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Items / Weapon

Battle Hammer

Inventory size is not listed. 6 crafting, use, or component entries are listed.

Weapon

MATERIALS & RESULTS

Item attributes

Choose materials for the weapon body and fitted parts. Available empty slots start filled with compatible parts; added parts are labelled below.

5 possible rarities. Item rarity follows Knobbed Shaft; it is not a score for all stats.

Starts at each part’s lowest available rarity. Some parts have no Common version.

1 · Select a part on the item

Assembled item with selectable parts

The picture includes the default fitted parts. Material choices update colours of labels and the values; the model is a structural preview.

2 · Choose this part’s material

Fitted part

Hammer Head

4 rarities · 16 materials

Fixed component effects: attack stamina cost +5, multi-target damage falloff +25%. Its material changes this striking part’s damage and hit effects. Fixed bonuses and weight stay the same.

Crafting materials, tools and facilities

Materials to make 1:

ToolsFacilities

These ingredients make 1 item(s) in one crafting operation.

This recipe must be learned before crafting.

Material and component values
Swing hit-part base damage
16
Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Hammer Head 20 × 0.8 = 16.
Source items
Thrust hit-part base damage
6.4
Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Hammer Head 20 × (1 − 60%) × 0.8 = 6.4.
Source items
Item weight
4
Hammer Head: Item weight = 4; unchanged by material choice.
Source items
Maximum durability
100
Hammer Head: Maximum durability = 100; unchanged by material choice.
Source items
Material hardness
0.3
Brass: Material hardness = 0.3.
Source items
3 · Item result
Weapon: swing damage
17.6
Weapon: thrust damage
5.12
Assembled weight
7.5
View calculations

Selected configuration

Common

Birch is Common. The weapon follows the material selected for Knobbed Shaft.

Calculated from the materials selected above. Character bonuses and target defences are separate.

A swing uses swing damage; a thrust uses thrust damage. These are alternatives, not two damages added to every hit.

Weapon: swing damage
17.6
Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Hammer Head 20 × 0.8 = 16. Component bonuses: 16 × (1 + Wrapped Grip 2.5% + Wrapped Grip 2.5% + Short Support 5%) = 17.6.
Source items
Weapon: thrust damage
5.12
Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Hammer Head 20 × (1 − 60%) × 0.8 = 6.4. Component bonuses: 6.4 × (1 − Knobbed Shaft 20%) = 5.12.
Source items
Assembled weight
7.5
Knobbed Shaft 1 + Hammer Head 4 + Wrapped Grip 1 + Wrapped Grip 1 + Short Support 0.25 + Short Knot 0.25 = 7.5. Unchanged by material choice.
Source items
Attack stamina cost
15
Knobbed Shaft base: 10 + Hammer Head 5 = 15.
Source items
Attack speed multiplier
1
Base attack-speed multiplier: 1 (no component bonus).
Source items
Parry stamina cost
20
Knobbed Shaft: 20; fixed parry cost, unchanged by material choice.
Source items
Weapon inertia
0.5
Knobbed Shaft base: 0.5 (no component bonus).
Source items
Damage loss per additional target
39 %
Knobbed Shaft base: 0.3 × (1 + Hammer Head 25% + Short Knot 5%) = 0.39. 0.39 × 100% = 39%. The next target keeps 1 − this falloff × the number of targets already hit in this attack.
Source items

EFFECTS & CONDITIONS

Special properties and effects

Component bonuses are already included in the result above.

Attack stamina cost +5; Damage falloff per additional target +25%.

Hammer Head

Damage falloff per additional target +5%.

Short Knot

Piercing property

These hits skip the player armour reduction step and its material resistances. A thrust animation alone does not grant this property.

Hammer Head

10% chance to electrify

Melee hits have a 10% chance to electrify. The effect lasts 2 seconds, dealing 10 base damage every second, separately from the weapon hit.

When it applies: Works on goblins and skeletons too, with a 33% spread chance within 1.5 m. Configurable arrows do not gain this electric effect.

Amethyst Bronze

Repeated electric effects

The same electric effect refreshes to 2 seconds without stacking damage.

Amethyst Bronze
How the bonuses apply

Applies when this component is part of equipped gear. Percent changes to the same stat are added together; action-specific damage only applies when that action is available.

Applies when this component is part of equipped gear. Percent changes to the same stat are added together; action-specific damage only applies when that action is available. A larger falloff value means less damage after the first target, not more cleave damage.

These material effects describe the listed default assembly. Changing the striking component’s material can change its properties and on-hit effects. Component adjustments are listed as sources, not an extra bonus to apply again to the calculated assembly.

USING THIS ENTRY

Use & common questions

Grip and shield compatibility

The listed Knobbed Shaft grip/shaft occupies both hands and disables the off-hand shield while this weapon is drawn. A different blade does not by itself change this grip’s hand requirement.

Game preset reference · before component bonuses

Hammer Head: Amethyst Bronze (Rare)

Swing base damage
22 points
Thrust base damage
8.8 points

These fixed reference values do not follow the selectors. Your selected weapon and its calculation are shown above.

Attacks and armour
Swing hit
Piercing: skips the player armour step
Thrust hit
Piercing: skips the player armour step

Each hit uses the damage for its actual move: swing or thrust, never their sum. The weapon has a separate value for each move; armour reducing both does not make them a single attack.

The listed component has Piercing, so its hits skip the player armour step and its material resistances. This does not bypass blocking.

Damage component: Hammer Head