Difference between revisions of "Warhammer"

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{{Royalty}}
 
{{Royalty}}
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{{Infobox main|weapon
 
{{Infobox main|weapon
 
| name = Warhammer
 
| name = Warhammer
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== Analysis ==
 
== Analysis ==
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Warhammers are often the best blunt weapon your colony can craft. Compared to the [[mace]] of the same quality / material, the warhammer swings slower, but deals more damage per hit. While the warhammer deals slightly less raw {{DPS}} than the mace, high quality warhammers are more likely to destroy body parts like the head and torso, resulting in 1-hit kills. However, the mace costs 3x less materials to create. And if you desire to capture [[prisoner]]s, then the mace is the superior option, as it doesn't destroy body parts as often.
Compared to the [[club]] the warhammer is significantly more expensive to produce and has a 30% longer cooldown period. The warhammer is best when made with [[uranium]] rather than [[plasteel]]; though slightly slower, the high damage multiplier will result in a higher damage output, and also better armor penetration. (See comparison below)
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In general, blunt weapons have multiple advantages. They have a [[Damage_Types#Blunt|chance to stun]] enemies on hit, regardless of organic status on hit. Enemies tend to have much less Blunt armor than they do Sharp armor. If a blunt weapon destroys a body part, it is likely for the damage to spread to its parent part (i.e. destroying a finger will hurt the arm). However, blunt weapons have less raw DPS than sharp weapons. Blunt wounds also won't cause bleeding unless a body part is destroyed. Note that bleeding is very minor in most melee combat situations.
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As a blunt weapon, warhammers are best made of [[uranium]] rather than [[plasteel]], due to uranium's higher blunt damage multiplier.  
  
 
{{Weapon Quality Table}}
 
{{Weapon Quality Table}}

Revision as of 21:19, 29 January 2023

Warhammer

Warhammer

A long polearm topped with a brutal hammer. The powerful blunt impacts can pulverize an enemy's insides, even through armor.

Base Stats

Type
EquipmentWeapons
Tech Level
Medieval
Weapon Class
Medieval
Mass
5 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
11 dmg (Poke)
16% AP
2.6 seconds cooldown
Melee Attack 2 
Head
20 dmg (Blunt)
30% AP
2.6 seconds cooldown

Creation

Crafted At
Fueled smithy / Electric smithy
Required Research
Long blades
Skill Required
Crafting 5
Work To Make
18,000 ticks (5 mins)
Stuff Tags
Metallic, Woody
Resources to make
Stuff 150
Technical


The Warhammer is a melee weapon introduced in the Royalty DLC that does a significant amount of blunt damage and has a long cooldown. As a blunt weapon, warhammer attacks don't cause bleeding (unless a body part gets destroyed), and generally fares better against armor when compared to sharp weapons.

Acquisition

Warhammers can be crafted at the fueled smithy or electric smithy once the Long Blades research has been completed; with Stuff 150 Stuff (Metallic/Woody, 1500 for SVMs) and 18,000 ticks (5 mins) of work.

They can also be purchased from outlander and orbital combat suppliers, or found from outlander and pirate raiders drops.

Analysis

Warhammers are often the best blunt weapon your colony can craft. Compared to the mace of the same quality / material, the warhammer swings slower, but deals more damage per hit. While the warhammer deals slightly less raw DPS than the mace, high quality warhammers are more likely to destroy body parts like the head and torso, resulting in 1-hit kills. However, the mace costs 3x less materials to create. And if you desire to capture prisoners, then the mace is the superior option, as it doesn't destroy body parts as often.

In general, blunt weapons have multiple advantages. They have a chance to stun enemies on hit, regardless of organic status on hit. Enemies tend to have much less Blunt armor than they do Sharp armor. If a blunt weapon destroys a body part, it is likely for the damage to spread to its parent part (i.e. destroying a finger will hurt the arm). However, blunt weapons have less raw DPS than sharp weapons. Blunt wounds also won't cause bleeding unless a body part is destroyed. Note that bleeding is very minor in most melee combat situations.

As a blunt weapon, warhammers are best made of uranium rather than plasteel, due to uranium's higher blunt damage multiplier.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.png
QualityRitual Quality Check Off.png
  • Warhammer Warhammer HP Value
    Quality
    Material DPS[1] AP[1]
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 6.28 23.45% 200 275 Silver
    Normal Gold Gold 6.91 25.83% 60 15060 Silver
    Normal Plasteel Plasteel 7.59 23.45% 280 1495 Silver
    Normal Silver Silver 6.91 25.83% 70 1565 Silver
    Normal Steel Steel 6.91 25.83% 100 350 Silver
    Normal Uranium Uranium 9.29 37.75% 250 1025 Silver
    Normal Wood Wood 6.28 23.45% 65 225 Silver

    For the full effects of qualities, see Quality.

    1. Jump up to: 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder