Difference between revisions of "Moon Temple"
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'''Strategy:''' | '''Strategy:''' | ||
| − | + | 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. | |
| − | + | ||
| − | + | * 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. | |
| − | + | * 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. | |
| − | + | * 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. | |
| − | + | * 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. | |
| − | + | ||
| − | + | 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. | |
| − | + | ||
| − | + | 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. | |
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|} | |} | ||
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|+ Abilities | |+ Abilities | ||
! style="background-color: #a9a9a9; text-align: center;" | Vampire | ! style="background-color: #a9a9a9; text-align: center;" | Vampire | ||
| − | ! style="background-color: #a9a9a9; text-align: center;" | | + | ! style="background-color: #a9a9a9; text-align: center;" | Ability |
| − | + | ! style="background-color: #a9a9a9; text-align: center;" | Damage | |
| − | + | ! style="background-color: #a9a9a9; text-align: center;" | Type | |
| − | + | ! style="background-color: #a9a9a9; text-align: center;" | Notes | |
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|- | |- | ||
| − | | | + | | rowspan="4" style="text-align: center;" | Lisard |
| + | | style="text-align: left;" | Sword Strike | ||
| + | | style="text-align: center;" | 75 | ||
| + | | style="text-align: center;" | Physical | ||
| + | | style="text-align: center;" | 20% Armor Pierce | ||
|- | |- | ||
| − | | | + | | style="text-align: left;" | Whirlwind |
| + | | style="text-align: center;" | 75 | ||
| + | | style="text-align: center;" | Physical | ||
| + | | style="text-align: center;" | 20% Armor Pierce | ||
|- | |- | ||
| − | | | + | | style="text-align: left;" | Poison Shot |
| − | | | + | | style="text-align: center;" | 40 |
| + | | style="text-align: center;" | Magical | ||
| + | | style="text-align: center;" | Poison | ||
|- | |- | ||
| − | | style="text-align: center;" | | + | | style="text-align: left;" | Night Poison Shot |
| − | | style="text-align: | + | | style="text-align: center;" | 40 |
| − | + | | style="text-align: center;" | Magical | |
| + | | style="text-align: center;" | Buffs all Agents | ||
|- | |- | ||
| − | | Sword Strike || 75 Physical | + | | rowspan="4" style="text-align: center;" | Erris |
| + | | style="text-align: left;" | Sword Strike | ||
| + | | style="text-align: center;" | 75 | ||
| + | | style="text-align: center;" | Physical | ||
| + | | style="text-align: center;" | 20% Armor Pierce | ||
|- | |- | ||
| − | | | + | | style="text-align: left;" | Whirlwind |
| + | | style="text-align: center;" | 75 | ||
| + | | style="text-align: center;" | Physical | ||
| + | | style="text-align: center;" | 20% Armor Pierce | ||
|- | |- | ||
| − | | | + | | style="text-align: left;" | Fireball |
| + | | style="text-align: center;" | 40 | ||
| + | | style="text-align: center;" | Magical | ||
| + | | style="text-align: center;" | 25% Resist Pierce, Burning | ||
|- | |- | ||
| − | | | + | | style="text-align: left;" | Night Fireball |
| + | | style="text-align: center;" | 40 | ||
| + | | style="text-align: center;" | Magical | ||
| + | | style="text-align: center;" | 25% Resist Pierce, Buffs all Agents | ||
|- | |- | ||
| − | | | + | | rowspan="4" style="text-align: center;" | Isadora |
| + | | style="text-align: left;" | Sword Strike | ||
| + | | style="text-align: center;" | 75 | ||
| + | | style="text-align: center;" | Physical | ||
| + | | style="text-align: center;" | 20% Armor Pierce | ||
|- | |- | ||
| − | | | + | | style="text-align: left;" | Charge |
| + | | style="text-align: center;" | 90 | ||
| + | | style="text-align: center;" | Physical | ||
| + | | style="text-align: center;" | 20% Armor Pierce | ||
|- | |- | ||
| − | | | + | | style="text-align: left;" | Ice Spear |
| + | | style="text-align: center;" | 80 | ||
| + | | style="text-align: center;" | Hybrid | ||
| + | | style="text-align: center;" | 20% Armor & Resist Pierce | ||
|- | |- | ||
| − | | Night | + | | style="text-align: left;" | Night Ice Spear |
| + | | style="text-align: center;" | 80 | ||
| + | | style="text-align: center;" | Hybrid | ||
| + | | style="text-align: center;" | 20% Armor & Resist Pierce, Decimates 10% Max HP | ||
|- | |- | ||
| − | | | + | | rowspan="4" style="text-align: center;" | Shaden |
| + | | style="text-align: left;" | Sword Strike | ||
| + | | style="text-align: center;" | 75 | ||
| + | | style="text-align: center;" | Physical | ||
| + | | style="text-align: center;" | 20% Armor Pierce | ||
|- | |- | ||
| − | | | + | | style="text-align: left;" | Charge |
| + | | style="text-align: center;" | 90 | ||
| + | | style="text-align: center;" | Physical | ||
| + | | style="text-align: center;" | 20% Armor Pierce | ||
|- | |- | ||
| − | | | + | | style="text-align: left;" | Starburst |
| + | | style="text-align: center;" | 20 | ||
| + | | style="text-align: center;" | Magical | ||
| + | | style="text-align: center;" | 25% Resist Pierce | ||
|- | |- | ||
| − | | | + | | style="text-align: left;" | Night Starburst |
| − | | | + | | style="text-align: center;" | 20 |
| + | | style="text-align: center;" | Magical | ||
| + | | style="text-align: center;" | 50% Resist Pierce, Buffs all Agents | ||
|} | |} | ||
</center> | </center> | ||
| + | |||
| + | ===New Game Plus Changes=== | ||
| + | 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. | ||
| + | |||
| + | ===Multiplayer Changes=== | ||
| + | This section is a stub. Information on multiplayer changes for the Agents of the Four Magi will be added as it becomes available. | ||
| + | |||
| + | <center>{{Template:Base | ||
===New Game Plus Changes=== | ===New Game Plus Changes=== | ||
Revision as of 05:55, 11 May 2024
Spoilers
This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.
Overview
The Moon Temple is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the Forsaken Tower or the Pyramid of Prophecy, it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the "Four Magi". 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.
Act 1 - Outer Halls
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.
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.
Boss: Elder Wisp
Monster type: Aberration
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.
Strategy:
- 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.
- 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.
- 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.
- 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.
- 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.
| Health | Armor | Resistance | XP |
|---|---|---|---|
| 2500 | 40 | 50 | 4500 |
New Game Plus Changes
This section is a stub. Information on New Game Plus changes for the Elder Wisp will be added as it becomes available.
Multiplayer Changes
This section is a stub. Information on multiplayer changes for the Elder Wisp will be added as it becomes available.
Act 2 - Inner Halls
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.
Boss: Krilith's Wolf
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.
Act 3 - Inner Sanctum
Boss: Agents of the Four Magi
Monster type: Undead
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 "safe." 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.
Strategy:
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.
- 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.
- 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.
- 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.
- 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.
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.
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.
| Vampire | Health | Armor | Resistance | XP |
|---|---|---|---|---|
| Lisard | 10,000 HP | 100 | 100 | 2,500 |
| Erris | 10,000 HP | 100 | 100 | 2,500 |
| Isadora | 10,000 HP | 100 | 100 | 2,500 |
| Shaden | 10,000 HP | 100 | 100 | 2,500 |
| Vampire | Ability | Damage | Type | Notes |
|---|---|---|---|---|
| Lisard | Sword Strike | 75 | Physical | 20% Armor Pierce |
| Whirlwind | 75 | Physical | 20% Armor Pierce | |
| Poison Shot | 40 | Magical | Poison | |
| Night Poison Shot | 40 | Magical | Buffs all Agents | |
| Erris | Sword Strike | 75 | Physical | 20% Armor Pierce |
| Whirlwind | 75 | Physical | 20% Armor Pierce | |
| Fireball | 40 | Magical | 25% Resist Pierce, Burning | |
| Night Fireball | 40 | Magical | 25% Resist Pierce, Buffs all Agents | |
| Isadora | Sword Strike | 75 | Physical | 20% Armor Pierce |
| Charge | 90 | Physical | 20% Armor Pierce | |
| Ice Spear | 80 | Hybrid | 20% Armor & Resist Pierce | |
| Night Ice Spear | 80 | Hybrid | 20% Armor & Resist Pierce, Decimates 10% Max HP | |
| Shaden | Sword Strike | 75 | Physical | 20% Armor Pierce |
| Charge | 90 | Physical | 20% Armor Pierce | |
| Starburst | 20 | Magical | 25% Resist Pierce | |
| Night Starburst | 20 | Magical | 50% Resist Pierce, Buffs all Agents |
New Game Plus Changes
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.
Multiplayer Changes
This section is a stub. Information on multiplayer changes for the Agents of the Four Magi will be added as it becomes available.
New Game Plus Changes
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.
Multiplayer Changes
This section is a stub. Information on multiplayer changes for the Agents of the Four Magi will be added as it becomes available.
New Game Plus Changes
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.
Multiplayer Changes
This section is a stub. Information on multiplayer changes for the Agents of the Four Magi will be added as it becomes available.