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	<id>https://wiki.heroesofhammerwatch.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xorekle1</id>
	<title>Heroes of Hammerwatch wiki - User contributions [en]</title>
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	<updated>2026-08-09T15:05:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.14</generator>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Patch_Notes&amp;diff=2808</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Patch_Notes&amp;diff=2808"/>
		<updated>2024-05-11T16:08:13Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: Redirected page to PatchNotes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[PatchNotes]]&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Witch_Hunter_DLC&amp;diff=2807</id>
		<title>Witch Hunter DLC</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Witch_Hunter_DLC&amp;diff=2807"/>
		<updated>2024-05-11T07:30:04Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Witch Hunter DLC''' is an expansion pack for the action role-playing game ''Heroes of Hammerwatch''. It introduces the [[Witch Hunter]] class along with new items, a DLC exclusive companion, a new dungeon mechanic, and other features.&lt;br /&gt;
&lt;br /&gt;
== About This Content ==&lt;br /&gt;
The Witch Hunter uses a wide array of tools to hunt its prey with meticulous planning and strategy. The DLC includes the following skills:&lt;br /&gt;
* Repeater Crossbow&lt;br /&gt;
* Flaming Hounds&lt;br /&gt;
* Branding Ward&lt;br /&gt;
* Witch Pyre&lt;br /&gt;
* A Murder of Crows&lt;br /&gt;
* Fanatic Zeal&lt;br /&gt;
* Searing Torch&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* New hero class: [[Witch Hunter]].&lt;br /&gt;
* New items: including the Tools of Exorcism set.&lt;br /&gt;
* Raven: DLC exclusive companion.&lt;br /&gt;
* [[Encounters#Blood_Altar|Blood Rites]]: a new dungeon mechanic.&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Witch_Hunter_DLC&amp;diff=2806</id>
		<title>Witch Hunter DLC</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Witch_Hunter_DLC&amp;diff=2806"/>
		<updated>2024-05-11T07:24:40Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: Created page with &amp;quot;It introduces the Witch Hunter class along with new items, a DLC exclusive companion, a new dungeon mechanic, and other features.  == About This Content == The Witch Hunte...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It introduces the [[Witch Hunter]] class along with new items, a DLC exclusive companion, a new dungeon mechanic, and other features.&lt;br /&gt;
&lt;br /&gt;
== About This Content ==&lt;br /&gt;
The Witch Hunter uses a wide array of tools to hunt its prey with meticulous planning and strategy. The DLC includes the following skills:&lt;br /&gt;
* Repeater Crossbow&lt;br /&gt;
* Flaming Hounds&lt;br /&gt;
* Branding Ward&lt;br /&gt;
* Witch Pyre&lt;br /&gt;
* A Murder of Crows&lt;br /&gt;
* Fanatic Zeal&lt;br /&gt;
* Searing Torch&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* New hero class: [[Witch Hunter]].&lt;br /&gt;
* New items: including the Tools of Exorcism set.&lt;br /&gt;
* Raven: DLC exclusive companion.&lt;br /&gt;
* Blood Rites: a new dungeon mechanic.&lt;br /&gt;
* New class title: Skill crit damage.&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Attuned&amp;diff=2805</id>
		<title>Attuned</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Attuned&amp;diff=2805"/>
		<updated>2024-05-11T07:13:47Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: Created page with &amp;quot;&amp;lt;h1&amp;gt;Attuned Effect&amp;lt;/h1&amp;gt;  &amp;lt;p&amp;gt;The Attuned effect is a powerful attribute that can be applied to weapons and armor in &amp;lt;i&amp;gt;Heroes of Hammerwatch&amp;lt;/i&amp;gt;. This effect significantly enha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Attuned Effect&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Attuned effect is a powerful attribute that can be applied to weapons and armor in &amp;lt;i&amp;gt;Heroes of Hammerwatch&amp;lt;/i&amp;gt;. This effect significantly enhances the capabilities of the items it is applied to, making it a valuable asset for adventurers seeking to maximize their combat potential.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The [[Magic Anvil]] in the [[Town]] of [[Town|The Outlook]] is the primary place where players can attune their gear. Attuning an item increases its potency by aligning it with powerful magical energies. This process is essential for players who want to enhance their weapons and armor to their fullest potential.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Effects of Attunement&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When an item is attuned, it gains increased stats, making it more effective in combat. The specific enhancements provided by attuning can vary based on the item and its original properties. Here are some general benefits of attunement:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Increased Damage:&amp;lt;/b&amp;gt; Weapons that are attuned deal more damage, allowing players to defeat enemies more quickly.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Improved Defense:&amp;lt;/b&amp;gt; Attuned armor provides better protection, reducing the damage taken from enemy attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Enhanced Abilities:&amp;lt;/b&amp;gt; Some items gain additional effects or improved abilities when attuned, further boosting their effectiveness in various situations.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Attuning Process&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;To attune an item, players need to visit the [[Magic Anvil]] in [[Town]]. Here are the steps involved in the attunement process:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Visit the Magic Anvil:&amp;lt;/b&amp;gt; The Magic Anvil is located in the Town of The Outlook. It is an essential facility for enhancing and attuning gear.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Select the Item:&amp;lt;/b&amp;gt; Choose the weapon or armor piece you wish to attune from your inventory.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Provide Resources:&amp;lt;/b&amp;gt; Attuning an item requires specific resources. These can include [[Money|gold]], ore, and other materials that can be found or purchased during your adventures.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Attune the Item:&amp;lt;/b&amp;gt; Once you have provided the necessary resources, the item will be attuned, gaining increased stats and enhanced abilities.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Strategic Considerations&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Attuning items is a strategic decision that can significantly impact your gameplay. Here are some tips to consider:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Prioritize Key Items:&amp;lt;/b&amp;gt; Focus on attuning your most frequently used weapons and armor to maximize their effectiveness in combat.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Resource Management:&amp;lt;/b&amp;gt; Ensure you have enough resources to attune items without compromising other aspects of your gameplay, such as upgrading buildings or purchasing essential items.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Balance Offense and Defense:&amp;lt;/b&amp;gt; Attune both weapons and armor to maintain a balance between dealing damage and protecting yourself from enemy attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Conclusion&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Attuned effect is a crucial enhancement for any adventurer in &amp;lt;i&amp;gt;Heroes of Hammerwatch&amp;lt;/i&amp;gt;. By attuning your gear at the Magic Anvil, you can significantly boost your combat capabilities, making it easier to conquer the challenges that await in the various dungeons and areas of the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Four_Magi&amp;diff=2804</id>
		<title>Four Magi</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Four_Magi&amp;diff=2804"/>
		<updated>2024-05-11T07:05:34Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: Created page with &amp;quot;&amp;lt;h1&amp;gt;The Four Magi&amp;lt;/h1&amp;gt;  &amp;lt;p&amp;gt;The Four Magi are powerful vampire agents who serve as central antagonists within the Moon Temple. Each of these vampire agents—Lisard, Erris, Isa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;The Four Magi&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Four Magi are powerful vampire agents who serve as central antagonists within the Moon Temple. Each of these vampire agents—Lisard, Erris, Isadora, and Shaden—brings unique powers and characteristics that make them formidable foes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Lore&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Moon Temple, an ancient and mystical site, has been a significant place of worship and power for centuries. It has been the center of many crucial events, especially during the conflict involving Thundersnow and Blight the Horrible. The ice rain brought by Thundersnow caused the gates of the Moon Temple to crumble, allowing agents of Blight the Horrible to infiltrate the temple. These agents aimed to seize the Orb of Night, a powerful artifact safeguarded deep within the temple by its priests.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Four Magi, led by the vampire agents Lisard, Erris, Isadora, and Shaden, have overrun the temple, performing a dangerous ritual around the Moon Orb. Their ultimate goal is to harness the power of the Orb of Night for their dark purposes. Each Magi's unique abilities and the synergistic effects of their attacks make them formidable opponents.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Individual Profiles&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Lisard&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Lisard, known for his mastery of poison magic, is a fearsome vampire with a deep connection to the dark arts. His green aura and poison-themed attacks reflect his toxic nature. Little is known about his history before joining the Four Magi, but his deadly abilities make him a significant threat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Erris&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Erris is a destructive vampire wielding powerful fire magic. His fiery aura and fire-based attacks symbolize his destructive nature. Erris's loyalty to the Magi and his prominent role in their ritual demonstrate his high rank within their hierarchy.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Isadora&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Isadora, the master of ice magic, is a cold and calculating vampire. Her icy aura and ice-themed attacks make her a formidable opponent. Isadora's connection to the dark forces within the temple is evident through her deadly ice magic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Shaden&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Shaden, shrouded in darkness, is a vampire who commands dark magic. His shadowy aura and dark magic attacks reflect his deep connection to the temple's darker forces. Shaden's ability to manipulate shadows and darkness makes him a significant threat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Historical Significance&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Four Magi have a deep-rooted connection to the history of the Moon Temple. Their presence within the temple is a testament to the enduring struggle between the forces of light and darkness. The Magi's ultimate goal is to harness the power of the Orb of Night, an artifact of immense power, for their own dark purposes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The infiltration of the Moon Temple by the agents of Blight the Horrible, including the Four Magi, marks a significant event in the temple's history. This invasion disrupted the delicate balance of power within the temple and set the stage for a prolonged conflict over the Orb of Night.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Impact on the Moon Temple&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The presence of the Four Magi within the Moon Temple has significantly altered the temple's environment. Their dark magic and rituals have corrupted the temple, making it a more dangerous and hostile place. The Magi's influence extends throughout the temple, affecting both its inhabitants and its structure.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Moon Temple, once a place of worship and power, has become a battleground where the forces of light and darkness clash. The Four Magi's efforts to seize the Orb of Night have drawn the attention of adventurers and heroes who seek to restore balance and prevent the Magi from achieving their nefarious goals.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Conclusion&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Four Magi, as powerful vampire agents, play a central role in the ongoing conflict within the Moon Temple. Their mastery of dark magic and their relentless pursuit of the Orb of Night make them formidable adversaries. Understanding the lore and historical significance of the Magi provides valuable insight into the challenges that await those who dare to confront them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Tavern&amp;diff=2803</id>
		<title>Tavern</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Tavern&amp;diff=2803"/>
		<updated>2024-05-11T06:50:15Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Richard Hammer's Barrel Drinks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PrisonThief.jpg|thumb|The Thief in his cell]]&lt;br /&gt;
The Tavern is unlocked by purchasing it in the Tier 2 [[Town Hall]] upgrades once the [[Thief]] has been found in the [[Acts#Act_2.2C_The_Prison|Prison]].&amp;lt;br&amp;gt;&lt;br /&gt;
You may purchase drinks you have found in the [[Acts|Tower]] or Pyramid to gain special buffs to aid you on your journey. The Pyramid DLC unlocks 4 drinks.&lt;br /&gt;
&lt;br /&gt;
Upgrading the Tavern will allow you to increase you drink limit per run to 3, 4, or 5 and also increases the maximum drink storage in the Tavern.&lt;br /&gt;
&lt;br /&gt;
==Thief and Gambling==&lt;br /&gt;
Once you rescue the [[Thief]] from the [[Acts#Act_2.2C_The_Prison|Prison]] and unlock the first tier of the Tavern, you will be allowed gamble.&amp;lt;br&amp;gt;&lt;br /&gt;
Gambling is a simple card flipping game where the highest card number wins. A draw will result in the 'house' winning and the 'Spike Trap' card is a Joker and will win any hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | $$&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Chance of Bonus Item&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Drinks&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Odds&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Blueprints&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Odds&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Dyes&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Odds&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | 500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | 1000&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | 5000&lt;br /&gt;
| 33%&lt;br /&gt;
| Common&lt;br /&gt;
| 1/2&lt;br /&gt;
| Common&lt;br /&gt;
| 1/4&lt;br /&gt;
| Common&lt;br /&gt;
| 1/4&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | 10000&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 50%&lt;br /&gt;
| Common&lt;br /&gt;
| 1/6&lt;br /&gt;
| Common&lt;br /&gt;
| 1/4&lt;br /&gt;
| Common&lt;br /&gt;
| 1/4&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon&lt;br /&gt;
| 1/6&lt;br /&gt;
| Uncommon&lt;br /&gt;
| 1/12&lt;br /&gt;
| Uncommon&lt;br /&gt;
| 1/12&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot; | 100000&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 100%&lt;br /&gt;
| Rare&lt;br /&gt;
| 1/5&lt;br /&gt;
| Uncommon&lt;br /&gt;
| 1/5&lt;br /&gt;
| Uncommon&lt;br /&gt;
| 1/5&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Rare&lt;br /&gt;
| 1/5&lt;br /&gt;
| Rare&lt;br /&gt;
| 1/5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | 1000000&lt;br /&gt;
| 100%&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Rare&lt;br /&gt;
| 1/2&lt;br /&gt;
| Rare&lt;br /&gt;
| 1/3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Richard Hammer's Barrel Drinks==&lt;br /&gt;
Richard the bartender is unlocked with the Tavern by default, and will allow you to purchase drinks that you have found in barrels throughout the Tower. Barrels will contain multiple charges of whatever drink you are given, depending on the rarity and the [[New_Game_Plus|NG]] level you are playing on. Uncommon drinks can be found on NG+1 and above and rare drinks on NG+2 and above.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Common&lt;br /&gt;
! Uncommon&lt;br /&gt;
! Rare&lt;br /&gt;
|-&lt;br /&gt;
| Barrel ||style=&amp;quot;width: 75px;&amp;quot;| {{#sprite:file=File:Barrel.png|column=0|row=0}} ||style=&amp;quot;width: 75px;&amp;quot;| {{#sprite:file=File:Barrel.png|column=1|row=0}} ||style=&amp;quot;width: 75px;&amp;quot;| {{#sprite:file=File:Barrel.png|column=2|row=0}}&lt;br /&gt;
|-&lt;br /&gt;
|Max stacks||32||24||16&lt;br /&gt;
|-&lt;br /&gt;
|Cost if empty||500G||2,000G||5,000G &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Common Drinks===&lt;br /&gt;
Common drinks are found in any level as long as you have the tavern unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Image&lt;br /&gt;
! Drink&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=0|row=0}}&lt;br /&gt;
| &amp;lt;span id=&amp;quot;the_groovy_ghost&amp;quot;&amp;gt;The Groovy Ghost&amp;lt;span&amp;gt;&lt;br /&gt;
| +8% Evasion,&amp;lt;br&amp;gt;-15 Attack Power.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=4|row=0}}&lt;br /&gt;
| Smelly Old Man&lt;br /&gt;
| +2 Mana Regen,&amp;lt;br&amp;gt;-10% Base HP&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=5|row=0}}&lt;br /&gt;
| On the Run&lt;br /&gt;
| +0.4 Movement Speed,&amp;lt;br&amp;gt;-25% Gold Gain.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=6|row=0}}&lt;br /&gt;
| Miner's Delight&lt;br /&gt;
| +100% Ore Gain,&amp;lt;br&amp;gt;-75% Gold Gain.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=6|row=1}}&lt;br /&gt;
| Mind Control&lt;br /&gt;
| Immune to confusion,&amp;lt;br&amp;gt;All other debuffs last 100% longer.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=7|row=2}}&lt;br /&gt;
| Mellow Mist&lt;br /&gt;
| -10% Damage Taken,&amp;lt;br&amp;gt;-0.4 Movement Speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=0|row=1}}&lt;br /&gt;
| Lazy Stroll&lt;br /&gt;
| +50% Experience Gain,&amp;lt;br&amp;gt;-0.4 Movement Speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=3|row=3}}&lt;br /&gt;
| Lady's Blessing&lt;br /&gt;
| +2HP Regen,&amp;lt;br&amp;gt;-15 Skill Power.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=6|row=0}}&lt;br /&gt;
| Enchanted Slammer&lt;br /&gt;
| +10 Physical damage on Primary Attack,&amp;lt;br&amp;gt;Primary attack costs 2.5% of your current mana.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=1|row=1}}&lt;br /&gt;
| Crazy Eye&lt;br /&gt;
| +10% Primary Critical Hit Chance,&amp;lt;br&amp;gt;-20 Armor.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=1|row=0}}&lt;br /&gt;
| Ancient Spirit&lt;br /&gt;
| +20 Skill Power,&amp;lt;br&amp;gt;-10 Resistance.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=7|row=0}}&lt;br /&gt;
| A Strong Arm&lt;br /&gt;
| +25 Attack Power,&amp;lt;br&amp;gt;-15 Armor.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=2|row=2}}&lt;br /&gt;
| A Fool's Errand&lt;br /&gt;
| +100% Gold Gain,&amp;lt;br&amp;gt;HP regen set to 0.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=3|row=5}}&lt;br /&gt;
| Snake Blood&lt;br /&gt;
| Immune to Poison -25% Health gained.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uncommon Drinks===&lt;br /&gt;
Uncommon drinks are found in New Game Plus 1 (NG+1).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Image&lt;br /&gt;
! Drink&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=2|row=1}}&lt;br /&gt;
| The Safe Bet [[File:PoP.png|link=]]&lt;br /&gt;
| +20% Armor and Resistance,&amp;lt;br&amp;gt;-5 Luck.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=9|row=0}}&lt;br /&gt;
| The Outlook Special&lt;br /&gt;
| Ore pickups trigger a 50% damage reduction for 30 seconds,&amp;lt;br&amp;gt;-50% ore gain.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=9|row=1}}&lt;br /&gt;
| The Last Sin&lt;br /&gt;
| +100% Skill Critical Damage,&amp;lt;br&amp;gt; -33% Mana Regen.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=6|row=4}}&lt;br /&gt;
| The Hairy Magus&lt;br /&gt;
| You gain 1% of your current mana when scoring critical hits with skills,&amp;lt;br&amp;gt;+25% skill cost.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=0|row=2}}&lt;br /&gt;
| The Cranky Clergyman [[File:PoP.png|link=]]&lt;br /&gt;
| +25 Resistance,&amp;lt;br&amp;gt;-25% Skill speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=8|row=2}}&lt;br /&gt;
| Starlight Stinger&lt;br /&gt;
| +15% Skill Critical Chance,&amp;lt;br&amp;gt;-25% Base Mana.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=4|row=1}}&lt;br /&gt;
| Slumbering Giant [[File:PoP.png|link=]]&lt;br /&gt;
| +50 Attack power,&amp;lt;br&amp;gt;-20% attack speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=7|row=5}}&lt;br /&gt;
| Primal Fury&lt;br /&gt;
| +33% attack speed in combo,&amp;lt;br&amp;gt;No mana regen in combo.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=3|row=2}}&lt;br /&gt;
| Overflowing Physique&lt;br /&gt;
| +50% base Health,&amp;lt;br&amp;gt;Lose 5% of your current Mana while moving.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=9|row=1}}&lt;br /&gt;
| Last Stand&lt;br /&gt;
| +30% Damage Output Damage Reduction when standing still,&amp;lt;br&amp;gt;+10% damage taken while moving.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=2|row=0}}&lt;br /&gt;
| Homemade Hazard&lt;br /&gt;
| +100% Primary Critical Damage,&amp;lt;br&amp;gt;+10% Damage Taken.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=3|row=0}}&lt;br /&gt;
| Elemental Bruiser&lt;br /&gt;
| +75% Skill Damage,&amp;lt;br&amp;gt;+50% Skill Costs.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=6|row=3}}&lt;br /&gt;
| Double Thriller&lt;br /&gt;
| +75% Damage Dealt,&amp;lt;br&amp;gt;+25% Damage Taken.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=1|row=4}}&lt;br /&gt;
| The Smirking Shopkeep&lt;br /&gt;
| You can buy an additional item in dungeon shops. Items cost 50% more in dungeon shops.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rare Drinks===&lt;br /&gt;
Rare drinks are found in New Game Plus 2 (NG+2).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Image&lt;br /&gt;
! Drink&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=0|row=3}}&lt;br /&gt;
| Wicked Sickness&lt;br /&gt;
| +200% Damage dealt during combo,&amp;lt;br&amp;gt;-50% damage dealt out of combo.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=2|row=3}}&lt;br /&gt;
| Unbalanced Essence&lt;br /&gt;
| +100 Skill Power,&amp;lt;br&amp;gt;Lose 10% of current mana when casting a skill.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=5|row=2}}&lt;br /&gt;
| The Mad Proposal&lt;br /&gt;
| +400% Damage dealt,&amp;lt;br&amp;gt;Gain a permanent state of Vertigo.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=7|row=3}}&lt;br /&gt;
| Stab In The Dark&lt;br /&gt;
| 50% chance to score a Critical Hit on Primary Attack,&amp;lt;br&amp;gt;Darkness effect for 1.5 seconds when using your Primary Attack.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=5|row=1}}&lt;br /&gt;
| Spilled Blood&lt;br /&gt;
| Primary Attack applies bleeding,&amp;lt;br&amp;gt;-20% base Health.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=5|row=3}}&lt;br /&gt;
| Perpetual Desire [[File:PoP.png|link=]]&lt;br /&gt;
| All pickups (coins, ore, mana crystals) activate combo,&amp;lt;br&amp;gt;+100% skill cost out of combo.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=4|row=5}}&lt;br /&gt;
| Markham's Moonshine&lt;br /&gt;
| +5% damage per item in your inventory. Spheres count twice,&amp;lt;br&amp;gt;Combo is disabled.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=4|row=3}}&lt;br /&gt;
| Kinetic Kiss&lt;br /&gt;
| Gain 2.5% of your max Mana while moving,&amp;lt;br&amp;gt;Lose all your Mana when taking damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=3|row=1}}&lt;br /&gt;
| Incendiary Demise&lt;br /&gt;
| +40 magical damage on primary attack,&amp;lt;br&amp;gt;Set on fire when hitting enemies with primary attacks.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=6|row=2}}&lt;br /&gt;
| Hammer Time&lt;br /&gt;
| +100 Attack Power,&amp;lt;br&amp;gt;Lose 5% of current HP while standing still.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=9|row=3}}&lt;br /&gt;
| Frenetic Eruption&lt;br /&gt;
| 5% chance of triggering Combo on critical hits,&amp;lt;br&amp;gt;+20% damage taken out of Combo.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=8|row=1}}&lt;br /&gt;
| Evil Infusion&lt;br /&gt;
| 5% Lifesteal on skills,&amp;lt;br&amp;gt;Lose 10% of current HP when casting a skill.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=8|row=3}}&lt;br /&gt;
| Crimson Death&lt;br /&gt;
| +5% Lifesteal on primary attacks,&amp;lt;br&amp;gt;Lose 2.5% of current health while moving.&lt;br /&gt;
|-&lt;br /&gt;
| {{#sprite:file=File:Icons_drinks.png|column=9|row=4}}&lt;br /&gt;
| Caustic Touch&lt;br /&gt;
| Damage dealt by skills also applies poison,&amp;lt;br&amp;gt;You become poisoned when casting a skill.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Drink Combinations==&lt;br /&gt;
The Tavern offers a variety of drink combinations that provide unique buffs and effects. Here are some common and powerful combinations:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:70%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#a9a9a9;&amp;quot;&amp;gt;Drink 1&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#a9a9a9;&amp;quot;&amp;gt;Drink 2&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#a9a9a9;&amp;quot;&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;{{#sprite: file=File:Icons_drinks.png|column=3|row=5}} Snake Blood&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;{{#sprite: file=File:Icons_drinks.png|column=9|row=4}} Caustic Touch&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Grants immunity to poison from Snake Blood while allowing you to apply poison with Caustic Touch skills.&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;{{#sprite: file=File:Icons_drinks.png|column=6|row=3}} Double Thriller&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;{{#sprite: file=File:Icons_drinks.png|column=4|row=1}} Slumbering Giant&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Increases damage dealt significantly with Double Thriller while boosting your attack power with Slumbering Giant, at the cost of reduced attack speed and increased damage taken.&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;{{#sprite: file=File:Icons_drinks.png|column=3|row=2}} Overflowing Physique&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;{{#sprite: file=File:Icons_drinks.png|column=4|row=3}} Kinetic Kiss&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Greatly increases your health pool with Overflowing Physique while providing mana regeneration when moving with Kinetic Kiss, though you lose mana upon taking damage.&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;{{#sprite: file=File:Icons_drinks.png|column=1|row=1}} Crazy Eye&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;{{#sprite: file=File:Icons_drinks.png|column=9|row=1}} The Last Sin&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Enhances primary critical hit chance with Crazy Eye and skill critical damage with The Last Sin, although you sacrifice armor and mana regeneration.&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;{{#sprite: file=File:Icons_drinks.png|column=0|row=1}} Lazy Stroll&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;{{#sprite: file=File:Icons_drinks.png|column=6|row=0}} Miner's Delight&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Boosts experience gain with Lazy Stroll and ore gain with Miner's Delight, ideal for farming runs, but reduces movement speed and gold gain.&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These combinations can be tailored to fit your playstyle and the challenges you face. Experiment with different drinks to find the best synergy for your character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
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|[[Paladin]] • [[Priest]] • [[Ranger]] • [[Sorcerer]] • [[Thief]] • [[Warlock]] • [[Wizard]] • [[File:PoP.png|22px|link=]][[Gladiator]] • [[Witch Hunter]]&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Town|The Outlook]]&lt;br /&gt;
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|- style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
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![[Mechanics]]&lt;br /&gt;
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|-&lt;br /&gt;
![[File:PoP.png|22px|link=]][[City of Stone]]&lt;br /&gt;
| [[Pyramid of Prophecy]] (campaign) • [[Arena]] • [[Retired Gladiator]] • [[Statues]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:MT.png|22px|link=]][[Path of Sorrow]]&lt;br /&gt;
| [[Moon Temple]] (campaign) • [[Legacy shop]]&lt;br /&gt;
|-&lt;br /&gt;
![[Enemies]]&lt;br /&gt;
|[[Enemies|Bosses]] • [[Aberrations]] • [[Beasts]] • [[Constructs]] • [[Undead]] &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot;|[[mod_support|Modding]]&lt;br /&gt;
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|-style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
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|-style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
!|[[Misc]]&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2800</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2800"/>
		<updated>2024-05-11T06:12:04Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Agents of the Four Magi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters. As of Patch 113 and later, you can freely move between rooms before defeating all enemies in the room. The temple itself contains a powerful artifact known as the Orb of Night and is under siege by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken Tower, this DLC is still filled with large amounts of treasure chests, so bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple is an ancient and mystical site central to many significant events in Hammerwatch's history. Originally a place of worship and power, it has a rich and tumultuous history. The temple was overrun by creatures and agents of Blight the Horrible after Thundersnow's ice rain caused the gates to crumble. These agents aim to seize the powerful Orb of Night, which is safeguarded deep within the temple by its priests. The lore of the Moon Temple reveals its importance as a site of significant conflict and magical activity.&lt;br /&gt;
&lt;br /&gt;
Throughout the Moon Temple, players will encounter increasingly challenging levels filled with interconnected chambers and magical gateways. Each area is populated by a variety of enemies, including undead vampire guards, moon guardians with powerful melee and ranged attacks, moon wardens with formidable defenses and offensive spells, and shades that use dark magic to drain mana and cause bleeding effects. The enemies grow tougher, and traps and puzzles become more complex as players progress through the temple.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple's design challenges players with its unique enemies, intricate traps, and puzzles, requiring both combat prowess and problem-solving skills to overcome. High-quality loot and valuable treasures make the journey through the temple a rewarding yet perilous adventure.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
* &amp;lt;b&amp;gt;Wisp Bomb&amp;lt;/b&amp;gt;: A powerful explosive attack that deals hybrid damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Projectiles&amp;lt;/b&amp;gt;: Fires a barrage of ice projectiles dealing hybrid damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Exploding Frost Wisps&amp;lt;/b&amp;gt;: Summons smaller frost wisps that explode upon contact, dealing hybrid damage.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;b&amp;gt;Phase 1 - Crystal Destruction&amp;lt;/b&amp;gt;: At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# &amp;lt;b&amp;gt;Phase 2 - Projectile Avoidance&amp;lt;/b&amp;gt;: Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# &amp;lt;b&amp;gt;Melee Attacks&amp;lt;/b&amp;gt;: When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# &amp;lt;b&amp;gt;Exploding Frost Wisps&amp;lt;/b&amp;gt;: Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# &amp;lt;b&amp;gt;Final Explosion&amp;lt;/b&amp;gt;: When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
In New Game Plus (NG+), the Elder Wisp's abilities become more dangerous:&lt;br /&gt;
* &amp;lt;b&amp;gt;Wisp Bomb&amp;lt;/b&amp;gt;: Deals increased damage and has a larger explosion radius.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Projectiles&amp;lt;/b&amp;gt;: Fires more projectiles in a denser pattern, making them harder to dodge.&lt;br /&gt;
* &amp;lt;b&amp;gt;Exploding Frost Wisps&amp;lt;/b&amp;gt;: Summons more frost wisps that deal increased damage and have a wider explosion radius.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
In multiplayer, the Elder Wisp gains additional health and its abilities become more challenging:&lt;br /&gt;
* &amp;lt;b&amp;gt;Wisp Bomb&amp;lt;/b&amp;gt;: Targets multiple players, increasing the likelihood of hits.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Projectiles&amp;lt;/b&amp;gt;: The number of projectiles increases, creating a more challenging environment for all players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Exploding Frost Wisps&amp;lt;/b&amp;gt;: Summons more frost wisps, requiring players to manage adds effectively and avoid being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers. The Inner Halls consist of two floors.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Halls include:&lt;br /&gt;
* &amp;lt;b&amp;gt;Vampires&amp;lt;/b&amp;gt;: Use lifesteal abilities and dark magic to drain health.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Guardians&amp;lt;/b&amp;gt;: Employ powerful melee and ranged attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Wardens&amp;lt;/b&amp;gt;: Known for their formidable defenses and offensive spells.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shades&amp;lt;/b&amp;gt;: Use melee strikes and dark magic, causing mana drain and bleeding effects.&lt;br /&gt;
&lt;br /&gt;
==Boss: Krilith's Wolf==&lt;br /&gt;
'''Monster type: Beast'''&lt;br /&gt;
&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. This boss makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. The arena is filled with large chunks of destructible ice that can block your movement, making the battle more difficult. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Jumps at the player, dealing significant damage on impact.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Breathes a cone of icy wind that slows and damages players caught in it.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Emits a burst of frost that freezes and damages nearby players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Periodically summons smaller frost wolves to aid in battle.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
When fighting Krilith's Wolf, prioritize dodging its pounce attacks and projectiles. Use the destructible ice chunks to your advantage by breaking them to create space and avoid getting cornered. Maintain a safe distance and use ranged attacks if possible. Be aware of its quick movements and adjust your positioning accordingly. Focus on dealing consistent damage while avoiding its high-damage attacks. &lt;br /&gt;
&lt;br /&gt;
Here are specific tactics:&lt;br /&gt;
* &amp;lt;b&amp;gt;Dodging Pounce&amp;lt;/b&amp;gt;: Stay mobile and be prepared to dodge as the wolf frequently uses its pounce attack.&lt;br /&gt;
* &amp;lt;b&amp;gt;Managing Ice Breath&amp;lt;/b&amp;gt;: Keep moving to avoid the slowing effect of the Ice Breath, which can severely hinder your mobility.&lt;br /&gt;
* &amp;lt;b&amp;gt;Handling Frost Nova&amp;lt;/b&amp;gt;: Watch for the telltale signs of a Frost Nova and move out of range quickly to avoid being frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Dealing with Adds&amp;lt;/b&amp;gt;: Eliminate the smaller frost wolves quickly to prevent being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
In New Game Plus (NG+), Krilith's Wolf becomes more challenging:&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Increased damage and shorter cooldown.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Covers a wider area and applies a stronger slowing effect.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Freezes for a longer duration and deals more damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Summons more frost wolves with increased health and damage.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
In multiplayer, Krilith's Wolf gains additional health and its abilities become more dangerous:&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Targets multiple players and deals increased damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Affects a larger area and has a higher chance of hitting multiple players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: The freezing effect lasts longer, making coordination crucial to avoid getting frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Summons a greater number of frost wolves, requiring players to manage adds more effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Boss &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Giant Ice Wolf&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 45-second cooldown. They will only use the potion between 70% and 30% HP. They also use a health potion at less than 15% HP. Each agent has one charge of invincibility and healing pots except for Erris and Shaden, who have two invincibility pots with a 45-second cooldown.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
In multiplayer, the vampire agents gain additional health and their abilities become more dangerous. The Moon Orb's energy rays cover a larger area, making it more challenging for multiple players to find safe spots. Coordination and communication become crucial to avoid overlapping abilities and to manage debuffs effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2799</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2799"/>
		<updated>2024-05-11T06:07:50Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Elder Wisp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters. As of Patch 113 and later, you can freely move between rooms before defeating all enemies in the room. The temple itself contains a powerful artifact known as the Orb of Night and is under siege by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken Tower, this DLC is still filled with large amounts of treasure chests, so bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple is an ancient and mystical site central to many significant events in Hammerwatch's history. Originally a place of worship and power, it has a rich and tumultuous history. The temple was overrun by creatures and agents of Blight the Horrible after Thundersnow's ice rain caused the gates to crumble. These agents aim to seize the powerful Orb of Night, which is safeguarded deep within the temple by its priests. The lore of the Moon Temple reveals its importance as a site of significant conflict and magical activity.&lt;br /&gt;
&lt;br /&gt;
Throughout the Moon Temple, players will encounter increasingly challenging levels filled with interconnected chambers and magical gateways. Each area is populated by a variety of enemies, including undead vampire guards, moon guardians with powerful melee and ranged attacks, moon wardens with formidable defenses and offensive spells, and shades that use dark magic to drain mana and cause bleeding effects. The enemies grow tougher, and traps and puzzles become more complex as players progress through the temple.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple's design challenges players with its unique enemies, intricate traps, and puzzles, requiring both combat prowess and problem-solving skills to overcome. High-quality loot and valuable treasures make the journey through the temple a rewarding yet perilous adventure.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
* &amp;lt;b&amp;gt;Wisp Bomb&amp;lt;/b&amp;gt;: A powerful explosive attack that deals hybrid damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Projectiles&amp;lt;/b&amp;gt;: Fires a barrage of ice projectiles dealing hybrid damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Exploding Frost Wisps&amp;lt;/b&amp;gt;: Summons smaller frost wisps that explode upon contact, dealing hybrid damage.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;b&amp;gt;Phase 1 - Crystal Destruction&amp;lt;/b&amp;gt;: At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# &amp;lt;b&amp;gt;Phase 2 - Projectile Avoidance&amp;lt;/b&amp;gt;: Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# &amp;lt;b&amp;gt;Melee Attacks&amp;lt;/b&amp;gt;: When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# &amp;lt;b&amp;gt;Exploding Frost Wisps&amp;lt;/b&amp;gt;: Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# &amp;lt;b&amp;gt;Final Explosion&amp;lt;/b&amp;gt;: When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
In New Game Plus (NG+), the Elder Wisp's abilities become more dangerous:&lt;br /&gt;
* &amp;lt;b&amp;gt;Wisp Bomb&amp;lt;/b&amp;gt;: Deals increased damage and has a larger explosion radius.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Projectiles&amp;lt;/b&amp;gt;: Fires more projectiles in a denser pattern, making them harder to dodge.&lt;br /&gt;
* &amp;lt;b&amp;gt;Exploding Frost Wisps&amp;lt;/b&amp;gt;: Summons more frost wisps that deal increased damage and have a wider explosion radius.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
In multiplayer, the Elder Wisp gains additional health and its abilities become more challenging:&lt;br /&gt;
* &amp;lt;b&amp;gt;Wisp Bomb&amp;lt;/b&amp;gt;: Targets multiple players, increasing the likelihood of hits.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Projectiles&amp;lt;/b&amp;gt;: The number of projectiles increases, creating a more challenging environment for all players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Exploding Frost Wisps&amp;lt;/b&amp;gt;: Summons more frost wisps, requiring players to manage adds effectively and avoid being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers. The Inner Halls consist of two floors.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Halls include:&lt;br /&gt;
* &amp;lt;b&amp;gt;Vampires&amp;lt;/b&amp;gt;: Use lifesteal abilities and dark magic to drain health.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Guardians&amp;lt;/b&amp;gt;: Employ powerful melee and ranged attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Wardens&amp;lt;/b&amp;gt;: Known for their formidable defenses and offensive spells.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shades&amp;lt;/b&amp;gt;: Use melee strikes and dark magic, causing mana drain and bleeding effects.&lt;br /&gt;
&lt;br /&gt;
==Boss: Krilith's Wolf==&lt;br /&gt;
'''Monster type: Beast'''&lt;br /&gt;
&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. This boss makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. The arena is filled with large chunks of destructible ice that can block your movement, making the battle more difficult. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Jumps at the player, dealing significant damage on impact.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Breathes a cone of icy wind that slows and damages players caught in it.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Emits a burst of frost that freezes and damages nearby players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Periodically summons smaller frost wolves to aid in battle.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
When fighting Krilith's Wolf, prioritize dodging its pounce attacks and projectiles. Use the destructible ice chunks to your advantage by breaking them to create space and avoid getting cornered. Maintain a safe distance and use ranged attacks if possible. Be aware of its quick movements and adjust your positioning accordingly. Focus on dealing consistent damage while avoiding its high-damage attacks. &lt;br /&gt;
&lt;br /&gt;
Here are specific tactics:&lt;br /&gt;
* &amp;lt;b&amp;gt;Dodging Pounce&amp;lt;/b&amp;gt;: Stay mobile and be prepared to dodge as the wolf frequently uses its pounce attack.&lt;br /&gt;
* &amp;lt;b&amp;gt;Managing Ice Breath&amp;lt;/b&amp;gt;: Keep moving to avoid the slowing effect of the Ice Breath, which can severely hinder your mobility.&lt;br /&gt;
* &amp;lt;b&amp;gt;Handling Frost Nova&amp;lt;/b&amp;gt;: Watch for the telltale signs of a Frost Nova and move out of range quickly to avoid being frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Dealing with Adds&amp;lt;/b&amp;gt;: Eliminate the smaller frost wolves quickly to prevent being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
In New Game Plus (NG+), Krilith's Wolf becomes more challenging:&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Increased damage and shorter cooldown.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Covers a wider area and applies a stronger slowing effect.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Freezes for a longer duration and deals more damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Summons more frost wolves with increased health and damage.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
In multiplayer, Krilith's Wolf gains additional health and its abilities become more dangerous:&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Targets multiple players and deals increased damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Affects a larger area and has a higher chance of hitting multiple players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: The freezing effect lasts longer, making coordination crucial to avoid getting frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Summons a greater number of frost wolves, requiring players to manage adds more effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Boss &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Giant Ice Wolf&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. In New Game Plus (NG+), the duration and cooldown of their invulnerability potions are modified in an indeterminate manner.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2798</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2798"/>
		<updated>2024-05-11T06:06:32Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Krilith's Wolf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters. As of Patch 113 and later, you can freely move between rooms before defeating all enemies in the room. The temple itself contains a powerful artifact known as the Orb of Night and is under siege by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken Tower, this DLC is still filled with large amounts of treasure chests, so bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple is an ancient and mystical site central to many significant events in Hammerwatch's history. Originally a place of worship and power, it has a rich and tumultuous history. The temple was overrun by creatures and agents of Blight the Horrible after Thundersnow's ice rain caused the gates to crumble. These agents aim to seize the powerful Orb of Night, which is safeguarded deep within the temple by its priests. The lore of the Moon Temple reveals its importance as a site of significant conflict and magical activity.&lt;br /&gt;
&lt;br /&gt;
Throughout the Moon Temple, players will encounter increasingly challenging levels filled with interconnected chambers and magical gateways. Each area is populated by a variety of enemies, including undead vampire guards, moon guardians with powerful melee and ranged attacks, moon wardens with formidable defenses and offensive spells, and shades that use dark magic to drain mana and cause bleeding effects. The enemies grow tougher, and traps and puzzles become more complex as players progress through the temple.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple's design challenges players with its unique enemies, intricate traps, and puzzles, requiring both combat prowess and problem-solving skills to overcome. High-quality loot and valuable treasures make the journey through the temple a rewarding yet perilous adventure.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers. The Inner Halls consist of two floors.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Halls include:&lt;br /&gt;
* &amp;lt;b&amp;gt;Vampires&amp;lt;/b&amp;gt;: Use lifesteal abilities and dark magic to drain health.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Guardians&amp;lt;/b&amp;gt;: Employ powerful melee and ranged attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Wardens&amp;lt;/b&amp;gt;: Known for their formidable defenses and offensive spells.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shades&amp;lt;/b&amp;gt;: Use melee strikes and dark magic, causing mana drain and bleeding effects.&lt;br /&gt;
&lt;br /&gt;
==Boss: Krilith's Wolf==&lt;br /&gt;
'''Monster type: Beast'''&lt;br /&gt;
&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. This boss makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. The arena is filled with large chunks of destructible ice that can block your movement, making the battle more difficult. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Jumps at the player, dealing significant damage on impact.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Breathes a cone of icy wind that slows and damages players caught in it.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Emits a burst of frost that freezes and damages nearby players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Periodically summons smaller frost wolves to aid in battle.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
When fighting Krilith's Wolf, prioritize dodging its pounce attacks and projectiles. Use the destructible ice chunks to your advantage by breaking them to create space and avoid getting cornered. Maintain a safe distance and use ranged attacks if possible. Be aware of its quick movements and adjust your positioning accordingly. Focus on dealing consistent damage while avoiding its high-damage attacks. &lt;br /&gt;
&lt;br /&gt;
Here are specific tactics:&lt;br /&gt;
* &amp;lt;b&amp;gt;Dodging Pounce&amp;lt;/b&amp;gt;: Stay mobile and be prepared to dodge as the wolf frequently uses its pounce attack.&lt;br /&gt;
* &amp;lt;b&amp;gt;Managing Ice Breath&amp;lt;/b&amp;gt;: Keep moving to avoid the slowing effect of the Ice Breath, which can severely hinder your mobility.&lt;br /&gt;
* &amp;lt;b&amp;gt;Handling Frost Nova&amp;lt;/b&amp;gt;: Watch for the telltale signs of a Frost Nova and move out of range quickly to avoid being frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Dealing with Adds&amp;lt;/b&amp;gt;: Eliminate the smaller frost wolves quickly to prevent being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
In New Game Plus (NG+), Krilith's Wolf becomes more challenging:&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Increased damage and shorter cooldown.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Covers a wider area and applies a stronger slowing effect.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Freezes for a longer duration and deals more damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Summons more frost wolves with increased health and damage.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
In multiplayer, Krilith's Wolf gains additional health and its abilities become more dangerous:&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Targets multiple players and deals increased damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Affects a larger area and has a higher chance of hitting multiple players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: The freezing effect lasts longer, making coordination crucial to avoid getting frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Summons a greater number of frost wolves, requiring players to manage adds more effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Boss &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Giant Ice Wolf&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. In New Game Plus (NG+), the duration and cooldown of their invulnerability potions are modified in an indeterminate manner.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2797</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2797"/>
		<updated>2024-05-11T06:06:14Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters. As of Patch 113 and later, you can freely move between rooms before defeating all enemies in the room. The temple itself contains a powerful artifact known as the Orb of Night and is under siege by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken Tower, this DLC is still filled with large amounts of treasure chests, so bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple is an ancient and mystical site central to many significant events in Hammerwatch's history. Originally a place of worship and power, it has a rich and tumultuous history. The temple was overrun by creatures and agents of Blight the Horrible after Thundersnow's ice rain caused the gates to crumble. These agents aim to seize the powerful Orb of Night, which is safeguarded deep within the temple by its priests. The lore of the Moon Temple reveals its importance as a site of significant conflict and magical activity.&lt;br /&gt;
&lt;br /&gt;
Throughout the Moon Temple, players will encounter increasingly challenging levels filled with interconnected chambers and magical gateways. Each area is populated by a variety of enemies, including undead vampire guards, moon guardians with powerful melee and ranged attacks, moon wardens with formidable defenses and offensive spells, and shades that use dark magic to drain mana and cause bleeding effects. The enemies grow tougher, and traps and puzzles become more complex as players progress through the temple.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple's design challenges players with its unique enemies, intricate traps, and puzzles, requiring both combat prowess and problem-solving skills to overcome. High-quality loot and valuable treasures make the journey through the temple a rewarding yet perilous adventure.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers. The Inner Halls consist of two floors.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Halls include:&lt;br /&gt;
* &amp;lt;b&amp;gt;Vampires&amp;lt;/b&amp;gt;: Use lifesteal abilities and dark magic to drain health.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Guardians&amp;lt;/b&amp;gt;: Employ powerful melee and ranged attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Wardens&amp;lt;/b&amp;gt;: Known for their formidable defenses and offensive spells.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shades&amp;lt;/b&amp;gt;: Use melee strikes and dark magic, causing mana drain and bleeding effects.&lt;br /&gt;
&lt;br /&gt;
==Boss: Krilith's Wolf==&lt;br /&gt;
'''Monster type: Beast'''&lt;br /&gt;
&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. This boss makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. The arena is filled with large chunks of destructible ice that can block your movement, making the battle more difficult. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Jumps at the player, dealing significant damage on impact.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Breathes a cone of icy wind that slows and damages players caught in it.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Emits a burst of frost that freezes and damages nearby players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Periodically summons smaller frost wolves to aid in battle.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
When fighting Krilith's Wolf, prioritize dodging its pounce attacks and projectiles. Use the destructible ice chunks to your advantage by breaking them to create space and avoid getting cornered. Maintain a safe distance and use ranged attacks if possible. Be aware of its quick movements and adjust your positioning accordingly. Focus on dealing consistent damage while avoiding its high-damage attacks. &lt;br /&gt;
&lt;br /&gt;
Here are specific tactics:&lt;br /&gt;
* &amp;lt;b&amp;gt;Dodging Pounce&amp;lt;/b&amp;gt;: Stay mobile and be prepared to dodge as the wolf frequently uses its pounce attack.&lt;br /&gt;
* &amp;lt;b&amp;gt;Managing Ice Breath&amp;lt;/b&amp;gt;: Keep moving to avoid the slowing effect of the Ice Breath, which can severely hinder your mobility.&lt;br /&gt;
* &amp;lt;b&amp;gt;Handling Frost Nova&amp;lt;/b&amp;gt;: Watch for the telltale signs of a Frost Nova and move out of range quickly to avoid being frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Dealing with Adds&amp;lt;/b&amp;gt;: Eliminate the smaller frost wolves quickly to prevent being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Boss &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Giant Ice Wolf&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. In New Game Plus (NG+), the duration and cooldown of their invulnerability potions are modified in an indeterminate manner.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2796</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2796"/>
		<updated>2024-05-11T06:04:21Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Krilith's Wolf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters. As of Patch 113 and later, you can freely move between rooms before defeating all enemies in the room. The temple itself contains a powerful artifact known as the Orb of Night and is under siege by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken Tower, this DLC is still filled with large amounts of treasure chests, so bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple is an ancient and mystical site central to many significant events in Hammerwatch's history. Originally a place of worship and power, it has a rich and tumultuous history. The temple was overrun by creatures and agents of Blight the Horrible after Thundersnow's ice rain caused the gates to crumble. These agents aim to seize the powerful Orb of Night, which is safeguarded deep within the temple by its priests. The lore of the Moon Temple reveals its importance as a site of significant conflict and magical activity.&lt;br /&gt;
&lt;br /&gt;
Throughout the Moon Temple, players will encounter increasingly challenging levels filled with interconnected chambers and magical gateways. Each area is populated by a variety of enemies, including undead vampire guards, moon guardians with powerful melee and ranged attacks, moon wardens with formidable defenses and offensive spells, and shades that use dark magic to drain mana and cause bleeding effects. The enemies grow tougher, and traps and puzzles become more complex as players progress through the temple.&lt;br /&gt;
&lt;br /&gt;
During 'Great Threat' events, players must face hordes of Wisps, alien-looking soldiers, or purple shade-type enemies, depending on the floor they are on. Secret puzzle rooms, identifiable by squiggly teleportation gates, offer additional challenges and rewards. The main stairway rooms require artifact keys found in mini-boss rooms scattered throughout the levels. Placing these keys unlocks hidden chests and allows further progression.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple's design challenges players with its unique enemies, intricate traps, and puzzles, requiring both combat prowess and problem-solving skills to overcome. High-quality loot and valuable treasures make the journey through the temple a rewarding yet perilous adventure.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers. The Inner Halls consist of two floors.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Halls include:&lt;br /&gt;
* &amp;lt;b&amp;gt;Vampires&amp;lt;/b&amp;gt;: Use lifesteal abilities and dark magic to drain health.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Guardians&amp;lt;/b&amp;gt;: Employ powerful melee and ranged attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Wardens&amp;lt;/b&amp;gt;: Known for their formidable defenses and offensive spells.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shades&amp;lt;/b&amp;gt;: Use melee strikes and dark magic, causing mana drain and bleeding effects.&lt;br /&gt;
&lt;br /&gt;
==Boss: Krilith's Wolf==&lt;br /&gt;
'''Monster type: Beast'''&lt;br /&gt;
&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. This boss makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. The arena is filled with large chunks of destructible ice that can block your movement, making the battle more difficult. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Jumps at the player, dealing significant damage on impact.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Breathes a cone of icy wind that slows and damages players caught in it.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Emits a burst of frost that freezes and damages nearby players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Periodically summons smaller frost wolves to aid in battle.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
When fighting Krilith's Wolf, prioritize dodging its pounce attacks and projectiles. Use the destructible ice chunks to your advantage by breaking them to create space and avoid getting cornered. Maintain a safe distance and use ranged attacks if possible. Be aware of its quick movements and adjust your positioning accordingly. Focus on dealing consistent damage while avoiding its high-damage attacks. &lt;br /&gt;
&lt;br /&gt;
Here are specific tactics:&lt;br /&gt;
* &amp;lt;b&amp;gt;Dodging Pounce&amp;lt;/b&amp;gt;: Stay mobile and be prepared to dodge as the wolf frequently uses its pounce attack.&lt;br /&gt;
* &amp;lt;b&amp;gt;Managing Ice Breath&amp;lt;/b&amp;gt;: Keep moving to avoid the slowing effect of the Ice Breath, which can severely hinder your mobility.&lt;br /&gt;
* &amp;lt;b&amp;gt;Handling Frost Nova&amp;lt;/b&amp;gt;: Watch for the telltale signs of a Frost Nova and move out of range quickly to avoid being frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Dealing with Adds&amp;lt;/b&amp;gt;: Eliminate the smaller frost wolves quickly to prevent being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Boss &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Giant Ice Wolf&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. In New Game Plus (NG+), the duration and cooldown of their invulnerability potions are modified in an indeterminate manner.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2795</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2795"/>
		<updated>2024-05-11T06:03:52Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Elder Wisp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters. As of Patch 113 and later, you can freely move between rooms before defeating all enemies in the room. The temple itself contains a powerful artifact known as the Orb of Night and is under siege by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken Tower, this DLC is still filled with large amounts of treasure chests, so bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple is an ancient and mystical site central to many significant events in Hammerwatch's history. Originally a place of worship and power, it has a rich and tumultuous history. The temple was overrun by creatures and agents of Blight the Horrible after Thundersnow's ice rain caused the gates to crumble. These agents aim to seize the powerful Orb of Night, which is safeguarded deep within the temple by its priests. The lore of the Moon Temple reveals its importance as a site of significant conflict and magical activity.&lt;br /&gt;
&lt;br /&gt;
Throughout the Moon Temple, players will encounter increasingly challenging levels filled with interconnected chambers and magical gateways. Each area is populated by a variety of enemies, including undead vampire guards, moon guardians with powerful melee and ranged attacks, moon wardens with formidable defenses and offensive spells, and shades that use dark magic to drain mana and cause bleeding effects. The enemies grow tougher, and traps and puzzles become more complex as players progress through the temple.&lt;br /&gt;
&lt;br /&gt;
During 'Great Threat' events, players must face hordes of Wisps, alien-looking soldiers, or purple shade-type enemies, depending on the floor they are on. Secret puzzle rooms, identifiable by squiggly teleportation gates, offer additional challenges and rewards. The main stairway rooms require artifact keys found in mini-boss rooms scattered throughout the levels. Placing these keys unlocks hidden chests and allows further progression.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple's design challenges players with its unique enemies, intricate traps, and puzzles, requiring both combat prowess and problem-solving skills to overcome. High-quality loot and valuable treasures make the journey through the temple a rewarding yet perilous adventure.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers. The Inner Halls consist of two floors.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Halls include:&lt;br /&gt;
* &amp;lt;b&amp;gt;Vampires&amp;lt;/b&amp;gt;: Use lifesteal abilities and dark magic to drain health.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Guardians&amp;lt;/b&amp;gt;: Employ powerful melee and ranged attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Wardens&amp;lt;/b&amp;gt;: Known for their formidable defenses and offensive spells.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shades&amp;lt;/b&amp;gt;: Use melee strikes and dark magic, causing mana drain and bleeding effects.&lt;br /&gt;
&lt;br /&gt;
==Boss: Krilith's Wolf==&lt;br /&gt;
'''Monster type: Beast'''&lt;br /&gt;
&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. This boss makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. The arena is filled with large chunks of destructible ice that can block your movement, making the battle more difficult. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:'''&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Jumps at the player, dealing significant damage on impact.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Breathes a cone of icy wind that slows and damages players caught in it.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Emits a burst of frost that freezes and damages nearby players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Periodically summons smaller frost wolves to aid in battle.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
When fighting Krilith's Wolf, prioritize dodging its pounce attacks and projectiles. Use the destructible ice chunks to your advantage by breaking them to create space and avoid getting cornered. Maintain a safe distance and use ranged attacks if possible. Be aware of its quick movements and adjust your positioning accordingly. Focus on dealing consistent damage while avoiding its high-damage attacks. &lt;br /&gt;
&lt;br /&gt;
Here are specific tactics:&lt;br /&gt;
* &amp;lt;b&amp;gt;Dodging Pounce&amp;lt;/b&amp;gt;: Stay mobile and be prepared to dodge as the wolf frequently uses its pounce attack.&lt;br /&gt;
* &amp;lt;b&amp;gt;Managing Ice Breath&amp;lt;/b&amp;gt;: Keep moving to avoid the slowing effect of the Ice Breath, which can severely hinder your mobility.&lt;br /&gt;
* &amp;lt;b&amp;gt;Handling Frost Nova&amp;lt;/b&amp;gt;: Watch for the telltale signs of a Frost Nova and move out of range quickly to avoid being frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Dealing with Adds&amp;lt;/b&amp;gt;: Eliminate the smaller frost wolves quickly to prevent being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Boss &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Giant Ice Wolf&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. In New Game Plus (NG+), the duration and cooldown of their invulnerability potions are modified in an indeterminate manner.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2794</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2794"/>
		<updated>2024-05-11T06:03:33Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Strategy: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters. As of Patch 113 and later, you can freely move between rooms before defeating all enemies in the room. The temple itself contains a powerful artifact known as the Orb of Night and is under siege by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken Tower, this DLC is still filled with large amounts of treasure chests, so bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple is an ancient and mystical site central to many significant events in Hammerwatch's history. Originally a place of worship and power, it has a rich and tumultuous history. The temple was overrun by creatures and agents of Blight the Horrible after Thundersnow's ice rain caused the gates to crumble. These agents aim to seize the powerful Orb of Night, which is safeguarded deep within the temple by its priests. The lore of the Moon Temple reveals its importance as a site of significant conflict and magical activity.&lt;br /&gt;
&lt;br /&gt;
Throughout the Moon Temple, players will encounter increasingly challenging levels filled with interconnected chambers and magical gateways. Each area is populated by a variety of enemies, including undead vampire guards, moon guardians with powerful melee and ranged attacks, moon wardens with formidable defenses and offensive spells, and shades that use dark magic to drain mana and cause bleeding effects. The enemies grow tougher, and traps and puzzles become more complex as players progress through the temple.&lt;br /&gt;
&lt;br /&gt;
During 'Great Threat' events, players must face hordes of Wisps, alien-looking soldiers, or purple shade-type enemies, depending on the floor they are on. Secret puzzle rooms, identifiable by squiggly teleportation gates, offer additional challenges and rewards. The main stairway rooms require artifact keys found in mini-boss rooms scattered throughout the levels. Placing these keys unlocks hidden chests and allows further progression.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple's design challenges players with its unique enemies, intricate traps, and puzzles, requiring both combat prowess and problem-solving skills to overcome. High-quality loot and valuable treasures make the journey through the temple a rewarding yet perilous adventure.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers. The Inner Halls consist of two floors.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Halls include:&lt;br /&gt;
* &amp;lt;b&amp;gt;Vampires&amp;lt;/b&amp;gt;: Use lifesteal abilities and dark magic to drain health.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Guardians&amp;lt;/b&amp;gt;: Employ powerful melee and ranged attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Wardens&amp;lt;/b&amp;gt;: Known for their formidable defenses and offensive spells.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shades&amp;lt;/b&amp;gt;: Use melee strikes and dark magic, causing mana drain and bleeding effects.&lt;br /&gt;
&lt;br /&gt;
==Boss: Krilith's Wolf==&lt;br /&gt;
'''Monster type: Beast'''&lt;br /&gt;
&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. This boss makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. The arena is filled with large chunks of destructible ice that can block your movement, making the battle more difficult. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:'''&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Jumps at the player, dealing significant damage on impact.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Breathes a cone of icy wind that slows and damages players caught in it.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Emits a burst of frost that freezes and damages nearby players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Periodically summons smaller frost wolves to aid in battle.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
When fighting Krilith's Wolf, prioritize dodging its pounce attacks and projectiles. Use the destructible ice chunks to your advantage by breaking them to create space and avoid getting cornered. Maintain a safe distance and use ranged attacks if possible. Be aware of its quick movements and adjust your positioning accordingly. Focus on dealing consistent damage while avoiding its high-damage attacks. &lt;br /&gt;
&lt;br /&gt;
Here are specific tactics:&lt;br /&gt;
* &amp;lt;b&amp;gt;Dodging Pounce&amp;lt;/b&amp;gt;: Stay mobile and be prepared to dodge as the wolf frequently uses its pounce attack.&lt;br /&gt;
* &amp;lt;b&amp;gt;Managing Ice Breath&amp;lt;/b&amp;gt;: Keep moving to avoid the slowing effect of the Ice Breath, which can severely hinder your mobility.&lt;br /&gt;
* &amp;lt;b&amp;gt;Handling Frost Nova&amp;lt;/b&amp;gt;: Watch for the telltale signs of a Frost Nova and move out of range quickly to avoid being frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Dealing with Adds&amp;lt;/b&amp;gt;: Eliminate the smaller frost wolves quickly to prevent being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Boss &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Giant Ice Wolf&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. In New Game Plus (NG+), the duration and cooldown of their invulnerability potions are modified in an indeterminate manner.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2793</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2793"/>
		<updated>2024-05-11T06:03:21Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Elder Wisp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters. As of Patch 113 and later, you can freely move between rooms before defeating all enemies in the room. The temple itself contains a powerful artifact known as the Orb of Night and is under siege by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken Tower, this DLC is still filled with large amounts of treasure chests, so bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple is an ancient and mystical site central to many significant events in Hammerwatch's history. Originally a place of worship and power, it has a rich and tumultuous history. The temple was overrun by creatures and agents of Blight the Horrible after Thundersnow's ice rain caused the gates to crumble. These agents aim to seize the powerful Orb of Night, which is safeguarded deep within the temple by its priests. The lore of the Moon Temple reveals its importance as a site of significant conflict and magical activity.&lt;br /&gt;
&lt;br /&gt;
Throughout the Moon Temple, players will encounter increasingly challenging levels filled with interconnected chambers and magical gateways. Each area is populated by a variety of enemies, including undead vampire guards, moon guardians with powerful melee and ranged attacks, moon wardens with formidable defenses and offensive spells, and shades that use dark magic to drain mana and cause bleeding effects. The enemies grow tougher, and traps and puzzles become more complex as players progress through the temple.&lt;br /&gt;
&lt;br /&gt;
During 'Great Threat' events, players must face hordes of Wisps, alien-looking soldiers, or purple shade-type enemies, depending on the floor they are on. Secret puzzle rooms, identifiable by squiggly teleportation gates, offer additional challenges and rewards. The main stairway rooms require artifact keys found in mini-boss rooms scattered throughout the levels. Placing these keys unlocks hidden chests and allows further progression.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple's design challenges players with its unique enemies, intricate traps, and puzzles, requiring both combat prowess and problem-solving skills to overcome. High-quality loot and valuable treasures make the journey through the temple a rewarding yet perilous adventure.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
===Strategy:===&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers. The Inner Halls consist of two floors.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Halls include:&lt;br /&gt;
* &amp;lt;b&amp;gt;Vampires&amp;lt;/b&amp;gt;: Use lifesteal abilities and dark magic to drain health.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Guardians&amp;lt;/b&amp;gt;: Employ powerful melee and ranged attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Wardens&amp;lt;/b&amp;gt;: Known for their formidable defenses and offensive spells.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shades&amp;lt;/b&amp;gt;: Use melee strikes and dark magic, causing mana drain and bleeding effects.&lt;br /&gt;
&lt;br /&gt;
==Boss: Krilith's Wolf==&lt;br /&gt;
'''Monster type: Beast'''&lt;br /&gt;
&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. This boss makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. The arena is filled with large chunks of destructible ice that can block your movement, making the battle more difficult. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:'''&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Jumps at the player, dealing significant damage on impact.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Breathes a cone of icy wind that slows and damages players caught in it.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Emits a burst of frost that freezes and damages nearby players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Periodically summons smaller frost wolves to aid in battle.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
When fighting Krilith's Wolf, prioritize dodging its pounce attacks and projectiles. Use the destructible ice chunks to your advantage by breaking them to create space and avoid getting cornered. Maintain a safe distance and use ranged attacks if possible. Be aware of its quick movements and adjust your positioning accordingly. Focus on dealing consistent damage while avoiding its high-damage attacks. &lt;br /&gt;
&lt;br /&gt;
Here are specific tactics:&lt;br /&gt;
* &amp;lt;b&amp;gt;Dodging Pounce&amp;lt;/b&amp;gt;: Stay mobile and be prepared to dodge as the wolf frequently uses its pounce attack.&lt;br /&gt;
* &amp;lt;b&amp;gt;Managing Ice Breath&amp;lt;/b&amp;gt;: Keep moving to avoid the slowing effect of the Ice Breath, which can severely hinder your mobility.&lt;br /&gt;
* &amp;lt;b&amp;gt;Handling Frost Nova&amp;lt;/b&amp;gt;: Watch for the telltale signs of a Frost Nova and move out of range quickly to avoid being frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Dealing with Adds&amp;lt;/b&amp;gt;: Eliminate the smaller frost wolves quickly to prevent being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Boss &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Giant Ice Wolf&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. In New Game Plus (NG+), the duration and cooldown of their invulnerability potions are modified in an indeterminate manner.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2792</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2792"/>
		<updated>2024-05-11T06:02:54Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Krilith's Wolf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters. As of Patch 113 and later, you can freely move between rooms before defeating all enemies in the room. The temple itself contains a powerful artifact known as the Orb of Night and is under siege by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken Tower, this DLC is still filled with large amounts of treasure chests, so bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple is an ancient and mystical site central to many significant events in Hammerwatch's history. Originally a place of worship and power, it has a rich and tumultuous history. The temple was overrun by creatures and agents of Blight the Horrible after Thundersnow's ice rain caused the gates to crumble. These agents aim to seize the powerful Orb of Night, which is safeguarded deep within the temple by its priests. The lore of the Moon Temple reveals its importance as a site of significant conflict and magical activity.&lt;br /&gt;
&lt;br /&gt;
Throughout the Moon Temple, players will encounter increasingly challenging levels filled with interconnected chambers and magical gateways. Each area is populated by a variety of enemies, including undead vampire guards, moon guardians with powerful melee and ranged attacks, moon wardens with formidable defenses and offensive spells, and shades that use dark magic to drain mana and cause bleeding effects. The enemies grow tougher, and traps and puzzles become more complex as players progress through the temple.&lt;br /&gt;
&lt;br /&gt;
During 'Great Threat' events, players must face hordes of Wisps, alien-looking soldiers, or purple shade-type enemies, depending on the floor they are on. Secret puzzle rooms, identifiable by squiggly teleportation gates, offer additional challenges and rewards. The main stairway rooms require artifact keys found in mini-boss rooms scattered throughout the levels. Placing these keys unlocks hidden chests and allows further progression.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple's design challenges players with its unique enemies, intricate traps, and puzzles, requiring both combat prowess and problem-solving skills to overcome. High-quality loot and valuable treasures make the journey through the temple a rewarding yet perilous adventure.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers. The Inner Halls consist of two floors.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Halls include:&lt;br /&gt;
* &amp;lt;b&amp;gt;Vampires&amp;lt;/b&amp;gt;: Use lifesteal abilities and dark magic to drain health.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Guardians&amp;lt;/b&amp;gt;: Employ powerful melee and ranged attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Wardens&amp;lt;/b&amp;gt;: Known for their formidable defenses and offensive spells.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shades&amp;lt;/b&amp;gt;: Use melee strikes and dark magic, causing mana drain and bleeding effects.&lt;br /&gt;
&lt;br /&gt;
==Boss: Krilith's Wolf==&lt;br /&gt;
'''Monster type: Beast'''&lt;br /&gt;
&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. This boss makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. The arena is filled with large chunks of destructible ice that can block your movement, making the battle more difficult. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:'''&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Jumps at the player, dealing significant damage on impact.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Breathes a cone of icy wind that slows and damages players caught in it.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Emits a burst of frost that freezes and damages nearby players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Periodically summons smaller frost wolves to aid in battle.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
When fighting Krilith's Wolf, prioritize dodging its pounce attacks and projectiles. Use the destructible ice chunks to your advantage by breaking them to create space and avoid getting cornered. Maintain a safe distance and use ranged attacks if possible. Be aware of its quick movements and adjust your positioning accordingly. Focus on dealing consistent damage while avoiding its high-damage attacks. &lt;br /&gt;
&lt;br /&gt;
Here are specific tactics:&lt;br /&gt;
* &amp;lt;b&amp;gt;Dodging Pounce&amp;lt;/b&amp;gt;: Stay mobile and be prepared to dodge as the wolf frequently uses its pounce attack.&lt;br /&gt;
* &amp;lt;b&amp;gt;Managing Ice Breath&amp;lt;/b&amp;gt;: Keep moving to avoid the slowing effect of the Ice Breath, which can severely hinder your mobility.&lt;br /&gt;
* &amp;lt;b&amp;gt;Handling Frost Nova&amp;lt;/b&amp;gt;: Watch for the telltale signs of a Frost Nova and move out of range quickly to avoid being frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Dealing with Adds&amp;lt;/b&amp;gt;: Eliminate the smaller frost wolves quickly to prevent being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Boss &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Giant Ice Wolf&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. In New Game Plus (NG+), the duration and cooldown of their invulnerability potions are modified in an indeterminate manner.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2791</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2791"/>
		<updated>2024-05-11T06:02:05Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters. As of Patch 113 and later, you can freely move between rooms before defeating all enemies in the room. The temple itself contains a powerful artifact known as the Orb of Night and is under siege by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken Tower, this DLC is still filled with large amounts of treasure chests, so bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple is an ancient and mystical site central to many significant events in Hammerwatch's history. Originally a place of worship and power, it has a rich and tumultuous history. The temple was overrun by creatures and agents of Blight the Horrible after Thundersnow's ice rain caused the gates to crumble. These agents aim to seize the powerful Orb of Night, which is safeguarded deep within the temple by its priests. The lore of the Moon Temple reveals its importance as a site of significant conflict and magical activity.&lt;br /&gt;
&lt;br /&gt;
Throughout the Moon Temple, players will encounter increasingly challenging levels filled with interconnected chambers and magical gateways. Each area is populated by a variety of enemies, including undead vampire guards, moon guardians with powerful melee and ranged attacks, moon wardens with formidable defenses and offensive spells, and shades that use dark magic to drain mana and cause bleeding effects. The enemies grow tougher, and traps and puzzles become more complex as players progress through the temple.&lt;br /&gt;
&lt;br /&gt;
During 'Great Threat' events, players must face hordes of Wisps, alien-looking soldiers, or purple shade-type enemies, depending on the floor they are on. Secret puzzle rooms, identifiable by squiggly teleportation gates, offer additional challenges and rewards. The main stairway rooms require artifact keys found in mini-boss rooms scattered throughout the levels. Placing these keys unlocks hidden chests and allows further progression.&lt;br /&gt;
&lt;br /&gt;
The Moon Temple's design challenges players with its unique enemies, intricate traps, and puzzles, requiring both combat prowess and problem-solving skills to overcome. High-quality loot and valuable treasures make the journey through the temple a rewarding yet perilous adventure.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers. The Inner Halls consist of two floors.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Halls include:&lt;br /&gt;
* &amp;lt;b&amp;gt;Vampires&amp;lt;/b&amp;gt;: Use lifesteal abilities and dark magic to drain health.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Guardians&amp;lt;/b&amp;gt;: Employ powerful melee and ranged attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Wardens&amp;lt;/b&amp;gt;: Known for their formidable defenses and offensive spells.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shades&amp;lt;/b&amp;gt;: Use melee strikes and dark magic, causing mana drain and bleeding effects.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
'''Monster type: Beast'''&lt;br /&gt;
&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. This boss makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. The arena is filled with large chunks of destructible ice that can block your movement, making the battle more difficult. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:'''&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Jumps at the player, dealing significant damage on impact.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Breathes a cone of icy wind that slows and damages players caught in it.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Emits a burst of frost that freezes and damages nearby players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Periodically summons smaller frost wolves to aid in battle.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
When fighting Krilith's Wolf, prioritize dodging its pounce attacks and projectiles. Use the destructible ice chunks to your advantage by breaking them to create space and avoid getting cornered. Maintain a safe distance and use ranged attacks if possible. Be aware of its quick movements and adjust your positioning accordingly. Focus on dealing consistent damage while avoiding its high-damage attacks. &lt;br /&gt;
&lt;br /&gt;
Here are specific tactics:&lt;br /&gt;
* &amp;lt;b&amp;gt;Dodging Pounce&amp;lt;/b&amp;gt;: Stay mobile and be prepared to dodge as the wolf frequently uses its pounce attack.&lt;br /&gt;
* &amp;lt;b&amp;gt;Managing Ice Breath&amp;lt;/b&amp;gt;: Keep moving to avoid the slowing effect of the Ice Breath, which can severely hinder your mobility.&lt;br /&gt;
* &amp;lt;b&amp;gt;Handling Frost Nova&amp;lt;/b&amp;gt;: Watch for the telltale signs of a Frost Nova and move out of range quickly to avoid being frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Dealing with Adds&amp;lt;/b&amp;gt;: Eliminate the smaller frost wolves quickly to prevent being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Boss &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Giant Ice Wolf&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. In New Game Plus (NG+), the duration and cooldown of their invulnerability potions are modified in an indeterminate manner.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2790</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2790"/>
		<updated>2024-05-11T05:53:44Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Act 2 - Inner Halls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers. The Inner Halls consist of two floors.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Halls include:&lt;br /&gt;
* &amp;lt;b&amp;gt;Vampires&amp;lt;/b&amp;gt;: Use lifesteal abilities and dark magic to drain health.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Guardians&amp;lt;/b&amp;gt;: Employ powerful melee and ranged attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Moon Wardens&amp;lt;/b&amp;gt;: Known for their formidable defenses and offensive spells.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shades&amp;lt;/b&amp;gt;: Use melee strikes and dark magic, causing mana drain and bleeding effects.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
'''Monster type: Beast'''&lt;br /&gt;
&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. This boss makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. The arena is filled with large chunks of destructible ice that can block your movement, making the battle more difficult. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:'''&lt;br /&gt;
* &amp;lt;b&amp;gt;Pounce&amp;lt;/b&amp;gt;: Jumps at the player, dealing significant damage on impact.&lt;br /&gt;
* &amp;lt;b&amp;gt;Ice Breath&amp;lt;/b&amp;gt;: Breathes a cone of icy wind that slows and damages players caught in it.&lt;br /&gt;
* &amp;lt;b&amp;gt;Frost Nova&amp;lt;/b&amp;gt;: Emits a burst of frost that freezes and damages nearby players.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summon Frost Wolves&amp;lt;/b&amp;gt;: Periodically summons smaller frost wolves to aid in battle.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
When fighting Krilith's Wolf, prioritize dodging its pounce attacks and projectiles. Use the destructible ice chunks to your advantage by breaking them to create space and avoid getting cornered. Maintain a safe distance and use ranged attacks if possible. Be aware of its quick movements and adjust your positioning accordingly. Focus on dealing consistent damage while avoiding its high-damage attacks. &lt;br /&gt;
&lt;br /&gt;
Here are specific tactics:&lt;br /&gt;
* &amp;lt;b&amp;gt;Dodging Pounce&amp;lt;/b&amp;gt;: Stay mobile and be prepared to dodge as the wolf frequently uses its pounce attack.&lt;br /&gt;
* &amp;lt;b&amp;gt;Managing Ice Breath&amp;lt;/b&amp;gt;: Keep moving to avoid the slowing effect of the Ice Breath, which can severely hinder your mobility.&lt;br /&gt;
* &amp;lt;b&amp;gt;Handling Frost Nova&amp;lt;/b&amp;gt;: Watch for the telltale signs of a Frost Nova and move out of range quickly to avoid being frozen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Dealing with Adds&amp;lt;/b&amp;gt;: Eliminate the smaller frost wolves quickly to prevent being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Boss &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Giant Ice Wolf&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. In New Game Plus (NG+), the duration and cooldown of their invulnerability potions are modified in an indeterminate manner.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2789</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2789"/>
		<updated>2024-05-11T05:46:05Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Act 2 - Inner Halls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers. The Inner Halls consist of two floors.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Halls include:&lt;br /&gt;
- **Vampires**: Use lifesteal abilities and dark magic to drain health.&lt;br /&gt;
- **Moon Guardians**: Employ powerful melee and ranged attacks.&lt;br /&gt;
- **Moon Wardens**: Known for their formidable defenses and offensive spells.&lt;br /&gt;
- **Shades**: Use melee strikes and dark magic, causing mana drain and bleeding effects.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
'''Monster type: Beast'''&lt;br /&gt;
&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. This boss makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. The arena is filled with large chunks of destructible ice that can block your movement, making the battle more difficult. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
When fighting Krilith's Wolf, prioritize dodging its pounce attacks and projectiles. Use the destructible ice chunks to your advantage by breaking them to create space and avoid getting cornered. Maintain a safe distance and use ranged attacks if possible. Be aware of its quick movements and adjust your positioning accordingly. Focus on dealing consistent damage while avoiding its high-damage attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Boss &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Giant Ice Wolf&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. In New Game Plus (NG+), the duration and cooldown of their invulnerability potions are modified in an indeterminate manner.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2788</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2788"/>
		<updated>2024-05-11T05:42:20Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Agents of the Four Magi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. Unlike many other bosses, this one makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructible ice that can block your movement. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. In New Game Plus (NG+), the duration and cooldown of their invulnerability potions are modified in an indeterminate manner.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2787</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2787"/>
		<updated>2024-05-11T05:42:11Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: Undo revision 2786 by Xorekle1 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. Unlike many other bosses, this one makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructible ice that can block your movement. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. This mechanic requires you to stay vigilant and adapt your strategy, focusing on another target or avoiding attacks during their invulnerability.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2786</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2786"/>
		<updated>2024-05-11T05:41:36Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Act 3 - Inner Sanctum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. Unlike many other bosses, this one makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructible ice that can block your movement. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. In New Game Plus (NG+), the duration and cooldown of their invulnerability potions are modified in an indeterminate manner.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2785</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2785"/>
		<updated>2024-05-11T05:38:05Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Agents of the Four Magi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. Unlike many other bosses, this one makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructible ice that can block your movement. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard&amp;lt;/b&amp;gt;: Avoid his poison attacks by staying mobile. His Poison Shot deals magical damage and applies poison. Lisard can be identified by his green aura and poison-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris&amp;lt;/b&amp;gt;: Dodge the fireballs and aim to disrupt his casting. His Fireball causes burning and buffs other agents. Erris has a fiery aura and uses fire-based attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora&amp;lt;/b&amp;gt;: Keep clear of her ice spears and manage crowd control. Her Ice Spear deals hybrid damage and can freeze you. Isadora is surrounded by an icy aura and uses ice-themed attacks.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden&amp;lt;/b&amp;gt;: Watch out for starburst attacks and maintain distance when necessary. His Starburst deals magical damage and buffs other agents. Shaden has a dark, shadowy aura and uses dark magic attacks.&lt;br /&gt;
&lt;br /&gt;
All four agents use Sword Strike, Charge, and Whirlwind:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Sword Strike&amp;lt;/b&amp;gt;: A basic melee attack dealing physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;: A fast, linear attack that closes the distance and deals physical damage with armor penetration.&lt;br /&gt;
* &amp;lt;b&amp;gt;Whirlwind&amp;lt;/b&amp;gt;: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.&lt;br /&gt;
&lt;br /&gt;
Additionally, each agent can use a potion of invulnerability, making them temporarily immune to all damage for 3 seconds, with a 30-second cooldown. This mechanic requires you to stay vigilant and adapt your strategy, focusing on another target or avoiding attacks during their invulnerability.&lt;br /&gt;
&lt;br /&gt;
When the Moon Orb is activated, all their abilities, including the unique ones, deal more damage and can buff all the agents if they hit you. Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== Additional Tips ===&lt;br /&gt;
* &amp;lt;b&amp;gt;Prioritize Targets:&amp;lt;/b&amp;gt; Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
* &amp;lt;b&amp;gt;Use the Pillars:&amp;lt;/b&amp;gt; Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
* &amp;lt;b&amp;gt;Manage Debuffs:&amp;lt;/b&amp;gt; Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cooldowns:&amp;lt;/b&amp;gt; Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
* &amp;lt;b&amp;gt;Watch for Invulnerability:&amp;lt;/b&amp;gt; Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
In New Game Plus (NG+), the Moon Orb's effects and the abilities of the vampire agents become more dangerous. The duration and cooldown of their invulnerability potions are modified but not clearly defined. Additionally, the following changes occur:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Lisard:&amp;lt;/b&amp;gt; Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.&lt;br /&gt;
* &amp;lt;b&amp;gt;Erris:&amp;lt;/b&amp;gt; Fireball and Night Fireball deal more damage, and burning effects last longer.&lt;br /&gt;
* &amp;lt;b&amp;gt;Isadora:&amp;lt;/b&amp;gt; Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.&lt;br /&gt;
* &amp;lt;b&amp;gt;Shaden:&amp;lt;/b&amp;gt; Starburst and Night Starburst deal more damage, with increased buff effects on other agents.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2784</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2784"/>
		<updated>2024-05-11T05:24:54Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Agents of the Four Magi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. Unlike many other bosses, this one makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructible ice that can block your movement. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
==Boss: Agents of the Four Magi==&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* '''Lisard''': Avoid his poison attacks by staying mobile.&lt;br /&gt;
* '''Erris''': Dodge the fireballs and aim to disrupt his casting.&lt;br /&gt;
* '''Isadora''': Keep clear of her ice spears and manage crowd control.&lt;br /&gt;
* '''Shaden''': Watch out for starburst attacks and maintain distance when necessary.&lt;br /&gt;
&lt;br /&gt;
Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Abilities&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Ability &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Damage&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Burning&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce, Decimates 10% Max HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50% Resist Pierce, Buffs all Agents&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2783</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2783"/>
		<updated>2024-05-11T05:23:56Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. Unlike many other bosses, this one makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructible ice that can block your movement. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
===Boss: Agents of the Four Magi===&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* '''Lisard''': Avoid his poison attacks by staying mobile.&lt;br /&gt;
* '''Erris''': Dodge the fireballs and aim to disrupt his casting.&lt;br /&gt;
* '''Isadora''': Keep clear of her ice spears and manage crowd control.&lt;br /&gt;
* '''Shaden''': Watch out for starburst attacks and maintain distance when necessary.&lt;br /&gt;
&lt;br /&gt;
Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
==== New Game Plus Changes ====&lt;br /&gt;
Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer Changes ====&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Abilities&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Ability &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Damage&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Burning&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce, Decimates 10% Max HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50% Resist Pierce, Buffs all Agents&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2782</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2782"/>
		<updated>2024-05-11T05:23:27Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Act 3 - Inner Sanctum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. Unlike many other bosses, this one makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructible ice that can block your movement. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
===Boss: Agents of the Four Magi===&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Focus on one agent at a time, using the pillars for cover from the Moon Orb's energy rays. Here are specific tactics for each agent:&lt;br /&gt;
&lt;br /&gt;
* '''Lisard''': Avoid his poison attacks by staying mobile.&lt;br /&gt;
* '''Erris''': Dodge the fireballs and aim to disrupt his casting.&lt;br /&gt;
* '''Isadora''': Keep clear of her ice spears and manage crowd control.&lt;br /&gt;
* '''Shaden''': Watch out for starburst attacks and maintain distance when necessary.&lt;br /&gt;
&lt;br /&gt;
Be sure to manage your health and mana efficiently as the orb's emissions can drain them. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
=== New Game Plus Changes ===&lt;br /&gt;
Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer Changes ===&lt;br /&gt;
This section is a stub. Information on multiplayer changes will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Abilities&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Ability &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Damage&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Burning&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce, Decimates 10% Max HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50% Resist Pierce, Buffs all Agents&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2781</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2781"/>
		<updated>2024-05-11T05:17:51Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Agents of the Four Magi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. Unlike many other bosses, this one makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructible ice that can block your movement. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
===Boss: Agents of the Four Magi===&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Attacking them will cause each to break off and attack you individually. Focus on one agent at a time to reduce their numbers quickly. Be aware that each agent has unique attacks and abilities, making each encounter slightly different.&lt;br /&gt;
&lt;br /&gt;
* **Lisard:** Uses physical attacks like Sword Strike and Whirlwind. Also uses Poison Shot and its variants, which deal magical damage and apply poison. Stay mobile to avoid poison areas. Be cautious of his Whirlwind attack, as it can deal significant damage if you are caught in it.&lt;br /&gt;
* **Erris:** Uses Sword Strike and Whirlwind for physical attacks. Also casts Fireball and Night Fireball, causing burning and buffing other agents. Avoid standing in fire areas, and try to interrupt his Fireball cast if possible. His burning effect can be particularly dangerous if you don't manage it quickly.&lt;br /&gt;
* **Isadora:** Utilizes Sword Strike and Charge for physical damage. Casts Ice Spear and Night Ice Spear, which deal hybrid damage and can freeze you. Avoid ice shards and manage your HP and mana effectively. Her freezing attacks can quickly turn the tide of battle if not carefully dodged.&lt;br /&gt;
* **Shaden:** Uses Sword Strike and Charge. Casts Starburst and Night Starburst, which deal magical damage and buff other agents. Stay clear of starburst bombs and darkness areas. Shaden's attacks can reduce your resistances, making you more vulnerable to other agents' attacks.&lt;br /&gt;
&lt;br /&gt;
As you fight the agents, the Moon Orb will become unstable and start emitting harmful energy that engulfs the room. Stay behind the pillars to avoid the energy rays, which cause bleeding and mana drain. Use this time to recover and plan your next moves. The orb's energy rays can quickly drain your resources, so keep an eye on your health and mana.&lt;br /&gt;
&lt;br /&gt;
**Tips:**&lt;br /&gt;
1. **Prioritize Targets:** Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
2. **Use the Pillars:** Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
3. **Manage Debuffs:** Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
4. **Mobility:** Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
5. **Cooldowns:** Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
&lt;br /&gt;
Once all four agents are dead, the battle is won. Be prepared for a final burst of energy from the Moon Orb. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Abilities&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Ability &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Damage&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Burning&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce, Decimates 10% Max HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50% Resist Pierce, Buffs all Agents&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Here's the revised and expanded strategy section:&lt;br /&gt;
&lt;br /&gt;
```wiki&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Attacking them will cause each to break off and attack you individually. Focus on one agent at a time to reduce their numbers quickly. Be aware that each agent has unique attacks and abilities, making each encounter slightly different.&lt;br /&gt;
&lt;br /&gt;
* **Lisard:** Uses physical attacks like Sword Strike and Whirlwind. Also uses Poison Shot and its variants, which deal magical damage and apply poison. Stay mobile to avoid poison areas. Be cautious of his Whirlwind attack, as it can deal significant damage if you are caught in it.&lt;br /&gt;
* **Erris:** Uses Sword Strike and Whirlwind for physical attacks. Also casts Fireball and Night Fireball, causing burning and buffing other agents. Avoid standing in fire areas, and try to interrupt his Fireball cast if possible. His burning effect can be particularly dangerous if you don't manage it quickly.&lt;br /&gt;
* **Isadora:** Utilizes Sword Strike and Charge for physical damage. Casts Ice Spear and Night Ice Spear, which deal hybrid damage and can freeze you. Avoid ice shards and manage your HP and mana effectively. Her freezing attacks can quickly turn the tide of battle if not carefully dodged.&lt;br /&gt;
* **Shaden:** Uses Sword Strike and Charge. Casts Starburst and Night Starburst, which deal magical damage and buff other agents. Stay clear of starburst bombs and darkness areas. Shaden’s attacks can reduce your resistances, making you more vulnerable to other agents' attacks.&lt;br /&gt;
&lt;br /&gt;
As you fight the agents, the Moon Orb will become unstable and start emitting harmful energy that engulfs the room. Stay behind the pillars to avoid the energy rays, which cause bleeding and mana drain. Use this time to recover and plan your next moves. The orb's energy rays can quickly drain your resources, so keep an eye on your health and mana.&lt;br /&gt;
&lt;br /&gt;
**Tips:**&lt;br /&gt;
1. **Prioritize Targets:** Focus on taking down one vampire at a time to reduce the number of simultaneous threats.&lt;br /&gt;
2. **Use the Pillars:** Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.&lt;br /&gt;
3. **Manage Debuffs:** Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.&lt;br /&gt;
4. **Mobility:** Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.&lt;br /&gt;
5. **Cooldowns:** Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.&lt;br /&gt;
&lt;br /&gt;
Once all four agents are dead, the battle is won. Be prepared for a final burst of energy from the Moon Orb. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Abilities&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Ability &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Damage&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Burning&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce, Decimates 10% Max HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50% Resist Pierce, Buffs all Agents&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Boss: Agents of the Four Magi===&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing mess of a fight. The arena is a large circular room with the Moon Orb located on a plinth in the center. After walking down the steps into the arena, four vampire agents, Lisard, Erris, Isadora, and Shaden, will be surrounding the orb, attempting some kind of ritual. When you attack the four vampires, they will break off one at a time in an attempt to kill you. This will also cause the orb to become unstable and begin emitting energy. The energy emitted by the orb will engulf the entire room except for a few spots blocked by pillars where it is &amp;quot;safe.&amp;quot; It is unclear what the full effect of being in the orb's rays is, but they at least seem to cause bleeding and mana drain, although not direct damage.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Attacking them will cause each to break off and attack you individually. Focus on one agent at a time to reduce their numbers quickly. Be aware that each agent has unique attacks and abilities, making each encounter slightly different.&lt;br /&gt;
&lt;br /&gt;
* Lisard: Uses physical attacks like Sword Strike and Whirlwind. Also uses Poison Shot and its variants, which deal magical damage and apply poison. Stay mobile to avoid poison areas.&lt;br /&gt;
* Erris: Uses Sword Strike and Whirlwind for physical attacks. Also casts Fireball and Night Fireball, causing burning and buffing other agents. Avoid standing in fire areas.&lt;br /&gt;
* Isadora: Utilizes Sword Strike and Charge for physical damage. Casts Ice Spear and Night Ice Spear, which deal hybrid damage and can freeze you. Avoid ice shards and manage your HP and mana effectively.&lt;br /&gt;
* Shaden: Uses Sword Strike and Charge. Casts Starburst and Night Starburst, which deal magical damage and buff other agents. Stay clear of starburst bombs and darkness areas.&lt;br /&gt;
&lt;br /&gt;
As you fight the agents, the Moon Orb will become unstable and start emitting harmful energy that engulfs the room. Stay behind the pillars to avoid the energy rays, which cause bleeding and mana drain. Use this time to recover and plan your next moves.&lt;br /&gt;
&lt;br /&gt;
Once all four agents are dead, the battle is won. Be prepared for a final burst of energy from the Moon Orb. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Abilities&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Ability &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Damage&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Burning&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce, Decimates 10% Max HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50% Resist Pierce, Buffs all Agents&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
====Multiplayer Changes====&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2780</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2780"/>
		<updated>2024-05-11T05:16:41Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Act 3 - Inner Sanctum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. Unlike many other bosses, this one makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructible ice that can block your movement. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
===Boss: Agents of the Four Magi===&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing and chaotic battle awaits in the large circular arena with the Moon Orb located on a central plinth. Upon descending the steps, you will find the four vampire agents—Lisard, Erris, Isadora, and Shaden—surrounding the orb and performing a ritual. Attacking any of the vampires will cause them to break off and engage you individually. The Moon Orb then becomes unstable, emitting harmful energy that engulfs the entire room except for a few safe spots behind pillars. The energy rays from the orb cause bleeding and mana drain, making the fight even more perilous.&lt;br /&gt;
&lt;br /&gt;
To succeed, focus on eliminating one agent at a time while avoiding the deadly energy from the Moon Orb. Each agent's unique abilities and coordinated attacks require careful planning and strategic movement. Collect any items dropped by the agents before exiting the arena.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;backgro&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Boss: Agents of the Four Magi===&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing mess of a fight. The arena is a large circular room with the Moon Orb located on a plinth in the center. After walking down the steps into the arena, four vampire agents, Lisard, Erris, Isadora, and Shaden, will be surrounding the orb, attempting some kind of ritual. When you attack the four vampires, they will break off one at a time in an attempt to kill you. This will also cause the orb to become unstable and begin emitting energy. The energy emitted by the orb will engulf the entire room except for a few spots blocked by pillars where it is &amp;quot;safe.&amp;quot; It is unclear what the full effect of being in the orb's rays is, but they at least seem to cause bleeding and mana drain, although not direct damage.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Attacking them will cause each to break off and attack you individually. Focus on one agent at a time to reduce their numbers quickly. Be aware that each agent has unique attacks and abilities, making each encounter slightly different.&lt;br /&gt;
&lt;br /&gt;
* Lisard: Uses physical attacks like Sword Strike and Whirlwind. Also uses Poison Shot and its variants, which deal magical damage and apply poison. Stay mobile to avoid poison areas.&lt;br /&gt;
* Erris: Uses Sword Strike and Whirlwind for physical attacks. Also casts Fireball and Night Fireball, causing burning and buffing other agents. Avoid standing in fire areas.&lt;br /&gt;
* Isadora: Utilizes Sword Strike and Charge for physical damage. Casts Ice Spear and Night Ice Spear, which deal hybrid damage and can freeze you. Avoid ice shards and manage your HP and mana effectively.&lt;br /&gt;
* Shaden: Uses Sword Strike and Charge. Casts Starburst and Night Starburst, which deal magical damage and buff other agents. Stay clear of starburst bombs and darkness areas.&lt;br /&gt;
&lt;br /&gt;
As you fight the agents, the Moon Orb will become unstable and start emitting harmful energy that engulfs the room. Stay behind the pillars to avoid the energy rays, which cause bleeding and mana drain. Use this time to recover and plan your next moves.&lt;br /&gt;
&lt;br /&gt;
Once all four agents are dead, the battle is won. Be prepared for a final burst of energy from the Moon Orb. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Abilities&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Ability &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Damage&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Burning&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce, Decimates 10% Max HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50% Resist Pierce, Buffs all Agents&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
====Multiplayer Changes====&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2779</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2779"/>
		<updated>2024-05-11T05:11:38Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Act 3 - Inner Sanctum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. Unlike many other bosses, this one makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructible ice that can block your movement. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
The Inner Sanctum of the Moon Temple is a golden, well-lit area that presents a stark contrast to previous acts. This section consists of two floors, each more challenging than the last. As you delve deeper, you'll face increasingly formidable foes, intricate traps, and complex puzzles that demand strategic thinking. The first floor is populated with alien-looking soldiers during 'Great Threat' events, while the second floor is guarded by purple shade-type enemies.&lt;br /&gt;
&lt;br /&gt;
Navigating the Inner Sanctum requires players to utilize teleportation gates scattered throughout the area. Secret puzzle rooms, identifiable by squiggly teleportation gates, appear to go into walls rather than opening into new rooms. The main stairway room on both floors requires three keys to proceed, with each key located in a mini-boss room scattered across the level. These artifact keys only need to be collected by one party member, and placing the first two keys unlocks hidden chests on either side of the stairs. The third key unlocks the stairs themselves, allowing further progression.&lt;br /&gt;
&lt;br /&gt;
The monsters in the Inner Sanctum include Moon Guardians, who employ powerful melee and ranged attacks; Moon Wardens, with their formidable defenses and offensive spells; Vampires, which use lifesteal abilities and dark magic; and Shades, who use melee strikes and dark magic to drain your resources. These enemies are designed to challenge players with their unique abilities and coordinated attacks, making each encounter a test of skill and strategy.&lt;br /&gt;
&lt;br /&gt;
Overall, the Inner Sanctum is designed to test the limits of players with its enhanced difficulty, offering high-quality loot and valuable treasure rooms guarded by powerful enemies. This section of the Moon Temple not only demands combat prowess but also keen problem-solving skills to overcome the challenges within.&lt;br /&gt;
&lt;br /&gt;
===Boss: Agents of the Four Magi===&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing mess of a fight. The arena is a large circular room with the Moon Orb located on a plinth in the center. After walking down the steps into the arena, four vampire agents, Lisard, Erris, Isadora, and Shaden, will be surrounding the orb, attempting some kind of ritual. When you attack the four vampires, they will break off one at a time in an attempt to kill you. This will also cause the orb to become unstable and begin emitting energy. The energy emitted by the orb will engulf the entire room except for a few spots blocked by pillars where it is &amp;quot;safe.&amp;quot; It is unclear what the full effect of being in the orb's rays is, but they at least seem to cause bleeding and mana drain, although not direct damage.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Attacking them will cause each to break off and attack you individually. Focus on one agent at a time to reduce their numbers quickly. Be aware that each agent has unique attacks and abilities, making each encounter slightly different.&lt;br /&gt;
&lt;br /&gt;
* Lisard: Uses physical attacks like Sword Strike and Whirlwind. Also uses Poison Shot and its variants, which deal magical damage and apply poison. Stay mobile to avoid poison areas.&lt;br /&gt;
* Erris: Uses Sword Strike and Whirlwind for physical attacks. Also casts Fireball and Night Fireball, causing burning and buffing other agents. Avoid standing in fire areas.&lt;br /&gt;
* Isadora: Utilizes Sword Strike and Charge for physical damage. Casts Ice Spear and Night Ice Spear, which deal hybrid damage and can freeze you. Avoid ice shards and manage your HP and mana effectively.&lt;br /&gt;
* Shaden: Uses Sword Strike and Charge. Casts Starburst and Night Starburst, which deal magical damage and buff other agents. Stay clear of starburst bombs and darkness areas.&lt;br /&gt;
&lt;br /&gt;
As you fight the agents, the Moon Orb will become unstable and start emitting harmful energy that engulfs the room. Stay behind the pillars to avoid the energy rays, which cause bleeding and mana drain. Use this time to recover and plan your next moves.&lt;br /&gt;
&lt;br /&gt;
Once all four agents are dead, the battle is won. Be prepared for a final burst of energy from the Moon Orb. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Abilities&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Ability &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Damage&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Burning&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce, Decimates 10% Max HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50% Resist Pierce, Buffs all Agents&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====New Game Plus Changes====&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
====Multiplayer Changes====&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2778</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2778"/>
		<updated>2024-05-11T04:55:21Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Agents of the Four Magi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. Unlike many other bosses, this one makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructible ice that can block your movement. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
===Boss: Agents of the Four Magi===&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing mess of a fight. The arena is a large circular room with the Moon Orb located on a plinth in the center. After walking down the steps into the arena, four vampire agents, Lisard, Erris, Isadora, and Shaden, will be surrounding the orb, attempting some kind of ritual. When you attack the four vampires, they will break off one at a time in an attempt to kill you. This will also cause the orb to become unstable and begin emitting energy. The energy emitted by the orb will engulf the entire room except for a few spots blocked by pillars where it is &amp;quot;safe.&amp;quot; It is unclear what the full effect of being in the orb's rays is, but they at least seem to cause bleeding and mana drain, although not direct damage.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
When you first enter the arena, the four vampire agents will be performing a ritual. Attacking them will cause each to break off and attack you individually. Focus on one agent at a time to reduce their numbers quickly. Be aware that each agent has unique attacks and abilities, making each encounter slightly different.&lt;br /&gt;
&lt;br /&gt;
* Lisard: Uses physical attacks like Sword Strike and Whirlwind. Also uses Poison Shot and its variants, which deal magical damage and apply poison. Stay mobile to avoid poison areas.&lt;br /&gt;
* Erris: Uses Sword Strike and Whirlwind for physical attacks. Also casts Fireball and Night Fireball, causing burning and buffing other agents. Avoid standing in fire areas.&lt;br /&gt;
* Isadora: Utilizes Sword Strike and Charge for physical damage. Casts Ice Spear and Night Ice Spear, which deal hybrid damage and can freeze you. Avoid ice shards and manage your HP and mana effectively.&lt;br /&gt;
* Shaden: Uses Sword Strike and Charge. Casts Starburst and Night Starburst, which deal magical damage and buff other agents. Stay clear of starburst bombs and darkness areas.&lt;br /&gt;
&lt;br /&gt;
As you fight the agents, the Moon Orb will become unstable and start emitting harmful energy that engulfs the room. Stay behind the pillars to avoid the energy rays, which cause bleeding and mana drain. Use this time to recover and plan your next moves.&lt;br /&gt;
&lt;br /&gt;
Once all four agents are dead, the battle is won. Be prepared for a final burst of energy from the Moon Orb. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Abilities&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Ability &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Damage&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Poison Shot&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Whirlwind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Burning&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Fireball&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce, Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Ice Spear&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hybrid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor &amp;amp; Resist Pierce, Decimates 10% Max HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sword Strike&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Charge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Physical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20% Armor Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25% Resist Pierce&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Night Starburst&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Magical&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50% Resist Pierce, Buffs all Agents&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:Base&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2777</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2777"/>
		<updated>2024-05-11T04:48:23Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Agents of the Four Magi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. Unlike many other bosses, this one makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructible ice that can block your movement. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
===Boss: Agents of the Four Magi===&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing mess of a fight. The arena is a large circular room with the Moon Orb located on a plinth in the center. After walking down the steps into the arena, four vampire agents, Lisard, Erris, Isadora, and Shaden, will be surrounding the orb, attempting some kind of ritual. When you attack the four vampires, they will break off one at a time in an attempt to kill you. This will also cause the orb to become unstable and begin emitting energy. The energy emitted by the orb will engulf the entire room except for a few spots blocked by pillars where it is &amp;quot;safe.&amp;quot; It is unclear what the full effect of being in the orb's rays is, but they at least seem to cause bleeding and mana drain, although not direct damage.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Initial Engagement:''' When you first enter the arena, the four vampire agents will be performing a ritual. Attacking them will cause each to break off and attack you individually. Focus on one agent at a time to reduce their numbers quickly. Be aware that each agent has unique attacks and abilities, making each encounter slightly different.&lt;br /&gt;
# '''Orb Energy Management:''' As you fight the agents, the Moon Orb will become unstable and start emitting harmful energy that engulfs the room. Stay behind the pillars to avoid the energy rays, which cause bleeding and mana drain. Use this time to recover and plan your next moves.&lt;br /&gt;
# '''Individual Agent Tactics:'''&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Individual Agent Tactics&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Agent &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Tactics &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Uses physical attacks like Sword Strike and Whirlwind. Also uses Poison Shot and its variants, which deal magical damage and apply poison. Stay mobile to avoid poison areas.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Uses Sword Strike and Whirlwind for physical attacks. Also casts Fireball and Night Fireball, causing burning and buffing other agents. Avoid standing in fire areas.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Utilizes Sword Strike and Charge for physical damage. Casts Ice Spear and Night Ice Spear, which deal hybrid damage and can freeze you. Avoid ice shards and manage your HP and mana effectively.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Uses Sword Strike and Charge. Casts Starburst and Night Starburst, which deal magical damage and buff other agents. Stay clear of starburst bombs and darkness areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
# '''Finishing Off the Agents:''' Once all four agents are dead, the battle is won. Be prepared for a final burst of energy from the Moon Orb. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Individual Abilities:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Abilities&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Abilities &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Sword Strike || 75 Physical (20% Armor Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Whirlwind || 75 Physical (20% Armor Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Poison Shot || 40 Magical&lt;br /&gt;
|-&lt;br /&gt;
| Poison Shot Impact AoE || 35 Magical&lt;br /&gt;
|-&lt;br /&gt;
| Night Poison Shot || 40 Magical&lt;br /&gt;
|-&lt;br /&gt;
| Night Poison Shot Impact AoE || 40 Magical&lt;br /&gt;
|-&lt;br /&gt;
| Ultimate || 100 Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Poison Shot || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Night Poison Shot || Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| Death Area || Poison&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Sword Strike || 75 Physical (20% Armor Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Whirlwind || 75 Physical (20% Armor Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Fireball || 40 Magical (25% Resist Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Fireball Impact AoE || 50 Magical (25% Resist Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Night Fireball || 40 Magical (25% Resist Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Night Fireball Impact AoE || 50 Magical (25% Resist Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Ultimate || 100 Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Fireball || Burning&lt;br /&gt;
|-&lt;br /&gt;
| Night Fireball || Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| Death Area || Burning&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Sword Strike || 75 Physical (20% Armor Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Charge || 90 Physical (20% Armor Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Ice Spear || 80 Hybrid (20% Armor &amp;amp; Resist Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Ice Spear Shard || 15 Physical&lt;br /&gt;
|-&lt;br /&gt;
| Night Ice Spear || 80 Hybrid (20% Armor &amp;amp; Resist Pierce), (Decimates 10% Max HP)&lt;br /&gt;
|-&lt;br /&gt;
| Night Ice Spear Shard || 15 Physical (Decimates 1% Max Mana)&lt;br /&gt;
|-&lt;br /&gt;
| Ultimate || 100 Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Ice Spear || Freezing&lt;br /&gt;
|-&lt;br /&gt;
| Death Area || Slippery&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Sword Strike || 75 Physical (20% Armor Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Charge || 90 Physical (20% Armor Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Starburst || 20 Magical (25% Resist Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Starburst Impact AoE || 20 Magical (25% Resist Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Starburst Bomb || 10 Magical&lt;br /&gt;
|-&lt;br /&gt;
| Night Starburst || 20 Magical (50% Resist Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Night Starburst Impact AoE || 20 Magical (100% Resist Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Night Starburst Bomb || 15 Magical (50% Resist Pierce)&lt;br /&gt;
|-&lt;br /&gt;
| Ultimate || 100 Hybrid&lt;br /&gt;
|-&lt;br /&gt;
| Starburst || Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| Night Starburst || Buffs all Agents&lt;br /&gt;
|-&lt;br /&gt;
| Death Area || Darkness&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2776</id>
		<title>Moon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Moon_Temple&amp;diff=2776"/>
		<updated>2024-05-11T04:41:29Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* Boss: Agents of the Four Magi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spoilers=&lt;br /&gt;
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The '''Moon Temple''' is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the [[Acts|Forsaken Tower]] or the [[Pyramid of Prophecy]], it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the &amp;quot;[[Four Magi]]&amp;quot;. While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.&lt;br /&gt;
&lt;br /&gt;
=Act 1 - Outer Halls=&lt;br /&gt;
The Outer Halls are the first area of the Moon Temple, serving as an introduction to what lies ahead. This large area is divided into multiple chambers connected by magical gateways, with some leading to dead-ends containing treasure rooms and at least one leading to the actual exit. Each room is filled with enemies, primarily undead vampire guards, that you need to defeat. Once all enemies in a room are dead, the room will light up. If the room does not light up, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the area, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boss: Elder Wisp==&lt;br /&gt;
'''Monster type: Aberration'''&lt;br /&gt;
&lt;br /&gt;
[[File:Elder_Wisp.jpg|thumb|right|200px|Elder Wisp]]&lt;br /&gt;
&lt;br /&gt;
The Elder Wisp is the first boss found in the Moon Temple and typically stands before any available resource drop-offs, so care needs to be taken when facing it. At the start of the battle, the Elder Wisp will be surrounded by six or so giant magic crystals. These crystals will connect to the Wisp and each other, granting a series of unique attacks.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Crystal Destruction:''' At the start of the battle, focus on destroying the giant magic crystals surrounding the Elder Wisp. Each crystal enables the Wisp to perform unique and powerful attacks, such as the Wisp Bomb and Ice Projectiles. Destroying these crystals will disable these attacks and make the Wisp vulnerable. Use ranged attacks to keep a safe distance while targeting the crystals.&lt;br /&gt;
# '''Phase 2 - Projectile Avoidance:''' Once all the magic crystals are destroyed, the Elder Wisp will start firing a large number of magical projectiles in a pattern around it. These projectiles deal hybrid damage, so avoid them by moving in a circular pattern around the Wisp. Look for breaks in the projectile pattern to safely approach and attack.&lt;br /&gt;
# '''Melee Attacks:''' When engaging in melee combat, be cautious of the Elder Wisp's close-range attack, which can deal significant damage quickly. Land a few hits and then retreat to avoid getting overwhelmed. Timing is crucial; wait for a break in the projectile attacks before moving in.&lt;br /&gt;
# '''Exploding Frost Wisps:''' Throughout the fight, the Elder Wisp will regularly spawn Exploding Frost Wisps. These wisps will move towards you and explode, dealing hybrid damage. Keep moving to avoid being caught in their explosions and eliminate them quickly if they get too close.&lt;br /&gt;
# '''Final Explosion:''' When the Elder Wisp dies, it will explode, causing damage to anything close to it. Make sure to retreat as its health gets low to avoid taking potentially fatal damage from the explosion. Characters not focused on ranged attacks should especially plan ahead to ensure they are at a safe distance when the Wisp dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2500&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
=Act 2 - Inner Halls=&lt;br /&gt;
The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.&lt;br /&gt;
&lt;br /&gt;
===Boss: Krilith's Wolf===&lt;br /&gt;
The Giant Ice Wolf was the pet of a wizard named Krilith, who escaped when the Sun Gate was destroyed. Unlike many other bosses, this one makes great efforts to attack you one-on-one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructible ice that can block your movement. The best course of action is to dodge out of the way of its pounces and keep a small distance away, dodging between any projectiles it launches when it attacks. Unlike the Giant Wisp, there are no surprises, and when it dies, it simply dies. Be sure to collect any items it drops before moving on.&lt;br /&gt;
&lt;br /&gt;
=Act 3 - Inner Sanctum=&lt;br /&gt;
&lt;br /&gt;
===Boss: Agents of the Four Magi===&lt;br /&gt;
'''Monster type: Undead'''&lt;br /&gt;
&lt;br /&gt;
A confusing mess of a fight. The arena is a large circular room with the Moon Orb located on a plinth in the center. After walking down the steps into the arena, four vampire agents, Lisard, Erris, Isadora, and Shaden, will be surrounding the orb, attempting some kind of ritual. When you attack the four vampires, they will break off one at a time in an attempt to kill you. This will also cause the orb to become unstable and begin emitting energy. The energy emitted by the orb will engulf the entire room except for a few spots blocked by pillars where it is &amp;quot;safe.&amp;quot; It is unclear what the full effect of being in the orb's rays is, but they at least seem to cause bleeding and mana drain, although not direct damage.&lt;br /&gt;
&lt;br /&gt;
'''Strategy:'''&lt;br /&gt;
&lt;br /&gt;
# '''Phase 1 - Initial Engagement:''' When you first enter the arena, the four vampire agents will be performing a ritual. Attacking them will cause each to break off and attack you individually. Focus on one agent at a time to reduce their numbers quickly. Be aware that each agent has unique attacks and abilities, making each encounter slightly different.&lt;br /&gt;
# '''Orb Energy Management:''' As you fight the agents, the Moon Orb will become unstable and start emitting harmful energy that engulfs the room. Stay behind the pillars to avoid the energy rays, which cause bleeding and mana drain. Use this time to recover and plan your next moves.&lt;br /&gt;
# '''Individual Agent Tactics:'''&lt;br /&gt;
  ## **Lisard:** Uses physical attacks like Sword Strike and Whirlwind. Also uses Poison Shot and its variants, which deal magical damage and apply poison. Stay mobile to avoid poison areas.&lt;br /&gt;
  ## **Erris:** Uses Sword Strike and Whirlwind for physical attacks. Also casts Fireball and Night Fireball, causing burning and buffing other agents. Avoid standing in fire areas.&lt;br /&gt;
  ## **Isadora:** Utilizes Sword Strike and Charge for physical damage. Casts Ice Spear and Night Ice Spear, which deal hybrid damage and can freeze you. Avoid ice shards and manage your HP and mana effectively.&lt;br /&gt;
  ## **Shaden:** Uses Sword Strike and Charge. Casts Starburst and Night Starburst, which deal magical damage and buff other agents. Stay clear of starburst bombs and darkness areas.&lt;br /&gt;
# '''Finishing Off the Agents:''' Once all four agents are dead, the battle is won. Be prepared for a final burst of energy from the Moon Orb. Collect any items dropped by the agents before exiting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
|+ Stats&lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Vampire &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Health &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Armor &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | Resistance &lt;br /&gt;
! style=&amp;quot;background-color: #a9a9a9; text-align: center;&amp;quot; | XP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Lisard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Erris&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Isadora&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shaden&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10,000 HP&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2,500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Individual Abilities:'''&lt;br /&gt;
&lt;br /&gt;
* **Erris:**&lt;br /&gt;
  * Sword Strike - 75 Physical (20% Armor Pierce)&lt;br /&gt;
  * Whirlwind - 75 Physical (20% Armor Pierce)&lt;br /&gt;
  * Fireball - 40 Magical (25% Resist Pierce)&lt;br /&gt;
  * Fireball Impact AoE - 50 Magical (25% Resist Pierce)&lt;br /&gt;
  * Night Fireball - 40 Magical (25% Resist Pierce)&lt;br /&gt;
  * Night Fireball Impact AoE - 50 Magical (25% Resist Pierce)&lt;br /&gt;
  * Ultimate - 100 Hybrid&lt;br /&gt;
  * Fireball - Burning&lt;br /&gt;
  * Night Fireball - Buffs all Agents&lt;br /&gt;
  * Death Area - Burning&lt;br /&gt;
&lt;br /&gt;
* **Lisard:**&lt;br /&gt;
  * Sword Strike - 75 Physical (20% Armor Pierce)&lt;br /&gt;
  * Whirlwind - 75 Physical (20% Armor Pierce)&lt;br /&gt;
  * Poison Shot - 40 Magical&lt;br /&gt;
  * Poison Shot Impact AoE - 35 Magical&lt;br /&gt;
  * Night Poison Shot - 40 Magical&lt;br /&gt;
  * Night Poison Shot Impact AoE - 40 Magical&lt;br /&gt;
  * Ultimate - 100 Hybrid&lt;br /&gt;
  * Poison Shot - Poison&lt;br /&gt;
  * Night Poison Shot - Buffs all Agents&lt;br /&gt;
  * Death Area - Poison&lt;br /&gt;
&lt;br /&gt;
* **Isadora:**&lt;br /&gt;
  * Sword Strike - 75 Physical (20% Armor Pierce)&lt;br /&gt;
  * Charge - 90 Physical (20% Armor Pierce)&lt;br /&gt;
  * Ice Spear - 80 Hybrid (20% Armor &amp;amp; Resist Pierce)&lt;br /&gt;
  * Ice Spear Shard - 15 Physical&lt;br /&gt;
  * Night Ice Spear - 80 Hybrid (20% Armor &amp;amp; Resist Pierce), (Decimates 10% Max HP)&lt;br /&gt;
  * Night Ice Spear Shard - 15 Physical (Decimates 1% Max Mana)&lt;br /&gt;
  * Ultimate - 100 Hybrid&lt;br /&gt;
  * Ice Spear - Freezing&lt;br /&gt;
  * Death Area - Slippery&lt;br /&gt;
&lt;br /&gt;
* **Shaden:**&lt;br /&gt;
  * Sword Strike - 75 Physical (20% Armor Pierce)&lt;br /&gt;
  * Charge - 90 Physical (20% Armor Pierce)&lt;br /&gt;
  * Starburst - 20 Magical (25% Resist Pierce)&lt;br /&gt;
  * Starburst Impact AoE - 20 Magical (25% Resist Pierce)&lt;br /&gt;
  * Starburst Bomb - 10 Magical&lt;br /&gt;
  * Night Starburst - 20 Magical (50% Resist Pierce)&lt;br /&gt;
  * Night Starburst Impact AoE - 20 Magical (100% Resist Pierce)&lt;br /&gt;
  * Night Starburst Bomb - 15 Magical (50% Resist Pierce)&lt;br /&gt;
  * Ultimate - 100 Hybrid&lt;br /&gt;
  * Starburst - Buffs all Agents&lt;br /&gt;
  * Night Starburst - Buffs all Agents&lt;br /&gt;
  * Death Area - Darkness&lt;br /&gt;
&lt;br /&gt;
===New Game Plus Changes===&lt;br /&gt;
This section is a stub. Information on New Game Plus changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Changes===&lt;br /&gt;
This section is a stub. Information on multiplayer changes for the Agents of the Four Magi will be added as it becomes available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Puzzlesecrets&amp;diff=2775</id>
		<title>Puzzlesecrets</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Puzzlesecrets&amp;diff=2775"/>
		<updated>2024-05-10T17:41:29Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* General Strategy and Sample Lights Out Patterns and Solutions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prefabrications (or prefabs for short) are structures such as puzzles, traps, secrets, or simply even large rooms, that are pre-assembled and slightly randomized to make the random map generation more simple.&lt;br /&gt;
These make up every generated map (the three floors of each act, minus the boss room). Any repeated structure can easily be identified as a prefab.&lt;br /&gt;
&lt;br /&gt;
==Breakable and hidden walls==&lt;br /&gt;
Look for these breakable walls and secret corridors throughout your adventures to find items and treasure!&lt;br /&gt;
===Act 1, The Mines===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=4}}&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=3}}&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=2}}&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=1}}&lt;br /&gt;
[[File:SecretChest.jpg|200px|frameless|right]]&lt;br /&gt;
===Act 5, The Chambers===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=0}}&lt;br /&gt;
&lt;br /&gt;
===Secret Rooms===&lt;br /&gt;
[[File:SecretButton.jpg|200px|frameless|right]]&lt;br /&gt;
You can find one of three different things behind cracked wall secret rooms:&lt;br /&gt;
*A chest and some gold&lt;br /&gt;
*RNG button, 3 types, each generating a random reward:&lt;br /&gt;
**A button in the middle of a 5 x 5 grid&lt;br /&gt;
**A button in the middle of a 5 x 5 grid with ~1/2 of the buttons missing&lt;br /&gt;
**A button in the middle of a smaller 3 x 3 grid&lt;br /&gt;
***Each spot on the floor has a 50% chance to pop up in the time before generating the reward.&lt;br /&gt;
Some of the smaller RNG rooms don't always give an item, however the largest one (pictured on the right) can give all item types, with commons appearing on the bottom, uncommons on the right, rares at the top, and epic or legendary on the left. &lt;br /&gt;
*A legendary item can be obtained when all but 4 (or less) of the buttons are activated. Epic at 5 or 6 away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Full 5 x 5 grid, the probability of the various rarity of items is as follows (rounded to 2 decimal places):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| Legendary&lt;br /&gt;
| 0.08%&lt;br /&gt;
|-&lt;br /&gt;
| Epic&lt;br /&gt;
| 1.06%&lt;br /&gt;
|-&lt;br /&gt;
| Rare&lt;br /&gt;
| 6.45%&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon&lt;br /&gt;
| 65.36%&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
| 26.99%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Puzzles==&lt;br /&gt;
Puzzles will be spread throughout your adventure. Solve them to claim prizes from gold to keys to chests containing powerful items!&amp;lt;br&amp;gt;&lt;br /&gt;
There are several different types, some are self-explanatory, but a few don't let blind guessing through.&amp;lt;br&amp;gt;&lt;br /&gt;
The most common puzzles involve spike traps and projectiles. These are easily solvable given a little pattern recognition skill, then there are the other types which can become a mini-game in their own right.&lt;br /&gt;
&lt;br /&gt;
'''Spoiler Alert!''' If you do not wish have these puzzles revealed and explained, stop here.&lt;br /&gt;
&lt;br /&gt;
===Lightning Run===&lt;br /&gt;
[[File:Lightning_Puzzle.jpg|200px|frameless|right]]&lt;br /&gt;
Should you see a 3 x 3 pattern of squares on the floor with lightning bolts, congratulations, you have met the lightning run!&amp;lt;br&amp;gt;&lt;br /&gt;
From the moment you step on the blank tile, the timer starts. Race to the next unlit tile as many times as you can before the timer finishes.&amp;lt;br&amp;gt;&lt;br /&gt;
As you touch the unlit tiles, the 5 tiles on the left hand side of the 3 x 3 grid will start light up one by one. This indicates the level of prize you will receive.&amp;lt;br&amp;gt;&lt;br /&gt;
The highest prize is tough to achieve as there is little margin for error.&amp;lt;br&amp;gt;&lt;br /&gt;
Having high movement speed will be a great advantage here. A tip is that the next unlit tile must be 1 away from the previous unlit tile, and can be diagonally from the previous one.&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze key&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
The locked chests need keys, so if you don't have any, try not to complete the puzzle to the highest level or you will miss out on your reward!&lt;br /&gt;
&lt;br /&gt;
===Lights Out===&lt;br /&gt;
[[File:Lights_Out.jpg|200px|frameless|right]]&lt;br /&gt;
This little head-scratcher can be difficult for those who are inexperienced with the puzzle and often lead to reduced rewards. &amp;lt;br&amp;gt;&lt;br /&gt;
Brute force will not get you through this puzzle with a good reward!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Understanding the puzzle====&lt;br /&gt;
*The board is a 3x3 grid.&lt;br /&gt;
*Each panel has two states: on or off.&lt;br /&gt;
*Each time you step on a panel, it toggles its state and the state of its immediate neighbors (up, down, left, right). If they were off, they are now on. If they were on, they are now off.&lt;br /&gt;
*There is also a treasure spawn panel to the right&lt;br /&gt;
*The objective is to have all the panels lit up.&lt;br /&gt;
*You are allowed to make a few mistakes and still get the best reward, but only 3 or 4.&lt;br /&gt;
&lt;br /&gt;
==== General Strategy and Sample Lights Out Patterns and Solutions ====&lt;br /&gt;
There are certain states or patterns in the 3x3 Lights Out puzzle that are easier to solve without a mathematical background. Recognizing these patterns can simplify the process. These patterns can be memorized using number or dice patterns. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pattern !! Description !! Solution !! Visual Representation of Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Empty Board || All Lights Off || Perform a number 5 dice pattern. Step once in the middle and once in each corner to light the entire board. || [[File:Empty_lightsout.jpg|100px]]&lt;br /&gt;
|- &lt;br /&gt;
| Number 1 Dice Pattern || Center Lit || Step on every panel except for the middle to turn all the lights on. || [[File:One_lights.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Number 2 Dice Pattern || Opposite Corners Lit || Step on every panel except for the lit corners. This will turn all the lights on.&lt;br /&gt;
|-&lt;br /&gt;
| Number 3 Dice Pattern || Diagonal Lit || Step on the two corners that are not lit (forming the reverse of the number 2 dice pattern). || [[File:Three_lights_r.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Number 4 Dice Pattern || All 4 Corners Lit || Step once in the middle (creating a number 1 dice pattern). || [[File:Four_lights.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Number 5 Dice Pattern || All 4 Corners and the Center Lit || Step on the 4 panels that are not lit, forming a diamond shape.&lt;br /&gt;
|-&lt;br /&gt;
| Number 6 Dice Pattern || Top and Bottom or Both Sides Lit || Step on all 3 panels of the two lit edges, and then on the center panel. || [[File:Six_lights_h.jpg|100px]] [[File:Six_lights_v.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Cross Pattern || Everything Except Corners Lit || Step on the four corners (creating a number 4 dice pattern). || [[File:Cross.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Line Pattern || Straight Line Down the Middle (Vertical or Horizontal) || Step on the center panel next to each side of the line. || [[File:Line_lights_v.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Diamond Pattern || All four compass points lit, but nothing else || Step on every panel exactly once. || [[File:Diamond_lights.jpg|100px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Alternatives====&lt;br /&gt;
&lt;br /&gt;
There is also a 5 x 5 version of this puzzle in the Archives that can appear extremely rarely.&lt;br /&gt;
&lt;br /&gt;
====Rewards====&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the 3 x 3 rewards are:&lt;br /&gt;
*Silver locked chest (0-2 mistakes)&lt;br /&gt;
*Bronze locked chest (2-4 mistakes)&lt;br /&gt;
*Unlocked chest (4-6 mistakes)&lt;br /&gt;
*Bronze key (6-8 mistakes)&lt;br /&gt;
*Gem, ore, or Food (10+ mistakes)&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the 5 x 5 rewards are:&lt;br /&gt;
*Ace Key (perfect)&lt;br /&gt;
*Gold locked chest&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze key&lt;br /&gt;
*Gem or Ore&lt;br /&gt;
*Food&lt;br /&gt;
&lt;br /&gt;
===Symbol Memory===&lt;br /&gt;
[[File:Symbol_Memory.jpg|200px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
This puzzle has you test your memory. Once you press the button 5 different symbols will appear in the 3 x 3 grid randomly, but there will always be 3 Λ's, 2 O's, 2 X's, 1 Y and 1 Z.&amp;lt;br&amp;gt;&lt;br /&gt;
Each symbol type will light up in the order you should press them. You have unlimited(?) time to complete this puzzle, but you cannot reset it and try again.&amp;lt;br&amp;gt;&lt;br /&gt;
If you feel like this puzzle is too troublesome taking a screenshot will allow you to easily solve it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Silver Key&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze Key&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
===Guess The Order===&lt;br /&gt;
[[File:Order.jpg|200px|frameless|right]]&lt;br /&gt;
This puzzle tasks you with guessing the order to press the 4 buttons. Each wrong guess will drop a bunch of bombs in the room and explode shortly after.&amp;lt;br&amp;gt;&lt;br /&gt;
You are allowed 3 wrong guesses while still being eligible for the best reward.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no hints for this &amp;quot;puzzle&amp;quot; on the floor or in the puzzle itself, being based purely on RNG. Guessing is your only option.&amp;lt;br&amp;gt;&lt;br /&gt;
Even if you guess wrong every time, so long as you don't repeat failed attempts you will beat the puzzle in 7 attempts (6 fails and 1 win).&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze Key&lt;br /&gt;
&lt;br /&gt;
===Remember the Path===&lt;br /&gt;
[[File:Path.jpg|200px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
This is a 5 x 5 puzzle that appears in the [[Acts#Act_4.2C_The_Archives|Archives]] and [[Moon Temple]] where, once you press the button a path will be lit up tile by tile and it's your job to remember and repeat it. &amp;lt;br&amp;gt;&lt;br /&gt;
You are timed upon stepping onto a tile so doing the puzzle slowly will not fly. The path can loop back on itself and if you misstep once you lose.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Golden locked chest&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Wooden Chest&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Diamond_lights.jpg&amp;diff=2774</id>
		<title>File:Diamond lights.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Diamond_lights.jpg&amp;diff=2774"/>
		<updated>2024-05-10T17:40:40Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Puzzlesecrets&amp;diff=2773</id>
		<title>Puzzlesecrets</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Puzzlesecrets&amp;diff=2773"/>
		<updated>2024-05-10T17:39:48Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* General Strategy and Sample Lights Out Patterns and Solutions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prefabrications (or prefabs for short) are structures such as puzzles, traps, secrets, or simply even large rooms, that are pre-assembled and slightly randomized to make the random map generation more simple.&lt;br /&gt;
These make up every generated map (the three floors of each act, minus the boss room). Any repeated structure can easily be identified as a prefab.&lt;br /&gt;
&lt;br /&gt;
==Breakable and hidden walls==&lt;br /&gt;
Look for these breakable walls and secret corridors throughout your adventures to find items and treasure!&lt;br /&gt;
===Act 1, The Mines===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=4}}&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=3}}&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=2}}&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=1}}&lt;br /&gt;
[[File:SecretChest.jpg|200px|frameless|right]]&lt;br /&gt;
===Act 5, The Chambers===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=0}}&lt;br /&gt;
&lt;br /&gt;
===Secret Rooms===&lt;br /&gt;
[[File:SecretButton.jpg|200px|frameless|right]]&lt;br /&gt;
You can find one of three different things behind cracked wall secret rooms:&lt;br /&gt;
*A chest and some gold&lt;br /&gt;
*RNG button, 3 types, each generating a random reward:&lt;br /&gt;
**A button in the middle of a 5 x 5 grid&lt;br /&gt;
**A button in the middle of a 5 x 5 grid with ~1/2 of the buttons missing&lt;br /&gt;
**A button in the middle of a smaller 3 x 3 grid&lt;br /&gt;
***Each spot on the floor has a 50% chance to pop up in the time before generating the reward.&lt;br /&gt;
Some of the smaller RNG rooms don't always give an item, however the largest one (pictured on the right) can give all item types, with commons appearing on the bottom, uncommons on the right, rares at the top, and epic or legendary on the left. &lt;br /&gt;
*A legendary item can be obtained when all but 4 (or less) of the buttons are activated. Epic at 5 or 6 away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Full 5 x 5 grid, the probability of the various rarity of items is as follows (rounded to 2 decimal places):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| Legendary&lt;br /&gt;
| 0.08%&lt;br /&gt;
|-&lt;br /&gt;
| Epic&lt;br /&gt;
| 1.06%&lt;br /&gt;
|-&lt;br /&gt;
| Rare&lt;br /&gt;
| 6.45%&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon&lt;br /&gt;
| 65.36%&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
| 26.99%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Puzzles==&lt;br /&gt;
Puzzles will be spread throughout your adventure. Solve them to claim prizes from gold to keys to chests containing powerful items!&amp;lt;br&amp;gt;&lt;br /&gt;
There are several different types, some are self-explanatory, but a few don't let blind guessing through.&amp;lt;br&amp;gt;&lt;br /&gt;
The most common puzzles involve spike traps and projectiles. These are easily solvable given a little pattern recognition skill, then there are the other types which can become a mini-game in their own right.&lt;br /&gt;
&lt;br /&gt;
'''Spoiler Alert!''' If you do not wish have these puzzles revealed and explained, stop here.&lt;br /&gt;
&lt;br /&gt;
===Lightning Run===&lt;br /&gt;
[[File:Lightning_Puzzle.jpg|200px|frameless|right]]&lt;br /&gt;
Should you see a 3 x 3 pattern of squares on the floor with lightning bolts, congratulations, you have met the lightning run!&amp;lt;br&amp;gt;&lt;br /&gt;
From the moment you step on the blank tile, the timer starts. Race to the next unlit tile as many times as you can before the timer finishes.&amp;lt;br&amp;gt;&lt;br /&gt;
As you touch the unlit tiles, the 5 tiles on the left hand side of the 3 x 3 grid will start light up one by one. This indicates the level of prize you will receive.&amp;lt;br&amp;gt;&lt;br /&gt;
The highest prize is tough to achieve as there is little margin for error.&amp;lt;br&amp;gt;&lt;br /&gt;
Having high movement speed will be a great advantage here. A tip is that the next unlit tile must be 1 away from the previous unlit tile, and can be diagonally from the previous one.&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze key&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
The locked chests need keys, so if you don't have any, try not to complete the puzzle to the highest level or you will miss out on your reward!&lt;br /&gt;
&lt;br /&gt;
===Lights Out===&lt;br /&gt;
[[File:Lights_Out.jpg|200px|frameless|right]]&lt;br /&gt;
This little head-scratcher can be difficult for those who are inexperienced with the puzzle and often lead to reduced rewards. &amp;lt;br&amp;gt;&lt;br /&gt;
Brute force will not get you through this puzzle with a good reward!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Understanding the puzzle====&lt;br /&gt;
*The board is a 3x3 grid.&lt;br /&gt;
*Each panel has two states: on or off.&lt;br /&gt;
*Each time you step on a panel, it toggles its state and the state of its immediate neighbors (up, down, left, right). If they were off, they are now on. If they were on, they are now off.&lt;br /&gt;
*There is also a treasure spawn panel to the right&lt;br /&gt;
*The objective is to have all the panels lit up.&lt;br /&gt;
*You are allowed to make a few mistakes and still get the best reward, but only 3 or 4.&lt;br /&gt;
&lt;br /&gt;
==== General Strategy and Sample Lights Out Patterns and Solutions ====&lt;br /&gt;
There are certain states or patterns in the 3x3 Lights Out puzzle that are easier to solve without a mathematical background. Recognizing these patterns can simplify the process. These patterns can be memorized using number or dice patterns. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pattern !! Description !! Solution !! Visual Representation of Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Empty Board || All Lights Off || Perform a number 5 dice pattern. Step once in the middle and once in each corner to light the entire board. || [[File:Empty_lightsout.jpg|100px]]&lt;br /&gt;
|- &lt;br /&gt;
| Number 1 Dice Pattern || Center Lit || Step on every panel except for the middle to turn all the lights on. || [[File:One_lights.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Number 2 Dice Pattern || Opposite Corners Lit || Step on every panel except for the lit corners. This will turn all the lights on.&lt;br /&gt;
|-&lt;br /&gt;
| Number 3 Dice Pattern || Diagonal Lit || Step on the two corners that are not lit (forming the reverse of the number 2 dice pattern). || [[File:Three_lights_r.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Number 4 Dice Pattern || All 4 Corners Lit || Step once in the middle (creating a number 1 dice pattern). || [[File:Four_lights.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Number 5 Dice Pattern || All 4 Corners and the Center Lit || Step on the 4 panels that are not lit, forming a diamond shape.&lt;br /&gt;
|-&lt;br /&gt;
| Number 6 Dice Pattern || Top and Bottom or Both Sides Lit || Step on all 3 panels of the two lit edges, and then on the center panel. || [[File:Six_lights_h.jpg|100px]] [[File:Six_lights_v.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Cross Pattern || Everything Except Corners Lit || Step on the four corners (creating a number 4 dice pattern). || [[File:Cross.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Line Pattern || Straight Line Down the Middle (Vertical or Horizontal) || Step on the center panel next to each side of the line. || [[File:Line_lights_v.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Diamond Pattern || All four compass points lit, but nothing else || Step on every panel once. || [[File:Diamond_lights.jpg|100px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Alternatives====&lt;br /&gt;
&lt;br /&gt;
There is also a 5 x 5 version of this puzzle in the Archives that can appear extremely rarely.&lt;br /&gt;
&lt;br /&gt;
====Rewards====&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the 3 x 3 rewards are:&lt;br /&gt;
*Silver locked chest (0-2 mistakes)&lt;br /&gt;
*Bronze locked chest (2-4 mistakes)&lt;br /&gt;
*Unlocked chest (4-6 mistakes)&lt;br /&gt;
*Bronze key (6-8 mistakes)&lt;br /&gt;
*Gem, ore, or Food (10+ mistakes)&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the 5 x 5 rewards are:&lt;br /&gt;
*Ace Key (perfect)&lt;br /&gt;
*Gold locked chest&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze key&lt;br /&gt;
*Gem or Ore&lt;br /&gt;
*Food&lt;br /&gt;
&lt;br /&gt;
===Symbol Memory===&lt;br /&gt;
[[File:Symbol_Memory.jpg|200px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
This puzzle has you test your memory. Once you press the button 5 different symbols will appear in the 3 x 3 grid randomly, but there will always be 3 Λ's, 2 O's, 2 X's, 1 Y and 1 Z.&amp;lt;br&amp;gt;&lt;br /&gt;
Each symbol type will light up in the order you should press them. You have unlimited(?) time to complete this puzzle, but you cannot reset it and try again.&amp;lt;br&amp;gt;&lt;br /&gt;
If you feel like this puzzle is too troublesome taking a screenshot will allow you to easily solve it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Silver Key&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze Key&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
===Guess The Order===&lt;br /&gt;
[[File:Order.jpg|200px|frameless|right]]&lt;br /&gt;
This puzzle tasks you with guessing the order to press the 4 buttons. Each wrong guess will drop a bunch of bombs in the room and explode shortly after.&amp;lt;br&amp;gt;&lt;br /&gt;
You are allowed 3 wrong guesses while still being eligible for the best reward.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no hints for this &amp;quot;puzzle&amp;quot; on the floor or in the puzzle itself, being based purely on RNG. Guessing is your only option.&amp;lt;br&amp;gt;&lt;br /&gt;
Even if you guess wrong every time, so long as you don't repeat failed attempts you will beat the puzzle in 7 attempts (6 fails and 1 win).&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze Key&lt;br /&gt;
&lt;br /&gt;
===Remember the Path===&lt;br /&gt;
[[File:Path.jpg|200px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
This is a 5 x 5 puzzle that appears in the [[Acts#Act_4.2C_The_Archives|Archives]] and [[Moon Temple]] where, once you press the button a path will be lit up tile by tile and it's your job to remember and repeat it. &amp;lt;br&amp;gt;&lt;br /&gt;
You are timed upon stepping onto a tile so doing the puzzle slowly will not fly. The path can loop back on itself and if you misstep once you lose.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Golden locked chest&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Wooden Chest&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Four_lights.jpg&amp;diff=2772</id>
		<title>File:Four lights.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Four_lights.jpg&amp;diff=2772"/>
		<updated>2024-05-10T17:38:01Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: Xorekle1 uploaded a new version of File:Four lights.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Three_lights_r.jpg&amp;diff=2771</id>
		<title>File:Three lights r.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Three_lights_r.jpg&amp;diff=2771"/>
		<updated>2024-05-10T17:37:47Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: Xorekle1 uploaded a new version of File:Three lights r.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Line_lights_v.jpg&amp;diff=2770</id>
		<title>File:Line lights v.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Line_lights_v.jpg&amp;diff=2770"/>
		<updated>2024-05-10T17:36:07Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: Xorekle1 uploaded a new version of File:Line lights v.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:One_lights.jpg&amp;diff=2769</id>
		<title>File:One lights.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:One_lights.jpg&amp;diff=2769"/>
		<updated>2024-05-10T17:34:54Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: Xorekle1 uploaded a new version of File:One lights.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Puzzlesecrets&amp;diff=2768</id>
		<title>Puzzlesecrets</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Puzzlesecrets&amp;diff=2768"/>
		<updated>2024-05-10T17:34:10Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* General Strategy and Sample Lights Out Patterns and Solutions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prefabrications (or prefabs for short) are structures such as puzzles, traps, secrets, or simply even large rooms, that are pre-assembled and slightly randomized to make the random map generation more simple.&lt;br /&gt;
These make up every generated map (the three floors of each act, minus the boss room). Any repeated structure can easily be identified as a prefab.&lt;br /&gt;
&lt;br /&gt;
==Breakable and hidden walls==&lt;br /&gt;
Look for these breakable walls and secret corridors throughout your adventures to find items and treasure!&lt;br /&gt;
===Act 1, The Mines===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=4}}&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=3}}&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=2}}&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=1}}&lt;br /&gt;
[[File:SecretChest.jpg|200px|frameless|right]]&lt;br /&gt;
===Act 5, The Chambers===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=0}}&lt;br /&gt;
&lt;br /&gt;
===Secret Rooms===&lt;br /&gt;
[[File:SecretButton.jpg|200px|frameless|right]]&lt;br /&gt;
You can find one of three different things behind cracked wall secret rooms:&lt;br /&gt;
*A chest and some gold&lt;br /&gt;
*RNG button, 3 types, each generating a random reward:&lt;br /&gt;
**A button in the middle of a 5 x 5 grid&lt;br /&gt;
**A button in the middle of a 5 x 5 grid with ~1/2 of the buttons missing&lt;br /&gt;
**A button in the middle of a smaller 3 x 3 grid&lt;br /&gt;
***Each spot on the floor has a 50% chance to pop up in the time before generating the reward.&lt;br /&gt;
Some of the smaller RNG rooms don't always give an item, however the largest one (pictured on the right) can give all item types, with commons appearing on the bottom, uncommons on the right, rares at the top, and epic or legendary on the left. &lt;br /&gt;
*A legendary item can be obtained when all but 4 (or less) of the buttons are activated. Epic at 5 or 6 away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Full 5 x 5 grid, the probability of the various rarity of items is as follows (rounded to 2 decimal places):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| Legendary&lt;br /&gt;
| 0.08%&lt;br /&gt;
|-&lt;br /&gt;
| Epic&lt;br /&gt;
| 1.06%&lt;br /&gt;
|-&lt;br /&gt;
| Rare&lt;br /&gt;
| 6.45%&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon&lt;br /&gt;
| 65.36%&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
| 26.99%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Puzzles==&lt;br /&gt;
Puzzles will be spread throughout your adventure. Solve them to claim prizes from gold to keys to chests containing powerful items!&amp;lt;br&amp;gt;&lt;br /&gt;
There are several different types, some are self-explanatory, but a few don't let blind guessing through.&amp;lt;br&amp;gt;&lt;br /&gt;
The most common puzzles involve spike traps and projectiles. These are easily solvable given a little pattern recognition skill, then there are the other types which can become a mini-game in their own right.&lt;br /&gt;
&lt;br /&gt;
'''Spoiler Alert!''' If you do not wish have these puzzles revealed and explained, stop here.&lt;br /&gt;
&lt;br /&gt;
===Lightning Run===&lt;br /&gt;
[[File:Lightning_Puzzle.jpg|200px|frameless|right]]&lt;br /&gt;
Should you see a 3 x 3 pattern of squares on the floor with lightning bolts, congratulations, you have met the lightning run!&amp;lt;br&amp;gt;&lt;br /&gt;
From the moment you step on the blank tile, the timer starts. Race to the next unlit tile as many times as you can before the timer finishes.&amp;lt;br&amp;gt;&lt;br /&gt;
As you touch the unlit tiles, the 5 tiles on the left hand side of the 3 x 3 grid will start light up one by one. This indicates the level of prize you will receive.&amp;lt;br&amp;gt;&lt;br /&gt;
The highest prize is tough to achieve as there is little margin for error.&amp;lt;br&amp;gt;&lt;br /&gt;
Having high movement speed will be a great advantage here. A tip is that the next unlit tile must be 1 away from the previous unlit tile, and can be diagonally from the previous one.&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze key&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
The locked chests need keys, so if you don't have any, try not to complete the puzzle to the highest level or you will miss out on your reward!&lt;br /&gt;
&lt;br /&gt;
===Lights Out===&lt;br /&gt;
[[File:Lights_Out.jpg|200px|frameless|right]]&lt;br /&gt;
This little head-scratcher can be difficult for those who are inexperienced with the puzzle and often lead to reduced rewards. &amp;lt;br&amp;gt;&lt;br /&gt;
Brute force will not get you through this puzzle with a good reward!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Understanding the puzzle====&lt;br /&gt;
*The board is a 3x3 grid.&lt;br /&gt;
*Each panel has two states: on or off.&lt;br /&gt;
*Each time you step on a panel, it toggles its state and the state of its immediate neighbors (up, down, left, right). If they were off, they are now on. If they were on, they are now off.&lt;br /&gt;
*There is also a treasure spawn panel to the right&lt;br /&gt;
*The objective is to have all the panels lit up.&lt;br /&gt;
*You are allowed to make a few mistakes and still get the best reward, but only 3 or 4.&lt;br /&gt;
&lt;br /&gt;
==== General Strategy and Sample Lights Out Patterns and Solutions ====&lt;br /&gt;
There are certain states or patterns in the 3x3 Lights Out puzzle that are easier to solve without a mathematical background. Recognizing these patterns can simplify the process. These patterns can be memorized using number or dice patterns. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pattern !! Description !! Solution !! Visual Representation of Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Empty Board || All Lights Off || Perform a number 5 dice pattern. Step once in the middle and once in each corner to light the entire board. || [[File:Empty_lightsout.jpg|100px]]&lt;br /&gt;
|- &lt;br /&gt;
| Number 1 Dice Pattern || Center Lit || Step on every panel except for the middle to turn all the lights on. || [[File:One_lights.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Number 2 Dice Pattern || Opposite Corners Lit || Step on every panel except for the lit corners. This will turn all the lights on.&lt;br /&gt;
|-&lt;br /&gt;
| Number 3 Dice Pattern || Diagonal Lit || Step on the two corners that are not lit (forming the reverse of the number 2 dice pattern). || [[File:Three_lights_r.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Number 4 Dice Pattern || All 4 Corners Lit || Step once in the middle (creating a number 1 dice pattern). || [[File:Four_lights.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Number 5 Dice Pattern || All 4 Corners and the Center Lit || Step on the 4 panels that are not lit, forming a diamond shape.&lt;br /&gt;
|-&lt;br /&gt;
| Number 6 Dice Pattern || Top and Bottom or Both Sides Lit || Step on all 3 panels of the two lit edges, and then on the center panel. || [[File:Six_lights_h.jpg|100px]] [[File:Six_lights_v.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Cross Pattern || Everything Except Corners Lit || Step on the four corners (creating a number 4 dice pattern). || [[File:Cross.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Line Pattern || Straight Line Down the Middle (Vertical or Horizontal) || Step on the center panel next to each side of the line. || [[File:Line_lights_v.jpg|100px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Alternatives====&lt;br /&gt;
&lt;br /&gt;
There is also a 5 x 5 version of this puzzle in the Archives that can appear extremely rarely.&lt;br /&gt;
&lt;br /&gt;
====Rewards====&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the 3 x 3 rewards are:&lt;br /&gt;
*Silver locked chest (0-2 mistakes)&lt;br /&gt;
*Bronze locked chest (2-4 mistakes)&lt;br /&gt;
*Unlocked chest (4-6 mistakes)&lt;br /&gt;
*Bronze key (6-8 mistakes)&lt;br /&gt;
*Gem, ore, or Food (10+ mistakes)&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the 5 x 5 rewards are:&lt;br /&gt;
*Ace Key (perfect)&lt;br /&gt;
*Gold locked chest&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze key&lt;br /&gt;
*Gem or Ore&lt;br /&gt;
*Food&lt;br /&gt;
&lt;br /&gt;
===Symbol Memory===&lt;br /&gt;
[[File:Symbol_Memory.jpg|200px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
This puzzle has you test your memory. Once you press the button 5 different symbols will appear in the 3 x 3 grid randomly, but there will always be 3 Λ's, 2 O's, 2 X's, 1 Y and 1 Z.&amp;lt;br&amp;gt;&lt;br /&gt;
Each symbol type will light up in the order you should press them. You have unlimited(?) time to complete this puzzle, but you cannot reset it and try again.&amp;lt;br&amp;gt;&lt;br /&gt;
If you feel like this puzzle is too troublesome taking a screenshot will allow you to easily solve it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Silver Key&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze Key&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
===Guess The Order===&lt;br /&gt;
[[File:Order.jpg|200px|frameless|right]]&lt;br /&gt;
This puzzle tasks you with guessing the order to press the 4 buttons. Each wrong guess will drop a bunch of bombs in the room and explode shortly after.&amp;lt;br&amp;gt;&lt;br /&gt;
You are allowed 3 wrong guesses while still being eligible for the best reward.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no hints for this &amp;quot;puzzle&amp;quot; on the floor or in the puzzle itself, being based purely on RNG. Guessing is your only option.&amp;lt;br&amp;gt;&lt;br /&gt;
Even if you guess wrong every time, so long as you don't repeat failed attempts you will beat the puzzle in 7 attempts (6 fails and 1 win).&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze Key&lt;br /&gt;
&lt;br /&gt;
===Remember the Path===&lt;br /&gt;
[[File:Path.jpg|200px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
This is a 5 x 5 puzzle that appears in the [[Acts#Act_4.2C_The_Archives|Archives]] and [[Moon Temple]] where, once you press the button a path will be lit up tile by tile and it's your job to remember and repeat it. &amp;lt;br&amp;gt;&lt;br /&gt;
You are timed upon stepping onto a tile so doing the puzzle slowly will not fly. The path can loop back on itself and if you misstep once you lose.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Golden locked chest&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Wooden Chest&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Three_lights_r.jpg&amp;diff=2767</id>
		<title>File:Three lights r.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Three_lights_r.jpg&amp;diff=2767"/>
		<updated>2024-05-10T17:34:00Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: &lt;/p&gt;
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		<author><name>Xorekle1</name></author>
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		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Four_lights.jpg&amp;diff=2766</id>
		<title>File:Four lights.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Four_lights.jpg&amp;diff=2766"/>
		<updated>2024-05-10T17:33:21Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: &lt;/p&gt;
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		<author><name>Xorekle1</name></author>
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	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Line_lights_v.jpg&amp;diff=2765</id>
		<title>File:Line lights v.jpg</title>
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		<updated>2024-05-10T17:33:00Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: &lt;/p&gt;
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		<author><name>Xorekle1</name></author>
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		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:One_lights.jpg&amp;diff=2764</id>
		<title>File:One lights.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:One_lights.jpg&amp;diff=2764"/>
		<updated>2024-05-10T17:31:48Z</updated>

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	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Puzzlesecrets&amp;diff=2763</id>
		<title>Puzzlesecrets</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Puzzlesecrets&amp;diff=2763"/>
		<updated>2024-05-10T17:30:18Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* General Strategy and Sample Lights Out Patterns and Solutions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prefabrications (or prefabs for short) are structures such as puzzles, traps, secrets, or simply even large rooms, that are pre-assembled and slightly randomized to make the random map generation more simple.&lt;br /&gt;
These make up every generated map (the three floors of each act, minus the boss room). Any repeated structure can easily be identified as a prefab.&lt;br /&gt;
&lt;br /&gt;
==Breakable and hidden walls==&lt;br /&gt;
Look for these breakable walls and secret corridors throughout your adventures to find items and treasure!&lt;br /&gt;
===Act 1, The Mines===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=4}}&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=3}}&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=2}}&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=1}}&lt;br /&gt;
[[File:SecretChest.jpg|200px|frameless|right]]&lt;br /&gt;
===Act 5, The Chambers===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=0}}&lt;br /&gt;
&lt;br /&gt;
===Secret Rooms===&lt;br /&gt;
[[File:SecretButton.jpg|200px|frameless|right]]&lt;br /&gt;
You can find one of three different things behind cracked wall secret rooms:&lt;br /&gt;
*A chest and some gold&lt;br /&gt;
*RNG button, 3 types, each generating a random reward:&lt;br /&gt;
**A button in the middle of a 5 x 5 grid&lt;br /&gt;
**A button in the middle of a 5 x 5 grid with ~1/2 of the buttons missing&lt;br /&gt;
**A button in the middle of a smaller 3 x 3 grid&lt;br /&gt;
***Each spot on the floor has a 50% chance to pop up in the time before generating the reward.&lt;br /&gt;
Some of the smaller RNG rooms don't always give an item, however the largest one (pictured on the right) can give all item types, with commons appearing on the bottom, uncommons on the right, rares at the top, and epic or legendary on the left. &lt;br /&gt;
*A legendary item can be obtained when all but 4 (or less) of the buttons are activated. Epic at 5 or 6 away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Full 5 x 5 grid, the probability of the various rarity of items is as follows (rounded to 2 decimal places):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| Legendary&lt;br /&gt;
| 0.08%&lt;br /&gt;
|-&lt;br /&gt;
| Epic&lt;br /&gt;
| 1.06%&lt;br /&gt;
|-&lt;br /&gt;
| Rare&lt;br /&gt;
| 6.45%&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon&lt;br /&gt;
| 65.36%&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
| 26.99%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Puzzles==&lt;br /&gt;
Puzzles will be spread throughout your adventure. Solve them to claim prizes from gold to keys to chests containing powerful items!&amp;lt;br&amp;gt;&lt;br /&gt;
There are several different types, some are self-explanatory, but a few don't let blind guessing through.&amp;lt;br&amp;gt;&lt;br /&gt;
The most common puzzles involve spike traps and projectiles. These are easily solvable given a little pattern recognition skill, then there are the other types which can become a mini-game in their own right.&lt;br /&gt;
&lt;br /&gt;
'''Spoiler Alert!''' If you do not wish have these puzzles revealed and explained, stop here.&lt;br /&gt;
&lt;br /&gt;
===Lightning Run===&lt;br /&gt;
[[File:Lightning_Puzzle.jpg|200px|frameless|right]]&lt;br /&gt;
Should you see a 3 x 3 pattern of squares on the floor with lightning bolts, congratulations, you have met the lightning run!&amp;lt;br&amp;gt;&lt;br /&gt;
From the moment you step on the blank tile, the timer starts. Race to the next unlit tile as many times as you can before the timer finishes.&amp;lt;br&amp;gt;&lt;br /&gt;
As you touch the unlit tiles, the 5 tiles on the left hand side of the 3 x 3 grid will start light up one by one. This indicates the level of prize you will receive.&amp;lt;br&amp;gt;&lt;br /&gt;
The highest prize is tough to achieve as there is little margin for error.&amp;lt;br&amp;gt;&lt;br /&gt;
Having high movement speed will be a great advantage here. A tip is that the next unlit tile must be 1 away from the previous unlit tile, and can be diagonally from the previous one.&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze key&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
The locked chests need keys, so if you don't have any, try not to complete the puzzle to the highest level or you will miss out on your reward!&lt;br /&gt;
&lt;br /&gt;
===Lights Out===&lt;br /&gt;
[[File:Lights_Out.jpg|200px|frameless|right]]&lt;br /&gt;
This little head-scratcher can be difficult for those who are inexperienced with the puzzle and often lead to reduced rewards. &amp;lt;br&amp;gt;&lt;br /&gt;
Brute force will not get you through this puzzle with a good reward!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Understanding the puzzle====&lt;br /&gt;
*The board is a 3x3 grid.&lt;br /&gt;
*Each panel has two states: on or off.&lt;br /&gt;
*Each time you step on a panel, it toggles its state and the state of its immediate neighbors (up, down, left, right). If they were off, they are now on. If they were on, they are now off.&lt;br /&gt;
*There is also a treasure spawn panel to the right&lt;br /&gt;
*The objective is to have all the panels lit up.&lt;br /&gt;
*You are allowed to make a few mistakes and still get the best reward, but only 3 or 4.&lt;br /&gt;
&lt;br /&gt;
==== General Strategy and Sample Lights Out Patterns and Solutions ====&lt;br /&gt;
There are certain states or patterns in the 3x3 Lights Out puzzle that are easier to solve without a mathematical background. Recognizing these patterns can simplify the process. These patterns can be memorized using number or dice patterns. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pattern !! Description !! Solution !! Visual Representation of Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Empty Board || All Lights Off || Perform a number 5 dice pattern. Step once in the middle and once in each corner to light the entire board. || [[File:Empty_lightsout.jpg|100px]]&lt;br /&gt;
|- &lt;br /&gt;
| Number 1 Dice Pattern || Center Lit || Step on every panel except for the middle to turn all the lights on.&lt;br /&gt;
|-&lt;br /&gt;
| Number 2 Dice Pattern || Opposite Corners Lit || Step on every panel except for the lit corners. This will turn all the lights on.&lt;br /&gt;
|-&lt;br /&gt;
| Number 3 Dice Pattern || Diagonal Lit || Step on the two corners that are not lit (forming the reverse of the number 2 dice pattern).&lt;br /&gt;
|-&lt;br /&gt;
| Number 4 Dice Pattern || All 4 Corners Lit || Step once in the middle (creating a number 1 dice pattern).&lt;br /&gt;
|-&lt;br /&gt;
| Number 5 Dice Pattern || All 4 Corners and the Center Lit || Step on the 4 panels that are not lit, forming a diamond shape.&lt;br /&gt;
|-&lt;br /&gt;
| Number 6 Dice Pattern || Top and Bottom or Both Sides Lit || Step on all 3 panels of the two lit edges, and then on the center panel. || [[File:Six_lights_h.jpg|100px]] [[File:Six_lights_v.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Cross Pattern || Everything Except Corners Lit || Step on the four corners (creating a number 4 dice pattern). || [[File:Cross.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Line Pattern || Straight Line Down the Middle (Vertical or Horizontal) || Step on the center panel next to each side of the line.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Alternatives====&lt;br /&gt;
&lt;br /&gt;
There is also a 5 x 5 version of this puzzle in the Archives that can appear extremely rarely.&lt;br /&gt;
&lt;br /&gt;
====Rewards====&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the 3 x 3 rewards are:&lt;br /&gt;
*Silver locked chest (0-2 mistakes)&lt;br /&gt;
*Bronze locked chest (2-4 mistakes)&lt;br /&gt;
*Unlocked chest (4-6 mistakes)&lt;br /&gt;
*Bronze key (6-8 mistakes)&lt;br /&gt;
*Gem, ore, or Food (10+ mistakes)&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the 5 x 5 rewards are:&lt;br /&gt;
*Ace Key (perfect)&lt;br /&gt;
*Gold locked chest&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze key&lt;br /&gt;
*Gem or Ore&lt;br /&gt;
*Food&lt;br /&gt;
&lt;br /&gt;
===Symbol Memory===&lt;br /&gt;
[[File:Symbol_Memory.jpg|200px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
This puzzle has you test your memory. Once you press the button 5 different symbols will appear in the 3 x 3 grid randomly, but there will always be 3 Λ's, 2 O's, 2 X's, 1 Y and 1 Z.&amp;lt;br&amp;gt;&lt;br /&gt;
Each symbol type will light up in the order you should press them. You have unlimited(?) time to complete this puzzle, but you cannot reset it and try again.&amp;lt;br&amp;gt;&lt;br /&gt;
If you feel like this puzzle is too troublesome taking a screenshot will allow you to easily solve it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Silver Key&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze Key&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
===Guess The Order===&lt;br /&gt;
[[File:Order.jpg|200px|frameless|right]]&lt;br /&gt;
This puzzle tasks you with guessing the order to press the 4 buttons. Each wrong guess will drop a bunch of bombs in the room and explode shortly after.&amp;lt;br&amp;gt;&lt;br /&gt;
You are allowed 3 wrong guesses while still being eligible for the best reward.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no hints for this &amp;quot;puzzle&amp;quot; on the floor or in the puzzle itself, being based purely on RNG. Guessing is your only option.&amp;lt;br&amp;gt;&lt;br /&gt;
Even if you guess wrong every time, so long as you don't repeat failed attempts you will beat the puzzle in 7 attempts (6 fails and 1 win).&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze Key&lt;br /&gt;
&lt;br /&gt;
===Remember the Path===&lt;br /&gt;
[[File:Path.jpg|200px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
This is a 5 x 5 puzzle that appears in the [[Acts#Act_4.2C_The_Archives|Archives]] and [[Moon Temple]] where, once you press the button a path will be lit up tile by tile and it's your job to remember and repeat it. &amp;lt;br&amp;gt;&lt;br /&gt;
You are timed upon stepping onto a tile so doing the puzzle slowly will not fly. The path can loop back on itself and if you misstep once you lose.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Golden locked chest&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Wooden Chest&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
	</entry>
	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Six_lights_v.jpg&amp;diff=2762</id>
		<title>File:Six lights v.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Six_lights_v.jpg&amp;diff=2762"/>
		<updated>2024-05-10T17:29:47Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: &lt;/p&gt;
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		<author><name>Xorekle1</name></author>
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		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Six_lights_h.jpg&amp;diff=2761</id>
		<title>File:Six lights h.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Six_lights_h.jpg&amp;diff=2761"/>
		<updated>2024-05-10T17:29:16Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: &lt;/p&gt;
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		<id>https://wiki.heroesofhammerwatch.com/index.php?title=File:Empty_lightsout.jpg&amp;diff=2760</id>
		<title>File:Empty lightsout.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=File:Empty_lightsout.jpg&amp;diff=2760"/>
		<updated>2024-05-10T17:27:26Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: &lt;/p&gt;
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	<entry>
		<id>https://wiki.heroesofhammerwatch.com/index.php?title=Puzzlesecrets&amp;diff=2759</id>
		<title>Puzzlesecrets</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch.com/index.php?title=Puzzlesecrets&amp;diff=2759"/>
		<updated>2024-05-10T17:26:09Z</updated>

		<summary type="html">&lt;p&gt;Xorekle1: /* General Strategy and Sample Lights Out Patterns and Solutions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prefabrications (or prefabs for short) are structures such as puzzles, traps, secrets, or simply even large rooms, that are pre-assembled and slightly randomized to make the random map generation more simple.&lt;br /&gt;
These make up every generated map (the three floors of each act, minus the boss room). Any repeated structure can easily be identified as a prefab.&lt;br /&gt;
&lt;br /&gt;
==Breakable and hidden walls==&lt;br /&gt;
Look for these breakable walls and secret corridors throughout your adventures to find items and treasure!&lt;br /&gt;
===Act 1, The Mines===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=4}}&lt;br /&gt;
&lt;br /&gt;
===Act 2, The Prison===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=3}}&lt;br /&gt;
&lt;br /&gt;
===Act 3, The Armory===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=2}}&lt;br /&gt;
&lt;br /&gt;
===Act 4, The Archives===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=1}}&lt;br /&gt;
[[File:SecretChest.jpg|200px|frameless|right]]&lt;br /&gt;
===Act 5, The Chambers===&lt;br /&gt;
{{#sprite:file=File:Hiddenbreakablewalls2x.png|column=0|row=0}}&lt;br /&gt;
&lt;br /&gt;
===Secret Rooms===&lt;br /&gt;
[[File:SecretButton.jpg|200px|frameless|right]]&lt;br /&gt;
You can find one of three different things behind cracked wall secret rooms:&lt;br /&gt;
*A chest and some gold&lt;br /&gt;
*RNG button, 3 types, each generating a random reward:&lt;br /&gt;
**A button in the middle of a 5 x 5 grid&lt;br /&gt;
**A button in the middle of a 5 x 5 grid with ~1/2 of the buttons missing&lt;br /&gt;
**A button in the middle of a smaller 3 x 3 grid&lt;br /&gt;
***Each spot on the floor has a 50% chance to pop up in the time before generating the reward.&lt;br /&gt;
Some of the smaller RNG rooms don't always give an item, however the largest one (pictured on the right) can give all item types, with commons appearing on the bottom, uncommons on the right, rares at the top, and epic or legendary on the left. &lt;br /&gt;
*A legendary item can be obtained when all but 4 (or less) of the buttons are activated. Epic at 5 or 6 away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Full 5 x 5 grid, the probability of the various rarity of items is as follows (rounded to 2 decimal places):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| Legendary&lt;br /&gt;
| 0.08%&lt;br /&gt;
|-&lt;br /&gt;
| Epic&lt;br /&gt;
| 1.06%&lt;br /&gt;
|-&lt;br /&gt;
| Rare&lt;br /&gt;
| 6.45%&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon&lt;br /&gt;
| 65.36%&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
| 26.99%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Puzzles==&lt;br /&gt;
Puzzles will be spread throughout your adventure. Solve them to claim prizes from gold to keys to chests containing powerful items!&amp;lt;br&amp;gt;&lt;br /&gt;
There are several different types, some are self-explanatory, but a few don't let blind guessing through.&amp;lt;br&amp;gt;&lt;br /&gt;
The most common puzzles involve spike traps and projectiles. These are easily solvable given a little pattern recognition skill, then there are the other types which can become a mini-game in their own right.&lt;br /&gt;
&lt;br /&gt;
'''Spoiler Alert!''' If you do not wish have these puzzles revealed and explained, stop here.&lt;br /&gt;
&lt;br /&gt;
===Lightning Run===&lt;br /&gt;
[[File:Lightning_Puzzle.jpg|200px|frameless|right]]&lt;br /&gt;
Should you see a 3 x 3 pattern of squares on the floor with lightning bolts, congratulations, you have met the lightning run!&amp;lt;br&amp;gt;&lt;br /&gt;
From the moment you step on the blank tile, the timer starts. Race to the next unlit tile as many times as you can before the timer finishes.&amp;lt;br&amp;gt;&lt;br /&gt;
As you touch the unlit tiles, the 5 tiles on the left hand side of the 3 x 3 grid will start light up one by one. This indicates the level of prize you will receive.&amp;lt;br&amp;gt;&lt;br /&gt;
The highest prize is tough to achieve as there is little margin for error.&amp;lt;br&amp;gt;&lt;br /&gt;
Having high movement speed will be a great advantage here. A tip is that the next unlit tile must be 1 away from the previous unlit tile, and can be diagonally from the previous one.&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze key&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
The locked chests need keys, so if you don't have any, try not to complete the puzzle to the highest level or you will miss out on your reward!&lt;br /&gt;
&lt;br /&gt;
===Lights Out===&lt;br /&gt;
[[File:Lights_Out.jpg|200px|frameless|right]]&lt;br /&gt;
This little head-scratcher can be difficult for those who are inexperienced with the puzzle and often lead to reduced rewards. &amp;lt;br&amp;gt;&lt;br /&gt;
Brute force will not get you through this puzzle with a good reward!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Understanding the puzzle====&lt;br /&gt;
*The board is a 3x3 grid.&lt;br /&gt;
*Each panel has two states: on or off.&lt;br /&gt;
*Each time you step on a panel, it toggles its state and the state of its immediate neighbors (up, down, left, right). If they were off, they are now on. If they were on, they are now off.&lt;br /&gt;
*There is also a treasure spawn panel to the right&lt;br /&gt;
*The objective is to have all the panels lit up.&lt;br /&gt;
*You are allowed to make a few mistakes and still get the best reward, but only 3 or 4.&lt;br /&gt;
&lt;br /&gt;
==== General Strategy and Sample Lights Out Patterns and Solutions ====&lt;br /&gt;
There are certain states or patterns in the 3x3 Lights Out puzzle that are easier to solve without a mathematical background. Recognizing these patterns can simplify the process. These patterns can be memorized using number or dice patterns. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pattern !! Description !! Solution !! Visual Representation of Pattern&lt;br /&gt;
|-&lt;br /&gt;
| Empty Board || All Lights Off || Perform a number 5 dice pattern. Step once in the middle and once in each corner to light the entire board. ||&lt;br /&gt;
|- &lt;br /&gt;
| Number 1 Dice Pattern || Center Lit || Step on every panel except for the middle to turn all the lights on.&lt;br /&gt;
|-&lt;br /&gt;
| Number 2 Dice Pattern || Opposite Corners Lit || Step on every panel except for the lit corners. This will turn all the lights on.&lt;br /&gt;
|-&lt;br /&gt;
| Number 3 Dice Pattern || Diagonal Lit || Step on the two corners that are not lit (forming the reverse of the number 2 dice pattern).&lt;br /&gt;
|-&lt;br /&gt;
| Number 4 Dice Pattern || All 4 Corners Lit || Step once in the middle (creating a number 1 dice pattern).&lt;br /&gt;
|-&lt;br /&gt;
| Number 5 Dice Pattern || All 4 Corners and the Center Lit || Step on the 4 panels that are not lit, forming a diamond shape.&lt;br /&gt;
|-&lt;br /&gt;
| Number 6 Dice Pattern || Top and Bottom or Both Sides Lit || Step on all 3 panels of the two lit edges, and then on the center panel.&lt;br /&gt;
|-&lt;br /&gt;
| Cross Pattern || Everything Except Corners Lit || Step on the four corners (creating a number 4 dice pattern). || [[File:Cross.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| Line Pattern || Straight Line Down the Middle (Vertical or Horizontal) || Step on the center panel next to each side of the line.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Alternatives====&lt;br /&gt;
&lt;br /&gt;
There is also a 5 x 5 version of this puzzle in the Archives that can appear extremely rarely.&lt;br /&gt;
&lt;br /&gt;
====Rewards====&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the 3 x 3 rewards are:&lt;br /&gt;
*Silver locked chest (0-2 mistakes)&lt;br /&gt;
*Bronze locked chest (2-4 mistakes)&lt;br /&gt;
*Unlocked chest (4-6 mistakes)&lt;br /&gt;
*Bronze key (6-8 mistakes)&lt;br /&gt;
*Gem, ore, or Food (10+ mistakes)&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the 5 x 5 rewards are:&lt;br /&gt;
*Ace Key (perfect)&lt;br /&gt;
*Gold locked chest&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze key&lt;br /&gt;
*Gem or Ore&lt;br /&gt;
*Food&lt;br /&gt;
&lt;br /&gt;
===Symbol Memory===&lt;br /&gt;
[[File:Symbol_Memory.jpg|200px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
This puzzle has you test your memory. Once you press the button 5 different symbols will appear in the 3 x 3 grid randomly, but there will always be 3 Λ's, 2 O's, 2 X's, 1 Y and 1 Z.&amp;lt;br&amp;gt;&lt;br /&gt;
Each symbol type will light up in the order you should press them. You have unlimited(?) time to complete this puzzle, but you cannot reset it and try again.&amp;lt;br&amp;gt;&lt;br /&gt;
If you feel like this puzzle is too troublesome taking a screenshot will allow you to easily solve it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Silver Key&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze Key&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
===Guess The Order===&lt;br /&gt;
[[File:Order.jpg|200px|frameless|right]]&lt;br /&gt;
This puzzle tasks you with guessing the order to press the 4 buttons. Each wrong guess will drop a bunch of bombs in the room and explode shortly after.&amp;lt;br&amp;gt;&lt;br /&gt;
You are allowed 3 wrong guesses while still being eligible for the best reward.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no hints for this &amp;quot;puzzle&amp;quot; on the floor or in the puzzle itself, being based purely on RNG. Guessing is your only option.&amp;lt;br&amp;gt;&lt;br /&gt;
Even if you guess wrong every time, so long as you don't repeat failed attempts you will beat the puzzle in 7 attempts (6 fails and 1 win).&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Unlocked chest&lt;br /&gt;
*Bronze Key&lt;br /&gt;
&lt;br /&gt;
===Remember the Path===&lt;br /&gt;
[[File:Path.jpg|200px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
This is a 5 x 5 puzzle that appears in the [[Acts#Act_4.2C_The_Archives|Archives]] and [[Moon Temple]] where, once you press the button a path will be lit up tile by tile and it's your job to remember and repeat it. &amp;lt;br&amp;gt;&lt;br /&gt;
You are timed upon stepping onto a tile so doing the puzzle slowly will not fly. The path can loop back on itself and if you misstep once you lose.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From highest to lowest the rewards are:&lt;br /&gt;
*Golden locked chest&lt;br /&gt;
*Silver locked chest&lt;br /&gt;
*Bronze locked chest&lt;br /&gt;
*Wooden Chest&lt;br /&gt;
*Apple&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Template:BaseNav}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xorekle1</name></author>
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