InertiaMeleeHeavyCrushTwo HandedInertia
Warhammer
The Anvil — weight, patience, and one blow that ends it
A two-handed hammer. Four heavy blows, a slam, and a wind-up that grows with the holding of it — released standing or at a dead run.
Resource: Inertia
Maximum
100
Regen / s
0
Out-of-combat decay / s
15
While you hold Inertia
- +15% more damage (all tag)
The held passive scales with how full the bar is.
Charge and draw
Hold right mouse
| Tier | Name | Held for |
|---|---|---|
| 1 | Heft | 1 s |
| 2 | Swing | 2.5 s |
| 3 | Full Weight | 4 s |
Dodge
- Distance
- 4.5 m
- Duration
- 600 ms
- Invulnerable
- 60 ms – 300 ms
- Stamina cost
- 900
Combo graph
- Warhammer combos8 steps
Abilities
8Executions
Press E on a hostile player-shaped target below 20% health. This loadout draws one of these takes:
Animation set15 clip mappings · from hammer
- Animation Library
- Combat
- Animation Source
- hammer
- Civilian Dodge Animations
- Back
- Dodge_Dodge__Dodge_B_180
- Back Left
- Dodge_Dodge__Dodge_B_L_45
- Back Right
- Dodge_Dodge__Dodge_B_R_45
- Forward
- Dodge_Dodge__Dodge_F_0
- Forward Left
- Dodge_Dodge__Dodge_F_L_45
- Forward Right
- Dodge_Dodge__Dodge_F_R_45
- Left
- Dodge_Dodge__Dodge_L_90
- Right
- Dodge_Dodge__Dodge_R_90
- Civilian Hit Reactions
- Air Back
- Hit_Hit_Air__Hit_Air_B
- Air Front
- Hit_Hit_Air__Hit_Air_F
- Air Large End
- Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_End
- Air Large Loop
- Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Loop
- Air Large Start
- Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Start
- Air Left
- Hit_Hit_Air__Hit_Air_L
- Air Right
- Hit_Hit_Air__Hit_Air_R
- Back
- Hit_Hit__Hit_B
- Death
- Hit_Hit__Hit_Death
- Front
- Hit_Hit__Hit_F
- Getup
- Hit_Knock_Down__Knock_Down_End
- Knockdown Death
- Hit_Knock_Down__Knock_Down_Death_B
- Knockdown Death Back
- Hit_Knock_Down__Knock_Down_Death_B
- Knockdown Loop
- Hit_Knock_Down__Knock_Down_Loop
- Knockdown Start
- Hit_Knock_Down__Knock_Down_Start
- Large Back
- Hit_Hit_Large__Hit_Large_B
- Large Death
- Hit_Hit_Large__Hit_Large_to_Death
- Large Front
- Hit_Hit_Large__Hit_Large_F
- Large Left
- Hit_Hit_Large__Hit_Large_L
- Large Right
- Hit_Hit_Large__Hit_Large_R
- Launch
- Hit_Hit_Large_To_Air__Hit_Air_Large_to_Air
- Left
- Hit_Hit__Hit_L
- Right
- Hit_Hit__Hit_R
- Rise
- Hit_Get_Up__Get_Up_B
- Rise Back
- Hit_Get_Up__Get_Up_B
- Civilian Jump Animations
- Back
- Jump_Jump__Jump_Start_B_180
- Double Back
- Jump_Double_Jump__Double_Jump_B_180
- Double Forward
- Jump_Double_Jump__Double_Jump_F_0
- Double Left
- Jump_Double_Jump__Double_Jump_L_90
- Double Neutral
- Jump_Double_Jump__Double_Jump_0
- Double Right
- Jump_Double_Jump__Double_Jump_R_90
- End
- Jump_Jump__Jump_End_0
- Forward
- Jump_Jump__Jump_Start_F_0
- Left
- Jump_Jump__Jump_Start_L_90
- Loop
- Jump_Jump__Jump_Loop_0
- Right
- Jump_Jump__Jump_Start_R_90
- Start
- Jump_Jump__Jump_Start_0
- Combat Idle
- Idle_Idle_Combat__Idle_Combat
- Combat Locomotion
- Run
- Bwd
- Run_Run_Combat__Run_Combat_Loop_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Loop_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Loop_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Loop_F_0
- Idle
- Idle_Idle_Combat__Idle_Combat
- Left
- Run_Run_Combat__Run_Combat_Loop_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Loop_F_R_90
- Run Fast
- Fwd
- Run_Run_Combat__Run_Combat_Fast_Loop
- Run Fast Start
- Bwd Left
- Run_Run_Combat__Run_Combat_Start_Fast_B_L
- Bwd Right
- Run_Run_Combat__Run_Combat_Start_Fast_B_R
- Fwd
- Run_Run_Combat__Run_Combat_Fast_Start
- Left
- Run_Run_Combat__Run_Combat_Start_Fast_L
- Right
- Run_Run_Combat__Run_Combat_Start_Fast_R
- Run Fast Stop
- Fwd
- Run_Run_Combat__Run_Combat_Fast_Stop
- Run Start
- Bwd
- Run_Run_Combat__Run_Combat_Start_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Start_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Start_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Start_F_0
- Fwd Left
- Run_Run_Combat__Run_Combat_Start_F_L_45
- Fwd Right
- Run_Run_Combat__Run_Combat_Start_F_R_45
- Left
- Run_Run_Combat__Run_Combat_Start_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Start_F_R_90
- Run Stop
- Bwd
- Run_Run_Combat__Run_Combat_Stop_B_L_Foot_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Stop_B_L_L_Foot_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Stop_B_R_L_Foot_45
- Fwd
- Run_Run_Combat__Run_Combat_Stop_F_L_Foot_0
- Fwd Left
- Run_Run_Combat__Run_Combat_Stop_F_L_L_Foot_45
- Fwd Right
- Run_Run_Combat__Run_Combat_Stop_F_R_L_Foot_45
- Left
- Run_Run_Combat__Run_Combat_Stop_F_L_L_Foot_90
- Right
- Run_Run_Combat__Run_Combat_Stop_F_R_L_Foot_90
- Walk
- Bwd
- Walk_Walk_Combat__Walk_Combat_Loop_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Loop_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Loop_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Loop_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Loop_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Loop_F_R_45
- Idle
- Idle_Idle_Combat__Idle_Combat
- Left
- Walk_Walk_Combat__Walk_Combat_Loop_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Combat__Walk_Combat_Start_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Start_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Start_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Start_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Start_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Start_F_R_45
- Left
- Walk_Walk_Combat__Walk_Combat_Start_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Combat__Walk_Combat_Stop_B_L_Foot_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Stop_B_L_L_Foot_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Stop_B_R_L_Foot_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_Foot_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_L_Foot_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Stop_F_R_L_Foot_45
- Left
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_L_Foot_90
- Right
- Walk_Walk_Combat__Walk_Combat_Stop_F_R_L_Foot_90
- Combat Turns
- Idle Turn 180 Left
- Turn_Turn__Turn_180_L
- Idle Turn 180 Right
- Turn_Turn__Turn_180_R
- Idle Turn 90 Left
- Turn_Turn__Turn_90_L
- Idle Turn 90 Right
- Turn_Turn__Turn_90_R
- Turn 180 Left
- Turn_Turn_Combat__Turn_Combat_180_L
- Turn 180 Right
- Turn_Turn_Combat__Turn_Combat_180_R
- Turn 90 Left
- Turn_Turn_Combat__Turn_Combat_90_L
- Turn 90 Right
- Turn_Turn_Combat__Turn_Combat_90_R
- Dodge Animations
- Back
- Dodge_Dodge_Combat__Dodge_Combat_B_180
- Back Left
- Dodge_Dodge_Combat__Dodge_COmbat_B_L_45
- Back Right
- Dodge_Dodge_Combat__Dodge_Combat_B_R_45
- Forward
- Dodge_Dodge_Combat__Dodge_Combat_F_0
- Forward Left
- Dodge_Dodge_Combat__Dodge_Combat_F_L_45
- Forward Right
- Dodge_Dodge_Combat__Dodge_Combat_F_R_45
- Left
- Dodge_Dodge_Combat__Dodge_Combat_L_90
- Right
- Dodge_Dodge_Combat__Dodge_Combat_R_90
- Hit Reactions
- Air Back
- Hit_Hit_Combat_Air__Hit_Combat_Air_B
- Air Front
- Hit_Hit_Combat_Air__Hit_Combat_Air_F
- Air Large End
- Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_End
- Air Large Loop
- Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Loop
- Air Large Start
- Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Start
- Air Left
- Hit_Hit_Combat_Air__Hit_Combat_Air_L
- Air Right
- Hit_Hit_Combat_Air__Hit_Combat_Air_R
- Back
- Hit_Hit_Combat__Hit_Combat_B
- Death
- Hit_Hit_Combat__Hit_Combat_Death
- Front
- Hit_Hit_Combat__Hit_Combat_F
- Getup
- Hit_Knock_Down_Combat__Knock_Down_Combat_End
- Knockdown Death
- Hit_Knock_Down_Combat__Knock_Down_Combat_Death_B
- Knockdown Death Back
- Hit_Knock_Down_Combat__Knock_Down_Combat_Death_B
- Knockdown Loop
- Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
- Knockdown Start
- Hit_Knock_Down_Combat__Knock_Down_Combat_Start
- Large Back
- Hit_Hit_Large_Combat__Hit_Combat_Large_B
- Large Death
- Hit_Hit_Large_Combat__Hit_Combat_Large_to_Death
- Large Front
- Hit_Hit_Large_Combat__Hit_Combat_Large_F
- Large Left
- Hit_Hit_Large_Combat__Hit_Combat_Large_L
- Large Right
- Hit_Hit_Large_Combat__Hit_Combat_Large_R
- Launch
- Hit_Hit_Combat_Large_To_Air__Hit_Combat_Large_to_Air
- Left
- Hit_Hit_Combat__Hit_Combat_L
- Right
- Hit_Hit_Combat__Hit_Combat_R
- Rise
- Hit_Get_Up__Get_Up_Combat_B
- Rise Back
- Hit_Get_Up__Get_Up_Combat_B
- Idle Look
- Offset Down Centre
- Idle_Offset_Idle__Idle_Down_0
- Offset Down Left
- Idle_Offset_Idle__Idle_Down_L
- Offset Down Right
- Idle_Offset_Idle__Idle_Down_R
- Offset Mid Centre
- Idle_Offset_Idle__Idle_0
- Offset Mid Left
- Idle_Offset_Idle__Idle_L
- Offset Mid Right
- Idle_Offset_Idle__Idle_R
- Offset Up Centre
- Idle_Offset_Idle__Idle_Up_0
- Offset Up Left
- Idle_Offset_Idle__Idle_Up_L
- Offset Up Right
- Idle_Offset_Idle__Idle_Up_R
- Idle Look Combat
- Offset Down Centre
- Idle_Offset_Idle_Combat__Idle_Combat_Down_0
- Offset Down Left
- Idle_Offset_Idle_Combat__Idle_Combat_Down_L
- Offset Down Right
- Idle_Offset_Idle_Combat__Idle_Combat_Down_R
- Offset Mid Centre
- Idle_Offset_Idle_Combat__Idle_Combat_0
- Offset Mid Left
- Idle_Offset_Idle_Combat__Idle_Combat_L
- Offset Mid Right
- Idle_Offset_Idle_Combat__Idle_Combat_R
- Offset Up Centre
- Idle_Offset_Idle_Combat__Idle_Combat_Up_0
- Offset Up Left
- Idle_Offset_Idle_Combat__Idle_Combat_Up_L
- Offset Up Right
- Idle_Offset_Idle_Combat__Idle_Combat_Up_R
- Idle Transitions
- From Combat
- Idle_Idle_Combat__Idle_Combat_to_Idle
- Run From Combat
- Run_Run_Equip__Run_Combat_Equip_to_Run
- Run To Combat
- Run_Run_Equip__Run_Equip_to_Run_Combat
- To Combat
- Idle_Idle__Idle_to_Idle_Combat
- Walk From Combat
- Walk_Walk_Equip__Walk_Combat_Equip_to_Walk
- Walk To Combat
- Walk_Walk_Equip__Walk_Equip_to_Combat
- Jump Animations
- Back
- Jump_Jump_Combat__Jump_Combat_Start_B_180
- Double Back
- Jump_Double_Jump_Combat__Double_Jump_Combat_B_180
- Double Forward
- Jump_Double_Jump_Combat__Double_Jump_Combat_F_0
- Double Left
- Jump_Double_Jump_Combat__Double_Jump_Combat_L_90
- Double Neutral
- Jump_Double_Jump_Combat__Double_Jump_Combat_0
- Double Right
- Jump_Double_Jump_Combat__Double_Jump_Combat_R_90
- End
- Jump_Jump_Combat__Jump_Combat_End_0
- Forward
- Jump_Jump_Combat__Jump_Combat_Start_F_0
- Left
- Jump_Jump_Combat__Jump_Combat_Start_L_90
- Loop
- Jump_Jump_Combat__Jump_Combat_Loop_0
- Right
- Jump_Jump_Combat__Jump_Combat_Start_R_90
- Start
- Jump_Jump_Combat__Jump_Combat_Start_0
- Loadout Locomotion
- Run
- Bwd
- Run_Run__Run_Loop_B_180
- Bwd Left
- Run_Run__Run_Loop_B_L_45
- Bwd Right
- Run_Run__Run_Loop_B_R_45
- Fwd
- Run_Run__Run_Loop_F_0
- Idle
- Idle_Idle__Idle
- Left
- Run_Run__Run_Loop_F_L_90
- Right
- Run_Run__Run_Loop_F_R_90
- Run Fast
- Fwd
- Run_Run__Run_Fast_Loop
- Run Fast Start
- Bwd Left
- Run_Run__Run_Start_Fast_B_L
- Bwd Right
- Run_Run__Run_Start_Fast_B_R
- Fwd
- Run_Run__Run_Fast_Start
- Left
- Run_Run__Run_Start_Fast_L
- Right
- Run_Run__Run_Start_Fast_R
- Run Fast Stop
- Fwd
- Run_Run__Run_Fast_Stop
- Run Start
- Bwd
- Run_Run__Run_Start_B_180
- Bwd Left
- Run_Run__Run_Start_B_L_45
- Bwd Right
- Run_Run__Run_Start_B_R_45
- Fwd
- Run_Run__Run_Start_F_0
- Fwd Left
- Run_Run__Run_Start_F_L_45
- Fwd Right
- Run_Run__Run_Start_F_R_45
- Left
- Run_Run__Run_Start_F_L_90
- Right
- Run_Run__Run_Start_F_R_90
- Run Stop
- Bwd
- Run_Run__Run_Stop_B_L_Foot_180
- Bwd Left
- Run_Run__Run_Stop_B_L_L_Foot_45
- Bwd Right
- Run_Run__Run_Stop_B_R_L_Foot_45
- Fwd
- Run_Run__Run_Stop_F_L_Foot_0
- Fwd Left
- Run_Run__Run_Stop_F_L_L_Foot_45
- Fwd Right
- Run_Run__Run_Stop_F_R_L_Foot_45
- Left
- Run_Run__Run_Stop_F_L_L_Foot_90
- Right
- Run_Run__Run_Stop_F_R_L_Foot_90
- Walk
- Bwd
- Walk_Walk__Walk_Loop_B_180
- Bwd Left
- Walk_Walk__Walk_Loop_B_L_45
- Bwd Right
- Walk_Walk__Walk_Loop_B_R_45
- Fwd
- Walk_Walk__Walk_Loop_F_0
- Fwd Left
- Walk_Walk__Walk_Loop_F_L_45
- Fwd Right
- Walk_Walk__Walk_Loop_F_R_45
- Idle
- Idle_Idle__Idle
- Left
- Walk_Walk__Walk_Loop_F_L_90
- Right
- Walk_Walk__Walk_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk__Walk_Start_B_180
- Bwd Left
- Walk_Walk__Walk_Start_B_L_45
- Bwd Right
- Walk_Walk__Walk_Start_B_R_45
- Fwd
- Walk_Walk__Walk_Start_F_0
- Fwd Left
- Walk_Walk__Walk_Start_F_L_45
- Fwd Right
- Walk_Walk__Walk_Start_F_R_45
- Left
- Walk_Walk__Walk_Start_F_L_90
- Right
- Walk_Walk__Walk_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk__Walk_Stop_B_L_Foot_180
- Bwd Left
- Walk_Walk__Walk_Stop_B_L_L_Foot_45
- Bwd Right
- Walk_Walk__Walk_Stop_B_R_L_Foot_45
- Fwd
- Walk_Walk__Walk_Stop_F_L_Foot_0
- Fwd Left
- Walk_Walk__Walk_Stop_F_L_L_Foot_45
- Fwd Right
- Walk_Walk__Walk_Stop_F_R_L_Foot_45
- Left
- Walk_Walk__Walk_Stop_F_L_L_Foot_90
- Right
- Walk_Walk__Walk_Stop_F_R_L_Foot_90
Referenced by
1Combo Graphs · 1
Full catalogue record56 fields · straight from the content catalogue
- Ability Speed Modifier
- 0.92
- Ability Unlocks
- —
- Aim Animations
- —
- Aim Locomotion
- —
- Animation Library
- Combat
- Animation Source
- hammer
- Animations
- —
- Block Animations
- —
- Block Locomotion
- —
- Block Turns
- —
- Civilian Dodge Animations
- Back
- Dodge_Dodge__Dodge_B_180
- Back Left
- Dodge_Dodge__Dodge_B_L_45
- Back Right
- Dodge_Dodge__Dodge_B_R_45
- Forward
- Dodge_Dodge__Dodge_F_0
- Forward Left
- Dodge_Dodge__Dodge_F_L_45
- Forward Right
- Dodge_Dodge__Dodge_F_R_45
- Left
- Dodge_Dodge__Dodge_L_90
- Right
- Dodge_Dodge__Dodge_R_90
- Civilian Dodge To Run Animations
- —
- Civilian Hit Reactions
- Air Back
- Hit_Hit_Air__Hit_Air_B
- Air Front
- Hit_Hit_Air__Hit_Air_F
- Air Large End
- Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_End
- Air Large Loop
- Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Loop
- Air Large Start
- Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Start
- Air Left
- Hit_Hit_Air__Hit_Air_L
- Air Right
- Hit_Hit_Air__Hit_Air_R
- Back
- Hit_Hit__Hit_B
- Death
- Hit_Hit__Hit_Death
- Front
- Hit_Hit__Hit_F
- Getup
- Hit_Knock_Down__Knock_Down_End
- Knockdown Death
- Hit_Knock_Down__Knock_Down_Death_B
- Knockdown Death Back
- Hit_Knock_Down__Knock_Down_Death_B
- Knockdown Loop
- Hit_Knock_Down__Knock_Down_Loop
- Knockdown Start
- Hit_Knock_Down__Knock_Down_Start
- Large Back
- Hit_Hit_Large__Hit_Large_B
- Large Death
- Hit_Hit_Large__Hit_Large_to_Death
- Large Front
- Hit_Hit_Large__Hit_Large_F
- Large Left
- Hit_Hit_Large__Hit_Large_L
- Large Right
- Hit_Hit_Large__Hit_Large_R
- Launch
- Hit_Hit_Large_To_Air__Hit_Air_Large_to_Air
- Left
- Hit_Hit__Hit_L
- Right
- Hit_Hit__Hit_R
- Rise
- Hit_Get_Up__Get_Up_B
- Rise Back
- Hit_Get_Up__Get_Up_B
- Civilian Jump Animations
- Back
- Jump_Jump__Jump_Start_B_180
- Double Back
- Jump_Double_Jump__Double_Jump_B_180
- Double Forward
- Jump_Double_Jump__Double_Jump_F_0
- Double Left
- Jump_Double_Jump__Double_Jump_L_90
- Double Neutral
- Jump_Double_Jump__Double_Jump_0
- Double Right
- Jump_Double_Jump__Double_Jump_R_90
- End
- Jump_Jump__Jump_End_0
- Forward
- Jump_Jump__Jump_Start_F_0
- Left
- Jump_Jump__Jump_Start_L_90
- Loop
- Jump_Jump__Jump_Loop_0
- Right
- Jump_Jump__Jump_Start_R_90
- Start
- Jump_Jump__Jump_Start_0
- Civilian Roll Animations
- —
- Civilian Roll To Run Animations
- —
- Combat Idle
- Idle_Idle_Combat__Idle_Combat
- Combat Locomotion
- Run
- Bwd
- Run_Run_Combat__Run_Combat_Loop_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Loop_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Loop_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Loop_F_0
- Idle
- Idle_Idle_Combat__Idle_Combat
- Left
- Run_Run_Combat__Run_Combat_Loop_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Loop_F_R_90
- Run Fast
- Fwd
- Run_Run_Combat__Run_Combat_Fast_Loop
- Run Fast Start
- Bwd Left
- Run_Run_Combat__Run_Combat_Start_Fast_B_L
- Bwd Right
- Run_Run_Combat__Run_Combat_Start_Fast_B_R
- Fwd
- Run_Run_Combat__Run_Combat_Fast_Start
- Left
- Run_Run_Combat__Run_Combat_Start_Fast_L
- Right
- Run_Run_Combat__Run_Combat_Start_Fast_R
- Run Fast Stop
- Fwd
- Run_Run_Combat__Run_Combat_Fast_Stop
- Run Start
- Bwd
- Run_Run_Combat__Run_Combat_Start_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Start_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Start_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Start_F_0
- Fwd Left
- Run_Run_Combat__Run_Combat_Start_F_L_45
- Fwd Right
- Run_Run_Combat__Run_Combat_Start_F_R_45
- Left
- Run_Run_Combat__Run_Combat_Start_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Start_F_R_90
- Run Stop
- Bwd
- Run_Run_Combat__Run_Combat_Stop_B_L_Foot_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Stop_B_L_L_Foot_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Stop_B_R_L_Foot_45
- Fwd
- Run_Run_Combat__Run_Combat_Stop_F_L_Foot_0
- Fwd Left
- Run_Run_Combat__Run_Combat_Stop_F_L_L_Foot_45
- Fwd Right
- Run_Run_Combat__Run_Combat_Stop_F_R_L_Foot_45
- Left
- Run_Run_Combat__Run_Combat_Stop_F_L_L_Foot_90
- Right
- Run_Run_Combat__Run_Combat_Stop_F_R_L_Foot_90
- Walk
- Bwd
- Walk_Walk_Combat__Walk_Combat_Loop_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Loop_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Loop_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Loop_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Loop_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Loop_F_R_45
- Idle
- Idle_Idle_Combat__Idle_Combat
- Left
- Walk_Walk_Combat__Walk_Combat_Loop_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Combat__Walk_Combat_Start_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Start_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Start_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Start_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Start_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Start_F_R_45
- Left
- Walk_Walk_Combat__Walk_Combat_Start_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Combat__Walk_Combat_Stop_B_L_Foot_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Stop_B_L_L_Foot_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Stop_B_R_L_Foot_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_Foot_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_L_Foot_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Stop_F_R_L_Foot_45
- Left
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_L_Foot_90
- Right
- Walk_Walk_Combat__Walk_Combat_Stop_F_R_L_Foot_90
- Combat Turns
- Idle Turn 180 Left
- Turn_Turn__Turn_180_L
- Idle Turn 180 Right
- Turn_Turn__Turn_180_R
- Idle Turn 90 Left
- Turn_Turn__Turn_90_L
- Idle Turn 90 Right
- Turn_Turn__Turn_90_R
- Turn 180 Left
- Turn_Turn_Combat__Turn_Combat_180_L
- Turn 180 Right
- Turn_Turn_Combat__Turn_Combat_180_R
- Turn 90 Left
- Turn_Turn_Combat__Turn_Combat_90_L
- Turn 90 Right
- Turn_Turn_Combat__Turn_Combat_90_R
- Crouch Animations
- —
- Crouch Locomotion
- —
- Crouch Turns
- —
- Dash
- —
- Defense
- Can Guard
- no
- Can Parry
- no
- Guard Speed Multiplier
- —
- Guard Type
- —
- Description
- A two-handed hammer. Four heavy blows, a slam, and a wind-up that grows with the holding of it — released standing or at a dead run.
- Dodge
- Distance
- 4.5
- Duration Ms
- 600
- Enabled
- —
- I Frame End Ms
- 300
- I Frame Start Ms
- 60
- Stamina Cost
- 900
- Dodge Animations
- Back
- Dodge_Dodge_Combat__Dodge_Combat_B_180
- Back Left
- Dodge_Dodge_Combat__Dodge_COmbat_B_L_45
- Back Right
- Dodge_Dodge_Combat__Dodge_Combat_B_R_45
- Forward
- Dodge_Dodge_Combat__Dodge_Combat_F_0
- Forward Left
- Dodge_Dodge_Combat__Dodge_Combat_F_L_45
- Forward Right
- Dodge_Dodge_Combat__Dodge_Combat_F_R_45
- Left
- Dodge_Dodge_Combat__Dodge_Combat_L_90
- Right
- Dodge_Dodge_Combat__Dodge_Combat_R_90
- Dodge To Run Animations
- —
- Equipment
- Main Hand
- Animation Source
- hammer
- Required
- yes
- Type
- —
- Weapon Class
- warhammer
- Off Hand
- Animation Source
- —
- Required
- no
- Type
- —
- Weapon Class
- none
- Face Crosshair On Attack
- no
- Guard Raise Speed
- —
- Hit Reactions
- Air Back
- Hit_Hit_Combat_Air__Hit_Combat_Air_B
- Air Front
- Hit_Hit_Combat_Air__Hit_Combat_Air_F
- Air Large End
- Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_End
- Air Large Loop
- Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Loop
- Air Large Start
- Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Start
- Air Left
- Hit_Hit_Combat_Air__Hit_Combat_Air_L
- Air Right
- Hit_Hit_Combat_Air__Hit_Combat_Air_R
- Back
- Hit_Hit_Combat__Hit_Combat_B
- Death
- Hit_Hit_Combat__Hit_Combat_Death
- Front
- Hit_Hit_Combat__Hit_Combat_F
- Getup
- Hit_Knock_Down_Combat__Knock_Down_Combat_End
- Knockdown Death
- Hit_Knock_Down_Combat__Knock_Down_Combat_Death_B
- Knockdown Death Back
- Hit_Knock_Down_Combat__Knock_Down_Combat_Death_B
- Knockdown Loop
- Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
- Knockdown Start
- Hit_Knock_Down_Combat__Knock_Down_Combat_Start
- Large Back
- Hit_Hit_Large_Combat__Hit_Combat_Large_B
- Large Death
- Hit_Hit_Large_Combat__Hit_Combat_Large_to_Death
- Large Front
- Hit_Hit_Large_Combat__Hit_Combat_Large_F
- Large Left
- Hit_Hit_Large_Combat__Hit_Combat_Large_L
- Large Right
- Hit_Hit_Large_Combat__Hit_Combat_Large_R
- Launch
- Hit_Hit_Combat_Large_To_Air__Hit_Combat_Large_to_Air
- Left
- Hit_Hit_Combat__Hit_Combat_L
- Right
- Hit_Hit_Combat__Hit_Combat_R
- Rise
- Hit_Get_Up__Get_Up_Combat_B
- Rise Back
- Hit_Get_Up__Get_Up_Combat_B
- Hitstop Crawl
- 0.12
- Id
- warhammer
- Idle Look
- Offset Down Centre
- Idle_Offset_Idle__Idle_Down_0
- Offset Down Left
- Idle_Offset_Idle__Idle_Down_L
- Offset Down Right
- Idle_Offset_Idle__Idle_Down_R
- Offset Mid Centre
- Idle_Offset_Idle__Idle_0
- Offset Mid Left
- Idle_Offset_Idle__Idle_L
- Offset Mid Right
- Idle_Offset_Idle__Idle_R
- Offset Up Centre
- Idle_Offset_Idle__Idle_Up_0
- Offset Up Left
- Idle_Offset_Idle__Idle_Up_L
- Offset Up Right
- Idle_Offset_Idle__Idle_Up_R
- Idle Look Combat
- Offset Down Centre
- Idle_Offset_Idle_Combat__Idle_Combat_Down_0
- Offset Down Left
- Idle_Offset_Idle_Combat__Idle_Combat_Down_L
- Offset Down Right
- Idle_Offset_Idle_Combat__Idle_Combat_Down_R
- Offset Mid Centre
- Idle_Offset_Idle_Combat__Idle_Combat_0
- Offset Mid Left
- Idle_Offset_Idle_Combat__Idle_Combat_L
- Offset Mid Right
- Idle_Offset_Idle_Combat__Idle_Combat_R
- Offset Up Centre
- Idle_Offset_Idle_Combat__Idle_Combat_Up_0
- Offset Up Left
- Idle_Offset_Idle_Combat__Idle_Combat_Up_L
- Offset Up Right
- Idle_Offset_Idle_Combat__Idle_Combat_Up_R
- Idle Look Crouch
- —
- Idle Transitions
- From Combat
- Idle_Idle_Combat__Idle_Combat_to_Idle
- Run From Combat
- Run_Run_Equip__Run_Combat_Equip_to_Run
- Run To Combat
- Run_Run_Equip__Run_Equip_to_Run_Combat
- To Combat
- Idle_Idle__Idle_to_Idle_Combat
- Walk From Combat
- Walk_Walk_Equip__Walk_Combat_Equip_to_Walk
- Walk To Combat
- Walk_Walk_Equip__Walk_Equip_to_Combat
- Impact Trauma
- 0.5
- Inherits From
- —
- Input
- Draw
- —
- Lmb Charge
- none
- Rmb Charge
- Level
- 1
- Name
- Heft
- Threshold Ms
- 1,000
- Level
- 2
- Name
- Swing
- Threshold Ms
- 2,500
- Level
- 3
- Name
- Full Weight
- Threshold Ms
- 4,000
- Jump Animations
- Back
- Jump_Jump_Combat__Jump_Combat_Start_B_180
- Double Back
- Jump_Double_Jump_Combat__Double_Jump_Combat_B_180
- Double Forward
- Jump_Double_Jump_Combat__Double_Jump_Combat_F_0
- Double Left
- Jump_Double_Jump_Combat__Double_Jump_Combat_L_90
- Double Neutral
- Jump_Double_Jump_Combat__Double_Jump_Combat_0
- Double Right
- Jump_Double_Jump_Combat__Double_Jump_Combat_R_90
- End
- Jump_Jump_Combat__Jump_Combat_End_0
- Forward
- Jump_Jump_Combat__Jump_Combat_Start_F_0
- Left
- Jump_Jump_Combat__Jump_Combat_Start_L_90
- Loop
- Jump_Jump_Combat__Jump_Combat_Loop_0
- Right
- Jump_Jump_Combat__Jump_Combat_Start_R_90
- Start
- Jump_Jump_Combat__Jump_Combat_Start_0
- Loadout Locomotion
- Run
- Bwd
- Run_Run__Run_Loop_B_180
- Bwd Left
- Run_Run__Run_Loop_B_L_45
- Bwd Right
- Run_Run__Run_Loop_B_R_45
- Fwd
- Run_Run__Run_Loop_F_0
- Idle
- Idle_Idle__Idle
- Left
- Run_Run__Run_Loop_F_L_90
- Right
- Run_Run__Run_Loop_F_R_90
- Run Fast
- Fwd
- Run_Run__Run_Fast_Loop
- Run Fast Start
- Bwd Left
- Run_Run__Run_Start_Fast_B_L
- Bwd Right
- Run_Run__Run_Start_Fast_B_R
- Fwd
- Run_Run__Run_Fast_Start
- Left
- Run_Run__Run_Start_Fast_L
- Right
- Run_Run__Run_Start_Fast_R
- Run Fast Stop
- Fwd
- Run_Run__Run_Fast_Stop
- Run Start
- Bwd
- Run_Run__Run_Start_B_180
- Bwd Left
- Run_Run__Run_Start_B_L_45
- Bwd Right
- Run_Run__Run_Start_B_R_45
- Fwd
- Run_Run__Run_Start_F_0
- Fwd Left
- Run_Run__Run_Start_F_L_45
- Fwd Right
- Run_Run__Run_Start_F_R_45
- Left
- Run_Run__Run_Start_F_L_90
- Right
- Run_Run__Run_Start_F_R_90
- Run Stop
- Bwd
- Run_Run__Run_Stop_B_L_Foot_180
- Bwd Left
- Run_Run__Run_Stop_B_L_L_Foot_45
- Bwd Right
- Run_Run__Run_Stop_B_R_L_Foot_45
- Fwd
- Run_Run__Run_Stop_F_L_Foot_0
- Fwd Left
- Run_Run__Run_Stop_F_L_L_Foot_45
- Fwd Right
- Run_Run__Run_Stop_F_R_L_Foot_45
- Left
- Run_Run__Run_Stop_F_L_L_Foot_90
- Right
- Run_Run__Run_Stop_F_R_L_Foot_90
- Walk
- Bwd
- Walk_Walk__Walk_Loop_B_180
- Bwd Left
- Walk_Walk__Walk_Loop_B_L_45
- Bwd Right
- Walk_Walk__Walk_Loop_B_R_45
- Fwd
- Walk_Walk__Walk_Loop_F_0
- Fwd Left
- Walk_Walk__Walk_Loop_F_L_45
- Fwd Right
- Walk_Walk__Walk_Loop_F_R_45
- Idle
- Idle_Idle__Idle
- Left
- Walk_Walk__Walk_Loop_F_L_90
- Right
- Walk_Walk__Walk_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk__Walk_Start_B_180
- Bwd Left
- Walk_Walk__Walk_Start_B_L_45
- Bwd Right
- Walk_Walk__Walk_Start_B_R_45
- Fwd
- Walk_Walk__Walk_Start_F_0
- Fwd Left
- Walk_Walk__Walk_Start_F_L_45
- Fwd Right
- Walk_Walk__Walk_Start_F_R_45
- Left
- Walk_Walk__Walk_Start_F_L_90
- Right
- Walk_Walk__Walk_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk__Walk_Stop_B_L_Foot_180
- Bwd Left
- Walk_Walk__Walk_Stop_B_L_L_Foot_45
- Bwd Right
- Walk_Walk__Walk_Stop_B_R_L_Foot_45
- Fwd
- Walk_Walk__Walk_Stop_F_L_Foot_0
- Fwd Left
- Walk_Walk__Walk_Stop_F_L_L_Foot_45
- Fwd Right
- Walk_Walk__Walk_Stop_F_R_L_Foot_45
- Left
- Walk_Walk__Walk_Stop_F_L_L_Foot_90
- Right
- Walk_Walk__Walk_Stop_F_R_L_Foot_90
- Mechanics
- —
- Metadata
- —
- Moveset
- Abilities
- Basic
- combat/abilities/melee/warhammer/basic.yaml
- Attack Pattern
- sequential
- Base Combo File
- combat/combos/warhammer.combo.yaml
- Chain Delay Ms
- 140
- Name
- Warhammer
- Requirements
- —
- Resource
- Build
- —
- Decay Out Of Combat Per Sec
- 15
- Held Passive
- Ability Filter
- none
- Amount
- 0
- Condition
- —
- Damage Type
- —
- On Attacks
- —
- Pause Duration
- —
- Percent
- 15
- Range
- —
- Stack Threshold
- —
- Tag
- all
- Threshold
- —
- Type
- more_damage
- Max
- 100
- Regen Per Sec
- 0
- Type
- inertia
- Rmb Behavior
- heavy_or_guard
- Roll Animations
- —
- Roll To Run Animations
- —
- Schema
- Loadout
- Tags
- melee, heavy, crush, two_handed, inertia
- Theme
- The Anvil — weight, patience, and one blow that ends it
- Version
- 1