and will only be seen in the late stages of the campaign. They can be found in gold and ace [[Chests|chests]]. They also have a chance to be dropped from bosses.&lt;br /&gt;
&lt;br /&gt;
{{Template:Epic}}&lt;br /&gt;
&lt;br /&gt;
==Legendary Items==&lt;br /&gt;
&lt;br /&gt;
Legendary items are very unique and grant very powerful abilities to the player. They are very rare with no guarantee to even show up in one of your campaigns. They have a 50% chance to be a reward from ACE/red [[Chests|chests]] and a very small chance to be a reward from the [[Encounters#Imps|Imp]] or [[Enemies|Bosses]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Legendary}}&lt;br /&gt;
&lt;br /&gt;
==Sets==&lt;br /&gt;
&lt;br /&gt;
Sets are a mechanic instilled within the game to improve the quality of some rather lackluster Items, enhancing them in ways that may make a campaign more susceptible to completion.&lt;br /&gt;
&lt;br /&gt;
There are currently twenty Sets in the game.&lt;br /&gt;
&lt;br /&gt;
Sets work by being in a similar class in some way, for example, Apothecary's Implements has all Apothecary's items, and are based off of a similar mechanic - when the player uses a potion.&lt;br /&gt;
If the player manages to grab enough items from the set, they can gain a benefit from the set. There is no need to grab them in the order of the graph, only merely need to grab any from the full list from that set.&lt;br /&gt;
So as another example, if the player has the Apothecary's Mortar and Pestle and the Apothecary's Herbs and the Apothecary's Sphere, the player will get the 2/4 bonus, which is the extra potion use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
for the table below please anchor the 1st item in the set, not the set name. this makes sure that all items in the set are visible when the set is linked too.&lt;br /&gt;
&lt;br /&gt;
use &amp;lt;span id=&amp;quot;set_name&amp;quot;&amp;gt;1st item in set&amp;lt;/span&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Items&lt;br /&gt;
|-&lt;br /&gt;
!|Set Name||Item in Set||Item Rarity||Set Bonus&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#6c441c;&amp;quot;|Apothecary's Implements&lt;br /&gt;
|&amp;lt;span id=&amp;quot;apothecarys_implements&amp;quot;&amp;gt;[[Items#apothecarys_herbs|Apothecary's Herbs]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#apothecarys_flask|Apothecary's Flask]]||style=&amp;quot;color:green&amp;quot;|Uncommon||2 pieces: 1 extra potion.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#apothecarys_mortar_and_pestle|Apothecary's Mortar and Pestle]]||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#apothecarys_satchel|Apothecary's Satchel]]||style=&amp;quot;color:green&amp;quot;|Uncommon||4 pieces: 1% chance to recharge a potion use on kill.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#apothecarys_sphere|Apothecary's Sphere]]||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#6c1c1c;&amp;quot;|Boots of Speed&lt;br /&gt;
|&amp;lt;span id=&amp;quot;boots_of_speed&amp;quot;&amp;gt;[[Items#left_boot_of_speed|Left Boot of Speed]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#right_boot_of_speed|Right Boot of Speed]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: +0.2 Movement Speed.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#6c1c44;&amp;quot;|Disciple's Arcana&lt;br /&gt;
|&amp;lt;span id=&amp;quot;disciples_arcana&amp;quot;&amp;gt;[[Items#circlet_of_willpower|Circlet of Willpower]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#mage_robe|Mage Robe]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: +5 Resistance.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#spell_book|Spell Book]]||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +5 Skill Power.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#wizards_wand|Wizard's Wand]]||style=&amp;quot;color:#72777d&amp;quot;|Common||4 pieces: Spell are 20% cheaper to cast.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#6c441c;&amp;quot;|Fire and Ice&lt;br /&gt;
|&amp;lt;span id=&amp;quot;fire_and_ice&amp;quot;&amp;gt;[[Items#flametongue|Flametongue]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#frostbrand|Frostbrand]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||2 pieces: +10 magical damage on primary attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#6c1c1c;&amp;quot;|Journeyman's Outfit&lt;br /&gt;
|&amp;lt;span id=&amp;quot;journeymans_outfit&amp;quot;&amp;gt;[[Items#chainmail|Chainmail]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#heavy_gauntlets|Heavy Gauntlets]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: +5 armor.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#steady_greaves|Steady Greaves]]||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +5 attack power.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#sturdy_belt|Sturdy Belt]]||style=&amp;quot;color:#72777d&amp;quot;|Common||4 pieces: Take 10% less damage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#6c1c44;&amp;quot;|Kings Regalia&lt;br /&gt;
|&amp;lt;span id=&amp;quot;kings_regalia&amp;quot;&amp;gt;[[Items#amulet_of_kings|Amulet of Kings]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#armor_of_kings|Armor of Kings]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#scepter_of_kings|Scepter of Kings]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: 25% faster (primary) attacks and skills (cooldowns).&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#sword_of_kings|Sword of Kings]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#crown_of_kings|Crown of Kings]]||style=&amp;quot;color:#ab00ff&amp;quot;|Epic||5 pieces: 50% faster attacks and skills.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#1c6c6c;&amp;quot;|Queen's Radiance &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Only available in the DLC campaign'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span id=&amp;quot;queens_radiance&amp;quot;&amp;gt;[[Items#queens_cuirass|Queen's Cuirass]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#33ccff&amp;quot;|Rare||1 piece: -5 Curses.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#queens_dagger|Queen's Dagger]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||2 pieces: -5 Curses.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#queens_jewel|Queen's Jewel]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: -10 Curses.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#queens_necklace|Queen's Necklace]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||4 pieces: -10 Curses.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#queens_tiara|Queen's Tiara]]||style=&amp;quot;color:#ab00ff&amp;quot;|Epic||5 pieces: -20 Curses.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#6c441c;&amp;quot;|Stones of Midas&lt;br /&gt;
|&amp;lt;span id=&amp;quot;stones_of_midas&amp;quot;&amp;gt;[[Items#life_stone|Life Stone]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#mana_stone|Mana Stone]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Killing an enemy gives 2 gold.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#6c1c1c;&amp;quot;|Monster Brochure&lt;br /&gt;
|&amp;lt;span id=&amp;quot;monster_brochure&amp;quot;&amp;gt;[[Items#monster_pamphlet_aberration|Monster Pamphlet: Aberrations]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#monster_pamphlet_beast|Monster Pamphlet: Beasts]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: 5% bonus damage.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#monster_pamphlet_construct|Monster Pamphlet: Constructs]]||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: 5% bonus damage.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#monster_pamphlet_undead|Monster Pamphlet: Undead]]||style=&amp;quot;color:#72777d&amp;quot;|Common||4 pieces: 5% bonus damage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#6c1c44;&amp;quot;|Monster Encyclopedia&lt;br /&gt;
|&amp;lt;span id=&amp;quot;monster_encyclopedia&amp;quot;&amp;gt;[[Items#mm_aberration|Monster Manual: Aberrations]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#mm_beast|Monster Manual: Beasts]]||style=&amp;quot;color:green&amp;quot;|Uncommon||2 pieces: 10% bonus damage.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#mm_construct|Monster Manual: Constructs]]||style=&amp;quot;color:green&amp;quot;|Uncommon||3 pieces: 10% bonus damage.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#mm_undead|Monster Manual: Undead]]||style=&amp;quot;color:green&amp;quot;|Uncommon||4 pieces: 10% bonus damage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;10&amp;quot; style=&amp;quot;background-color:#6c441c;&amp;quot;|Spheres of Power&lt;br /&gt;
|&amp;lt;span id=&amp;quot;spheres_of_power&amp;quot;&amp;gt;[[Items#lesser_sphere_of_life|Lesser Sphere of Life]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#lesser_sphere_of_mana|Lesser Sphere of Mana]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Lesser Combo Nova.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#sphere_of_mana|Lesser Sphere of Time]]||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +25% damage in Combo.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#sphere_of_life|Sphere of Life]]||style=&amp;quot;color:green&amp;quot;|Uncommon||4 pieces: Combo Nova.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#sphere_of_mana|Sphere of Mana]]||style=&amp;quot;color:green&amp;quot;|Uncommon||5 pieces: +25% damage in Combo.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#sphere_of_time|Sphere of Time]]||style=&amp;quot;color:green&amp;quot;|Uncommon||6 pieces: Greater Combo Nova.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#sphere_of_warriors|Sphere of Warriors]]||style=&amp;quot;color:green&amp;quot;|Uncommon||7 pieces: +25% damage in Combo.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#greater_sphere_of_regen|Greater Sphere of Regeneration]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||8 pieces: Massive combo nova.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#sphere_of_champions|Sphere of Champions]]||style=&amp;quot;color:#ab00ff&amp;quot;|Epic||9 pieces: +25% damage in Combo.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#sphere_of_heroes|Sphere of Heroes]]||style=&amp;quot;color:red&amp;quot;|Legendary||10 pieces: Combo prevents lethal damage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#6c1c1c;&amp;quot;|Trickster's Ensemble&lt;br /&gt;
|&amp;lt;span id=&amp;quot;tricksters_ensemble&amp;quot;&amp;gt;[[Items#sandals_of_swiftness|Sandals of Swiftness]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#slippery_cloak|Slippery Cloak]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Gain movement speed bonus when evading.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#rapier_of_retaliation|Rapier of Retaliation]]||style=&amp;quot;color:green&amp;quot;|Uncommon||3 pieces: +5% evade chance.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#duelists_edge|Duelist's Edge]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||4 pieces: trigger combo when evading.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#6c1c44;&amp;quot;|Markham's mastery&lt;br /&gt;
|&amp;lt;span id=&amp;quot;markhams_mastery&amp;quot;&amp;gt;[[Items#markhams_purse|Markham's Purse]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#markhams_stone|Markham's Stone]]||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#markhams_mace|Markham's Mace]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: +0.25 Armor &amp;amp; Resistance per item in your inventory.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#markhams_wand|Markham's Wand]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||4 pieces: +0.25 Armor &amp;amp; Resistance per item in your inventory.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#markhams_amulet|Markham's Amulet]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||5 pieces: +0.5% faster attacks and skills per item in your inventory.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#6c441c;&amp;quot;|Curio's collection&lt;br /&gt;
|&amp;lt;span id=&amp;quot;curios_collection&amp;quot;&amp;gt;[[Items#curios_box|Curio's Box]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#curios_case|Curio's Case]]||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#curios_coffer|Curio's Coffer]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: +15 Health &amp;amp; Mana. +9 Attack &amp;amp; Skill Power. +6 Armor &amp;amp; Resistance.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#6c1c1c;&amp;quot;|A Wizard's Starting Kit&lt;br /&gt;
|&amp;lt;span id=&amp;quot;wizards_starting_kit&amp;quot;&amp;gt;[[Items#scroll_of_magic_missile_p1|Scroll of Magic Missile: Page 1]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||1 pieces: Unleash 1 magic missile when using a skill.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#scroll_of_magic_missile_p2|Scroll of Magic Missile: Page 2]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: Unleash 3 magic missiles when using a skill.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#tome_of_magic_missile|Tome of Magic Missile]]||style=&amp;quot;color:green&amp;quot;|Uncommon||3 pieces: Unleash 7 magic missiles when using a skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#6c1c44;&amp;quot;|Seals of Torment&lt;br /&gt;
|&amp;lt;span id=&amp;quot;seals_of_torment&amp;quot;&amp;gt;[[Items#seal_of_the_martyr|Seal of the Martyr]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|-&lt;br /&gt;
|[[Items#seal_of_souls|Seal of Souls]]||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|-&lt;br /&gt;
|[[Items#seal_of_rage|Seal of Rage]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: +2% skill speed for each % health missing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#1c6c6c;&amp;quot;|Instruments of Exorcism &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Only available if you own the Witch Hunter DLC'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span id=&amp;quot;instruments_of_exorcism&amp;quot;&amp;gt;[[Items#bloodletter|Bloodletter]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:green&amp;quot;|Uncommon||&lt;br /&gt;
|-&lt;br /&gt;
|[[Items#symbol_of_zeal|Symbol of Zeal]]||style=&amp;quot;color:green&amp;quot;|Uncommon||2 pieces: +25% damage done to aberrations and undead.&lt;br /&gt;
|-&lt;br /&gt;
|[[Items#judgement|Judgement]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||3 pieces: +25% damage done to aberrations and undead.&lt;br /&gt;
|-&lt;br /&gt;
|[[Items#lantern_of_light|Lantern of Light]]||style=&amp;quot;color:#1c6c6c&amp;quot;|Epic||4 pieces: +50% damage done to aberrations and undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#6c441c;&amp;quot;|Rings of Recovery&lt;br /&gt;
|&amp;lt;span id=&amp;quot;rings_of_recovery&amp;quot;&amp;gt;[[Items#ring_of_rejuvenation|Ring of Rejuvenation]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|-&lt;br /&gt;
|[[Items#ring_of_mana|Ring of Mana]]||style=&amp;quot;color:#72777d&amp;quot;|Common||2 pieces: +10% Health and Mana regen.&lt;br /&gt;
|-&lt;br /&gt;
|[[Items#ring_of_health|Ring of Health]]||style=&amp;quot;color:#72777d&amp;quot;|Common||3 pieces: +10% Health and Mana regen.&lt;br /&gt;
|-&lt;br /&gt;
|[[Items#greater_ring_of_rejuvenation|Greater Ring of Rejuvenation]]||style=&amp;quot;color:green&amp;quot;|Uncommon||4 pieces: +10% Health and Mana regen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#6c1c1c;&amp;quot;|The Shining Knight&lt;br /&gt;
|&amp;lt;span id=&amp;quot;the_shining_knight&amp;quot;&amp;gt;[[Items#great_helm|Great Helm]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#72777d&amp;quot;|Common||&lt;br /&gt;
|-&lt;br /&gt;
|[[Items#tower_shield|Tower Shield]]||style=&amp;quot;color:green&amp;quot;|Uncommon||2 pieces: Blocks 2 Physical damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Items#full_plate_mail|Full Plate Mail]]||style=&amp;quot;color:green&amp;quot;|Uncommon||3 pieces: Blocks 3 Physical damage&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#1c6c6c;&amp;quot;|Crescents of the Moon &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Only available if you own the Lunar Temple DLC'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span id=&amp;quot;crescents_of_the_moon&amp;quot;&amp;gt;[[Items#waning_moon|Waning Moon]]&amp;lt;/span&amp;gt;||style=&amp;quot;color:#33ccff&amp;quot;|Rare||1 piece: 2 attack power per lunar shield.&lt;br /&gt;
|- &lt;br /&gt;
|[[Items#waxing_moon|Waxing Moon]]||style=&amp;quot;color:#33ccff&amp;quot;|Rare||2 pieces: 5 skill power per lunar shield.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Adding_custom_sounds_and_music&amp;diff=2717</id>
		<title>Adding custom sounds and music</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Adding_custom_sounds_and_music&amp;diff=2717"/>
		<updated>2024-01-06T20:49:39Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adding in custom sounds and music to your scenarios requires the usage of '''.sbnk''' files. While your computer likely doesn't recognize this file type, it is really a glorified text file and can be opened with any simple text editor, such as [https://notepad-plus-plus.org/ Notepad++].&lt;br /&gt;
&lt;br /&gt;
The sound files themselves must be presented in any of the following formats: '''.wav, .ogg, .mp3, .mod, .it, .s3d, .xm'''. Each file format has its own benefits: .ogg files are relatively small, at the cost of some audio quality, while .wav files will take up more space but with good amount of quality. In the end, it is recommended to use .ogg for music, and .wav for sounds. An audio editing program such as [http://www.audacityteam.org/ Audacity] can convert most common audio filetypes into most of these formats.&lt;br /&gt;
&lt;br /&gt;
You can also use Fmod Studio to build your soundbank, that way you're not limited to the features of text-file sbnk files. This also allows you to add dynamic music, and add other kinds of effects to your sounds. See further in this article for more information.&lt;br /&gt;
&lt;br /&gt;
== Exporting sound files to .ogg ==&lt;br /&gt;
If your sound file is not already in any of the supported file formats, follow these steps to do so. Using ''Audacity'', drag the sound file of your choice into the gray area. If successful, you will see the audio channel appear. You may now edit the sound file if you wish, otherwise, click the &amp;quot;File&amp;quot; tab and then the &amp;quot;Export&amp;quot; button. Select the file type you wish to use and export it to anywhere in your scenario folder, preferablly a dedicated folder called &amp;quot;sound&amp;quot;. Continue to do this for all the sound files you need.&lt;br /&gt;
&lt;br /&gt;
== Creating the .sbnk file ==&lt;br /&gt;
With your sound files ready, you must now create an .sbnk file at which you can configure some parameters. Simply open a text editor like Notepad++, then copy this example code &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;soundbank&amp;gt;&lt;br /&gt;
  &amp;lt;sound category=&amp;quot;sfx&amp;quot; name=&amp;quot;healgun_loop&amp;quot; volume=&amp;quot;1&amp;quot; is3d=&amp;quot;true&amp;quot; looping=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;source res=&amp;quot;sounds/healgun.wav&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/sound&amp;gt;&lt;br /&gt;
&amp;lt;/soundbank&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can edit the following parameters:&lt;br /&gt;
*''name'': The name that the sound will appear in while using the editor.&lt;br /&gt;
*''volume'': The volume of the sound file. 1 is the standard volume, but you can only make it quieter.&lt;br /&gt;
*''is3d'': boolean. If set to true, the sound will only play in an area around the PlaySound WorldScript that it is assigned to. If false, it will play across the entire level.&lt;br /&gt;
*''looping'': boolean. If set to true, the sound file will keep playing everytime it finishes. If false, it will only play once.&lt;br /&gt;
If you wish to add in more sound files, simply copy and paste the &amp;lt;sound&amp;gt; parameters and edit them accordingly. You can use as many as needed.&lt;br /&gt;
When done, save the file as .sbnk.&lt;br /&gt;
&lt;br /&gt;
== Using the sound files in the editor ==&lt;br /&gt;
Open up a level, and navigate to the WorldScripts tab. Spawn in a PlaySound WorldScript. Select it, then in the &amp;quot;Sound&amp;quot; parameter, type in the name of your .sbnk file, or the name you gave the sound, and it will show up. You can do the same for the PlayMusic WorldScript.&lt;br /&gt;
&lt;br /&gt;
== Using the sound files in skills ==&lt;br /&gt;
In a skill's sound parameters, actor, or player, are strings to apply sounds. The format to using a custom .sbnk sound reference is similar to FMOD's event strings used throughout the game's files. Using the same names as the .sbnk example above, adding your custom sound is done as such below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;string name=&amp;quot;start-snd&amp;quot;&amp;gt;custom.sbnk:healgun_loop&amp;lt;/string&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alternatively - use Fmod ==&lt;br /&gt;
The game uses Fmod internally to do all of its sounds. These kinds of sound effects start with the &amp;lt;code&amp;gt;event:/&amp;lt;/code&amp;gt; prefix instead of directly pointing to an .sbnk file. They are therefore found within a .bank file instead. It is possible to create your own Fmod Studio soundbanks for your scenarios.&lt;br /&gt;
&lt;br /&gt;
Download Fmod Studio 1.10.8 from [http://www.fmod.org/download/ this page]. Then, download [http://www.heroesofhammerwatch.com/hoh_fmod_project.zip this Fmod skeleton project] to get your started. The reason this skeleton project is needed is because your settings must match ours exactly, which is what this does. &lt;br /&gt;
&lt;br /&gt;
You will need to remove all the existing events and assets and create an additional mod_bank bank &lt;br /&gt;
Add your events to your mod_bank. Export this and you'll be able to reference events from your bank in game using their GUID (which you can get in fmod by right clicking and event and picking Copy GUID)&lt;br /&gt;
&lt;br /&gt;
for example: &amp;lt;pre&amp;gt; &amp;lt;string name=&amp;quot;Music&amp;quot;&amp;gt;{a78f74fa-fd1b-417d-a598-41c94e552470}&amp;lt;/string&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using Fmod, you can dynamically control the sounds using parameters in your scripts. See [[Creating dynamic sounds with FMOD]] for more info.&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Packager&amp;diff=2714</id>
		<title>Packager</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Packager&amp;diff=2714"/>
		<updated>2023-04-17T05:41:51Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: /* Command line */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The packager tool allows you to package a mod, but it also allows you to unpack or extract mods, as well as base the content from the &amp;lt;code&amp;gt;res/assets.bin&amp;lt;/code&amp;gt; file. This is useful if you want to use any of our base resources such as units and scripts, in your mod, or use them as reference material.&lt;br /&gt;
&lt;br /&gt;
== Unpacking Resources ==&lt;br /&gt;
&lt;br /&gt;
First, start the packager tool. You will see several icons at the top and groups of mods below&lt;br /&gt;
To unpack the base resources, simply click the icon at the top of the window that looks like a packing box, &lt;br /&gt;
&lt;br /&gt;
To Unpack a mod, locate the Mod you want to unpack from the selection in the main window, right click and &amp;quot;Unpack Mod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''Workshop''': These mods have been installed from the Steam Workshop. (If you're using the GoG build, you won't see this.)&lt;br /&gt;
* '''Packed''': These are all mods packaged as .bin files in the &amp;quot;mods&amp;quot; folder. These can be downloaded and placed there manually.&lt;br /&gt;
* '''Unpacked''': These are unpackaged mods organized as directories.&lt;br /&gt;
&lt;br /&gt;
[[File:Packager.png]]&lt;br /&gt;
&lt;br /&gt;
=== Command line === &lt;br /&gt;
&lt;br /&gt;
The Packager can also be used from the commandline, &amp;lt;span style=&amp;quot;color:#ffff00&amp;quot;&amp;gt;'''this is generally not needed outside of linux use. Try the above method first.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, navigate to your Heroes of Hammerwatch installation folder. In this folder, hold down Shift and F10 at the same time to open the advanced shortcut menu. From here, select &amp;quot;Open command prompt here.&amp;quot; (On Windows 10 this is Powershell.) You should now see the Windows command prompt in front of you, in the current folder. Then, run the following command, which will extract all files from &amp;lt;code&amp;gt;res/assets.bin&amp;lt;/code&amp;gt; into the &amp;lt;code&amp;gt;assets&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PACKAGER.exe --unpack=res/assets.bin --destination=unpacked_assets&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On Powershell, you need to call it like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.\PACKAGER.exe --unpack=res/assets.bin --destination=unpacked_assets&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nothing will appear to happen, but it's currently extracting the assets in the background.&lt;br /&gt;
&lt;br /&gt;
[[File:Extracted.png|link=]]&lt;br /&gt;
&lt;br /&gt;
In Linux/Ubuntu:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./Packager --unpack=./res/assets.bin --destination=./unpacked_assets&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For some errors in Linux/Ubuntu you may encounter, see [[Unpacking resources for Linux]]&lt;br /&gt;
&lt;br /&gt;
==== Mods ====&lt;br /&gt;
The same process works for mods, except you pass the .bin file to the &amp;lt;code&amp;gt;--unpack&amp;lt;/code&amp;gt; parameter. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PACKAGER.exe --unpack=mods/trainer.bds --destination=mods/trainer&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Packing Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Command line ===&lt;br /&gt;
&lt;br /&gt;
Follow the same steps as above however change --unpack to --resources, eg&lt;br /&gt;
&lt;br /&gt;
Windows Commandline :&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Packager.exe --resources=assets --destination=new_assets.bin&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Powershell: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./Packager.exe --resources=assets --destination=new_assets.bin&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linux&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./Packager --resources=assets --destination=new_assets.bin&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A full list of packager commandline help can be listed by using --help, the information is also listed below (note some information may be specific to SSBD rather than HOH) : &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Usage PACKAGER [/h] [/r &amp;lt; str &amp;gt;] [/l &amp;lt;str&amp;gt;] [/u &amp;lt;str&amp;gt;] [/d &amp;lt;str&amp;gt;] [--sval]&lt;br /&gt;
&lt;br /&gt;
/h, --help Show this help&lt;br /&gt;
/r, --resources= &amp;lt;str&amp;gt; Pack Resources&lt;br /&gt;
/l --level= &amp;lt;str&amp;gt; Pack Level&lt;br /&gt;
/u --unpack= &amp;lt;str&amp;gt; Unpack resources/level&lt;br /&gt;
/d --destination= &amp;lt;str&amp;gt; Unpack resources/level destination&lt;br /&gt;
--sval Extract (read-only) serialized scenario info as info.sval&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Via GUI === &lt;br /&gt;
&lt;br /&gt;
First, start the packager tool. You will see several groups of mods:&lt;br /&gt;
&lt;br /&gt;
* '''Workshop''': These mods have been installed from the Steam Workshop. (If you're using the GoG build, you won't see this.)&lt;br /&gt;
* '''Packed''': These are all mods packaged as .bin files in the &amp;quot;mods&amp;quot; folder. These can be downloaded and placed there manually.&lt;br /&gt;
* '''Unpacked''': These are unpackaged mods organized as directories.&lt;br /&gt;
&lt;br /&gt;
You should see your mod in the '''Unpacked''' list. Right click it, and select &amp;quot;Make package&amp;quot;. You will be prompted to save a .bin file. Pick any location and any name you want. You can either distribute this file manually, or distribute it via the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
== Sharing Mod Files to the Workshop == &lt;br /&gt;
&lt;br /&gt;
Once your mod is packaged, you can [[Uploading to the workshop|upload it to the Steam Workshop]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=New_Game_Plus&amp;diff=2079</id>
		<title>New Game Plus</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=New_Game_Plus&amp;diff=2079"/>
		<updated>2019-12-20T21:05:35Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A play-through without any NG+ levels added on can be referred to as a NG+0 run. This is how all players start out.&lt;br /&gt;
&lt;br /&gt;
New Game Plus is unlocked once the player defeats [[Acts#Act_5.2C_The_Chambers|Thundersnow]] for the first time.&lt;br /&gt;
&lt;br /&gt;
After NG+ is unlocked, it's unlocked for all characters in your town. This extends to multiplayer where if the host is the only person who has unlocked NG+3, then everyone can join in a NG+3 run, however some of the players may not be able to get above level 20, 25, etc. as their character has not beaten Thundersnow on a previous New Game level. [[File:Ngprogressflowchart.jpg|thumb|600px]]&lt;br /&gt;
&lt;br /&gt;
Available NG+ is now unlocked across all campaigns. Including Arena.&lt;br /&gt;
The highest completed NG+ across all campaigns and heroes is now tracked by the Town.&lt;br /&gt;
Completing a campaign at a NG+ level that is lower or equal to your highest available NG+ level will count as the hero completing the campaign at that level and you will receive the corresponding rewards and effects.&lt;br /&gt;
In practice, this means your heroes can skip NG+ levels up to your highest completed across all characters and campaigns.&lt;br /&gt;
In multiplayer, when completing a campaign above your highest tracked NG+, it counts as you completed that campaign at your highest tracked NG+.&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
[[File:NGnumbers.jpg|frameless|right]]&lt;br /&gt;
[[File:NGandArena.jpg|frameless|right]]&lt;br /&gt;
When a player beats Thundersnow for the first time, their character will gain a +1 next to their name when selecting that character from the main menu. An extra number appears when the player beats Nerys in the [[Pyramid of Prophecy]] to show their rank in the DLC dungeon.&lt;br /&gt;
&lt;br /&gt;
This means that that character is allowed to gain an extra 5 levels per NG beaten. Their [[Leveling_Up#Level_Cap|level cap]] has been raised.&amp;lt;br&amp;gt;&lt;br /&gt;
This can be viewed in the character menu by hovering over experience.&lt;br /&gt;
&lt;br /&gt;
There is '''no cap''' on what NG level the player can play assuming they or the host of the group has beaten the level before it. Thus by the same means, the player level has no maximum either.&lt;br /&gt;
[[File:LevelCap.jpg|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
In addition to raising a player's level cap by 5, doing a NG+ run will yield more [[Money#Gold|Gold]] and [[Money#Ore|Ore]].&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of extra gold and ore is +(20 * NG_level)%.&lt;br /&gt;
&lt;br /&gt;
Note that the shops (not in the town) will also have their prices increased by 20%, matching the NG+ gain.&lt;br /&gt;
&lt;br /&gt;
[[File:NGpicker.jpg|frameless|right]]&lt;br /&gt;
If you have not unlocked the [[Magic Anvil]] yet then it should appear with near certainty in any NG+ run's [[Acts#Act_3.2C_The_Armory|Armory]].&amp;lt;br&amp;gt;&lt;br /&gt;
Uncommon blueprints, [[Tailor|dyes]], and [[Tavern#Richard_Hammer.27s_Barrel_Drinks|Tavern drinks]] can appear in NG+1, and rare ones can appear in NG+2 and above.&lt;br /&gt;
&lt;br /&gt;
*Player's Armor is reduced by (NG_level^.77) * 60&lt;br /&gt;
*Player's Resistance is reduced by (NG_level^.77) * 50 &lt;br /&gt;
&lt;br /&gt;
To select which NG+ level you wish to play on, talk to the guard next to the tower entrance and select your level.&lt;br /&gt;
&lt;br /&gt;
Lastly, NG+1 and beyond have a flat 15% increase to their size and 33% more enemies compared to NG+0. This increase stacks multiplicatively if the player also takes the Bigger Floors [[Fountain]] fortune.&lt;br /&gt;
&lt;br /&gt;
==[[Enemies|Enemy]] Changes==&lt;br /&gt;
There are numerous enemy changes in different NG+ levels. All in an attempt to make each NG level more difficult and rewarding than the last.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to the following changes, enemies are slightly faster and have higher HP, armor, and resistance.&lt;br /&gt;
&lt;br /&gt;
The following is the enemy defense and HP scaling formulas, where NG is your New Game Plus level:&lt;br /&gt;
*HP: (Base + (NG*15)) * (1 + (NG*2.75)) &lt;br /&gt;
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^0.33)&lt;br /&gt;
&lt;br /&gt;
Enemies also give more XP to compensate for the increased player level. See the [[Leveling_Up#Experience|Experience]] equation for more info.&lt;br /&gt;
&lt;br /&gt;
===NG+1===&lt;br /&gt;
====Enemies====&lt;br /&gt;
*Spined Maggot now fires an extra shot&lt;br /&gt;
*Massive Ticks now enter blood rage for a few seconds upon getting it&lt;br /&gt;
*Elite Skeleton Bowmen fire an additional arrow for a total of 5. Standing still to dodge doesn't work anymore&lt;br /&gt;
*All Man Eaters now fire out a nova of spikes every few attacks. This is denoted by their mouth appearing and disappearing twice&lt;br /&gt;
*Liches now fire an extra magical shot per attack (?)&lt;br /&gt;
*Trappers now throw an additional Bola&lt;br /&gt;
*The Ghostcaller can now summon ghosts when damaged&lt;br /&gt;
*Fallen Thief fires an additional knife&lt;br /&gt;
*Fallen Sorcerer drops an additional spike from the ceiling, they are lined up linearly toward you&lt;br /&gt;
*Fallen Paladin can now use [[Paladin#Whirlwind_.28Skill_3.29|Whirlwind]]&lt;br /&gt;
*Fallen Priest can now use [[Priest#Consecrated_Ground_.28Skill_2.29|Consecrated Ground]]&lt;br /&gt;
*The Monstrous Eye now summons smaller eyes as it moves in addition to the ones it already summons&lt;br /&gt;
*Elite Lich now fires an additional homing magic orb, for a total of 3&lt;br /&gt;
*Battle Mage now sends out an additional wave of magic&lt;br /&gt;
*Frost Lich fires an additional spike at you, widening his ark&lt;br /&gt;
*All Wisps now shoot out their respective attacks in all directions on death. Green Wisp fires 5, Blue fires 7(?), Red fires 16(?)&lt;br /&gt;
*Ice Elemental can now use Whirlwind&lt;br /&gt;
*Stone Gargoyle's trident throw now throws 3 tridents.&lt;br /&gt;
&lt;br /&gt;
====Bosses====&lt;br /&gt;
*The Stone Guardian's spike wave now has a homing wave, the middle one. His smash now also sends out a nova of spike waves in all directions&lt;br /&gt;
*The Warden now throws out bombs as he spins&lt;br /&gt;
*The Watcher [[Acts#New_Game_Plus_Changes_4|gains attributes]] of the rituals once completed&lt;br /&gt;
*Thundersnow fires 2 extra icicles at the player&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===NG+2===&lt;br /&gt;
====Enemies====&lt;br /&gt;
*All bats now fire projectiles when not in rage for a melee attack&lt;br /&gt;
*Massive Maggot's shots now leave an area of poison on the ground for a few seconds at the site each shot died&lt;br /&gt;
*Normal and Elite Skeleton archers now fire 2 volleys per attack&lt;br /&gt;
*Skeleton Captain's main attack is replaced with a spin attack. This is a single 360 degree swipe&lt;br /&gt;
*All Man Eaters now send out 3 waves of spikes&lt;br /&gt;
*The Frost Lich can now place down a frost AOE that severely slows the player while within it, and a few seconds after leaving it. Also fires more icicles&lt;br /&gt;
*All Wisp shots now bounce off walls once&lt;br /&gt;
*The Monstrous Eye and Beamo Tower fire 3 confusion lasers at the player in a small spread&lt;br /&gt;
*All Eyes (not Monstrous) now lunge at the player once they reach a certain distance from them&lt;br /&gt;
*Elite Lich fires 2 volleys per attack(NG+1?)&lt;br /&gt;
*All Nova Tower shots bounce 2 times before disappearing&lt;br /&gt;
&lt;br /&gt;
====Bosses====&lt;br /&gt;
*All the spikes that fall from the ceiling now each fire out 3 spike waves, evenly spaced apart&lt;br /&gt;
*The Warden now fires 3 arrows when he uses his crossbow&lt;br /&gt;
*The Watcher's rituals now spawn a confusion orb that follows the nearest player to it, and when contact is made confusion and some damage is applied to the player&lt;br /&gt;
----&lt;br /&gt;
===NG+3===&lt;br /&gt;
====Enemies====&lt;br /&gt;
*Lich and Elite Lich shots now bounce twice&lt;br /&gt;
*Wisps have a 50% chance to either explode or turn into another wisp one tier lower. Green wisps always explode&lt;br /&gt;
&lt;br /&gt;
====Bosses====&lt;br /&gt;
*The Warden's arrow turrets now fire 3 volleys per attack&lt;br /&gt;
*The Watcher now has a spike spray attack. Sprays spikes in an arc for a few seconds constantly directed at the player&lt;br /&gt;
*Thundersnow's stomp now stuns the player for 1/2 a second when hit&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===NG+4===&lt;br /&gt;
*No further changes to enemies other than ramping&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=New_Game_Plus&amp;diff=2078</id>
		<title>New Game Plus</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=New_Game_Plus&amp;diff=2078"/>
		<updated>2019-12-20T21:02:41Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A play-through without any NG+ levels added on can be referred to as a NG+0 run. This is how all players start out.&lt;br /&gt;
&lt;br /&gt;
New Game Plus is unlocked once the player defeats [[Acts#Act_5.2C_The_Chambers|Thundersnow]] for the first time.&lt;br /&gt;
&lt;br /&gt;
After NG+ is unlocked, it's unlocked for all characters in your town. This extends to multiplayer where if the host is the only person who has unlocked NG+3, then everyone can join in a NG+3 run, however some of the players may not be able to get above level 20, 25, etc. as their character has not beaten Thundersnow on a previous New Game level. [[File:Ngprogressflowchart.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
Available NG+ is now unlocked across all campaigns. Including Arena.&lt;br /&gt;
The highest completed NG+ across all campaigns and heroes is now tracked by the Town.&lt;br /&gt;
Completing a campaign at a NG+ level that is lower or equal to your highest available NG+ level will count as the hero completing the campaign at that level and you will receive the corresponding rewards and effects.&lt;br /&gt;
In practice, this means your heroes can skip NG+ levels up to your highest completed across all characters and campaigns.&lt;br /&gt;
In multiplayer, when completing a campaign above your highest tracked NG+, it counts as you completed that campaign at your highest tracked NG+.&lt;br /&gt;
&lt;br /&gt;
==Additions==&lt;br /&gt;
[[File:NGnumbers.jpg|frameless|right]]&lt;br /&gt;
[[File:NGandArena.jpg|frameless|right]]&lt;br /&gt;
When a player beats Thundersnow for the first time, their character will gain a +1 next to their name when selecting that character from the main menu. An extra number appears when the player beats Nerys in the [[Pyramid of Prophecy]] to show their rank in the DLC dungeon.&lt;br /&gt;
&lt;br /&gt;
This means that that character is allowed to gain an extra 5 levels per NG beaten. Their [[Leveling_Up#Level_Cap|level cap]] has been raised.&amp;lt;br&amp;gt;&lt;br /&gt;
This can be viewed in the character menu by hovering over experience.&lt;br /&gt;
&lt;br /&gt;
There is '''no cap''' on what NG level the player can play assuming they or the host of the group has beaten the level before it. Thus by the same means, the player level has no maximum either.&lt;br /&gt;
[[File:LevelCap.jpg|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
In addition to raising a player's level cap by 5, doing a NG+ run will yield more [[Money#Gold|Gold]] and [[Money#Ore|Ore]].&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of extra gold and ore is +(20 * NG_level)%.&lt;br /&gt;
&lt;br /&gt;
Note that the shops (not in the town) will also have their prices increased by 20%, matching the NG+ gain.&lt;br /&gt;
&lt;br /&gt;
[[File:NGpicker.jpg|frameless|right]]&lt;br /&gt;
If you have not unlocked the [[Magic Anvil]] yet then it should appear with near certainty in any NG+ run's [[Acts#Act_3.2C_The_Armory|Armory]].&amp;lt;br&amp;gt;&lt;br /&gt;
Uncommon blueprints, [[Tailor|dyes]], and [[Tavern#Richard_Hammer.27s_Barrel_Drinks|Tavern drinks]] can appear in NG+1, and rare ones can appear in NG+2 and above.&lt;br /&gt;
&lt;br /&gt;
*Player's Armor is reduced by (NG_level^.77) * 60&lt;br /&gt;
*Player's Resistance is reduced by (NG_level^.77) * 50 &lt;br /&gt;
&lt;br /&gt;
To select which NG+ level you wish to play on, talk to the guard next to the tower entrance and select your level.&lt;br /&gt;
&lt;br /&gt;
Lastly, NG+1 and beyond have a flat 15% increase to their size and 33% more enemies compared to NG+0. This increase stacks multiplicatively if the player also takes the Bigger Floors [[Fountain]] fortune.&lt;br /&gt;
&lt;br /&gt;
==[[Enemies|Enemy]] Changes==&lt;br /&gt;
There are numerous enemy changes in different NG+ levels. All in an attempt to make each NG level more difficult and rewarding than the last.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to the following changes, enemies are slightly faster and have higher HP, armor, and resistance.&lt;br /&gt;
&lt;br /&gt;
The following is the enemy defense and HP scaling formulas, where NG is your New Game Plus level:&lt;br /&gt;
*HP: (Base + (NG*15)) * (1 + (NG*2.75)) &lt;br /&gt;
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^0.33)&lt;br /&gt;
&lt;br /&gt;
Enemies also give more XP to compensate for the increased player level. See the [[Leveling_Up#Experience|Experience]] equation for more info.&lt;br /&gt;
&lt;br /&gt;
===NG+1===&lt;br /&gt;
====Enemies====&lt;br /&gt;
*Spined Maggot now fires an extra shot&lt;br /&gt;
*Massive Ticks now enter blood rage for a few seconds upon getting it&lt;br /&gt;
*Elite Skeleton Bowmen fire an additional arrow for a total of 5. Standing still to dodge doesn't work anymore&lt;br /&gt;
*All Man Eaters now fire out a nova of spikes every few attacks. This is denoted by their mouth appearing and disappearing twice&lt;br /&gt;
*Liches now fire an extra magical shot per attack (?)&lt;br /&gt;
*Trappers now throw an additional Bola&lt;br /&gt;
*The Ghostcaller can now summon ghosts when damaged&lt;br /&gt;
*Fallen Thief fires an additional knife&lt;br /&gt;
*Fallen Sorcerer drops an additional spike from the ceiling, they are lined up linearly toward you&lt;br /&gt;
*Fallen Paladin can now use [[Paladin#Whirlwind_.28Skill_3.29|Whirlwind]]&lt;br /&gt;
*Fallen Priest can now use [[Priest#Consecrated_Ground_.28Skill_2.29|Consecrated Ground]]&lt;br /&gt;
*The Monstrous Eye now summons smaller eyes as it moves in addition to the ones it already summons&lt;br /&gt;
*Elite Lich now fires an additional homing magic orb, for a total of 3&lt;br /&gt;
*Battle Mage now sends out an additional wave of magic&lt;br /&gt;
*Frost Lich fires an additional spike at you, widening his ark&lt;br /&gt;
*All Wisps now shoot out their respective attacks in all directions on death. Green Wisp fires 5, Blue fires 7(?), Red fires 16(?)&lt;br /&gt;
*Ice Elemental can now use Whirlwind&lt;br /&gt;
*Stone Gargoyle's trident throw now throws 3 tridents.&lt;br /&gt;
&lt;br /&gt;
====Bosses====&lt;br /&gt;
*The Stone Guardian's spike wave now has a homing wave, the middle one. His smash now also sends out a nova of spike waves in all directions&lt;br /&gt;
*The Warden now throws out bombs as he spins&lt;br /&gt;
*The Watcher [[Acts#New_Game_Plus_Changes_4|gains attributes]] of the rituals once completed&lt;br /&gt;
*Thundersnow fires 2 extra icicles at the player&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===NG+2===&lt;br /&gt;
====Enemies====&lt;br /&gt;
*All bats now fire projectiles when not in rage for a melee attack&lt;br /&gt;
*Massive Maggot's shots now leave an area of poison on the ground for a few seconds at the site each shot died&lt;br /&gt;
*Normal and Elite Skeleton archers now fire 2 volleys per attack&lt;br /&gt;
*Skeleton Captain's main attack is replaced with a spin attack. This is a single 360 degree swipe&lt;br /&gt;
*All Man Eaters now send out 3 waves of spikes&lt;br /&gt;
*The Frost Lich can now place down a frost AOE that severely slows the player while within it, and a few seconds after leaving it. Also fires more icicles&lt;br /&gt;
*All Wisp shots now bounce off walls once&lt;br /&gt;
*The Monstrous Eye and Beamo Tower fire 3 confusion lasers at the player in a small spread&lt;br /&gt;
*All Eyes (not Monstrous) now lunge at the player once they reach a certain distance from them&lt;br /&gt;
*Elite Lich fires 2 volleys per attack(NG+1?)&lt;br /&gt;
*All Nova Tower shots bounce 2 times before disappearing&lt;br /&gt;
&lt;br /&gt;
====Bosses====&lt;br /&gt;
*All the spikes that fall from the ceiling now each fire out 3 spike waves, evenly spaced apart&lt;br /&gt;
*The Warden now fires 3 arrows when he uses his crossbow&lt;br /&gt;
*The Watcher's rituals now spawn a confusion orb that follows the nearest player to it, and when contact is made confusion and some damage is applied to the player&lt;br /&gt;
----&lt;br /&gt;
===NG+3===&lt;br /&gt;
====Enemies====&lt;br /&gt;
*Lich and Elite Lich shots now bounce twice&lt;br /&gt;
*Wisps have a 50% chance to either explode or turn into another wisp one tier lower. Green wisps always explode&lt;br /&gt;
&lt;br /&gt;
====Bosses====&lt;br /&gt;
*The Warden's arrow turrets now fire 3 volleys per attack&lt;br /&gt;
*The Watcher now has a spike spray attack. Sprays spikes in an arc for a few seconds constantly directed at the player&lt;br /&gt;
*Thundersnow's stomp now stuns the player for 1/2 a second when hit&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===NG+4===&lt;br /&gt;
*No further changes to enemies other than ramping&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Ngprogressflowchart.jpg&amp;diff=2077</id>
		<title>File:Ngprogressflowchart.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Ngprogressflowchart.jpg&amp;diff=2077"/>
		<updated>2019-12-20T20:56:55Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2074</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2074"/>
		<updated>2019-11-23T22:32:24Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: /* Luck */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.&lt;br /&gt;
&lt;br /&gt;
=Damage=&lt;br /&gt;
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power, bonus damage%, multipliers).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To calculate primary attack damage, convert percentages to decimal then use the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(phys_base + phys_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Physical_Reduction +&lt;br /&gt;
(mage_base + mage_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Magical_Reduction&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To do the same for skill damage, change AP to SP and swap in the base damage for the skill and other effects that apply to skills for the ones that apply for primary.&lt;br /&gt;
&lt;br /&gt;
; Enemy defenses:&lt;br /&gt;
: Enemy Physical reduction: 1/(1 + (enemy_base_armor*(1-physical_pierce)/50)&lt;br /&gt;
: Enemy Magical reduction: 1/(1 + (enemy_base_resistance*(1-magical_pierce)/50)&lt;br /&gt;
::Pierce % is calculated by multiplying the amounts not pierced by each other, then subtracting that value from 1. ex: 2 20% pierce = 0.8*0.8 = 0.64 = 36% pierce.&lt;br /&gt;
::Shieldbreaker and Magebane count as 75% pierce when their effect is active.&lt;br /&gt;
&lt;br /&gt;
*DMG_INCREASE = &amp;amp;sum; &amp;amp;forall; +damage% and damage% increase from crits.&lt;br /&gt;
*MULTIPLIER = Incredible Strength(2x) * Corrupted(2x) * Talisman of Decay (1.2x) * Gladiator's Crippling Net (variable). Corrupted is from the Spreading Corruption rare item from the [[Pyramid of Prophecy]] DLC.&lt;br /&gt;
&lt;br /&gt;
; Notation&lt;br /&gt;
: &amp;amp;sum; is the symbol for adding one after another to a total sum&lt;br /&gt;
: &amp;amp;forall; means &amp;quot;for all&amp;quot;, &amp;quot;for each&amp;quot; or &amp;quot;for any&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1NBxfuNYQ87J5PvRFquaewg1w1qwd8Jny9w3dLGadbf8/edit?usp=sharing Damage Calculator]&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack. &lt;br /&gt;
&lt;br /&gt;
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.&lt;br /&gt;
&lt;br /&gt;
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.&lt;br /&gt;
&lt;br /&gt;
==Criticals==&lt;br /&gt;
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.&amp;lt;br&amp;gt;&lt;br /&gt;
Each critical chance instance is rolled separately. For example a [[Items#heartseeker|Heartseeker]](12.5%) and an [[Items#assassins_dagger|Assassin's Dagger]](7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a &amp;quot;double crit,&amp;quot; in which the damage is multiplied by the Critical Damage modifier twice.&amp;lt;br&amp;gt;&lt;br /&gt;
Equation : [DMG * (Crit_multiplier * crits)].&amp;lt;br&amp;gt;&lt;br /&gt;
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.&lt;br /&gt;
&lt;br /&gt;
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
There are many different status effects the player and enemies can encounter in HoH. They are applied by different enemies and weapons, traps and buffs, and can help or hinder the player depending who is getting which effects applied to them.&lt;br /&gt;
&lt;br /&gt;
Act bosses are immune to these status effects: Armor break, Resistance break, confusion, slowness and frozen, corruption, and bleeding(?).&lt;br /&gt;
&lt;br /&gt;
Damage over time effects (DoTs) will hit the player 5 times before going away. (10 if using the Mind Control drink)&lt;br /&gt;
&lt;br /&gt;
;Poison&lt;br /&gt;
:Poison is the first status effect you will encounter, as the Maggots in Act 1 will apply it to the player when they are hit with their projectile. Things afflicted with the poison effect will have their movement slowed by 50%(?), including immune enemies.&lt;br /&gt;
::Poison deals 4 magical damage to the player, and the poisoned arrow traps in hallways deal 8 magical damage.&lt;br /&gt;
::Enemies the player poisons take 16 magical damage, however a few [[Undead]] and many [[Constructs]] are immune to poison damage.&lt;br /&gt;
;Burning&lt;br /&gt;
:Burn damage is applied by many traps throughout the game and various late game enemies.&lt;br /&gt;
::Burn damage deals 5 magical damage to the player, and Wisps, the Watcher's orbs, and all traps on Act 5 deal 10 magical damage.&lt;br /&gt;
::Enemies the player ignites take 4 magical damage, however no enemy is immune except for Red Wisps.&lt;br /&gt;
;Stun&lt;br /&gt;
:Stunned enemies are unable to move or attack while affected.&lt;br /&gt;
::The [[Thief|Thief's]] Smoke Bomb skill, the [[Items#Common_Items|Blackjack]] item apply stun, and enemies that hit the player while under the slowness inflicted by [[Items#Legendary_Items|Meduas's Charm]] are stunned for 6 seconds. Constructs and ghosts are immune to this status. &lt;br /&gt;
:::Thundersnow's stomp will stun the player for half a second on NG+++.&lt;br /&gt;
;Disarm&lt;br /&gt;
:Disarmed enemies are unable to attack the player while affected, but are still able to move.&lt;br /&gt;
::[[Items#Common_Items|The Gladiator's Net]], [[Gladiator|Gladiator's]] Crippling Net, and [[Items#Common_Items|Defender's Halberd]] apply disarm to enemies. Constructs are immune.&lt;br /&gt;
;Bloodlust&lt;br /&gt;
:Bloodlust is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned red and gain a circle around their feet. Affected enemies are 50%(?) faster and increases their damage by 100% (doubling it).&lt;br /&gt;
;Protection&lt;br /&gt;
:Protection is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned gray and have a square under them. While affected they take 50% less damage. Fallen Priest's also give protection to nearby enemies.&lt;br /&gt;
;Confusion&lt;br /&gt;
:Confusion will reverse the players aim and movement directions, completely inverting the controls. This effect lasts varying amounts of time depending on the source.&lt;br /&gt;
::The player can make themselves immune to confusion by drinking the [[Tavern#Common_Drinks|Mind Control]] drink, however other status effects last twice as long.&lt;br /&gt;
::Enemies that find themselves confused will wander around in snaking lines and aim erratically.&lt;br /&gt;
;Slowness&lt;br /&gt;
:Slowness will reduce the affected individual's movement speed by 50%. Enemies that apply slowness are Fallen Priests, Frost Liches, and the poison effect.&lt;br /&gt;
::The player can become immune to slowness by obtaining the [[Items#Rare_Items|Boots of Freedom]].&lt;br /&gt;
;Darkness&lt;br /&gt;
:Darkness will make the player's screen almost entirely black for a few seconds. The only part still visible is the nearest 3 tiles in any direction. The map overlay is also obscured by darkness, but can allow the player to navigate the floor while being &amp;quot;blind&amp;quot;.&lt;br /&gt;
::Enemies that apply darkness are the Arch Liches when the player steps on their diamonds they place on the ground and the magenta tile obstacles found on Act 5.&lt;br /&gt;
::[[Tavern#Rare_Drinks|Stab in the Dark]] gives the player 1.5 seconds of darkness every time they use their primary attack, but gives a 50% primary crit chance.&lt;br /&gt;
;Mana drain&lt;br /&gt;
:The player loses 2.5%(?) of their maximum mana every half second they have this effect.&lt;br /&gt;
::Enemies that apply mana drain are the the Arch Lich's placed diamonds, Nerys, and the magenta tile obstacles in Act 5. This effect lasts as long as the player has the darkness effect from the same sources. Stab in the dark does not apply this effect.&lt;br /&gt;
;Bleeding&lt;br /&gt;
:The player loses 5% of their current HP every time they move 1 tile while under this effect.&lt;br /&gt;
::Bleeding is applied by the [[Acts#Boss:_Vampire_Lord|Vampire Lord's]] blood wave attack and the black orbs from [[Pyramid_of_Prophecy#Boss.2C_Nerys|Nerys]][[File:PoP.png|link=]].&lt;br /&gt;
::Bleeding applied by the player works on enemies the same way, which means they need to move to take damage.&lt;br /&gt;
:::The player can bleed the enemies by using the [[Items#Rare_Items|Duelist's Edge]] or by taking the rare [[Tavern]] drink &amp;quot;Spilled Blood&amp;quot;.&lt;br /&gt;
;Armor break&lt;br /&gt;
:Armor break reduces the affected target's armor by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Shieldbreaker]] item, the mummy minibosses in act 2 of the pyramid, and Nerys's arena mist apply this effect.&lt;br /&gt;
:::Thundersnow has a similar effect on his stomp attack, where it will pierce 66% of the player's armor.&lt;br /&gt;
;Resistance break&lt;br /&gt;
:Resistance break reduces the affected target's resistance by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Magebane]] item and Nerys's arena mist apply this effect.&lt;br /&gt;
;Frozen&lt;br /&gt;
:Frozen is an effect that only the [[Sorcerer]] has. His Biting Chill skill allows slowed enemies to be frozen in place for a few seconds.&lt;br /&gt;
::Afflicted enemies cannot move at all and are unable to attack while affected. This status can be activated 100% of the time when attacking with Comet, or a 7.5% chance on all primary attacks when using Ewran&lt;br /&gt;
;Corruption[[File:PoP.png|link=]]&lt;br /&gt;
:Corruption is an effect that makes the afflicted target take double damage from all sources. It is exclusive to the [[City_of_Stone|Pyramid of Plunder]] DLC.&lt;br /&gt;
::Enemies that apply corruption are Big Mummies when the player is nearby. (others?)&lt;br /&gt;
::The player can apply curse to an enemy, one at a time, with the [[Items#Rare_Items|Spreading Corruption]] item. This effect is most useful for taking out minibosses or elite enemies that take many hits to kill.&lt;br /&gt;
;Curse[[File:PoP.png|link=]]&lt;br /&gt;
:Curse is an effect that the player carries with them while going through the [[Pyramid_of_Prophecy]]. The player has a % chance to miss any hit of damage that they would deal to enemies including reflect, DoTs, and bleed damage. Additionally, enemies have the same % chance to crit the player for (200+curse)% damage.&lt;br /&gt;
::Enemies that apply curse are Big Mummies, [[Pyramid_of_Prophecy#Boss.2C_Queen_Iris|Queen Iris]], the [[Pyramid_of_Prophecy#Sarcophagi|sarcophagi]] when the player takes and item, the cursed circles that Big Mummies leave on NG+ or are just naturally on the ground, and cursed tiles in the pyramid itself.&lt;br /&gt;
::To reduce player curse amounts, see [[Pyramid_of_Prophecy#Reducing_Curse|here]].&lt;br /&gt;
;Vertigo&lt;br /&gt;
:Vertigo is an effect applied only by the [[Tavern#Rare_Drinks|Mad Proposal]] tavern drink. It gives the player a massive +400% damage bonus but gives the player perpetual vertigo.&lt;br /&gt;
::Vertigo will drift the player's aim and movement axis over time, but not at a constant rate or necessarily in the same direction as previous moments. Many players find this effect makes playing impossible and avoid the drink entirely because of it, but others say that it's worth the time to learn how to deal with it for the extra damage bonus.&lt;br /&gt;
::Some players find that a controller allows for easier movement, as the player isn't restricted to just 8 movement directions like on a keyboard but it is not impossible to master vertigo with a keyboard.&lt;br /&gt;
&lt;br /&gt;
=Defense=&lt;br /&gt;
The player is not without their methods of defense from all of these effects! The following is a breakdown of the different ways the player can prevent their untimely deaths.&lt;br /&gt;
&lt;br /&gt;
There are no immunity frames for the player, and they are able to take hits on back to back frames. If enemy projectiles stack on top of each other and hit the player all at once, it is possible to go from full health to 0 in a fraction of a second, leaving no time for the player to use a [[Combat#Potion|potion]] to save themselves.&lt;br /&gt;
&lt;br /&gt;
==Armor and Resistance==&lt;br /&gt;
The player will gather armor and resistance while playing through items, character upgrades, class titles, or from temporary effects. Having a strong defense is critical the survival of the player and the completion of a run. If the player is unable to deal with the damage they are taking, the will inevitably fall.&lt;br /&gt;
&lt;br /&gt;
Armor reduces the physical damage taken, resistance reduces the magical.&amp;lt;br&amp;gt;&lt;br /&gt;
To calculate how much damage your armor and resistance is protecting you from, see the section below.&lt;br /&gt;
&lt;br /&gt;
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive defense, where new points do less and less for the player, increased negative defensive stats will always increase damage taken by 2% per negative amount.&lt;br /&gt;
&lt;br /&gt;
==Damage Reduction==&lt;br /&gt;
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)&lt;br /&gt;
&lt;br /&gt;
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max 50% damage reduction when you have mana), and the Last Stand [[Tavern]] drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)&lt;br /&gt;
&lt;br /&gt;
==Block==&lt;br /&gt;
Damage that is stated as being blocked by an item will reduce that amount from the attack's base damage. This will significantly reduce the damage the player takes in higher NGs as an arrow that may do 100 damage normally because the player has a very negative armor value, could be turned into a 0 hit by the [[Items#reinforced_gloves|Reinforced Gloves]] as the arrows base damage may be 30, but because Reinforced Gloves block 50 damage, they will block the entirety of the base hit, leaving nothing to increase the damage of resulting in 0 damage being taken.&lt;br /&gt;
&lt;br /&gt;
Blocking is the first thing that happens in the damage taken calculation.&lt;br /&gt;
&lt;br /&gt;
==Evasion==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently to evade the attack and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the &amp;quot;duration&amp;quot; of the evade, which is about 1/4 of a second or the duration of the character changing color and the sound effect indicating a successful evasion.&lt;br /&gt;
&lt;br /&gt;
You can still reflect damage even when you evade an attack.&lt;br /&gt;
&lt;br /&gt;
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.&amp;lt;br&amp;gt;&lt;br /&gt;
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.&lt;br /&gt;
&lt;br /&gt;
=Vitality=&lt;br /&gt;
==Health and Mana==&lt;br /&gt;
There are many different ways to regain health and mana, most often innate regeneration is the largest portion in mid to late-game play. &amp;lt;br&amp;gt;&lt;br /&gt;
Other methods of regaining health is to have lifesteal. The player can acquire lifesteal from items like the [[Items#Bloodthirst Ring|Bloodthirst Ring]], from the Tier 3 [[Chapel]] blessing &amp;quot;Symbol of Essence&amp;quot;, or the rare [[Tavern]] drink &amp;quot;Crimson Death&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The player can also gain mana by manasealing. They can acquire manasteal by playing as the [[Warlock]] and using Soul Consumption, which scales with primary damage. Mana can also be regained by taking the rare Tavern drink Kinetic Kiss.&lt;br /&gt;
&lt;br /&gt;
However you can design a character to regain health from lifestealing instead with the or the Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].&lt;br /&gt;
&lt;br /&gt;
==Pickups==&lt;br /&gt;
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. &amp;lt;br&amp;gt;&lt;br /&gt;
There are 4 health pickups and 3 mana pickups. Their base recovery amounts are as follows:&lt;br /&gt;
*Health&lt;br /&gt;
**Apple: 10 HP&lt;br /&gt;
**Orange: 25 HP&lt;br /&gt;
**Cheese: 50 HP&lt;br /&gt;
**Steak: 150 HP&lt;br /&gt;
**[[File:PoP.png|link=]]Fish: 150 HP, [[Arena]] only&lt;br /&gt;
*Mana&lt;br /&gt;
**Small crystal: 15 MP&lt;br /&gt;
**Medium crystal: 45 MP&lt;br /&gt;
**Mana Orb: 90 MP&lt;br /&gt;
&lt;br /&gt;
All Pickups can have their values increased by the [[Apothecary]], the Exceptional Consumables [[Fountain|fortune]], or by the [[Priest|Priest's]] Remedy skill.&lt;br /&gt;
&lt;br /&gt;
==Potion==&lt;br /&gt;
The player is equipped with a potion that they can drink by pressing R or Spacebar by default. The potion will heal the player by an amount determined by their upgrades to it from the Apothecary.&lt;br /&gt;
&lt;br /&gt;
The [[Items#apothecarys_implements|Apothecarys Implements]] set items will give the player extra bonuses when drinking a potion. A key effect is from the Mortar and Pestle which gives the player 50% more armor and resistance for 5 seconds after drinking a potion. The player can preempt a difficult fight by drinking a potion, even if it's not a dire situation, to gain a temporary defense bonus to aid survival during the fight.&lt;br /&gt;
&lt;br /&gt;
If the player has beaten the [[Pyramid of Prophecy]] DLC campaign, they will be rewarded with the dijnn Nimbus residing within the player's potion. He will come out and help you fight dealing 60 magical damage and sticking around 30 seconds. The damage and duration increases by 10 and 2 respectively per NG level beaten on the pyramid.&lt;br /&gt;
&lt;br /&gt;
The epic item [[Items#Epic_Items|Phoenix Feather]][[File:PoP.png|link=]] will automatically use the player's potion should they take a hit that would kill them. This effect can occur as many times as the player has potion doses. Currently the player will still be killed if the damage taken exceeds the player's maximum health, but it is going to be changed to save the player from hits up to (player health pool + amount healed from potion) in a future update.&lt;br /&gt;
&lt;br /&gt;
=Other Effects=&lt;br /&gt;
==Luck==&lt;br /&gt;
[[File:LuckChart.png|frameless|400px|right]]&lt;br /&gt;
Luck is a stat that was added in version 93 with the release of the [[Pyramid of Prophecy]] DLC, but is not exclusive to the DLC.&lt;br /&gt;
&lt;br /&gt;
Luck is a valuable stat in that it curves the rolls of [[Combat#Evasion|Evasion]], [[Combat#Criticals|Critical hits]], and the activation chance of [[Tavern|drinks]] and skills like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected. Positive and negative luck will choose the best or the worst roll as the outcome.&lt;br /&gt;
&lt;br /&gt;
The equation to calculate the new chance is as follows: Chance/0.95^Luck&lt;br /&gt;
&lt;br /&gt;
Luck currently has five sources; one negative and four positive.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Image||Name||Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_drinks.png|column=2|row=1}}||style=&amp;quot;color:#00FF00&amp;quot;|The Safe Bet|| -5 Luck +20 Armor &amp;amp; Resistance&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style=&amp;quot;color:#72777d&amp;quot;|Lucky Charm|| +1 Luck +10% Gold Gain&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style=&amp;quot;color:green&amp;quot;|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style=&amp;quot;color:#33ccff;&amp;quot;|Lucky Hat|| +4 Luck&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you have every positive boost and all items are attuned, you will have 19 luck. 14, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.&lt;br /&gt;
&lt;br /&gt;
The chart to the right displays selected proc chances and how each luck value affect them.&lt;br /&gt;
&lt;br /&gt;
==Combo==&lt;br /&gt;
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]&lt;br /&gt;
Combo can be unlocked by picking up the combo sphere in your first [[Encounters#Portals_and_Red_Rooms|Red Room]] which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.&lt;br /&gt;
&lt;br /&gt;
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the [[Items#tricksters_ensemble|Tricksters set effect]]. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.&lt;br /&gt;
&lt;br /&gt;
Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the [[Wizard]]'s [[Wizard#Meteor Shower (Skill 3)|Meteor Shower]] or using a primary attack.&lt;br /&gt;
&lt;br /&gt;
===Items Enhancing Combo===&lt;br /&gt;
The [[Items#spheres_of_power|Spheres of Power]] item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the [[Items#Sphere_of_Champions|Sphere of Champions]]. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.&lt;br /&gt;
&lt;br /&gt;
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage. &lt;br /&gt;
&lt;br /&gt;
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.&lt;br /&gt;
&lt;br /&gt;
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.&lt;br /&gt;
&lt;br /&gt;
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.&lt;br /&gt;
&lt;br /&gt;
The [[Items#sphere_of_heroes|Sphere of Heroes]] legendary will fire off a large projectile in the directing you're using your primary while in combo.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#wicked_sickness|Wicked Sickness]] will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#frenetic_eruption|Frenetic Eruption]] has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.&lt;br /&gt;
&lt;br /&gt;
==NG+ Scaling==&lt;br /&gt;
For every [[New Game Plus]] level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
The formula for calculating the reduction is:&lt;br /&gt;
*Armor: 60*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Resistance: 50*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NG+ also increases enemy stats as follows:&lt;br /&gt;
*HP: (Base + (NG*15)) * (1 + (NG*2.75))&lt;br /&gt;
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:LuckChart.png&amp;diff=2073</id>
		<title>File:LuckChart.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:LuckChart.png&amp;diff=2073"/>
		<updated>2019-11-23T22:26:00Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: Muffinatorz uploaded a new version of File:LuckChart.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Luck chart from Battle00333 on Discord&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Gladiator&amp;diff=2072</id>
		<title>Gladiator</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Gladiator&amp;diff=2072"/>
		<updated>2019-11-19T15:46:57Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Classes}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
From in the dunes of Aridara, the Gladiator is a master disabler that employs hit-n-run tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
The Gladiator's [[Guild Hall#Character Titles|Character Title]] will add critical damage for everyone in your guild.&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The tables below list base values and tiers as they're shown in the guild hall.&lt;br /&gt;
As an example, the first upgrade for the Spinning Gladius can be bought at a Tier 2 guild hall.&lt;br /&gt;
Every upgrade to a skill costs skill points, which are denoted as stars in the upper-right corner of the screen while in town.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align: center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Gladiator skills&lt;br /&gt;
|-&lt;br /&gt;
|Trident||Crippling Net||Spinning Gladius||Pit Fighters||Planned Attack||Riposte||Strength in Numbers&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:skills.png|column=0|row=7}}||{{#sprite:file=File:skills.png|column=1|row=7}}||{{#sprite:file=File:skills.png|column=2|row=7}}||{{#sprite:file=File:skills.png|column=3|row=7}}||{{#sprite:file=File:skills.png|column=4|row=7}}||{{#sprite:file=File:skills.png|column=5|row=7}}||&lt;br /&gt;
{{#sprite:file=File:skills.png|column=6|row=7}}&lt;br /&gt;
|}&lt;br /&gt;
====Trident (Primary Attack)====&lt;br /&gt;
Strike your enemies with your trident that deals [[Combat#Damage_Types|physical damage]] to enemies. Every upgrade increases the base damage and the amount of primary weapon stacks that recharge every 0.5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
The Trident stacks can be used to dish out a flurry of attacks without cooldown to unleash phenomenal damage on the Gladiator's foes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||12||14||16||18||20||22&lt;br /&gt;
|-&lt;br /&gt;
|Stacks||5||7||9||11||13||15&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Crippling Net (Skill 1)====&lt;br /&gt;
The Gladiator throws a net that disarms, slows, and gives a damage boost on netted enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The trap slows the snared enemies by 80% for 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
The skill has a charge-up. By holding the net, the range is increased rapidly to allow further throws.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage boost||+0%||+20%||+40%||+60%||+80%||+100%&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||9||12||15||18||21||24&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Spinning Gladius (Skill 2)====&lt;br /&gt;
Throws a gladius in a forward direction that starts spinning in place for 3 seconds on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Each upgrade improves the [[Combat#Damage_Types|magical damage]] dealt per second.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||32||64||96||128&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||24||30||36||42&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||5||6||8||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pit Fighters (Skill 3)====&lt;br /&gt;
Call upon a group of pit fighters to fight at your side for 15 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
The pit fighters have their own Health, Armor, and Resistance that scales level of the skill.&amp;lt;br&amp;gt;&lt;br /&gt;
They attack with shortswords dealing [[Combat#Damage|physical damage]], this also scales with the level of the skill.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Health||N/A||N/A||N/A||400||500||600&lt;br /&gt;
|-&lt;br /&gt;
|Armor||N/A||N/A||N/A||10||20||30&lt;br /&gt;
|-&lt;br /&gt;
|Resistance||N/A||N/A||N/A||10||20||30&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||20||35||50&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||60||90||120&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||7||9||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Planned Attack (Passive 1)====&lt;br /&gt;
Guaranteed critical hit when expending stack of trident.&amp;lt;br&amp;gt;&lt;br /&gt;
Planned Attack has stacks separate from Trident's stacks, meaning not all of Trident's stacks will be a guaranteed critical if you have less Planned Attack stacks &lt;br /&gt;
than Trident stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Planned Attack stack number and recharge time scale with the level of the skill.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Stacks||N/A||3||4||5||6||7&lt;br /&gt;
|-&lt;br /&gt;
|Recharge||N/A||2||1.75||1.5||1.25||1&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||2||3||4||5||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Riposte (Passive 2)====&lt;br /&gt;
Reduces damage of one instance within 0.2 seconds after attacking with Trident.&amp;lt;br&amp;gt;&lt;br /&gt;
Blocking with Riposte replenishes 1 stack of Trident.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage Reduction||N/A||N/A||20%||40%||60%||80%&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Strength in Numbers (Passive 3)====&lt;br /&gt;
Increases the amount of Pit Fighters and Spinning Gladius.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Increase||N/A||N/A||N/A||N/A||+1||+2&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||N/A||10||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The player starts off at level 1. Every time the Gladiator levels up, stat boosts are gained.&lt;br /&gt;
&lt;br /&gt;
To get stats at a given level, use the equation &amp;quot;X=scaling*(level-1)+level1stat&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Attribute values by level&lt;br /&gt;
|-&lt;br /&gt;
!|Attribute||Health||Mana||Health Regen||Mana Regen||Armor||Resistance&lt;br /&gt;
|-&lt;br /&gt;
!|Level 1&lt;br /&gt;
| 65 || 50 ||  0     ||  0.5  ||  2    ||  0&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level&lt;br /&gt;
| +7 || +7 || +0.025 || +0.05 || +0.3  || +0.3&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
| 72 || 57 ||  0.025 ||  0.55 ||  2.3  ||  0.3&lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
| 79 || 64 ||  0.05  ||  0.6  ||  2.6  ||  0.6&lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
| 86 || 71 ||  0.075 ||  0.65 ||  2.9  ||  0.9&lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
| 93 || 78 ||  0.1   ||  0.7  ||  3.2  ||  1.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
| 128|| 113||  0.225 ||  0.95 ||  4.7  ||  2.7&lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
| 163|| 148|| 0.35   ||  1.2  ||  6.2  ||  4.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
| 198|| 183|| 0.475  ||  1.45 ||  7.7  ||  5.7&lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
| 233|| 218|| 0.6    ||  1.7  ||  9.2  ||  7.2&lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
| 268|| 253|| 0.725  ||  1.95 ||  10.7 ||  8.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Witch_Hunter&amp;diff=2058</id>
		<title>Witch Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Witch_Hunter&amp;diff=2058"/>
		<updated>2019-09-06T15:40:27Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Classes}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Witch Hunter is a user of an assortment of tools, that hunts its prey with meticulous planning and strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
The Witch Hunter [[Guild Hall#Character Titles|Character Title]] will add critical skill damage for everyone in your guild.&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The tables below list base values and tiers as they're shown in the guild hall.&lt;br /&gt;
As an example, the first upgrade for Branding Ward can be bought at a Tier 2 guild hall.&lt;br /&gt;
Every upgrade to a skill costs skill points, which are denoted as stars in the upper-right corner of the screen while in town.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align: center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Witch Hunter skills&lt;br /&gt;
|-&lt;br /&gt;
|Repeater Crossbow||Flaming Hounds||Branding Ward||Witch Pyre||Fanatic Zeal||A Murder of Crows||Searing Torch&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:skills_new.png|column=0|row=8}}||{{#sprite:file=File:skills_new.png|column=1|row=8}}||{{#sprite:file=File:skills_new.png|column=5|row=8}}||{{#sprite:file=File:skills_new.png|column=6|row=8}}||{{#sprite:file=File:skills_new.png|column=4|row=8}}||{{#sprite:file=File:skills_new.png|column=2|row=8}}||&lt;br /&gt;
{{#sprite:file=File:skills_new.png|column=3|row=8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Repeater Crossbow (Primary Attack)====&lt;br /&gt;
Fires 4 bolts in quick succession. Each bolt deals [[Combat#Damage_Types|physical damage]] that ignores armor.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolts pierce enemies but lose 50% damage with each enemy pierced.&amp;lt;br&amp;gt;&lt;br /&gt;
Every upgrade increases the base damage and the amount of armor ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||5||8||11||14||17||20&lt;br /&gt;
|-&lt;br /&gt;
|Armor Ignored||5||10||15||20||25||30&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Flaming Hounds (Skill 1)====&lt;br /&gt;
The Witch Hunter unleashes a Flaming Hound that bounces five times in a forward direction.&amp;lt;br&amp;gt;&lt;br /&gt;
The hound explodes when bouncing dealing [[Combat#Damage_Types|magical damage]], which is increased by 50% with each bounce.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||10||15||20||25||30||35&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||20||25||30||35||40||45&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Branding Ward (Skill 2)====&lt;br /&gt;
Places a ward on the ground that triggers when enemies get close.&amp;lt;br&amp;gt;&lt;br /&gt;
Enemies hit by the ward take [[Combat#Damage_Types|magical damage]] and are branded.&amp;lt;br&amp;gt;&lt;br /&gt;
Branded enemies take 100% more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||40||60||80||100&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||N/A||3||4||5||6&lt;br /&gt;
|-&lt;br /&gt;
|Max Wards||N/A||N/A||4||6||8||10&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||40||45||50||55&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||5||6||8||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Witch Pyre (Skill 3)====&lt;br /&gt;
Places a pyre on the ground that last for 7.5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Enemies that hit the pyre ignite an explosion dealing [[Combat#Damage_Types|magical damage]].&amp;lt;br&amp;gt;&lt;br /&gt;
Enemies close to the pyre also start burning.&amp;lt;br&amp;gt;&lt;br /&gt;
The pyres have their own Health, Armor, and Resistance that scales with the level of the skill and character skill power.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Health||N/A||N/A||N/A||300||500||700&lt;br /&gt;
|-&lt;br /&gt;
|Armor||N/A||N/A||N/A||10||20||30&lt;br /&gt;
|-&lt;br /&gt;
|Resistance||N/A||N/A||N/A||10||20||30&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||40||80||120&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||65||90||115&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||7||9||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fanatic Zeal (Passive 1)====&lt;br /&gt;
Generates stacks of Fanatic Zeal when casting a skill.&amp;lt;br&amp;gt;&lt;br /&gt;
Each stack increases critical hit chance for all attacks and skills by 2.5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Fanatic Zeal stack number and duration scale with the level of the skill.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Stacks||N/A||4||5||6||7||8&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||4||5||6||7||8&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||2||3||4||5||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====A Murder of Crows (Passive 2)====&lt;br /&gt;
Unleashes Crows when taking damage that defend the Witch Hunter.&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown reduced per level.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Crows||N/A||N/A||5||7||9||11&lt;br /&gt;
|-&lt;br /&gt;
|Cooldown||N/A||N/A||10||9||8||7&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Searing Torch (Passive 3)====&lt;br /&gt;
Throws a torch towards a random nearby enemy when casting a skill.&amp;lt;br&amp;gt;&lt;br /&gt;
The torch explodes on impact dealing [[Combat#Damage_Types|magical damage]] and apply burning.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||N/A||60||120&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||N/A||10||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The player starts off at level 1. Every time the Witch Hunter levels up, stat boosts are gained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get stats at a given level, use the equation &amp;quot;X=scaling*(level-1)+level1stat&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Attribute values by level&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Attribute&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Health&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Mana&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Health Regen&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Mana Regen&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Resistance&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Scaling Per Level&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +0.025&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +0.075&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +0.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | +0.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.025&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.825&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 57&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.05&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 81&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.075&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.975&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 88&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.05&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 10&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 99&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.225&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.425&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 15&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.35&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 159&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 193&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.475&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.175&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 12.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 25&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 189&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 228&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.55&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Level 30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 219&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 263&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.725&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.925&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 9.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 17.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Custom_items&amp;diff=2054</id>
		<title>Custom items</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Custom_items&amp;diff=2054"/>
		<updated>2019-08-29T18:23:08Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's possible to create custom items in mods. This page will guide you through the process. If you haven't yet, make sure you [[Mod base|create the base for the mod first]].&lt;br /&gt;
&lt;br /&gt;
== Making some items ==&lt;br /&gt;
&lt;br /&gt;
In this example, we're going to create 2 items called &amp;quot;Quad Damage&amp;quot; and &amp;quot;Staff of Awesomeness&amp;quot;, and they will have a custom sprite as well:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomItem.png|link=]]&lt;br /&gt;
&lt;br /&gt;
In your mod folder, create a folder called &amp;lt;code&amp;gt;items&amp;lt;/code&amp;gt;. In there, you have to create a new sval file. You can for example call this &amp;lt;code&amp;gt;awesome_items.sval&amp;lt;/code&amp;gt;, or something else. '''Keep in mind''': the assets between base and mods are shared! This means you should use a unique filename here that no other mod is going to use. (You could also put it in a separate (or different) folder if you want to be extra cautious.)&lt;br /&gt;
&lt;br /&gt;
Sval files is the main serializable data structure used throughout the engine, and sval files describe a single SValue object. Sval files however have a special property; you can specify a &amp;lt;code&amp;gt;loader&amp;lt;/code&amp;gt; tag to tell the engine which script function to load the sval with. These are called [[SValue Loaders]]. Using this loader, we can make the file load item definitions. For example, we can make an sval file containing this to add 2 items, a &amp;quot;Quad Damage&amp;quot; item and a &amp;quot;Staff of Awesomeness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;loader&amp;gt;AddItemFile&amp;lt;/loader&amp;gt;&lt;br /&gt;
 &amp;lt;dict&amp;gt;&lt;br /&gt;
   &amp;lt;dict name=&amp;quot;quad-damage&amp;quot;&amp;gt;&lt;br /&gt;
     &amp;lt;string name=&amp;quot;name&amp;quot;&amp;gt;Quad Damage&amp;lt;/string&amp;gt;&lt;br /&gt;
     &amp;lt;string name=&amp;quot;desc&amp;quot;&amp;gt;Everything does 4 times as much damage.&amp;lt;/string&amp;gt;&lt;br /&gt;
     &amp;lt;string name=&amp;quot;quality&amp;quot;&amp;gt;rare&amp;lt;/string&amp;gt;&lt;br /&gt;
     &amp;lt;int name=&amp;quot;cost&amp;quot;&amp;gt;7500&amp;lt;/int&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
     &amp;lt;bool name=&amp;quot;has-blueprints&amp;quot;&amp;gt;true&amp;lt;/bool&amp;gt;&lt;br /&gt;
     &amp;lt;bool name=&amp;quot;can-attune&amp;quot;&amp;gt;true&amp;lt;/bool&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
     &amp;lt;array name=&amp;quot;icon&amp;quot;&amp;gt;&lt;br /&gt;
       &amp;lt;string&amp;gt;items/awesome_items.png&amp;lt;/string&amp;gt;&lt;br /&gt;
       &amp;lt;int&amp;gt;100&amp;lt;/int&amp;gt;&amp;lt;vec4&amp;gt;0 0 12 12&amp;lt;/vec4&amp;gt;&lt;br /&gt;
     &amp;lt;/array&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
     &amp;lt;array name=&amp;quot;modifiers&amp;quot;&amp;gt;&lt;br /&gt;
       &amp;lt;dict&amp;gt;&lt;br /&gt;
         &amp;lt;string name=&amp;quot;class&amp;quot;&amp;gt;Modifiers::Damage&amp;lt;/string&amp;gt;&lt;br /&gt;
         &amp;lt;float name=&amp;quot;attack-mul&amp;quot;&amp;gt;4&amp;lt;/float&amp;gt;&lt;br /&gt;
         &amp;lt;float name=&amp;quot;spell-mul&amp;quot;&amp;gt;4&amp;lt;/float&amp;gt;&lt;br /&gt;
       &amp;lt;/dict&amp;gt;&lt;br /&gt;
     &amp;lt;/array&amp;gt;&lt;br /&gt;
   &amp;lt;/dict&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
   &amp;lt;dict name=&amp;quot;staff-of-awesomeness&amp;quot;&amp;gt;&lt;br /&gt;
     &amp;lt;string name=&amp;quot;name&amp;quot;&amp;gt;Staff of Awesomeness&amp;lt;/string&amp;gt;&lt;br /&gt;
     &amp;lt;string name=&amp;quot;desc&amp;quot;&amp;gt;You take half as much damage as normally.&amp;lt;/string&amp;gt;&lt;br /&gt;
     &amp;lt;string name=&amp;quot;quality&amp;quot;&amp;gt;rare&amp;lt;/string&amp;gt;&lt;br /&gt;
     &amp;lt;int name=&amp;quot;cost&amp;quot;&amp;gt;7500&amp;lt;/int&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
     &amp;lt;bool name=&amp;quot;has-blueprints&amp;quot;&amp;gt;true&amp;lt;/bool&amp;gt;&lt;br /&gt;
     &amp;lt;bool name=&amp;quot;can-attune&amp;quot;&amp;gt;false&amp;lt;/bool&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
     &amp;lt;array name=&amp;quot;icon&amp;quot;&amp;gt;&lt;br /&gt;
       &amp;lt;string&amp;gt;items/awesome_items.png&amp;lt;/string&amp;gt;&lt;br /&gt;
       &amp;lt;int&amp;gt;100&amp;lt;/int&amp;gt;&amp;lt;vec4&amp;gt;12 0 12 12&amp;lt;/vec4&amp;gt;&lt;br /&gt;
     &amp;lt;/array&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
     &amp;lt;array name=&amp;quot;modifiers&amp;quot;&amp;gt;&lt;br /&gt;
       &amp;lt;dict&amp;gt;&lt;br /&gt;
         &amp;lt;string name=&amp;quot;class&amp;quot;&amp;gt;Modifiers::Armor&amp;lt;/string&amp;gt;&lt;br /&gt;
         &amp;lt;float name=&amp;quot;dmg-taken-mul&amp;quot;&amp;gt;0.5&amp;lt;/float&amp;gt;&lt;br /&gt;
       &amp;lt;/dict&amp;gt;&lt;br /&gt;
     &amp;lt;/array&amp;gt;&lt;br /&gt;
   &amp;lt;/dict&amp;gt;&lt;br /&gt;
 &amp;lt;/dict&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specified here is the name, description, quality, cost, and more information of the item. The icon is contained in a new image, because for this example I wanted to use a custom sprite as well. I quickly drew this with my great art skills in Aseprite:&lt;br /&gt;
&lt;br /&gt;
[[File:AwesomeItem.png|link=]]&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;modifiers&amp;lt;/code&amp;gt; array here corresponds to a modifier script class. Here, &amp;lt;code&amp;gt;Modifiers::Damage&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Modifiers::Armor&amp;lt;/code&amp;gt; are used, which are built-in modifiers. There's [[List of modifiers|a lot of modifiers you can choose from]].&lt;br /&gt;
&lt;br /&gt;
In the end, your mod's file structure might look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomItemStructure.png|link=]]&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Custom_items&amp;diff=2053</id>
		<title>Custom items</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Custom_items&amp;diff=2053"/>
		<updated>2019-08-29T18:20:11Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's possible to create custom items in mods. This page will guide you through the process. If you haven't yet, make sure you [[Mod base|create the base for the mod first]].&lt;br /&gt;
&lt;br /&gt;
== Making some items ==&lt;br /&gt;
&lt;br /&gt;
In this example, we're going to create 2 items called &amp;quot;Quad Damage&amp;quot; and &amp;quot;Staff of Awesomeness&amp;quot;, and they will have a custom sprite as well:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomItem.png|link=]]&lt;br /&gt;
&lt;br /&gt;
In your mod folder, create a folder called &amp;lt;code&amp;gt;items&amp;lt;/code&amp;gt;. In there, you have to create a new sval file. You can for example call this &amp;lt;code&amp;gt;awesome_items.sval&amp;lt;/code&amp;gt;, or something else. '''Keep in mind''': the assets between base and mods are shared! This means you should use a unique filename here that no other mod is going to use. (You could also put it in a separate (or different) folder if you want to be extra cautious.)&lt;br /&gt;
&lt;br /&gt;
Sval files is the main serializable data structure used throughout the engine, and sval files describe a single SValue object. Sval files however have a special property; you can specify a &amp;lt;code&amp;gt;loader&amp;lt;/code&amp;gt; tag to tell the engine which script function to load the sval with. These are called [[SValue Loaders]]. Using this loader, we can make the file load item definitions. For example, we can make an sval file containing this to add 2 items, a &amp;quot;Quad Damage&amp;quot; item and a &amp;quot;Staff of Awesomeness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;loader&amp;gt;AddItemFile&amp;lt;/loader&amp;gt;&lt;br /&gt;
 &amp;lt;dict&amp;gt;&lt;br /&gt;
   &amp;lt;dict name=&amp;quot;quad-damage&amp;quot;&amp;gt;&lt;br /&gt;
     &amp;lt;string name=&amp;quot;name&amp;quot;&amp;gt;Quad Damage&amp;lt;/string&amp;gt;&lt;br /&gt;
     &amp;lt;string name=&amp;quot;desc&amp;quot;&amp;gt;Everything does 4 times as much damage.&amp;lt;/string&amp;gt;&lt;br /&gt;
     &amp;lt;string name=&amp;quot;quality&amp;quot;&amp;gt;rare&amp;lt;/string&amp;gt;&lt;br /&gt;
     &amp;lt;int name=&amp;quot;cost&amp;quot;&amp;gt;7500&amp;lt;/int&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
     &amp;lt;bool name=&amp;quot;has-blueprints&amp;quot;&amp;gt;true&amp;lt;/bool&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
     &amp;lt;array name=&amp;quot;icon&amp;quot;&amp;gt;&lt;br /&gt;
       &amp;lt;string&amp;gt;items/awesome_items.png&amp;lt;/string&amp;gt;&lt;br /&gt;
       &amp;lt;int&amp;gt;100&amp;lt;/int&amp;gt;&amp;lt;vec4&amp;gt;0 0 12 12&amp;lt;/vec4&amp;gt;&lt;br /&gt;
     &amp;lt;/array&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
     &amp;lt;array name=&amp;quot;modifiers&amp;quot;&amp;gt;&lt;br /&gt;
       &amp;lt;dict&amp;gt;&lt;br /&gt;
         &amp;lt;string name=&amp;quot;class&amp;quot;&amp;gt;Modifiers::Damage&amp;lt;/string&amp;gt;&lt;br /&gt;
         &amp;lt;float name=&amp;quot;attack-mul&amp;quot;&amp;gt;4&amp;lt;/float&amp;gt;&lt;br /&gt;
         &amp;lt;float name=&amp;quot;spell-mul&amp;quot;&amp;gt;4&amp;lt;/float&amp;gt;&lt;br /&gt;
       &amp;lt;/dict&amp;gt;&lt;br /&gt;
     &amp;lt;/array&amp;gt;&lt;br /&gt;
   &amp;lt;/dict&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
   &amp;lt;dict name=&amp;quot;staff-of-awesomeness&amp;quot;&amp;gt;&lt;br /&gt;
     &amp;lt;string name=&amp;quot;name&amp;quot;&amp;gt;Staff of Awesomeness&amp;lt;/string&amp;gt;&lt;br /&gt;
     &amp;lt;string name=&amp;quot;desc&amp;quot;&amp;gt;You take half as much damage as normally.&amp;lt;/string&amp;gt;&lt;br /&gt;
     &amp;lt;string name=&amp;quot;quality&amp;quot;&amp;gt;rare&amp;lt;/string&amp;gt;&lt;br /&gt;
     &amp;lt;int name=&amp;quot;cost&amp;quot;&amp;gt;7500&amp;lt;/int&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
     &amp;lt;bool name=&amp;quot;has-blueprints&amp;quot;&amp;gt;true&amp;lt;/bool&amp;gt;&lt;br /&gt;
     &amp;lt;bool name=&amp;quot;can-attune&amp;quot;&amp;gt;false&amp;lt;/bool&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
     &amp;lt;array name=&amp;quot;icon&amp;quot;&amp;gt;&lt;br /&gt;
       &amp;lt;string&amp;gt;items/awesome_items.png&amp;lt;/string&amp;gt;&lt;br /&gt;
       &amp;lt;int&amp;gt;100&amp;lt;/int&amp;gt;&amp;lt;vec4&amp;gt;12 0 12 12&amp;lt;/vec4&amp;gt;&lt;br /&gt;
     &amp;lt;/array&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
     &amp;lt;array name=&amp;quot;modifiers&amp;quot;&amp;gt;&lt;br /&gt;
       &amp;lt;dict&amp;gt;&lt;br /&gt;
         &amp;lt;string name=&amp;quot;class&amp;quot;&amp;gt;Modifiers::Armor&amp;lt;/string&amp;gt;&lt;br /&gt;
         &amp;lt;float name=&amp;quot;dmg-taken-mul&amp;quot;&amp;gt;0.5&amp;lt;/float&amp;gt;&lt;br /&gt;
       &amp;lt;/dict&amp;gt;&lt;br /&gt;
     &amp;lt;/array&amp;gt;&lt;br /&gt;
   &amp;lt;/dict&amp;gt;&lt;br /&gt;
 &amp;lt;/dict&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Specified here is the name, description, quality, cost, and more information of the item. The icon is contained in a new image, because for this example I wanted to use a custom sprite as well. I quickly drew this with my great art skills in Aseprite:&lt;br /&gt;
&lt;br /&gt;
[[File:AwesomeItem.png|link=]]&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;modifiers&amp;lt;/code&amp;gt; array here corresponds to a modifier script class. Here, &amp;lt;code&amp;gt;Modifiers::Damage&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Modifiers::Armor&amp;lt;/code&amp;gt; are used, which are built-in modifiers. There's [[List of modifiers|a lot of modifiers you can choose from]].&lt;br /&gt;
&lt;br /&gt;
In the end, your mod's file structure might look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomItemStructure.png|link=]]&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Main_Page&amp;diff=2039</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Main_Page&amp;diff=2039"/>
		<updated>2019-07-17T00:41:24Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;logo-img&amp;quot; style=&amp;quot;margin:auto;max-width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Logo game large.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to the Heroes of Hammerwatch wiki. Here you will find plenty of great information on this game.&lt;br /&gt;
&lt;br /&gt;
Registration is disabled to fight spam. If you wish to contribute to the wiki, [https://goo.gl/forms/Zr2AKriNJ1XghV8H3 please sign up here]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;padding-top: 6px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Table of Contents&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|&lt;br /&gt;
{{#sprite:file=File:paladin.png|column=0|row=0|link=Classes}}&lt;br /&gt;
[[Classes]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|&lt;br /&gt;
{{#sprite:file=File:Items2x.png|column=4|row=4|link=Items}}&lt;br /&gt;
[[Items]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|&lt;br /&gt;
{{#sprite:file=File:Mayor.png|column=0|row=0|link=Town}}&lt;br /&gt;
[[Town]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|&lt;br /&gt;
{{#sprite:file=File:Ore.png|column=0|row=0|link=Mechanics}}&lt;br /&gt;
[[Mechanics]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|&lt;br /&gt;
{{#sprite:file=File:Skeletonr.png|column=0|row=0|link=Enemies}}&lt;br /&gt;
[[Enemies]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:corgipala_sm.gif|link=Paladin]][[File:corgiranger_sm.gif|link=Ranger]]&lt;br /&gt;
[[File:corgisorc_sm.gif|link=Sorcerer]]&lt;br /&gt;
[[File:corgilock_sm.gif|link=Warlock]]&lt;br /&gt;
[[File:corgithief_sm.gif|link=Thief]][[File:corgipriest_sm.gif|link=Priest]][[File:corgiwiz_sm.gif|link=Wizard]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Main_Page&amp;diff=2038</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Main_Page&amp;diff=2038"/>
		<updated>2019-07-17T00:40:40Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;logo-img&amp;quot; style=&amp;quot;margin:auto;max-width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Logo game large.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to the Heroes of Hammerwatch wiki. Here you will find plenty of great information on this game.&lt;br /&gt;
&lt;br /&gt;
Registration is disabled to fight spam. If you wish to contribute to the wiki, [https://goo.gl/forms/Zr2AKriNJ1XghV8H3 please sign up here]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;padding-top: 6px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Table of Contents&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|&lt;br /&gt;
{{#sprite:file=File:paladin.png|column=0|row=0|link=Classes}}&lt;br /&gt;
[[Classes]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|&lt;br /&gt;
{{#sprite:file=File:Items2x.png|column=4|row=4|link=Items}}&lt;br /&gt;
[[Items]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|&lt;br /&gt;
{{#sprite:file=File:Mayor.png|column=0|row=0|link=Town}}&lt;br /&gt;
[[Town]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|&lt;br /&gt;
{{#sprite:file=File:Ore.png|column=0|row=0|link=Mechanics}}&lt;br /&gt;
[[Mechanics]]&lt;br /&gt;
|width=&amp;quot;100&amp;quot;|&lt;br /&gt;
{{#sprite:file=File:Skeletonr.png|column=0|row=0|link=Enemies}}&lt;br /&gt;
[[Enemies]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:corgipala_sm.gif|link=Paladin]][[File:corgiranger_sm.gif|link=Ranger]]&lt;br /&gt;
[[File:corgisorc_sm.gif|link=Sorcerer]]&lt;br /&gt;
[[File:corgilock_sm.gif|link=Warlock]][[File:corgipriest_sm.gif|link=Priest]][[File:corgiwiz_sm.gif|link=Wizard]][[File:corgithief_sm.gif|link=Thief]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Logo_game_large.png&amp;diff=2016</id>
		<title>File:Logo game large.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Logo_game_large.png&amp;diff=2016"/>
		<updated>2019-07-13T05:48:35Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: Muffinatorz uploaded a new version of File:Logo game large.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Logo_game_large.png&amp;diff=2015</id>
		<title>File:Logo game large.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Logo_game_large.png&amp;diff=2015"/>
		<updated>2019-07-13T05:46:46Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: Muffinatorz uploaded a new version of File:Logo game large.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Witch_Hunter&amp;diff=1974</id>
		<title>Witch Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Witch_Hunter&amp;diff=1974"/>
		<updated>2019-06-22T23:32:59Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Classes}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Witch Hunter is a user of an assortment of tools, that hunts its prey with meticulous planning and strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
The Witch Hunter [[Guild Hall#Character Titles|Character Title]] will add critical skill damage for everyone in your guild.&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
The tables below list base values and tiers as they're shown in the guild hall.&lt;br /&gt;
As an example, the first upgrade for Branding Ward can be bought at a Tier 2 guild hall.&lt;br /&gt;
Every upgrade to a skill costs skill points, which are denoted as stars in the upper-right corner of the screen while in town.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align: center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Wizard skills&lt;br /&gt;
|-&lt;br /&gt;
|Repeater Crossbow||Flaming Hounds||Branding Ward||Witch Pyre||Fanatic Zeal||A Murder of Crows||Searing Torch&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:skills_new.png|column=0|row=8}}||{{#sprite:file=File:skills_new.png|column=1|row=8}}||{{#sprite:file=File:skills_new.png|column=2|row=8}}||{{#sprite:file=File:skills_new.png|column=3|row=8}}||{{#sprite:file=File:skills_new.png|column=4|row=8}}||{{#sprite:file=File:skills_new.png|column=5|row=8}}||&lt;br /&gt;
{{#sprite:file=File:skills_new.png|column=6|row=8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Repeater Crossbow (Primary Attack)====&lt;br /&gt;
Fires 4 bolts in quick succession. Each bolt deals [[Combat#Damage_Types|physical damage]] that ignores armor.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolts pierce enemies but lose 50% damage with each enemy pierced.&amp;lt;br&amp;gt;&lt;br /&gt;
Every upgrade increases the base damage and the amount of armor ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||5||8||11||14||17||20&lt;br /&gt;
|-&lt;br /&gt;
|Armor Ignored||5||10||15||20||25||30&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Flaming Hounds (Skill 1)====&lt;br /&gt;
The Witch Hunter unleashes a Flaming Hound that bounces in a forward direction.&amp;lt;br&amp;gt;&lt;br /&gt;
The hound explodes when bouncing dealing [[Combat#Damage_Types|magical damage]] which is increased by 50% with each bounce.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||10||15||20||25||30||35&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||20||25||30||35||40||45&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||3||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Branding Ward (Skill 2)====&lt;br /&gt;
Places a ward on the ground that triggers when enemies get close.&amp;lt;br&amp;gt;&lt;br /&gt;
Enemies hit by the ward take [[Combat#Damage_Types|magical damage]] and are branded.&amp;lt;br&amp;gt;&lt;br /&gt;
Branded enemies take 100% more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||40||60||80||100&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||N/A||3||4||5||6&lt;br /&gt;
|-&lt;br /&gt;
|Max Wards||N/A||N/A||4||6||8||10&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||40||45||50||55&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||5||6||8||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Witch Pyre (Skill 3)====&lt;br /&gt;
Places a pyre on the ground that last for 7.5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Enemies that hit the pyre ignite an explosion dealing [[Combat#Damage_Types|magical damage]].&amp;lt;br&amp;gt;&lt;br /&gt;
Enemies close to the pyre also start burning.&amp;lt;br&amp;gt;&lt;br /&gt;
The pyres have their own Health, Armor, and Resistance that scales with the level of the skill.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Health||N/A||N/A||N/A||300||500||700&lt;br /&gt;
|-&lt;br /&gt;
|Armor||N/A||N/A||N/A||10||20||30&lt;br /&gt;
|-&lt;br /&gt;
|Resistance||N/A||N/A||N/A||10||20||30&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||40||80||120&lt;br /&gt;
|-&lt;br /&gt;
|Mana Cost||N/A||N/A||N/A||65||90||115&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||7||9||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fanatic Zeal (Passive 1)====&lt;br /&gt;
Generates stacks of Fanatic Zeal when casting a skill.&amp;lt;br&amp;gt;&lt;br /&gt;
Each stack increases critical hit chance for all attacks and skills by 2.5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Fanatic Zeal stack number and duration scale with the level of the skill.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Stacks||N/A||4||5||6||7||8&lt;br /&gt;
|-&lt;br /&gt;
|Duration||N/A||4||5||6||7||8&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||2||3||4||5||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====A Murder of Crows (Passive 2)====&lt;br /&gt;
Unleashes Crows when taking damage that defend the Witch Hunter.&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown reduced per level.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Crows||N/A||N/A||5||7||9||11&lt;br /&gt;
|-&lt;br /&gt;
|Cooldown||N/A||N/A||10||9||8||7&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||4||5||6||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Searing Torch (Passive 3)====&lt;br /&gt;
Throws a torch towards a random nearby enemy when casting a skill.&amp;lt;br&amp;gt;&lt;br /&gt;
The torch explodes on impact dealing [[Combat#Damage_Types|magical damage]] and applying burning.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|Damage||N/A||N/A||N/A||N/A||60||120&lt;br /&gt;
|-&lt;br /&gt;
|Star Cost||N/A||N/A||N/A||N/A||10||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The player starts off at level 1. Every time the Witch Hunter levels up, stat boosts are gained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get stats at a given level, use the equation &amp;quot;X=scaling*(level-1)+level1stat&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Attribute values by level&lt;br /&gt;
|-&lt;br /&gt;
!|Attribute||Health||Mana||Health Regen||Mana Regen||Armor||Resistance&lt;br /&gt;
|-&lt;br /&gt;
!|Level 1 &lt;br /&gt;
| 45 || 60 ||  0     ||  0.75 ||  1    ||  3&lt;br /&gt;
|-&lt;br /&gt;
!|Scaling per Level &lt;br /&gt;
| +12 || +14 || +0.05 || +0.15 || +0.6  || +1&lt;br /&gt;
|-&lt;br /&gt;
!|Level 2&lt;br /&gt;
| 57 || 74 ||  0.05 ||  0.9  ||  1.6  ||  4  &lt;br /&gt;
|-&lt;br /&gt;
!|Level 3&lt;br /&gt;
| 69 || 88 ||  0.1  ||  1.05 ||  2.2  ||  5  &lt;br /&gt;
|-&lt;br /&gt;
!|Level 4&lt;br /&gt;
| 81 || 102||  0.15 ||  1.2  ||  2.8  ||  6 &lt;br /&gt;
|-&lt;br /&gt;
!|Level 5&lt;br /&gt;
| 93 || 116||  0.2  ||  1.35 ||  3.4  ||  7  &lt;br /&gt;
|-&lt;br /&gt;
!|Level 10&lt;br /&gt;
| 153|| 200||  0.45 ||  2.1  ||  6.4  ||  12 &lt;br /&gt;
|-&lt;br /&gt;
!|Level 15&lt;br /&gt;
| 213|| 270|| 0.7   ||  2.85 ||  9.4  ||  17 &lt;br /&gt;
|-&lt;br /&gt;
!|Level 20&lt;br /&gt;
| 273|| 340|| 0.95  ||  3.6  ||  12.4 ||  22 &lt;br /&gt;
|-&lt;br /&gt;
!|Level 25&lt;br /&gt;
| 333|| 410|| 1.2   ||  4.35 ||  15.4 ||  27 &lt;br /&gt;
|-&lt;br /&gt;
!|Level 30&lt;br /&gt;
| 393|| 480|| 1.45  ||  5.1  ||  18.4 ||  32 &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>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Skills.png&amp;diff=1973</id>
		<title>File:Skills.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Skills.png&amp;diff=1973"/>
		<updated>2019-06-22T23:32:03Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: Muffinatorz uploaded a new version of File:Skills.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Skills_new.png&amp;diff=1972</id>
		<title>File:Skills new.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Skills_new.png&amp;diff=1972"/>
		<updated>2019-06-22T23:31:34Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Skills.png&amp;diff=1971</id>
		<title>File:Skills.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Skills.png&amp;diff=1971"/>
		<updated>2019-06-22T23:29:48Z</updated>

		<summary type="html">&lt;p&gt;Muffinatorz: Muffinatorz uploaded a new version of File:Skills.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Muffinatorz</name></author>
	</entry>
</feed>