Weapon Augmentation Formulae

The Blade itself incites to deeds of violence” – Homer

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.

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.

How is a weapon augmented?
Only a Weapon-smith can augment weapons- and they will need:
A) The necessary rank of the Weapon-smith skill (Expert Weapon-smith is needed for Complex augments and Master Weapon-smith is needed for Erudite augments)
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 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 Augmentations (B/C/E)

Basic Augmentations:

Strengthened Weapon Formula
Sharpening a blade, tightening a bow or adding weights to a cudgel is a common way for a skilled Weapon-smith to enhance a weapon.
Basic Augmentation (1 moon)
Property: This weapon’s Critical Strikes or a Totem Strikes inflict +1 damage.
Cost: basic Metal x2
Phys-Rep: Item Card, Weapon

Hardened Weapon/Shield Formula
By reinforcing a weapon with metallic components, a Weapon-smith can make it resistant to damage and sabotage.
Basic Augmentation (1 moon)
Property: (1/P) invoke “Hardened Weapon/Shield” to negate an effect that would break this weapon/shield.
Field-repair: Weapon is completely repaired and regains the use of “Hardened Weapon/Shield”.
Cost: basic Metal x1, basic Earth x1
Phys-Rep: Item Card, Weapon or Shield

Poisonous Weapon Formula
With the help of a Venomologist, a skilled Weapon-smith can add a compartment in a weapon for holding poison.
Basic Augmentation (1 moon)
Property: Poisons doses on this weapon last until expended or until the next period.
Assist (Venomologist): The poison doses on this weapon last until expended or until the end of the moon.
Cost: Basic Metal x1, Basic Water x1
Phys-Rep: Item Card, Weapon

Silver Weapon Formula
Silver is bound into this weapon, allowing it to hurt shadowy entities and certain undead.
Basic Augmentation (1 moon)
Property 1: This weapon may strike for Silver-type damage instead of normal damage.
Property 2: (1/H) invoke “Silver Weapon” and inflict 10 Silver damage on your next strike within 5 seconds.
Cost: basic Metal x1, basic Holy x1
Phys-Rep: Item Card, Weapon

Fiery Weapon Formula
Fiery components are bound to a weapon’s material and it becomes capable of hurting ice-based creatures.
Basic Augmentation (1 moon)
Property 1: This weapon may strike for Fire-type damage instead of normal damage.
Property 2: (1/H) invoke “Fiery Weapon” and inflict 10 Fire damage on your next strike within 5 seconds.
Cost: basic Metal x1, basic Fire x1
Phys-Rep: Item Card, Weapon

Shadowed Weapon Formula

After binding dark energies to a weapon, it gains the capacity to emit shadowy powers during melee or ranged attacks.
Basic Augmentation (1 moon)
Property 1: This weapon may strike for Shadow-type damage instead of normal damage.
Property 2: (1/H) invoke “Shadowed Weapon” and inflict 10 Shadow damage on your next strike within 5 seconds.
Cost: basic Metal x1, basic Shadow x1
Phys-Rep: Item Card, Weapon

Frost Weapon Formula
After frigid powers of wind are placed into this weapon, it gains the frosty power of the northern lands.
Basic Augmentation (1 moon)
Property 1: This weapon may strike for Ice-type damage instead of normal damage.
Property 2: (1/H) invoke “Frost Weapon” and inflict 10 Ice damage on your next strike within 5 seconds.
Cost: basic Metal x1, basic Wind x1
Phys-Rep: Item Card, Weapon

Lightning Weapon Formula
By weaving the power of storms into this weapon, the weapon-smith grants it the power to pulse with electric power.
Basic Augmentation (1 moon)
Property 1: This weapon may strike for Lightning-type damage instead of normal damage.
Property 2: (1/H) invoke “Lightning Weapon” and inflict 10 Lightning damage on your next strike within 5 seconds.
Cost: basic Metal x1, basic Lightning x1
Phys-Rep: Item Card, Weapon

Thermal Shield Formula
This augmentation combines fiery components and old fashioned smithing to produce a cold-resistant shield.
Basic Augmentation (1 moon)
Property: when this shield is hit by Ice spells, the wielder may invoke “Half” to take half damage.
Property 2: (1/H) invoke “Minimal” when the shield is hit by an Ice spell to take only 1 damage.
Field-Repair: Regain the use of Property 2.
Cost: basic Metal x1, basic Fire x1
Phys-Rep: Item Card, Shield

Insulated Shield Formula
This augmentation uses layers of insulating material and cooling components to protect its wielder from fiery attacks.
Basic Augmentation (1 moon)
Property: When this shield is hit by Fire spells, the wielder may invoke “Half” to take half damage.
Property 2: (1/H) invoke “Minimal” when the shield is hit by a Fire spell to take only 1 damage.
Field-Repair: Regain the use of Property 2.
Cost: basic Metal x1, basic Water x1
Phys-Rep: Item Card, Shield

Radiant Shield Formula
By weaving silver and light into this shield, the Weapon-smith gives it the ability to protect its wielder from dark energies.
Basic Augmentation (1 moon)
Property: when this shield is hit by Shadow spells, the wielder may invoke “Half” to take only half damage.
Property 2: (1/H) invoke “Minimal” when the shield is hit by a Shadow spell to take only 1 damage.
Field-Repair: Regain the use of Property 2.
Cost: basic Metal x1, basic Holy x1
Phys-Rep: Item Card, Shield

Dusken Shield Formula
Darksome components are woven into a shield, providing it with protection against attacks of light and silver.
Basic Augmentation (1 moon)
Property: When this shield is hit by Silver spells, the wielder may invoke “Half” to take only half damage.
Property 2: (1/H) invoke “Minimal” when the shield is hit by a Silver spell to take only 1 damage.
Field-Repair: Regain the use of Property 2.
Cost: basic Metal x1, basic Shadow x1
Phys-Rep: Item Card, Shield

Grounded Shield Formula
Conductive material in this shield diffuses lightning attacks and conducts them safely away from the wielder.
Basic Augmentation (1 moon)
Property: When this shield is hit by Lightning spells, the wielder may invoke “Half” to take half damage.
Property 2: (1/H) invoke “Minimal” when the shield is hit by a Lightning spell to take only 1 damage.
Field-Repair: Regain the use of Property 2.
Cost: basic Metal x1, basic Earth x1
Phys-Rep: Item Card, Shield

Vicious Axe Formula
This augmentation imbues an axe or scythe with a bloodthirsty bent. It seems to wriggle in its wielder’s hands for more blood.
Basic Augmentation (1 moon; melee axe or scythe only)
Property 1: When this weapon’s Critical Strike feat or the Totem Strike feat is negated by the Parry, Dodge or Block feat, perform an expert Critical Strike or Totem Strike feat within 10 seconds. If the wielder has ability or a skill that also grants an expert Critical Strike or Totem Strike in this circumstance, this Property does not function.
Property 2: This weapon’s Cripple Limb feat lasts 10 seconds longer.
Cost: basic Metal x2, basic Death x2
Phys-rep: Item card; melee Axe or Scythe weapon

Bludgeoning Mace Formula
A hammer or mace augmented by this formula seems to weigh heavier in mid-swing, more easily crushing shields and flinging victims aside.
Basic Augmentation (1 moon; melee mace or hammer only)
Property 1: This weapon’s Batter Shield feat costs only 1 SP and inflicts damage equal to the wielder’s Critical Strike or Totem Strike.
Property 2: This weapon’s Knockback feat costs only 1 SP.
Cost: basic Metal x2, basic Earth x2
Phys-rep: Item card; melee Mace or Hammer weapon

Swift Blade Formula
A blade with this formula feels lighter and quicker in its wielder’s hands, allowing for deadlier follow ups.
Basic Augmentation (1 moon; melee sword or dagger only)
Property 1: This weapon’s Disarm feat only cost 1 SP.
Property 2: After performing a successful Disarm with this weapon, perform an expert Critical Strike feat or Expert Totem Strike feat upon the original target within 10 seconds. If the wielder has ability or a skill that also grants an expert Critical Strike or Totem Strike in this circumstance, this Property does not function.
Cost: basic Metal x2, basic Wind x2
Phys-rep: Item card; melee sword or dagger only

Flowing Spear Formula
A pole-arm with this augmentation bends ever so slightly at its wielder’s whim, striking past shields and into nearby enemies when desired.
Basic Augmentation (1 moon; melee pole-arm only)
Property 1: When this weapon’s Critical Strike or Totem Strike is negated by a Dodge, Block or Parry feat, perform an expert Critical Strike or expert Totem Strike on a different target within 10 seconds on someone else. If the wielder has ability or a skill that also grants an expert or cleaving Critical Strike or Totem Strike in this circumstance, this Property does not function.
Property 2: The Pierce/Batter Shield feat costs only 1 SP to use.
Cost: basic Metal x2, basic Water x2
Phys-rep: Item Card; melee Pole-arm

Complex Augmentation:

Empowered Weapon Formula
By utilizing advanced techniques and greater components, a Weapon-smith can greatly improve a weapon’s stopping power.
Complex Augmentation (2 moons)
Property: This weapon’s Critical Strikes or a Totem Strikes inflict +2 damage.
Cost: basic Metal x3, basic Earth x3
Phys-Rep: Item Card, Weapon

Fortified Weapon/Shield Formula
Reinforcement from metallic and earthen components, grant superior protection to this weapon or shield against breakage.
Complex Augmentation (2 moons)
Property: (1/H) invoke
“Fortified Weapon” or “Fortified Shield” to negate an effect that would break this weapon or shield.
Field-repair: Weapon or Shield is completely repaired and regains the use of “Fortified Weapon/Shield”.
Affinity (bow/or crossbow weapon): The wielder is has the bow defense skill with this weapon while wielding it.
Cost: basic Metal x2, basic Earth x2
Phys-Rep: Item Card, Weapon

Barbed Weapon Formula
Used by the sadistic and the callous, this weapon is cruelly barbed to intensify the agony that it can create.
Complex Augmentation (2 moons)
Property: Pain spells or feats delivered through this weapon last 10 seconds longer.
Cost: basic Metal x2, basic Death x2
Phys-Rep: Item Card, Weapon

Spell-breaker Weapon/Shield Formula
This weapon or shield is proof against magic, imbued with components that absorb and negate spells.
Complex Augmentation (1 moon)
Property 1: the wielder may use the Parry feat or Block feat to negate a spell attack upon him. He must preface the feat with “Spell” and spend an additional 1 SP.
Property 2: Invoke “Spell-breaker” when a spell hits this weapon/shield to negate the spell.
Cost: Rare Earth x1, Basic Shadow x2
Phys-Rep: Item Card, Weapon or Shield with an arcane pentagram on it.

Soul-drinker Weapon Formula

Using techniques given by the Vault of Secrets, a Weapon-smith can imbue a weapon with the ability to feast upon the souls of the fallen.
Complex Augmentation (1 moon)
Property: (1/H) this weapon’s killing blows allow the user to invoke “Soul-Drinker Weapon” and regain 1 SP.
Affinity (Nightkin or Gnome): “Soul-Drinker Weapon” restores 2 SP instead.
Cost:  Rare Demonic x1
Phys-Rep: Item Card, Weapon with a blank circle upon it

Death-drinker Weapon Formula
First created by a Necromantic Weapon-smith, this augmentation binds a ghoulish essence that thrives upon the dying and rewards its wielder when it is indulged.
Complex Augmentation (1 moon)
Property: (1/H) this weapon’s killing blows allow the user to invoke “Death-Drinker Weapon” and regain 10 HP.
Affinity (Beastling or Troll):  “Death-Drinker Weapon” restores 15 HP instead.
Cost: Rare Death x1
Phys-Rep: Item Card, Weapon with a skull upon it

Solar Weapon Formula
This weapon harnesses the power of the sun to smite the vile creatures that lurk in the night.
Complex Augmentation (1 moon)
Property 1: This weapon can strike for Silver damage instead of normal damage.
Property 2: (1/H) invoke “Solar Weapon” and inflict 10 Silver damage on your next strike within 5 seconds.
Field-repair (expert Weapon-smith): Regain the use of “Solar Weapon”
Cost: Rare Holy x1, Basic Metal x1
Phys-Rep: Item Card, gold or white colored Weapon

Inferno Weapon Formula
A minor Fury has been bound to this weapon and the wielder can use its rage against his enemies.
Complex Augmentation (1 moon)
Property 1: This weapon can strike for Fire damage instead of normal damage.
Property 2: (1/H) invoke “Inferno Weapon” and inflict 10 Fire damage on your next strike within 5 seconds.
Field-repair (expert Weapon-smith): Regain the use of “Inferno Weapon”
Cost: Rare Fire x1, Basic Metal x1
Phys-Rep: Item Card, orange or red colored Weapon

Midnight Weapon Formula
A shadowy presence has been bound to this weapon, allowing the wielder to unleash dark wrath upon his foemen.
Complex Augmentation (1 moon)
Property: This weapon can strike for Shadow damage instead of normal damage.
Property 2: (1/H) invoke “Midnight Weapon” and inflict 10 Shadow damage on his next strike within 5 seconds.
Field-repair (expert Weapon-smith): Regain the use of “Midnight Weapon”
Cost: Rare Shadow x1, Basic Metal x1
Phys-Rep: Item Card, black-colored Weapon

Wintry Weapon Formula
A Winter spirit has been bound to this weapon and its touch can break those who stand against the wielder.
Complex Augmentation (1 moon)
Property: This weapon can strike for Ice damage instead of normal damage.
Property 2: (1/H) invoke “Wintry Weapon” and inflict 10 Ice damage on your next strike within 5 seconds.
Field-repair (expert Weapon-smith): Regain the use of “Wintry Weapon”
Cost: Rare Wind x1, Basic Metal x1
Phys-Rep: Item Card, white or grey colored Weapon

Tempest Weapon Formula
Captured lightning has been woven into this weapon, allowing the wielder to use its power against his foes.
Complex Augmentation (1 moon)
Property: this weapon can strike for Lightning damage instead of normal damage.
Property 2: (1/H) invoke “Tempest Weapon” and inflict 15 Lightning damage on your next strike within 5 seconds.
Field-repair (expert Weapon-smith): Regain the use of “Tempest Weapon”
Cost: Rare Lightning x1, Basic Metal x1
Phys-Rep: Item Card, gold or light blue colored weapon

Assassin’s Weapon Formula

The tool of Assassins and Poisoners, this weapon can contain deadly surprises to the wielder’s victims.
Complex Augmentation (1 moon)
Property: This weapon can hold up to two poison doses although they can only be used one at a time
Assist (Venomologist): Poisons used on this weapon remain usable until expended or a whole moon has passed.
Cost: Basic Metal x1, Basic Water x2, basic Wind x2
Phys-Rep: Item Card, black-colored Weapon

Mjordan Shield Formula
Crafted by the Mjorda of Jotunbrud, this shield protects against the wintry ravages of the Northern lands. 
Complex Augmentation (2 moons)
Property: When this shield is hit by Ice spells, invoke “Minimal” to take only 1 damage.
Cost: basic Metal x2, basic Fire x2
Phys-Rep: Item Card, Shield with broken chains dangling from it.

Flamerunner Shield Formula
Invented by the Flamerunner Clan of the Grellken, this shield protects the Trolls from their weakness.
Complex Augmentation (2 moons)
Property: When this shield is hit by Fire spells, invoke “Minimal” to take only 1 damage.
Cost: basic Metal x2, basic Water x2
Phys-Rep: Item Card, Shield with long-red feathers.

Shield of the Seven United Formula
This shield is usually carried by Pendrakken Crusaders when they bring battle to the forces of darkness.
Complex Augmentation (2 moons)
Property: When this shield is hit by Shadow spells, invoke “Minimal” to take only 1 damage.
Cost: basic Metal x2, basic Holy x2
Phys-Rep: Item Card, Shield with the symbols of the Seven United

Shield of Nemain Formula
This shield is used by the guardians of the shadowy Nemain Clan of the Fir’bolg.
Complex Augmentation (2 moons)
Property: When this shield is hit by Silver spells, invoke “Minimal” to take only 1 damage.
Cost: basic Metal x2, basic Shadow x2
Phys-Rep: Item Card, a dark colored Shield with tiny foam spikes on it.

Thunderforge Shield Formula
The Thunderforge Clan is known among the Dwarves for their mountaintop Dwarfholds, thus requiring the invention of this shield.
Complex Augmentation (2 moons)
Property: When this shield is hit by Lightning spells, invoke “Minimal” to take only 1 damage.
Cost: basic Metal x2, basic Earth x2
Phys-Rep: Item Card, Shield with grey or bronze 1-inch dwarven runes to one side.

Steadfast Shield Formula
Once a secret of the Iron Dwarves, this shield grants its wielder reserves of strength when he is pressed by foemen and enemies.
Complex Augmentation
Property: When the Block feat is used to negate an attack, the wielder regains 5 HP.
Affinity (Shield Expertise/Mastery): The Shield Expertise skill grants 5 extra AP after a short rest when this shield is wielded.
Cost: rare Metal x1, basic Holy x1

Erudite Augmentation:

Unbreakable Weapon/Shield Formula
A Dwarven invention, this augmentation ensures a warrior that his weapon will never be broken while it remains in his hands.
Erudite Augmentation (2 moons)
Property: Invoke “Unbreakable Weapon” or “Unbreakable Shield” to negate an effect that would break this weapon or shield.
Affinity (bow or crossbow weapon): The wielder has the bow defense skill with this weapon while wielding it.
Cost: Rare Metal x1, Rare Earth x1
Phys-Rep: Item Card, Weapon

Death-Eater Weapon
The Death-Eater weapon has its roots in Krieger Dammerlicht, who protected Balagas and spearheaded the birth of Gotterdammerung.
Erudite Augmentation (2 moons)
Property: (1/H) this weapon’s killing blows allow the user to invoke “Death-Eater Weapon” and regain 20 HP.
Affinity (Beastling or Troll): “Death-Eater Weapon” restores 30 HP instead.
Cost: Rare Shadow x1, Rare Death x1
Phys-Rep: Item Card, Weapon with a Skull symbol upon it

Soul-eater Weapon Formula
Soul-Eater formulae mark a craftsman who has trafficked with the vilest of Demons for knowledge and skill.
Erudite Augmentation (2 moons)
Property: (1/H) this weapon’s killing blows allow the user to invoke “Soul-Eater Weapon” and regain 3 SP.
Affinity (Nightkin or Gnome): “Soul-Eater Weapon” restores 5 SP instead.
Cost: Rare Demonic x1, Rare Death x1
Phys-Rep: Item Card, Weapon with a white blank face upon it

Spell-Eater Weapon/Shield Formula
An invention of the Twilight Empire, a Spell-eater weapon or shield not only protects its wielder from spells but also fortifies him with stolen spell energies.
Erudite Augmentation (2 moons)
Property 1: the wielder may use the Parry feat or Block feat to negate a spell attack upon him. He must preface the feat with “Spell” and spend an additional 1 SP.
Property 2: Using “Spell Parry” or “Spell Block” to negate a spell heals the wielder for 10 HP.
Property 3: Invoke “Spell-Eater” when a spell hits this weapon or shield to negate the spell.
Cost: Rare Shadow x1, Rare Holy x1
Phys-Rep: Item Card, Weapon with an arcane pentagram upon it

Mighty Weapon Formula
A craftsman with this formula has perfected the art of making a weapon even deadlier through painstaking skills at sharpening and augmentation.
Erudite Augmentation (2 moons)
Property: This weapon’s Critical Strikes or a Totem Strikes inflict +3 damage.
Cost: Rare Metal x1, Rare Earth x1
Phys Rep: Item Card, Weapon

Starsong Weapon Formula
A creation of the Callasine, this weapon is part of their Blade-Minstrels’ reputation for deadliness and beauty.
Erudite Augmentation (2 moons)
Property 1: This weapon can strike for Silver damage instead of normal damage.
Property 2: (1/H) invoke “Starsong Weapon” and inflict 15 Silver damage on your next strike within 5 seconds.
Affinity (Bard, Elf or Human): “Starsong Weapon” also heals the wielder for 10 HP.
Field-repair: Regain the use of “Starsong Weapon”
Cost: Rare Holy x1, Rare Metal x1
Phys-Rep: Item Card, Weapon with flowing elven designs on it

Hellfire Weapon Formula
Dwarven artifice and Diabolic pacts have yielded the creation of this augmentation, whose origins have been lost to the darknesses of the Vaults.
Erudite Augmentation (2 moons)
Property 1: This weapon can strike for Fire damage instead of normal damage.
Property 2: (1/H) invoke “Hellfire Weapon” and inflict 15 Fire damage on your next strike within 5 seconds.
Affinity (Dwarf, Soul Graft or Nightkin): “Hellfire Weapon” inflicts 20 Fire damage instead.
Field-repair (expert Weapon-smith): Regain the use of “Hellfire Weapon”
Cost: Rare Fire x1, Rare Metal x1
Phys-Rep: Item Card, Weapon with red 1-inch demonic runes on it

Umbral Weapon Formula
It is believed that this formula is a secret given by shadowy entities to the Mortal realms to sow discord and violence.
Erudite Augmentation (2 moons)
Property: This weapon can strike for Shadow damage instead of normal damage.
Property 2: (1/H) invoke “Umbral Weapon” and inflict 15 Shadow damage on his next strike within 5 seconds.
Affinity (Gnome, Nightkin or Umbral Graft): “Umbral Weapon” may inflict Confuse 10 instead.
Field-repair (expert Weapon-smith): Regain the use of “Umbral Weapon”
Cost: Rare Shadow x1, Rare Metal x1
Phys-Rep: Item Card, dark-colored Weapon

Avesti Weapon Formula
This formula has its origins in the Sunless Kingdom, wielded by the agents of their triple-aspected Goddess’ justice.
Erudite Augmentation (2 moons)
Property: This weapon can strike for Ice damage instead of normal damage.
Property 2: (1/H) invoke “Avesti Weapon” and inflict 15 Ice damage on your next strike within 5 seconds.
Affinity (Kali-Avesti-Ishtar Chosen or Bright Witch): “Avesti Weapon” may inflict Shackle 10 instead.
Field-repair (expert Weapon-smith): Regain the use of “Avesti Weapon”
Cost: Rare Wind x1, Rare Metal x1
Phys-Rep: Item Card, Weapon with the symbol of Kali-Avesti-Ishtar

Mjordal Weapon Formula
The Chosen of Mjordir believe that this formula’s secret was passed down to them by their maimed, wrathful God.
Erudite Augmentation (2 moons)
Property: This weapon can strike for Lightning damage instead of normal damage.
Property 2: (1/H) invoke “Mjordal Weapon” and inflict 15 Lightning damage on your next strike within 5 seconds.
Affinity (Hammer weapon, Mjordir Chosen or Dwarf): “Mjordal Weapon” may inflict a “Daze 30” instead.
Field-repair (expert Weapon-smith): Regain the use of “Mjordal Weapon”
Cost: Rare Lightning x1, Rare Metal x1
Phys-Rep: Item Card, Weapon with the symbol of Mjordir

Cruachan Weapon Formula
Wielded by the Cruacha, this weapon displays the cruel, callousness of their doom-sowing God.
Erudite Augmentation (2 moons)
Property: Pain spells and feats delivered through this weapon last 20 seconds longer.
Affinity (Rogue, Cruach Chosen or Necromancer): (1/H) invoke “Cruachan Weapon” after performing a Killing Blow to regain 10 HP.
Cost: Rare Death, Basic Metal x2
Phys Rep: Item Card, Weapon with a symbol of Cruach

Relentless Shield Formula

Usually found in the hands of the Stone Dwarves, this shield makes its wielder indomitable in the fields of war.
Erudite Augmentation (2 moons)
Property: When the Block feat is used to negate an attack, the wielder regains 10 HP and for the next 30 seconds, he may invoke “Relentless Shield” to negate up to 5 Pain effects, Force effects and/or Mortal effects.
Affinity (Shield Expertise/Mastery): The Shield Expertise skill grants 5 extra AP when this shield is wielded and a short rest has been taken. The Shield Mastery skill grants an additional 5 extra AP.
Cost: rare Metal x1, rare Holy x1
Phys-rep: item card, shield with symbol of toughness (mountain, tower, bull)

Kingslayer Weapon Formula
Once a secret kept by the Kingslayer Crew, everyone who knew of th
e individual who stole this formula is no more. Gone too is everyone who knew them.

Erudite Augmentation (2 moons)
Property: Your backstab attacks and sneak attacks inflict 1 more point of damage.
Affinity (Syndicate, Kingslayer Crew or Lotus-Eater): You may invoke an expert assassinate within the next minute assassinate if your Assassinate feat is negated.
Cost: Rare Death x1, Rare Shadow x1, Rare Demonic x1
Phys-Rep: Item card, weapon with 2 black feathers with red splatters on a non-striking surface.