Moon Temple
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.
Boss: Agents of the Four Magi
Monster type: Undead
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.
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.
Strategy
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:
- Lisard: 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.
- Erris: 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.
- Isadora: 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.
- Shaden: 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.
All four agents use Sword Strike, Charge, and Whirlwind:
- Sword Strike: A basic melee attack dealing physical damage with armor penetration.
- Charge: A fast, linear attack that closes the distance and deals physical damage with armor penetration.
- Whirlwind: A spinning attack that hits all nearby players, dealing physical damage with armor penetration.
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.
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.
Additional Tips
- Prioritize Targets: Focus on taking down one vampire at a time to reduce the number of simultaneous threats.
- Use the Pillars: Utilize the pillars to block the Moon Orb's energy rays and avoid taking continuous damage.
- Manage Debuffs: Be mindful of the debuffs each vampire can apply and manage them promptly to avoid being overwhelmed.
- Mobility: Keep moving to avoid area-of-effect attacks and position yourself advantageously against each vampire.
- Cooldowns: Use your cooldown abilities strategically, focusing them on the most dangerous vampires first.
- Watch for Invulnerability: Be aware of when agents use their potion of invulnerability and adjust your strategy accordingly.
New Game Plus Changes
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:
- Lisard: Poison Shot and Night Poison Shot deal more damage and apply stronger poison effects.
- Erris: Fireball and Night Fireball deal more damage, and burning effects last longer.
- Isadora: Ice Spear and Night Ice Spear deal more damage and freeze for longer durations.
- Shaden: Starburst and Night Starburst deal more damage, with increased buff effects on other agents.
Multiplayer Changes
This section is a stub. Information on multiplayer changes will be added as it becomes available.
| 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 |