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Hammer Swipe.gif
Hammers are a swiping two handed weapon class. They cannot be aimed directionally, and swing in whatever direction the player is facing.

Hammers are unique because they require a 'wind up' before they'll attack. To swing a hammer the attack button must be held down until the hammer is fully raised, otherwise it will not swing. After winding up players can continue to hold the attack button to keep the hammer ready to attack, releasing only when they're ready to swing. Hammer's long wind up time makes them the slower then all other weapons to attack, but they are the most powerful. There are a variety of special hammers found throughout the universe with unique effects, attacks, projectiles and appearances.

Base Statistics

  • Base DPS: 12.0-13.0 health per second (Common), 12.5-13.5 health per second (Uncommon/Rare)
  • Fire Time: 1.0-1.2 seconds between attacks
  • Knockback Power: 40 (Common), 40-50 (Uncommon/Rare) (very strong to extremely strong knockback)

Elemental Damage

Most uncommon and rare hammers have an assigned elemental damage type. Some damage types are more effective against specific enemies than others. In addition to determining the damage type, each elemental also applies a status effect. These can be damaging (like burning, poison, or electrified) or offer control by impairing enemy movement (like frost). The elemental damage type of each weapon is visible by the corresponding icon in the in-game tooltip.

The secondary special attacks for rare and uncommon hammers are shared, but only rare hammers will apply status effects with their primary attack.

Special Attacks

Special attacks are secondary attack types available for each melee weapon. The attacks available are different based on weapon type and rarity. For example a common rarity hammer would never have any uncommon specials assigned to it.

Premade and crafted weapons have specific specials assigned based on their weapon type as well, but like stats they do not change.

Common Specials

Common special attacks are those found on common rarity hammers. They do not deal any specific elemental damage and apply no status effects.

Ground Slam.gif
Ground Slam
  • Uppercut
    • Description: Bashes a target upward with great force after a charging time.
    • Base Damage: 7.5 health
    • Energy Usage: from 20-60 energy depending on charge time
    • Cooldown: 1.0 seconds
    • Charge Time: from 0.2-0.6 seconds
    • Upward Knockback: from 23.3 to 70 depending on charge time (from above average to absurdly strong knockback)
  • Shockwave
    • Description: Slams the ground after a charging time, sending shockwaves in both directions.
    • Base Damage: 3.5 health
    • Energy Usage: from 30-60 energy depending on charge time
    • Cooldown: 1.5 seconds
    • Knockback: 35 (very strong knockback)
    • Charge Time: from 0.5-1.0 seconds
    • Shockwave Distance: from 5-10 tiles depending on charge time
  • Ground Slam
    • Description: Causes the player to plummet to the ground hammer-first, producing an explosion on landing.
    • Slam Base Damage: 4
    • Explosion Base Damage: 8
    • Energy Usage: 80 energy
    • Cooldown: 1.0 seconds
    • Plummet Speed: 75 tiles per second
    • Plummet Duration: up to 2 seconds
    • Special: Usable only in mid-air, this ability makes the player invulnerable and nullifies fall damage while plummeting.

Uncommon Specials

Rare and Uncommon rarity hammers have a unique set of special secondary attacks. They consume energy when used, but unlike their common counterparts these attacks apply a status effect based on the elemental damage type.

Blink Explosion

Player charges for 0.3 seconds, then disappears and blinks forward, leaving an elemental explosion in their wake applying damaging status effects. Player is invulnerable while performing this ability.

  • Base Damage: 28 health
  • Energy Usage: 120 energy
  • Cooldown: 1.5 seconds
  • Max Distance: 12 tiles
  • Explosion Knockback: 30 (strong knockback)

Energy Aura

The player is surrounded by an elemental bubble which deals damage and applies damaging status effects. The aura duration is proportional to charge time, so it is shortened if the player releases the attack before winding up completely.

  • Base Damage: 4 health
  • Energy Usage: from 40-120 energy depending on charge time
  • Cooldown: 0.5 seconds
  • Charge Time: from 0.5-1.5 seconds
  • Duration: from ~2.7 to 8.0 seconds depending on charge time

Energy Pillar

Players slam their hammer into the ground releasing a tall pillar of elemental energy that damages and applies status effects. The pillar appears 2 tiles in front of and up to 4 tiles below the player.

  • Base Damage: 2 health per pillar block
  • Energy Usage: from ~26.7 to 80 energy depending on charge time
  • Cooldown: 1.5 seconds
  • Charge Time: from 0.5-1.5 seconds
  • Pillar Duration: 2 seconds
  • Pillar Height: from 3-10 pillar blocks depending on charge time
  • Knockback: 25 (somewhat strong knockback)

Energy Wave

Swiping the hammer releases a wave of damaging elemental energy which travels ahead of the player. The distance the wave travels is shortened if released before reaching full charge.

  • Base Damage: 3.5 health
  • Energy Usage: from 33.3 to 100 energy depending on charge time
  • Cooldown: 1.5 seconds
  • Knockback: 35 (very strong knockback)
  • Charge Time: from 0.5-1.5 seconds
  • Wave Distance: from 5 to 15 tiles depending on charge time