Items / Item
Crown Head
Uses 1 inventory cells, base value 200, value per cell 200. 1 way to obtain it is listed.
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.
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Crown Head
4 rarities · 16 materialsFixed component effects: attack stamina cost +5, attack speed −10%, 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:
4 ×Candlestick
3 ×Copper Ingot
These ingredients make 1 item(s) in one crafting operation.
This recipe must be learned before crafting.
- Swing hit-part base damage
- 20
- Thrust hit-part base damage
- 20
- Item weight
- 4
- Maximum durability
- 100
- Material hardness
- 0.3
Selected configuration
NotableBrass is Notable. This item follows the selected material’s rarity.
Calculated from the materials selected above. Character bonuses and target defences are separate.
- 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×. Crown Head 25 × 0.8 = 20.
Source items
- Thrust 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×. Crown Head 25 × 0.8 = 20.
Source items
- Item weight
- 4
- Crown Head: Item weight = 4; unchanged by material choice.
Source items
- Maximum durability
- 100
- Crown Head: 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
Special properties and effects
Attack stamina cost +5; Attack speed -10%; Damage falloff per additional target +15%.
Piercing property
These hits skip the player armour reduction step and its material resistances. A thrust animation alone does not grant this property.
Incendiary property
This component carries the Incendiary damage property. The property alone does not set a burning chance or duration; the selected material or a separate attack effect must supply that effect.
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.
COMBAT VALUES
Initial configuration reference
These are static component values. A finished weapon can change with its other components, selected material, skills, and effects.
- Component base damage
- 25
- Swing damage
- 0%
- Thrust damage
- 0%
- Attack stamina cost
- +5
- Attack speed
- -10%
- Cleave falloff
- +15%
camp facilities