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Items / Weapon

Pickaxe

Inventory size is not listed. 3 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 Knobbed 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

Pickaxe Head

4 rarities · 16 materials

Fixed component effects: attack stamina cost +15, attack speed −40%, multi-target damage falloff +33%. 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×. Pickaxe Head 25 × 0.8 = 20.
Source items
Thrust hit-part base damage
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×. Pickaxe Head 25 × (1 − 60%) × 0.8 = 8.
Source items
Item weight
2.5
Pickaxe Head: Item weight = 2.5; unchanged by material choice.
Source items
Maximum durability
100
Pickaxe 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
22
Weapon: thrust damage
6.4
Assembled weight
6
View calculations

Selected configuration

Common

Birch is Common. The weapon follows the material selected for Knobbed 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
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×. Pickaxe Head 25 × 0.8 = 20. Component bonuses: 20 × (1 + Wrapped Grip 2.5% + Wrapped Grip 2.5% + Short Support 5%) = 22.
Source items
Weapon: thrust damage
6.4
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×. Pickaxe Head 25 × (1 − 60%) × 0.8 = 8. Component bonuses: 8 × (1 − Knobbed Shaft 20%) = 6.4.
Source items
Assembled weight
6
Knobbed Shaft 1 + Pickaxe Head 2.5 + Wrapped Grip 1 + Wrapped Grip 1 + Short Support 0.25 + Long Knot 0.25 = 6. Unchanged by material choice.
Source items
Attack stamina cost
24
Knobbed Shaft base: 10 + Pickaxe Head 15 − Long Knot 1 = 24.
Source items
Attack speed multiplier
0.6
Base attack-speed multiplier: 1 × (1 − Pickaxe Head 40%) = 0.6.
Source items
Parry stamina cost
20
Knobbed Shaft: 20; fixed parry cost, unchanged by material choice.
Source items
Weapon inertia
0.5
Knobbed Shaft base: 0.5 (no component bonus).
Source items
Damage loss per additional target
41.4 %
Knobbed Shaft base: 0.3 × (1 + Pickaxe Head 33% + Long Knot 5%) = 0.414. 0.414 × 100% = 41.4%. The next target keeps 1 − this falloff × the number of targets already hit in this attack.
Source items

EXPLORATION USE

How this tool is used

You do not need to carry a pickaxe weapon just to mine the checked ore veins in the Catacomb or Moor.

Mining and prying use a temporary tool shown by the interaction animation; it is created for the action, rather than taken from an equipped weapon or inventory slot.

The checked ore veins and breachable doors in the Catacomb and Moor do not require a carried pickaxe or crowbar. Use the interaction prompt; equipping a pickaxe weapon does not unlock every rock or door.

Some separate gathering points have their own skill requirements. Missing an interaction prompt is not proof that a weapon-shaped tool is missing.

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 +33%.

Pickaxe Head

Piercing property

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

Pickaxe Head

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 Knobbed Shaft grip/shaft occupies both hands and disables the off-hand shield while this weapon is drawn. A different blade does not by itself change this grip’s hand requirement.

Game preset reference · before component bonuses

Pickaxe Head: Amethyst Bronze (Rare)

Swing base damage
27.5 points
Thrust base damage
11 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: Pickaxe Head