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	<updated>2026-08-09T11:35:32Z</updated>
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		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=2816</id>
		<title>Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=2816"/>
		<updated>2024-10-19T04:09:11Z</updated>

		<summary type="html">&lt;p&gt;Tombot: Fixed some grammar, added some info and did some formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.&lt;br /&gt;
&lt;br /&gt;
==Elevators==&lt;br /&gt;
[[File:Elevator.jpg|130px|frameless|right]]&lt;br /&gt;
Using an elevator will allow you to send your money and ore back to town. [[Money]] is [[Town_Hall#Tax_Rate_Explained|taxed]] based on your current town hall level. The game will ask you for confirmation and show you how much you are actually sending back and at what tax rate.&lt;br /&gt;
&lt;br /&gt;
If you activate the Miners' Strike Fountain fortune then all of the elevators will already be sent down, effectively creating an &amp;quot;all or nothing&amp;quot; scenario, as you would need to beat Thundersnow to receive any gold or ore from the run. The only other way to get anything back to town without winning is to have an Imp appear and allow you to send your gold to town tax free. This should not be relied upon, but can be a nice bonus if it happens in the Battlements.&lt;br /&gt;
&lt;br /&gt;
==Springs   [[File:springs.png]]==&lt;br /&gt;
A spring can spawn on any floor but there is usually one per Act on average. Using it will fully restore you to your max health and mana as well as fill any empty potion charges you might have.&amp;lt;br&amp;gt;&lt;br /&gt;
The only guaranteed spring in the game is directly before [[Acts#Act_5.2C_The_Chambers|Thundersnow]] on floor 2 of the Battlements.&lt;br /&gt;
&lt;br /&gt;
If you are seeking to get the Potion Gulpers [[Guild_Hall#Guild_Achievements|achievement]] then the Unlimited Springs [[Fountain]] fortune can allow you to get all of them with a single fountain, all you have to do is drain a little mana or HP and drink a potion over and over, then refill at the spring.&lt;br /&gt;
&lt;br /&gt;
If you are looking to get the Replenishers achievement then this fortune will not work, as the counter only ticks up when a spring is drained, and since the fortune prevents the spring from draining it will never tick up. It is recommended to start working on this achievement early as the highest tier of this achievement, use 500 wells, will take about 83 runs on average to complete if you make it all the way to the dragon each run, and use every fountain you come across.&lt;br /&gt;
&lt;br /&gt;
==Monoliths   [[File:monolith.gif]]==&lt;br /&gt;
These can be found in any act. Interacting with one will grant you a temporary buff. The rewards is random there is no way of knowing what you will get.&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Insight cannot be gotten when you are at the max level you can reach in that run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Shrine buffs&lt;br /&gt;
|-&lt;br /&gt;
| Icon&lt;br /&gt;
| Name&lt;br /&gt;
| Effect&lt;br /&gt;
| Duration&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=48px|width=48px|height=48px}}&lt;br /&gt;
| Protective Powers&lt;br /&gt;
| -50% damage taken&lt;br /&gt;
| 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Incredible Strength&lt;br /&gt;
| x2 overall damage &lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=48px|width=48px|height=48px}}&lt;br /&gt;
| Greater Insight&lt;br /&gt;
| +100% experience&lt;br /&gt;
| 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Vigorous Restoration&lt;br /&gt;
| 20 HP a second&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=96px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Endless Potential&lt;br /&gt;
| Free skills&lt;br /&gt;
| 4 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Gold Fever&lt;br /&gt;
| +100% Gold gain&lt;br /&gt;
| 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=144px|width=48px|height=48px}}&lt;br /&gt;
| Rapid Blows&lt;br /&gt;
| +50% Primary attack speed&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=240px|width=48px|height=48px}}&lt;br /&gt;
| Sundering Strikes&lt;br /&gt;
| Ignore 50% of enemy Armor and Resistance&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=96px|width=48px|height=48px}}&lt;br /&gt;
| Nimble Limbs&lt;br /&gt;
| +50% movement speed ([[Arena]] only)&lt;br /&gt;
| 30 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}&lt;br /&gt;
| Fortuitous Events&lt;br /&gt;
| +5 Luck&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Imps   [[File:imp.gif]]==&lt;br /&gt;
Imps will show up in the dungeon at random times. After they have appeared they will stay for 1 minute before leaving. If you are able to get to them before they leave they will reward you with one of the following options.&lt;br /&gt;
&lt;br /&gt;
*Send your gold to town tax free. Only happens for Non-Mercenaries.&lt;br /&gt;
*Give you some gold. The amount received increases in later acts.&lt;br /&gt;
*Give you some ore. The amount received increases in later acts.&lt;br /&gt;
*Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.&lt;br /&gt;
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.&lt;br /&gt;
*Give you a random item of any rarity.&lt;br /&gt;
*[[File:PoP.png|link=]] Remove all of your curses. Only happens when you have any curses.&lt;br /&gt;
&lt;br /&gt;
There is approximately a 15% chance for an imp to spawn on any given floor, increased to 30% with the Plentiful Gifts [[Fountain]] fortune.&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to have 0 imps spawn through an entire run, even with the fountain effect enabled, though if no floors are skipped the chance of the imp not spawning at all under these conditions would be: 0.7^16 = 0.3%.&lt;br /&gt;
&lt;br /&gt;
The formula for how much gold the imp gives the player is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Gold = ((2^Act * 1250) + (NG*5000)) * (Gold_Gain + (0.2 * NG))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The formula for how much ore the imp gives the player is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
amount = (int(pow(1.55f, act) * 3 + 0.5f) + int(g_ngp * 2.0f + 0.5f)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
[[File:Shop3.jpg|200px|frameless|right]]&lt;br /&gt;
Shops can be found on the second or third floor of any [[Acts|Act]] in the tower and can only spawn once per act. In the [[Pyramid of Prophecy]] Shops can spawn on any floor, as there are no Red Rooms, skip portals, in the Pyramid.&lt;br /&gt;
 &lt;br /&gt;
Each shop has 5 items and can contain 2 more if you have have a [[Items#fancy_plume|Fancy Plume]] or have the Abundant Shops fortune from the [[Fountain]]. &amp;lt;br&amp;gt;&lt;br /&gt;
These can both stack giving 9 item choices at a single shop. At any given shop you can only purchase 3 of the items shown. [[Tavern#The Smirking Shopkeeper|The Smirking Shopkeep]] drink allows to purchase an additional one.&lt;br /&gt;
&lt;br /&gt;
It is rare, but you can sometimes find duplicate items in the shop, usually if you pick up Fancy Plume after looking at the shop the first time, or if you bought it from the shop. Note that if you already have an item, you can NOT buy it from the shop again. If an item is both on the floor and in the shop, you must therefore buy the item first, then pick it up off the ground to have both. Duplicate items like this DO count towards set bonuses, unlike [[Magic Anvil|attuning]].&lt;br /&gt;
&lt;br /&gt;
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%. [[Tavern#The Smirking Shopkeeper|The Smirking Shopkeep]] drink will increase the cost by 50% (only in dungeons).&lt;br /&gt;
&lt;br /&gt;
The shops in each act give varying qualities of items. The following is the rarities that the shops can give in each act. Note that they have a chance to not give any items of the highest tier.&lt;br /&gt;
*Act 1: Common &lt;br /&gt;
*Act 2: Common, Uncommon&lt;br /&gt;
*Act 3: Common, Uncommon&lt;br /&gt;
*Act 4: Common, Uncommon, Rare&lt;br /&gt;
*Act 5: Common, Uncommon, Rare&lt;br /&gt;
&lt;br /&gt;
Fancy Plume adds items to the shop based on the item rarities that are already in the shop. Not what it could potentially have. For example, If a shop in act 5 doesn't have any rare items and only has uncommon items, when the Fancy Plume is added to your inventory none of the extra items added to the shop will be rare.&lt;br /&gt;
&lt;br /&gt;
==Graveyard==&lt;br /&gt;
[[File:Graveyard.jpg|180px|frameless|right]]&lt;br /&gt;
These only appear in multiplayer, and can appear on any non-boss floor. Any player interacting with it will remove the all soul links in the group. A graveyard can only appear if there is a soul link (color) that has not been cleared before. Thus one person should link those that die until a graveyard appears, then a different person should be the linker.&lt;br /&gt;
&lt;br /&gt;
[[Acts#Act_6.2C_The_Battlements|The Battlements']] floor 2, left exit path, has a very high chance (90%+) of having a graveyard if you meet the conditions of one. As this is right before Thundersnow, this can be a crucial piece of aid, making victory easier.&lt;br /&gt;
&lt;br /&gt;
==Portals and Red Rooms   [[File:teleporter.gif]]==&lt;br /&gt;
These rectangular looking portals are the level skippers of the game. They are always found in the first level of every act and only spawn after you defeated the boss of that respective chapter at least once on that [[New Game Plus]] level.&lt;br /&gt;
&lt;br /&gt;
Example: For the portal to appear in the Mines, you must kill the Stone Guardian. For it to appear in the Prison, you must defeat the Warden at least once. There is no portal in the Chambers, so there is no way to skip the fight with the Vampire Lord.&lt;br /&gt;
&lt;br /&gt;
If you use a portal you will enter a large circular room with a floating red cube in the center that has a large chunk of HP. Once you hit it, enemies will start spawning, with a new wave appearing every 10 seconds until the cube it destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, every time the cube loses a chunk of health (Reticle colors when hovering over it change from red back to green) it will summon an extra wave of enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
This means if you are able to quickly kill the pillar in only a few seconds, about 10 waves of enemies will spawn one after another with less than half a second in between waves.&amp;lt;br&amp;gt;&lt;br /&gt;
The cube will gain attacks on each subsequent floor after the mines and will spawn exclusively enemies from the floor you are attempting to skip to.&lt;br /&gt;
&lt;br /&gt;
Once the cube is destroyed, every enemy in the room is killed instantly. Also after destroying the cube, a selection of eight equippable items will spawn in a circle with rarities appropriate to the skipped floor.&lt;br /&gt;
&lt;br /&gt;
Beating a Red Room for the first time and picking up the sphere where the cube was will unlock [[Combat#Combo|combo]] for your entire guild.&lt;br /&gt;
&lt;br /&gt;
==Magic Furnace==&lt;br /&gt;
[[File:Magic furnace.png|75px|frameless|right]]&lt;br /&gt;
The magic furnace is occasionally found on floors throughout the tower. After interacting with the furnace, you can spend ore to craft an item from a list in the same way you can craft items from the magic anvil.&amp;lt;br&amp;gt;&lt;br /&gt;
Much like with the magic anvil you will need the blueprints first before you have the option to craft an item.&lt;br /&gt;
&lt;br /&gt;
==Item Gambler [[File:Item_Gambler_One.png]]==&lt;br /&gt;
The item gambler (named Unscrupulous Gambler) is an NPC that is located behind certain cracked walls in the tower. Interacting with the item gambler brings up an interface that lets you select items from your inventory to offer up for a single new item. The more items you offer, the higher the chance you have for receiving a rarer item. &lt;br /&gt;
&lt;br /&gt;
You are only able to gamble one time with the Item Gambler, meaning after gambling with the with him you will not be able to gamble with him again for the rest of the run. Although rare, it is however possible to find more than one Item Gambler in a run, with which you'll be able to gamble once more.&lt;br /&gt;
&lt;br /&gt;
With sealed cracks enabled you are still able to find the Item Gambler.&lt;br /&gt;
&lt;br /&gt;
==Blood Altar [[File:Blood rite.png|50px|frameless]]==&lt;br /&gt;
The blood altar is a small round table found randomly in the tower when playing with the Witch Hunter DLC, limited to one per run (however 1 per run is not guaranteed). &lt;br /&gt;
&lt;br /&gt;
Using the altar will ask the player if they wish to sacrifice 10% of their current HP for a random buff that scales up with ng level being played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; (Effect + (Scaling * NG+ Level)). &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This buff will persist across multiple runs, lasting until the player dies. Once the player dies, the buff is lost and the sacrificed HP will return. &lt;br /&gt;
&lt;br /&gt;
Using the Altar multiple times will reduce max health by 10% multiplicatively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buff Name&lt;br /&gt;
! Effect&lt;br /&gt;
! Scaling&lt;br /&gt;
|-&lt;br /&gt;
| Beast&lt;br /&gt;
| Attack Power +30&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Chosen&lt;br /&gt;
| Spell Power +30&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Immortal&lt;br /&gt;
| Armor +25&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Fey&lt;br /&gt;
| Resist +25&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Order&lt;br /&gt;
| HP Regen +2&lt;br /&gt;
| +0.2&lt;br /&gt;
|-&lt;br /&gt;
| Crone&lt;br /&gt;
| Mana Regen +3&lt;br /&gt;
| +0.3&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>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Pyramid_of_Prophecy&amp;diff=2815</id>
		<title>Pyramid of Prophecy</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Pyramid_of_Prophecy&amp;diff=2815"/>
		<updated>2024-10-19T03:30:56Z</updated>

		<summary type="html">&lt;p&gt;Tombot: I just noticed a gramatical error and I just had to fix it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding the Heroes of Hammerwatch [https://store.steampowered.com/app/1015030/Pyramid_of_Prophecy/ DLC], released March 13th 2019. This DLC adds various [[Items|items]], [[Drinks|drinks]], as well as new mechanics. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Pyramid of Prophecy is a challenging expansion to Heroes of Hammerwatch, where your hero must face against the unforgiving desert, a vast forbidden pyramid and the horrors waiting whithin. The Pyramid of Prophecy also requires planning and strategy, items will not come easy and staying ahead of the power curve will involve taking calculated risks preparing adequately before venturing. Using the magic Anvil to create a 'Vendor's coin' in advance allows for the easy purchase of both the map and an additional item from the trader in the desert and the 'Glass walks' buff from the fountain will allow access to some very important secret areas later on. If approached correctly the final areas of this game can allow for the most profitable runs possible in Heroes of Hammerwatch, just beware of the final boss of this DLC as it is perhaps the most dangerous of the entire game.&lt;br /&gt;
&lt;br /&gt;
==[[Statues|Statue]] Blueprints==&lt;br /&gt;
[[File:StatueBlueprints.jpg|frame|right|From left to right: Bolgarth, Calis, Cedric, Ewran, Kyra, Ozreth, Phalarath, Wylmir]]&lt;br /&gt;
Statues and their blueprints are new with the DLC and give the player extra bonuses during their attempts at killing [[Acts#Act_6.2C_The_Battlements|Thundersnow]] or Nerys. They cost increasing amounts of [[Money#Ore|Ore]] to upgrade and act as an infinite ore sink so long as the player can continue to get higher and higher level blueprints to upgrade their statues. The blueprints (orange in color) appear on any act and floor in the Pyramid of Prophecy campaign, however unlike blueprints for the [[Magic Anvil]] statue blueprints don't appear for every player, nor are the blueprints the same statue or tier. They are entirely individual, so keep a look out on the map for your own blueprints when playing in multiplayer as no one can help you look for them.&lt;br /&gt;
&lt;br /&gt;
The blueprints do indicate what statue they upgrade, but because of the small image, it can be difficult to tell at a glance.&lt;br /&gt;
&lt;br /&gt;
Statue blueprints can generally be found up to 3 tiers above the current [[New Game Plus|New Game]] level the player is on. While not impossible to get higher tiers, it shouldn't be relied on. This encourages the player to continue delving into the pyramid at higher difficulties.&lt;br /&gt;
&lt;br /&gt;
==Sarcophagi==&lt;br /&gt;
The player will occasionally run into a sarcophagus that they can plunder. The sarcophagus acts like a &amp;quot;free&amp;quot; shop, containing 5 items no matter what and the player can pick and choose what they want from it. The game will pause in single player when interacting with a sarcophagus.&lt;br /&gt;
&lt;br /&gt;
When the player picks the [[Items|items]] they want (skipping the sarcophagus is allowed) they will be given Curse based on what items they took. the more items they pick the more curse they will get give, with Epic items being worth 51 curse, Rare 16 (2 rares are worth 51), Uncommon 4 (2 uncommmon are 11), and Common 1. The values of the curse given grow exponentially the more items the player takes, and care should be taken to manage how much curse the player contracts as it will cause problems for the player the more curse they have.&lt;br /&gt;
&lt;br /&gt;
==Curse==&lt;br /&gt;
Curse is a new mechanic that was introduced with the DLC, and is exclusive to the Pyramid campaign. It increases the chance that the player will entirely miss an attack and that any damage the player takes will be a critical hit, dealing (200+curse)% damage to the player. At lower amounts, curses can be negligible as they player still hits often enough, and unless a pyramid trap (rolling boulder or falling pillar) gets crit the player rarely has to worry about the curses. The rate at which the player loses accuracy slows the more curse the player gets, but can continue all the way to 100%. The only way to reach a curse this high is to sit on a trap that gives curse or let one of the [[Undead|Big Mummy]] miniboss or [[Pyramid of Prophecy#Queen Iris|Queen Iris]] attack the player for a long time.&lt;br /&gt;
&lt;br /&gt;
===Reducing Curse===&lt;br /&gt;
The main method of reducing curse is by rousing the djinn found in Midway, and the [[Pyramid of Prophecy#Act_3.2C_Upper Pyramid|Upper Pyramid]]. The djinn in Midway reduces curse by 3, on act 3 floor 1 by 5, floor 2 by 7, and floor 3 by 9. There are random numbers of djinn on the floors in act 3. More on the djinn in the [[Pyramid of Prophecy#Semblance|Semblance]] section.&lt;br /&gt;
&lt;br /&gt;
The next way to reduce curse are by picking up honey bottles and the [[Encounters#Imps|Imp]]. These lower the player's curse by 1, and every bottle is individual like items, where if one player picks up a bottle, a different player can still pick it up, so that there is no fighting over who gets the bottles. &lt;br /&gt;
&lt;br /&gt;
Another way to remove curse is with the [[Encounters#Imps|Imp]]. The Imp has a chance, so long as the player has any curse (visible or not) to remove '''ALL''' of the player's curse.&lt;br /&gt;
&lt;br /&gt;
The last way to lower the player's curse is by obtaining items from the [[Items#queens_radiance|Queens Radiance]] set. This set raises the 0 point for your curses, allowing you to have negative curses. Having curses below 0 does not grand any benefits besides having 0 curse, and ability to take extra curse at no determent until the player reaches the number of curses reduced by the set bonus.&lt;br /&gt;
&lt;br /&gt;
=Act 1, Desert=&lt;br /&gt;
Before you can enter the pyramid, you have to get there first. To reach the pyramid you will have to travel through 3 large desert maps, each with a shop that you can buy a map piece and one item from. The map piece is the same for everyone in multiplayer, so only 1 person should buy it.&lt;br /&gt;
&lt;br /&gt;
The map piece dictates which way is the safest to travel through. This path is the only path that will not spawn a great threat when you enter the map. Unlike in the [[Acts|Forsaken Tower]] the great threat in the desert will never end so long as you're in the map. It spawns a few sandstorms that follow the player around and will slow the player down if they get too close to it. Additionally they summmon [[Aberrations|sand elementals]] that charge at you and deal contact damage. In NG2(?) if they collide with the player, the player get stunned for a moment. If there are many elementals hitting the player in turn, the player can be in a state of near stun-lock.&lt;br /&gt;
[[File:DesertPatterns.jpg|frame|right|The different desert patterns]]&lt;br /&gt;
The desert also has its own summons as the player walks through it. While moving through the desert, your footsteps occasionally rouse a group of [[Beasts|snakes]], [[Beasts|scorpions]], or [[Aberrations|sand lurkers]] to appear right under the player. These enemies will never stop following the player, so long as they can reach the area the player is in. If a scorpion group appears, it has a chance to contain [[Beasts|massive scorpion]] that acts as the miniboss of this act. They can drop keys up to Ace, and have a chance to drop items. The sand lurkers have a chance to drop small blue [[Money|diamonds]] and [[Money#Ore|Ore]] when they die, and the quicksand they appear from will slow the player down if they walk into it.&lt;br /&gt;
&lt;br /&gt;
The desert also contains many spawners all over the map that cannot be killed like the ones in the tower, however they will stop spawning enemies after 5 to 8 spawned enemies are killed.&lt;br /&gt;
&lt;br /&gt;
Occasionally there will be a [[Pyramid of Prophecy#Sarcophagi|sarcophagus]] in the desert.&lt;br /&gt;
&lt;br /&gt;
Lastly, on one of the areas in the desert there will be a pattern in the ground. This pattern should be remembered for Act 2, as it will be used there.&lt;br /&gt;
&lt;br /&gt;
==Boss, The Giant Crustworm==&lt;br /&gt;
Enemy type: [[Beasts|Beast]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Giant Crustworm is a reference to the giant sandworms from the book Dune. The crustworm continuously moves as long as it is not spitting rocks and takes significantly less damage when its body is being hit instead of the head. The long the fight goes on, the more enemies will appear to aid the worm along with quicksand spawners. As an added effect, skeletons are occasionally dug up to show that the player would not be the first person to fall victim to the crustworm.&lt;br /&gt;
&lt;br /&gt;
The crustworm always starts out by circling the player one or twice before surfacing halfway. While the worm is underground it is unhittable however the segments that appear during his time above ground remain for a while before sinking back into the sand. If the player is hit by the head, bitten by the worm, significant damage will be dealt. The head in this state is much weaker than the body, but it puts the player at risk of getting bit if they attempt to hit it with a melee character. As an additional risk, the worm is able to completely surround the player with its segments, trapping them in the middle for some time until the segments sink back into the ground.&lt;br /&gt;
&lt;br /&gt;
The other attack the crustworm has is that only his head will appear and he will spit out boulders that fall on the player similar to the spikes dropped by the [[Acts#Act_1.2C_The_Mines|Stone Guardian]] but with a smaller AoE. This is when the worm is weakest as he is not moving around and does not fight back other than the rocks he spits. After about 10 seconds he will burrow back into the ground and the fight continues. Which attack he uses is random, and he can do one or the other many times in a row.&lt;br /&gt;
&lt;br /&gt;
The reward for beating the boss is found in Midway, after dropping down the hole that has now appear at the top of the area.&lt;br /&gt;
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=Midway=&lt;br /&gt;
After dropping into the sunken pyramid, the player is in an area called Midway. They will appear back here after defeating Queen Iris as well. It is highly advantageous for the player to have the [[Fountain]] fortune &amp;quot;Glass Walks&amp;quot; active, as it allows access to the treasures in Midway.&lt;br /&gt;
&lt;br /&gt;
Rarely an Ace key can appear on the left side of the bridge near the [[Encounters#Springs|Well]]. This key is unreachable when you reach Midway the second time, yet can still appear.&lt;br /&gt;
&lt;br /&gt;
The second time the player arrives in Midway, they will be able to go to a large pile of money and ore at the top side of the map past some cursed tiles that give 1 curse every half second the player is on an active tile. If glass walks is active they can also obtain another pile of gold and money on the south side. In that south room with the money, there is a secret room crack that will take the player to another glass walk ending with a random key up to gold. This key is not always the same one that you see when falling into midway the first time via the Old Map.&lt;br /&gt;
&lt;br /&gt;
There is a fountain in Midway on your second arrival.&lt;br /&gt;
&lt;br /&gt;
To leave Midway the second time, you must interact with the djinn, summoning 3 other djinn that will fight you. Enter the rift to Semblance after the djinn are dead or immediately as the summoned djinn do not have to be killed to enter the rift. All players must be next to the same rift to enter Semblance. This holds for all Upper Pyramid rifts as well. &lt;br /&gt;
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&lt;br /&gt;
=Act 2, Lower Pyramid=&lt;br /&gt;
The second act consists of many undead, snakes, and spiders along with rolling boulders and crushing pillars. The latter two appear only in rooms with chests in them. &lt;br /&gt;
&lt;br /&gt;
The miniboss of this floor is a Big Mummy that will shoot skulls that fly back and forth similar to the medusa skulls from the Castlevania series. If these skulls hit a player, they will receive 2 curse and take no damage. The Big Mummies also have a corrupt breath attack that acts like the [[Wizard|Wizard's]] flamethrower. It deals small bits of damage very quickly. On NG+1 being near the Big Mummy will cause the player to become corrupted, similar to the [[Items#spreading_corruption|Spreading Corruption]] rare item. This effect goes away once the mummy is dead or the player gets far enough away. While corrupted the player will take twice(?) the damage they would take otherwise. On NG+2 the Big Mummies will leave behind a curse circle that will give the player 2 curse should they stand within it for too long, similar to the summoning circles found on the [[Acts#Act_4.2C_The_Archives|Archives]].&lt;br /&gt;
[[File:DesertInput.jpg|frameless|200px|right]]&lt;br /&gt;
While traveling around the floor, you may run into curse circles on the ground or rolling boulders in hallways that attempt to harm the player. These will be removed if the player activates the Safe Corridors [[Fountain]] fortune.&lt;br /&gt;
&lt;br /&gt;
The chests in this act and the next are often hidden behind floor buttons and only appear once all of them have been pressed. Many traps consist of multiple buttons that have to all be pushed to get the chest, and the trap will expand itself as the buttons are pressed. Some of these buttons will have a trap directly next to them, and if the player isn't quick on their feet they may get hit by it. No traps in the pyramid are able to be disabled, however most do not require all players to traverse the entire trap thus it is usually unnecessary to send more than one or two people into the same trap to complete it.&lt;br /&gt;
&lt;br /&gt;
Some traps have cursed tiles, and when the player steps on them while they are active they will receive 1 curse every half a second. &lt;br /&gt;
&lt;br /&gt;
The rolling boulders and falling pillars do the same amount of damage: 200 [[Combat#Damage_Types|Physical]] base. It is advised to take the Gentle Traps fortune if you don't have the utmost confidence that you will be able to dodge every boulder and pillar.&lt;br /&gt;
&lt;br /&gt;
Lastly on one of the floors there will be a room to input the image found in act 1. The reward from this is random and can go all the way up to legendary. You cannot make a single mistake however or you will receive nothing. It looks like the image on the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Boss, Queen Iris==&lt;br /&gt;
Enemy type: [[Undead]]&lt;br /&gt;
&lt;br /&gt;
Queen iris can be troublesome if you lack the damage to take her down quickly. She is able to stomp the players near her for significant damage(150+?) and continuously summons snakes to attack the player through the fight. These snakes, a mix of Asps and Mambas. The Asps fire a poison laser at the current player position while the Mambas chase the player.&lt;br /&gt;
&lt;br /&gt;
Queen Iris will occasionally fire two cursed skulls at the player. For melee characters if you are directly behind or in front of the queen while she prepares this attack they skulls will initially fly past you, but quickly turn around to hit you. Each of these skulls applies 5 curse to the player and if the fight is prolonged, without careful dodging the player can find themselves quickly racking up curses. These curses remain on the player after the fight.&lt;br /&gt;
&lt;br /&gt;
If the player is too far away from Queen Iris she will charge the player, stomping the location that they were previously at. If there are cursed skulls flying around the room they usually end up right where she charged to, as both are chasing you, leading to melee characters often having difficulty reaching the queen while dodging the skulls.&lt;br /&gt;
&lt;br /&gt;
Lastly, Queen Iris will fire a huge swarm of bugs at the player. These bugs are not listed in the [[Bestiary]] and appear to switch from projectile to enemy after traveling a certain distance from the player. While acting like a projectile they deal a rapid burst of small damage hits, similar to the Big Mummies faced before. If the player doesn't get hit with all of the swarms they will come back to attack the player like a bat. They block attacks just like any other enemy but can be dodged just by moving around.&lt;br /&gt;
&lt;br /&gt;
Once the queen is dead, the pillars on the sides will rise and the player can pick up their reward on the left. There is never anything on the right except for some coins and pots.&lt;br /&gt;
&lt;br /&gt;
=Semblance=&lt;br /&gt;
Semblance is the world that the djinn originated from, and when the player enters the world they will appear on a purple sphere, with more appearing in the background. While the player resides in Semblance djinn will appear to fight the player. The amount of djinn that appear is dependent on the number of rifts that were opened in the previous floor. The greater the number of rifts, the more djinn will spawn.&lt;br /&gt;
&lt;br /&gt;
If the player has enough movement speed (around 3.0) they can walk in circles around the edge of their Semblance platform and avoid most attacks.&lt;br /&gt;
&lt;br /&gt;
After about 30 seconds the player will automatically be sent out of Semblance and onto the next floor. The timer for this is denoted by radiating waves from the center of the platform. While the player is teleporting they take no damage.&lt;br /&gt;
&lt;br /&gt;
=Act 3, Upper Pyramid=&lt;br /&gt;
The final act of the Pyramid of Prophecy consist of very large, ornate floors that have a lot of gold and ore scattered around. It is common to obtain well over 200k in this act alone.&lt;br /&gt;
&lt;br /&gt;
One of the notable features on the floor are various number of meditating djinn around the floor. The amount ranges from 1 to over 5 and is completely random. If the player interacts with one of them, they can open a rift to Semblance This summons a great threat which is a group of 5 djinn from every opened rift. They will teleport to the player if they are too far away. Rousing a djinn will remove 5, 7, or 9 curses depending on what floor the player is on. If you have 0 curses and rouse a djinn, you do not go negative unless you have the Queens Radiance set effect, but only up to the set's maximum reduction for the pieces you have at that point. If the player takes too long (4 minutes) to reach every djinn, a great threat will be summoned, and if there are any djinn that haven't been roused yet, one of them at random will be roused without the player getting the curse reduction effect.&lt;br /&gt;
&lt;br /&gt;
Every floor in the Upper Pyramid also contains a sarcophagus. The player is encouraged to take items from them as they have a readily available source of curse reduction in the form of meditating djinn.&lt;br /&gt;
&lt;br /&gt;
The miniboss of this act are [[Constructs|Sentinel High Priests]] and are often accompanied by other sentinels. They start out as inanimate statues and will animate after a random amount of time of the player being nearby. The regular sentinels come in a melee and ranged variety, the melee ones will charge the player like a spearman undead. The High Priests will fire off snake beams that deal magical damage, and can also fire off 12(?) beams in a circular pattern. These beams have a chance of becoming snakes themselves when they hit a wall close enough to the player. All types of sentinels are able to drop ore and small golden diamonds. If the player is min-maxing the floors, they should take the time to kill all of the sentinels on the floor for extra ore and money. All sentinels will chase the player across the floor without end like the ambushes from act 1.&lt;br /&gt;
&lt;br /&gt;
The towers on this floor are Sun Prisms and fire at the current location of the player in a prolonged beam that deals very rapid magic damage. Every 4 attacks the prism will fire off 16(?) beams that persist for a few seconds and have infinite(?) range. The player can be downed very quickly by these beams and caution should be taken when engaging the tower. Toppled Towers fortune will almost completely remove these towers, with only ones activated by taking items from a sarcophagi still appearing with the fortune.&lt;br /&gt;
&lt;br /&gt;
Two additional hazards on the floor are molten canals that fill with lava for some time before turning off. These will continue cycling on and off forever and the hazard deals 100(?) magical damage to the player. every half second they are on it. The other hazards are only found in the chest rooms and are sun beams from walls. They too turn on and off on cycles and deal less damage than the Sum Prism beams, but will hit the player just as rapidly.&lt;br /&gt;
&lt;br /&gt;
All of the traps in this act are able to be done perfectly by any character, but significant waiting for cycles to sync up may be needed if the player seeks to not get hit at all, thus taking a hit here or there to speed up the looting process should be expected.&lt;br /&gt;
&lt;br /&gt;
==Boss, Nerys==&lt;br /&gt;
Enemy type: [[Aberrations|Aberration]]&lt;br /&gt;
&lt;br /&gt;
The final boss, Nerys, is a powerful djinn that took control of another djinn, Nimbus, long ago and was trapped at the top of the pyramid as punishment. He wields many powerful attacks and can quickly kill the player if they are not prepared for his attacks.&lt;br /&gt;
&lt;br /&gt;
Nerys will always start out by attacking with his sword. When he attacks with it, fire waves will shoot out in the direction he swung. These do moderate damage, but are very fast and will boomerang back towards the player, all waves from the same swing converging at the same spot, and will leave a circle of fire on the ground. The player is lit on fire if they are hit by any part of this attack. The further into the fight the player is, the more fire waves will be summoned, with 7(?) being summoned once Nerys reaches 25% hp the first time.&lt;br /&gt;
&lt;br /&gt;
Every so often Nerys will teleport to a different location in the arena, often close to an edge. This can be somewhat problematic for melee characters as the red mist around the arena will fire at the player if they get too close to the edge, applying armor and resistance break(magebane and shieldbreaker) to the player. Right after Nerys teleports, he will fire off black orbs in all directions that cause bleeding, darkness effect on NG+, and drain the player's mana similar to the Arch Lich diamond from the [[Acts#Act_5.2C_The_Chambers|Chambers]] if they player gets hit by them and when they land they will summon an X of fire that deals magic damage and lasts for about 10(?) seconds before disappearing.&lt;br /&gt;
&lt;br /&gt;
It should be noted that Nerys moves similarly to a Lich in that he will continually back away from the player, so getting between him and the edge of the room is effective in keeping him closer to the middle.&lt;br /&gt;
&lt;br /&gt;
When Nerys reaches 75%, 50%, and 25% HP he will heal up to 50% of his max life if the player is not able to deal enough damage to stop further healing. During his heal he will summon other djinn to fight the player, along with creating large purple orbs in a circular wave that deal very high damage to any players within them when they burst. This wave starts with one orb directly under him, and continues to radiate outwards before repeating. There IS enough space for a melee character to be directly next to Nerys after the first orb bursts without being hit by the second circle of orbs.&lt;br /&gt;
&lt;br /&gt;
=Rewards=&lt;br /&gt;
Along with the regular gold and ore the player receives, when the player defeats Nerys, Nimbus is freed and is eternally indebted to you. To show his thanks, he now resides within the player's potion and will come out for 30 seconds plus 2 for every PoP NG+ level the player has beaten on that character. Nimbus deals 60 magical damage +10 per NG+ beaten and attacks just like the Sphere Djinn. Additionally, Nimbus adds 25 HP and Mana per level to your potion.&lt;br /&gt;
&lt;br /&gt;
Additionally the player will receive 10 [[Leveling_Up#Skill_Stars|Skill Stars]] for each NG level they beat the pyramid on.&lt;br /&gt;
&lt;br /&gt;
While not directly from the PoP campaign, the player can also acquire statue blueprints if they are at the correct NG+ level for obtaining statue blueprints outlined at the top of the page or on the [[Statues]] page.&lt;br /&gt;
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&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Pyramid_of_Prophecy&amp;diff=2810</id>
		<title>Pyramid of Prophecy</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Pyramid_of_Prophecy&amp;diff=2810"/>
		<updated>2024-06-10T15:09:26Z</updated>

		<summary type="html">&lt;p&gt;Tombot: /* Overview */  I added an overview, hopefully it is good enough.&lt;/p&gt;
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&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding the Heroes of Hammerwatch [https://store.steampowered.com/app/1015030/Pyramid_of_Prophecy/ DLC], released March 13th 2019. This DLC adds various [[Items|items]], [[Drinks|drinks]], as well as new mechanics. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Pyramid of Prophecy is a challenging expansion to Heroes of Hammerwatch, where your hero must face against the unforgiving desert, a vast forbidden pyramid and the horrors waiting whithin. The Pyramid of Prophecy also requires planning and strategy, items will not come easy and staying ahead of the power curve will involve taking calculated risks preparing adequately before venturing. Using the magic Anvil to create a 'Vendor's coin' in advance allows for the easy purchase of both the map and an additional item from the trader in the desert, and the 'Glass walks' buff from the fountain will allow access to some very important secret areas later on. If approached correctly the final areas of this game can allow for the most profitable runs possible is Heroes of Hammerwatch, just beware of the final boss of this DLC as it is perhaps the most dangerous of the entire game.&lt;br /&gt;
&lt;br /&gt;
==[[Statues|Statue]] Blueprints==&lt;br /&gt;
[[File:StatueBlueprints.jpg|frame|right|From left to right: Bolgarth, Calis, Cedric, Ewran, Kyra, Ozreth, Phalarath, Wylmir]]&lt;br /&gt;
Statues and their blueprints are new with the DLC and give the player extra bonuses during their attempts at killing [[Acts#Act_6.2C_The_Battlements|Thundersnow]] or Nerys. They cost increasing amounts of [[Money#Ore|Ore]] to upgrade and act as an infinite ore sink so long as the player can continue to get higher and higher level blueprints to upgrade their statues. The blueprints (orange in color) appear on any act and floor in the Pyramid of Prophecy campaign, however unlike blueprints for the [[Magic Anvil]] statue blueprints don't appear for every player, nor are the blueprints the same statue or tier. They are entirely individual, so keep a look out on the map for your own blueprints when playing in multiplayer as no one can help you look for them.&lt;br /&gt;
&lt;br /&gt;
The blueprints do indicate what statue they upgrade, but because of the small image, it can be difficult to tell at a glance.&lt;br /&gt;
&lt;br /&gt;
Statue blueprints can generally be found up to 3 tiers above the current [[New Game Plus|New Game]] level the player is on. While not impossible to get higher tiers, it shouldn't be relied on. This encourages the player to continue delving into the pyramid at higher difficulties.&lt;br /&gt;
&lt;br /&gt;
==Sarcophagi==&lt;br /&gt;
The player will occasionally run into a sarcophagus that they can plunder. The sarcophagus acts like a &amp;quot;free&amp;quot; shop, containing 5 items no matter what and the player can pick and choose what they want from it. The game will pause in single player when interacting with a sarcophagus.&lt;br /&gt;
&lt;br /&gt;
When the player picks the [[Items|items]] they want (skipping the sarcophagus is allowed) they will be given Curse based on what items they took. the more items they pick the more curse they will get give, with Epic items being worth 51 curse, Rare 16 (2 rares are worth 51), Uncommon 4 (2 uncommmon are 11), and Common 1. The values of the curse given grow exponentially the more items the player takes, and care should be taken to manage how much curse the player contracts as it will cause problems for the player the more curse they have.&lt;br /&gt;
&lt;br /&gt;
==Curse==&lt;br /&gt;
Curse is a new mechanic that was introduced with the DLC, and is exclusive to the Pyramid campaign. It increases the chance that the player will entirely miss an attack and that any damage the player takes will be a critical hit, dealing (200+curse)% damage to the player. At lower amounts, curses can be negligible as they player still hits often enough, and unless a pyramid trap (rolling boulder or falling pillar) gets crit the player rarely has to worry about the curses. The rate at which the player loses accuracy slows the more curse the player gets, but can continue all the way to 100%. The only way to reach a curse this high is to sit on a trap that gives curse or let one of the [[Undead|Big Mummy]] miniboss or [[Pyramid of Prophecy#Queen Iris|Queen Iris]] attack the player for a long time.&lt;br /&gt;
&lt;br /&gt;
===Reducing Curse===&lt;br /&gt;
The main method of reducing curse is by rousing the djinn found in Midway, and the [[Pyramid of Prophecy#Act_3.2C_Upper Pyramid|Upper Pyramid]]. The djinn in Midway reduces curse by 3, on act 3 floor 1 by 5, floor 2 by 7, and floor 3 by 9. There are random numbers of djinn on the floors in act 3. More on the djinn in the [[Pyramid of Prophecy#Semblance|Semblance]] section.&lt;br /&gt;
&lt;br /&gt;
The next way to reduce curse are by picking up honey bottles and the [[Encounters#Imps|Imp]]. These lower the player's curse by 1, and every bottle is individual like items, where if one player picks up a bottle, a different player can still pick it up, so that there is no fighting over who gets the bottles. &lt;br /&gt;
&lt;br /&gt;
Another way to remove curse is with the [[Encounters#Imps|Imp]]. The Imp has a chance, so long as the player has any curse (visible or not) to remove '''ALL''' of the player's curse.&lt;br /&gt;
&lt;br /&gt;
The last way to lower the player's curse is by obtaining items from the [[Items#queens_radiance|Queens Radiance]] set. This set raises the 0 point for your curses, allowing you to have negative curses. Having curses below 0 does not grand any benefits besides having 0 curse, and ability to take extra curse at no determent until the player reaches the number of curses reduced by the set bonus.&lt;br /&gt;
&lt;br /&gt;
=Act 1, Desert=&lt;br /&gt;
Before you can enter the pyramid, you have to get there first. To reach the pyramid you will have to travel through 3 large desert maps, each with a shop that you can buy a map piece and one item from. The map piece is the same for everyone in multiplayer, so only 1 person should buy it.&lt;br /&gt;
&lt;br /&gt;
The map piece dictates which way is the safest to travel through. This path is the only path that will not spawn a great threat when you enter the map. Unlike in the [[Acts|Forsaken Tower]] the great threat in the desert will never end so long as you're in the map. It spawns a few sandstorms that follow the player around and will slow the player down if they get too close to it. Additionally they summmon [[Aberrations|sand elementals]] that charge at you and deal contact damage. In NG2(?) if they collide with the player, the player get stunned for a moment. If there are many elementals hitting the player in turn, the player can be in a state of near stun-lock.&lt;br /&gt;
[[File:DesertPatterns.jpg|frame|right|The different desert patterns]]&lt;br /&gt;
The desert also has its own summons as the player walks through it. While moving through the desert, your footsteps occasionally rouse a group of [[Beasts|snakes]], [[Beasts|scorpions]], or [[Aberrations|sand lurkers]] to appear right under the player. These enemies will never stop following the player, so long as they can reach the area the player is in. If a scorpion group appears, it has a chance to contain [[Beasts|massive scorpion]] that acts as the miniboss of this act. They can drop keys up to Ace, and have a chance to drop items. The sand lurkers have a chance to drop small blue [[Money|diamonds]] and [[Money#Ore|Ore]] when they die, and the quicksand they appear from will slow the player down if they walk into it.&lt;br /&gt;
&lt;br /&gt;
The desert also contains many spawners all over the map that cannot be killed like the ones in the tower, however they will stop spawning enemies after 5 to 8 spawned enemies are killed.&lt;br /&gt;
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Occasionally there will be a [[Pyramid of Prophecy#Sarcophagi|sarcophagus]] in the desert.&lt;br /&gt;
&lt;br /&gt;
Lastly, on one of the areas in the desert there will be a pattern in the ground. This pattern should be remembered for Act 2, as it will be used there.&lt;br /&gt;
&lt;br /&gt;
==Boss, The Giant Crustworm==&lt;br /&gt;
Enemy type: [[Beasts|Beast]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Giant Crustworm is a reference to the giant sandworms from the book Dune. The crustworm continuously moves as long as it is not spitting rocks and takes significantly less damage when its body is being hit instead of the head. The long the fight goes on, the more enemies will appear to aid the worm along with quicksand spawners. As an added effect, skeletons are occasionally dug up to show that the player would not be the first person to fall victim to the crustworm.&lt;br /&gt;
&lt;br /&gt;
The crustworm always starts out by circling the player one or twice before surfacing halfway. While the worm is underground it is unhittable however the segments that appear during his time above ground remain for a while before sinking back into the sand. If the player is hit by the head, bitten by the worm, significant damage will be dealt. The head in this state is much weaker than the body, but it puts the player at risk of getting bit if they attempt to hit it with a melee character. As an additional risk, the worm is able to completely surround the player with its segments, trapping them in the middle for some time until the segments sink back into the ground.&lt;br /&gt;
&lt;br /&gt;
The other attack the crustworm has is that only his head will appear and he will spit out boulders that fall on the player similar to the spikes dropped by the [[Acts#Act_1.2C_The_Mines|Stone Guardian]] but with a smaller AoE. This is when the worm is weakest as he is not moving around and does not fight back other than the rocks he spits. After about 10 seconds he will burrow back into the ground and the fight continues. Which attack he uses is random, and he can do one or the other many times in a row.&lt;br /&gt;
&lt;br /&gt;
The reward for beating the boss is found in Midway, after dropping down the hole that has now appear at the top of the area.&lt;br /&gt;
&lt;br /&gt;
=Midway=&lt;br /&gt;
After dropping into the sunken pyramid, the player is in an area called Midway. They will appear back here after defeating Queen Iris as well. It is highly advantageous for the player to have the [[Fountain]] fortune &amp;quot;Glass Walks&amp;quot; active, as it allows access to the treasures in Midway.&lt;br /&gt;
&lt;br /&gt;
Rarely an Ace key can appear on the left side of the bridge near the [[Encounters#Springs|Well]]. This key is unreachable when you reach Midway the second time, yet can still appear.&lt;br /&gt;
&lt;br /&gt;
The second time the player arrives in Midway, they will be able to go to a large pile of money and ore at the top side of the map past some cursed tiles that give 1 curse every half second the player is on an active tile. If glass walks is active they can also obtain another pile of gold and money on the south side. In that south room with the money, there is a secret room crack that will take the player to another glass walk ending with a random key up to gold. This key is not always the same one that you see when falling into midway the first time via the Old Map.&lt;br /&gt;
&lt;br /&gt;
There is a fountain in Midway on your second arrival.&lt;br /&gt;
&lt;br /&gt;
To leave Midway the second time, you must interact with the djinn, summoning 3 other djinn that will fight you. Enter the rift to Semblance after the djinn are dead or immediately as the summoned djinn do not have to be killed to enter the rift. All players must be next to the same rift to enter Semblance. This holds for all Upper Pyramid rifts as well. &lt;br /&gt;
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&lt;br /&gt;
=Act 2, Lower Pyramid=&lt;br /&gt;
The second act consists of many undead, snakes, and spiders along with rolling boulders and crushing pillars. The latter two appear only in rooms with chests in them. &lt;br /&gt;
&lt;br /&gt;
The miniboss of this floor is a Big Mummy that will shoot skulls that fly back and forth similar to the medusa skulls from the Castlevania series. If these skulls hit a player, they will receive 2 curse and take no damage. The Big Mummies also have a corrupt breath attack that acts like the [[Wizard|Wizard's]] flamethrower. It deals small bits of damage very quickly. On NG+1 being near the Big Mummy will cause the player to become corrupted, similar to the [[Items#spreading_corruption|Spreading Corruption]] rare item. This effect goes away once the mummy is dead or the player gets far enough away. While corrupted the player will take twice(?) the damage they would take otherwise. On NG+2 the Big Mummies will leave behind a curse circle that will give the player 2 curse should they stand within it for too long, similar to the summoning circles found on the [[Acts#Act_4.2C_The_Archives|Archives]].&lt;br /&gt;
[[File:DesertInput.jpg|frameless|200px|right]]&lt;br /&gt;
While traveling around the floor, you may run into curse circles on the ground or rolling boulders in hallways that attempt to harm the player. These will be removed if the player activates the Safe Corridors [[Fountain]] fortune.&lt;br /&gt;
&lt;br /&gt;
The chests in this act and the next are often hidden behind floor buttons and only appear once all of them have been pressed. Many traps consist of multiple buttons that have to all be pushed to get the chest, and the trap will expand itself as the buttons are pressed. Some of these buttons will have a trap directly next to them, and if the player isn't quick on their feet they may get hit by it. No traps in the pyramid are able to be disabled, however most do not require all players to traverse the entire trap thus it is usually unnecessary to send more than one or two people into the same trap to complete it.&lt;br /&gt;
&lt;br /&gt;
Some traps have cursed tiles, and when the player steps on them while they are active they will receive 1 curse every half a second. &lt;br /&gt;
&lt;br /&gt;
The rolling boulders and falling pillars do the same amount of damage: 200 [[Combat#Damage_Types|Physical]] base. It is advised to take the Gentle Traps fortune if you don't have the utmost confidence that you will be able to dodge every boulder and pillar.&lt;br /&gt;
&lt;br /&gt;
Lastly on one of the floors there will be a room to input the image found in act 1. The reward from this is random and can go all the way up to legendary. You cannot make a single mistake however or you will receive nothing. It looks like the image on the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Boss, Queen Iris==&lt;br /&gt;
Enemy type: [[Undead]]&lt;br /&gt;
&lt;br /&gt;
Queen iris can be troublesome if you lack the damage to take her down quickly. She is able to stomp the players near her for significant damage(150+?) and continuously summons snakes to attack the player through the fight. These snakes, a mix of Asps and Mambas. The Asps fire a poison laser at the current player position while the Mambas chase the player.&lt;br /&gt;
&lt;br /&gt;
Queen Iris will occasionally fire two cursed skulls at the player. For melee characters if you are directly behind or in front of the queen while she prepares this attack they skulls will initially fly past you, but quickly turn around to hit you. Each of these skulls applies 5 curse to the player and if the fight is prolonged, without careful dodging the player can find themselves quickly racking up curses. These curses remain on the player after the fight.&lt;br /&gt;
&lt;br /&gt;
If the player is too far away from Queen Iris she will charge the player, stomping the location that they were previously at. If there are cursed skulls flying around the room they usually end up right where she charged to, as both are chasing you, leading to melee characters often having difficulty reaching the queen while dodging the skulls.&lt;br /&gt;
&lt;br /&gt;
Lastly, Queen Iris will fire a huge swarm of bugs at the player. These bugs are not listed in the [[Bestiary]] and appear to switch from projectile to enemy after traveling a certain distance from the player. While acting like a projectile they deal a rapid burst of small damage hits, similar to the Big Mummies faced before. If the player doesn't get hit with all of the swarms they will come back to attack the player like a bat. They block attacks just like any other enemy but can be dodged just by moving around.&lt;br /&gt;
&lt;br /&gt;
Once the queen is dead, the pillars on the sides will rise and the player can pick up their reward on the left. There is never anything on the right except for some coins and pots.&lt;br /&gt;
&lt;br /&gt;
=Semblance=&lt;br /&gt;
Semblance is the world that the djinn originated from, and when the player enters the world they will appear on a purple sphere, with more appearing in the background. While the player resides in Semblance djinn will appear to fight the player. The amount of djinn that appear is dependent on the number of rifts that were opened in the previous floor. The greater the number of rifts, the more djinn will spawn.&lt;br /&gt;
&lt;br /&gt;
If the player has enough movement speed (around 3.0) they can walk in circles around the edge of their Semblance platform and avoid most attacks.&lt;br /&gt;
&lt;br /&gt;
After about 30 seconds the player will automatically be sent out of Semblance and onto the next floor. The timer for this is denoted by radiating waves from the center of the platform. While the player is teleporting they take no damage.&lt;br /&gt;
&lt;br /&gt;
=Act 3, Upper Pyramid=&lt;br /&gt;
The final act of the Pyramid of Prophecy consist of very large, ornate floors that have a lot of gold and ore scattered around. It is common to obtain well over 200k in this act alone.&lt;br /&gt;
&lt;br /&gt;
One of the notable features on the floor are various number of meditating djinn around the floor. The amount ranges from 1 to over 5 and is completely random. If the player interacts with one of them, they can open a rift to Semblance This summons a great threat which is a group of 5 djinn from every opened rift. They will teleport to the player if they are too far away. Rousing a djinn will remove 5, 7, or 9 curses depending on what floor the player is on. If you have 0 curses and rouse a djinn, you do not go negative unless you have the Queens Radiance set effect, but only up to the set's maximum reduction for the pieces you have at that point. If the player takes too long (4 minutes) to reach every djinn, a great threat will be summoned, and if there are any djinn that haven't been roused yet, one of them at random will be roused without the player getting the curse reduction effect.&lt;br /&gt;
&lt;br /&gt;
Every floor in the Upper Pyramid also contains a sarcophagus. The player is encouraged to take items from them as they have a readily available source of curse reduction in the form of meditating djinn.&lt;br /&gt;
&lt;br /&gt;
The miniboss of this act are [[Constructs|Sentinel High Priests]] and are often accompanied by other sentinels. They start out as inanimate statues and will animate after a random amount of time of the player being nearby. The regular sentinels come in a melee and ranged variety, the melee ones will charge the player like a spearman undead. The High Priests will fire off snake beams that deal magical damage, and can also fire off 12(?) beams in a circular pattern. These beams have a chance of becoming snakes themselves when they hit a wall close enough to the player. All types of sentinels are able to drop ore and small golden diamonds. If the player is min-maxing the floors, they should take the time to kill all of the sentinels on the floor for extra ore and money. All sentinels will chase the player across the floor without end like the ambushes from act 1.&lt;br /&gt;
&lt;br /&gt;
The towers on this floor are Sun Prisms and fire at the current location of the player in a prolonged beam that deals very rapid magic damage. Every 4 attacks the prism will fire off 16(?) beams that persist for a few seconds and have infinite(?) range. The player can be downed very quickly by these beams and caution should be taken when engaging the tower. Toppled Towers fortune will almost completely remove these towers, with only ones activated by taking items from a sarcophagi still appearing with the fortune.&lt;br /&gt;
&lt;br /&gt;
Two additional hazards on the floor are molten canals that fill with lava for some time before turning off. These will continue cycling on and off forever and the hazard deals 100(?) magical damage to the player. every half second they are on it. The other hazards are only found in the chest rooms and are sun beams from walls. They too turn on and off on cycles and deal less damage than the Sum Prism beams, but will hit the player just as rapidly.&lt;br /&gt;
&lt;br /&gt;
All of the traps in this act are able to be done perfectly by any character, but significant waiting for cycles to sync up may be needed if the player seeks to not get hit at all, thus taking a hit here or there to speed up the looting process should be expected.&lt;br /&gt;
&lt;br /&gt;
==Boss, Nerys==&lt;br /&gt;
Enemy type: [[Aberrations|Aberration]]&lt;br /&gt;
&lt;br /&gt;
The final boss, Nerys, is a powerful djinn that took control of another djinn, Nimbus, long ago and was trapped at the top of the pyramid as punishment. He wields many powerful attacks and can quickly kill the player if they are not prepared for his attacks.&lt;br /&gt;
&lt;br /&gt;
Nerys will always start out by attacking with his sword. When he attacks with it, fire waves will shoot out in the direction he swung. These do moderate damage, but are very fast and will boomerang back towards the player, all waves from the same swing converging at the same spot, and will leave a circle of fire on the ground. The player is lit on fire if they are hit by any part of this attack. The further into the fight the player is, the more fire waves will be summoned, with 7(?) being summoned once Nerys reaches 25% hp the first time.&lt;br /&gt;
&lt;br /&gt;
Every so often Nerys will teleport to a different location in the arena, often close to an edge. This can be somewhat problematic for melee characters as the red mist around the arena will fire at the player if they get too close to the edge, applying armor and resistance break(magebane and shieldbreaker) to the player. Right after Nerys teleports, he will fire off black orbs in all directions that cause bleeding, darkness effect on NG+, and drain the player's mana similar to the Arch Lich diamond from the [[Acts#Act_5.2C_The_Chambers|Chambers]] if they player gets hit by them and when they land they will summon an X of fire that deals magic damage and lasts for about 10(?) seconds before disappearing.&lt;br /&gt;
&lt;br /&gt;
It should be noted that Nerys moves similarly to a Lich in that he will continually back away from the player, so getting between him and the edge of the room is effective in keeping him closer to the middle.&lt;br /&gt;
&lt;br /&gt;
When Nerys reaches 75%, 50%, and 25% HP he will heal up to 50% of his max life if the player is not able to deal enough damage to stop further healing. During his heal he will summon other djinn to fight the player, along with creating large purple orbs in a circular wave that deal very high damage to any players within them when they burst. This wave starts with one orb directly under him, and continues to radiate outwards before repeating. There IS enough space for a melee character to be directly next to Nerys after the first orb bursts without being hit by the second circle of orbs.&lt;br /&gt;
&lt;br /&gt;
=Rewards=&lt;br /&gt;
Along with the regular gold and ore the player receives, when the player defeats Nerys, Nimbus is freed and is eternally indebted to you. To show his thanks, he now resides within the player's potion and will come out for 30 seconds plus 2 for every PoP NG+ level the player has beaten on that character. Nimbus deals 60 magical damage +10 per NG+ beaten and attacks just like the Sphere Djinn. Additionally, Nimbus adds 25 HP and Mana per level to your potion.&lt;br /&gt;
&lt;br /&gt;
Additionally the player will receive 10 [[Leveling_Up#Skill_Stars|Skill Stars]] for each NG level they beat the pyramid on.&lt;br /&gt;
&lt;br /&gt;
While not directly from the PoP campaign, the player can also acquire statue blueprints if they are at the correct NG+ level for obtaining statue blueprints outlined at the top of the page or on the [[Statues]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2809</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2809"/>
		<updated>2024-06-10T14:40:59Z</updated>

		<summary type="html">&lt;p&gt;Tombot: Added mention to the spiked boots item and slippery floors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters. As of Patch 113 and later, you can freely move between rooms before defeating all enemies in the room. The temple itself contains a powerful artifact known as the Orb of Night and is under siege by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken Tower, this DLC is still filled with large amounts of treasure chests, so bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple is an ancient and mystical site central to many significant events in Hammerwatch's history. Originally a place of worship and power, it has a rich and tumultuous history. The temple was overrun by creatures and agents of Blight the Horrible after Thundersnow's ice rain caused the gates to crumble. These agents aim to seize the powerful Orb of Night, which is safeguarded deep within the temple by its priests. The lore of the Moon Temple reveals its importance as a site of significant conflict and magical activity.&lt;br /&gt;
&lt;br /&gt;
Throughout the Moon Temple, players will encounter increasingly challenging levels filled with interconnected chambers and magical gateways. Each area is populated by a variety of enemies, including undead vampire guards, moon guardians with powerful melee and ranged attacks, moon wardens with formidable defenses and offensive spells, and shades that use dark magic to drain mana and cause bleeding effects. The enemies grow tougher, and traps and puzzles become more complex as players progress through the temple.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple's design challenges players with its unique enemies, intricate traps, and puzzles, requiring both combat prowess and problem-solving skills to overcome. High-quality loot and valuable treasures make the journey through the temple a rewarding yet perilous adventure.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple has a unique mechanic not seen anywhere else in Heroes of Hammerwatch: Slippery floors. Slippery floors create &amp;quot;Ice physics&amp;quot; that causes players to slide and makes it very difficult to speed up or slow down quickly, many of the challenge rooms use these floors alongside it's other obstacles. These floors can be countered with the uncommon 'Spiked Boots' item, which renders the player immune to slippery surfaces.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
* &amp;lt;b&amp;gt;Wisp Bomb&amp;lt;/b&amp;gt;: A powerful explosive attack that deals hybrid damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Projectiles&amp;lt;/b&amp;gt;: Fires a barrage of ice projectiles dealing hybrid damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Exploding Frost Wisps&amp;lt;/b&amp;gt;: Summons smaller frost wisps that explode upon contact, dealing hybrid damage.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;b&amp;gt;Phase 1 - Crystal Destruction&amp;lt;/b&amp;gt;: At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# &amp;lt;b&amp;gt;Phase 2 - Projectile Avoidance&amp;lt;/b&amp;gt;: Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# &amp;lt;b&amp;gt;Melee Attacks&amp;lt;/b&amp;gt;: When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# &amp;lt;b&amp;gt;Exploding Frost Wisps&amp;lt;/b&amp;gt;: Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# &amp;lt;b&amp;gt;Final Explosion&amp;lt;/b&amp;gt;: When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
In New Game Plus (NG+), the Elder Wisp's abilities become more dangerous:&lt;br /&gt;
* &amp;lt;b&amp;gt;Wisp Bomb&amp;lt;/b&amp;gt;: Deals increased damage and has a larger explosion radius.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Projectiles&amp;lt;/b&amp;gt;: Fires more projectiles in a denser pattern, making them harder to dodge.&lt;br /&gt;
* &amp;lt;b&amp;gt;Exploding Frost Wisps&amp;lt;/b&amp;gt;: Summons more frost wisps that deal increased damage and have a wider explosion radius.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
In multiplayer, the Elder Wisp gains additional health and its abilities become more challenging:&lt;br /&gt;
* &amp;lt;b&amp;gt;Wisp Bomb&amp;lt;/b&amp;gt;: Targets multiple players, increasing the likelihood of hits.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Projectiles&amp;lt;/b&amp;gt;: The number of projectiles increases, creating a more challenging environment for all players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Exploding Frost Wisps&amp;lt;/b&amp;gt;: Summons more frost wisps, requiring players to manage adds effectively and avoid being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers. The Inner Halls consist of two floors.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Halls include:&lt;br /&gt;
* &amp;lt;b&amp;gt;Vampires&amp;lt;/b&amp;gt;: Use lifesteal abilities and dark magic to drain health.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Guardians&amp;lt;/b&amp;gt;: Employ powerful melee and ranged attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Wardens&amp;lt;/b&amp;gt;: Known for their formidable defenses and offensive spells.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shades&amp;lt;/b&amp;gt;: Use melee strikes and dark magic, causing mana drain and bleeding effects.&lt;br /&gt;
&lt;br /&gt;
==Boss: Krilith's Wolf==&lt;br /&gt;
'''Monster type: Beast'''&lt;br /&gt;
&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. This boss makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. The arena is filled with large chunks of destructible ice that can block your movement, making the battle more difficult. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Jumps at the player, dealing significant damage on impact.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Breathes a cone of icy wind that slows and damages players caught in it.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Emits a burst of frost that freezes and damages nearby players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Periodically summons smaller frost wolves to aid in battle.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
When fighting Krilith's Wolf, prioritize dodging its pounce attacks and projectiles. Use the destructible ice chunks to your advantage by breaking them to create space and avoid getting cornered. Maintain a safe distance and use ranged attacks if possible. Be aware of its quick movements and adjust your positioning accordingly. Focus on dealing consistent damage while avoiding its high-damage attacks. &lt;br /&gt;
&lt;br /&gt;
Here are specific tactics:&lt;br /&gt;
* &amp;lt;b&amp;gt;Dodging Pounce&amp;lt;/b&amp;gt;: Stay mobile and be prepared to dodge as the wolf frequently uses its pounce attack.&lt;br /&gt;
* &amp;lt;b&amp;gt;Managing Ice Breath&amp;lt;/b&amp;gt;: Keep moving to avoid the slowing effect of the Ice Breath, which can severely hinder your mobility.&lt;br /&gt;
* &amp;lt;b&amp;gt;Handling Frost Nova&amp;lt;/b&amp;gt;: Watch for the telltale signs of a Frost Nova and move out of range quickly to avoid being frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Dealing with Adds&amp;lt;/b&amp;gt;: Eliminate the smaller frost wolves quickly to prevent being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
In New Game Plus (NG+), Krilith's Wolf becomes more challenging:&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Increased damage and shorter cooldown.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Covers a wider area and applies a stronger slowing effect.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Freezes for a longer duration and deals more damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Summons more frost wolves with increased health and damage.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
In multiplayer, Krilith's Wolf gains additional health and its abilities become more dangerous:&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Targets multiple players and deals increased damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Affects a larger area and has a higher chance of hitting multiple players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: The freezing effect lasts longer, making coordination crucial to avoid getting frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Summons a greater number of frost wolves, requiring players to manage adds more effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Boss &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Giant Ice Wolf&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 45-second cooldown. They will only use the potion between 70% and 30% HP. They also use a health potion at less than 15% HP. Each agent has one charge of invincibility and healing pots except for Erris and Shaden, who have two invincibility pots with a 45-second cooldown.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
In multiplayer, the vampire agents gain additional health and their abilities become more dangerous. The Moon Orb's energy rays cover a larger area, making it more challenging for multiple players to find safe spots. Coordination and communication become crucial to avoid overlapping abilities and to manage debuffs effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;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>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2724</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2724"/>
		<updated>2024-01-25T22:32:53Z</updated>

		<summary type="html">&lt;p&gt;Tombot: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act1=&lt;br /&gt;
The first area of the moon temple is the most simple but also is an example of what the rest of the temple will be like. It is a large area split into multiple chambers seperated by magical gateways, some will lead to dead-ends with treasure rooms and at least one will lead to the actual exit. Each room will be filled with a number of enemies, usually vampires that you will need to kill before the room will let you leave, when all of the ememies of a room are dead the room will light up; if you think you have killed every enemy but the room has not lit up to let you leave then be sure to check your map to see if any enemies are still lurking. In all of the different rooms you will often find piles of cube-like ice, destroying this ice will be your main source of currency and ore as well as other health and mana. To make navigation easier around these large areas will be teleportation gates, when you reach two or more gates you will be able to teleport between them, treasure rooms with traps and challenges will also include a teleporter at the end to more easily resume the main path. The 'Great Threat' of this area will summon a small horde of Wisps that will then trap you in whatever room you are in and try to kill you, the room will open up again when these Wisps are dead.&lt;br /&gt;
&lt;br /&gt;
=Boss, Giant Wisp (?)=&lt;br /&gt;
The Giant Wisp is the first boss found in the Moon Temple and is typically stands before any available resource drop-offs, so care needs to be made when facing it. At the start of the battle the Giant Wisp will be surrounded by six or so giant magic crystals, these crystals will connect to the wisp and eachother and grant a series of unique attacks, it is reccomended that you attack each one of these to disable these attacks allows the Wisp to become vulnerable. When all of the magic crystals are destroyed the giant wisp will begin firing a large amount of magical projectiles in a pattern around it, it is reccomended that you wait for a break in this pattern before using melee attacks on it. It is advised that you stand back after landing a series of melee attacks on the wisp as it has a close range attack than can overwhelm and kill the player in seconds. Finally when the Wisp dies it will explode, doing damage to anything close to it, characters who are not range focussed should make sure to plan ahead to avoid potentially fatal damage from this attack.&lt;br /&gt;
&lt;br /&gt;
=Act2=&lt;br /&gt;
&lt;br /&gt;
=Boss, Ice Wolf (?)=&lt;br /&gt;
A Giant Ice Wolf that was the pet of a wizard who escaped when the sun gate got destroyed. Unlike many other bosses this one makes great effort to attack you one to one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructable ice that can block your movement. The best course of action is to dodge out of the way of it's pounces and keep a small distance away dodging between any projectiles it makes when it attacks. Unlike the giant wisp there are no suprises and when it dies it dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act3=&lt;br /&gt;
&lt;br /&gt;
=Boss, Four Magi (?)=&lt;br /&gt;
A confusing mess of a fight. The arena is a large circular room with the Moon orb located on a plinth in the center, after walking down the steps into the arena all four of the magi will be surrounding the orb attempting some kind of ritual. When you attack the four vampires they will break off one at a time in an attempt to kill you, this will also cause the orb to become unstable and begin emitting energy. The energy emitted by the orb will engulf the entire room except for a few spots that are blocked by pillars where it is &amp;quot;safe&amp;quot;. It is unclear what the full effect of being in the orb's rays are, but they at the very least seem to cause bleeding and mana drain although not direct damage. As for the vampires themselves, they seem to have unique attacks, but with the general chaos going on during the fight it can be hard to say who does what, they also may have the ability to drink health potions to restore themselves once or twice during the battle though they generally don't have much health each so they can be felled rather quickly. For reasons that aren't entirely understood, killing each of the magi can also cause them to drop an item which can then be picked up. When all four Magi are dead, the battle is won and you are given a long victory screen and then returned to Overlook with any gold or ore you may have aquired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2723</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2723"/>
		<updated>2024-01-25T22:31:01Z</updated>

		<summary type="html">&lt;p&gt;Tombot: /* Boss, Four Magi (?) */ I really don't know what to say about this fight.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Act1=&lt;br /&gt;
The first area of the moon temple is the most simple but also is an example of what the rest of the temple will be like. It is a large area split into multiple chambers seperated by magical gateways, some will lead to dead-ends with treasure rooms and at least one will lead to the actual exit. Each room will be filled with a number of enemies, usually vampires that you will need to kill before the room will let you leave, when all of the ememies of a room are dead the room will light up; if you think you have killed every enemy but the room has not lit up to let you leave then be sure to check your map to see if any enemies are still lurking. In all of the different rooms you will often find piles of cube-like ice, destroying this ice will be your main source of currency and ore as well as other health and mana. To make navigation easier around these large areas will be teleportation gates, when you reach two or more gates you will be able to teleport between them, treasure rooms with traps and challenges will also include a teleporter at the end to more easily resume the main path. The 'Great Threat' of this area will summon a small horde of Wisps that will then trap you in whatever room you are in and try to kill you, the room will open up again when these Wisps are dead.&lt;br /&gt;
&lt;br /&gt;
=Boss, Giant Wisp (?)=&lt;br /&gt;
The Giant Wisp is the first boss found in the Moon Temple and is typically stands before any available resource drop-offs, so care needs to be made when facing it. At the start of the battle the Giant Wisp will be surrounded by six or so giant magic crystals, these crystals will connect to the wisp and eachother and grant a series of unique attacks, it is reccomended that you attack each one of these to disable these attacks allows the Wisp to become vulnerable. When all of the magic crystals are destroyed the giant wisp will begin firing a large amount of magical projectiles in a pattern around it, it is reccomended that you wait for a break in this pattern before using melee attacks on it. It is advised that you stand back after landing a series of melee attacks on the wisp as it has a close range attack than can overwhelm and kill the player in seconds. Finally when the Wisp dies it will explode, doing damage to anything close to it, characters who are not range focussed should make sure to plan ahead to avoid potentially fatal damage from this attack.&lt;br /&gt;
&lt;br /&gt;
=Act2=&lt;br /&gt;
&lt;br /&gt;
=Boss, Ice Wolf (?)=&lt;br /&gt;
A Giant Ice Wolf that was the pet of a wizard who escaped when the sun gate got destroyed. Unlike many other bosses this one makes great effort to attack you one to one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructable ice that can block your movement. The best course of action is to dodge out of the way of it's pounces and keep a small distance away dodging between any projectiles it makes when it attacks. Unlike the giant wisp there are no suprises and when it dies it dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act3=&lt;br /&gt;
&lt;br /&gt;
=Boss, Four Magi (?)=&lt;br /&gt;
A confusing mess of a fight. The arena is a large circular room with the Moon orb located on a plinth in the center, after walking down the steps into the arena all four of the magi will be surrounding the orb attempting some kind of ritual. When you attack the four vampires they will break off one at a time in an attempt to kill you, this will also cause the orb to become unstable and begin emitting energy. The energy emitted by the orb will engulf the entire room except for a few spots that are blocked by pillars where it is &amp;quot;safe&amp;quot;. It is unclear what the full effect of being in the orb's rays are, but they at the very least seem to cause bleeding and mana drain although not direct damage. As for the vampires themselves, they seem to have unique attacks, but with the general chaos going on during the fight it can be hard to say who does what, they also may have the ability to drink health potions to restore themselves once or twice during the battle though they generally don't have much health each so they can be felled rather quickly. For reasons that aren't entirely understood, killing each of the magi can also cause them to drop an item which can then be picked up. When all four Magi are dead, the battle is won and you are given a long victory screen and then returned to Overlook with any gold or ore you may have aquired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2722</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2722"/>
		<updated>2024-01-25T22:21:15Z</updated>

		<summary type="html">&lt;p&gt;Tombot: /* Boss, Ice Wolf (?) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Act1=&lt;br /&gt;
The first area of the moon temple is the most simple but also is an example of what the rest of the temple will be like. It is a large area split into multiple chambers seperated by magical gateways, some will lead to dead-ends with treasure rooms and at least one will lead to the actual exit. Each room will be filled with a number of enemies, usually vampires that you will need to kill before the room will let you leave, when all of the ememies of a room are dead the room will light up; if you think you have killed every enemy but the room has not lit up to let you leave then be sure to check your map to see if any enemies are still lurking. In all of the different rooms you will often find piles of cube-like ice, destroying this ice will be your main source of currency and ore as well as other health and mana. To make navigation easier around these large areas will be teleportation gates, when you reach two or more gates you will be able to teleport between them, treasure rooms with traps and challenges will also include a teleporter at the end to more easily resume the main path. The 'Great Threat' of this area will summon a small horde of Wisps that will then trap you in whatever room you are in and try to kill you, the room will open up again when these Wisps are dead.&lt;br /&gt;
&lt;br /&gt;
=Boss, Giant Wisp (?)=&lt;br /&gt;
The Giant Wisp is the first boss found in the Moon Temple and is typically stands before any available resource drop-offs, so care needs to be made when facing it. At the start of the battle the Giant Wisp will be surrounded by six or so giant magic crystals, these crystals will connect to the wisp and eachother and grant a series of unique attacks, it is reccomended that you attack each one of these to disable these attacks allows the Wisp to become vulnerable. When all of the magic crystals are destroyed the giant wisp will begin firing a large amount of magical projectiles in a pattern around it, it is reccomended that you wait for a break in this pattern before using melee attacks on it. It is advised that you stand back after landing a series of melee attacks on the wisp as it has a close range attack than can overwhelm and kill the player in seconds. Finally when the Wisp dies it will explode, doing damage to anything close to it, characters who are not range focussed should make sure to plan ahead to avoid potentially fatal damage from this attack.&lt;br /&gt;
&lt;br /&gt;
=Act2=&lt;br /&gt;
&lt;br /&gt;
=Boss, Ice Wolf (?)=&lt;br /&gt;
A Giant Ice Wolf that was the pet of a wizard who escaped when the sun gate got destroyed. Unlike many other bosses this one makes great effort to attack you one to one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructable ice that can block your movement. The best course of action is to dodge out of the way of it's pounces and keep a small distance away dodging between any projectiles it makes when it attacks. Unlike the giant wisp there are no suprises and when it dies it dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act3=&lt;br /&gt;
&lt;br /&gt;
=Boss, Four Magi (?)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2721</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2721"/>
		<updated>2024-01-24T21:36:56Z</updated>

		<summary type="html">&lt;p&gt;Tombot: /* Act1 */ Maybe I'll tidy it up later, who knows.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Act1=&lt;br /&gt;
The first area of the moon temple is the most simple but also is an example of what the rest of the temple will be like. It is a large area split into multiple chambers seperated by magical gateways, some will lead to dead-ends with treasure rooms and at least one will lead to the actual exit. Each room will be filled with a number of enemies, usually vampires that you will need to kill before the room will let you leave, when all of the ememies of a room are dead the room will light up; if you think you have killed every enemy but the room has not lit up to let you leave then be sure to check your map to see if any enemies are still lurking. In all of the different rooms you will often find piles of cube-like ice, destroying this ice will be your main source of currency and ore as well as other health and mana. To make navigation easier around these large areas will be teleportation gates, when you reach two or more gates you will be able to teleport between them, treasure rooms with traps and challenges will also include a teleporter at the end to more easily resume the main path. The 'Great Threat' of this area will summon a small horde of Wisps that will then trap you in whatever room you are in and try to kill you, the room will open up again when these Wisps are dead.&lt;br /&gt;
&lt;br /&gt;
=Boss, Giant Wisp (?)=&lt;br /&gt;
The Giant Wisp is the first boss found in the Moon Temple and is typically stands before any available resource drop-offs, so care needs to be made when facing it. At the start of the battle the Giant Wisp will be surrounded by six or so giant magic crystals, these crystals will connect to the wisp and eachother and grant a series of unique attacks, it is reccomended that you attack each one of these to disable these attacks allows the Wisp to become vulnerable. When all of the magic crystals are destroyed the giant wisp will begin firing a large amount of magical projectiles in a pattern around it, it is reccomended that you wait for a break in this pattern before using melee attacks on it. It is advised that you stand back after landing a series of melee attacks on the wisp as it has a close range attack than can overwhelm and kill the player in seconds. Finally when the Wisp dies it will explode, doing damage to anything close to it, characters who are not range focussed should make sure to plan ahead to avoid potentially fatal damage from this attack.&lt;br /&gt;
&lt;br /&gt;
=Act2=&lt;br /&gt;
&lt;br /&gt;
=Boss, Ice Wolf (?)=&lt;br /&gt;
&lt;br /&gt;
=Act3=&lt;br /&gt;
&lt;br /&gt;
=Boss, Four Magi (?)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2720</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2720"/>
		<updated>2024-01-24T21:26:54Z</updated>

		<summary type="html">&lt;p&gt;Tombot: /* Boss, Giant Wisp (?) */  first draft. It's been a long while since I last fought this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Act1=&lt;br /&gt;
&lt;br /&gt;
=Boss, Giant Wisp (?)=&lt;br /&gt;
The Giant Wisp is the first boss found in the Moon Temple and is typically stands before any available resource drop-offs, so care needs to be made when facing it. At the start of the battle the Giant Wisp will be surrounded by six or so giant magic crystals, these crystals will connect to the wisp and eachother and grant a series of unique attacks, it is reccomended that you attack each one of these to disable these attacks allows the Wisp to become vulnerable. When all of the magic crystals are destroyed the giant wisp will begin firing a large amount of magical projectiles in a pattern around it, it is reccomended that you wait for a break in this pattern before using melee attacks on it. It is advised that you stand back after landing a series of melee attacks on the wisp as it has a close range attack than can overwhelm and kill the player in seconds. Finally when the Wisp dies it will explode, doing damage to anything close to it, characters who are not range focussed should make sure to plan ahead to avoid potentially fatal damage from this attack.&lt;br /&gt;
&lt;br /&gt;
=Act2=&lt;br /&gt;
&lt;br /&gt;
=Boss, Ice Wolf (?)=&lt;br /&gt;
&lt;br /&gt;
=Act3=&lt;br /&gt;
&lt;br /&gt;
=Boss, Four Magi (?)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=2719</id>
		<title>Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=2719"/>
		<updated>2024-01-15T02:12:51Z</updated>

		<summary type="html">&lt;p&gt;Tombot: /* Magic Furnace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.&lt;br /&gt;
&lt;br /&gt;
==Elevators==&lt;br /&gt;
[[File:Elevator.jpg|130px|frameless|right]]&lt;br /&gt;
Using an elevator will allow you to send your money and ore back to town. [[Money]] is [[Town_Hall#Tax_Rate_Explained|taxed]] based on your current town hall level. The game will ask you for confirmation and show you how much you are actually sending back and at what tax rate.&lt;br /&gt;
&lt;br /&gt;
If you activate the Miners' Strike Fountain fortune then all of the elevators will already be sent down, effectively creating an &amp;quot;all or nothing&amp;quot; scenario, as you would need to beat Thundersnow to receive any gold or ore from the run. The only other way to get anything back to town without winning is to have an Imp appear and allow you to send your gold to town tax free. This should not be relied upon, but can be a nice bonus if it happens in the Battlements.&lt;br /&gt;
&lt;br /&gt;
==Springs   [[File:springs.png]]==&lt;br /&gt;
A spring can spawn on any floor but there is usually one per Act on average. Using it will fully restore you to your max health and mana as well as fill any empty potion charges you might have.&amp;lt;br&amp;gt;&lt;br /&gt;
The only guaranteed spring in the game is directly before [[Acts#Act_5.2C_The_Chambers|Thundersnow]] on floor 2 of the Battlements.&lt;br /&gt;
&lt;br /&gt;
If you are seeking to get the Potion Gulpers [[Guild_Hall#Guild_Achievements|achievement]] then the Unlimited Springs [[Fountain]] fortune can allow you to get all of them with a single fountain, all you have to do is drain a little mana or HP and drink a potion over and over, then refill at the spring.&lt;br /&gt;
&lt;br /&gt;
If you are looking to get the Replenishers achievement then this fortune will not work, as the counter only ticks up when a spring is drained, and since the fortune prevents the spring from draining it will never tick up. It is recommended to start working on this achievement early as the highest tier of this achievement, use 500 wells, will take about 83 runs on average to complete if you make it all the way to the dragon each run, and use every fountain you come across.&lt;br /&gt;
&lt;br /&gt;
==Monoliths   [[File:monolith.gif]]==&lt;br /&gt;
These can be found in any act. Interacting with one will grant you a temporary buff. The rewards is random there is no way of knowing what you will get.&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Insight cannot be gotten when you are at the max level you can reach in that run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Shrine buffs&lt;br /&gt;
|-&lt;br /&gt;
| Icon&lt;br /&gt;
| Name&lt;br /&gt;
| Effect&lt;br /&gt;
| Duration&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=48px|width=48px|height=48px}}&lt;br /&gt;
| Protective Powers&lt;br /&gt;
| -50% damage taken&lt;br /&gt;
| 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Incredible Strength&lt;br /&gt;
| x2 overall damage &lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=48px|width=48px|height=48px}}&lt;br /&gt;
| Greater Insight&lt;br /&gt;
| +100% experience&lt;br /&gt;
| 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Vigorous Restoration&lt;br /&gt;
| 20 HP a second&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=96px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Endless Potential&lt;br /&gt;
| Free skills&lt;br /&gt;
| 4 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Gold Fever&lt;br /&gt;
| +100% Gold gain&lt;br /&gt;
| 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=144px|width=48px|height=48px}}&lt;br /&gt;
| Rapid Blows&lt;br /&gt;
| +50% Primary attack speed&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=240px|width=48px|height=48px}}&lt;br /&gt;
| Sundering Strikes&lt;br /&gt;
| Ignore 50% of enemy Armor and Resistance&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=96px|width=48px|height=48px}}&lt;br /&gt;
| Nimble Limbs&lt;br /&gt;
| +50% movement speed ([[Arena]] only)&lt;br /&gt;
| 30 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}&lt;br /&gt;
| Fortuitous Events&lt;br /&gt;
| +5 Luck&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Imps   [[File:imp.gif]]==&lt;br /&gt;
Imps will show up in the dungeon at random times. After they have appeared they will stay for 1 minute before leaving. If you are able to get to them before they leave they will reward you with one of the following options.&lt;br /&gt;
&lt;br /&gt;
*Send your gold to town tax free. Only happens for Non-Mercenaries.&lt;br /&gt;
*Give you some gold. The amount received increases in later acts.&lt;br /&gt;
*Give you some ore. The amount received increases in later acts.&lt;br /&gt;
*Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.&lt;br /&gt;
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.&lt;br /&gt;
*Give you a random item of any rarity.&lt;br /&gt;
*[[File:PoP.png|link=]] Remove all of your curses. Only happens when you have any curses.&lt;br /&gt;
&lt;br /&gt;
There is approximately a 15% chance for an imp to spawn on any given floor, increased to 30% with the Plentiful Gifts [[Fountain]] fortune.&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to have 0 imps spawn through an entire run, even with the fountain effect enabled, though if no floors are skipped the chance of the imp not spawning at all under these conditions would be: 0.7^16 = 0.3%.&lt;br /&gt;
&lt;br /&gt;
The formula for how much gold the imp gives the player is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Gold = ((2^Act * 1250) + (NG*5000)) * (Gold_Gain + (0.2 * NG))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The formula for how much ore the imp gives the player is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
amount = (int(pow(1.55f, act) * 3 + 0.5f) + int(g_ngp * 2.0f + 0.5f)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
[[File:Shop3.jpg|200px|frameless|right]]&lt;br /&gt;
Shops can be found on the second or third floor of any [[Acts|Act]] in the tower and can only spawn once per act. In the [[Pyramid of Prophecy]] Shops can spawn on any floor, as there are no Red Rooms, skip portals, in the Pyramid.&lt;br /&gt;
 &lt;br /&gt;
Each shop has 5 items and can contain 2 more if you have have a [[Items#fancy_plume|Fancy Plume]] or have the Abundant Shops fortune from the [[Fountain]]. &amp;lt;br&amp;gt;&lt;br /&gt;
These can both stack giving 9 item choices at a single shop. At any given shop you can only purchase 3 of the items shown. [[Tavern#The Smirking Shopkeeper|The Smirking Shopkeep]] drink allows to purchase an additional one.&lt;br /&gt;
&lt;br /&gt;
It is rare, but you can sometimes find duplicate items in the shop, usually if you pick up Fancy Plume after looking at the shop the first time, or if you bought it from the shop. Note that if you already have an item, you can NOT buy it from the shop again. If an item is both on the floor and in the shop, you must therefore buy the item first, then pick it up off the ground to have both. Duplicate items like this DO count towards set bonuses, unlike [[Magic Anvil|attuning]].&lt;br /&gt;
&lt;br /&gt;
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%. [[Tavern#The Smirking Shopkeeper|The Smirking Shopkeep]] drink will increase the cost by 50% (only in dungeons).&lt;br /&gt;
&lt;br /&gt;
The shops in each act give varying qualities of items. The following is the rarities that the shops can give in each act. Note that they have a chance to not give any items of the highest tier.&lt;br /&gt;
*Act 1: Common &lt;br /&gt;
*Act 2: Common, Uncommon&lt;br /&gt;
*Act 3: Common, Uncommon&lt;br /&gt;
*Act 4: Common, Uncommon, Rare&lt;br /&gt;
*Act 5: Common, Uncommon, Rare&lt;br /&gt;
&lt;br /&gt;
Fancy Plume adds items to the shop based on the item rarities that are already in the shop. Not what it could potentially have. For example, If a shop in act 5 doesn't have any rare items and only has uncommon items, when the Fancy Plume is added to your inventory none of the extra items added to the shop will be rare.&lt;br /&gt;
&lt;br /&gt;
==Graveyard==&lt;br /&gt;
[[File:Graveyard.jpg|180px|frameless|right]]&lt;br /&gt;
These only appear in multiplayer, and can appear on any non-boss floor. Any player interacting with it will remove the all soul links in the group. A graveyard can only appear if there is a soul link (color) that has not been cleared before. Thus one person should link those that die until a graveyard appears, then a different person should be the linker.&lt;br /&gt;
&lt;br /&gt;
[[Acts#Act_6.2C_The_Battlements|The Battlements']] floor 2, left exit path, has a very high chance (90%+) of having a graveyard if you meet the conditions of one. As this is right before Thundersnow, this can be a crucial piece of aid, making victory easier.&lt;br /&gt;
&lt;br /&gt;
==Portals and Red Rooms   [[File:teleporter.gif]]==&lt;br /&gt;
These rectangular looking portals are the level skippers of the game. They are always found in the first level of every act and only spawn after you defeated the boss of that respective chapter at least once on that [[New Game Plus]] level.&lt;br /&gt;
&lt;br /&gt;
Example: For the portal to appear in the Mines, you must kill the Stone Guardian. For it to appear in the Prison, you must defeat the Warden once.&lt;br /&gt;
&lt;br /&gt;
What happens when I go in?&lt;br /&gt;
You reach a room with a red cube that has a large chunk of HP. Once you hit it enemies will start spawning, with a new wave appearing every 10 seconds until the cube it killed.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, every time the cube loses a chunk of health (Reticle colors when hovering over it change from red back to green) it will summon an extra wave of enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
This means if you are able to quickly kill the pillar in only a few seconds, about 10 waves of enemies will spawn one after another with less than half a second in between waves.&amp;lt;br&amp;gt;&lt;br /&gt;
The cube will gain attacks on each subsequent floor after the mines and will spawn exclusively enemies from the floor you are attempting to skip to.&lt;br /&gt;
&lt;br /&gt;
Once the cube is destroyed, every enemy in the room is killed instantly. Also after destroying the cube, a selection of eight equippable items will spawn in a circle with rarities appropriate to the skipped floor.&lt;br /&gt;
&lt;br /&gt;
Beating a Red Room for the first time and picking up the sphere where the cube was will unlock [[Combat#Combo|combo]] for your entire guild.&lt;br /&gt;
&lt;br /&gt;
==Magic Furnace==&lt;br /&gt;
[[File:Magic furnace.png|75px|frameless|right]]&lt;br /&gt;
The magic furnace is occasionally found on floors throughout the tower. After interacting with the furnace, you can spend ore to craft an item from a list in the same way you can craft items from the magic anvil.&amp;lt;br&amp;gt;&lt;br /&gt;
Much like with the magic anvil you will need the blueprints first before you have the option to craft an item.&lt;br /&gt;
&lt;br /&gt;
==Item Gambler [[File:Item_Gambler_One.png]]==&lt;br /&gt;
The item gambler (named Unscrupulous Gambler) is an NPC that is located behind certain cracked walls in the tower. Interacting with the item gambler brings up an interface that lets you select items from your inventory to offer up for a single new item. The more items you offer, the higher the chance you have for receiving a rarer item. &lt;br /&gt;
&lt;br /&gt;
You are only able to gamble one time with the Item Gambler, meaning after gambling with the with him you will not be able to gamble with him again for the rest of the run. Although rare, it is however possible to find more than one Item Gambler in a run, with which you'll be able to gamble once more.&lt;br /&gt;
&lt;br /&gt;
With sealed cracks enabled you are still able to find the Item Gambler.&lt;br /&gt;
&lt;br /&gt;
==Blood Altar [[File:Blood rite.png|50px|frameless]]==&lt;br /&gt;
The blood altar is a small round table found randomly in the tower when playing with the Witch Hunter DLC, limited to one per run (however 1 per run is not guaranteed). &lt;br /&gt;
&lt;br /&gt;
Using the altar will ask the player if they wish to sacrifice 10% of their current HP for a random buff that scales up with ng level being played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; (Effect + (Scaling * NG+ Level)). &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This buff will persist across multiple runs, lasting until the player dies. Once the player dies, the buff is lost and the sacrificed HP will return. &lt;br /&gt;
&lt;br /&gt;
Using the Altar multiple times will reduce max health by 10% multiplicatively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buff Name&lt;br /&gt;
! Effect&lt;br /&gt;
! Scaling&lt;br /&gt;
|-&lt;br /&gt;
| Beast&lt;br /&gt;
| Attack Power +30&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Chosen&lt;br /&gt;
| Spell Power +30&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Immortal&lt;br /&gt;
| Armor +25&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Fey&lt;br /&gt;
| Resist +25&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Order&lt;br /&gt;
| HP Regen +2&lt;br /&gt;
| +0.2&lt;br /&gt;
|-&lt;br /&gt;
| Crone&lt;br /&gt;
| Mana Regen +3&lt;br /&gt;
| +0.3&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>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=2718</id>
		<title>Encounters</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Encounters&amp;diff=2718"/>
		<updated>2024-01-15T02:11:36Z</updated>

		<summary type="html">&lt;p&gt;Tombot: Added more infor for the red rooms.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dungeons of Hammerwatch have several reoccurring encounters to aid you on you quest.&lt;br /&gt;
&lt;br /&gt;
==Elevators==&lt;br /&gt;
[[File:Elevator.jpg|130px|frameless|right]]&lt;br /&gt;
Using an elevator will allow you to send your money and ore back to town. [[Money]] is [[Town_Hall#Tax_Rate_Explained|taxed]] based on your current town hall level. The game will ask you for confirmation and show you how much you are actually sending back and at what tax rate.&lt;br /&gt;
&lt;br /&gt;
If you activate the Miners' Strike Fountain fortune then all of the elevators will already be sent down, effectively creating an &amp;quot;all or nothing&amp;quot; scenario, as you would need to beat Thundersnow to receive any gold or ore from the run. The only other way to get anything back to town without winning is to have an Imp appear and allow you to send your gold to town tax free. This should not be relied upon, but can be a nice bonus if it happens in the Battlements.&lt;br /&gt;
&lt;br /&gt;
==Springs   [[File:springs.png]]==&lt;br /&gt;
A spring can spawn on any floor but there is usually one per Act on average. Using it will fully restore you to your max health and mana as well as fill any empty potion charges you might have.&amp;lt;br&amp;gt;&lt;br /&gt;
The only guaranteed spring in the game is directly before [[Acts#Act_5.2C_The_Chambers|Thundersnow]] on floor 2 of the Battlements.&lt;br /&gt;
&lt;br /&gt;
If you are seeking to get the Potion Gulpers [[Guild_Hall#Guild_Achievements|achievement]] then the Unlimited Springs [[Fountain]] fortune can allow you to get all of them with a single fountain, all you have to do is drain a little mana or HP and drink a potion over and over, then refill at the spring.&lt;br /&gt;
&lt;br /&gt;
If you are looking to get the Replenishers achievement then this fortune will not work, as the counter only ticks up when a spring is drained, and since the fortune prevents the spring from draining it will never tick up. It is recommended to start working on this achievement early as the highest tier of this achievement, use 500 wells, will take about 83 runs on average to complete if you make it all the way to the dragon each run, and use every fountain you come across.&lt;br /&gt;
&lt;br /&gt;
==Monoliths   [[File:monolith.gif]]==&lt;br /&gt;
These can be found in any act. Interacting with one will grant you a temporary buff. The rewards is random there is no way of knowing what you will get.&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Insight cannot be gotten when you are at the max level you can reach in that run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Shrine buffs&lt;br /&gt;
|-&lt;br /&gt;
| Icon&lt;br /&gt;
| Name&lt;br /&gt;
| Effect&lt;br /&gt;
| Duration&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=48px|width=48px|height=48px}}&lt;br /&gt;
| Protective Powers&lt;br /&gt;
| -50% damage taken&lt;br /&gt;
| 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Incredible Strength&lt;br /&gt;
| x2 overall damage &lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=48px|width=48px|height=48px}}&lt;br /&gt;
| Greater Insight&lt;br /&gt;
| +100% experience&lt;br /&gt;
| 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Vigorous Restoration&lt;br /&gt;
| 20 HP a second&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=96px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Endless Potential&lt;br /&gt;
| Free skills&lt;br /&gt;
| 4 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=0px|width=48px|height=48px}}&lt;br /&gt;
| Gold Fever&lt;br /&gt;
| +100% Gold gain&lt;br /&gt;
| 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=48px|y=144px|width=48px|height=48px}}&lt;br /&gt;
| Rapid Blows&lt;br /&gt;
| +50% Primary attack speed&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=0px|y=240px|width=48px|height=48px}}&lt;br /&gt;
| Sundering Strikes&lt;br /&gt;
| Ignore 50% of enemy Armor and Resistance&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=144px|y=96px|width=48px|height=48px}}&lt;br /&gt;
| Nimble Limbs&lt;br /&gt;
| +50% movement speed ([[Arena]] only)&lt;br /&gt;
| 30 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}&lt;br /&gt;
| Fortuitous Events&lt;br /&gt;
| +5 Luck&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Imps   [[File:imp.gif]]==&lt;br /&gt;
Imps will show up in the dungeon at random times. After they have appeared they will stay for 1 minute before leaving. If you are able to get to them before they leave they will reward you with one of the following options.&lt;br /&gt;
&lt;br /&gt;
*Send your gold to town tax free. Only happens for Non-Mercenaries.&lt;br /&gt;
*Give you some gold. The amount received increases in later acts.&lt;br /&gt;
*Give you some ore. The amount received increases in later acts.&lt;br /&gt;
*Give you some experience. The amount received increases in later acts. Only happens when you're not at max level.&lt;br /&gt;
*Give you some keys. You will always receive one bronze, silver, and gold key with a chance of also receiving an ace key.&lt;br /&gt;
*Give you a random item of any rarity.&lt;br /&gt;
*[[File:PoP.png|link=]] Remove all of your curses. Only happens when you have any curses.&lt;br /&gt;
&lt;br /&gt;
There is approximately a 15% chance for an imp to spawn on any given floor, increased to 30% with the Plentiful Gifts [[Fountain]] fortune.&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to have 0 imps spawn through an entire run, even with the fountain effect enabled, though if no floors are skipped the chance of the imp not spawning at all under these conditions would be: 0.7^16 = 0.3%.&lt;br /&gt;
&lt;br /&gt;
The formula for how much gold the imp gives the player is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Gold = ((2^Act * 1250) + (NG*5000)) * (Gold_Gain + (0.2 * NG))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The formula for how much ore the imp gives the player is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
amount = (int(pow(1.55f, act) * 3 + 0.5f) + int(g_ngp * 2.0f + 0.5f)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
[[File:Shop3.jpg|200px|frameless|right]]&lt;br /&gt;
Shops can be found on the second or third floor of any [[Acts|Act]] in the tower and can only spawn once per act. In the [[Pyramid of Prophecy]] Shops can spawn on any floor, as there are no Red Rooms, skip portals, in the Pyramid.&lt;br /&gt;
 &lt;br /&gt;
Each shop has 5 items and can contain 2 more if you have have a [[Items#fancy_plume|Fancy Plume]] or have the Abundant Shops fortune from the [[Fountain]]. &amp;lt;br&amp;gt;&lt;br /&gt;
These can both stack giving 9 item choices at a single shop. At any given shop you can only purchase 3 of the items shown. [[Tavern#The Smirking Shopkeeper|The Smirking Shopkeep]] drink allows to purchase an additional one.&lt;br /&gt;
&lt;br /&gt;
It is rare, but you can sometimes find duplicate items in the shop, usually if you pick up Fancy Plume after looking at the shop the first time, or if you bought it from the shop. Note that if you already have an item, you can NOT buy it from the shop again. If an item is both on the floor and in the shop, you must therefore buy the item first, then pick it up off the ground to have both. Duplicate items like this DO count towards set bonuses, unlike [[Magic Anvil|attuning]].&lt;br /&gt;
&lt;br /&gt;
The [[Items#vendors_coin|Vendor's Coin]] will reduce the prices of items in the shops by 25%. [[Tavern#The Smirking Shopkeeper|The Smirking Shopkeep]] drink will increase the cost by 50% (only in dungeons).&lt;br /&gt;
&lt;br /&gt;
The shops in each act give varying qualities of items. The following is the rarities that the shops can give in each act. Note that they have a chance to not give any items of the highest tier.&lt;br /&gt;
*Act 1: Common &lt;br /&gt;
*Act 2: Common, Uncommon&lt;br /&gt;
*Act 3: Common, Uncommon&lt;br /&gt;
*Act 4: Common, Uncommon, Rare&lt;br /&gt;
*Act 5: Common, Uncommon, Rare&lt;br /&gt;
&lt;br /&gt;
Fancy Plume adds items to the shop based on the item rarities that are already in the shop. Not what it could potentially have. For example, If a shop in act 5 doesn't have any rare items and only has uncommon items, when the Fancy Plume is added to your inventory none of the extra items added to the shop will be rare.&lt;br /&gt;
&lt;br /&gt;
==Graveyard==&lt;br /&gt;
[[File:Graveyard.jpg|180px|frameless|right]]&lt;br /&gt;
These only appear in multiplayer, and can appear on any non-boss floor. Any player interacting with it will remove the all soul links in the group. A graveyard can only appear if there is a soul link (color) that has not been cleared before. Thus one person should link those that die until a graveyard appears, then a different person should be the linker.&lt;br /&gt;
&lt;br /&gt;
[[Acts#Act_6.2C_The_Battlements|The Battlements']] floor 2, left exit path, has a very high chance (90%+) of having a graveyard if you meet the conditions of one. As this is right before Thundersnow, this can be a crucial piece of aid, making victory easier.&lt;br /&gt;
&lt;br /&gt;
==Portals and Red Rooms   [[File:teleporter.gif]]==&lt;br /&gt;
These rectangular looking portals are the level skippers of the game. They are always found in the first level of every act and only spawn after you defeated the boss of that respective chapter at least once on that [[New Game Plus]] level.&lt;br /&gt;
&lt;br /&gt;
Example: For the portal to appear in the Mines, you must kill the Stone Guardian. For it to appear in the Prison, you must defeat the Warden once.&lt;br /&gt;
&lt;br /&gt;
What happens when I go in?&lt;br /&gt;
You reach a room with a red cube that has a large chunk of HP. Once you hit it enemies will start spawning, with a new wave appearing every 10 seconds until the cube it killed.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, every time the cube loses a chunk of health (Reticle colors when hovering over it change from red back to green) it will summon an extra wave of enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
This means if you are able to quickly kill the pillar in only a few seconds, about 10 waves of enemies will spawn one after another with less than half a second in between waves.&amp;lt;br&amp;gt;&lt;br /&gt;
The cube will gain attacks on each subsequent floor after the mines and will spawn exclusively enemies from the floor you are attempting to skip to.&lt;br /&gt;
&lt;br /&gt;
Once the cube is destroyed, every enemy in the room is killed instantly. Also after destroying the cube, a selection of eight equippable items will spawn in a circle with rarities appropriate to the skipped floor.&lt;br /&gt;
&lt;br /&gt;
Beating a Red Room for the first time and picking up the sphere where the cube was will unlock [[Combat#Combo|combo]] for your entire guild.&lt;br /&gt;
&lt;br /&gt;
==Magic Furnace==&lt;br /&gt;
[[File:Magic furnace.png|75px|frameless|right]]&lt;br /&gt;
The magic furnace is occasionally found on floors throughout the tower. After interacting with the furnace, you can spend ore to craft an item from a list in the same way you can craft items from the magic anvil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Gambler [[File:Item_Gambler_One.png]]==&lt;br /&gt;
The item gambler (named Unscrupulous Gambler) is an NPC that is located behind certain cracked walls in the tower. Interacting with the item gambler brings up an interface that lets you select items from your inventory to offer up for a single new item. The more items you offer, the higher the chance you have for receiving a rarer item. &lt;br /&gt;
&lt;br /&gt;
You are only able to gamble one time with the Item Gambler, meaning after gambling with the with him you will not be able to gamble with him again for the rest of the run. Although rare, it is however possible to find more than one Item Gambler in a run, with which you'll be able to gamble once more.&lt;br /&gt;
&lt;br /&gt;
With sealed cracks enabled you are still able to find the Item Gambler.&lt;br /&gt;
&lt;br /&gt;
==Blood Altar [[File:Blood rite.png|50px|frameless]]==&lt;br /&gt;
The blood altar is a small round table found randomly in the tower when playing with the Witch Hunter DLC, limited to one per run (however 1 per run is not guaranteed). &lt;br /&gt;
&lt;br /&gt;
Using the altar will ask the player if they wish to sacrifice 10% of their current HP for a random buff that scales up with ng level being played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; (Effect + (Scaling * NG+ Level)). &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This buff will persist across multiple runs, lasting until the player dies. Once the player dies, the buff is lost and the sacrificed HP will return. &lt;br /&gt;
&lt;br /&gt;
Using the Altar multiple times will reduce max health by 10% multiplicatively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buff Name&lt;br /&gt;
! Effect&lt;br /&gt;
! Scaling&lt;br /&gt;
|-&lt;br /&gt;
| Beast&lt;br /&gt;
| Attack Power +30&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Chosen&lt;br /&gt;
| Spell Power +30&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Immortal&lt;br /&gt;
| Armor +25&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Fey&lt;br /&gt;
| Resist +25&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Order&lt;br /&gt;
| HP Regen +2&lt;br /&gt;
| +0.2&lt;br /&gt;
|-&lt;br /&gt;
| Crone&lt;br /&gt;
| Mana Regen +3&lt;br /&gt;
| +0.3&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>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Template:BaseNav&amp;diff=2689</id>
		<title>Template:BaseNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Template:BaseNav&amp;diff=2689"/>
		<updated>2021-12-18T22:30:13Z</updated>

		<summary type="html">&lt;p&gt;Tombot: There we go. The dungeon has it's own page linked (even if it's mostly a stub).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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]] • [[Priest]] • [[Ranger]] • [[Sorcerer]] • [[Thief]] • [[Warlock]] • [[Wizard]] • [[Gladiator]] • [[Witch Hunter]]&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Town|The Outlook]]&lt;br /&gt;
|[[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;
| |[[Magic Shop]] • [[Magic Anvil]] • [[Ore Trader]] • [[Town Hall]] • [[Tailor]] • [[Tavern]]&lt;br /&gt;
|-&lt;br /&gt;
![[Acts|Forsaken Tower]]&lt;br /&gt;
|[[Chests]] • [[Encounters]] • [[Items]] • [[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]] • [[Arena]] • [[Retired Gladiator]] • [[Statues]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:MT.png|22px|link=]][[Path of Sorrow]]&lt;br /&gt;
| [[Legacy shop]] • [[Moon Temple]]&lt;br /&gt;
|-&lt;br /&gt;
!|[[Mechanics]]&lt;br /&gt;
|[[Acts]] • [[Combat]] • [[Leveling Up]] • [[Money]] • [[New Game Plus]] • [[Mercenary mode]] • [[Completion_rewards|Completion Rewards]]&lt;br /&gt;
|-&lt;br /&gt;
![[Enemies]]&lt;br /&gt;
|[[Enemies|Bosses]] • [[Aberrations]] • [[Beasts]] •  [[Constructs]] • [[Undead]] &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot;|[[mod_support|Modding]]&lt;br /&gt;
|[[Commands]] • [[Packager|Packager]] • [[mod_base|Starting a mod]] • [[editor_guide|Editor]] • [[Custom_language_files|Custom language files]]&lt;br /&gt;
|-style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
| [[Custom_Materials_(Dyes)|Custom Materials (Dyes)]] • [[effect_file|Effect File]] • [[custom_items|Custom Items]] • [[custom_assets|Custom assets]]  • [[Custom_shop|Custom Shops]] • [[Adding_custom_sounds_and_music| Custom sounds and music]]&lt;br /&gt;
|-style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
| [[Uploading_to_the_workshop|Uploading to the workshop]] • [[incompatible_mod|My Mod Was Marked as Incompatible!?]] &lt;br /&gt;
|-&lt;br /&gt;
!|[[Misc]]&lt;br /&gt;
|[[Lore]] • [[Voice_lines|Voice Lines]] • [[patchNotes|Patch Notes]] • [[troubleshooting|Troubleshooting]] &lt;br /&gt;
&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>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2688</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2688"/>
		<updated>2021-12-18T22:25:14Z</updated>

		<summary type="html">&lt;p&gt;Tombot: Here's the template, I'll edit it in a second.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Act1=&lt;br /&gt;
&lt;br /&gt;
=Boss, Giant Wisp (?)=&lt;br /&gt;
&lt;br /&gt;
=Act2=&lt;br /&gt;
&lt;br /&gt;
=Boss, Ice Wolf (?)=&lt;br /&gt;
&lt;br /&gt;
=Act3=&lt;br /&gt;
&lt;br /&gt;
=Boss, Four Magi (?)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2687</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2687"/>
		<updated>2021-12-18T22:23:09Z</updated>

		<summary type="html">&lt;p&gt;Tombot: It's been so long since I made the account request, I forgot what the bosses were called.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Act1=&lt;br /&gt;
&lt;br /&gt;
=Boss, Giant Wisp (?)=&lt;br /&gt;
&lt;br /&gt;
=Act2=&lt;br /&gt;
&lt;br /&gt;
=Boss, Ice Wolf (?)=&lt;br /&gt;
&lt;br /&gt;
=Act3=&lt;br /&gt;
&lt;br /&gt;
=Boss, Four Magi (?)=&lt;/div&gt;</summary>
		<author><name>Tombot</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Path_of_Sorrow&amp;diff=2686</id>
		<title>Path of Sorrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Path_of_Sorrow&amp;diff=2686"/>
		<updated>2021-12-18T22:08:43Z</updated>

		<summary type="html">&lt;p&gt;Tombot: I should really try to explain the moon temple, but it's tricky.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Path of Sorrow is accessible after purchasing and installing the Moon Temple [https://store.steampowered.com/app/1142880/Heroes_of_Hammerwatch_Moon_Temple/ DLC] for Heroes of Hammerwatch.&lt;br /&gt;
&lt;br /&gt;
The Path of Sorrow leads up to Brightmoor, where you can find the Mercenary Camp and the [[Legacy shop]]. You cannot find any similar structures to The Outlook or The City of Stone.&lt;br /&gt;
&lt;br /&gt;
Things unique to Brightmoor are the [[Legacy shop]] where you can spend your Legacy Points, earned through Mercenaries. It also allows access to a graveyard where you can see all perished Mercenaries and being a Mercenary in this area gives you access to the Mercenary Skills and the Master At Arms.&lt;br /&gt;
&lt;br /&gt;
The [[Moon Temple]] is a new dungeon to explore. It consists of 3 acts, with each having a respective boss, which resides on the 3rd floor of each act. Completing a run in the Moon Temple will reward the player with the Lunar Shield, which will half the damage you take for 4 hits if beaten on NG+0 and 2 extra hits for each NG+ beaten. It has a cooldown of 2 seconds between hits and recharges every floor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tombot</name></author>
	</entry>
</feed>