Items / Weapon
Pickaxe
Inventory size is not listed. 3 crafting, use, or component entries are listed.
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

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
Weapon body

Knobbed Shaft
5 rarities · 8 materialsFixed component effects: thrust damage −20%. Its material sets the finished weapon’s rarity. Grip stats and fixed bonuses stay the same.
CommonMaterial details: Birch
Crafting materials, tools and facilities
Materials to make 1:
4 ×Birch Billet
These ingredients make 1 item(s) in one crafting operation.
Dyes and tools for a different pattern are additional; the list uses the default pattern.
Material and component values
- Item weight
- 1
- Knobbed Shaft: Item weight = 1; unchanged by material choice.
Source items
- Maximum durability
- 100
- Knobbed Shaft: Maximum durability = 100; unchanged by material choice.
Source items
- Attack stamina cost before modifiers
- 10
- Knobbed Shaft: Attack stamina cost before modifiers = 10; unchanged by material choice.
Source items
- Parry stamina cost
- 20
- Knobbed Shaft: Parry stamina cost = 20; unchanged by material choice.
Source items
- Material hardness
- 0.8
- Birch: Material hardness = 0.8.
Source items
2 · Choose this part’s material
Fitted part

Pickaxe Head
4 rarities · 16 materialsFixed 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.
NotableMaterial details: Brass
Crafting materials, tools and facilities
Materials to make 1:
2 ×Copper Ingot
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
2 · Choose this part’s material
Fitted part
Added to fill this slot in the site’s default setup

Wrapped Grip
3 rarities · 4 materialsFixed component effects: swing damage +2.5%. Material changes this part’s rarity and recipe. Finished weapon stats and rarity stay the same.
CommonMaterial details: Cow
Crafting materials, tools and facilities
Materials to make 1:
ToolsFacilitiesThese ingredients make 1 item(s) in one crafting operation.
Dyes and tools for a different pattern are additional; the list uses the default pattern.
This recipe must be learned before crafting.
Material and component values
- Item weight
- 1
- Wrapped Grip: Item weight = 1; unchanged by material choice.
Source items
- Maximum durability
- 100
- Wrapped Grip: Maximum durability = 100; unchanged by material choice.
Source items
- Material thickness
- 0.85
- Cow: Material thickness = 0.85.
Source items
2 · Choose this part’s material
Fitted part
Added to fill this slot in the site’s default setup

Wrapped Grip
3 rarities · 4 materialsFixed component effects: swing damage +2.5%. Material changes this part’s rarity and recipe. Finished weapon stats and rarity stay the same.
CommonMaterial details: Cow
Crafting materials, tools and facilities
Materials to make 1:
ToolsFacilitiesThese ingredients make 1 item(s) in one crafting operation.
Dyes and tools for a different pattern are additional; the list uses the default pattern.
This recipe must be learned before crafting.
Material and component values
- Item weight
- 1
- Wrapped Grip: Item weight = 1; unchanged by material choice.
Source items
- Maximum durability
- 100
- Wrapped Grip: Maximum durability = 100; unchanged by material choice.
Source items
- Material thickness
- 0.85
- Cow: Material thickness = 0.85.
Source items
2 · Choose this part’s material
Fitted part
Added to fill this slot in the site’s default setup

Short Support
4 rarities · 16 materialsFixed component effects: swing damage +5%. Material changes this part’s rarity and recipe. Finished weapon stats and rarity stay the same.
NotableMaterial details: Brass
Crafting materials, tools and facilities
Materials to make 1:
6 ×Tiny Rivets
2 ×Copper Ingot
These ingredients make 1 item(s) in one crafting operation.
This recipe must be learned before crafting.
Material and component values
- Item weight
- 0.25
- Short Support: Item weight = 0.25; unchanged by material choice.
Source items
- Maximum durability
- 100
- Short Support: Maximum durability = 100; unchanged by material choice.
Source items
- Material hardness
- 0.3
- Brass: Material hardness = 0.3.
Source items
2 · Choose this part’s material
Fitted part
Added to fill this slot in the site’s default setup

Long Knot
3 rarities · 4 materialsFixed component effects: multi-target damage falloff +5%, attack stamina cost −1. Material changes this part’s rarity and recipe. Finished weapon stats and rarity stay the same.
CommonMaterial details: Cow
Crafting materials, tools and facilities
Materials to make 1:
ToolsFacilitiesThese ingredients make 1 item(s) in one crafting operation.
Dyes and tools for a different pattern are additional; the list uses the default pattern.
This recipe must be learned before crafting.
Material and component values
- Item weight
- 0.25
- Long Knot: Item weight = 0.25; unchanged by material choice.
Source items
- Maximum durability
- 100
- Long Knot: Maximum durability = 100; unchanged by material choice.
Source items
- Material thickness
- 0.85
- Cow: Material thickness = 0.85.
Source items
- Weapon: swing damage
- 22
- Weapon: thrust damage
- 6.4
- Assembled weight
- 6
Selected configuration
CommonBirch 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.
Thrust damage -20%.
Attack stamina cost +15; Attack speed -40%; Damage falloff per additional target +33%.
Piercing property
These hits skip the player armour reduction step and its material resistances. A thrust animation alone does not grant this property.
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.
Repeated electric effects
The same electric effect refreshes to 2 seconds without stacking damage.
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