Items / Weapon
Morningstar Mace
Inventory size is not listed. 5 crafting, use, or component entries are listed.
MATERIALS & RESULTS
Item attributes
Choose materials for the weapon body and fitted parts. Available empty slots start filled with compatible parts; added parts are labelled below.
5 possible rarities. Item rarity follows Short Straight Shaft; it is not a score for all stats.
Starts at each part’s lowest available rarity. Some parts have no Common version.
1 · Select a part on the item

The picture includes the default fitted parts. Material choices update colours of labels and the values; the model is a structural preview.
2 · Choose this part’s material
Weapon body

Short Straight Shaft
5 rarities · 8 materialsIts material sets the finished weapon’s rarity. Grip stats and fixed bonuses stay the same.
CommonMaterial details: Birch
Crafting materials, tools and facilities
Materials to make 1:
2 ×Birch Billet
These ingredients make 1 item(s) in one crafting operation.
Dyes and tools for a different pattern are additional; the list uses the default pattern.
Material and component values
- Item weight
- 1
- Short Straight Shaft: Item weight = 1; unchanged by material choice.
Source items
- Maximum durability
- 100
- Short Straight Shaft: Maximum durability = 100; unchanged by material choice.
Source items
- Attack stamina cost before modifiers
- 10
- Short Straight Shaft: Attack stamina cost before modifiers = 10; unchanged by material choice.
Source items
- Parry stamina cost
- 20
- Short Straight Shaft: Parry stamina cost = 20; unchanged by material choice.
Source items
- Material hardness
- 0.8
- Birch: Material hardness = 0.8.
Source items
2 · Choose this part’s material
Fitted part

Morningstar Head
4 rarities · 16 materialsFixed component effects: attack stamina cost +5, attack speed −20%, multi-target damage falloff +15%. Its material changes this striking part’s damage and hit effects. Fixed bonuses and weight stay the same.
NotableMaterial details: Brass
Crafting materials, tools and facilities
Materials to make 1:
5 ×Copper Ingot
These ingredients make 1 item(s) in one crafting operation.
This recipe must be learned before crafting.
Material and component values
- Swing hit-part base damage
- 24
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Morningstar Head 30 × 0.8 = 24.
Source items
- Thrust hit-part base damage
- 9.6
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Morningstar Head 30 × (1 − 60%) × 0.8 = 9.6.
Source items
- Item weight
- 4
- Morningstar Head: Item weight = 4; unchanged by material choice.
Source items
- Maximum durability
- 100
- Morningstar Head: Maximum durability = 100; unchanged by material choice.
Source items
- Material hardness
- 0.3
- Brass: Material hardness = 0.3.
Source items
2 · Choose this part’s material
Fitted part

Beaded Grip
4 rarities · 16 materialsFixed component effects: multi-target damage falloff −5%, swing damage +5%. Material changes this part’s rarity and recipe. Finished weapon stats and rarity stay the same.
NotableMaterial details: Brass
Crafting materials, tools and facilities
Materials to make 1:
12 ×Tiny Rivets
1 ×Copper Ingot
These ingredients make 1 item(s) in one crafting operation.
This recipe must be learned before crafting.
Material and component values
- Item weight
- 0.25
- Beaded Grip: Item weight = 0.25; unchanged by material choice.
Source items
- Maximum durability
- 100
- Beaded Grip: Maximum durability = 100; unchanged by material choice.
Source items
- Material hardness
- 0.3
- Brass: Material hardness = 0.3.
Source items
2 · Choose this part’s material
Fitted part
Added to fill this slot in the site’s default setup

Short Support
4 rarities · 16 materialsFixed component effects: swing damage +5%. Material changes this part’s rarity and recipe. Finished weapon stats and rarity stay the same.
NotableMaterial details: Brass
Crafting materials, tools and facilities
Materials to make 1:
6 ×Tiny Rivets
2 ×Copper Ingot
These ingredients make 1 item(s) in one crafting operation.
This recipe must be learned before crafting.
Material and component values
- Item weight
- 0.25
- Short Support: Item weight = 0.25; unchanged by material choice.
Source items
- Maximum durability
- 100
- Short Support: Maximum durability = 100; unchanged by material choice.
Source items
- Material hardness
- 0.3
- Brass: Material hardness = 0.3.
Source items
2 · Choose this part’s material
Fitted part

Short Knot
3 rarities · 4 materialsFixed component effects: multi-target damage falloff +5%. Material changes this part’s rarity and recipe. Finished weapon stats and rarity stay the same.
CommonMaterial details: Cow
Crafting materials, tools and facilities
Materials to make 1:
ToolsFacilitiesThese ingredients make 1 item(s) in one crafting operation.
Dyes and tools for a different pattern are additional; the list uses the default pattern.
This recipe must be learned before crafting.
Material and component values
- Item weight
- 0.25
- Short Knot: Item weight = 0.25; unchanged by material choice.
Source items
- Maximum durability
- 100
- Short Knot: Maximum durability = 100; unchanged by material choice.
Source items
- Material thickness
- 0.85
- Cow: Material thickness = 0.85.
Source items
- Weapon: swing damage
- 26.4
- Weapon: thrust damage
- 9.6
- Assembled weight
- 5.75
Selected configuration
CommonBirch is Common. The weapon follows the material selected for Short Straight Shaft.
Calculated from the materials selected above. Character bonuses and target defences are separate.
A swing uses swing damage; a thrust uses thrust damage. These are alternatives, not two damages added to every hit.
- Weapon: swing damage
- 26.4
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Morningstar Head 30 × 0.8 = 24. Component bonuses: 24 × (1 + Beaded Grip 5% + Short Support 5%) = 26.4.
Source items
- Weapon: thrust damage
- 9.6
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Morningstar Head 30 × (1 − 60%) × 0.8 = 9.6. No directional component bonus.
Source items
- Assembled weight
- 5.75
- Short Straight Shaft 1 + Morningstar Head 4 + Beaded Grip 0.25 + Short Support 0.25 + Short Knot 0.25 = 5.75. Unchanged by material choice.
Source items
- Attack stamina cost
- 15
- Short Straight Shaft base: 10 + Morningstar Head 5 = 15.
Source items
- Attack speed multiplier
- 0.8
- Base attack-speed multiplier: 1 × (1 − Morningstar Head 20%) = 0.8.
Source items
- Parry stamina cost
- 20
- Short Straight Shaft: 20; fixed parry cost, unchanged by material choice.
Source items
- Weapon inertia
- 0.6
- Short Straight Shaft base: 0.6 (no component bonus).
Source items
- Damage loss per additional target
- 46 %
- Short Straight Shaft base: 0.4 × (1 + Morningstar Head 15% − Beaded Grip 5% + Short Knot 5%) = 0.46. 0.46 × 100% = 46%. The next target keeps 1 − this falloff × the number of targets already hit in this attack.
Source items
EFFECTS & CONDITIONS
Special properties and effects
Component bonuses are already included in the result above.
Attack stamina cost +5; Attack speed -20%; Damage falloff per additional target +15%.
Damage falloff per additional target -5%; Swing damage +5%.
Damage falloff per additional target +5%.
Piercing property
These hits skip the player armour reduction step and its material resistances. A thrust animation alone does not grant this property.
10% chance to electrify
Melee hits have a 10% chance to electrify. The effect lasts 2 seconds, dealing 10 base damage every second, separately from the weapon hit.
When it applies: Works on goblins and skeletons too, with a 33% spread chance within 1.5 m. Configurable arrows do not gain this electric effect.
Repeated electric effects
The same electric effect refreshes to 2 seconds without stacking damage.
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 material effects describe the listed default assembly. Changing the striking component’s material can change its properties and on-hit effects. Component adjustments are listed as sources, not an extra bonus to apply again to the calculated assembly.
USING THIS ENTRY
Use & common questions
Grip and shield compatibility
The listed Short Straight Shaft grip/shaft leaves the off-hand available, allowing a shield to be used alongside the weapon.
Game preset reference · before component bonuses
Morningstar Head: Amethyst Bronze (Rare)
- Swing base damage
- 33 points
- Thrust base damage
- 13.2 points
These fixed reference values do not follow the selectors. Your selected weapon and its calculation are shown above.
Attacks and armour
- Swing hit
- Piercing: skips the player armour step
- Thrust hit
- Piercing: skips the player armour step
Each hit uses the damage for its actual move: swing or thrust, never their sum. The weapon has a separate value for each move; armour reducing both does not make them a single attack.
The listed component has Piercing, so its hits skip the player armour step and its material resistances. This does not bypass blocking.
Damage component: Morningstar Head