Items / Item
Short Knot
Uses 1 inventory cells, base value 20, value per cell 20. 10 crafting, use, or component entries are listed. 1 way to obtain it is listed.
MATERIALS & RESULTS
Item attributes
Choose a material to compare attributes and crafting materials.
3 possible rarities. Rarity follows the material; compare the actual values below.
Starts at the lowest available rarity.
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Short Knot
3 rarities · 4 materialsFixed component effects: multi-target damage falloff +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.
- Item weight
- 0.25
- Maximum durability
- 100
- Material thickness
- 0.85
Selected configuration
CommonCow is Common. This item follows the selected material’s rarity.
Calculated from the materials selected above. Character bonuses and target defences are separate.
- Item weight
- 0.25
- Short Knot: Item weight = 0.25; unchanged by material choice.
Source items
- Maximum durability
- 100
- Short Knot: Maximum durability = 100; unchanged by material choice.
Source items
- Material thickness
- 0.85
- Cow: Material thickness = 0.85.
Source items
Loot sources
These sources may yield this item; each run and each container can differ.
More locations (24)
More locations (2)
EFFECTS & CONDITIONS
Equipment properties
Damage falloff per additional target +5%.
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 entries explain where the adjustments come from. Do not apply them a second time to an assembled value that already includes its component adjustments.
COMBAT VALUES
Initial configuration reference
These are static component values. A finished weapon can change with its other components, selected material, skills, and effects.
- Cleave falloff
- +5%
camp facilities
Camp facilities
weapon component or material use
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