Weapon Creation Formulae

The Blade itself incites to deeds of violence” – Homer

What is a weapon?
A weapon is an instrument of combat used to inflict damage upon an opponent and/or defend one’s self from attack. Examples of weapons are swords, hammers, axes, throwing daggers, crossbows and bows. The first three are melee weapons and the last three are ranged weapons. Melee weapons are only effective in hand-to-hand combat and ranged weapons are only effective from a distance.

A character wielding a weapon without the proper skill may only inflict 1 damage with it and may not use offensive and defensive feats with it. Generally speaking, a one-handed weapon (such as a dagger or a mace) wielded by a skilled user inflicts 2 points of damage. A two-handed weapon in the hands of someone with skill inflicts 3 points of damage. These damage values may increase or decrease due to special skills, spells or status conditions.

What is 1/SR, 1/H, 1/P or 1/M?
1/SR is once per short rest. Once used, this property can not be used again until the wielder has taken a successful short rest.
1/H is once per hour. Once used, this property can not be used again until an hour has passed.
1/P is once per period. Once used, this property can not be used again until the next period.
1/M is once per moon or month. Once used, this property can not be used again until the next event.

What is a wielder?
The wielder of a weapon is its holder in combat. Usually, only the wielder of a weapon may use its properties.

What is a weapon augmentation?
A weapon augmentation is a modification that a Weapon-smith can place upon a weapon to enhance its deadliness or otherwise add different capabilities and properties that can be useful to its wielder. Normal weapons may only have 1 augmentation placed upon them. More complex weapons are not limited to this restriction.

How is a weapon created?
Only a Weapon-smith can create armor. Creating a weapon requires:
A) The necessary rank of the Weapon-smith skill (Expert Weapon-smith is needed for Complex weapons and Master Weapon-smith is needed for Erudite Weapon)
B) The proper Formula (either internalized* or on a Wyrdic Cipher)
C) The necessary Component costs required by the Formula.
D) The necessary Physical Representations (Phys-reps) required by the Formula
E) At least 10 minutes of role-playing at a Forge or Annie’s Inn.

*A Weapon-smith can learn a weapon creation or augmentation formula on a Wyrdic Cipher by spending 1 month studying it while it is in his sole possession and spending 3 build.

After these requirements have been fulfilled, proceed to Logistics in Annie’s Inn.
•    Show Logistics the Wyrdic Cipher used and the weapon phys-rep (if a skill was used instead, show Logistics the character card)
•    Give Logistics the necessary component costs
•    Logistics will then give you the correct item card that you will fill out with the necessary information.

Most weapon can only have one augmentation on them although certain special weapons are able to bypass this limitation. Furthermore, no weapon may hold more than one iteration of a specific augmentation.

What is a Property?
A Property of a weapon is a special quality that a weapon has due to the complexities of its creation. The properties of a weapon are only usable by the wielder of that weapon while wielding that weapon.

For example, if a Warrior is using a longsword augmented by Inferno Weapon, he can only use that augmentation’s 1/Hour property with that weapon and no other.

If a Property grants a skill/feat/spell, the character loses use of that skill/feat/spell when the augmentation expires or when the wearer stops wielding the weapon. Also, a skill/feat/spell granted by an weapon does not allow a character to fulfill any prerequisites for any abilities/skills/spells/feats.

What is Field Repair?
At its very basic level, Field-Repair is the skill used to repair a weapon or shield without a work-shop or the Inn. However, some augmentations have properties that when expended, can be recharged by a skilled craftsman through the use of the Weapon-smith or Field-Repair skill, even though the weapon or shield might not be damaged. Spells that create effects that repair weapons and shields may also recharge the properties of these particular augmentations.

What is an Affinity?
Some characters gain extra benefits with certain weapons due to their skill sets or their intrinsic natures. The affinity entry lists down what kind of characters (based on Race, Class or other qualities) benefit from their affinity with a weapon and how they benefit. Some affinities are bound to weapon type instead of character type.

What is a Phys-Rep?
A Phys Rep is short of physical representation. Some weapon augmentations have specific phys-rep requirements that must be fulfilled if an augmentation is to be placed upon it. Some phys-rep requirements include a weapon being of a certain color or having a symbol or rune upon it.

Symbols and colors need not be written upon a weapon, an appropriate tassel with the proper symbol or color wrapped around the striking surface or hanging from the hilt will suffice. Feel free to consult staff with questions or suggestions.

What is Assist?
Assist refers to assistance rendered by another Profession or another Class beyond Weapon-smith in the placing of this augmentation for the entire duration of the augmentation placement process. If the Weapon-smith in question is himself a member of that class or profession, then he needs no assistance beyond the expertise that he can already provide.


Weapon Formulae (B/C/E)

Basic Weapons:

Normal Weapon Formula
Most weapons are crafted in this fashion, using metal and wood to fashion tools of death.
Basic Weapon or Shield
Create: One Weapon or shield, or 10 thrown weapons.
Augmentations: 1
Cost: Basic Metal x1 / 5 gp if non metal.
Phys-rep: Weapon; Item tag.

Complex Weapons:

Living-Bark Weapon Formula
Used often by Wild Elf and Beastling free tribes, this weapon is alive and can be repaired by a smith with healing magics.
Complex Weapon or Shield
Create: 1 wooden Weapon or shield, or 5 thrown Weapons.
Augmentations: 1
Property: Only a revive spell cast by a Smith can fully repair this Weapon/Shield.
Affinity (Witch-blade or Blessed Weapon): Healing spells stored in this Weapon heal 2 extra HPs.
Affinity (Shield): When affected by a healing spell, the wielder may invoke “heal 2 HP” to regain 2 extra HPs.
Cost: Rare Herbal x1, Rare Earth x1, Rare Water x1
Phys-rep: Weapon(s) or Shield; Ivy (yarn) around non-striking surfaces; item tag

Astralline Weapon Formula
Brought by the Gnome Race to Ixia and Midworld, Astralline weapons use the special ore and special magics to evoke the glimmering power of the Aetherworld.
Complex Weapon or Shield
Create: 1 Astralline Weapon or Shield, or 5 thrown Weapons
Augmentations: 3
Property: This Weapon/Shield is fully repaired when the wielder takes a Short Rest and spends 5 SP afterward.
Affinity (Melee Weapon): This weapon is always considered to have the Solar Weapon augmentation.
Affinity (Shield): This shield is always considered to have the Shi
eld of the Seven United augmentation.
Cost: Astraline ore 1x, Rare Earth 1x, Rare Holy 1x
Phys-rep: Weapon(s) or Shield; with cellophane and glowsticks attached to non-striking areas; item tag(s)

Shadow-Web Weapon Formula
Favored by Lotus Eaters, Shadowsouls and King-slayer Crew, this weapon is bound with shadowy essence for dark deeds.
Complex Weapon or Shield
Create: 1 Shadow-Web Weapon, Shield, or 5 thrown Weapons.
Augmentations: 2
Property 1: Backstabs or Sneak Attack damage is increased by 1. You only benefit from this Property while wielding this weapon and during the hours after sun-down and before sun-up.
Property 2: Your Assassinate feat inflicts 5 extra damage. If the user is attuned to the weapon this moon, the Assassinate damage bonus is increased to a total of 10.
Cost: Rare Shadow x1, Rare Demonic x1, Rare Metal x1
Attunement: (Requires Alchemist, Alchemy Lab, and 1 minute) Basic Shadow x1
Phys-rep: Weapon(s) or Shield; colored black with silvery/white webbing; item tag(s)

Bone Reaver Weapon Formula
Often found with Necromancers and their minions, Bone-reaver Weapons are feared for their life drinking properties.
Complex Weapon
Create: 1 Bone Reaver weapon or shield, or 5 thrown weapons
Augmentations: 2
Property: Only a revive spell cast by a Smith can fully repair this Weapon/Shield.
Affinity (Melee Weapon): This Weapon is always considered to have the Death-Drinker augmentation.
Affinity (Shield): This Shield is always considered to have the Shield of Nemain augmentation.
Cost: Rare Death x1, Rare Shadow x1, Rare Metal x1
Phys-rep: Weapon; Must look like bone; item tag

Rune-Forged Weapon Formula
Once a secret of the Stone Clan known as the Iron-Rune, this weapon is covered in runic writing that allows the binding of magic power.
Complex Weapon
Create: 1 Rune-Forged Weapon or shield, or 5 thrown Weapons.
Augmentations: 3
Property: This Weapon or Shield is always considered to have the Fortified Weapon/Shield augmentation.
Affinity (Witch-Blade, Blessed weapon or Pact-Stave): When a basic non-ritual spell stored in this weapon is expended, the Wielder may use the expended spell a second time within 10 seconds. All effects (inc. durations, damage, distance and healing) are halved for the second use.
Cost: Rare Metal x1, Rare Lightning x1, Rare Fire x1, Rare Earth x1
Phys-rep: Weapon requires at least four gold or black 1” runes; item tag

Erudite Weapons:

Masterwork Weapon Formula
A mark of a master craftsman, Masterwork Weapons are nigh indestructible.
Erudite Weapon
Create: 1 Masterwork Weapon or Shield, or 5 Masterwork Thrown Weapons.
Augmentations: 2
Property: Weapon is always considered to have the Fortified Weapon/Shield augmentation.
Cost: Rare Metal x2 or 100 gp if non metal.
Phys-rep: Weapon; Smith’s personal mark on weapon or on a strip of cloth on weapon; item tag(s)

Soul-Forged Weapon Formula
Soul Forged Weaponry hails from Callas Selvarion and the Sun Empire, linking weapon and wearer in mind and soul.
Erudite Weapon
Create: 1 Soul-Forged weapon or shield, or 1 Soul-forged thrown weapon.
Augmentations: 3
Property 1: Weapon or Shield is considered to have the Unbreakable Weapon/Shield augmentation while the True Wielder is not dead.
Property 2: A Ritual 10 (Silent Meditation only) at the Inn by the True Wielder will return it to his hands.
Affinity (non-Witch-blade only): (1/H) True Wielder may hold this Weapon/Shield and channel 10 to regain 2 SP and 10 HP.
Cost: True Wielder’s Life x1, Pure Holy x1, Rare Metal x1
Phys-rep: Weapon; at least seven 1” Silver or Blue runes on weapon; item tag

Vorpal Weapon
Vorpal weaponry is the pinnacle of a Weapon-smith’s skill – a weapon meant for bringing death according to the wielder’s whim.
Erudite Weapon
Create: 1 Vorpal Weapon or 5 Vorpal thrown weapons (no shields)
Augmentations: 3
Property 1: Weapon is always considered to have the Mighty Weapon augmentation.
Affinity (Master Weapon-smith): (1/SR) Invoke “Vorpal Strike” and inflict 30 points of damage with your next melee or ranged strike within 5 seconds.
Property 3: The Wielder gains the Break Limb feat and may use it for 1 SP instead of 2SP.
Cost: Pure Death x1, Rare Earth x1, Rare Metal x1
Phys-Rep: Weapon; a skull scratched upon the weapon or on a cloth attached to it; item tag(s)

Hell-Forged Weapon Formula
It is said that this weapon has its roots in the ancient Twilight Empire where the Shaedlings delved into the forbidden arts and brought about their own ruin.
Erudite Weapon
Create: 1 Hell-forged weapon or 6 thrown weapons (no shields)
Augmentations: 5
Property 1: Weapon is considered to have the Unbreakable weapon/shield augmentation while the True Wielder is not dead.
Property 2: A Ritual 10 (Silent Meditation only) at the Inn by the True Wielder will return it to his hands.
Affinity (non-Pact-Stave only): (1/H) True Wielder may invoke “Hell Reaving”, regain 10 HP and perform a melee swing or ranged attack that inflicts 10 shadow damage (or fire damage; True Wielder’s choice) within 5 seconds.
Cost: Life x1 from 6 different souls (close friends or family only of True Wielder), Pure Demonic x1, Rare Death x1, Rare Metal x1
Phys-rep: Weapon; at least six 1” red demonic runes; item tag