Warhammer

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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 and maces are the best blunt weapons that your colony can craft. They face competition with longswords and spears, sharp weapons, for overall damage. In general, Blunt weapons are weaker in DPS than sharp weapons, but have multiple advantages that can make up for it.

Warhammers are best made out of uranium, due to the metal's blunt damage multiplier.

Comparisons

Comparison to maces

Maces, costing Stuff 50 stuff, are 3x cheaper than the warhammer. Despite this, maces are better for raw DPS, dealing +2.7% more damage. So why would anyone use a warhammer at all?

Warhammers swing slowly, but with a larger strike. This is unlikely to make a difference at low qualities and non-uranium materials. However, a high quality (masterwork+) uranium warhammer can conistently 1-shot or 2-shot human opponents. If a mace would require 3 hits (6 seconds) to cause pain shock, the warhammer would require 2 hits (5.2 seconds). In addition, a high quality warhammer is more likely to destroy vital body parts, namely the head.

Once your colony can 1. afford the uranium cost and 2. create masterwork / kegendary weapons, the warhammer is more consistent than the mace against humanoid (and smaller) enemies. This is most noticable with the Strong melee damage gene.Content added by the Biotech DLC The mace would be better against mechanoids, but spears and longswords would be even better.

Comparison to sharp weapons

Warhammers are weaker in DPS than both longswords and spears. A plasteel longsword has 115% more DPS than the equivalent quality uranium warhammer, and the spear isn't far behind. However, blunt weapons have multiple advantages, as listed below.

  • Blunt damage face less armor. Most enemies have little blunt armor, resulting in an "armor-piercing" effect. For example, a flak vest has 100% Sharp armor but only 40% Blunt armor. Almost all "armored" enemies in RimWorld follow this trend. A uranium warhammer is likely to have enough AP to completely ignore the Blunt armor of every enemy you see in the game.
  • Blunt weapons can stun enemies, though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a scyther's thorax, a centipede 1st body ring...), then the target has a chance to be stunned for a short time. This is completely independent from EMP and mechanoid adaptation. A good uranium warhammer, hitting a human's torso, has roughly 12% chance to stun. Stun chance depends on the target's health scale and the damage done. See Damage Types for more information.
  • Blunt weapons have superior damage spread. If Stab damage destroys a finger, the finger is destroyed. If Blunt damage destroys a finger, the finger is destroyed and the arm is damaged too.

At good quality or lower, this results in the warhammer being better against high armor. However, since the spear has high AP, the spear ends up roughly equal against targets up to centipedes (and better against unarmored targets). At Masterwork or higher, the warhammer will often 1-shot / 2-shot humans, due to its superior damage spread. This is especially apparent with the Strong melee damage gene,Content added by the Biotech DLC where the warhammer is one of the best weapons against humans because it can very consistently 1-shot them.

Comparison to zeushammers

A uranium warhammer will always lose to a zeushammer or persona zeushammer of equal quality. However, since you can craft warhammers, it is much easier to obtain a high quality warhammer.

Against targets immune to EMP, a legendary uranium warhammer will beat an excellent persona zeushammer (before persona traits) and masterwork regular zeushammer. With a source of inspired creativity, like tortured artist or Word of Inspiration, it is relatively easy to create legendary weapons. A highly skilled Production specialistContent added by the Ideology DLC with inspiration is nearly guaranteed at creating legendary items.

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