heroes of hammerwatch удача на что влияет

Heroes of hammerwatch удача на что влияет

◆◆◆◆◇ Оценка 4 из 5. Дальше будет много буковок по делу, без шутеечек.

Роглайт. Процедурная генерация уровней с необратимой смертью в каждом отдельном забеге.
Отзывчивое управление. Играть удобно и на клавиатуре с мышкой, и на контроллере.
Несколько разных классов с отличительным геймлпеем. На данный момент в игре сразу доступны Paladin (Паладин), Ranger (Рейнджер), Sorcerer (Колдун) и Warlock (Чернокнижник). Походу игры можно будет открыть еще троих: Thief (Вор), Priest (Жрец) и Wizard (Волшебник).
Классовая прокачка. С подземелья таскайте руду и золото. За руду восстанавливайте в городе здания, в которых за золото покупайте персонажу новые перманентные умения и апгрейды.
Шмотки. Дают разные полезные модификаторы и эффекты, их много и они разного качества, есть сетовые с убойными комбинациями.
Фонтан влияния. В него можно кинуть золота и поменять процедурную генерацию уровней для следующего забега в хорошую или плохую сторону. Если вам повезло — мобов будет меньше и они будут проще, будут более компактные карты и много хорошего лута. Если не повезло — все наоборот.
Необычные паззлы. Походу игры в разных зонах встретите небольшие головоломки, решение которых может солидно вознаграждаться.
Орды врагов. Большие скопления мобов, стреляющих кучей стрел и плевков в стиле “bullet hell”.
Неудобные раздражающие ловушки. Частенько они будут мешать вам пройти к тому самому сундуку или просто по коридору. Народ с завидным постоянством дохнет от них.
Кооперативный мультиплеер. Есть публичные и приватные игры до 4 игроков. На данный момент онлайн достаточно высокий, ждать не приходится.
Активные разработчики. Тесно сотрудничают с сообществом и регулярно выпускают патчи.

Теперь возьмите Hammerwatch и переделайте его на аркадную rogue-lite-механику: все этажи подземелья генерируются, но каждый следующий сложнее предыдущего, так что жить вы будете ровно пока ваших рефлексов и огневой мощи хватает, чтобы справляться с противниками. Вот это и будет Heroes of Hammerwatch.

Во-первых, естественно, экипировка. Здесь она предельно схематична: всё, что вы нашли, складывается в инвентарь и даёт бонусы. Названия типа «Щит доблести» или «Жезл справедливости» особой роли не играют, пять щитов защищают в пять раз лучше, чем один. Большая часть экипировки находится в подземельях, но некоторое её количество можно и купить в магазине на поверхности, прямо на старте.

Рекомендую. Я такое люблю.

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Heroes of hammerwatch удача на что влияет

I just beat the game with my Paladin Level 20 and now I’m playing on NG+
Question: What’s the purpose in play in NG+ if I will face harder enemies but receiving the same ♥♥♥♥♥♥ rewards? There’s Bronze Coins on the ground and Common Items in Chests. Shouldn’t Items and Coins be better since I’m playing in a harder difficulty?

How do I upgrade the Paladin to Level more than 20? After I hit Level 20 I just stop to gain XP, I did think the reason it’s because I’m playing in Normal Mode and that’s the cap of the Normal Mode, but I’m in NG+ now and enemies aren’t giving me XP, how to I unlock the next Level?

You gain decent xp starting at area 3.

NG+ is great as a challenge, and completing a run you come back with 200k and 200 ore. Don’t judge it by act 1.

The levels get huge.

you can only level to 25 on your first ng+ run, after every sucessful clear into the next ng+ after that adds another 5 to your cap.

NG+ is great as a challenge, and completing a run you come back with 200k and 200 ore. Don’t judge it by act 1.

The levels get huge.

T̶h̶e̶ ̶t̶h̶i̶n̶g̶ ̶i̶s̶ ̶t̶h̶e̶r̶e̶ ̶i̶s̶ ̶N̶O̶ ̶d̶i̶f̶f̶e̶r̶e̶n̶c̶e̶ ̶f̶o̶r̶ ̶x̶p̶ ̶o̶n̶ ̶n̶o̶r̶m̶a̶l̶ ̶a̶n̶d̶ ̶N̶G̶+̶(̶+̶+̶+̶)̶ ̶g̶a̶m̶e̶s̶,̶ ̶t̶o̶ ̶m̶y̶ ̶u̶n̶d̶e̶r̶s̶t̶a̶n̶d̶i̶n̶g̶. And the only place really giving xp worth a damn is the 5th act, The Chambers (The Battlements also give decent xp but has very few enemies).

So just take your high-lvl guy, take them for a spin on normal or NG+ (o̶n̶l̶y̶ ̶r̶e̶a̶l̶l̶y̶ ̶w̶o̶r̶t̶h̶ ̶i̶t̶ ̶i̶f̶ ̶y̶o̶u̶’̶r̶e̶ ̶a̶l̶s̶o̶ ̶d̶o̶i̶n̶g̶ ̶a̶n̶ ̶o̶r̶e̶/̶g̶o̶l̶d̶ ̶r̶u̶n̶ ̶a̶n̶d̶ ̶n̶o̶t̶ ̶u̶s̶i̶n̶g̶ ̶t̶h̶e̶ ̶p̶o̶r̶t̶a̶l̶s̶.̶.̶.̶), buy/forge the Monster Manual: Undead and Book of Enlightenment in town, preferrably one or both attuned (remember you don’t have to have all skills maxed out if playing on normal), and start portal’ing up through the acts until you reach act 5. It really is the only easy and relatively quick way to grind xp.

54xp
NG+ difficulty, Monster Manual Beasts+attuned Book of Enlightenment:

Though to make an efficient grind killing speed comes absolutely first, and NG+ is the the only NG mode you can somewhat comfortably chew through enemies without worrying about your own safety.

So my main point still stands : Act 5 is the best xp grind, especially with Enemy Reinforcements Fountain modifier, what with the zone’s huge monster density, open structure and quite large mobs of spawns. A6 being a somewhat distand second, what with the few and rather spread out monster spawns. A4, the Archives have good monster density but the labyrinthine nature of the floors and kinda weak xp reward for the aberrations therein make the Archives not a worthwhile xp time investment, imo.
GLHF!

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Heroes of hammerwatch удача на что влияет

As of patch 99 luck uses a new formula. I’m not 100% sure what it is but I’ve seen 10% chance for an additional roll per point luck. This theory seems accurate.

Luck definitely does still make a noticeable difference in crit/dodge chances.

It would seem that the initial roll needs to fail for the 2nt roll to happen and, in theory, the 2nt to fail for the 3rd roll at 11+ luck. I stood in town for

20 minutes attacking the dummy with 12 luck and a single 12.5% chance to crit and either crit once or did not crit on every attack (318 or 2228 damage EVERY time).

An attuned Key Ring no longer guarantees 2 extra keys with 14 luck, or even 19 luck. 2 extra keys also appears to still be the max.

It would be really REALLY nice if luck just showed us what it did both on its own tool tip and on the crit/evade tool tips.

I know this is an old thread, but if the formula is right, it means 100% evasion can be achieved without a problem. Using a completely attuned evasion set + smokebomb you can roughly reach 68% evasion. This means you need around 7.5 luck to reach 100% evasion.

Each evasion chance is calculated separately. You would not have a single 68% chance to dodge. You would have a 30% chance to dodge followed by 25% chance to dodge, 2x (separate) 3% chances, 3x 5% chances, 2x 6% chances and 2x 8% chances. The end result is a rough 68ish percent chance you would actually dodge (before considering luck). Unless you could increase your largest source to 100% chance you could not achieve 100% dodge chance (24 luck would have increased smoke bomb to 100% dodge chance using the old system, 19 is the current max).

In the end though the new luck system prevents this problem entirely. Lucky Hat is still a darn good item to have and we no longer have to worry about breaking the game with 100% dodge chance. The devs could even add new sources of luck if they wanted to.

An attuned Key Ring no longer guarantees 2 extra keys with 14 luck, or even 19 luck. 2 extra keys also appears to still be the max.

Eww, an attuned key ring. Key ring feels like such a nothing item. I mean, starting the game keys for free is nice but the item holds almost no value past any new game. It’s like, what, 18,000 gold to buy enough keys to have more than you’ll ever need? If you really wanna gamble on getting an ace key that’s fine too but with the rarity of ace chests. I just feel like this item exists purely for pool dilution.

In the end though the new luck system prevents this problem entirely. Lucky Hat is still a darn good item to have and we no longer have to worry about breaking the game with 100% dodge chance. The devs could even add new sources of luck if they wanted to.

What problem was fixed exactly? It is true at 14 luck chances for any percent almost exactly doubled. 19 luck could bump things up noticeably higher but getting 100% dodge had to be an impossibilty. And it was always an easily avoidable event if the devs just didn’t make any dodge chances higher than like 40%.

I kinda hope they don’t add more luck items. With luck being a substat it really needs the primary stats to be useful and diluting the pool with more items would/could make it slightly harder to get your crit/dodge items in the first place. As in, it’s not exactly uncommon to reach Thundersnow with only a natural crit chance. There are other chances that benefit from luck, all sorts of odd effects, but crit and dodge are fairly universal when it comes to upgrades so I figure more important to mention those.

If anything this change just enables the potential creation for more sources of large crit/dodge chances rather than more luck sources. Which I might hope for. I also hope stab in the dark sees a bit of a tweak as well. 50% crit chance that could become 100% through items made the eternal darkness seem like a fair, if risky, trade. Knowing it has a reduced effect with this change I don’t see myself using it again. Just my thoughts on the matter at least.

Eww, an attuned key ring. Key ring feels like such a nothing item. I mean, starting the game keys for free is nice but the item holds almost no value past any new game. It’s like, what, 18,000 gold to buy enough keys to have more than you’ll ever need? If you really wanna gamble on getting an ace key that’s fine too but with the rarity of ace chests. I just feel like this item exists purely for pool dilution.

You answered your own question, red keys. Its not like 9 stars is a whole lot on NG+20 or higher. Albeit rarely, from time to time spending those 9 stars has paid off.

What problem was fixed exactly?

The devs no longer have to consider how much luck would result in 100% dodge chances. This also helps with mods that may recklessly add luck or high % dodge chances. Design wise its just better to have a system that cannot break.

As for adding more luck, I was more thinking a drink and maybe buffing Fortuitous Events (its always seemed really lackluster compared to Sundering Strikes, Rapid Blows, Incredible Strength, and Protective Powers to me).

Luck is currently an EXTREMELY important stat to have. When coupled with cirt chance items and 1K+ crit damage the only items that will add more/similar DPS are crit chance items themselfs, armor/res penetration, attack speed (on an auto attacker, skill speed to some extent for casters), and items to enable statues (if necessary). These stats suffer from very little diminishing returns.

Increased damage such as Wicked Sickness and Ozreth all pool additively. Especially with high level statues items like Bloodletter, Pendant of Pendance, and Seal of Souls all suffer from diminishing returns.

You can stack thousands of attack/skill power (again with high level statues/late game). Attack/skill power items suffer from even worse diminishing returns.

You answered your own question, red keys. Its not like 9 stars is a whole lot on NG+20 or higher. Albeit rarely, from time to time spending those 9 stars has paid off.

Didn’t know people wanted 3-4 red keys for the one red chest at the end. As I said, the chests are about just as rare. Feels like even with infinite stars the bonus from key ring is so minor and insignificant that it really makes little difference either way but if it floats your boat then I guess it’s fine.

The devs no longer have to consider how much luck would result in 100% dodge chances. This also helps with mods that may recklessly add luck or high % dodge chances. Design wise its just better to have a system that cannot break.

As for adding more luck, I was more thinking a drink and maybe buffing Fortuitous Events (its always seemed really lackluster compared to Sundering Strikes, Rapid Blows, Incredible Strength, and Protective Powers to me).

Luck is currently an EXTREMELY important stat to have. When coupled with cirt chance items and 1K+ crit damage the only items that will add more/similar DPS are crit chance items themselfs, armor/res penetration, attack speed (on an auto attacker, skill speed to some extent for casters), and items to enable statues (if necessary). These stats suffer from very little diminishing returns.

Increased damage such as Wicked Sickness and Ozreth all pool additively. Especially with high level statues items like Bloodletter, Pendant of Pendance, and Seal of Souls all suffer from diminishing returns.

You can stack thousands of attack/skill power (again with high level statues/late game). Attack/skill power items suffer from even worse diminishing returns.

I had not considered how the systems affected the mod community. sounds like fair reasoing there. As for diminishing returns on damage multipliers it’s sort of incorrect to think there is diminishing returns. Cause there really isn’t any. The relative change may look small but all those bonuses give full value. They don’t diminish in strength the more you have but the increases do become less important the more you have. It’s more a dps issue in that to maximize damage output you need multipliers and crits. All the buffs and attack power give full value to a characters damage regardless of if it’s one or one thousand. The only thing is the relative change from gaining 100 attack power when you’re at 0 is so much more noticeable than gaining it when you have 1,000. They still come out to an equal increase but you usually do want to raise your lowest stat to gain the most damage output.

Edit: Is armor/resistance penetration really that important? At NG 8 the magic resistance dummy was blocking 79% of my damage. With blessing of intellect(20% ignored resistance) it instead blocked only 75% of my damage. Having the chapel buff I gained 4% of my total damage back but it was also a relative increase of about 19%. The sad thing being the amount of resistance the enemy loses may grow but the value change will shrink and shrink. Magebane and shield breaker make noticeable differences but the other sources don’t have much effect and that’s on what I would assume to be a relatively low NG.

I had not considered how the systems affected the mod community. sounds like fair reasoing there. As for diminishing returns on damage multipliers it’s sort of incorrect to think there is diminishing returns. Cause there really isn’t any. The relative change may look small but all those bonuses give full value. They don’t diminish in strength the more you have but the increases do become less important the more you have. It’s more a dps issue in that to maximize damage output you need multipliers and crits. All the buffs and attack power give full value to a characters damage regardless of if it’s one or one thousand. The only thing is the relative change from gaining 100 attack power when you’re at 0 is so much more noticeable than gaining it when you have 1,000. They still come out to an equal increase but you usually do want to raise your lowest stat to gain the most damage output.

When I talk about diminishing returns I’m pointing out tiers of usefulness in late game. You will ALWAYS want to take a green crit, luck, attack speed or penetration item over even a blue item that does not offer one of those stats. Likewise you will always want to take a % damage item you can utilize over a attack/skill power item in lategame.

The reason for these tiers is because of diminishing returns. Gaining 80 attack damage does a hell of a lot less to your total dps when you have 1000 attack damage vs when you only have 300. Going from 300 attack damage to 380 is a 22.9% increase in total dps, going from 1000 attack damage to 1080 is only a 7.6% in total dps. The more you stack ANY singular source of DPS the more diminishing return you face. The most optimal DPS will always be stacking as many multiplicative sources of DPS as much as you can to avoid diminishing returns as much as possible (when you have choice in the matter).

All I mean to point out is that luck items are already top tier items (especially in lategame) DPS wise before even considering they also give you a defensive edge via dodge and even stun chance.

Didn’t know people wanted 3-4 red keys for the one red chest at the end. As I said, the chests are about just as rare. Feels like even with infinite stars the bonus from key ring is so minor and insignificant that it really makes little difference either way but if it floats your boat then I guess it’s fine.

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When I say occasionally an attuned Key Ring pays off that means I open an extra red chest on occasion, with a key I obtained via a key ring (rather then the imp tiny troll or a mini boss). I think red chests are TOO common, and a rarely have an extra key to open an extra one I might find in a run. There is just very little cost to attuned one green item and from time to time it nets me some of the best items in the game.

Of course if I start with a red key via the fountain then I NEVER find an extra chest. 6 favor in the fountain can be put to use in ways that DEFINITELY have a strong impact on a run rather then a crapshoot hoping for an extra red chest.

Anyways the point of the Key Ring was just an example of an easily observable 50% chance that interacts with luck. It tells us the formula is definitely different as of patch 99. It tells us that the formula change made luck a bit weaker sense luck + the Key Ring is now a weaker combo. It also backs up that the new luck system probably cannot proc the same thing more than once.

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Mechanics

Mechanics are the dictations of how the game works. Health, attacks, currencies, etc, are all mechanics. This portion of the wiki describes how each one affects each other. Here we discuss some of the basic functions of mechanics that may pertain to more than only Heroes of Hammerwatch.

Contents

Ticks

Heroes of Hammerwatch’s mechanical portions run at a rate of 33ms for every tick, or at a rate of 30fps. Much of the game is processed in this 30 fps tickrate, such as DoT timers, speed, collision, etc.

The player is dealt fire or poison damage every 15 ticks, for a total time of 75 ticks, leading to 5 damage hits.

Trap cycles are measured in ticks by the game to know when to fire an arrow, raise and lower spikes, or when the player should be dealt another hit from a spike or flame trap.

Random Number Generators

RNGs are algorithms within code to generate an pseudo-random number that can be used to generate a seemingly random output. This plays a role when deciding what the outcome of «RNG buttons» one may find occasionally in a run will be. Similarly it is used to choose what item tier and item you get from a chest.

Movement

Move speed it set to a base value of 2.4 and is able to be increased or decreased by various factors in the game such as drinks, items, and status effects like poison or slowness from ice attacks.

The game has a hard cap on move speed of 5.0, so no matter how many boosts you activate at once, you cannot move faster than that in an un-modded game.

Other ways the player can be moved is via being pushed by enemies, by wind on The Battlements, and by walls or pillars that attempt to nudge the player back inbounds. The latter can sometimes kill the player such as in the Watcher boss fight.

Boots of Freedom allow the player to be immune to all slowing effects. These would be poison, freezing, Battlements wind, Thundersnow wind, and the wind from the Arena.

Enemy AI

Enemies use many different strategies to try and kill you, here is a small list of some of the most common ones:

Bosses all have their own AI to keep you on your toes and to ensure you have all your bases covered when it comes to maneuverability and precise movements.

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Heroes of hammerwatch удача на что влияет

This guide will be an overview of all aspects of the game including classes and setups used from low to high NG+ along with some other guides that help with farming in some way. This guide is by no means the only way to play the game, just what has been working for me, feel free to explore other options. If these is anything in particular you would like to see in this guide please leave a comment.

If interested all of my characters are around NG+20 or higher with paladin being NG+50

*Also I have tons of runs on my YouTube channel with commentary for each class if you are looking for more content.

Special thanks to Krugo for helping create this guide. You can find more of his stuff at: https://www.twitch.tv/krugotv

also much credit to the information in the heroes of hammerwatch wiki, http://wiki.heroesofhammerwatch.com/Main_Page

Introduction:
Welcome to Heroes of Hammerwacht (HoH for short) a Pixel Art, Rogue-lite, Indie, RPG. A small but entertaining game in which you can invest a lot of hours and I mean A LOT, especially if you like this kind of game. You take control of one of eight heroes and try to rebuild the Town and end the reign of the evil dragon Thundersnow on top of the Tower. You will find a lot of valuable items on your journey and turn your characters into strong and powerful heroes!

About the Game:
Heroes of Hammerwatch released last year on the first of March 2018 and the frist DLC «Pyramid of Prophecy (PoP for short) saw the light of day this year on the thirteenth of march 2019. This game offers several ways to increase the strength of your heroes and can keep you busy for a long time. The main way to increase the strength of your heroes is the Guild Hall and the Class Title system in the base game. If you already own the dlc then the statues are the main way to increase the strength of your heroes together with the class title bonus of two classes. Check out the «Everything about the Guild Hall and «Statues» sections of the guide.

Base Game:
The Base Game of HoH focuses on the Class Title System, the Magic Anvil and Drinks you can purchase at the Tavern. To get far in the game, you should play all Classes and increase their Titles as much as possible and attune each Item with the Magic Anvil.

In order to do this you have the following content at your disposal:

Classes: Choose and master one of 7 classes, but you should play them all!
The Town: 6 Tier Upgrade System and a quantity of purchasable Upgrades and Items.
The Tower: A randomly created dungeon, consisting of 6 acts, a total of 16 floors and 6 Bosses.
Drinks: Find and use powerfull Drinks on your adventures!
Magic Anvil: Find blueprints and attune Items to increase the strength of almost every Item!
New Game Plus: A way to make the Game more difficult and achieve more strength.
Customization: Use colors you already have or find them in the Tower to paint your Heroes.

Pyramid of Prophecy:
Pyramid of Prophecy is the first DLC for Heroes of Hammerwatch and you can call it an expansion. In PoP a lot of game changing features are added to the game. The expansion introduces two new game modes: the Pyramid of Prophecy and the Arena, a new class: the Gladiator, Statues for upgrading your characters in a new way, and some new items.

Here is an overview of the content added:

Classes: New Gladiator Class with new title bonus!
The Town: New Desert Town called the City of Stone.
The Pyramid: A new campaign with three new bosses, new items, and a new way to play the game.
The Arena A second new game mode that allows your character to fight to the death versus waves an enemies to unlock more power.
Potion Upgrade: Completing the Pyramid will give you a permanent upgrade to your potion.
Statues: Find blueprints to upgrade 8 new statues that give you characters unique power and customization!
Customization: More New dyes!

Witch Hunter:
Witch Hunter is the second DLC for Heroes of Hammerwatch and, unlike the first DLC, just a single class DLC. The DLC introduces a new class the Witch Hunter, for more see «Witch Hunter Class Guide».

Here is an overview of the content added:

Class Witch Hunter with new title bonus.
Items A new item set «Tools of Exorcism»
Companion Introducing the Raven
Blood Rites Sacrifice your HP for new bonuses

Moon Temple:
The third dlc for Heroes of Hammerwatch. Qoncquer the mysterious Moon Temple and claim it’s rewards or prove yourself in the brand new mercenary gamemode.

Here is an overview of the content added:

The Moon Temple: A new campaign with three new bosses, and new items.
Mercenary Mode: A brand new way to play the game and earn brand new cosmetics.
Town: Fast travel between all dlc areas

Guild Hall:
What is the Guild and what does it do? Well, the Guild provides permanent bonuses to all your characters and shows your overall progression in Heros of Hammerwatch. Your guild can be accessed by pressing the default key [G].

There are two tabs of importance to us: «Guild & Heroes» and «Accomplishments». The other two tabs «Bestiary» and «Itemiary» are just a built in wiki for Monsters and Items in the game

Guild & Heroes:
The «Guild & Heroes» tab shows you your Guild Level/Experience, your Class Title Bonus for every Class, and a list of all your Characters with Level, highest Tower NG and Pyramid NG completion and even more information by clicking on the red tab with the little yellow arrow. More about Class Titles later in this section.

Accomplishments:
The Accomplishments tab shows exactly that, all of your Accomplishments, the Guild Experience each Accomplishment requires (displayed as sword by hovering over the progression) and with bosses you have defeated with each class at the bottom. By completing Accomplishments you earn Experience for your Guild. After completing enough Accomplishments, the level of your Guild will increase and you gain some one time bonuses and permanent bonuses.

Class Titles:
Every Class not only increases their own stats as you get further and further in your adventure but also provide useful bonuses to all the other classes as well and you complete more and more NG levels.

Dont belive me? Then check this out:

The table only shows bonuses up to NG+2, but there is no limit!

Further NG+ completions will increase the bonus by the following amount!

Paladin: +5 Armor
Ranger: +5 Attack Power
Sorcerer: +0.5 Mana Regeneration
Warlock: +5 Resistance
Thief: +10% Gold Gain
Priest: +0.4 Health Regeneration
Wizard: +5 Skill Power
Gladiator: +20% Primary Critical Strike Damage
Witch Hunter: +20% Skill Critical Strike Damage

Recommendation:
Play Paladin and Warlock first, they provide strong defensive bonuses to make runs with other classes a bit easier, especially if you try our builds provided later in the guide. Ranger is a good starter class as well because you are able to keep your distance from the enemies and provide other classes with extra Attack Power. I wouldn’t recommend to start with the Priest. His class title looks useful at first but it’s pretty much useless if you get lifesteal. However he is pretty strong in high NG.

Class Availability:
Heroes of Hammerwatch offers 7 playable classes (9 with the dlc) with different skills and themes. Melee, Range, Spellcaster or something in between.

The Paladin, Ranger, Sorcerer, and Warlock are playable by default.

The Thief, Priest, Wizard, and Gladiator have to be unlocked, the Witch Hunter must be bought.

Unlocking the Priest:
The Priest is unlocked by repairing the Chapel in the Tier 2 Town Hall upgrades.

Unlocking the Thief:
The Thief is located in the Prison (Act 2) and must be released from one of the jail cells, which is opened by pressing a button hidden somewhere in the stage.
After the Thief has been freed, you must rebuild the Tavern with Ore in the Tier 2 Town Hall upgrades.
The Thief appearing in a jail cell is random, and may not appear in a playthrough.
The Thief will not appear for any players if the host of the multiplayer game has already unlocked the Thief.

Unlocking the Wizard:
Break open a cracked wall located in the Armory (Act 3) and speak to the person inside.
Once you speak to this person, purchase the Magic Shop with Ore in the Tier 3 Town Hall upgrades.
The hidden room appearing is random, and may not appear in a playthrough.
The hidden room will not appear for any players if the host of the multiplayer game has already unlocked the Wizard

Unlocking the Gladiator:
You have to complete the Arena once to unlock the Gladiator.

Unlocking the Witch Hunter:
Well, you have to spend money to unlock the Witch Hunter because he is a DLC class.

Elianda, The Apothecary:
The Apothecary is unlocked by finding and interacting with a NPC found next to the first spring you find in Act 1 of the tower.

Gambler:
The the left corner of the Tavern you will find a new NPC after you rescue the Thief from the Prison and unlock the first tier of the Tavern. This NPC will allow you to gamble gold, the gambling is based off the card game «battle» which flips cards from the dealer and the player one at a time. The card with the highest number wins. A draw will result in the dealer winning and the spike trap card is considered a «joker». The player doesn’t have any influence besides the amount of gold he or she can bet. There is a guild hall accomplishment for winning gold.

General Store
The General Store selling random items and keys. As you upgrade the town you will see more and more powerful items, you will also have the option to reroll the items in the shop before you buy them. The keys have the same prices 100g for Bronze, 250g for Silver, and 500g for Gold.

Oliver, The Ore Trader:
The Ore Trader is unlocked by finding and interacting with a NPC found next to the first elevator you find in Act 1 of the tower.

Once unlocked this NPC will show up in town next to the mines and allow you to convert gold into ore or ore into gold. As you upgrade your town hall the rates will become better and better. Ore is a great way to store «gold» and avoid taxes.

Tailor:
The Tailor is found within the guild hall. Talking to him will allow you change the colors of your character and rename it.

Dyes:
Dyes are found while going through the dungeon similar to blueprints and tavern drinks where uncommon dyes are found on NG1 and above, and rares on NG2 and above.

Baltzar’s Book of Monsters
Baltzar is found within the guild hall. Talking to him will allow you to use the Bestiary. For more information see «Bestiary Guide».

Simon The Showman
Simon is found just above the Town Hall. Talking to him will allow you to buy companions and change the settings. Companions pick up gold and ore for you.

Retired Gladiator:
The retired gladiator can be found in the City of Stone in the Pyramid of Prophecy expansion.
He is found near the arena area and offers the following upgrades:

Each upgrade cost 1 Sword token and gold. The Sword tokens are obtained by completing the arena. The gold can be calculated by the rank of the upgrade times 500. There is no limit to the amount of upgrades you can buy or the order you buy them in.

Sculptor:
The Sculptor can be found in the City of Stone in the Pyramid of Prophecy expansion. He is found near the center of the town. The Sculptor allows you to setup and upgrade the statues you have found in the Pyramid campaign by collecting blueprints. There are 8 statues in total and 3 can be active at any one time. There is no limit on the level that statues can be and levels will never be lost. Statues can be changed at any time your character is in town for no fees, also the statues are account wide and will affect characters in the Tower campaign and the Pyramid of Prophecy campaign.

After Unlocking the fountain in town, you will be able to throw money into it in chunks of 50, 100, 500, 1000, or 10,000 gold.
The money thrown in will stay in the fountain across all characters and cannot be removed.
The money in the fountain determines the maximum cost of the fortune you can activate. Fortune cost is capped at 200M gold.

Upon selecting and paying for your fortune, you cannot change the fortune without dying or completing a run.

Fountain Effects:
If you have a negative fortune value, you will gain extra gold and experience based on how negative it is.
The bonus is +(5 * FORTUNE)% gold and experience gain. You do not get any bonus Ore from this.
Many fortunes can only be chosen once the fountain has been upgraded to Tier 2.

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The Fountain is a useful resource to cover any weaknesses you feel that you have with a character or build. For instance a lower level character may want to put all negatives to get extra experience while a higher level character will try to get as many effect in their favor as possible. Generally the most positive effects you have the easier it will be for you to complete the run. Almost everything can be manipulated in some way. Below is a list of all the fountain effects divided by positive and negative.

Personal setup:
My personal fountain setup changes depending what I am doing and what build I am playing. It usually varies mainly on if I am playing a primary build or a skill build.

Here is an example of a setup I would use for most situations:

Gentle Traps +2
Toppled Towers +2
Safe Corridors +2
Plentiful Gifts +4
Mysterious Guidance or Abundant Shops +5
Glass Walks +6
Treasure Hunt +6
Demolished Spawners +6

This setup cost 38,250 gold for per run but can be adjusted to cost more or less depending on your budget. Eventually 40k will be nothing for you and you can decide to go higher if you really want to increase you chances of success even more.

Gentle Traps and Safe Corridors become a must for progression runs as you start losing more and more armor and resistance from the NG levels. Glass Walks and Treasure Hunt will give you more items that you can’t get any other way providing you with more set bonuses, damage, and survivability.

Look for one of the kings items to help you through the run. For Primary builds take Sword of Kings and for Skill builds take Scepter of Kings. Most of the time you can just take damage without any issues, but if you are struggling against a certain part of the game grab the armor or resist.

Some other good items to look out for in the shop are the following:

Stun and Disarm items:

Other useful Skill Build Items:

Other useful Primary Build Items:

How it works:
The Tavern is unlocked by purchasing it in the Tier 2 Town Hall upgrades once the Thief has been found in the Prison.You may purchase drinks you have found in the Tower or Pyramid at the tavern to gain special buffs to aid you on your journey, these effects will not be removed unless you die or complete the run. If you have drink charges they will be used by default otherwise you will have to pay gold for drinks that you don’t have in stock. Common drinks are 500g if out of stock, which uncommon is 2000g, and rare is 5000g.

Common Drinks:
You can find the following drinks in NG0 or higher:

Uncommon Drinks:
You can find the following drinks in NG+1 or higher:

Rare Drinks:
You can findthe following drinks in NG+2 or higher:

Recommendation:
Many of the common and uncommon drinks won’t be too challenging to find and many of them are not used in the endgame builds. I would recommend farming all the rare drinks that you need using the Speed farming videos found later in the guide.

How to unlock:
The Magic Anvil is a feature of the game that once unlocked will allow the character to attune themselves to many items in the game and craft 1 item at the beginning of each run for ore. To unlock the Magic Anvil you will need to find it in the Act 3 Armory and interact with it. The Anvil has a chance to spawn in NG+0 and the chance increase drastically as the NG+ level increases.

Once you have interacted with the Anvil it will now show up in town next to the blacksmith. In addition to being in town now you will also start to be able to collect blueprints as you play the game. The blueprints will appear randomly in levels as you progress in the game, collecting these blueprints add it to the Anvil for all characters (allowing you to attune or craft the item before a run). In NG+0 you will find common blueprints, NG+1 you will find uncommon blueprints, and lastly NG+2 you will find rare blueprints.

How it works:
At the Anvil you can spend skill stars to attune any item you have currently found the blueprint for. Common items will cost 3 skill stars, Uncommon 9 stars, and Rare 18 stars. This attunement is not account wide but per character, each character will have to spend their own skill stars on attunements for them. Attuning an item acts as if you have a second copy of that item in your inventory not a double effect of the attuned item. The reason to say you have «two» vs «double effect» is that certain items have a percent chance to activate, so if you have an items with 10% proc chance doubling it would give you have 20% proc chance instead having «two» makes it to where you have two separate 10% chances to activate the proc. Attunements do not affect the number of set items you have or the set bonus.

You can forge 1 item at the start of each run using the anvil and the blueprints you have unlocked. Common items cost 5 ore to craft, Uncommon cost 10, and Rare cast 25. There are some items you can not attune, but you are still able to craft them.

Basics:
The Bestiary is a feature of the game that once unlocked will allow the character to attune itself vs any enemy in the game. Attuning will increase the damage the enemy takes while reducing the damage the enemy deals. This is very useful for troublesome enemies as you gain NG+ levels.

How to unlock:
The Bestiary can be unlocked by finding it in act 4 in the Archives. The room will be marked with a beast icon on the map, this room can be revealed by pressing a button or appear naturally. The book has a chance to be found in NG+0 and increases with each additional NG+ level.

How it works:
When you return to town the book will now be in the guild hall. When you interact with the book you will be able to spend skill points to attune enemies. Attuning is permanent for your character but can be refunded with gold. When refunding the bestiary it will cost 250 gold per star you have invested.

One thing to note is that you can attune the same enemy multiple times. Level 1 attunements increase the damage that enemy takes by 20% and reduces the damage that enemy deals by 5%, each increase in attunement level will increase the damage the enemy takes by 20% but the enemies damage reduction has a diminishing return. The amount of skill stars required to attune will double with each level.

Monsters are divided into 5 tiers, similarly to how items are divided and each tier cost a different amount of skill stars to attune you character against them:

Legendary: (Final bosses) 10 Skill Stars
Epic: (Non-final Bosses) 8 Skill Stars
Rare: (Mini-bosses) 6 Skill Stars
Uncommon: (Elite monsters) 4 Skill Stars
Common: (Normal monsters) 2 Skill Stars

Attunement Strategy:
Personally I didn’t use the bestiary till I had unlocked all my skills and attuned all the useful items at the magic anvil for my character. After this time I had a good idea of what the troublesome enemies were for my character. I would recommend doing the same for your characters. If you feel you are struggling vs certain bosses, elites, normal monsters don’t be afraid to attune vs that enemy, you can always change this at a later time.

Tower vs Pyramid Attunements:
Another strategy you can use is to respec your skill stars for the content you are doing. I would only do this if you are planning on staying the in pyramid or the tower for a long time (many NG+ runs) The bestiary contains all the enemies for the Tower and the Pyramid but the Tower and the Pyramid has their own exclusive enemies with no overlap.

By default I have all my attunements only in the tower enemies and no attunements for enemies found in the pyramid. I want maximum benefit when I am doing the tower and don’t want to waste any starts on the pyramid enemies during that time. I do recommend attuning enemies in the pyramid when you are looking to increase your pyramid NG+ level get higher statue blueprints. I respec’d my skill stars and ran a ton of pyramid in a row to get the maximum benefit for the gold I spent (went from NG+15 to NG+30). After I was done with the pyramid I respec’d the stars back to the tower enemies to progress NG+ tower runs. Since it will take me so long to get my statues from level 20 to 30 I won’t have to worry about needing to respec again any time soon, this will save me gold in the long run instead of swapping attunements back and worth for each level of the pyramid or tower.

Basics:
Well, the Arena is one of the features added with Pyramid of Prophecy the first DLC for Heroes of Hammerwatch. It provides an survivle style gamemode with ever increasing difficulty and permanent Upgrades for your Heroes! The Arena is a large open room filled with random generated traps and obstacles and your goel is to defeat all enemy waves.

How it works:
To enter the Arena you have to speak to the guy standing infront of his donkey with cart in the City of Stone (new Town).

Like I mentioned before, the Arena is a large open room filled with random generated traps and obstacles and your goel is to defeat all enemy waves. These enemies may appear in the middle of the Arena, at the entrance in the north or at the entrance in the south. If you survive all seven rounds, you’ll get gold, ore, experience and most importantly five sword tokans if it is your first time clearing that rank of Arena on that character.

You can spent your Sword Tokens at the Retired Gladiator located near the NPC to enter the Arenan in the Town of Stone.

Altar:
From time to time during the skirmish there will be events that occur in the middle. Most often, the game will say “The Altar offers you a powerful boon!” When this happens you can go to the middle and activate the center circle to receive a temporary buff, similarly to if you found a monolith. You only have about 10 seconds to grab the boon before it goes away however. There are sometimes other events, starting in Arena rank 5(?), that will make the fight harder in some way, (examples are falling boulders or sandstorms) but will increase the crowd’s enjoyment. To disable these events, activate the circle in the center. In Multiplayer all players must be on the altar to deactivate the event

Items/Drinks and Buffs:
During the fight in the Arena the mood of the spectators has to be considered. A good mood ensures that the spectators throw you bags of Items, Potions and Consumables. The constant killing of enemies is enough to keep the mood up. One thing to keep in mind is that you will lose all Items and Buffs you receive while fighting in the Arena by advancing to the next Rank or leaving the Arena. This is also true for curses, which stay in effect for a whole round but are removed with the next rank.

This does not effect the Items and Drinks you buy in the Town. You will keep them if you advance to the next Rank but you will lose them if you leave the Arena.

Note: If you collect a Drink in the Arena you get the effect immediately.

Retired Gladiator and Recommendations:
Now that you have earned some Sword Tokens you can go to the Retired Gladiator and Upgrade your Hero with permanent Upgrades (see picture).

If you want to calculate the Gold needed for any level simply use this formula:
Gold Cost = 500 x (level of Upgrade)
It costs one Sword Token every time.

I only recommend buying armor or resistance depending on whether you use Calis or Cedric. Especially if you have the statue on level 20,
because every point of armour/resistance is also
a point of Attack Power/Spell Power.

Modifications:
Update 96 has added a few switches that you can use to spice up your arena experience and make it less boring and tedious. You are able to complete one rank within 3 minutes, way faster then before the Update.

Recommendation:
You should take all three Switches all the time. There is no reason not to take all of them. If you have some trouble then you could only use Shorter skirmish and Faster spawns or enemies depending on whitch one you have no problem with.

We will be using these modifiers greatly across all the builds so I figured I should make a section to talk about these modifiers.

Critical Strikes:
Each Attack and Skill has a % chance to do a Critical Strike. The chance and amount depends on the Items obtained, what Drinks were taken from the Tavern, and what Upgrades the player has gotten in town. Each Critical Strike Chance instance is rolled separately. For example a Heartseeker (12.5% chance to Critical Strike with Primary Attacks) and an Assassin’s Dagger (7.5% chance to Critical Strike with Primary Attacks) do not equal a 20% Critical Strike Chance in this game. Instead, there is one 12.5% chance for a Critical Strike and another 7.5% chance to Critical Strike. Effectively giving you 19% chance to get a single Critical Strike. It is possible to hit multiple Critical Strikes this way resulting in a «double Critical Strike» with one damage source.

Critical Damage:
Critical Bonus is the extra damage that a Critical Strike gives you vs a normal hit. The damage can be calculated multiplying the base damage with the Critical Strike Damage.

Luck:
Luck is a stat that increases rolls of Evasion and Critical hits. Luck also increases the activation chances of Items, Drinks, Skills, and Statues. The equation to calculate the new chance is as follows: Chance/0.95^Luck

Combo:
Combo can be unlocked by picking up the Combo Sphere in your first Red Room which can be found after defeating the first boss. Combo is unlocked for all characters permanently once the orb is picked up.

A player gets in combo by killing 10 enemies in quick succession. The combo will be maintained for as long as you keep rapidly killing enemies or as long as items activating combo keep activating. During this time you will be surrounded by a magenta sphere denoting your combo state along with a sound being played.

Being in combo will give the player increased movement speed and allow them to do attacks that would otherwise pin them in place such as the Wizard’s Meteor Shower or using a primary attack while moving.

Primary builds focus on scaling up their Primary Attack (left-click by default) and their Divine Blessing from the Chapel. The Divine Blessings act as a second Primary Attack. Primary Attacks cost no Mana and can be used as much as you like. Scaling the damage on a Primary Attack Build can be done in a number of ways: Critical Strike Chance, Critical Strike Damage, Attack Speed, damage added to Primary Attack, Attack Power and increased damage.

Skill builds focus on casting Skills using their Mana or dealing damage with their Passives. Passives, Items, and Statue damage effects, and non-Divine Blessings bonuses are also considered Skills. Scaling damage on Skill Builds can be done in a number of ways: Skill Critical Strike Chance, Skill Critical Strike Damage, Skill Speed, damage added to Skills, Skill Power and increased damage.

Primary builds and Skill Builds do not change depending on the class or the damage type. All classes have a Primary Attack and Skills, Attack power will still scale your Primary Attack regardless of if it’s Magical Damage or Physical Damage while Skill power will scale all your Skills regardless of the damage type including Hybrid Damage.

Armor penetration and Resistance penetration are specific to the damage type of your Skill or Primary Attack. Hybrid damage does half Physical Damage and half Magical Damage so Primary Attacks and Skills will only receive 50% effective benefit out of any penetration items/buffs.

In this guide we build each class as a Primary Attack build or a Skill build. There is some room for builds that focus on Primary Attacks and Skills equally but so far they haven’t been stronger than focusing directly on one or the other.

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Now there are two options.

Option Nr.1:
You just want to copy a build for your class and play the game. No problem, just click here [docs.google.com] and you get to a spreadsheet with some builds you can copy.

Option Nr.2:
You want to copy a build and want to learn why this setup and how it works? No problem either, just follow the guide and you can learn more about a setup we recommand for each class.

In this guide we mainly talk about combo build variants. In the latest patch a new drink was added that allows you to also play without combo. The new drinks is markham’s moonshine:

As you can see this drink scales you damage based on the number of items you have vs giving you damage while in combo like Wicked Sickness:

For a build to get the same amount of damage as one using Wicked Sickness you will need to have at least 40 items in your inventory, this can usually be done around the end of act 3. From there you will start gaining more damage than a Wicked Sickness build. I have had some runs where I end with 80 items while 5 of them being spheres which count as two items. This gives us 420% damage vs the 200% with Wicked Sickness. The main difference between these two builds will be early game when you have less than 40 items and the ability to drop Frenetic Eruption as a drink.

Frenetic Eruption is only needed if you are playing a build that needs a way to get into combo. With markham’s moonshine getting into combo is impossible. Therefore we can also swap Frenetic Eruption for any other drink.

For Primary builds using Markham’s Moonshine I usually run the Groovy Ghost in this new slot:

The evasion from groovy ghost is amazing and welcome on all primary build, this could be swapped to your liking.

For Skill builds using Markham’s Moonshine I usually run the Hairy Magus in this new slot:

This new drink is also really powerful, increasing our skill cost which helps our damage with the Wylmir Statue:

while also keeping our mana high with all the crits we deal.

The Following builds are all setup for combo variants but can be adjusted to use markham’s moonshine. I wouldn’t recommend using a moonshine build until you have leveled a solid replacement statue for bolgarth since it will do nothing for the moonshine builds but it very power to use on all your characters early game:

The easiest swap would be to substitute bolgarth with Ozreth for all classes:

This will be a Primary Attack Build for the Paladin. The focus lies on Attack Power,
Luck, Critical Strike Chance and Critical Strike Damage.

Sword (Primary Attack)
Melee attack that deals Physical Damage in an arc covering X degrees.

Charge
Dash forward. Enemies in your path take Physical Damage. Upgrades increases the dash speed and range.

Lay on Hands
An active ability that heals the Paladin and nearby allies along with providing a 25% chance to block some Magical Damage for a few seconds.

Whirlwind
A spinning attack that deals Physical Damage to nearby enemies and lasts for a few seconds.
While spinning your shield still faces toward the direction you’re aiming, and you are still able to use your primary to attack.

Shield
The Paladin’s most signature feature is the shield, which blocks most incoming projectiles in an arc in front of the player, and has a 25% chance to block some Physical Damage.
The shield is still able to be used while using Whirlwind, and will point toward the direction aimed.

Stunning Blows
The Paladin has a chance to stun the enemy for 2.5 seconds.

Flames of Devotion
Adds 1 Magical Damage per stack to all of your Skills and your Primary Attack with each Primary Attack. Each stack lasts 1 second.

STARTING ITEMS:
Lucky Hat and Heartseeker are my go to for this build, the extra Critical Strike Chance will help smooth out our damage and allow us to get into Combo easier. The Luck from Lucky Hat will increase our changes of getting a Critical Strike even more in addition to increases the proc chance on Frenetic Eruption.

I would also recommend using Magebane for high NG+ levels instead of Heartseeker when you are using Stab in The Dark for Critical Strike Chance.

When rolling the shop you can look for some of the items below to make your start even stronger:

DRINKS:
Frenetic Eruption allows us to put all our Critical Strike Chance to work along with our Luck to trigger Combo easily.

Once we are in Combo we will be staying in Combo all the time. This drink is a free 200% damage for us.

This drink does more damage than our actually Primary Attack and since it’s all Magic Damage it will force us to focus more on Magic Damage than Physical Damage.

Overflowing Physique gives us a huge bonus to our HP pool without changing our gameplay. We aren’t planning on using Skills unless it’s the start of a boss fight or we are standing still. We will usually still have enough Mana to use Charge and Lay on Hands as needed.

Choose Crazy Eye for more Critical Strike Chance when using Heartseeker + Lucky Hat.

If you go with Magebane use Stab in The Dark

STATUES:
This statue is amazing, at rank 20 it will give us 100% Armor as Attack Power, making Armor an equal damage bonus to Attack Power but with the benefit of Armor! As this rank increases past 20 you will gain more damage from Armor than Attack Power. Keep this in mind when buying at the shop or spending Arena Points.

Kyra helps keep our Attack Speed high so we can hit targets faster and lifesteal faster.

Bolgarth gives us some extra time in Combo in case we ever hit a huge unlucky streak with our Critical Strikes. It also gives us extra AoE damage every 5th attack. At rank 10 it gives us an extra 5 seconds in Combo!

After NG+10 or when you get a nice level Ozreth Statue / Phalarath Statue, I would recommend swapping from Bolgarth and Kyra to Ozreth and Phalarth to get more of a damage increase.

Bolgarth and Kyra are great in the early game but their damage doesn’t scale very well into the late game. Also note that this will increase the usefulness of the poison items and disarm / stun item when using these statues, look out for them.

BLESSINGS:
We will be in melee range all the time and would like to take as little damage as possible. It’s way easier to get damage than defense in this game.

We currently are using Blessing of Mind for more mana regen so we can charge faster and more often. If you feel you have enough mana regen you can take Blessing of Intellect to do more damage. Most of our damage is Magic Damage so this will be the best blessing to take for damage.

This is the sole place we get lifesteal with this build, this allows us to not have to run Bloodthirst Ring or Crimson Death.

I use Divine Blast to get extra AoE when clearing with melee Primary Attacks.

This will be a Primary Attack Build for the Ranger. The focus lies on Attack Power, Luck, Critical Strike Chance and Critical Strike Damage

Bow and Arrow
Fire an arrow that deals Physical Damage and pierces enemies.

Flurry of Arrows
The Ranger spins around multiple times and fires arrows in quick succession. Does Physical Damage based off your Bow and Arrow.

Grasping Roots
Immobilize all enemies around the Ranger for a few seconds. Enemies caught have their Armor reduced by a percentage based on tier.

Powershot
Charge up a powerful Magic Damage arrow that has infinite pierce.
The shot takes 1 second to fully charge, letting go early will result in a lower damage shot that doesn’t go as far.
The player is slowed by 90% while charging the shot, unless they are in Combo.
The arrow has 50% resistance pierce.

On the Prowl
Increases player movement speed by 25% and Evasion by some % for a few seconds when casting a skill.

Marked Prey
A bonus % Critical Strike Chance and the same % chance to mark an enemy on Critical Strike with the Bow and Arrow. Marks last for 2.5 seconds.
When marked, all damage the enemy receives has a 5% chance to be a Critical Strike.

Twinned Arrows
The Ranger’s Primary Attack has a % chance of splitting and seeking a new target on enemy hit. Split arrows deal 66% damage and can sometimes hit the enemy they split from.
The split arrow will shoot off to a side at about a 30 degree angle from the main shot but will aim for a target up to 90 degrees away from the main shot.

STARTING ITEMS:
Lucky Hat and Heartseeker are my go to for this build, the extra Critical Strike Chance will help smooth out or damage and allow us to get into Combo easier. The Luck from Lucky Hat will increase our changes of getting a Critical Strike even more in addition to increases the proc chance on Frenetic Eruption.

I would also recommend using Magebane for high NG+ levels instead of Heartseeker when you are using Stab in The Dark for Critical Strike Chance.

When rolling the shop you can look for some of the items below to make your start even stronger:

DRINKS:
Frenetic Eruption allows us to put all our Critical Strike Chance to work along with our Luck to get into Combo easily.

Once we are in Combo we will be staying in Combo all the time, this drink is a free 200% damage for us.

This drink does more damage than our actually Primary Attack and since it’s all Magic Damage it will force us to focus more on magic damage than physical damage.

Overflowing gives us a huge bonus to our HP pool without changing our gameplay. We aren’t planning on using Skills unless it’s the start of a boss fight or we are standing still. We will usually still have enough Mana to use Flurry of Arrows and Grasping Roots as needed.

Choose Crazy Eye for more Critical Strike Chance when using Heartseeker + Lucky Hat.

If you go with Magebane use Stab in The Dark

STATUES:
This statue is amazing, at rank 20 it will give us 100% Armor as Attack Power, making Armor an equal damage bonus to Attack Power but with the benefit of Armor! As this rank increases past 20 you will gain more damage from Armor than Attack power. Keep this in mind when buying at the shop or spending arena points.

Kyra helps keep our Attack Speed high so we can hit targets faster and lifesteal faster.

Bolgarth gives us some extra time in Combo in case we ever hit a huge unlucky streak with our Critical Strikes. It also gives us extra AoE damage every 5th attack. At rank 10 it gives us an extra 5 seconds in Combo!

After NG+10 or when you get a nice level Ozreth Statue / Phalarath Statue, I would recommend swapping from Bolgarth and Kyra to Ozreth and Phalarth to get more of a damage increase.

Bolgarth and Kyra are great in the early game but their damage doesn’t scale very well into the late game. Also note that this will increase the usefulness of the poison items and disarm / stun item when using these statues, look out for them.

BLESSINGS:
It’s way easier to get damage than defense in this game if you feel like you don’t need more defense pickup Path of Warrior.

We currently are using Blessing of Intellect for more damage. Most of our damage is Magic Damage so this will be the best blessing to take for damage. If you feel you don’t have enough Mana Regeneration you can take Blessing of Mind.

This is the sole place we get lifesteal with this build, this allows us to not have to run Bloodthirst Ring or Crimson Death.

I use Divine Hammer for the ranger to deal more single target damage where I am aiming, I find it more consistent than using Divine Strike. Divine Strike is also still really good and might outperform Divine Hammer in some situations but I prefer Divine Hammer at this time.

This will be a Skill Build for the Sorcerer. The focus lies on Skill Power, Luck, Combo, Skill Critical Strike Chance and Skill Critical Strike Damage.

Frost Shard (Primary Attack)
Fires a frost shard that deals Hybrid Damage. The shard can ricochet a certain number of times off walls or enemies before breaking.
The shard’s damage will increase by 10% for every ricochet it does.

Comet
Drops a comet that deals Hybrid Damage split among all enemies it hits. Enemies are frozen in place for two seconds.
The comet drops a fixed distance from the sorcerer in the targeted direction. This can be cast over walls allowing you take take out enemies from a position of safety.

Frost Nova
Unleash a large number of frost balls in all directions around the Sorcerer dealing Hybrid Damage.
If a frost ball bounces off a wall, it will ricochet towards the nearest enemy’s position.

Orb of Winter
Spawns a slow moving ice orb that moves forward for several seconds, unleashing ice shards in all directions that deal Hybrid Damage.
The orb will bounce off of walls, spawners, and any enemy that has a life bar. The shards unleashed by the orb will also bounce off of walls.

Biting Chill
Slows and freezes enemies hit by the Sorcerer’s skills by a percentage for a few seconds.

Ice Barrier
Every time the Sorcerer casts a skill, he is given an ice shield stack which can block a percentage of damage
The stacks are visible in the bottom right next to your Skills, in the same column as Monolith Buffs.

Shatter
Enemies that are frozen solid will explode when killed, dealing Hybrid Damage to nearby enemies.
This effect can also be triggered by other players who kill the frozen targets.

STARTING ITEMS:
Lucky Hat and Staff of Volatile Casting are my go to for this build, the extra Critical Strike Chance will help smooth out or damage and allow us to get into Combo easier. The Luck from Lucky Hat will increase our changes of getting a Critical Strike even more in addition to increases the proc chance on Frenetic Eruption.

When rolling the shop you can look for some of the items below to make your start even stronger:

DRINKS:
Frenetic Eruption allows us to put all our Critical Strike Chance to work along with our Luck to get into Combo easily.

Once we are in Combo we will be staying in Combo all the time, this drink is a free 200% damage for us.

Evil Infusion will allow us to lifesteal with all of our Skills and Items, just be careful not to spam Skills when you aren’t actually hitting anything or you will lose HP for no reason.

This Drink will give us even more must needed Skill Critical Strike Chance, the more the better.

Lastly we use Elemental Bruiser which will give us huge damage bonuses while having Wylmir selected.

STATUES:
This Statue is amazing, at rank 20 it will give us 100% Resistance as Skill Power, making Resistance equal damage bonus to Skill Power but with the benefit of Resistance! As this rank increases past 20 you will gain more damage from Resistance than Skill Power. Keep this in mind when buying at the shop or spending Arena Points. Also make sure you are picking up Mana Crystals for more Resistance, Mana Regeneration, and damage!

Another amazing Statue for skill builds. It will give us damage for the cost of our skills. We increase our Skill‘s mana cost with Elemental Bruiser and that will increase the damage while using this statue!

Bolgarth gives us some extra time in Combo in case we ever hit a huge unlucky streak with our Critical Strikes. It also gives us extra AoE damage every 5th attack. At rank 10 it gives us an extra 5 seconds in Combo!

After NG+10 or when you get a nice level Ozreth Statue, I would recommend swapping from Bolgarth to Ozreth to get more of a damage increase.

BLESSINGS:
We play at ranged so we don’t need the defense, most of our damage will be with Skills so this will be an easy choice.

The Sorcerer needs a ton of mana, lets get more with Blessing of Mind.

This is a Skill build that is using Critical Strike Chance to scale our damage, Skill Critical Strike Damage is hard to get so this is really worth it.

None of the Divine Blessings fit the sorcerer but I have enjoyed Divine Hammer the most so far. Divine Strike would be my second choice at this point.

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