<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.heroesofhammerwatch.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vozw</id>
	<title>Heroes of Hammerwatch wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.heroesofhammerwatch.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vozw"/>
	<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/Special:Contributions/Vozw"/>
	<updated>2026-08-09T15:04:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.14</generator>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Enemies&amp;diff=2691</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Enemies&amp;diff=2691"/>
		<updated>2022-01-08T06:58:52Z</updated>

		<summary type="html">&lt;p&gt;Vozw: Probable value for lower pyramid khopesh damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are four types of enemies in Heroes of Hammerwatch, Beasts, Undead, Aberrations, and Constructs. Each boss falls into one of these categories. [[Acts]] are each themed and the enemies consist of some of the enemy types. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot;&lt;br /&gt;
|+ style=white-space:nowrap | Beasts&lt;br /&gt;
|-&lt;br /&gt;
!Name||Experience||Health||Armour||Resistance||Attack Type||Damage||Location&lt;br /&gt;
|-&lt;br /&gt;
|Adder[[File:PoP.png|link=]]||55||70||15||15||Physical||?||Desert / Lower+Upper Pyramid&lt;br /&gt;
|-&lt;br /&gt;
|Albino Bat||0||120||10||10||Physical||50||Chambers&lt;br /&gt;
|-&lt;br /&gt;
|Asp[[File:PoP.png|link=]]||65||120||25||15||Magical||?||Lower+Upper Pyramid&lt;br /&gt;
|-&lt;br /&gt;
|Baby Maggot||14||10||0||10||Physical||10||Mines / Prisons&lt;br /&gt;
|-&lt;br /&gt;
|Bat||8||3||0||0||Physical||10||Mines / Prisons&lt;br /&gt;
|-&lt;br /&gt;
|Fierce Bat||12||12||0||0||Physical||16||Mines / Prisons&lt;br /&gt;
|-&lt;br /&gt;
|Ice Troll Shaman||130||1300||60||60||Magical||?||The Battlements&lt;br /&gt;
|-&lt;br /&gt;
|Ice Troll Warrior||110||1500||60||60||Physical||?||The Battlements&lt;br /&gt;
|-&lt;br /&gt;
|Jumper||15||6||15||0||Magical||20||Mines&lt;br /&gt;
|-&lt;br /&gt;
|Kid Scarab[[File:PoP.png|link=]]||0||6||15||0||None||0||Desert&lt;br /&gt;
|-&lt;br /&gt;
|Kid Tick||12||6||15||0||Physical||12||Mines / Prisons&lt;br /&gt;
|-&lt;br /&gt;
|Maggot||20||14||0||20||Physical||12||Mines / Prisons&lt;br /&gt;
|-&lt;br /&gt;
|Mamba[[File:PoP.png|link=]]||45||70||10||10||Physical||?||Desert / Lower+Upper Pyramid&lt;br /&gt;
|-&lt;br /&gt;
|Massive Maggot||175||400||30||50||Physical||30||Prisons&lt;br /&gt;
|-&lt;br /&gt;
|Massive Scorpion[[File:PoP.png|link=]]||275||650||40||20||Physical||?||Desert&lt;br /&gt;
|-&lt;br /&gt;
|Massive Tick||150||200||40||15||Physical||40||Mines&lt;br /&gt;
|-&lt;br /&gt;
|Scarab[[File:PoP.png|link=]]||0||12||25||0||None||0||Desert&lt;br /&gt;
|-&lt;br /&gt;
|Scorpion[[File:PoP.png|link=]]||50||70||15||5||Physical||?||Desert&lt;br /&gt;
|-&lt;br /&gt;
|Scorpion Elite[[File:PoP.png|link=]]||70||70||15||5||Physical||?||Desert&lt;br /&gt;
|-&lt;br /&gt;
|Spined Maggot||40||50||10||20||Physical||12||Mines / Prisons&lt;br /&gt;
|-&lt;br /&gt;
|Spiked Tick||35||45||50||15||Physical||26||Mines / Prisons&lt;br /&gt;
|-&lt;br /&gt;
|Spitter[[File:PoP.png|link=]]||110||200||30||20||Magical?||?||Lower Pyramid&lt;br /&gt;
|-&lt;br /&gt;
|Stone Gargoyle||125||1100||70||70||Physical?||?||The Battlements&lt;br /&gt;
|-&lt;br /&gt;
|Tick||18||12||25||0||Physical||20||Mines / Prisons&lt;br /&gt;
|-&lt;br /&gt;
|Webber[[File:PoP.png|link=]]||120||200|30||20|| ||None?||?||Lower Pyramid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot;&lt;br /&gt;
|+ style=white-space:nowrap | Undead&lt;br /&gt;
|-&lt;br /&gt;
!Name||Experience||Health||Armour||Resistance||Attack Type||Damage||Location&lt;br /&gt;
|-&lt;br /&gt;
|Arch Lich||700||1750||75||125||Magical||60||Chambers&lt;br /&gt;
|-&lt;br /&gt;
|Battlemage||140||275||80||80||Hybrid||Melee:&amp;lt;br&amp;gt;30 Physical, 30 Magical, 20% Resist Pierce&amp;lt;br&amp;gt;Projectile:&amp;lt;br&amp;gt;60 Magical, 10% Resist Pierce||Chambers&lt;br /&gt;
|-&lt;br /&gt;
|Big Mummy[[File:PoP.png|link=]]||350||1000||50||30||Magical||?||Lower Pyramid&lt;br /&gt;
|-&lt;br /&gt;
|Bloodlust Bannerman||50||45||15||5||None||0||Prison / Armory&lt;br /&gt;
|-&lt;br /&gt;
|Elite Lich||145||200||25||75||Magical||60||Chambers&lt;br /&gt;
|-&lt;br /&gt;
|Elite Skeleton Bowman||80||60||10||5||Physical||30||Prison / Armory&lt;br /&gt;
|-&lt;br /&gt;
|Elite Skeleton Guardian||130||400||100||40||Physical||160||Chambers&lt;br /&gt;
|-&lt;br /&gt;
|Fallen Paladin||60||50||20||20||Magical||50||Armory / Archives&lt;br /&gt;
|-&lt;br /&gt;
|Fallen Priest||70||50||20||20||Magical||Consecrated&amp;lt;br&amp;gt;Ground: 6 / 0.5s||Armory / Archives&lt;br /&gt;
|-&lt;br /&gt;
|Fallen Ranger||65||50||20||20||Magical||45||Armory / Archives&lt;br /&gt;
|-&lt;br /&gt;
|Fallen Sorcerer||70||50||20||20||Magical||60||Armory / Archives&lt;br /&gt;
|-&lt;br /&gt;
|Fallen Thief||70||50||20||20||Magical||30||Armory / Archives&lt;br /&gt;
|-&lt;br /&gt;
|Frost Lich||160||250||30||80||Hybrid &amp;amp;&amp;lt;br&amp;gt;Magical||65 Hybrid Spike&amp;lt;br&amp;gt;8 Magic Breath||Chambers&lt;br /&gt;
|-&lt;br /&gt;
|Ghostcaller||120||100||5||40||None||0||Armory&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Berzerker||70||150||45||20||Physical||25&amp;lt;br&amp;gt;100 enraged||Armory / Chambers&lt;br /&gt;
|-&lt;br /&gt;
|Healing Bannerman||75||90||30||10||None||0||Archives to Chambers&amp;lt;br&amp;gt;Red Room&lt;br /&gt;
|-&lt;br /&gt;
|Khopesh Mummy[[File:PoP.png|link=]]||65||120||25||15||Physical||50 (confirm?)||Lower Pyramid&lt;br /&gt;
|-&lt;br /&gt;
|Khopesh Mummy[[File:PoP.png|link=]]||90||350||50||20||Physical||?||Upper Pyramid&lt;br /&gt;
|-&lt;br /&gt;
|Lich||95||100||5||35||Magical||35||Armory&lt;br /&gt;
|-&lt;br /&gt;
|Mummy[[File:PoP.png|link=]]||50||180||35||25||Physical||?||Lower Pyramid&lt;br /&gt;
|-&lt;br /&gt;
|Mummy[[File:PoP.png|link=]]||75||350||50||20||Physical||?||Upper Pyramid&lt;br /&gt;
|-&lt;br /&gt;
|Priest of Fire[[File:PoP.png|link=]]||120||250||30||80||Magical||?||Upper Pyramid&lt;br /&gt;
|-&lt;br /&gt;
|Priest of Ice[[File:PoP.png|link=]]||120||250||30||80||Magical||?||Upper Pyramid&lt;br /&gt;
|-&lt;br /&gt;
|Priest of Magic[[File:PoP.png|link=]]||100||250||15||40||Magical||?||Lower Pyramid&lt;br /&gt;
|-&lt;br /&gt;
|Protection Bannerman||55||45||15||5||None||0||Armory&lt;br /&gt;
|-&lt;br /&gt;
|Ravenous Thrall||0||350||10||10||Physical?||?||Vampire Lord fight&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton Bowman||34||24||5||0||Physical||30||Prison / Armory&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton Captain||250||800||50||20||Physical||80 Melee&amp;lt;br&amp;gt;45 Spin||Armory&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton Footman||32||45||10||5||Physical||30||Prison / Armory&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton Guardian||70||150||45||20||Physical||110||Chambers&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton Guardian||85||210||60||20||Physical||160||Chambers&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton Marksman||95||150||40||20||Physical||70||Chambers&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton Soldier||22||18||5||2||Physical||40||Prison / Armory&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton Spearman||35||45||20||10||Physical||45 Melee&amp;lt;br&amp;gt;35 Dash||Armory&lt;br /&gt;
|-&lt;br /&gt;
|Skeleton Warrior||60||150||20||10||Physical||75||Prison / Armory&lt;br /&gt;
|-&lt;br /&gt;
|Strong Skeleton Spearman||90||210||60||20||Physical||140 Melee&amp;lt;br&amp;gt;105 Dash||Chambers&lt;br /&gt;
|-&lt;br /&gt;
|Thrall||0||600||10||10||Physical?||?||Vampire Lord fight&lt;br /&gt;
|-&lt;br /&gt;
|Trapper||34||70||15||5||Physical||Trap:?||Prison / Armory&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=white-space:nowrap | Aberrations&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;  style=&amp;quot;background:#2F4F4F&amp;quot;|Forsaken Tower &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; style=&amp;quot;background:#ff2400&amp;quot;|Bosses &lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Watcher || 5000 || 12000 || 100 || 150 || Magical Orbs - 40 Magical &amp;lt;br&amp;gt;Teeth Spew - 60 Physical&amp;lt;br&amp;gt;Teeth Shards - 15 Physical || Magical Orbs - Strong Burning (10 Magical / 0.5s, 25% Movement Speed Buff)&amp;lt;br&amp;gt;NG1+ Magical Orbs - Confusion || Archives&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Enemies &lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Man Eater || 65 || 150 || 5 || 20 || Flower Spike - 45 Physical || N/A || Mines&lt;br /&gt;
|-&lt;br /&gt;
| Big Man Eater || 100 || 300 || 10 || 40 || Flower Spike - 75 Physical || N/A || Prisons&lt;br /&gt;
|-&lt;br /&gt;
| Small Eye || 55 || 80 || 20 || 40 || Melee Bite - 45 Physical (5% Armor Pierce) &amp;lt;br&amp;gt;Charge - 20 Physical (5% Armor Pierce) || NG1-2 - All Attacks have 10% Armor Pierce &amp;lt;br&amp;gt;NG3+ All Attacks have 20% Armor Pierce || Archives&lt;br /&gt;
|-&lt;br /&gt;
| Eye || 65 || 120 || 20 || 40 || Melee Bite - 65 Physical (5% Armor Pierce) &amp;lt;br&amp;gt;Charge -  35 Physical (5% Armor Pierce) || NG1-2 - All Attacks have 10% Armor Pierce &amp;lt;br&amp;gt;NG3+ All Attacks have 20% Armor Pierce || Archives&lt;br /&gt;
|-&lt;br /&gt;
| Monstrous Eye || 350 || 1200 || 40 || 80 || Melee Bite - 90 Physical (25% Armor Pierce) &amp;lt;br&amp;gt;Eye Laser -  35 Magical || Periodically Spawns 4 Small Eyes &amp;lt;br&amp;gt;Eye Laser - Confusion || Archives&lt;br /&gt;
|-&lt;br /&gt;
| Green Wisp || 50 || 70 || 25 || 25 || Green Orb - 40 Magical &amp;lt;br&amp;gt;Death Explosion - 20 Magical || Death Explosion - Strong Burning (10 Magical / 0.5s, 25% Movement Speed Buff)&amp;lt;br&amp;gt;NG1+ Death Explosion - Shoot Out Projectile &amp;lt;br&amp;gt;NG1+ Projectiles Bounce Once &amp;lt;br&amp;gt;NG1-2 Burst Fires 2 Projectiles &amp;lt;br&amp;gt;NG3+ Burst Fires 3 Projectiles || Archives&lt;br /&gt;
|-&lt;br /&gt;
| Blue Wisp || 70 || 110 || 35 || 35 || Blue Orb - 50 Magical &amp;lt;br&amp;gt;Death Explosion - 30 Magical || Death Explosion - Strong Burning (10 Magical / 0.5s, 25% Movement Speed Buff) &amp;lt;br&amp;gt;NG1+ Death Explosion - Shoot Out Projectile &amp;lt;br&amp;gt;NG1+ Projectiles Bounce Once &amp;lt;br&amp;gt;NG3+ Chance to become Green Wisp || Archives&lt;br /&gt;
|-&lt;br /&gt;
| Red Wisp || 90 || 180 || 45 || 45 || Red Orb - 60 Magical &amp;lt;br&amp;gt;Death Explosion - 40 Magical || Death Explosion - Strong Burning (10 Magical / 0.5s, 25% Movement Speed Buff) &amp;lt;br&amp;gt;NG1+ Death Explosion - Shoot Out Projectile &amp;lt;br&amp;gt;NG1+ Projectiles Bounce Once &amp;lt;br&amp;gt;NG3+ Chance to become Blue Wisp || Archives&lt;br /&gt;
|-&lt;br /&gt;
| Ice Elemental || 50 || 300 || 60 || 60 || Melee Attack - 120 Hybrid &amp;lt;br&amp;gt;NG2+ Whirldwind - 60 Hybrid || NG1 - All Attacks have 10% Armor/Resist Pierce &amp;lt;br&amp;gt;NG2 - All Attacks have 15% Armor/Resist Pierce &amp;lt;br&amp;gt;NG3 - All Attacks have 20% Armor/Resist Pierce &amp;lt;br&amp;gt;NG4+ - All Attacks have 25% Armor/Resist Pierce || Battlements&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Ice Elemental || 50 || 200 || 60 || 60 || Ice Spear - 80 Hybrid || Ice Spear - Freezing (34% Movement Speed Reduction) || Battlements&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; style=&amp;quot;background:#B8860B&amp;quot;|[[File:PoP.png|link=]]Pyramid of Prophecy[[File:PoP.png|link=]]&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;  style=&amp;quot;background:#ff2400&amp;quot;|[[File:PoP.png|link=]]Bosses[[File:PoP.png|link=]] &lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Nerys[[File:PoP.png|link=]] || 9500 || 30000 || 100 || 200 || Sword Strike - 100 Physical (65% Armor Pierce)&amp;lt;br&amp;gt;Sword FireArc Projectiles - 80 Magical (25% Resist Pierce)&amp;lt;br&amp;gt;Blink Strike - 20 Physical (100% Armor Pierce)&amp;lt;br&amp;gt;Orbiting Fire Balls - 50 Magical (25% Resist Pierce)&amp;lt;br&amp;gt;Magicball - 25 Magical&amp;lt;br&amp;gt;Swirling Purple RiftBomb - Decimates 50% Max HP || Periodically Spawns Sphere &amp;amp; Wave Djinn&amp;lt;br&amp;gt;Sword Strike's Fire Area - Strong Burning (10 Magical / 0.5s, 25% Movement Speed Buff)&amp;lt;br&amp;gt;Sword FireArc Projectiles - Strong Burning (10 Magical / 0.5s, 25% Movement Speed Buff)&amp;lt;br&amp;gt;Hazeball - 50% Armor/Resist Debuff&amp;lt;br&amp;gt;Magicaball - &amp;lt;br&amp;gt;Nerys Bleeding (Decimates 5% Max HP) &amp;lt;br&amp;gt;Nerys Mana Drain (Decimates 20% Max Mana) || Upper Level&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|[[File:PoP.png|link=]]Enemies[[File:PoP.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Sand Lurker[[File:PoP.png|link=]] || 90 || 420 || 20 || 20 || Melee Attack - 50 Physical (10% Armor Pierce) &amp;lt;br&amp;gt;Blink Strike - 50 Physical (10% Armor Pierce) &amp;lt;br&amp;gt;Sand Rock - 40 Physical &amp;lt;br&amp;gt;NG1+ Sand Rock Shard - 15 Physical || NG1+ Sand Rock on impact spawns Sand Rock Shards || Desert&lt;br /&gt;
|-&lt;br /&gt;
| Sand Elemental[[File:PoP.png|link=]] || 80 || 300 || 20 || 20 || Impact - 40 Physical &amp;lt;br&amp;gt;NG1+ Impact - 50 Physical (25% Armor Pierce) || NG2+ Impact - Short Stun 0.3s || Desert&lt;br /&gt;
|-&lt;br /&gt;
| Wave Djinn[[File:PoP.png|link=]] || 130 || 1000 || 40 || 70 || Melee Attack - 90 Magical (10% Resist Pierce) &amp;lt;br&amp;gt;Charge - 50 Physical || NG1+ Charge Gains 20% Armor Pierce || Semblance / Upper Level&lt;br /&gt;
|-&lt;br /&gt;
| Sphere Djinn[[File:PoP.png|link=]] || 130 || 1000 || 40 || 70 || Sphere Throw - 90 Magical / per bounce || NG0 - 2 Bounces &amp;lt;br&amp;gt;NG1+ - 3 Bounces || Semblance / Upper Level&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;  style=&amp;quot;background:#4682B4&amp;quot;|[[File:MT.png|link=]]Moon Temple[[File:MT.png|link=]]&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;  style=&amp;quot;background:#ff2400&amp;quot;|[[File:MT.png|link=]]Bosses[[File:MT.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| The Elder Wisp[[File:MT.png|link=]] || 2500 || 4500 || 40 || 50 || Wisp Bomb - 90 Hybrid &amp;lt;br&amp;gt;Ice Projectiles - 40 Hybrid || Regularly Spawns Exploding Frost Wisps || Outer Halls&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|[[File:MT.png|link=]]Enemies[[File:MT.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Frosted Man Eater[[File:MT.png|link=]] || 175 || 500 || 20 || 50 || Flower Frost Spike - 50 Physical || Flower Frost Spike - Freezing (34% Movement Speed Reduction) || Outer Halls&lt;br /&gt;
|-&lt;br /&gt;
| Frost Wisp[[File:MT.png|link=]] || 80 || 110 || 35 || 35 || Wisp Frost Ball - 40 Magical &amp;lt;br&amp;gt;Death Explosion - 30 Hybrid || Wisp Frost Ball - Freezing (34% Movement Speed Reduction) &amp;lt;br&amp;gt;Death Explosion - Freezing (34% Movement Speed Reduction) &amp;lt;br&amp;gt;Death Area - Slippery || Outer / Inner Halls&lt;br /&gt;
|-&lt;br /&gt;
| Exploding Frost Wisp[[File:MT.png|link=]] || 45 || 500 || 15 || 15 || Wisp Frost Ball - 40 Magical &amp;lt;br&amp;gt;Death Explosion - 80 Hybrid || Wisp Frost Ball - Freezing (34% Movement Speed Reduction) &amp;lt;br&amp;gt;Death Explosion - Freezing (34% Movement Speed Reduction) &amp;lt;br&amp;gt;Death Area - Slippery || Outer / Inner Halls&lt;br /&gt;
|-&lt;br /&gt;
| Shade[[File:MT.png|link=]] || 130 || 800 || 30 || 60 || Melee Strike - 75 Magical (20% Resist Pierce) &amp;lt;br&amp;gt;Shade Ball - 50 Magical || Melee Strike - Darkness &amp;lt;br&amp;gt;Shade Ball - Darkness &amp;lt;br&amp;gt;Death Area - Darkness, &amp;lt;br&amp;gt;Mana Drain (Decimates 5% Max Mana), &amp;lt;br&amp;gt;Bleeding (Decimates 5% Max HP), &amp;lt;br&amp;gt;Skeleton Bleeding (Affects Only Enemies and Decimates 85% Max HP &amp;amp; 50 Magical Damage) || Inner Sanctum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=white-space:nowrap | Constructs&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; style=&amp;quot;background:#2F4F4F&amp;quot; |Forsaken Tower  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;  style=&amp;quot;background:#B8860B |Bosses&lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| The Stone Guardian || 1000 || 800 || 50 || 50 || NG0 Seeking Spike - 25 Physical &amp;lt;br&amp;gt;NG0 Big Ground Spikes - 30 Physical &amp;lt;br&amp;gt;NG1+ Main Seeking Spike - 30 Physical (50% Armor Pierce) &amp;lt;br&amp;gt;NG1+ Small Seeking Spikes - 25 Physical (25% Armor Pierce) &amp;lt;br&amp;gt;NG1+ Big Ground Spikes - 40 Physical (50% Armor Pierce) &amp;lt;br&amp;gt;NG0 Falling Stalactite - 30 Physical (25% Armor Pierce) &amp;lt;br&amp;gt;NG1 Falling Stalactite - 50 Physical (50% Armor Pierce) &amp;lt;br&amp;gt;NG2+ Falling Stalactite - 50 Physical (75% Armor Pierce) || Summons Falling Stalactites &amp;lt;br&amp;gt;NG0-1 Summoned Falling Stalactites - 8 &amp;lt;br&amp;gt;NG2 Summoned Falling Stalactites - 12&amp;lt;br&amp;gt;NG3 Summoned Falling Stalactites - 16&amp;lt;br&amp;gt;NG4+ Summoned Falling Stalactites - 20 || Mines&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Construct Towers &lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Empty Battlement || 30 || 300 || 40 || 10 || N/A || N/A || Armory&lt;br /&gt;
|-&lt;br /&gt;
| Manned Battlement || 95 || 300 || 40 || 20 || Arrow - 30 Physical || N/A || Armory&lt;br /&gt;
|-&lt;br /&gt;
| Elite Manned Battlement || 115 || 300 || 40 || 20 || Arrow - 30 Physical || N/A || Armory&lt;br /&gt;
|-&lt;br /&gt;
| Nova Tower || 150 || 400 || 40 || 40 || Ice Orb - 40 Magical || Ice Orb - Freezing (34% Movement Speed Reduction)&amp;lt;br&amp;gt;NG1+ Ice Orb Can Bounce 3 Times || Armory&lt;br /&gt;
|-&lt;br /&gt;
| Beamo Pillar || 225 || 600 || 50 || 50 || Confusion Beam - 50 Magical &amp;lt;br&amp;gt;Orb - 40 Magical || Confusion Beam - Confusion || Archives&lt;br /&gt;
|-&lt;br /&gt;
| Strong Nova Tower || 300 || 800 || 70 || 70 || Strong Ice Orb - 90 Magical || Strong Ice Orb - Strong Freezing (50% Movement Speed Reduction)&amp;lt;br&amp;gt;NG1+ Strong Ice Orb Can Bounce 3 Times&amp;lt;br&amp;gt;NG2+ Strong Ice Orbs Create Frost Area  || Chambers&lt;br /&gt;
|-&lt;br /&gt;
| Net Ballista || 20 || 1000 || 80 || 80 || N/A || Net - Slow&amp;lt;br&amp;gt;Bolas - Impaired || Battlements&lt;br /&gt;
|-&lt;br /&gt;
| Ballista || 20 || 1000 || 80 || 80 || Ballista Arrow - 140 Physical (20% Armor Pierce) || N/A || Battlements&lt;br /&gt;
|-&lt;br /&gt;
| Spreadshot Ballista || 20 || 1000 || 80 || 80 || Spreadshot Arrow - 70 Physical (20% Armor Pierce) || N/A || Battlements&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Construct Spawners&lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Tick Nest || 40 || 70 || 40 || 15 || N/A || Spawns both Kid Tick &amp;amp; Tick || Mines / Prisons&lt;br /&gt;
|-&lt;br /&gt;
| Maggot Incubator || 45 || 80 || 40 || 15 || N/A || Spawns both Baby Maggot &amp;amp; Maggot || Mines / Prisons&lt;br /&gt;
|-&lt;br /&gt;
| Rotten Stump || 25 || 30 || 40 || 15 || N/A || Spawns Bat || Mines / Prisons&lt;br /&gt;
|-&lt;br /&gt;
| Skeleton Pit || 50 || 180 || 40 || 15 || N/A || Spawns both Skeleton Footman &amp;amp; Skeleton Soldier || Prison / Armory&lt;br /&gt;
|-&lt;br /&gt;
| Skeleton Archer Pit || 55 || 140 || 40 || 15 || N/A || Spawns Skeleton Bowman || Prison / Armory&lt;br /&gt;
|-&lt;br /&gt;
| Mother Eye || 110 || 300 || 50 || 60 || N/A || Spawns both Small Eye &amp;amp; Eye || Archives&lt;br /&gt;
|-&lt;br /&gt;
| Tree of Silence || 110 || 300 || 60 || 50 || N/A || Spawns both Green Wisp &amp;amp; Blue Wisp || Archives&lt;br /&gt;
|-&lt;br /&gt;
| Skeleton Archer Pit II || 150 || 600 || 60 || 30 || N/A || Spawns Skeleton Marksman || Chambers&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Pit || 150 || 600 || 60 || 30 || N/A || Spawns both Skeleton Guardian (No Shield) &amp;amp; &amp;lt;br&amp;gt;Skeleton Guardian (With Shield) || Chambers&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|Construct Banners &lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Bloodlust Banner || 0 || 40 || 0 || 0 || N/A || Bloodlust - 25% Movement Speed &amp;amp; 50% More Damage || Prison / Armory&lt;br /&gt;
|-&lt;br /&gt;
| Protection Banner || 0 || 40 || 0 || 0 || N/A || Protection - 20% Damage Reduction &amp;amp; 100% More Armor/Resist || Armory&lt;br /&gt;
|-&lt;br /&gt;
| Healing Banner || 0 || 40 || 0 || 0 || N/A || Healing - Heals 5 / 0.5s || N/A&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;  style=&amp;quot;background:#B8860B&amp;quot;|[[File:PoP.png|link=]]Pyramid of Prophecy[[File:PoP.png|link=]] &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|[[File:PoP.png|link=]]Construct Towers[[File:PoP.png|link=]] &lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Rock Prism[[File:PoP.png|link=]] || 200 || 1000 || 60 || 60 || Rock Projectile - 60 Physical &amp;lt;br&amp;gt;Rock Shard - 15 Physical || N/A || Lower Pyramid&lt;br /&gt;
|-&lt;br /&gt;
| Sun Prism[[File:PoP.png|link=]] || 400 || 2000 || 75 || 75 || Sun Beam - 30 Magical (20% Resist Pierce) || N/A || Upper Pyramid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|[[File:PoP.png|link=]]Construct Enemies[[File:PoP.png|link=]] &lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel High Priest[[File:PoP.png|link=]] || 500 || 2000 || 120 || 50 || Snake Beam - 70 Magical || Snake Beam spawns Asp when hitting player || Upper Pyramid&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel Melee[[File:PoP.png|link=]] || 140 || 750 || 100 || 40 || Melee Attack - 120 Physical (20% Armor Pierce) &amp;lt;br&amp;gt;Charge - 60 Physical (20% Armor Pierce) || N/A || Upper Pyramid&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel Ranged[[File:PoP.png|link=]] || 140 || 750 || 100 || 40 || Melee Attack - 120 Physical (20% Armor Pierce) &amp;lt;br&amp;gt;Throwing Spear - 110 Physical (10% Armor Pierce) || N/A || Upper Pyramid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|[[File:PoP.png|link=]]Construct Spawners[[File:PoP.png|link=]] &lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Skeleton Pit (Green)[[File:PoP.png|link=]]|| 65 || 180 || 40 || 15 || N/A || Spawns Khopesh Mummy (Green) || Lower Pyramid&lt;br /&gt;
|-&lt;br /&gt;
| Spider Nest[[File:PoP.png|link=]] || 120 || 350 || 45 || 20 || N/A || Spawns both Spitter &amp;amp; Webber || Lower Pyramid&lt;br /&gt;
|-&lt;br /&gt;
| Coffin[[File:PoP.png|link=]] || 100 || 250 || 40 || 30 || N/A || Spawns Mummy (White) || Lower / Upper Pyramid&lt;br /&gt;
|-&lt;br /&gt;
| Coffin[[File:PoP.png|link=]] || 170 || 180 || 40 || 15 || N/A || Spawns Mummy (Brown) || Lower / Upper Pyramid&lt;br /&gt;
|-&lt;br /&gt;
| Skeleton Pit (Red)[[File:PoP.png|link=]]|| 65 || 180 || 40 || 15 || N/A || Spawns Khopesh Mummy (Red) || Upper Pyramid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;  style=&amp;quot;background:#4682B4&amp;quot; |[[File:MT.png|link=]]Moon Temple[[File:MT.png|link=]] &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|[[File:MT.png|link=]]Construct Towers[[File:MT.png|link=]] &lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Bomber Tower[[File:MT.png|link=]] || 250 || 500 || 75 || 75 || Snow Bomb - 60 Hybrid || Freezing || Inner Halls&lt;br /&gt;
|-&lt;br /&gt;
| Tower[[File:MT.png|link=]] || 600 || 1000 || 75 || 75 || Snow Nova - 120 Hybrid || Freezing || Inner Sanctum&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|[[File:MT.png|link=]]Construct Enemies[[File:MT.png|link=]] &lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Moon Guardian[[File:MT.png|link=]] || 500 || 2000 || 120 || 50 || Seeking Disk - 50 Magical (25% Resist Pierce) &amp;lt;br&amp;gt;Beam Link - 25 Magical || Beam Link - Darkness || Inner Sanctum&lt;br /&gt;
|-&lt;br /&gt;
| Moon Warden[[File:MT.png|link=]] || 140 || 700 || 80 || 40 || Melee Attack - 120 Physical (20% Armor Pierce) &amp;lt;br&amp;gt;Charge - 120 Physical (20% Armor Pierce) &amp;lt;br&amp;gt;Whirlwind - 45 Physical || N/A || Inner Halls / Inner Sanctum&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Moon Warden[[File:MT.png|link=]] || 140 || 600 || 80 || 40 || Melee Attack - 80 Physical (20% Armor Pierce)  &amp;lt;br&amp;gt;Ice Slash - 50 Physical (20% Armor Pierce) || N/A || Inner Halls / Inner Sanctum&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|[[File:MT.png|link=]]Construct Spawners[[File:MT.png|link=]] &lt;br /&gt;
|-&lt;br /&gt;
! Name || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Frosted Tree Stump[[File:MT.png|link=]] || 55 || 200 || 40 || 15 || N/A || Spawns Frost Bat || Outer Halls&lt;br /&gt;
|-&lt;br /&gt;
| Vampire Coffin[[File:MT.png|link=]]|| 150 || 250 || 40 || 20 || N/A || Spawns Vampire Guard || Inner Halls&lt;br /&gt;
|-&lt;br /&gt;
| Ornate Vampire Coffin[[File:MT.png|link=]] || 250 || 450 || 60 || 40 || N/A || Spawns Vampire Crossbowman || Inner Sanctum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=white-space:nowrap | Bosses&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; style=&amp;quot;background:#2F4F4F&amp;quot;|Forsaken Tower &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; style=&amp;quot;background:#ff2400&amp;quot;|Bosses  &lt;br /&gt;
|-&lt;br /&gt;
! Name || Type || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Stone Guardian || Construct || 1000 || 800 || 50 || 50 || Seeking Spike - 25 Physical &amp;lt;br&amp;gt;Big Ground Spikes - 30 Physical &amp;lt;br&amp;gt;NG1+ Main Seeking Spike - 30 Physical (50% Armor Pierce) &amp;lt;br&amp;gt;NG1+ Small Seeking Spikes - 25 Physical (25% Armor Pierce) &amp;lt;br&amp;gt;NG1+ Big Ground Spikes - 40 Physical (50% Armor Pierce) &amp;lt;br&amp;gt;Falling Stalactite - 30 Physical (25% Armor Pierce) &amp;lt;br&amp;gt;NG1 Falling Stalactite - 50 Physical (50% Armor Pierce) &amp;lt;br&amp;gt;NG2+ Falling Stalactite - 50 Physical (75% Armor Pierce) || Summons Falling Stalactites &amp;lt;br&amp;gt;NG0-1 Summoned Falling Stalactites - 8 &amp;lt;br&amp;gt;NG2 Summoned Falling Stalactites - 12&amp;lt;br&amp;gt;NG3 Summoned Falling Stalactites - 16&amp;lt;br&amp;gt;NG4+ Summoned Falling Stalactites - 20 || Mines&lt;br /&gt;
|-&lt;br /&gt;
| The Warden || Undead || 2250 || 2500 || 75 || 35 || Mace Attack - 50 Physical (25% Armor Pierce)&amp;lt;br&amp;gt;Whirlwind - 25 Physical (25% Armor Pierce)&amp;lt;br&amp;gt;Arrow - 100 Physical&amp;lt;br&amp;gt;NG1+ Bombs - 70 Physical ||  Mace Attack - Stun &amp;lt;br&amp;gt;NG1 Whirlwind Bombs Thrown: 4&amp;lt;br&amp;gt;NG2-3 Whirlwind Bombs Thrown: 6&amp;lt;br&amp;gt;NG4+ Whirlwind Bombs Thrown: 8&amp;lt;br&amp;gt;NG0 Whirlwind Attacks Per Sec - 1.7&amp;lt;br&amp;gt;NG1 Whirlwind Attacks Per Sec - 2&amp;lt;br&amp;gt;NG2 Whirlwind Attacks Per Sec - 2.2&amp;lt;br&amp;gt;NG3 Whirlwind Attacks Per Sec - 2.4&amp;lt;br&amp;gt;NG4+ Whirlwind Attacks Per Sec - 2.6 || Prison&lt;br /&gt;
|-&lt;br /&gt;
| Councilor of Magic || Undead || 1250 || 2000 || 40 Boss &amp;lt;br&amp;gt;400 Statues || 100 Boss &amp;lt;br&amp;gt;400 Statues || Purple Nova - 45 Magical (25% Resist Pierce)&amp;lt;br&amp;gt;Small Scythe Lurkers - 35 Physical (When War is Dead)&amp;lt;br&amp;gt;Green Pools - 20 Magical / 0.5s (When Wisdom is Dead)|| Mana Drain when passing through player || Armory&lt;br /&gt;
|-&lt;br /&gt;
| Councilor of War || Undead || 1250 || 2000 || 40 Boss &amp;lt;br&amp;gt;400 Statues || 100 Boss &amp;lt;br&amp;gt;400 Statues || Melee Scythe - 100 Physical (25% Armor Pierce)&amp;lt;br&amp;gt;Scythe Lurkers - 70 Physical&amp;lt;br&amp;gt;Green Pools - 20 Magical / 0.5s (When Wisdom is Dead)&amp;lt;br&amp;gt;Scythe Lurkers Seek Better (When Magic is Dead) || Mana Drain when passing through player || Armory &lt;br /&gt;
|-&lt;br /&gt;
| Councilor of Wisdom || Undead || 1250 || 2000 || 40 Boss &amp;lt;br&amp;gt;400 Statues || 100 Boss &amp;lt;br&amp;gt;400 Statues || Green Pools - 20 Magical / 0.5s&amp;lt;br&amp;gt;Scythe Pool - 50 Physical / 0.5s (When War is Dead)&amp;lt;br&amp;gt;Small Scythe Lurkers - 35 Physical (When War is Dead)&amp;lt;br&amp;gt;Purple Nova - 30 Magical (When Magic is Dead) || Mana Drain when passing through player || Armory &lt;br /&gt;
|-&lt;br /&gt;
| Watcher || Aberration || 5000 || 12000 || 100 || 150 || Magical Orbs - 40 Magical &amp;lt;br&amp;gt;Teeth Spew - 60 Physical&amp;lt;br&amp;gt;Teeth Shards - 15 Physical || Magical Orbs - Burning &amp;lt;br&amp;gt;NG1+ Magical Orbs - Confusion || Archives&lt;br /&gt;
|-&lt;br /&gt;
| Vampire Lord || Undead || 7500 || 14000 || 100 || 100 || Blood Blades - 50 Magical (20% Resist Pierce) &amp;lt;br&amp;gt;Rapier Spew - 75 Physical (25% Armor Pierce) &amp;lt;br&amp;gt;Blood Fire Trail - 20 Magical (20% Resist Pierce) / 0.5s&amp;lt;br&amp;gt;Blood Mist Swarm - 30 Magical (25% Resist Pierce) / 0.25s&amp;lt;br&amp;gt;NG1+ Blood Mist Swarm - 50 Magical (75% Resist Pierce) / 0.25s|| Blood Blades - Bleeding&amp;lt;br&amp;gt;Blood Fire Trail - Burning&amp;lt;Br&amp;gt;Periodically Spawns Albino Bats || Chambers&lt;br /&gt;
|-&lt;br /&gt;
| Thundersnow || Beast || 10000 || 22000 || 175 || 175 || Stomp - 175 Physical (67% Armor Pierce) &amp;lt;br&amp;gt;Ground Spikes - 100 Hybrid (50% Armor Pierce)&amp;lt;br&amp;gt;Frost Ball - 70 Hybrid&amp;lt;br&amp;gt;Ice Shard - 100 Hybrid (25% Armor Pierce)&amp;lt;br&amp;gt;V1 / V2 Ice Breath - 13 Magical &amp;lt;br&amp;gt;V3 Ice Breath - 33 Magical (50% Resist Pierce)&amp;lt;br&amp;gt;Lightning (Blue) - 35 Magical&amp;lt;br&amp;gt;Lightning (Purple) - 55 Magical&amp;lt;br&amp;gt;Ice Rain - 50 Physical || Lightning (Blue / Purple) - Confusion &amp;lt;br&amp;gt;Lightning (Purple) - Burning&amp;lt;br&amp;gt;Snowflake - Freezing&amp;lt;br&amp;gt; NG1+ Stomp - Stun || Battlements&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;11&amp;quot; style=&amp;quot;background:#B8860B&amp;quot;|[[File:PoP.png|link=]]Pyramid of Prophecy[[File:PoP.png|link=]]&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; style=&amp;quot;background:#ff2400&amp;quot; |[[File:PoP.png|link=]]Bosses[[File:PoP.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
! Name || Type || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| Giant Crustworm[[File:PoP.png|link=]] || Beast || 3000 || 8000 || 80 Head&amp;lt;br&amp;gt;1000 Body || 80 Head&amp;lt;br&amp;gt;1000 Body || Stone Spew - 70 Physical (20% Armor Pierce) &amp;lt;br&amp;gt;Charge - 50 Physical (50% Armor Pierce) &amp;lt;br&amp;gt;Sand Rock (During Charge) - 40 Physical &amp;lt;br&amp;gt;Sand Rock Shard - 30 Physical &amp;lt;br&amp;gt;NG1+ Nova Rock Shard (During Stone Spew) - 20 Physical || Periodically Spawns Scorpion &amp;amp; Scorpion Elite&amp;lt;br&amp;gt;Periodically Spawns Sand Lurker || Desert &lt;br /&gt;
|-&lt;br /&gt;
| Queen Iris[[File:PoP.png|link=]] || Undead || 6000 || 10000 || 100 || 75 || Fast Curse - 25 Magical&amp;lt;br&amp;gt;Slow Curse - 25 Magical&amp;lt;br&amp;gt;Fly Projectile - 10 Magical&amp;lt;br&amp;gt;Fly Melee - 10 Physical&amp;lt;br&amp;gt;Melee Stomp - 100 Physical (65% Armor Pierce)&amp;lt;br&amp;gt;Short/Long Charge - 100 Physical&amp;lt;br&amp;gt;Short/Long Charge Stomp - 100 Physical (65% Armor Pierce) || Fast / Slow Curse - Adds 5 Curses&amp;lt;br&amp;gt;Periodically Spawns Asps || Lower Level&lt;br /&gt;
|-&lt;br /&gt;
| Nerys[[File:PoP.png|link=]] || Aberration || 9500 || 30000 || 100 || 200 || Sword Strike - 100 Physical (65% Armor Pierce)&amp;lt;br&amp;gt;Sword FireArc Projectiles - 80 Magical (25% Resist Pierce)&amp;lt;br&amp;gt;Blink Strike - 20 Physical (100% Armor Pierce)&amp;lt;br&amp;gt;Orbiting Fire Balls - 50 Magical (25% Resist Pierce)&amp;lt;br&amp;gt;Magicball - 25 Magical&amp;lt;br&amp;gt;Swirling Purple RiftBomb - Decimates 50% Max HP || Sword Strike's Fire Area - Burning&amp;lt;br&amp;gt;Sword FireArc Projectiles - Burning&amp;lt;br&amp;gt;Hazeball - Armor/Resist Debuff&amp;lt;br&amp;gt;Magicaball - Bleeding/Mana Drain&amp;lt;br&amp;gt;Periodically Spawns Sphere &amp;amp; Wave Djinn || Upper Level&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; style=&amp;quot;background:#4682B4&amp;quot;|[[File:MT.png|link=]]Moon Temple[[File:MT.png|link=]]&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; style=&amp;quot;background:#ff2400&amp;quot; |[[File:MT.png|link=]]Bosses[[File:MT.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
! Name || Type || Experience || Health || Armor || Resist || Attack(s) || Effect(s) || Location&lt;br /&gt;
|-&lt;br /&gt;
| The Elder Wisp[[File:MT.png|link=]] || Aberration || 2500 || 4500 || 40 || 50 || Wisp Bomb - 90 Hybrid &amp;lt;br&amp;gt;Ice Projectiles - 40 Hybrid || Regularly Spawns Exploding Frost Wisps || Outer Halls&lt;br /&gt;
|-&lt;br /&gt;
| Krilith's Wolf[[File:MT.png|link=]] || Beast || 4000 || 12000 || 80 || 50 || Charge - 60 Physical &amp;lt;br&amp;gt;Ground Spikes - 60 Hybrid (10% Armor Pierce) &amp;lt;br&amp;gt;Frost Breath - 15 Magical &amp;lt;br&amp;gt;Short Jump/Running Jump - 120 Physical (30% Armor Pierce) &amp;lt;br&amp;gt;Bite/Running Bite - 100 Physical (20% Armor Pierce)&amp;lt;br&amp;gt;Falling Ice Spikes - 35 Physical || Frost Breath - Freezing &amp;lt;br&amp;gt;Howl - Ice Spikes Fall || Inner Halls&lt;br /&gt;
|-&lt;br /&gt;
| Erris[[File:MT.png|link=]] || Undead || 2500 || 10000 || 100 || 100 || Sword Strike - 75 Physical (20% Armor Pierce)&amp;lt;br&amp;gt;Whirlwind - 75 Physical (20% Armor Pierce)&amp;lt;br&amp;gt;Fireball - 40 Magical (25% Resist Pierce)&amp;lt;br&amp;gt;Fireball Impact AoE - 50 Magical (25% Resist Pierce)&amp;lt;br&amp;gt;Night Fireball - 40 Magical (25% Resist Pierce)&amp;lt;br&amp;gt;Night Fireball Impact AoE - 50 Magical (25% Resist Pierce)&amp;lt;br&amp;gt;Ultimate - 100 Hybrid || Fireball - Burning&amp;lt;br&amp;gt;Night Fireball - Buffs all Agents&amp;lt;br&amp;gt;Death Area - Burning || Inner Sanctum&lt;br /&gt;
|-&lt;br /&gt;
| Lisard[[File:MT.png|link=]] || Undead || 2500 || 10000 || 100 || 100 || Sword Strike - 75 Physical (20% Armor Pierce)&amp;lt;br&amp;gt;Whirlwind - 75 Physical (20% Armor Pierce)&amp;lt;br&amp;gt;Poison Shot - 40 Magical&amp;lt;br&amp;gt;Poison Shot Impact AoE - 35 Magical&amp;lt;br&amp;gt;Night Poison Shot - 40 Magical&amp;lt;br&amp;gt;Night Poison Shot Impact AoE - 40 Magical&amp;lt;br&amp;gt;Ultimate - 100 Hybrid || Poison Shot - Poison&amp;lt;br&amp;gt;Night Poison Shot - Buffs all Agents&amp;lt;br&amp;gt;Death Area - Poison || Inner Sanctum&lt;br /&gt;
|-&lt;br /&gt;
| Shaden[[File:MT.png|link=]] || Undead || 2500 || 10000 || 100 || 100 || Sword Strike - 75 Physical (20% Armor Pierce)&amp;lt;br&amp;gt;Charge - 90 Physical (20% Armor Pierce)&amp;lt;br&amp;gt;Starburst - 20 Magical (25% Resist Pierce)&amp;lt;br&amp;gt;Starburst Impact AoE - 20 Magical (25% Resist Pierce)&amp;lt;br&amp;gt;Starburst Bomb - 10 Magical&amp;lt;br&amp;gt;Night Starburst - 20 Magical (50% Resist Pierce)&amp;lt;br&amp;gt;Night Starburst Impact AoE - 20 Magical (100% Resist Pierce)&amp;lt;br&amp;gt;Night Starburst Bomb - 15 Magical (50% Resist Pierce)&amp;lt;br&amp;gt;Ultimate - 100 Hybrid || Starburst - Buffs all Agents&amp;lt;br&amp;gt;Night Starburst - Buffs all Agents&amp;lt;br&amp;gt;Death Area - Darkness || Inner Sanctum&lt;br /&gt;
|-&lt;br /&gt;
| Isadora[[File:MT.png|link=]] || Undead || 2500 || 10000 || 100 || 100 || Sword Strike - 75 Physical (20% Armor Pierce)&amp;lt;br&amp;gt;Charge - 90 Physical (20% Armor Pierce)&amp;lt;br&amp;gt;Ice Spear - 80 Hybrid (20% Armor &amp;amp; Resist Pierce)&amp;lt;br&amp;gt;Ice Spear Shard - 15 Physical&amp;lt;br&amp;gt;Night Ice Spear - 80 Hybrid (20% Armor &amp;amp; Resist Pierce), (Decimates 10% Max HP)&amp;lt;br&amp;gt;Night Ice Spear Shard - 15 Physical (Decimates 1% Max Mana)&amp;lt;br&amp;gt;Ultimate - 100 Hybrid || Ice Spear - Freezing&amp;lt;br&amp;gt;Death Area - Slippery || Inner Sanctum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; [[Acts | Boss mechanics]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=white-space:nowrap | Boss Immunities&lt;br /&gt;
|-&lt;br /&gt;
!Boss Name           ||Poison||Burning||Stun||Disarm||Confusion||Slowness||Bleeding||Frozen||Corruption[[File:PoP.png|link=]]||[[Ranger|Root]]&lt;br /&gt;
|-&lt;br /&gt;
|The Stone Guardian  ||  ✔  ||        ||  ✔ ||  ✔  ||   ✔     ||   ✔   ||   ✔   ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|The Warden          ||      ||       ||  ✔  || ✔  ||   ✔     ||   ✔   ||    ✔  ||   ✔  ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|The Three Councilors||      ||       ||  ✔  || ✔  ||   ✔     ||   ✔   ||        ||   ✔  ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|The Watcher         ||      ||       ||  ✔  || ✔  ||   ✔     ||   ✔   ||        ||   ✔  ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|Vampire Lord        ||  ✔  ||        ||  ✔  || ✔  ||   ✔     ||   ✔   ||    ✔  ||   ✔  ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|Thundersnow         ||      ||       ||  ✔  || ✔  ||   ✔     ||   ✔   ||        ||   ✔  ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|The Giant Crustworm[[File:PoP.png|link=]]|| ||       || ✔  ||   ✔     ||   ✔   ||   ✔   ||    ✔    ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|Queen Iris[[File:PoP.png|link=]]||          ||       || ✔  ||   ✔     ||   ✔   ||   ✔   ||    ✔    ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|Nerys[[File:PoP.png|link=]]||            ||       || ✔  ||   ✔     ||   ✔   ||   ✔   ||    ✔    ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|The Elder Wisp[[File:MT.png|link=]]|| ||      ||  ✔  ||   ✔     ||   ✔   ||   ✔   ||    ✔    ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|Krilith's Wolf[[File:MT.png|link=]]|| ||      || ✔  ||   ✔     ||   ✔   ||   ✔   ||    ✔    ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|Eris[[File:MT.png|link=]]|| ||  ✔  || ✔  ||   ✔     ||   ✔   ||   ✔   ||    ✔    ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|Lisard[[File:MT.png|link=]]|| ✔ ||     ||  ✔  ||   ✔     ||   ✔   ||   ✔   ||    ✔    ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|Shaden[[File:MT.png|link=]]|| ||       || ✔  ||   ✔     ||   ✔   ||   ✔   ||    ✔    ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|-&lt;br /&gt;
|Isadora[[File:MT.png|link=]]|| ||       ||  ✔  ||   ✔     ||   ✔   ||   ✔   ||    ✔    ||   ✔ ||    ✔     || ✔ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vozw</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Money&amp;diff=2149</id>
		<title>Money</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Money&amp;diff=2149"/>
		<updated>2020-02-25T05:45:23Z</updated>

		<summary type="html">&lt;p&gt;Vozw: Thundersnow tax mult; updated some old tax info; added detailed tax formula explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money in multiplayer is shared and thus it does not matter who picks up the gold or ore, everyone will receive their respective amount. However, when someone has some +%gold or ore gain, the gold or ore gained between different players may differ. &amp;lt;br&amp;gt;&lt;br /&gt;
For example, when Player 1 with a +%gold multiplier of 100% (default) picks up 100G, 100G will show up in their personal coffers. &amp;lt;br&amp;gt;&lt;br /&gt;
Player 2 with a +%gold multiplier of 120% will instead receive 120G in their coffers. &lt;br /&gt;
&lt;br /&gt;
== Gold ==&lt;br /&gt;
Gold gain sources (Additive):&lt;br /&gt;
*Thief [[Guild_Hall#Character_Titles|Class Title]]: +0%-(techinally infinite, depends on character title)%, see Class Titles for more info&lt;br /&gt;
*[[Items#cloak_of_many_pockets|Cloak of Many Pockets]]: +50%, (100% when attuned)&lt;br /&gt;
*[[Items#markhams_purse|Markham's Purse]]: +(# of items in inventory)%, (2% per item when attuned)&lt;br /&gt;
*[[Items#lucky_charm|Lucky Charm]]: +1 Luck, +10% gold gain (+2, +20% when attuned)&lt;br /&gt;
*NG+: +(20*NG_Level)%&lt;br /&gt;
*[[Tavern|A Fool's Errand]]: +100% gold gain, HP regen set to 0&lt;br /&gt;
*When the player has a negative fortune from the [[Fountain]], they gain +5% per negative fortune&lt;br /&gt;
&lt;br /&gt;
Other Gold sources:&lt;br /&gt;
*The Stones of Midas [[Items#Sets|Set effect]], +2 gold on kill&lt;br /&gt;
*Gambling in the tavern. While you can technically gain gold, generally you will lose money&lt;br /&gt;
*[[File:PoP.png|link=]]The Arena, Upon completion of a match you will gain some gold and ore&lt;br /&gt;
&lt;br /&gt;
== Tax Rate ==&lt;br /&gt;
Tax is calculated by the amount you have in town and on hand.&amp;lt;br&amp;gt;&lt;br /&gt;
However, the tax rate is reduced upon purchase of Treasury upgrades found in your town hall.&amp;lt;br&amp;gt; &lt;br /&gt;
In multiplayer, tax rates are calculated individually based on each player's individual Treasury level. The host’s Treasury level is NOT shared.&amp;lt;br&amp;gt;&lt;br /&gt;
The player will bring the most gold back to down by never depositing and successfully killing Thundersnow, as killing Thundersnow reduces the tax rate applied to that run's gold. However, this can be a large risk as dying means all gold and ore found is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a level 1 Treasury, you will reach 50% tax at 10K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2 Treasury = 50% tax at 15K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3 Treasury = 50% tax at 20K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 4 Treasury = 50% tax at 25K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 5 Treasury = 50% tax at 30K gold&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the tax reduction [[Fountain]] fortune Offshore Accounts will increase the gold threshold by 4 times. For level 5 Treasury with Offshore Accounts fortune, 50% tax will be reached at 120K gold.&lt;br /&gt;
&lt;br /&gt;
If you defeat the final boss, your gold and ore will be sent back to town as if you had used an elevator, but the gold threshold is multiplied by 2. This stacks multiplicatively with Offshore Accounts for a total of 8x.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The process for calculating the actual tax rate is complicated. When you deposit, your gold is effectively taxed in packets of 250g at a time. The tax formula is (1-(1/(1+(gold in town/tax midpoint)))), applied to each packet. The total amount taxed by the end of this process is represented by the tax rate displayed in-game. The takeaway is that using elevators multiple times yields the same overall tax rate as using just one.&lt;br /&gt;
&lt;br /&gt;
== Money Pickup Base Values ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot;|Gold table&lt;br /&gt;
|-&lt;br /&gt;
!Image||Gold Value||Image||Gold Value||Image||Gold Value||Image||Gold Value||Image||Gold Value||Image||Gold Value&lt;br /&gt;
|-&lt;br /&gt;
||{{#sprite:file=File:Golditemsnew.png|column=0|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=3|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=6|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=9|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|50&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=10|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|250&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=13|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|1000&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=1|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=4|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|13&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=7|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|27&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=11|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|100&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=12|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|500&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=14|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|2500&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=2|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|10&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=5|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|25&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=8|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|42&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ore [[File:OrePickup.jpg|25px|frameless]]==&lt;br /&gt;
Ore gain is calculated individually, just like gold. Each ore found in the tower is worth 1 ore, but with multipliers can give more.&amp;lt;br&amp;gt;&lt;br /&gt;
Ore is not taxed however, so it is a great way to bring money back to your town once everything is upgraded.&lt;br /&gt;
&lt;br /&gt;
Ore can be used to upgrade a player's town, crafted into items at the [[Magic Anvil]] with Blueprints, and bought or sold at the [[Ore Trader]].&lt;br /&gt;
&lt;br /&gt;
Ore Trader prices:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Price for buying ore&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Price for selling ore&lt;br /&gt;
|-&lt;br /&gt;
! Tier 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1500G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 200G&lt;br /&gt;
|-&lt;br /&gt;
! Tier 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1250G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 350G&lt;br /&gt;
|-&lt;br /&gt;
! Tier 3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1000G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 500G&lt;br /&gt;
|-&lt;br /&gt;
! Tier 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 800G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 700G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ore gain sources (Additive):&lt;br /&gt;
*[[Items#shaftlocke_pickaxe|Shaftlocke Pickaxe]]: +50% (+100% when attuned)&lt;br /&gt;
*[[Items#markhams_stone|Markham's Stone]]: +2*(# items in inventory)% (+4% per item when attuned)&lt;br /&gt;
*NG+: +(20*NG_Level)%&lt;br /&gt;
*[[Tavern|Miner's Delight]]: +100% Ore gain, -75% gold gain&lt;br /&gt;
&lt;br /&gt;
Other Ore sources:&lt;br /&gt;
*[[File:PoP.png|link=]]The Arena, Upon completion of a match you will gain some gold and ore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vozw</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2071</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2071"/>
		<updated>2019-11-03T10:43:16Z</updated>

		<summary type="html">&lt;p&gt;Vozw: Added Talisman and Net to the damage calc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.&lt;br /&gt;
&lt;br /&gt;
=Damage=&lt;br /&gt;
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power, bonus damage%, multipliers).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To calculate primary attack damage, convert percentages to decimal then use the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(phys_base + phys_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Physical_Reduction +&lt;br /&gt;
(mage_base + mage_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Magical_Reduction&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To do the same for skill damage, change AP to SP and swap in the base damage for the skill and other effects that apply to skills for the ones that apply for primary.&lt;br /&gt;
&lt;br /&gt;
; Enemy defenses:&lt;br /&gt;
: Enemy Physical reduction: 1/(1 + (enemy_base_armor*(1-physical_pierce)/50)&lt;br /&gt;
: Enemy Magical reduction: 1/(1 + (enemy_base_resistance*(1-magical_pierce)/50)&lt;br /&gt;
::Pierce % is calculated by multiplying the amounts not pierced by each other, then subtracting that value from 1. ex: 2 20% pierce = 0.8*0.8 = 0.64 = 36% pierce.&lt;br /&gt;
::Shieldbreaker and Magebane count as 75% pierce when their effect is active.&lt;br /&gt;
&lt;br /&gt;
*DMG_INCREASE = &amp;amp;sum; &amp;amp;forall; +damage% and damage% increase from crits.&lt;br /&gt;
*MULTIPLIER = Incredible Strength(2x) * Corrupted(2x) * Talisman of Decay (1.2x) * Gladiator's Crippling Net (variable). Corrupted is from the Spreading Corruption rare item from the [[Pyramid of Prophecy]] DLC.&lt;br /&gt;
&lt;br /&gt;
; Notation&lt;br /&gt;
: &amp;amp;sum; is the symbol for adding one after another to a total sum&lt;br /&gt;
: &amp;amp;forall; means &amp;quot;for all&amp;quot;, &amp;quot;for each&amp;quot; or &amp;quot;for any&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1NBxfuNYQ87J5PvRFquaewg1w1qwd8Jny9w3dLGadbf8/edit?usp=sharing Damage Calculator]&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack. &lt;br /&gt;
&lt;br /&gt;
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.&lt;br /&gt;
&lt;br /&gt;
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.&lt;br /&gt;
&lt;br /&gt;
==Criticals==&lt;br /&gt;
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.&amp;lt;br&amp;gt;&lt;br /&gt;
Each critical chance instance is rolled separately. For example a [[Items#heartseeker|Heartseeker]](12.5%) and an [[Items#assassins_dagger|Assassin's Dagger]](7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a &amp;quot;double crit,&amp;quot; in which the damage is multiplied by the Critical Damage modifier twice.&amp;lt;br&amp;gt;&lt;br /&gt;
Equation : [DMG * (Crit_multiplier * crits)].&amp;lt;br&amp;gt;&lt;br /&gt;
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.&lt;br /&gt;
&lt;br /&gt;
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
There are many different status effects the player and enemies can encounter in HoH. They are applied by different enemies and weapons, traps and buffs, and can help or hinder the player depending who is getting which effects applied to them.&lt;br /&gt;
&lt;br /&gt;
Act bosses are immune to these status effects: Armor break, Resistance break, confusion, slowness and frozen, corruption, and bleeding(?).&lt;br /&gt;
&lt;br /&gt;
Damage over time effects (DoTs) will hit the player 5 times before going away. (10 if using the Mind Control drink)&lt;br /&gt;
&lt;br /&gt;
;Poison&lt;br /&gt;
:Poison is the first status effect you will encounter, as the Maggots in Act 1 will apply it to the player when they are hit with their projectile. Things afflicted with the poison effect will have their movement slowed by 50%(?), including immune enemies.&lt;br /&gt;
::Poison deals 4 magical damage to the player, and the poisoned arrow traps in hallways deal 8 magical damage.&lt;br /&gt;
::Enemies the player poisons take 16 magical damage, however a few [[Undead]] and many [[Constructs]] are immune to poison damage.&lt;br /&gt;
;Burning&lt;br /&gt;
:Burn damage is applied by many traps throughout the game and various late game enemies.&lt;br /&gt;
::Burn damage deals 5 magical damage to the player, and Wisps, the Watcher's orbs, and all traps on Act 5 deal 10 magical damage.&lt;br /&gt;
::Enemies the player ignites take 4 magical damage, however no enemy is immune except for Red Wisps.&lt;br /&gt;
;Stun&lt;br /&gt;
:Stunned enemies are unable to move or attack while affected.&lt;br /&gt;
::The [[Thief|Thief's]] Smoke Bomb skill, the [[Items#Common_Items|Blackjack]] item apply stun, and enemies that hit the player while under the slowness inflicted by [[Items#Legendary_Items|Meduas's Charm]] are stunned for 6 seconds. Constructs and ghosts are immune to this status. &lt;br /&gt;
:::Thundersnow's stomp will stun the player for half a second on NG+++.&lt;br /&gt;
;Disarm&lt;br /&gt;
:Disarmed enemies are unable to attack the player while affected, but are still able to move.&lt;br /&gt;
::[[Items#Common_Items|The Gladiator's Net]], [[Gladiator|Gladiator's]] Crippling Net, and [[Items#Common_Items|Defender's Halberd]] apply disarm to enemies. Constructs are immune.&lt;br /&gt;
;Bloodlust&lt;br /&gt;
:Bloodlust is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned red and gain a circle around their feet. Affected enemies are 50%(?) faster and increases their damage by 100% (doubling it).&lt;br /&gt;
;Protection&lt;br /&gt;
:Protection is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned gray and have a square under them. While affected they take 50% less damage. Fallen Priest's also give protection to nearby enemies.&lt;br /&gt;
;Confusion&lt;br /&gt;
:Confusion will reverse the players aim and movement directions, completely inverting the controls. This effect lasts varying amounts of time depending on the source.&lt;br /&gt;
::The player can make themselves immune to confusion by drinking the [[Tavern#Common_Drinks|Mind Control]] drink, however other status effects last twice as long.&lt;br /&gt;
::Enemies that find themselves confused will wander around in snaking lines and aim erratically.&lt;br /&gt;
;Slowness&lt;br /&gt;
:Slowness will reduce the affected individual's movement speed by 50%. Enemies that apply slowness are Fallen Priests, Frost Liches, and the poison effect.&lt;br /&gt;
::The player can become immune to slowness by obtaining the [[Items#Rare_Items|Boots of Freedom]].&lt;br /&gt;
;Darkness&lt;br /&gt;
:Darkness will make the player's screen almost entirely black for a few seconds. The only part still visible is the nearest 3 tiles in any direction. The map overlay is also obscured by darkness, but can allow the player to navigate the floor while being &amp;quot;blind&amp;quot;.&lt;br /&gt;
::Enemies that apply darkness are the Arch Liches when the player steps on their diamonds they place on the ground and the magenta tile obstacles found on Act 5.&lt;br /&gt;
::[[Tavern#Rare_Drinks|Stab in the Dark]] gives the player 1.5 seconds of darkness every time they use their primary attack, but gives a 50% primary crit chance.&lt;br /&gt;
;Mana drain&lt;br /&gt;
:The player loses 2.5%(?) of their maximum mana every half second they have this effect.&lt;br /&gt;
::Enemies that apply mana drain are the the Arch Lich's placed diamonds, Nerys, and the magenta tile obstacles in Act 5. This effect lasts as long as the player has the darkness effect from the same sources. Stab in the dark does not apply this effect.&lt;br /&gt;
;Bleeding&lt;br /&gt;
:The player loses 5% of their current HP every time they move 1 tile while under this effect.&lt;br /&gt;
::Bleeding is applied by the [[Acts#Boss:_Vampire_Lord|Vampire Lord's]] blood wave attack and the black orbs from [[Pyramid_of_Prophecy#Boss.2C_Nerys|Nerys]][[File:PoP.png|link=]].&lt;br /&gt;
::Bleeding applied by the player works on enemies the same way, which means they need to move to take damage.&lt;br /&gt;
:::The player can bleed the enemies by using the [[Items#Rare_Items|Duelist's Edge]] or by taking the rare [[Tavern]] drink &amp;quot;Spilled Blood&amp;quot;.&lt;br /&gt;
;Armor break&lt;br /&gt;
:Armor break reduces the affected target's armor by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Shieldbreaker]] item, the mummy minibosses in act 2 of the pyramid, and Nerys's arena mist apply this effect.&lt;br /&gt;
:::Thundersnow has a similar effect on his stomp attack, where it will pierce 66% of the player's armor.&lt;br /&gt;
;Resistance break&lt;br /&gt;
:Resistance break reduces the affected target's resistance by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Magebane]] item and Nerys's arena mist apply this effect.&lt;br /&gt;
;Frozen&lt;br /&gt;
:Frozen is an effect that only the [[Sorcerer]] has. His Biting Chill skill allows slowed enemies to be frozen in place for a few seconds.&lt;br /&gt;
::Afflicted enemies cannot move at all and are unable to attack while affected. This status can be activated 100% of the time when attacking with Comet, or a 7.5% chance on all primary attacks when using Ewran&lt;br /&gt;
;Corruption[[File:PoP.png|link=]]&lt;br /&gt;
:Corruption is an effect that makes the afflicted target take double damage from all sources. It is exclusive to the [[City_of_Stone|Pyramid of Plunder]] DLC.&lt;br /&gt;
::Enemies that apply corruption are Big Mummies when the player is nearby. (others?)&lt;br /&gt;
::The player can apply curse to an enemy, one at a time, with the [[Items#Rare_Items|Spreading Corruption]] item. This effect is most useful for taking out minibosses or elite enemies that take many hits to kill.&lt;br /&gt;
;Curse[[File:PoP.png|link=]]&lt;br /&gt;
:Curse is an effect that the player carries with them while going through the [[Pyramid_of_Prophecy]]. The player has a % chance to miss any hit of damage that they would deal to enemies including reflect, DoTs, and bleed damage. Additionally, enemies have the same % chance to crit the player for (200+curse)% damage.&lt;br /&gt;
::Enemies that apply curse are Big Mummies, [[Pyramid_of_Prophecy#Boss.2C_Queen_Iris|Queen Iris]], the [[Pyramid_of_Prophecy#Sarcophagi|sarcophagi]] when the player takes and item, the cursed circles that Big Mummies leave on NG+ or are just naturally on the ground, and cursed tiles in the pyramid itself.&lt;br /&gt;
::To reduce player curse amounts, see [[Pyramid_of_Prophecy#Reducing_Curse|here]].&lt;br /&gt;
;Vertigo&lt;br /&gt;
:Vertigo is an effect applied only by the [[Tavern#Rare_Drinks|Mad Proposal]] tavern drink. It gives the player a massive +400% damage bonus but gives the player perpetual vertigo.&lt;br /&gt;
::Vertigo will drift the player's aim and movement axis over time, but not at a constant rate or necessarily in the same direction as previous moments. Many players find this effect makes playing impossible and avoid the drink entirely because of it, but others say that it's worth the time to learn how to deal with it for the extra damage bonus.&lt;br /&gt;
::Some players find that a controller allows for easier movement, as the player isn't restricted to just 8 movement directions like on a keyboard but it is not impossible to master vertigo with a keyboard.&lt;br /&gt;
&lt;br /&gt;
=Defense=&lt;br /&gt;
The player is not without their methods of defense from all of these effects! The following is a breakdown of the different ways the player can prevent their untimely deaths.&lt;br /&gt;
&lt;br /&gt;
There are no immunity frames for the player, and they are able to take hits on back to back frames. If enemy projectiles stack on top of each other and hit the player all at once, it is possible to go from full health to 0 in a fraction of a second, leaving no time for the player to use a [[Combat#Potion|potion]] to save themselves.&lt;br /&gt;
&lt;br /&gt;
==Armor and Resistance==&lt;br /&gt;
The player will gather armor and resistance while playing through items, character upgrades, class titles, or from temporary effects. Having a strong defense is critical the survival of the player and the completion of a run. If the player is unable to deal with the damage they are taking, the will inevitably fall.&lt;br /&gt;
&lt;br /&gt;
Armor reduces the physical damage taken, resistance reduces the magical.&amp;lt;br&amp;gt;&lt;br /&gt;
To calculate how much damage your armor and resistance is protecting you from, see the section below.&lt;br /&gt;
&lt;br /&gt;
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive defense, where new points do less and less for the player, increased negative defensive stats will always increase damage taken by 2% per negative amount.&lt;br /&gt;
&lt;br /&gt;
==Damage Reduction==&lt;br /&gt;
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)&lt;br /&gt;
&lt;br /&gt;
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max 50% damage reduction when you have mana), and the Last Stand [[Tavern]] drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)&lt;br /&gt;
&lt;br /&gt;
==Block==&lt;br /&gt;
Damage that is stated as being blocked by an item will reduce that amount from the attack's base damage. This will significantly reduce the damage the player takes in higher NGs as an arrow that may do 100 damage normally because the player has a very negative armor value, could be turned into a 0 hit by the [[Items#reinforced_gloves|Reinforced Gloves]] as the arrows base damage may be 30, but because Reinforced Gloves block 50 damage, they will block the entirety of the base hit, leaving nothing to increase the damage of resulting in 0 damage being taken.&lt;br /&gt;
&lt;br /&gt;
Blocking is the first thing that happens in the damage taken calculation.&lt;br /&gt;
&lt;br /&gt;
==Evasion==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently to evade the attack and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the &amp;quot;duration&amp;quot; of the evade, which is about 1/4 of a second or the duration of the character changing color and the sound effect indicating a successful evasion.&lt;br /&gt;
&lt;br /&gt;
You can still reflect damage even when you evade an attack.&lt;br /&gt;
&lt;br /&gt;
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.&amp;lt;br&amp;gt;&lt;br /&gt;
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.&lt;br /&gt;
&lt;br /&gt;
=Vitality=&lt;br /&gt;
==Health and Mana==&lt;br /&gt;
There are many different ways to regain health and mana, most often innate regeneration is the largest portion in mid to late-game play. &amp;lt;br&amp;gt;&lt;br /&gt;
Other methods of regaining health is to have lifesteal. The player can acquire lifesteal from items like the [[Items#Bloodthirst Ring|Bloodthirst Ring]], from the Tier 3 [[Chapel]] blessing &amp;quot;Symbol of Essence&amp;quot;, or the rare [[Tavern]] drink &amp;quot;Crimson Death&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The player can also gain mana by manasealing. They can acquire manasteal by playing as the [[Warlock]] and using Soul Consumption, which scales with primary damage. Mana can also be regained by taking the rare Tavern drink Kinetic Kiss.&lt;br /&gt;
&lt;br /&gt;
However you can design a character to regain health from lifestealing instead with the or the Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].&lt;br /&gt;
&lt;br /&gt;
==Pickups==&lt;br /&gt;
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. &amp;lt;br&amp;gt;&lt;br /&gt;
There are 4 health pickups and 3 mana pickups. Their base recovery amounts are as follows:&lt;br /&gt;
*Health&lt;br /&gt;
**Apple: 10 HP&lt;br /&gt;
**Orange: 25 HP&lt;br /&gt;
**Cheese: 50 HP&lt;br /&gt;
**Steak: 150 HP&lt;br /&gt;
**[[File:PoP.png|link=]]Fish: 150 HP, [[Arena]] only&lt;br /&gt;
*Mana&lt;br /&gt;
**Small crystal: 15 MP&lt;br /&gt;
**Medium crystal: 45 MP&lt;br /&gt;
**Mana Orb: 90 MP&lt;br /&gt;
&lt;br /&gt;
All Pickups can have their values increased by the [[Apothecary]], the Exceptional Consumables [[Fountain|fortune]], or by the [[Priest|Priest's]] Remedy skill.&lt;br /&gt;
&lt;br /&gt;
==Potion==&lt;br /&gt;
The player is equipped with a potion that they can drink by pressing R or Spacebar by default. The potion will heal the player by an amount determined by their upgrades to it from the Apothecary.&lt;br /&gt;
&lt;br /&gt;
The [[Items#apothecarys_implements|Apothecarys Implements]] set items will give the player extra bonuses when drinking a potion. A key effect is from the Mortar and Pestle which gives the player 50% more armor and resistance for 5 seconds after drinking a potion. The player can preempt a difficult fight by drinking a potion, even if it's not a dire situation, to gain a temporary defense bonus to aid survival during the fight.&lt;br /&gt;
&lt;br /&gt;
If the player has beaten the [[Pyramid of Prophecy]] DLC campaign, they will be rewarded with the dijnn Nimbus residing within the player's potion. He will come out and help you fight dealing 60 magical damage and sticking around 30 seconds. The damage and duration increases by 10 and 2 respectively per NG level beaten on the pyramid.&lt;br /&gt;
&lt;br /&gt;
The epic item [[Items#Epic_Items|Phoenix Feather]][[File:PoP.png|link=]] will automatically use the player's potion should they take a hit that would kill them. This effect can occur as many times as the player has potion doses. Currently the player will still be killed if the damage taken exceeds the player's maximum health, but it is going to be changed to save the player from hits up to (player health pool + amount healed from potion) in a future update.&lt;br /&gt;
&lt;br /&gt;
=Other Effects=&lt;br /&gt;
==Luck==&lt;br /&gt;
[[File:LuckChart.png|frameless|400px|right]]&lt;br /&gt;
Luck is a stat that was added in version 93, with the release of the [[Pyramid of Prophecy]] DLC, but is not exclusive to the DLC.&lt;br /&gt;
&lt;br /&gt;
Luck is a valuable stat in that it curves the rolls of [[Combat#Evasion|Evasion]], [[Combat#Criticals|Critical hits]], and the activation chance of [[Tavern|drinks]] and skills (like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected.&lt;br /&gt;
&lt;br /&gt;
The equation to calculate the new chance is as follows: Chance/0.95^Luck&lt;br /&gt;
&lt;br /&gt;
Luck currently has five sources; one negative and four positive.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Image||Name||Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_drinks.png|column=2|row=1}}||style=&amp;quot;color:#00FF00&amp;quot;|The Safe Bet|| -5 Luck +20 Armor &amp;amp; Resistance&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style=&amp;quot;color:#72777d&amp;quot;|Lucky Charm|| +1 Luck +10% Gold Gain&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style=&amp;quot;color:green&amp;quot;|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style=&amp;quot;color:#33ccff;&amp;quot;|Lucky Hat|| +4 Luck&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you have every positive boost and all items are attuned, you will have 19 luck. 14, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.&lt;br /&gt;
&lt;br /&gt;
The chart to the right displays selected proc chances and how each luck value affect them.&lt;br /&gt;
&lt;br /&gt;
==Combo==&lt;br /&gt;
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]&lt;br /&gt;
Combo can be unlocked by picking up the combo sphere in your first [[Encounters#Portals_and_Red_Rooms|Red Room]] which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.&lt;br /&gt;
&lt;br /&gt;
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the [[Items#tricksters_ensemble|Tricksters set effect]]. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.&lt;br /&gt;
&lt;br /&gt;
Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the [[Wizard]]'s [[Wizard#Meteor Shower (Skill 3)|Meteor Shower]] or using a primary attack.&lt;br /&gt;
&lt;br /&gt;
===Items Enhancing Combo===&lt;br /&gt;
The [[Items#spheres_of_power|Spheres of Power]] item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the [[Items#Sphere_of_Champions|Sphere of Champions]]. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.&lt;br /&gt;
&lt;br /&gt;
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage. &lt;br /&gt;
&lt;br /&gt;
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.&lt;br /&gt;
&lt;br /&gt;
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.&lt;br /&gt;
&lt;br /&gt;
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.&lt;br /&gt;
&lt;br /&gt;
The [[Items#sphere_of_heroes|Sphere of Heroes]] legendary will fire off a large projectile in the directing you're using your primary while in combo.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#wicked_sickness|Wicked Sickness]] will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#frenetic_eruption|Frenetic Eruption]] has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.&lt;br /&gt;
&lt;br /&gt;
==NG+ Scaling==&lt;br /&gt;
For every [[New Game Plus]] level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
The formula for calculating the reduction is:&lt;br /&gt;
*Armor: 60*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Resistance: 50*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NG+ also increases enemy stats as follows:&lt;br /&gt;
*HP: (Base + (NG*15)) * (1 + (NG*2.75))&lt;br /&gt;
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vozw</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User_talk:Vozw&amp;diff=2070</id>
		<title>User talk:Vozw</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User_talk:Vozw&amp;diff=2070"/>
		<updated>2019-11-03T10:39:59Z</updated>

		<summary type="html">&lt;p&gt;Vozw: Page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating the talk page. Hi!&lt;/div&gt;</summary>
		<author><name>Vozw</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=User:Vozw&amp;diff=2069</id>
		<title>User:Vozw</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=User:Vozw&amp;diff=2069"/>
		<updated>2019-11-03T10:39:35Z</updated>

		<summary type="html">&lt;p&gt;Vozw: Page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like to spreadsheet.&lt;/div&gt;</summary>
		<author><name>Vozw</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2061</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Combat&amp;diff=2061"/>
		<updated>2019-09-20T08:27:54Z</updated>

		<summary type="html">&lt;p&gt;Vozw: Updating the NG+ armor/res scaling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighting enemies takes up the majority of a players time while playing Heroes of Hammerwatch, and as such there are many aspects to it one must become familiar with in order to become adept at progressing through floors with efficiency and picking the most effective items.&lt;br /&gt;
&lt;br /&gt;
=Damage=&lt;br /&gt;
Upgrades and items have two main ways of enhancing your damage: base damage (Attack/Skill Effects) and power scaling (Attack/Skill Power, bonus damage%, multipliers).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To calculate primary attack damage, convert percentages to decimal then use the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(phys_base + phys_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Physical_Reduction +&lt;br /&gt;
(mage_base + mage_damage_add) * (1 + (0.02 * AP)) * MULTIPLIER * DMG_INCREASE * Enemy_Magical_Reduction&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To do the same for skill damage, change AP to SP and swap in the base damage for the skill and other effects that apply to skills for the ones that apply for primary.&lt;br /&gt;
&lt;br /&gt;
; Enemy defenses:&lt;br /&gt;
: Enemy Physical reduction: 1/(1 + (enemy_base_armor*(1-physical_pierce)/50)&lt;br /&gt;
: Enemy Magical reduction: 1/(1 + (enemy_base_resistance*(1-magical_pierce)/50)&lt;br /&gt;
::Pierce % is calculated by multiplying the amounts not pierced by each other, then subtracting that value from 1. ex: 2 20% pierce = 0.8*0.8 = 0.64 = 36% pierce.&lt;br /&gt;
::Shieldbreaker and Magebane count as 75% pierce when their effect is active.&lt;br /&gt;
&lt;br /&gt;
*DMG_INCREASE = &amp;amp;sum; &amp;amp;forall; +damage% and damage% increase from crits.&lt;br /&gt;
*MULTIPLIER = Incredible Strength(2x) * Corrupted(2x). Corrupted is from the Spreading Corruption rare item from the [[Pyramid of Prophecy]] DLC.&lt;br /&gt;
&lt;br /&gt;
; Notation&lt;br /&gt;
: &amp;amp;sum; is the symbol for adding one after another to a total sum&lt;br /&gt;
: &amp;amp;forall; means &amp;quot;for all&amp;quot;, &amp;quot;for each&amp;quot; or &amp;quot;for any&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1NBxfuNYQ87J5PvRFquaewg1w1qwd8Jny9w3dLGadbf8/edit?usp=sharing Damage Calculator]&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
Items that increase base damage (physical or magical), attack power, or mentions that it is applied to primary attacks exclusively increase the strength of your primary attack. &lt;br /&gt;
&lt;br /&gt;
Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of EVERY OTHER damage source. This will even enhance the base damage of reflected damage or passives such as Paladin Juggernaut and Priest Celestial Orbs.&lt;br /&gt;
&lt;br /&gt;
Armor penetration and magic penetration is specific to the damage type of your skill or primary attack. Note that hybrid damage does half physical and half magical damage so primaries and skills will only receive 50% effective benefit out of any penetration items/buffs.&lt;br /&gt;
&lt;br /&gt;
==Criticals==&lt;br /&gt;
The player has a % chance to do a critical hit on any given attack. The chance and amount depends on the item obtained, what drinks were taken from the Tavern, and what upgrades the player has gotten in town.&amp;lt;br&amp;gt;&lt;br /&gt;
Each critical chance instance is rolled separately. For example a [[Items#heartseeker|Heartseeker]](12.5%) and an [[Items#assassins_dagger|Assassin's Dagger]](7.5%) do not make a 20% crit chance. Instead, there is one 12.5% roll for a crit and regardless of its outcome, another 7.5% crit roll is made. That means there's a 19.05% chance for at least 1 crit on any given hit, and about a 1% chance for a &amp;quot;double crit,&amp;quot; in which the damage is multiplied by the Critical Damage modifier twice.&amp;lt;br&amp;gt;&lt;br /&gt;
Equation : [DMG * (Crit_multiplier * crits)].&amp;lt;br&amp;gt;&lt;br /&gt;
Critical damage is a general damage modifier added onto other damage modifiers, and as such does not multiply its own damage. The player can still hit well over 10K damage with multiple crit hits on a single attack, thus crits are a significant source of DPS so items and drinks that improve the damage or chance of crits are sought after in most runs.&lt;br /&gt;
&lt;br /&gt;
A positive [[Combat#Luck|Luck]] value will increase the chance of getting a critical hit.&lt;br /&gt;
&lt;br /&gt;
=Status Effects=&lt;br /&gt;
There are many different status effects the player and enemies can encounter in HoH. They are applied by different enemies and weapons, traps and buffs, and can help or hinder the player depending who is getting which effects applied to them.&lt;br /&gt;
&lt;br /&gt;
Act bosses are immune to these status effects: Armor break, Resistance break, confusion, slowness and frozen, corruption, and bleeding(?).&lt;br /&gt;
&lt;br /&gt;
Damage over time effects (DoTs) will hit the player 5 times before going away.&lt;br /&gt;
&lt;br /&gt;
;Poison&lt;br /&gt;
:Poison is the first status effect you will encounter, as the Maggots in Act 1 will apply it to the player when they are hit with their projectile. Things afflicted with the poison effect will have their movement slowed by 50%(?), including immune enemies.&lt;br /&gt;
::Poison deals 4 magical damage to the player, and the poisoned arrow traps in hallways deal 8 magical damage.&lt;br /&gt;
::Enemies the player poisons take 16 magical damage, however [[Undead]] and [[Constructs]] are immune to poison damage.&lt;br /&gt;
;Burning&lt;br /&gt;
:Burn damage is applied by many traps throughout the game and various late game enemies.&lt;br /&gt;
::Burn damage deals 5 magical damage to the player, and Wisps, the Watcher's orbs, and all traps on Act 5 deal 10 magical damage.&lt;br /&gt;
::Enemies the player ignites take 4 magical damage, however no enemy is immune.&lt;br /&gt;
;Stun&lt;br /&gt;
:Stunned enemies are unable to move or attack while affected.&lt;br /&gt;
::The [[Thief|Thief's]] Smoke Bomb skill, the [[Items#Common_Items|Blackjack]] item apply stun, and enemies that hit the player while under the slowness inflicted by [[Items#Legendary_Items|Meduas's Charm]] are stunned for 6 seconds.&lt;br /&gt;
:::Thundersnow's stomp will stun the player for half a second on NG+++.&lt;br /&gt;
;Disarm&lt;br /&gt;
:Disarmed enemies are unable to attack the player while affected, but are still able to move.&lt;br /&gt;
::[[Items#Common_Items|The Gladiator's Net]], [[Gladiator|Gladiator's]] Crippling Net, and [[Items#Common_Items|Defender's Halberd]] apply disarm to enemies.&lt;br /&gt;
;Bloodlust&lt;br /&gt;
:Bloodlust is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned red and gain a circle around their feet. Affected enemies are 50%(?) faster and increases their damage by 100% (doubling it).&lt;br /&gt;
;Protection&lt;br /&gt;
:Protection is an effect given to enemies by bannermen and banners of the same name. Affected enemies are turned gray and have a square under them. While affected they take 50% less damage. Fallen Priest's also give protection to nearby enemies.&lt;br /&gt;
;Confusion&lt;br /&gt;
:Confusion will reverse the players aim and movement directions, completely inverting the controls. This effect lasts varying amounts of time depending on the source.&lt;br /&gt;
::The player can make themselves immune to confusion by drinking the [[Tavern#Common_Drinks|Mind Control]] drink, however other status effects last twice as long.&lt;br /&gt;
::Enemies that find themselves confused will wander around in snaking lines and aim erratically.&lt;br /&gt;
;Slowness&lt;br /&gt;
:Slowness will reduce the affected individual's movement speed by 50%. Enemies that apply slowness are Fallen Priests, Frost Liches, and the poison effect.&lt;br /&gt;
::The player can become immune to slowness by obtaining the [[Items#Rare_Items|Boots of Freedom]].&lt;br /&gt;
;Darkness&lt;br /&gt;
:Darkness will make the player's screen almost entirely black for a few seconds. The only part still visible is the nearest 3 tiles in any direction. The map overlay is also obscured by darkness, but can allow the player to navigate the floor while being &amp;quot;blind&amp;quot;.&lt;br /&gt;
::Enemies that apply darkness are the Arch Liches when the player steps on their diamonds they place on the ground and the magenta tile obstacles found on Act 5.&lt;br /&gt;
::[[Tavern#Rare_Drinks|Stab in the Dark]] gives the player 1.5 seconds of darkness every time they use their primary attack, but gives a 50% primary crit chance.&lt;br /&gt;
;Mana drain&lt;br /&gt;
:The player loses 2.5%(?) of their maximum mana every half second they have this effect.&lt;br /&gt;
::Enemies that apply mana drain are the the Arch Lich's placed diamonds, Nerys, and the magenta tile obstacles in Act 5. This effect lasts as long as the player has the darkness effect from the same sources. Stab in the dark does not apply this effect.&lt;br /&gt;
;Bleeding&lt;br /&gt;
:The player loses 5% of their current HP every time they move 1 tile while under this effect.&lt;br /&gt;
::Bleeding is applied by the [[Acts#Boss:_Vampire_Lord|Vampire Lord's]] blood wave attack and the black orbs from [[Pyramid_of_Prophecy#Boss.2C_Nerys|Nerys]][[File:PoP.png|link=]].&lt;br /&gt;
::Bleeding applied by the player works on enemies the same way, which means they need to move to take damage.&lt;br /&gt;
:::The player can bleed the enemies by using the [[Items#Rare_Items|Duelist's Edge]] or by taking the rare [[Tavern]] drink &amp;quot;Spilled Blood&amp;quot;.&lt;br /&gt;
;Armor break&lt;br /&gt;
:Armor break reduces the affected target's armor by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Shieldbreaker]] item and Nerys's arena mist apply this effect.&lt;br /&gt;
:::Thundersnow has a similar effect on his stomp attack, where it will pierce 66% of the player's armor.&lt;br /&gt;
;Resistance break&lt;br /&gt;
:Resistance break reduces the affected target's resistance by 75%.&lt;br /&gt;
::The [[Items#Rare_Items|Magebane]] item and Nerys's arena mist apply this effect.&lt;br /&gt;
;Frozen&lt;br /&gt;
:Frozen is an effect that only the [[Sorcerer]] has. His Biting Chill skill allows slowed enemies to be frozen in place for a few seconds.&lt;br /&gt;
::Afflicted enemies cannot move at all and are unable to attack while affected.&lt;br /&gt;
;Corruption[[File:PoP.png|link=]]&lt;br /&gt;
:Corruption is an effect that makes the afflicted target take double damage from all sources. It is exclusive to the [[City_of_Stone|Pyramid of Plunder]] DLC.&lt;br /&gt;
::Enemies that apply corruption are Big Mummies when the player is nearby. (others?)&lt;br /&gt;
::The player can apply curse to an enemy, one at a time, with the [[Items#Rare_Items|Spreading Corruption]] item. This effect is most useful for taking out minibosses or elite enemies that take many hits to kill.&lt;br /&gt;
;Curse[[File:PoP.png|link=]]&lt;br /&gt;
:Curse is an effect that the player carries with them while going through the [[Pyramid_of_Prophecy]]. The player has a % chance to miss any hit of damage that they would deal to enemies including reflect, DoTs, and bleed damage. Additionally, enemies have the same % chance to crit the player for (200+curse)% damage.&lt;br /&gt;
::Enemies that apply curse are Big Mummies, [[Pyramid_of_Prophecy#Boss.2C_Queen_Iris|Queen Iris]], the [[Pyramid_of_Prophecy#Sarcophagi|sarcophagi]] when the player takes and item, the cursed circles that Big Mummies leave on NG+ or are just naturally on the ground, and cursed tiles in the pyramid itself.&lt;br /&gt;
::To reduce player curse amounts, see [[Pyramid_of_Prophecy#Reducing_Curse|here]].&lt;br /&gt;
;Vertigo&lt;br /&gt;
:Vertigo is an effect applied only by the [[Tavern#Rare_Drinks|Mad Proposal]] tavern drink. It gives the player a massive +400% damage bonus but gives the player perpetual vertigo.&lt;br /&gt;
::Vertigo will drift the player's aim and movement axis over time, but not at a constant rate or necessarily in the same direction as previous moments. Many players find this effect makes playing impossible and avoid the drink entirely because of it, but others say that it's worth the time to learn how to deal with it for the extra damage bonus.&lt;br /&gt;
::Some players find that a controller allows for easier movement, as the player isn't restricted to just 8 movement directions like on a keyboard but it is not impossible to master vertigo with a keyboard.&lt;br /&gt;
&lt;br /&gt;
=Defense=&lt;br /&gt;
The player is not without their methods of defense from all of these effects! The following is a breakdown of the different ways the player can prevent their untimely deaths.&lt;br /&gt;
&lt;br /&gt;
There are no immunity frames for the player, and they are able to take hits on back to back frames. If enemy projectiles stack on top of each other and hit the player all at once, it is possible to go from full health to 0 in a fraction of a second, leaving no time for the player to use a [[Combat#Potion|potion]] to save themselves.&lt;br /&gt;
&lt;br /&gt;
==Armor and Resistance==&lt;br /&gt;
The player will gather armor and resistance while playing through items, character upgrades, class titles, or from temporary effects. Having a strong defense is critical the survival of the player and the completion of a run. If the player is unable to deal with the damage they are taking, the will inevitably fall.&lt;br /&gt;
&lt;br /&gt;
Armor reduces the physical damage taken, resistance reduces the magical.&amp;lt;br&amp;gt;&lt;br /&gt;
To calculate how much damage your armor and resistance is protecting you from, see the section below.&lt;br /&gt;
&lt;br /&gt;
When the player's armor is negative(from NG+, drinks, or both), they will take increased damage from monsters. Unlike having a high positive defense, where new points do less and less for the player, increased negative defensive stats will always increase damage taken by 2% per negative amount.&lt;br /&gt;
&lt;br /&gt;
==Damage Reduction==&lt;br /&gt;
The damage reduction formula from armor and resistance is very simple, both use the same equation of: 1 - 1/(1+defense/50)&lt;br /&gt;
&lt;br /&gt;
Items, drinks, and traits that reduce damage taken are applied multiplicatively, one after another. So even if you have 80% damage reduction from armor, the Priest's Divine Protection (max 50% damage reduction when you have mana), and the Last Stand [[Tavern]] drink (-30% damage taken while standing still) you will still take 7% of the incoming damage. (100 * 0.2 * 0.5 * 0.7 = 7)&lt;br /&gt;
&lt;br /&gt;
==Block==&lt;br /&gt;
Damage that is stated as being blocked by an item will reduce that amount from the attack's base damage. This will significantly reduce the damage the player takes in higher NGs as an arrow that may do 100 damage normally because the player has a very negative armor value, could be turned into a 0 hit by the [[Items#reinforced_gloves|Reinforced Gloves]] as the arrows base damage may be 30, but because Reinforced Gloves block 50 damage, they will block the entirety of the base hit, leaving nothing to increase the damage of resulting in 0 damage being taken.&lt;br /&gt;
&lt;br /&gt;
Blocking is the first thing that happens in the damage taken calculation.&lt;br /&gt;
&lt;br /&gt;
==Evasion==&lt;br /&gt;
Evasion is calculated similarly to crit chance, where each source of evasion is multiplicative. Each evasion source rolls independently to evade the attack and if any one of them rolls a positive outcome, all damage will be nullified. The player is also immune to all incoming damage for the &amp;quot;duration&amp;quot; of the evade, which is about 1/4 of a second or the duration of the character changing color and the sound effect indicating a successful evasion.&lt;br /&gt;
&lt;br /&gt;
You can still reflect damage even when you evade an attack.&lt;br /&gt;
&lt;br /&gt;
DoTs like poison and burn damage cannot be evaded. However the AoE effects like the Fallen Priest's Consecrated Ground and the Counselor of Wisdom's AoE can be evaded.&amp;lt;br&amp;gt;&lt;br /&gt;
The fireballs and poison shots/arrows can be evaded, but you will still have a burning/poison DoT placed on you. Spikes can also be evaded.&lt;br /&gt;
&lt;br /&gt;
=Vitality=&lt;br /&gt;
==Health and Mana==&lt;br /&gt;
There are many different ways to regain health and mana, most often innate regeneration is the largest portion in mid to late-game play. &amp;lt;br&amp;gt;&lt;br /&gt;
Other methods of regaining health is to have lifesteal. The player can acquire lifesteal from items like the [[Items#Bloodthirst Ring|Bloodthirst Ring]], from the Tier 3 [[Chapel]] blessing &amp;quot;Symbol of Essence&amp;quot;, or the rare [[Tavern]] drink &amp;quot;Crimson Death&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The player can also gain mana by manasealing. They can acquire manasteal by playing as the [[Warlock]] and using Soul Consumption, which scales with primary damage. Mana can also be regained by taking the rare Tavern drink Kinetic Kiss.&lt;br /&gt;
&lt;br /&gt;
However you can design a character to regain health from lifestealing instead with the or the Other methods of gaining health are via [[Classes|class]] traits or by getting healed by the [[Priest]] or [[Paladin]].&lt;br /&gt;
&lt;br /&gt;
==Pickups==&lt;br /&gt;
Another way to regain health in a more instantaneous fashion would be to pick up food or mana crystals that appear on the floor. &amp;lt;br&amp;gt;&lt;br /&gt;
There are 4 health pickups and 3 mana pickups. Their base recovery amounts are as follows:&lt;br /&gt;
*Health&lt;br /&gt;
**Apple: 10 HP&lt;br /&gt;
**Orange: 25 HP&lt;br /&gt;
**Cheese: 50 HP&lt;br /&gt;
**Steak: 150 HP&lt;br /&gt;
**[[File:PoP.png|link=]]Fish: 150 HP, [[Arena]] only&lt;br /&gt;
*Mana&lt;br /&gt;
**Small crystal: 15 MP&lt;br /&gt;
**Medium crystal: 45 MP&lt;br /&gt;
**Mana Orb: 90 MP&lt;br /&gt;
&lt;br /&gt;
All Pickups can have their values increased by the [[Apothecary]], the Exceptional Consumables [[Fountain|fortune]], or by the [[Priest|Priest's]] Remedy skill.&lt;br /&gt;
&lt;br /&gt;
==Potion==&lt;br /&gt;
The player is equipped with a potion that they can drink by pressing R or Spacebar by default. The potion will heal the player by an amount determined by their upgrades to it from the Apothecary.&lt;br /&gt;
&lt;br /&gt;
The [[Items#apothecarys_implements|Apothecarys Implements]] set items will give the player extra bonuses when drinking a potion. A key effect is from the Mortar and Pestle which gives the player 50% more armor and resistance for 5 seconds after drinking a potion. The player can preempt a difficult fight by drinking a potion, even if it's not a dire situation, to gain a temporary defense bonus to aid survival during the fight.&lt;br /&gt;
&lt;br /&gt;
If the player has beaten the [[Pyramid of Prophecy]] DLC campaign, they will be rewarded with the dijnn Nimbus residing within the player's potion. He will come out and help you fight dealing 60 magical damage and sticking around 30 seconds. The damage and duration increases by 10 and 2 respectively per NG level beaten on the pyramid.&lt;br /&gt;
&lt;br /&gt;
The epic item [[Items#Epic_Items|Phoenix Feather]][[File:PoP.png|link=]] will automatically use the player's potion should they take a hit that would kill them. This effect can occur as many times as the player has potion doses. Currently the player will still be killed if the damage taken exceeds the player's maximum health, but it is going to be changed to save the player from hits up to (player health pool + amount healed from potion) in a future update.&lt;br /&gt;
&lt;br /&gt;
=Other Effects=&lt;br /&gt;
==Luck==&lt;br /&gt;
[[File:LuckChart.png|frameless|400px|right]]&lt;br /&gt;
Luck is a stat that was added in version 93, with the release of the [[Pyramid of Prophecy]] DLC, but is not exclusive to the DLC.&lt;br /&gt;
&lt;br /&gt;
Luck is a valuable stat in that it curves the rolls of [[Combat#Evasion|Evasion]], [[Combat#Criticals|Critical hits]], and the activation chance of [[Tavern|drinks]] and skills (like freezing an enemy with the [[Sorcerer]]. Statue effects on a % chance are also affected.&lt;br /&gt;
&lt;br /&gt;
The equation to calculate the new chance is as follows: Chance/0.95^Luck&lt;br /&gt;
&lt;br /&gt;
Luck currently has five sources; one negative and four positive.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Image||Name||Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Icons_drinks.png|column=2|row=1}}||style=&amp;quot;color:#00FF00&amp;quot;|The Safe Bet|| -5 Luck +20 Armor &amp;amp; Resistance&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=4|row=20}}||style=&amp;quot;color:#72777d&amp;quot;|Lucky Charm|| +1 Luck +10% Gold Gain&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=6|row=20}}||style=&amp;quot;color:green&amp;quot;|Lucky Horseshoe|| +2 Luck +0.1 Movement Speed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#sprite:file=File:Items2x.png|column=5|row=5}}||style=&amp;quot;color:#33ccff;&amp;quot;|Lucky Hat|| +4 Luck&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|{{#slice:file=File:Monolith_Buffs.png|x=192px|y=144px|width=48px|height=48px}}||[[Encounters#Monoliths|Fortuitous Events]]|| +5 Luck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you have every positive boost and all items are attuned, you will have 19 luck. 14, all but the monolith buff, is a more reasonable number to expect to obtain on any given run.&lt;br /&gt;
&lt;br /&gt;
The chart to the right displays selected proc chances and how each luck value affect them.&lt;br /&gt;
&lt;br /&gt;
==Combo==&lt;br /&gt;
[[File:ComboOrb.jpg|thumb|The orb after beating a Red Room]]&lt;br /&gt;
Combo can be unlocked by picking up the combo sphere in your first [[Encounters#Portals_and_Red_Rooms|Red Room]] which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.&lt;br /&gt;
&lt;br /&gt;
A player gets in combo by killing 10 enemies in quick succession (before the magenta bar above the player or to the right of the HP/MP bars on the bottom left depletes). The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep procing like the [[Items#tricksters_ensemble|Tricksters set effect]]. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.&lt;br /&gt;
&lt;br /&gt;
Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the [[Wizard]]'s [[Wizard#Meteor Shower (Skill 3)|Meteor Shower]] or using a primary attack.&lt;br /&gt;
&lt;br /&gt;
===Items Enhancing Combo===&lt;br /&gt;
The [[Items#spheres_of_power|Spheres of Power]] item set gives buffs while in combo, adding to your HP and MP regen as well as a significant damage buff for the [[Items#Sphere_of_Champions|Sphere of Champions]]. The set bonus also radiates projectiles (6,10,14,18 depending on the nova tier) while you are in combo, increasing your damage output even further.&lt;br /&gt;
&lt;br /&gt;
As an added set effect, having an odd number of combo spheres (excluding 1) will give the player a +25% damage boost while in combo. This caps at +100% damage. &lt;br /&gt;
&lt;br /&gt;
[[Items#apothecarys_sphere|Apothecary's Sphere]] will cause you to enter combo when using a potion.&lt;br /&gt;
&lt;br /&gt;
[[Items#amulet_of_vengeance|Amulet of Vengeance]] gives a 10% chance to enter combo when taking damage.&lt;br /&gt;
&lt;br /&gt;
The [[Items#tricksters_ensemble|Trickster's Ensemble]] four piece set will put you in combo whenever an attack is dodged.&lt;br /&gt;
&lt;br /&gt;
The [[Items#sphere_of_heroes|Sphere of Heroes]] legendary will fire off a large projectile in the directing you're using your primary while in combo.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#wicked_sickness|Wicked Sickness]] will add 200% damage to your attacks while in combo, but give -50% damage while out of combo.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#perpetual_desire|Perpetual Desire]] puts the player into combo whenever they pick up a coin, ore, food, or mana crystal.&lt;br /&gt;
&lt;br /&gt;
The rare drink [[Tavern#frenetic_eruption|Frenetic Eruption]] has a 5% chance to put the player in a combo state when they score a critical hit. However the player takes 20% more damage when out of combo.&lt;br /&gt;
&lt;br /&gt;
==NG+ Scaling==&lt;br /&gt;
For every [[New Game Plus]] level the player embarks on, the game will put a bigger and bigger reduction on player's armor and resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
The formula for calculating the reduction is:&lt;br /&gt;
*Armor: 60*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Resistance: 50*NG_lvl&amp;lt;sup&amp;gt;0.77&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NG+ also increases enemy stats as follows:&lt;br /&gt;
*HP: (Base + (NG*15)) * (1 + (NG*2.75))&lt;br /&gt;
*Armor/Resistance: (Base + (NG*5)) * ((NG+1)^(1/3))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vozw</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Money&amp;diff=2060</id>
		<title>Money</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Money&amp;diff=2060"/>
		<updated>2019-09-16T23:38:32Z</updated>

		<summary type="html">&lt;p&gt;Vozw: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money in multiplayer is shared and thus it does not matter who picks up the gold or ore, everyone will receive their respective amount. However, when someone has some +%gold or ore gain, the gold or ore gained between different players may differ. &amp;lt;br&amp;gt;&lt;br /&gt;
For example, when Player 1 with a +%gold multiplier of 100% (default) picks up 100G, 100G will show up in their personal coffers. &amp;lt;br&amp;gt;&lt;br /&gt;
Player 2 with a +%gold multiplier of 120% will instead receive 120G in their coffers. &lt;br /&gt;
&lt;br /&gt;
== Gold ==&lt;br /&gt;
Gold gain sources (Additive):&lt;br /&gt;
*Thief [[Guild_Hall#Character_Titles|Class Title]]: +0%-(techinally infinite, depends on character title)%, see Class Titles for more info&lt;br /&gt;
*[[Items#cloak_of_many_pockets|Cloak of Many Pockets]]: +50%, (100% when attuned)&lt;br /&gt;
*[[Items#markhams_purse|Markham's Purse]]: +(# of items in inventory)%, (2% per item when attuned)&lt;br /&gt;
*[[Items#lucky_charm|Lucky Charm]]: +1 Luck, +10% gold gain (+2, +20% when attuned)&lt;br /&gt;
*NG+: +(20*NG_Level)%&lt;br /&gt;
*[[Tavern|A Fool's Errand]]: +100% gold gain, HP regen set to 0&lt;br /&gt;
*When the player has a negative fortune from the [[Fountain]], they gain +5% per negative fortune&lt;br /&gt;
&lt;br /&gt;
Other Gold sources:&lt;br /&gt;
*The Stones of Midas [[Items#Sets|Set effect]], +2 gold on kill&lt;br /&gt;
*Gambling in the tavern. While you can technically gain gold, generally you will lose money&lt;br /&gt;
*[[File:PoP.png|link=]]The Arena, Upon completion of a match you will gain some gold and ore&lt;br /&gt;
&lt;br /&gt;
== Tax Rate ==&lt;br /&gt;
Tax is calculated by the amount you have in town and on hand.&amp;lt;br&amp;gt;&lt;br /&gt;
However, the tax rate is reduced upon purchase of Treasury upgrades found in your town hall.&amp;lt;br&amp;gt; &lt;br /&gt;
In multiplayer, tax rates are calculated individually based on each player's individual Treasury level. The host’s Treasury level is NOT shared.&amp;lt;br&amp;gt;&lt;br /&gt;
The player will bring the most gold back to down by never depositing and successfully killing the dragon, as gold in hand is taxed at a lower rate. However this can be a large risk as dying means all gold and ore found is lost.&lt;br /&gt;
&lt;br /&gt;
For a level 1 Treasury, you will reach 50% tax at 10K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2 Treasury = 50% tax at 15K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3 Treasury = 50% tax at 20K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 4 Treasury = 50% tax at 25K gold&amp;lt;br&amp;gt;&lt;br /&gt;
Level 5 Treasury = 50% tax at 30K gold&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the tax reduction [[Fountain]] fortune Offshore Accounts will increase the gold threshold by 4 times. For level 5 Treasury with Offshore Accounts fortune, 50% tax will be reached at 120K gold.&lt;br /&gt;
&lt;br /&gt;
If you defeat the final boss, your gold and ore will be sent back to town automatically, almost like a normal deposit (i.e. you are still taxed) but the tax is lower than if you deposited yourself.&lt;br /&gt;
&lt;br /&gt;
== Money Pickup Base Values ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot;|Gold table&lt;br /&gt;
|-&lt;br /&gt;
!Image||Gold Value||Image||Gold Value||Image||Gold Value||Image||Gold Value||Image||Gold Value||Image||Gold Value&lt;br /&gt;
|-&lt;br /&gt;
||{{#sprite:file=File:Golditemsnew.png|column=0|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=3|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=6|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=9|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|50&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=10|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|250&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=13|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|1000&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=1|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=4|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|13&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=7|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|27&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=11|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|100&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=12|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|500&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=14|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|2500&lt;br /&gt;
|-&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=2|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|10&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=5|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|25&lt;br /&gt;
|{{#sprite:file=File:Golditemsnew.png|column=8|row=0}}||style=&amp;quot;text-align:center;&amp;quot;|42&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ore [[File:OrePickup.jpg|25px|frameless]]==&lt;br /&gt;
Ore gain is calculated individually, just like gold. Each ore found in the tower is worth 1 ore, but with multipliers can give more.&amp;lt;br&amp;gt;&lt;br /&gt;
Ore is not taxed however, so it is a great way to bring money back to your town once everything is upgraded.&lt;br /&gt;
&lt;br /&gt;
Ore can be used to upgrade a player's town, crafted into items at the [[Magic Anvil]] with Blueprints, and bought or sold at the [[Ore Trader]].&lt;br /&gt;
&lt;br /&gt;
Ore Trader prices:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Price for buying ore&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Price for selling ore&lt;br /&gt;
|-&lt;br /&gt;
! Tier 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1500G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 200G&lt;br /&gt;
|-&lt;br /&gt;
! Tier 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1250G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 350G&lt;br /&gt;
|-&lt;br /&gt;
! Tier 3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 1000G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 500G&lt;br /&gt;
|-&lt;br /&gt;
! Tier 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 800G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 700G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ore gain sources (Additive):&lt;br /&gt;
*[[Items#shaftlocke_pickaxe|Shaftlocke Pickaxe]]: +50% (+100% when attuned)&lt;br /&gt;
*[[Items#markhams_stone|Markham's Stone]]: +2*(# items in inventory)% (+4% per item when attuned)&lt;br /&gt;
*NG+: +(20*NG_Level)%&lt;br /&gt;
*[[Tavern|Miner's Delight]]: +100% Ore gain, -75% gold gain&lt;br /&gt;
&lt;br /&gt;
Other Ore sources:&lt;br /&gt;
*[[File:PoP.png|link=]]The Arena, Upon completion of a match you will gain some gold and ore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vozw</name></author>
	</entry>
</feed>