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Items / Weapon

Sickle

Inventory size is not listed. 4 crafting, use, or component entries are listed.

Weapon

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

Assembled item with selectable parts

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

Fitted part

Sickle Head

4 rarities · 16 materials

Fixed component effects: damage −0.1, multi-target damage falloff +20%, attack stamina cost +5. Its material changes this striking part’s damage and hit effects. Fixed bonuses and weight 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.

Material and component values
Swing hit-part base damage
12
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×. Sickle Head 15 × 0.8 = 12.
Source items
Thrust hit-part base damage
2.4
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×. Sickle Head 15 × (1 − 80%) × 0.8 = 2.4.
Source items
Item weight
2
Sickle Head: Item weight = 2; unchanged by material choice.
Source items
Maximum durability
100
Sickle Head: Maximum durability = 100; unchanged by material choice.
Source items
Material hardness
0.3
Brass: Material hardness = 0.3.
Source items
3 · Item result
Weapon: swing damage
12.793
Weapon: thrust damage
2.3
Assembled weight
4.5
View calculations

Selected configuration

Common

Birch 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
12.793
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×. Sickle Head 15 × 0.8 = 12. General damage modifiers: 12 − Sickle Head 0.1 = 11.9. Component bonuses: 11.9 × (1 + Wrapped Grip 2.5% + Short Support 5%) = 12.7925.
Source items
Weapon: thrust damage
2.3
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×. Sickle Head 15 × (1 − 80%) × 0.8 = 2.4. General damage modifiers: 2.4 − Sickle Head 0.1 = 2.3. No directional component bonus.
Source items
Assembled weight
4.5
Short Straight Shaft 1 + Sickle Head 2 + Wrapped Grip 1 + Short Support 0.25 + Long Knot 0.25 = 4.5. Unchanged by material choice.
Source items
Attack stamina cost
14
Short Straight Shaft base: 10 + Sickle Head 5 − Long Knot 1 = 14.
Source items
Attack speed multiplier
1
Base attack-speed multiplier: 1 (no component bonus).
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
50 %
Short Straight Shaft base: 0.4 × (1 + Sickle Head 20% + Long Knot 5%) = 0.5. 0.5 × 100% = 50%. 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.

Damage -0.1; Damage falloff per additional target +20%; Attack stamina cost +5.

Sickle Head

Lacerating property

Lacerating changes how matching resistances treat the hit. It does not cause bleeding or damage over time.

Sickle Head
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

Sickle Head: Iron (Rare)

Swing base damage
15 points
Thrust base damage
3 points

These fixed reference values do not follow the selectors. Your selected weapon and its calculation are shown above.

Attacks and armour
Swing hit
Protection on the body part hit applies
Thrust hit
Protection on the body part hit applies

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.

This striking component has no Piercing. Base protection reduces these hits; any matching material resistance is applied separately.

Damage component: Sickle Head