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WEAPON ASSEMBLY

How do weapon parts, materials, swing and thrust work together?

Read the weapon body, striking component, selected material and actual attack move separately before trusting the final number.

VERSION SCOPE

Written for Steam Demo 1.0.10 · Build 25803784

Official patch released
Guide checked
Applies when
Your game shows Build 25803784

If your game shows a different Build, treat numbers, item relationships and map conditions here as version-limited and check the version page before relying on them. Check database version

QUICK ANSWER

One hit uses either its swing value or its thrust value; never add both together.

Our Bastard Sword example uses an Arming Blade with 25 base damage. Its swing keeps 25 while its −40% thrust modifier produces 15. The two numbers describe different moves, not two pieces of damage applied by one hit.

01

WHAT TO DO

Separate the weapon body from fitted parts

The body defines the assembly and compatible slots. Fitted parts contribute their own roles and bonuses. A grip, pommel, blade or head is not automatically a second attack. Read the assembly diagram and the source attached to each displayed value.

Empty compatible slots are shown separately. Filling a slot may change damage, stamina cost, speed or another property, but the exact result depends on that component and material. Do not assume every additional part is an unconditional upgrade.

02

WHAT TO DO

Read swing and thrust as alternative moves

For the default Bastard Sword blade before component bonuses, swing uses 25 and thrust uses 15. The thrust’s −40% modifier means 25 × 0.6, not negative damage. A 0% swing modifier means no change, or 25 × 1.

Default controls recorded by the item guide use left-click for swing and Left Ctrl plus left-click for thrust, with Shift released. Custom bindings follow your settings. Neither the name ‘thrust’ nor its animation automatically grants the Piercing property or bypasses armour.

03

WHAT TO DO

Treat material hardness as one factor

In the current metal-blade calculation, the material factor uses hardness plus a fixed 0.5. Iron hardness is 0.5, so its factor is 1.0 and the 25-point blade remains 25 at that step. Hardness 0.5 is not half a point of damage or a 50% bonus.

Other materials can change hardness, rarity, damage properties or special effects. Compare the finished weapon’s damage, durability, weight and listed effects. A higher rarity colour does not raise every value, and names such as Cursed or Blessed do not explain the effect by themselves.

04

WHAT TO DO

Build around one intended move and job

Choose whether the weapon is mainly for swing, thrust, reach, blocking, skeleton control or another clear job. Start with a body that supports the job, choose the striking component, then compare materials and optional parts. This order prevents a collection of individually impressive pieces from becoming an unfocused weapon.

Use the item page to compare two planned assemblies, then check the weapon you actually built in game. Current durability, fitted parts, skills, effects, target defence and the body area hit can all change the combat result.

OPEN RELATED PAGECompare equipment and loot

BEFORE THE NEXT RUN

Check these four things before you leave

  1. Choose the weapon’s main job.
  2. Read body and fitted parts separately.
  3. Compare the actual swing or thrust move.
  4. Verify the assembled live item before the run.

One last check before you leave

Check inventory counts, remaining durability, learned recipes, quest progress, random spawns and whether the intended route is open. Doing this before spending materials or setting off can save a wasted trip.