<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://wiki.heroesofhammerwatch2.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Switch</id>
	<title>Heroes of Hammerwatch Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.heroesofhammerwatch2.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Switch"/>
	<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch2.com/Special:Contributions/Switch"/>
	<updated>2026-09-21T13:14:03Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://wiki.heroesofhammerwatch2.com/index.php?title=Combat&amp;diff=1406</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.heroesofhammerwatch2.com/index.php?title=Combat&amp;diff=1406"/>
		<updated>2025-02-08T09:10:48Z</updated>

		<summary type="html">&lt;p&gt;Switch: I added an explanation as to how the armor and resistance formula works in the game, and the implications for players. I also fixed a spelling mistake.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
== Damage ==&lt;br /&gt;
There are several different damage types in Heroes of Hammerwatch &lt;br /&gt;
&lt;br /&gt;
=== Physical ===&lt;br /&gt;
Physical damage ({{icon|physical damage}}) is the most general type of damage. The majority of enemies and weapons in the game inflict physical damage. It is a primary element for certain [[Wizard]], [[Rogue]], [[Ranger]], and [[Warrior]] builds.&amp;lt;br&amp;gt; &lt;br /&gt;
Physical damage can be increased via {{icon|armor penetration}} Armor Penetration effects and Physical Damage % increases from equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Physical damage is reduced by {{icon|Armor}} Armor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
Fire damage ({{icon|fire damage}}) is usually inflicted by magic and traps. It is a primary element for certain [[Wizard]], [[Paladin]], and [[Sorcerer]] builds.&amp;lt;br&amp;gt;&lt;br /&gt;
Fire damage can be increased via {{icon|fire penetration}} Fire Penetration effects and Fire Damage % increases from equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fire damage is reduced by {{icon|fire resistance}} Fire Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ice ===&lt;br /&gt;
Ice damage ({{icon|ice damage}}) is usually inflicted by magic and towers. It is a a primary element for certain [[Sorcerer]] and [[Ranger]] builds.&amp;lt;br&amp;gt;&lt;br /&gt;
Ice damage can be increased via {{icon|ice penetration}} Ice Penetration effects and Ice Damage % increases from equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ice damage is reduced by {{icon|ice resistance}} Ice Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
Lightning damage ({{icon|lightning damage}}) is usually inflicted by magic attacks. It is a a primary element for certain [[Sorcerer]] and [[Warlock]] builds.&amp;lt;br&amp;gt;&lt;br /&gt;
Lightning damage can be increased via {{icon|lightning penetration}} Lightning Penetration effects and Lightning Damage % increases from equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning damage is reduced by {{icon|lightning resistance}} Lightning Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
Poison damage ({{icon|poison damage}}) is the rarest element,  only inflicted Beetles and Plants. It is a a primary element for certain [[Rogue]] builds.&amp;lt;br&amp;gt;&lt;br /&gt;
Poison damage can be increased via {{icon|poison penetration}} Poison Penetration effects and Poison Damage % increases from equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poison damage is reduced by {{icon|poison resistance}} Poison Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike every other element, Poison Damage from weapons will apply a damage over time effect to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Armor &amp;amp; Resistance ==&lt;br /&gt;
Armor and Resistance reduce incoming damage using the following formula:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;% Damage Reduction = 1 - (200 / (Amount + 200))&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This formula means that for every 2 points of Armor or Resistance, the defender becomes &#039;&#039;&#039;1% tougher&#039;&#039;&#039; relative to their previous state. While it might seem like additional Armor or Resistance provides diminishing returns, each point actually contributes &#039;&#039;&#039;the same relative increase in durability.&#039;&#039;&#039; In other words, every point is just as effective as the last in terms of overall survivability.&lt;br /&gt;
&lt;br /&gt;
== Pools ==&lt;br /&gt;
=== Health ===&lt;br /&gt;
Health ({{icon|health}}) represents the player&#039;s life points. When reaching 0, you die. In multiplayer, an ally can revive a dead player by sacrificing a portion of their Max HP (15%?).&lt;br /&gt;
&lt;br /&gt;
The amount of base health varies per character class, as they start with different Vitality scores.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maximum Health&#039;&#039;&#039; can be increased by:&lt;br /&gt;
* 5 points per [[Vitality]]&lt;br /&gt;
* Certain [[Guild#Accomplishments|Accomplishments]]&lt;br /&gt;
* 3 points per level of your highest [[Warrior]] via [[Guild#Title|Title]]&lt;br /&gt;
* The &#039;&#039;&#039;Stout&#039;&#039;&#039; [[Enchanter|Prefix]] on equipment&lt;br /&gt;
* Various [[Trinkets]] and Trinket set bonuses:&lt;br /&gt;
** {{common|Amulet of Health}} (+30/60)&lt;br /&gt;
** {{uncommon|Greater Amulet of Vigor}} (+50/100)&lt;br /&gt;
** {{uncommon|Belt of the Brute}} (+10/20%)&lt;br /&gt;
** {{rare|Markham&#039;s Amulet}} (+3 per trinket)&lt;br /&gt;
** {{epic|Dragon&#039;s Heart}} (+200)&lt;br /&gt;
** Rings of Recovery set (+10~30%)&lt;br /&gt;
** Amulets of Life set (+10~20%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Regeneration&#039;&#039;&#039; ({{icon|health regen}}) starts at a base of 1 per second. It can be increased by: &lt;br /&gt;
* 0.05 per [[Vitality]]&lt;br /&gt;
* The &#039;&#039;&#039;Revififying&#039;&#039;&#039; [[Enchanter|Prefix]] on equipment&lt;br /&gt;
* Various [[Trinkets]] and Trinket set bonuses&lt;br /&gt;
&lt;br /&gt;
=== Mana ===&lt;br /&gt;
Mana ({{icon|mana}}) is the player&#039;s resource for using Spells. &lt;br /&gt;
&lt;br /&gt;
The amount of base mana varies per character class, as they start with different Focus scores.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maximum Mana&#039;&#039;&#039; can be increased by:&lt;br /&gt;
* 5 points per [[Focus]]&lt;br /&gt;
* Certain [[Guild#Accomplishments|Accomplishments]]&lt;br /&gt;
* The &#039;&#039;&#039;Astute&#039;&#039;&#039; [[Enchanter|Prefix]] on equipment&lt;br /&gt;
* Various [[Trinkets]] and Trinket set bonuses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana Regeneration&#039;&#039;&#039; ({{icon|mana regen}}) starts at a base of 1 per second. It can be increased by: &lt;br /&gt;
* 0.1 per [[Focus]]&lt;br /&gt;
* 0.1 per level of your highest [[Sorcerer]] via [[Guild#Title|Title]]&lt;br /&gt;
* The &#039;&#039;&#039;Rejuvenating&#039;&#039;&#039; [[Enchanter|Prefix]] on equipment&lt;br /&gt;
* Various [[Trinkets]] and Trinket set bonuses&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
=== Movement Speed ===&lt;br /&gt;
Movement Speed ({{icon|movement speed}}) determines how fast the player character can move around with &#039;&#039;&#039;basic movement&#039;&#039;&#039;. It does not affect Dash speed, dash distance, skills, or spells.&lt;br /&gt;
&lt;br /&gt;
Movement Speed can be increased by:&lt;br /&gt;
* Upgrades at the [[Training_Grounds#Athlete|Athlete]] (Up to +12%))&lt;br /&gt;
* The &#039;&#039;&#039;of Speed&#039;&#039;&#039; [[Enchanter|Suffix]] on Equipment&lt;br /&gt;
* Certain [[Trinkets]]&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
Evasion ({{icon|evasion}}) is a percentage chance to completely nullify one instance of incoming damage. It does not work against damage over time effects, but otherwise works against any damage types.&lt;br /&gt;
&lt;br /&gt;
It is a primary damage mitigation source for [[Rogue]] and [[Ranger]].&lt;br /&gt;
&lt;br /&gt;
=== Parry ===&lt;br /&gt;
Parry ({{icon|Parry}}) is a chance to block incoming physical damage from sources the player is facing. It does not work against magic.&lt;br /&gt;
&lt;br /&gt;
Parry chance is sourced primarily as a Weapon stat. It can be increased by:&lt;br /&gt;
* The &#039;&#039;&#039;of Deflection&#039;&#039;&#039; weapon tag&lt;br /&gt;
* Various [[Trinkets]] and Trinket sets&lt;br /&gt;
&lt;br /&gt;
Parry Chance increases are &#039;&#039;&#039;multiplicative&#039;&#039;&#039; rather than additive.&lt;br /&gt;
&lt;br /&gt;
=== Shadow Curse Gain === &lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Mainhand and Offhand Damage ===&lt;br /&gt;
These are static numbers that represent the &#039;&#039;&#039;base power&#039;&#039;&#039; of weapon damage that are then increased by all other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is only increased by the item level of the weapon and the &#039;&#039;&#039;Crushing&#039;&#039;&#039; [[Enchanter|Prefix]].&lt;br /&gt;
&lt;br /&gt;
=== Weapon Power ===&lt;br /&gt;
Weapon Power ({{icon|weapon power}}) is a damage multiplier that applies to all &#039;&#039;&#039;Weapon Attacks&#039;&#039;&#039; and &#039;&#039;&#039;Weapon Skills&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
It scales at a rate of +0.5% per weapon power.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon Power is increased by:&lt;br /&gt;
* Upgrading Weapon Level at the [[Blacksmith]], up to a maximum of +90&lt;br /&gt;
* 3 points per level of your highest [[Ranger]] via [[Guild#Title|Title]]&lt;br /&gt;
&lt;br /&gt;
=== Weapon Speed ===&lt;br /&gt;
Weapon Speed ({{icon|weapon speed}}) affects how fast the character can repeatedly attack with their weapon.&lt;br /&gt;
&lt;br /&gt;
Weapon Speed starts at 100% base and is increased cumulatively by:&lt;br /&gt;
* Upgrading Weapon Speed at the [[Blacksmith]], up to a maximum of +15%&lt;br /&gt;
* The &#039;&#039;&#039;of Quickness&#039;&#039;&#039; [[Enchanter|Suffix]] on Armor&lt;br /&gt;
* Various [[Trinkets]] and Trinket Sets&lt;br /&gt;
&lt;br /&gt;
=== Weapon Crit ===&lt;br /&gt;
Weapon Crit Chance ({{icon|weapon crit chance}}) is a chance for a large damage multiplier that is rolled against each enemy struck by a weapon attack.&lt;br /&gt;
&lt;br /&gt;
Weapon Crit Chance is increased by:&lt;br /&gt;
* 0.33% per [[Dexterity]]&lt;br /&gt;
* The &#039;&#039;&#039;of Precision&#039;&#039;&#039; [[Enchanter|Suffix]] on Equipment&lt;br /&gt;
* Dexterity-based head armor (up to 5%)&lt;br /&gt;
* Various [[Trinkets]] and Trinket Sets&lt;br /&gt;
&lt;br /&gt;
Weapon Crit Damage ({{icon|weapon crit damage}})starts at a base of 150%. It is increased by:&lt;br /&gt;
* 1% per [[Dexterity]]&lt;br /&gt;
* The &#039;&#039;&#039;Lethal&#039;&#039;&#039; [[Enchanter|Prefix]] on Equipment&lt;br /&gt;
* Dexterity-based head armor (up to 40%)&lt;br /&gt;
* Various [[Trinkets]] and Trinket Sets&lt;br /&gt;
&lt;br /&gt;
== Spell Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Spell Power ===&lt;br /&gt;
Spell Power ({{icon|spell power}}) is a damage multiplier that applies to all damaging &#039;&#039;&#039;Spells&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
It scales at a rate of +0.5% per Spell Power.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spell Power is increased by:&lt;br /&gt;
* Upgrading Spell Power at the [[Magic Shop]], up to a maximum of +60&lt;br /&gt;
* 3 points per level of your highest [[Wizard]] via [[Guild#Title|Title]]&lt;br /&gt;
&lt;br /&gt;
=== Spell Cooldown ===&lt;br /&gt;
Spell Cooldown modifies the initial cooldown time before Cast Speed is accounted for.&amp;lt;br&amp;gt; For example, if a 10 second spell has a -50% spell cooldown total, it will become a 5 second cooldown spell.&lt;br /&gt;
&lt;br /&gt;
Spell cooldown starts at 0% and is increased cumulatively by:&lt;br /&gt;
*The &#039;&#039;&#039;of Celerity&#039;&#039;&#039; [[Enchanter|Suffix]] on equipment&lt;br /&gt;
* Various [[Trinkets]] and Trinket Sets&lt;br /&gt;
&lt;br /&gt;
=== Cast Speed ===&lt;br /&gt;
Cast Speed ({{icon|cast speed}}) affects how fast the character recovers a spell&#039;s cooldown, as well as the animation and charge speeds of casting the spell.&lt;br /&gt;
&lt;br /&gt;
Cast Speed starts at 100% base and is increased cumulatively by:&lt;br /&gt;
* The &#039;&#039;&#039;of Alacrity&#039;&#039;&#039; [[Enchanter|Suffix]] on equipment&lt;br /&gt;
* Intelligence-based chest armor (up to 40%)&lt;br /&gt;
* Various [[Trinkets]] and Trinket Sets&lt;br /&gt;
&lt;br /&gt;
=== Spell Crit ===&lt;br /&gt;
Spell Crit Chance ({{icon|Spell crit chance}}) is a chance for a large damage multiplier that is rolled against each enemy struck by a spell.&lt;br /&gt;
&lt;br /&gt;
Spell Crit Chance is increased by:&lt;br /&gt;
* 0.33% per [[Intelligence]]&lt;br /&gt;
* The &#039;&#039;&#039;of Destruction&#039;&#039;&#039; [[Enchanter|Suffix]] on Equipment&lt;br /&gt;
* Various [[Trinkets]] and Trinket Sets&lt;br /&gt;
&lt;br /&gt;
Spell Crit Damage ({{icon|spell crit damage}}) starts at a base of 150%. It is increased by:&lt;br /&gt;
* 1% per [[Intelligence]]&lt;br /&gt;
* The &#039;&#039;&#039;Deadly&#039;&#039;&#039; [[Enchanter|Prefix]] on Equipment&lt;br /&gt;
* Intelligence-based head armor (up to 40%)&lt;br /&gt;
* Various [[Trinkets]] and Trinket Sets&lt;br /&gt;
&lt;br /&gt;
== Multipliers ==&lt;br /&gt;
{{icon|physical damage}} {{icon|fire damage}} {{icon|ice damage}} {{icon|lightning damage}} {{icon|poison damage}}&lt;br /&gt;
&lt;br /&gt;
Multipliers are final damage modifiers that are applied after all other calculations.&lt;br /&gt;
&lt;br /&gt;
Multipliers can be increased by:&lt;br /&gt;
* [[Trinkets]] (e.x Belt of the Brute for Physical Damage)&lt;br /&gt;
* [[Enchanter|Enchantments]] (e.x Hellfire for Fire Damage)&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
=== Buffs ===&lt;br /&gt;
=== Debuffs ===&lt;br /&gt;
==== Shadow Curse ====&lt;br /&gt;
Shadow curse ({{icon|shadow curse}}) is a stacking permanent debuff that is inflicted by selecting trinkets and ability upgrades from [[Rifts]]. &amp;lt;br&amp;gt; In NG+1 and beyond, enemies gain new attack properties that can inflict one or more stacks of Shadow Curse when hitting the player.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+ Shadow Curse Effect&lt;br /&gt;
|-&lt;br /&gt;
! NG+ Level !! Armor and Resistance&lt;br /&gt;
|-&lt;br /&gt;
|0 || -4 Per stack&lt;br /&gt;
|-&lt;br /&gt;
|1 || -? Per stack&lt;br /&gt;
|-&lt;br /&gt;
|2 || -? Per stack&lt;br /&gt;
|-&lt;br /&gt;
|3 || -? Per stack&lt;br /&gt;
|-&lt;br /&gt;
|4 || -? Per stack&lt;br /&gt;
|-&lt;br /&gt;
|5 || -? Per stack&lt;br /&gt;
|-&lt;br /&gt;
|6 || -? Per stack&lt;br /&gt;
|-&lt;br /&gt;
|7 || -? Per stack&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Confusion ====&lt;br /&gt;
==== Stun ====&lt;br /&gt;
Stun {{icon|stun}} prevents the affected entity from taking any actions while under the effect.&lt;br /&gt;
&lt;br /&gt;
Stun can be inflicted by:&lt;br /&gt;
* Weapons attacks with the &#039;&#039;&#039;of Stunning&#039;&#039;&#039; [[Enchanter|Suffix]]&lt;br /&gt;
* [[Shield]]&#039;s Shield Bash weapon skill&lt;br /&gt;
* Various spells&lt;br /&gt;
* Various Trinkets&lt;br /&gt;
&lt;br /&gt;
==== Freeze ====&lt;br /&gt;
==== Immobilize ====&lt;br /&gt;
==== Cripple ====&lt;br /&gt;
==== Slow ====&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
==== Silence ====&lt;br /&gt;
==== Blind ====&lt;br /&gt;
==== Weakness ====&lt;br /&gt;
Weakness {{icon|weakness}} reduces damage dealt by the afflicted entity by ??%&lt;br /&gt;
&lt;br /&gt;
Weakness can be inflicted by:&lt;br /&gt;
* Weapons attacks with the &#039;&#039;&#039;of Weakness&#039;&#039;&#039; [[Enchanter|Suffix]]&lt;br /&gt;
* [[Warrior]]&#039;s Intimidating Cry skill orb upgrade&lt;br /&gt;
&lt;br /&gt;
==== Vulnerability ====&lt;br /&gt;
Vulnerability {{icon|vulnerability}} increases all damage taken by the afflicted entity by ??%&lt;br /&gt;
&lt;br /&gt;
Vulnerability can be inflicted by:&lt;br /&gt;
* Weapons attacks with the &#039;&#039;&#039;of Vulnerability&#039;&#039;&#039; [[Enchanter|Suffix]]&lt;br /&gt;
&lt;br /&gt;
==== Armor Break ====&lt;br /&gt;
==== Marked ====&lt;br /&gt;
==== Bleeding ====&lt;/div&gt;</summary>
		<author><name>Switch</name></author>
	</entry>
</feed>