Weapon and armor crafting and enchantment are likely the two most widely used secondary skills, either from PCs or NPCs. Careful planning and the application of the correct craftings and enchantments for the situation can vastly increase the survivability, utility, and/or damage potential of your character. The following basic rules apply:
  • Craftings and enchantments cannot be combined if they are of opposing powers (i.e. can't have a Blessed arming sword of Undeath, Burning battle axe of Freezing, or Bright armet of Shadow, etc...) GM's discretion
  • These restrictions also apply in the rare case where two or more enchantments are present on once item (i.e. grand staff).
  • Craftings and enchantments DO NOT stack with persistent potion effects that would grant similar effects (i.e. Resistance Enchants don't stack with Resistance Potions)
  • Neck and Trinket slot items can only be crafted or enchanted with non specific types (I.e. not a weapon only or armor only crafting).
  • Some mundane objects can also be enchanted and wielded in an off-hand where applicable (i.e. a spirit book or wand) but can't use weapon only or armor only enchants
  • Belts, backpacks, quivers, and ammo, cannot be crafted or enchanted
  • Crafting/Enchanting an ammo based ranged weapon (i.e. bows & crossbows) will apply the crafting/enchantment effects (where applicable) to the ammo by default (i.e. all arrows fired by a Heartseeker Warbow of Greater Pain with have +5% crit and +3 damage)

Neck, Trinket and non-standard offhand slot items (i.e. tomes, relics, idols, etc...) can only have NON weapon/armor craftings/enchantments, and must use the following materials to match their equivalent Crafting level or Enchantment Rank (see Shops: Enchanters/Crafting Shop and Weapons: Miscellaneous for pricing)
material type
max equivalent lvl of runecrafting
max equivalent rank of enchant
  • Soft Metals (bronze, copper, brass, tin, etc...)
  • Soft Woods (cedar, pine, spruce, etc...)
  • Common Stones (sandstone, shale, flint, granite, etc...)
  • Common Materials (cloth, leather, glass, clay, bone, etc...)
2
minor
  • Hard Metals (iron, steel, titanium, etc...)
  • Hard Woods (ash, maple, oak, elm, etc...)
  • Rare Stones (obsidian, marble, lodestone, etc...)
  • Rare Materials (silk, rubber, porcelain etc...)
4
improved
  • Semi-Precious Metals (silver)
  • Semi-Precious Materials (ivory, pearl, etc...)
  • Common Gemstones (jade, quartz, garnet, amber, etc...)
6
greater
  • Precious Metals (gold, platinum)
  • Precious Materials (unicorn horn)
  • Semi-Precious Gemstones (topaz, amethyst, opal, etc...)
8
superior
  • Heavenly Metals (tranilium)
  • Precious Gemstones (diamond, sapphire, ruby, emerald, etc...)
11
matchless

Crafting


Weapon and Armor Craftings are represented by a prefix before the item name (i.e. Dwarven Plate Bracers or Angelic Arming Sword) and represent additional properties forged or crafted directly into the item at the time that it is first created. Once an item is created it cannot have a crafting applied to it.

Crafting is divided into two categories:

Advanced Crafting: Represents the work of Tailors, Leatherworkers, Weapon Smiths, Armor Smiths and Tradesmen/Craftsmen who are highly skilled in their craft. This allows them to apply advanced attributes to weapons, armor, and items (via applying a prefix) at the time that the weapon, armor, or item is originally crafted. Advanced craftings can not generally be removed without completely destroying the weapon, armor, or item.

Rune Crafting: Represents inscribing powerful Spirit or Faith based runes onto weapons, armor, or items (via applying a prefix) at the time that the weapon, armor, or item is originally crafted. These runes apply additional attributes which can only be removed by shattering the runes (see Dispeling Craftings). Rune Crafting requires the use of an additional secondary skill (see Secondary Skill: Rune Crafting) in conjunction with a Tailor, Leatherworker, Weapon Smith, Armor Smith and/or Tradesmen/Craftsmen.

for the purposes of calculating NPC or enemy XP, treat each crafting worth 2XP
  • prices do not include the cost of components
  • prices for crafting are based off a percentage of the list price of the item being crafted and include the item itself
  • an appropriate schematic/recipe is required if the crafter does not have prior knowledge experience with that particular crafting
  • schematic/recipe costs equal to the price percentage minus 100 gold and are subject to availability
  • For Rune Crafting, if the Tailor/Weapon Smith/Armor Smith/Craftsman is not a Runecrafter then a Runecrafter MUST be present when the item is crafted

Repairing

Crafters usually also have the ability to repair damaged weapons and armor (see each appropriate secondary skill for details). The following is a rough list of possible damaged item effects and value they have in their damaged state (based as a percentage of the full market price of the item):
Value
prefix (damaged)
Description
10%
shattered/broken
in pieces, may be re-forged/repaired (costs 90% of normal price to repair back to normal function)
50%
cracked/weakened/damaged (weapon)
1/2 damage, 1/2 effects excepts negative (costs 50% of normal price to repair back to normal function)
50%
inferior
1/2 damage, 1/2 effects except negative
50%
inferior/simple/crude/damaged (armor)
1/2 armor value, full negative effects (often made from naturally occurring materials)
75%
rusted/dented (armor)
- 1 armor, for mail/plate (costs 25% of normal price to repair back to normal function)
75%
tattered/rotten (armor)
- 1 armor, for cloth/leather (costs 25% of normal price to repair back to normal function)

Advanced Craftings


Advanced Weapon Craftings

In order to apply advanced weapon craftings as a prefix to a weapon an appropriately skilled Weapon Smith must be present when the weapon is crafted.
  • Blacksmith: Weapon Smith Lvl1 max 125% Price craftings
  • Blacksmith: Weapon Smith Lvl2 max 150% Price craftings
  • Blacksmith: Weapon Smith Lvl3 all craftings

Advanced Armor Craftings

In order to apply advanced armor craftings as a prefix to a piece of armor an appropriately skilled Weapon Smith must be present when the weapon is crafted.Blacksmith
  • Blacksmith: Armor Smith Lvl1 max 125% Price craftings
  • Blacksmith: Armor Smith Lvl2 max 150% Price craftings
  • Blacksmith: Armor Smith Lvl3 all craftings

Note: Pricing for all types of Dragonscale craftings is based largely on the materials required, as Dragon scales are increasingly rare to find available on the market as you move from Wyrmscale towards Dragonscale. See Dragonscale Crafting for details.

Rune Crafting


Rune Crafting is restricted by skill level according to the relative value:
  • Runecrafting Lvl1 max 125% Price craftings
  • Runecrafting Lvl2 max 150% Price craftings
  • Runecrafting Lvl3 all craftings

Spirit Craftings


Faith Craftings


Dispeling Craftings

Spirit/Faith based Craftings can be dispelled by shattering the runes that were used to create them. However they have an innate resistance built in (see chart above). This resistance is typical quite high and as such only very skilled casters (with lots of +hit with Spirit/Faith) are able to do so. Runecrafters can also Shatter runes (see Runecraft) but doing so requires significant time investment (once/day). Successfully dispelling a crafting completely destroys the item, beyond any form of repair.
In additon to using the Runecraft secondary skill, the following powers can be used to dispel craftings/shatter runes:
  • Any "Dispel' type spirit power can dispel the spirit craftings of the same type as they are effective against (i.e. Expel Darkness (Spirit-Light/Sun) is effective against Shadow/Dark craftings
  • Exorcise (Faith-Holy-Exorcism) can dispel/shatter demonic crafting
  • Corrupt (Faith-Demoinic-Corruption) can dispel/shatter holy crafting
  • Purge (Faith-Psionic-Psimaturgy) can dispel/shatter any faith crafting
  • Devolution (Faith-Primal-Shapeshifting: Reptile Form) can dispel/shatter any spirit OR faith crafting

If the Runecrafter is a spirit or faith class they can further increase the dispel resistance of thier crafted items of the corresponding type by adding some of their own power into the crafting:
  • +5 resistance to dispelling per 1 faith/spirit class level
However, they are generally restricted from using craftings of opposing powers (i.e. a Holy Priest can increase the dispel resist of Holy craftings, but conversely cannot put Demonic craftings on items)

Example1: A level 12 Mage Runecrafter creates a weapon with the Viper Crafting. Normally this would have a dispel resistance of 130, but because the mage is a level 12 Spirit class the dispel resistance is increased by 60 to 180
Example2: A level 6 Paladin Runecrafter creates an armor piece with the Feral Crafting. Normally this would have a dispel resistance of 110, but because the Paladin is a level 6 Faith class the dispel resistance is increased by 30 to 140

Enchanting


Weapon and armor Enchantments are represented by a suffix after the item name (i.e. Plate Bracers of Greater Fortitude or Arming Sword of Superior Daybreak) and represent additional properties applied to an item at any point in time. Once an item is enchanted it cannot have another enchantment placed on it unless the current enchantment is removed (see Dispelling Enchants) or if it is an upgrade to an existing enchant (i.e. upgrading Minor Pain to Greater Pain). Enchanting requires the Enchanter Secondary Skill:
  • Lv1 – Add/remove minor enchantments (once/day)
  • Lv2 – Add/remove improved enchantments (once/day)
  • Lv3 – Add/remove greater enchantments (once/day)
  • Lv4 – Add/remove superior enchantments (once/day)
  • Lv5 – Add/remove matchless enchantments (harvest 50% +10% per Lv below)

for purposes of calculating NPC or enemy XP, treat each enchant worth 1XP/enchant tier (minor = T1, improved = T2, etc..)
  • prices do not include the cost of components
  • prices for enchants are a list price for the enchant, independent of the item value, and are per quality of the enchant (i.e. Minor Pain costs 10g before components, while Greater Pain costs 30g before components)
  • required components are listed per rank of Enchant (i.e. Minor Pain requires 10 Arcane Essence and 2 Manastone, where as Greater Pain requires 30 Arcane Essence and 6 Manastone)
  • if upgrading an enchant, you only need to pay the difference
  • recipes cost 2 times the list price and are subject to availability, but if upgrading the recipe only pay price difference
  • Enchanter does not need to be present when weapon/armor/item is first created as Enchants are independent of weapon/armor/item creation
  • benefits do NOT stack if enchant is on multiple items

Spirit Enchants


Faith Enchants


Dispelling Enchants

Spirit/Faith based enchants can also be dispelled. Like craftings they also have an innate resistance built in, however do to the less permanent nature of Enchants it is not as high. The innate resistance of Enchantments to dispelling is as follows:
Rank of Enchant
Dispel Resist
Minor
60
Improved
70
Greater
80
Superior
90
Matchless
100
Enchanters can also remove enchants, sometimes called Disenchanting (see Enchanter secondary skill) but doing so requires a significant time investment (once/day). Successfully dispelling a enchantment completely removes the effects of the enchant but otherwise leaves the item undamaged. In additon to using the Enchanter secondary skill, the following powers can be used to dispel or remove enchants:
  • Any "Dispel' type spirit power can dispel the spirit craftings of the same type as they are effective against (i.e. Expel Darkness (Spirit-Light/Sun) is effective against Shadow/Dark enchants)
  • Exorcise (Faith-Holy-Exorcism) can dispel/remove demonic enchants
  • Corrupt (Faith-Demoinic-Corruption) can dispel/remove holy enchants
  • Purge (Faith-Psionic-Psimaturgy) can dispel/remove any faith enchants
  • Devolution (Faith-Primal-Shapeshifting: Reptile Form) can dispel/remove any spirit OR faith enchants
If the Enchanter is a spirit or faith class they can further increase the dispel resistance of items they enchant if it corresponds with their faith path or spirit school by adding some of their own power into the crafting:
  • +5 resistance to dispelling per 1 faith/spirit class level
However, they are generally restricted from using enchants of opposing powers (i.e. a Holy Priest can increase the dispel resist of Holy Enchants, but conversely cannot put Demonic enchants on items)

Example1: A level 12 Mage Enchanter creates a weapon with the of Greater Flame enchant. Normally this would have a dispel resistance of 80, but because the mage is a level 12 Spirit class the dispel resistance is increased by 60 to 140
Example2: A level 6 Paladin Enchanter creates an armor piece with of Superior Toughness enchant. Normally this would have a dispel resistance of 90, but because the Paladin is a level 6 Faith class the dispel resistance is increased by 30 to 120