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Weapon Crafting
Characters with the weaponsmith skill can craft weapons using crafting points. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system.
Weapons created with the weaponsmith skill can have multiple enhancements purchased for them. The crafting point cost to make an enhanced weapon is based on this table. For each craft point spent an additional 10 coins must be spent to create an enhanced weapon.
If ammunition is imbued with a spell only one is produced at a time. When crafting other enhancements 4 pieces of ammunition are created with the enhancement.
Related Rules
Craft Points and Related Skills
Craft points are used with the ornamenter skill to craft magic objects, with the weaponsmith skill to craft enhanced weapons, and the tinker skill to creating tinkering items. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system. Unlike production points you may not purchase additional crafting points at check-in.
Spells (generally only third level and lower) can be imbued into magic objects to create per event items with one use per event. The spell being imbued must be known by the character crafting that object or be provided by a consumable such as a scroll (the character must be able to read magic to use a scroll). Other characters, or other imbued items do not count as providing access to a spell.
Characters are capped at a total of 20 crafting points from all sources.
Weapon Crafting Point Costs
When you are crafting a new weapon you must pay a number of crafting points based on what you are creating. Every weapon will have a starting cost based on what type of weapon it is. From there you can select any feature you want, such as crafting the weapon from one or more special materials, giving special abilities to the weapon, or imbuing a spell into the weapon.
Weapon Crafting Costs
Must Choose Exactly One | |
---|---|
Weapon Base Type | Craft Points |
Non-Martial Melee Weapon | 0 |
Martial Melee Weapon | 4 |
Great Weapon | 16 |
Thrown Weapon | 0 |
Bow or Crossbow | 4 |
Arrows or Bolts | 0 |
Special Material | Craft Points |
---|---|
Goblin Iron (Poison) | 8 |
Silver | 8 |
Razorleaf (Nature) | 8 |
Elven Steel | 20* |
- Newly made weapons may not have Elven Steel with other special material types.
- Existing weapons that are Elven Steel and other materials are exempt from this requirement.
Special Ability | Description | Craft Points |
---|---|---|
Masterwork | This weapon deals +1 damage, limited by cap. | 4 |
Mage Blade | This rule is no longer available. Existing weapons get refunded this amount. | 12 |
Master's Staff of Wizardry | Select a school of magic. If the wielder is a master of that school of magic some of their spells cost fewer power points. Automatically a great weapon at no additional cost. Requires ornamenting 5 to craft. | 24 |
Master's Blade | If the wielder is a weapon master they gain an additional master's strike. Also gives 16 additional, free, craft points to spend on other features (such as weapon type). Requires Tinkering 5 to craft. | 24 |
Imbued Spells | Description | Craft Points |
---|---|---|
Imbue with a 1st Level Spell | The item can cast the chosen level one spell once per event. Can take multiple times to stack more uses per event. | 4 |
Imbue with a 2nd Level Spell | The item can cast the chosen level two spell once per event. Can take multiple times to stack more uses per event. | 8 |
Imbue with a 3rd Level Spell | The item can cast the chosen level three spell once per event. Can take multiple times to stack more uses per event. | 12 |
Related Prop Guidelines
Special Weapons
In addition to a weapon needing to meet standards for safety the appearance of the weapon indicates certain information. The following colors are reserved for (and required by) weapons made of special materials:
- Elven steel weapons or other items must be covered with black paint then decorated with natural looking thin white/silver veins coursing through it.
- Goblin iron (poison) weapons must be covered with green paint.
- Blightsteel (blight) weapons don't have a specific paint job at this time, and as such won't be seen at game until they do.
- Razorleaf (nature) weapons must have the blade or any striking surface covered with red paint.
- Primal weapons (or other custom specialty items) must be covered with red paint then decorated with natural looking thin black veins coursing through it.
- Weapons made of more than one exceptional material must conform to all color requirements, usually this is done by coloring each cutting edge of a sword as a different material.
While not a special materials these items deserves note.
- A master's blade must have an above average looking prop to represent it.
- Weapons with spells in them must be covered with blue paint to indicate they are magical.
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