heroes of hammerwatch персонажи
Heroes of hammerwatch персонажи
Lyron
Richard Cain
Provides the player with exposition in the Sun Temple
Kevin Claymore
Has a squire who has gone missing looking for a way into the temple “Hi, Kevin Claymore here. The only way into the caves is through the temple. The entrance is blocked by a strange stone, though. Normally, young Telarian solves matters such as these, but we couldn’t find him. I sent my squire to the library to see if he could discover a way to move the stone.”
Danias
A cook who has lost her lost frying pan
Heroes of Hammerwatch NPCs
Baltzar, the Beastmaster
“I left my big Book of Monsters in the Tower Archives, it contains very valuable information about the dangerous fauna around here.”
Blight the Horrible
Arch-Necromancer in search of the Orb of Night
“Blight the Horrible mustn’t get his hands on the Orb of Night, that’s very important. He sent in some agents just after the Sun Gates were destroyed. Our mission here is to stop them from stealing the orb. Cause If the Orb is moved out of the temple it will corrupt us all and make Blight even stronger.”
“With the walls down, anyone could freely enter or exit the temple and it’s believed that right now, agents sent out by the arch-necromancer Blight the Horrible are trying to steal the Orb to use for his own sinful purposes. “
Captain Danielle Skinner
“Danielle Skinner doesn’t want to be here, she was more or less forced into this mission cause of some favour she had to repay. And she dragged every one of us with her. She didn’t like me confronting her about it, so she sent me to stand by this grave, ‘your future in front of you’ she said. I would never tell a mercenary this, so please don’t rat me out.”
Crooked Wolfram
“The barkeep left to try and find some ore up in the Tower. Crooked Wolfram left trying to find material to open up his bar again. Perhaps you can help Wolfram open up his bar again? The Old Drunkard used to have some sick gambling.”
Curious old Bag
Provides character exposition in town
Darren Epps
“Even though trader Darren Epps is a fair man, his prices could be a bit up there. At least his keys stay the same price..”
Duke Delany
too lazy to walk to the top of the tower, so settled in the armory
“Duke Delany was too lazy to walk all those stairs to the top, so he just settled around the armory. Duke ‘Lazy’ Delany is probably rotting away somewhere in the armory.”
Elianda
“Elianda, a close friend of mine and a great apothecary. She should be around here somewhere, if not, she might have snuck into the mines to restock her supply.”
“Hey! Got trapped in here trying to refill my supply by this magic spring. Don’t forget to fill your own flask and I hope you visit me back in town.”
City of Stone Arena npc/wagon taxi
“I usually send my books to the library of the Sun Temple. All these storms have made it impossible for me to send away my books for others to enjoy. Seems Finn is the only one that dares to take people out with his wagon. Crazy with all these dust devils around.”
Flint
Guard Marlod
Guild Master Calhoun
“ I heard guild master Calhoun is some kind of ‘Ace’ around the realm, but you should already know that I suppose? “
Henry
Kelly the Modder
Keltar Deemer
Konrad
npc near elevator to city of stone from outlook
Lance Grey
Outlook town Prefect
“Lance Grey was selected by Michael as the town prefect because of his strong skills in administration and organisation.”
Langern
npc on path to moon temple from outlook
Marius the Gladiator
Michael Ross
“The mayor, Michael Ross, is really trying to get this town back in order.”
Miner Oliver
Oba, the Trader
City of Stone Trader
Oliver
Priest Quincy
Chapter of Light NPC
“Priest Quincy works here for the Church of Light. You know, he used to work down at the Sun Temple, a long time ago.”
Richard, the Tapster
Simon the Showman
Smith John Barro
“Smith John Barro apparently had a troubling past before he decided to join us up here.”
The Visitor
Pali in City of Stone
Nimbus
Wizard
Magic shop npc, found in Duke Delanys Chamber
“Elzbet, I see… Finally. I was looking for some old ring that might have been in the Dukes position, but I couldn’t find it, strange. Anyway, thanks for clearing a path for me out of here, I was trying to find a teleport spell in this book, but it seems someone ripped out the chapter. “
Bosses
Hammerwatch
A powerful frost sorcerer named Krilith has gained access to the Sun Altar. Once inside, he managed to summon the twisted, evil Sun Guardian Sha’Rand. Afterwards, Krilith was forced to retreat to the caves to recover his strength. We quickly sealed the altar entrance so Sha’Rand couldn’t escape. When Krilith’s power is restored, however, he will set them both free. We don’t know where Krilith came from or what he desires, but we are sure he plans to use Sha’Rand’s power to open the ancient gates in Brightmoor that lead to the Moon Temple in the Northlands. (Richard Cain, Hammerwatch)
Heroes of Hammerwatch
Thundersnow
The great Blue Dragon, who suddenly came in from the west and settled atop the tower
“When Thundersnow arrived and landed on the top of Shaftlocke Tower, his ice rain began to wear away at the gates of the Moon Temple, causing them to crumble and break down.”
Stone Guardian
“That stone golem you just offed has been killing miners for a long time now.”
The Warden
“The Warden used to be called Peter, no longer will he be tormenting people with his crossbow arm. “
The Watcher
“Where all these strange creatures came from we don’t know. And that altar should not have summoned that beast. “
Wraith Councilors
Councilor of War, Councilor of Wisdom, Councilor of Magic
“Those wraiths you just killed were once mighty warriors that stood by Duke Delanys side, protecting him.”
Crustworm
Nerys
«A long time ago, when the Storm of Lifetimes was at its peak, Nerys and Nimbus crossed over from the Magic Planes. Nerys swallowed Nimbus and started to grant his own evil wishes, but he was eventually lured into an oil lamp by an old waning magician and hidden at the top of the pyramid. Over the years the pyramid would sink deeper and deeper into the desert until it was more or less forgotten. By rubbing the lamp, you released the weakened Nerys and by slaying him you freed Nimbus. «
Agents of Blight
Erris, Lisard, Isadora
Statues
During a warm summer night, she froze Williamsons Pure Lake so the King could move his troops safely across.
Wylmir
Used his last breath to blaze the caves and clean out the trolls between Blackbarrow and Fallowfields.
Phalarath
Snuck in behind enemy lines and gutted pirate Marius, this would eventually stop the siege of Castle Hammerwatch.
Bolgarth
Bolgarth’s axe was known as the «Crimson Crescents», because it was always red by the blood of his enemies.
Calis
Raised from childhood to fight the undead and protect the living. Devoted his life to serve the people.
Cedric
Also known as «The Delayer of Death», at the peak of his career, the cemetery stood empty for many years.
Ozreth
An outcast, master in death and decay who paid his debt to society by curing Queen Olivia at the darkest hour.
She who named her bow The One String Harp, cause when it was plucked, her enemies would sing in agony.
Daran
Daran, a red priest, drew evil out of heathens with holy fire and bloodsucking maggots
Locations
Aridara
Aridara Arena
Blackbarrow
«Used his last breath to blaze the caves and clean out the trolls between Blackbarrow and Fallowfields.» (Wylmir, statue)
Brightmoor
An area just outside the Moon Temple “A long time ago, conflicts led to a split in the priesthood at the Sun Temple. Some priests left the temple to form their own congregation up in Shaftlocke, in a small lush area called Brightmoor, heated by volcanic activity from the north west.”
Castle Hammerwatch
City of Stone
The City of Stone, just below The Outlook. These days a transit town for people traveling to the Arena far out in Aridara, once a larger city with an abundant quarry which is now empty and abandoned. Other than the Arena, a new magnet for luck seekers arose. As the Giant Crustworms have started to come up from the depths, the sand has shifted and revealed what is believed to be the tip of the old burial site of Iris, the legendary Pyramid of Prophecy. Perhaps it is worth investigating. A royal burial site probably contains many riches that would favor the guild.
A long time ago, when the Storm of Lifetimes was at its peak, Nerys and Nimbus crossed over from the Magic Planes. Nerys swallowed Nimbus and started to grant his own evil wishes, but he was eventually lured into an oil lamp by an old waning magician and hidden at the top of the pyramid. Over the years the pyramid would sink deeper and deeper into the desert until it was more or less forgotten.
Fallowfields
Lyron the stonemason is from Fallowfields (Hammerwatch)
Used his last breath to blaze the caves and clean out the trolls between Blackbarrow and Fallowfields. (Wylmir, statue)
Moon Temple
The Moon Temple, north of The Outlook. When Thundersnow arrived and landed on the top of Shaftlocke Tower, his ice rain began to wear away at the gates of the Moon Temple, causing them to crumble and break down. This lead to not only creatures escaping but also allowed some foul battlemages sent by Blight the Horrible to sneak in. Blight can’t be allowed to get his grimy hands on the Orb, so these agents must be stopped at all cost.
“This ice came down from the top of Shaftlocke Tower, crushed the Sun Gates and opened up a flood of problems. Not only did Blights agents sneak in, someone saw Krilith the Frost Sorcerer escape. This was some time ago, but that person did not see Krilith with his pet wolf, he must have left it in there. Probably too big to bring with him.”
Shaftlock Tower
Some of the worst criminals in the realm have been jailed in the Tower prison. Duke Delany was too lazy to walk all those stairs to the top, so he just settled around the armory. Duke ‘Lazy’ Delany is probably rotting away somewhere in the armory. No one really knows why the great Archive of books was built so maze-like… The Chamber floors were built for the sitting Duke, but only the first Duke actually lived up there. What did you ever find up there? Rumor has it that a great beast has taking a liking to the top, but yeah, that’s just rumors.
The Silver City
…”One day, a delegation of elves from The Silver City knocked on the door (of The Moon Temple). They came with gifts, a hefty load of gold and riches, they only asked for a small favour in return, that the priests would safeguard the Orb of Night. And so they did, deep down in the Lunar Halls of the temple.”
Sunspot
A location in the desert, visible from Outlook, with a large collection of books.
“Hi! Welcome to the temple library. We have the largest collection of books in the entire desert, more than Sunspot, even!”
“Even if it’s almost 10 years ago I remember that you could see all the way to Sunspot! There used to be such a great view from up here”
Sun Temple
Jan Telarian has set up some pumps to irrigate the land for farming. However, a control handle for the pump is missing and he is looking for a replacement in the Sun Temple.
Keltonite is mined nearby
““Hi! Welcome to the temple library. We have the largest collection of books in the entire desert, more than Sunspot, even!”
“A long time ago, conflicts led to a split in the priesthood at the Sun Temple. Some priests left the temple to form their own congregation up in Shaftlocke, in a small lush area called Brightmoor, heated by volcanic activity from the north west.”
The Outlook
“Good Day young Novice, welcome to The Outlook. We arrived here just a little while ago, to see if we could restore the town to its old glory. See, around 10 years ago some evil presence took over the Tower and the Keltonite Mines beneath it. Without access to the mines, the town could not cope for long and it was eventually abandoned.”
Williamsons Pure Lake
During a warm summer night, she froze Williamsons Pure Lake so the King could move his troops safely across. (Ewan, statue)
Magic Planes
«A long time ago, when the Storm of Lifetimes was at its peak, Nerys and Nimbus crossed over from the Magic Planes. Nerys swallowed Nimbus and started to grant his own evil wishes, but he was eventually lured into an oil lamp by an old waning magician and hidden at the top of the pyramid.»
Other Things/Misc
Keltonite
Keltonite is mined in the mines beneath the Shaftlocke Tower, it’s easy to craft with, and extremely durable.
Classes (Heroes of Hammerwatch)
Classes are a type of profession and/or build. Each class comes with different abilities, stats, skills,etc. diversifying the game.
Heroes of Hammerwatch currently has seven character classes: Paladin, Ranger, Sorcerer, Warlock, Thief, Priest and Wizard
Leveling [ ]
| Level | Skill points gained | Total skill points | Total experience | Experience to next level |
|---|---|---|---|---|
| 1 | 0 | 0 | 0 | 750 |
| 2 | 3 | 3 | 750 | 2817 |
| 3 | 3 | 6 | 3567 | 5316 |
| 4 | 3 | 9 | 8883 | 8087 |
| 5 | 3 | 12 | 16970 | 11067 |
| 6 | 4 | 16 | 28037 | 14220 |
| 7 | 4 | 20 | 42257 | 17519 |
| 8 | 4 | 24 | 59776 | 20950 |
| 9 | 4 | 28 | 80726 | 24496 |
| 10 | 4 | 32 | 105222 | 28148 |
| 11 | 5 | 37 | 133370 | 31900 |
| 12 | 5 | 42 | 165270 | 35740 |
| 13 | 5 | 47 | 201010 | 39666 |
| 14 | 5 | 52 | 240676 | 43671 |
| 15 | 5 | 57 | 284347 | 47751 |
| 16 | 6 | 63 | 332098 | 51902 |
| 17 | 6 | 69 | 384000 | 56120 |
| 18 | 6 | 75 | 440120 | 60403 |
| 19 | 6 | 81 | 500523 | 64748 |
| 20 | 6 | 87 | 565271 | |
| 21 | 7 | 94 | ||
| 22 | 7 | 101 | ||
| 23 | 7 | 108 | ||
| 24 | 7 | 115 | ||
| 25 | 7 | 122 | ||
| 26 | 8 | 130 | ||
| 27 | 8 | 138 | ||
| 28 | 8 | 146 | ||
| 29 | 8 | 154 | ||
| 30 | 8 | 162 | ||
| 31 | 9 | 171 | ||
| 32 | 9 | 180 | ||
| 33 | 9 | 189 | ||
| 34 | 9 | 198 | ||
| 35 | 9 | 207 | ||
| 36 | 10 | 217 | ||
| 37 | 10 | 227 | ||
| 38 | 10 | 237 | ||
| 39 | 10 | 247 | ||
| 40 |
Class Titles [ ]
Each class provides additional «buffs» to all characters called «class titles». The level of buff for a class increases when a character of that class defeats a higher level boss. For example, if you have a ranger who has defeated the first boss, it will add a +2 attack power buff to all characters, if it has defeated the second boss it will add +4 attack power. The following is a list of the type of buff provided by each class:
Heroes of hammerwatch персонажи
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.
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.
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.
















