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Items / Item

Castle Pommel

Uses 1 inventory cells, base value 20, value per cell 20. 3 crafting, use, or component entries are listed. 1 way to obtain it is listed.

Item1×1

MATERIALS & RESULTS

Item attributes

Choose a material to compare attributes and crafting materials.

4 possible rarities. Rarity follows the material; compare the actual values below.

Starts at the lowest available rarity.

1 · Item preview

Castle Pommel
Castle PommelBrass · Notable

Choose a material to compare this item's values. The picture shows its shape; material appearance is not simulated.

2 · Choose the material

Castle Pommel

4 rarities · 16 materials

Fixed component effects: swing damage +5%, multi-target damage falloff +5%, attack stamina cost −1, inertia +0.3. Material changes this part’s rarity and recipe. Finished weapon stats and rarity 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.

3 · Item result
Item weight
0.25
Maximum durability
100
Material hardness
0.3
View calculations

Selected configuration

Notable

Brass is Notable. This item follows the selected material’s rarity.

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

Item weight
0.25
Castle Pommel: Item weight = 0.25; unchanged by material choice.
Source items
Maximum durability
100
Castle Pommel: Maximum durability = 100; unchanged by material choice.
Source items
Material hardness
0.3
Brass: Material hardness = 0.3.
Source items

Loot sources

These sources may yield this item; each run and each container can differ.

EFFECTS & CONDITIONS

Equipment properties

Swing damage +5%; Damage falloff per additional target +5%; Attack stamina cost -1; Inertia +0.3.

Castle Pommel
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. A larger falloff value means less damage after the first target, not more cleave damage.

These entries explain where the adjustments come from. Do not apply them a second time to an assembled value that already includes its component adjustments.

COMBAT VALUES

Initial configuration reference

4 values

These are static component values. A finished weapon can change with its other components, selected material, skills, and effects.

Swing damage
+5%
Cleave falloff
+5%
Attack stamina cost
-1
Weapon inertia
+0.3
Choose the material above to see the ingredients and crafting requirements.

camp facilities

Camp facilities

1

weapon component or material use

Weapon configuration use

3