Two Handed Hammer
13 crushing damage- Proficiency
- Hammer
- Fighting style
- Two Handed
- Hands
- Both hands
- Range
- Melee
- Base action points
- 100
- Base weight
- 14
- Base price
- 14
- Found as loot
- Yes
In a specialist’s hands
A Warrior, built by the game’s rules for each level, with points spent on this weapon first and the standard two handed hammer for that level.
| Level | Item | Proficiency | Strength | Dexterity | Hit | Critical | Hit chance | Critical chance | AP per attack | Per 100 AP | Price |
|---|
| 1 | Common Iron | 3 | 4 | 4 | 15 | 30 | 77% | 7% | 94 | 13.1 | 10 |
| 10 | Uncommon Steel | 6 | 6 | 5 | 28 | 56 | 81% | 11% | 79 | 31.9 | 28 |
| 20 | Rare Orcish | 9 | 8 | 7 | 47 | 94 | 86% | 16% | 61 | 76.9 | 65 |
| 30 | Elite Dwarven | 10 | 9 | 9 | 69 | 138 | 89% | 19% | 49 | 149.1 | 121 |
| 40 | Legendary Dragon | 10 | 10 | 10 | 101 | 202 | 90% | 20% | 44 | 247.9 | 227 |
| 50 | Legendary Dragon | 10 | 10 | 10 | 108 | 216 | 90% | 20% | 43 | 271.3 | 273 |
Hit chance is before the target’s evade; bows and crossbows also lose up to 15% of it toward the far end of their reach. Per 100 AP is the expected damage for every 100 action points, counting misses and critical hits, against a target with no evade or resistance.
Materials
| Material | Usual tier | Damage, item level 1 | Damage, item level 50 | AP, level 1 → 50 | Weight | Price, level 1 → 50 |
|---|
| Iron | Common | 11 | 16 | 110 → 99 | 20 | 10 → 53 |
| Steel | Uncommon | 14 | 21 | 105 → 94 | 18 | 15 → 84 |
| Silver | Uncommon | 13 | 20 | 95 → 86 | 13 | 17 → 92 |
| Orcish | Rare | 19 | 28 | 100 → 90 | 17 | 24 → 129 |
| Elven | Rare | 17 | 26 | 85 → 76 | 11 | 24 → 129 |
| Dwarven | Elite | 24 | 35 | 90 → 81 | 14 | 33 → 181 |
| Glass | Elite | 22 | 33 | 80 → 72 | 10 | 33 → 181 |
| Dragon | Legendary | 31 | 46 | 85 → 76 | 13 | 50 → 273 |
| Adamant | Legendary | 27 | 41 | 70 → 63 | 8 | 50 → 273 |
The item on its own, in its material’s tier and in full condition, before the wielder’s bonuses.
Enchantments it can carry
Better items roll extra effects: each list below becomes possible from its tier upward. Common items never roll a bonus, but can still carry a curse. Negative effects are curses; a priest can lift them.
Common and above
| Effect | At Common, item level 1 | Best case, Legendary level 50 |
|---|
| Acid damage | 5 | 39 |
| Fire damage | 5 | 39 |
| Frost damage | 5 | 39 |
| Holy damage | 5 | 39 |
| Lightning damage | 5 | 39 |
| Necrotic damage | 5 | 39 |
| Poison damage | 5 | 39 |
| Constitution (curse) | -1 | -1 |
| Dexterity (curse) | -1 | -1 |
| Strength (curse) | -1 | -1 |
| Charisma (curse) | -1 | -1 |
| Wisdom (curse) | -1 | -1 |
| Intelligence (curse) | -1 | -1 |
| Acid vulnerability (curse) | 2% | 6% |
| Fire vulnerability (curse) | 2% | 6% |
| Frost vulnerability (curse) | 2% | 6% |
| Holy vulnerability (curse) | 2% | 6% |
| Lightning vulnerability (curse) | 2% | 6% |
| Necrotic vulnerability (curse) | 2% | 6% |
| Poison vulnerability (curse) | 2% | 6% |
Elite and above
| Effect | At Elite, item level 1 | Best case, Legendary level 50 |
|---|
| Strength | +1 | +1 |
| Dexterity | +1 | +1 |
| Constitution | +1 | +1 |
Who can use it
Can’t use it: Mage, Ranger, Monk, Shaman.