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Items / Weapon

Ball of Steel

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

Globe Head

4 rarities · 16 materials

Fixed component effects: attack stamina cost +15, attack speed −40%, multi-target damage falloff +15%. 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
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×. Globe Head 30 × 0.8 = 24.
Source items
Thrust 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×. Globe Head 30 × (1 − 50%) × 0.8 = 12.
Source items
Item weight
4
Globe Head: Item weight = 4; unchanged by material choice.
Source items
Maximum durability
100
Globe 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
25.8
Weapon: thrust damage
12
Assembled weight
6.5
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
25.8
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×. Globe Head 30 × 0.8 = 24. Component bonuses: 24 × (1 + Wrapped Grip 2.5% + Short Support 5%) = 25.8.
Source items
Weapon: thrust 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×. Globe Head 30 × (1 − 50%) × 0.8 = 12. No directional component bonus.
Source items
Assembled weight
6.5
Short Straight Shaft 1 + Globe Head 4 + Wrapped Grip 1 + Short Support 0.25 + Long Knot 0.25 = 6.5. Unchanged by material choice.
Source items
Attack stamina cost
24
Short Straight Shaft base: 10 + Globe Head 15 − Long Knot 1 = 24.
Source items
Attack speed multiplier
0.6
Base attack-speed multiplier: 1 × (1 − Globe Head 40%) = 0.6.
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
48 %
Short Straight Shaft base: 0.4 × (1 + Globe Head 15% + Long Knot 5%) = 0.48. 0.48 × 100% = 48%. 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 +15; Attack speed -40%; Damage falloff per additional target +15%.

Globe Head

Piercing property

These hits skip the player armour reduction step and its material resistances. A thrust animation alone does not grant this property.

Globe 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

Globe Head: Steel (Rare)

Swing base damage
43.5 points
Thrust base damage
21.75 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: Globe Head