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8. The higher its charge, the higher its sanity drain becomes.
9. Be warned, if you unequip this cursed hammer when it is at least 20% charged, you will be cursed for a certain duration, which drains your sanity and spawns nightmare flames over time. The curse's effects and duration will increase for every 20% of charge up to being fully-charged, lasting close to a full day. Be sure to wait for the charge to deplete to 18% if you want to unequip it safely.
10. If you've been cursed with a curse above 60%, a secret nightmare creature will eventually visit you, watch for the flames.
The Living Dreadhammer is designed as a versatile high-risk high-reward weapon to rival the Hambat without replacing it. As the curse discourages swapping out your hand slot, you're encouraged to use the yellow amulet as a light source. Have fun!
1. Using the attack key, every hit fills up the hammer's charge by 2%.
2. After enough time passes without attacking, it will lose its charge, wait longer and it'll deplete even faster.
3. When it first hits 60%, you can right-click to teleport with a cooldown.
4. When it hits 100%, the hammer becomes fully charged until it depletes below 60%. It will now deal more damage, and every teleport will create four shockwaves that destroy structures. With good aim, you can deal significant damage with these shockwaves.
5. The hammer's cooldown does not prevent you from right-clicking again, but the higher its cooldown is, the more health and sanity you lose from overuse.
6. For Maxwell, it acts as a Tier 2 Shadow buff similar to the Dark Sword.