Combat
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:
- 5 points per Vitality
- Certain Accomplishments
- 3 points per level of your highest Warrior via Title
- The Stout tag on equipment
- Various Trinkets and Trinket set bonuses
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:
- 5 points per Focus
- Certain Accomplishments
- The Astute tag on equipment
- Various Trinkets and Trinket set bonuses
Mana Regeneration () starts at a base of 1 per second. It can be increased by:
- 0.1 per Focus
- 0.1 per level of your highest Sorcerer via Title
- The Rejuvenating tag on equipment
- Various Trinkets and Trinket set bonuses
Misc
Movement Speed
Movement Speed determines how fast the player character can move around with basic movement. It does not affect Dash speed, dash distance, skills, or spells.
Movement Speed can be increased by:
Evasion
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.
It is a primary damage mitigation source for Rogue and Ranger.
Parry
Parry () is a chance to block incoming physical damage from sources the player is facing. It does not work against magic.
Parry chance is sourced primarily as a Weapon stat. It can be increased by:
- The of Deflection weapon tag
- Various Trinkets and Trinket sets
Parry Chance increases are multiplicative rather than additive.
Shadow Curse Gain
Weapon Stats
Spell Stats
Multipliers
Status Effects
Buffs
Debuffs
Shadow Curse
Shadow curse () is a stacking permanent debuff that is inflicted by selecting trinkets and ability upgrades from Rifts.
In NG+1 and beyond, enemies gain new attack properties that can inflict one or more stacks of Shadow Curse when hitting the player.
NG+ Level | Armor and Resistance |
---|---|
0 | -4 Per stack |
1 | -? Per stack |
2 | -? Per stack |
3 | -? Per stack |
4 | -? Per stack |
5 | -? Per stack |
6 | -? Per stack |
7 | -? Per stack |