Combat

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Revision as of 23:02, 7 February 2025 by Whatgoat (talk | contribs) (Mana)
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Damage

There are several different damage types in Heroes of Hammerwatch

Physical

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.
Physical damage can be increased via Armor Penetration effects and Physical Damage % increases from equipment.

Physical damage is reduced by Armor.

Fire

Fire damage () is usually inflicted by magic and traps. It is a primary element for certain Wizard, Paladin, and Sorcerer builds.
Fire damage can be increased via Fire Penetration effects and Fire Damage % increases from equipment.

Fire damage is reduced by Fire Resistance.

Ice

Ice damage () is usually inflicted by magic and towers. It is a a primary element for certain Sorcerer and Ranger builds.
Ice damage can be increased via Ice Penetration effects and Ice Damage % increases from equipment.

Ice damage is reduced by Ice Resistance.

Lightning

Lightning damage () is usually inflicted by magic attacks. It is a a primary element for certain Sorcerer and Warlock builds.
Lightning damage can be increased via Lightning Penetration effects and Lightning Damage % increases from equipment.

Lightning damage is reduced by Lightning Resistance.

Poison

Poison damage () is the rarest element, only inflicted Beetles and Plants. It is a a primary element for certain Rogue builds.
Poison damage can be increased via Poison Penetration effects and Poison Damage % increases from equipment.

Poison damage is reduced by Poison Resistance.

Unlike every other element, Poison Damage from weapons will apply a damage over time effect to the enemy.

Pools

Health

Health () represents the players'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%?).

The amount of base health varies per character class, as they start with different Vitality scores.

Maximum Health can be increased by:

Health Regeneration () starts at a base of 1 per second. It can be increased by:

Mana

Mana () is the player's resource for using Spells.

The amount of base mana varies per character class, as they start with different Focus scores.

Maximum Mana can be increased by:

Mana Regeneration () starts at a base of 1 per second. It can be increased by:

  • 0.1 per Focus
  • The Rejuvenating tag on equipment
  • Various Trinkets and Trinket set bonuses

Misc

Movement Speed

Evasion

Parry

Shadow Curse Gain

Weapon Stats

Spell Stats

Multipliers

Status Effects

Buffs

Debuffs

Shadow Curse

Confusion

Stun

Freeze

Immobilize

Cripple

Slow

Disarm

Silence

Blind

Weakness

Vulnerability

Armor Break

Marked

Bleeding