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Items / Weapon

Light Pick

Inventory size is not listed. 7 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

Crow's Beak

4 rarities · 16 materials

Fixed component effects: attack stamina cost +5, multi-target damage falloff +25%. 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
20
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×. Crow's Beak 25 × 0.8 = 20.
Source items
Thrust hit-part base damage
2
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×. Crow's Beak 25 × (1 − 90%) × 0.8 = 2.000001.
Source items
Item weight
2.5
Crow's Beak: Item weight = 2.5; unchanged by material choice.
Source items
Maximum durability
100
Crow's Beak: Maximum durability = 100; unchanged by material choice.
Source items
Material hardness
0.3
Brass: Material hardness = 0.3.
Source items
3 · Item result
Crow's Beak: swing damage
22
Crow's Beak: thrust damage
2.1
Stub Spike: swing damage
17.6
Stub Spike: thrust damage
16.8
Assembled weight
7
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.

Crow's Beak: swing damage
22
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×. Crow's Beak 25 × 0.8 = 20. Component bonuses: 20 × (1 + Rolled Grip 5% + Short Support 5%) = 22.
Source items
Crow's Beak: thrust damage
2.1
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×. Crow's Beak 25 × (1 − 90%) × 0.8 = 2.000001. Component bonuses: 2.000001 × (1 + Rolled Grip 5%) = 2.100001.
Source items
Stub Spike: swing damage
17.6
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×. Stub Spike 20 × 0.8 = 16. Component bonuses: 16 × (1 + Rolled Grip 5% + Short Support 5%) = 17.6.
Source items
Stub Spike: thrust damage
16.8
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×. Stub Spike 20 × 0.8 = 16. Component bonuses: 16 × (1 + Rolled Grip 5%) = 16.8.
Source items
Assembled weight
7
Short Straight Shaft 1 + Plain Socket 0.25 + Crow's Beak 2.5 + Stub Spike 2.5 + Rolled Grip 0.25 + Short Support 0.25 + Short Knot 0.25 = 7. Unchanged by material choice.
Source items
Attack stamina cost
30
Short Straight Shaft base: 10 + Plain Socket 10 + Crow's Beak 5 + Stub Spike 5 = 30.
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
72 %
Short Straight Shaft base: 0.4 × (1 + Crow's Beak 25% + Stub Spike 50% + Short Knot 5%) = 0.72. 0.72 × 100% = 72%. 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; Damage falloff per additional target +25%.

Crow's Beak

Damage falloff per additional target +5%.

Short Knot

Piercing property

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

Crow's Beak

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.

Amethyst Bronze

Repeated electric effects

The same electric effect refreshes to 2 seconds without stacking damage.

Amethyst Bronze
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.

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

Crow's Beak: Amethyst Bronze (Rare);Stub Spike: Amethyst Bronze (Rare)

Swing base damage
27.5 points
Thrust base damage
2.750001 points

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

Original attack head and armour

This section describes Crow's Beak. Added attack heads have their own hit properties.

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: Crow's Beak