Crafting - Item Enhancement
GM-Info!
Work in progress!
Slightly NSFW!
FEATURED
These rules allow characters to enhance their equipment strategically through various combinations, unlocking powerful effects individually or as part of a thematic set. Ancient relics scattered throughout Alana follow their own unique mechanics and do not utilise the enhancement rules listed here. Their technological sophistication exceeds what current crafters are capable of modifying. Engineer weapons and gadgets also have their own rules.
Most enhancements are not unique discoveries; someone, somewhere, already possesses knowledge of them - though perhaps under different names, appearances, or with subtly altered effects. Variations in materials, cultural traditions, magical techniques, and craftsmanship can create numerous interpretations of essentially similar enhancements, each reflecting the distinctive practices and styles of diverse regions or peoples across the world.
General Limitations and Guidelines
- Items can get enhanced with one attachment, one gem, one inscription, and up to two runes.
- Each added feature or combination must be acquired or crafted and attached through gameplay, magical rituals, crafting, or special quests.
- Once applied, removing or changing a rune, gem, inscription, or attachment requires appropriate skill tests, resources, time, and GM approval.
- Effects granted by runes and inscriptions are considered magical for the purposes of resistance, detection, and narrative.
- Not all enhancements will work on all items. Example: Rune of Echoing Steel requires a weapon with a metal blade.
- Attachments, inscriptions, and runes only work on used items (drawn weapon, worn ring, ...). Gems may work on stowed away or hidden items, too (at GM discretion).
- Non-weapon item modifications do not directly enhance combat damage but may offer indirect combat-related benefits (e.g., improving Cool tests, Charm checks, stealth or utility).
- For balancing issues, any combination of weapons and/or shields used at the same time count as one weapon and all limits apply to this set.
- Set bonuses are unlocked explicitly by combining the listed combinations. Players should discover these synergies through gameplay or lore.
Optional Rule
Safe Extraction: GMs may allow a specialized facility or arcane ritual that guarantees non-destructive extraction of runes, inscriptions, or gems, albeit at a steep cost or after a challenging quest.Enhancements
Attachments
Universal Attachments
TODOWeapon Attachments
- Items may have one attachment or modification unless explicitly noted otherwise.
- Weapons may have only one attachment. Attachments physically modify the weapon, enhancing combat capability.
- Attachments represent physical upgrades or customizations to enhance functionality (e.g., reinforced seams, hidden compartments, lenses).
- Attachments are applied through crafting or engineering skills and typically offer mechanical benefits in gameplay.
Attachment Name | Weapon Restrictions | Effect |
---|---|---|
Balanced Grip | Melee Weapons | Adds Balanced Quality, +1 SL to parry tests. |
Barbed Hooks | Axes, Polearms | Successful hits inflict Bleeding condition on critical hits. |
Counterweight | Great weapons | Weapon gains the Balanced quality, improving handling significantly. |
Extended Barrel | Firearms, Crossbows | Increases effective range by 10 yards. |
Extended Magazine | Crossbows | Weapon gains one additional shot before requiring reload. |
Guarded Handle | Swords, Daggers | Adds Defensive Quality; provides +1 SL bonus to parry tests. |
Hollowed Shaft | Spears, Polearms | Reduces weapon Encumbrance by 1, making it easier to carry. |
Recurve Limbs | Bows | Adds +1 damage to successful ranged attacks. |
Reinforced Pommel | Swords, Hammers | Adds Pummel Quality; +1 SL to melee opposed tests. |
Sharpened Edge | Bladed weapons | Adds Damaging Quality; critical hits deal +1 Wound. |
Silencing Wrap | Any melee weapon | Grants +10 to Stealth tests when carrying the weapon drawn. |
Spiked Guard | Melee weapons | Grants free attack on successful parry with \u201310 WS penalty. |
Stabilizing Stock | Crossbows, Firearms | Reduces reload time by one step (to a minimum of Reload 1). |
Sturdy Reinforcement | Shields | Increases shield's Armor Points (AP) by 1 on successful parries. |
Telescopic Sight | Crossbows, Bows | Range increased by 10 yards; +10 to Ranged tests at Long range. |
Weighted Head | Axes, Hammers | Adds Impact Quality; grants +1 damage to critical hits. |
Gems
- Gems must be embedded by skilled jewelers or magical artisans, requiring specific crafting tests, specialized workshops, or magical rituals.
- Gems can be transferred between items, but removal requires a successful Difficult (\u201310) Trade (Crafting or Smithing) test. Failure destroys the gem (or the item, whichever is weaker).
- The quality and rarity of a gem may enhance role-playing value, quests, or interactions with NPCs who value such treasures.
Gem Quality Levels
Lesser Gems (Common): Weaker, more readily available. Provide minor bonuses, typically situational or limited.Refined Gems (Scarce): Reliable, consistent effects. Moderate power enhancements useful in most situations.
Greater Gems (Rare): Potent effects. Often possess powerful continuous bonuses or substantial conditional advantages.
Exquisite Gems (Exotic):Highly potent, granting significant continuous or activated effects, highly prized among nobility and champions.
Legendary Gems (Legendary): Extremely rare, offering legendary, permanent magical effects capable of changing the course of battles or adventures.
Optional Rule
Advanced Rarity: if you need two more levels above, you can add Mythic and Epic.Adding a Gem
Slots & Item Type
- Standard weapons or items can hold one gem, unless specially crafted to hold more (like a \u201cgem-forged\u201d weapon).
- Gems must be set into a secure mounting - fragile or mundane items may not support powerful gems.
Crafting & Skill Checks
- Requires a Trade (Smithing), Trade (Gemcutter), or Lore (Magic) test (often Challenging (+0)).
- Special tools, gem-faceting knowledge, or magical rituals might reduce difficulty.
Time & Cost
- Embedding a gem typically takes several hours to 1 day.
- The gem\u2019s rarity can drive up cost, including protective wards or prismatic conduits.
Success & Failure
- On success, the gem\u2019s power integrates seamlessly.
- On failure, the gem may crack, lose potency, or be destroyed entirely.
Removing a Gem
Unsetting Process
Result
Universal Gems
These gems offer practical utility, facilitate exploration, and enrich role-playing opportunities. While they can enhance various items, their greatest value lies outside direct combat applications. Although they can be socketed into weapons, using them on equipment such as armor, jewelry, or tools is typically more beneficial. Gems that offer benefits like increased or accellerated healing should be worn on the body, eg. as part of a ring, necklace, or tiara.Lesser Gem (Common) | Appearance & Properties | Magical Effect |
---|---|---|
Emerald of Calm | Deep-green gem that gently pulses | +10 to Cool tests when resisting panic or stress. |
Golden Topaz | Lustrous yellow gem glowing warmly | Bearer requires half the normal amount of food and drink. |
Quartz of Stability | Crystal-clear gem radiating tranquility | Prevents nausea, seasickness, or dizziness from travel and motion. |
Traveller's Agate | Smooth, brown and amber-banded gem | Prevents exhaustion from long-distance travel; halves fatigue gained from travel. |
Moonstone | Milky-white gem with a silvery glow | +10 bonus to Perception tests under moonlight. |
Refined Gem (Scarce) | Appearance & Properties | Magical Effect |
Golden Topaz | Lustrous yellow gem glowing warmly | Bearer requires half normal food/drink and gains +10 to Endurance tests related to hunger or thirst. |
Opal of Clarity | Clear gem shifting subtly in color | +10 bonus to Insight tests detecting lies or deception. |
Quartz of Stability | Crystal-clear gem radiating tranquility | Prevents nausea, seasickness, or dizziness and grants +10 to Endurance tests against similar effects. |
Twilight Amethyst | Purple gem radiating subtle twilight hues | Grants clear vision in twilight or low-light conditions. |
Verdant Emerald | Vibrant green gem radiating life energy | Halves recovery time for minor injuries and fatigue. |
Greater Gem (Rare) | Appearance & Properties | Magical Effect |
Azure Pearl | Shimmering ocean-blue pearl | Allows breathing underwater for up to 10 minutes once per day. |
Amber of Memories | Golden-orange gem, slightly warm | Allows recalling one forgotten detail or memory clearly, once per session. |
Sunfire Topaz | Enhanced Golden Topaz variant: Lustrous yellow gem glowing warmly | Grants immunity to natural cold conditions and frostbite. |
Shadow Onyx | Glossy black gem | Grants +10 to Stealth tests in darkness or shadowy environments. |
Exquisite Gems (Exotic) | Appearance & Properties | Magical Effect |
Shadow Onyx | Glossy black gem absorbing ambient light | Grants +20 to Stealth tests at night; enemies suffer -10 to Perception to detect you in darkness. |
Sunstone | Bright golden gem radiating confidence | Grants immunity to Fear effects while wielding the weapon or item. |
Sunfire Topaz | Lustrous yellow-orange gem radiating warmth | Bearer is immune to natural cold conditions and frostbite, and reduces magical cold damage by half. |
Mythical Gems (Mythical) | Appearance & Properties | Magical Effect |
Twilight Amethyst | Purple gem shimmering subtly between dark and light | Grants clear, unrestricted vision in complete darkness or magical shadow. |
Starfall Diamond | Clear diamond sparkling with miniature points of light | Illuminates immediate area softly; grants +10 to Navigation tests at night and renders bearer immune to being surprised at night. |
Sunstone | Bright golden gem radiating confidence | Grants immunity to Fear and Terror; allies within 2 yards gain +10 to Cool tests against fear. |
Sunfire Topaz | Fully enhanced variant | Bearer never suffers fatigue from natural heat or cold, and food and water requirements reduced by half. |
Opal of Clarity | Enhanced Legendary variant | Automatically detect lies and illusions once per scene, no test required. |
Verdant Emerald | Vibrant green gem radiating strong life force | Bearer recovers twice the normal amount of wounds from natural healing and magical healing. |
Lore
Gem Name | Lore |
---|---|
Amber of Memories | The Amber of Memories is said to be fossilised sap from the sacred groves of ancient Athael Loran. Elven druids first enchanted these amber stones to preserve knowledge of lost ages, granting clarity to those seeking forgotten truths. Travellers and scholars prize them as keys to unlocking secrets buried deep within their minds. |
Weapon Gems
Lesser Weapon Gems (Common) | Effect |
---|---|
Lesser Ruby Shard | +1 Damage on critical hits. |
Amber Fragment | Recover 1 extra Wound after killing an enemy (once per encounter). |
Smoky Quartz | +5 to Initiative tests at the start of combat. |
Copperstone | Reduce weapon Encumbrance by 1 (minimum 1). |
Lesser Moon Crystal | +5 bonus to Ranged tests at night. |
Refined Weapon Gems (Scarce) | Effect |
Ruby of Ruin | Weapon gains Damaging quality if not already possessed. |
Bloodstone | Once per encounter, heal 1 Wound upon inflicting a critical hit. |
Onyx Splinter | Weapon gains +1 damage when attacking from concealment. |
Emerald Fang | +10 WS/BS bonus when at half or fewer wounds. |
Sapphire of Swift Strikes | Grants +1 SL bonus on the first successful attack each combat. |
Greater Weapon Gems (Rare) | Effect |
Dragonfire Ruby | Critical hits cause target to catch fire (Endurance to negate). |
Glacial Sapphire | Critical hits reduce enemy Movement by 1 for next round. |
Nightfall Obsidian | +10 WS/BS bonus for attacks made in darkness or dim lighting. |
Jade of Renewal | Regain 1 Wound every time you kill an enemy (no limit per encounter). |
Storm Opal | Critical hits force enemies to pass Endurance test or become prone. |
Exquisite Weapon Gems (Exotic) | Effect |
Phoenix Garnet | Once per session, automatically negate one critical failure on a Weapon Skill test. |
Tempest Diamond | Grants +1 Advantage automatically upon hitting an enemy first each combat. |
Wraith Amethyst | Attacks from stealth automatically ignore armor during the first round of combat. |
Soulbound Emerald | On enemy defeat, regain Wounds equal to your Toughness Bonus (once per encounter). |
Mythical Weapon Gems (Mythical) | Effect |
Void Obsidian | Attacks count as Magical; successful hits dispel minor magical effects on the target. |
Stormheart Diamond | Critical hits stun enemies (no test), and you gain immunity to the Stunned condition. |
Celestial Starstone | On critical hit, immediately gain maximum Advantage (up to your Initiative Bonus). |
Blood of the Ancients | Every successful critical hit immediately restores 1d5 wounds. |
Multi-Gem Weapons
Weapons may be specially crafted to hold up to six gems, but weapons created in this manner cannot carry additional enhancements such as runes, inscriptions, or attachments. Lesser Weapon (Common): can carry 1 lesser gemRefined Weapon (Scarce): can carry 1 refined (or lower) and 2 lesser gems
Greater Weapon (Rare): can carry 1 greater (or lower), 2 refined (or lower), and 3 lesser gems
Exquisite Weapons (Exotic): can carry 1 exquite (or lower), 2 greater (or lower) and 3 refined (or lower) gems
Mythic Weapons (Legendary): can carry 1 mythic (or lower), 2 exquisite (or lower) and 3 greater (or lower) gems
Inscriptions
Adding an Inscription
Limits
- Each item may bear one inscription at a time.
- Inscriptions grant specific conditional or limited-use bonuses activated through role-play or narrative situations.
- The inscription\u2019s language, script, or magical style must be consistent with the item\u2019s origin or purpose (GM discretion).
- An inscription's bonus typically refreshes daily or per gaming session (GM discretion).
Skill & Materials
- Requires a Trade (Calligrapher), Language (Magick), or Lore (Magic) test (typically Challenging (+0)).
- May need special inks or carved channels, each with its own cost and availability.
Time & Cost
- Usually 1 day of focused work (longer if the inscription is especially detailed or complex).
- The cost reflects rare inks, precious metals, or occult materials used to imbue the inscription with power.
Success & Failure
- Success grants the intended bonus.
- Failure results in a faulty or illegible inscription, rendering it non-magical or unstable.
Removing an Inscription
Procedure
- Requires scraping away or magically unweaving the inscription.
- A Trade (Calligrapher), Lore (Magic), or appropriate Craft test (often Average (+20)) is needed.
Outcome
- On success, the inscription is removed with minimal damage to the item.
- Failure can scar or degrade the surface, preventing further inscriptions until repaired (GM\u2019s call).
Universal Inscriptions
Inscription Name | Effect |
---|---|
Inscription of Cleanse | Bearer is treated as always having basic personal hygiene and cleanliness, even in harsh conditions. |
Inscription of Diligence | Grants +10 to a single extended Craft or Research test once per day. |
Inscription of Fathoms | +10 bonus to Swim tests and reduces risks of drowning for the bearer. |
Inscription of Fortitude | Once per encounter, ignore one level of Exhaustion. |
Inscription of Jubilee | +10 to Fellowship tests during celebrations or festivals while worn openly. |
Inscription of Musing | Receive occasional flashes of insight, granting +10 to a single Gamble or Evaluate test once per session. |
Inscription of Serendipity | Once per session, reroll a failed Charm test in social scenarios. |
Inscription of Serenity | After a short rest (at least 10 minutes), recover 1 additional Wound if no combat occurred. |
Inscription of Solace | Once per day, remove one Fatigued condition through a brief moment of meditation. |
Inscription of Steadfast | Bearer gains +10 to Cool tests against taunting or provocation. |
Inscription of the Compass | Bearer always knows true north and cannot become lost by mundane means. |
Inscription of the Hedge | Once per day, produce a brief protective barrier (no direct AP bonus) that gives +10 to any one Dodge test. |
Inscription of the Messenger | Bearer can send a brief telepathic message (one short sentence) to another person within 10 yards, once per day. |
Inscription of the Muse | Once per session, grants +20 to a single Perform (Act, Dance, Sing) test. |
Inscription of the Owl | Grants +10 to Sight-based Perception tests at night or in dim light. |
Inscription of the Rooted Oak | +10 to opposed Strength tests to resist being moved or knocked prone. |
Inscription of Transparency | Bearer is immune to mundane disguises; easily sees through simple costumes/face coverings with an Average (+20) Perception test. |
Inscription of Unity | Allied NPCs gain +10 to Leadership checks when bearer is present and visible. |
Inscription of Whispers | +10 to Perception checks to overhear distant or hushed conversations. |
Weapon Inscriptions
Inscription Name | Effect |
---|---|
Inscription of Aegis | Grants a temporary +1 AP against non-magical projectiles once per session. |
Inscription of Clarity | Once per encounter, reroll a failed Perception test. |
Inscription of Dominance | +10 to Intimidate tests when weapon is visible. |
Inscription of Endurance | Once per session, ignore Fatigued condition for one round. |
Inscription of Fortune | Once per day, reroll a single failed Weapon Skill or Ballistic Skill test. |
Inscription of Guile | Once per combat, gain +10 to Feint attempts. |
Inscription of Loyalty | Immunity to weapon disarming attempts. |
Inscription of Retribution | If wounded, your next successful hit gains +1 SL to damage. |
Inscription of Shielding | Grants +1 AP to one hit location when wielding weapon two-handed. |
Inscription of Silence | +20 bonus to Stealth tests while weapon is drawn. |
Inscription of Speed | Once per combat, reroll failed Initiative tests. |
Inscription of Swiftness | Gain +1 Movement during the first round of combat. |
Inscription of the Protector | Allies within 2 yards gain +10 to Cool tests vs. Fear. |
Inscription of the Slayer | +1 damage against Large or larger enemies. |
Inscription of Valor | +10 to Leadership tests when the weapon is openly displayed. |
Inscription of Wisdom | +10 to Lore tests regarding creature identification in combat. |
Inscription of Wrath | After taking damage, next attack gains +2 damage. |
Runes
Adding a Rune
Requirements & Limitations
- Runes provide permanent, passive magical or situational benefits and do not require activation.
- Weapons can typically hold up to two runes; non-weapon items can often hold one or two, based on GM discretion.
- A rune must be appropriate to the item\u2019s material and design (e.g. dwarven runes on dwarven steel).
- Duplicate runes do not stack their effects.
Crafting & Skill Checks
- Requires a Trade (Smithing), Trade (Runesmith), or Lore (Magic) test at a difficulty set by the GM (often Challenging (+0) or Difficult (\u201310)).
- A specialized workshop or arcane location may reduce the difficulty by one step.
Time & Cost
- Typically takes at least 1\u20133 days of continuous, uninterrupted work.
- Materials or rare components may be required, depending on rune rarity.
Success & Failure
- On a successful test, the rune is etched or integrated without issue.
- On a failed test, the rune is ruined (or the materials are lost), and the item must be reworked at additional cost/time.
Removing a Rune
Process & Tests
- Requires a Trade (Smithing) or Lore (Magic) test (often Average (+20)).
- A failure may destroy the rune and potentially damage the item\u2019s enchantments or structural integrity.
Result
- A successful removal preserves the rune for possible re-use.
- A failed removal destroys the rune and may impose a penalty to future enchantment attempts on that item.
Universal Runes
These runes offer practical utility, facilitate exploration, and enrich role-playing opportunities. While they can enhance various items, their greatest value lies outside direct combat applications. Although they can be inscribed on weapons, using them on equipment such as armor, jewelry, or tools is typically more beneficial.Rune Name | Effect |
---|---|
Rune of Alertness | Gain +10 to Perception tests to detect hidden or concealed items. |
Rune of Binding | Item firmly attaches itself to the owner\u2019s body, preventing loss or theft. |
Rune of Cleanliness | Item and its bearer remain clean and dirt-free under normal conditions. |
Rune of Comfort | Sleep duration required to recover Fatigue is halved. |
Rune of Direction | Always know true North and never lose sense of direction. |
Rune of Discretion | Item subtly blends with surroundings, granting +10 to Concealment tests. |
Rune of Echoes | Perfectly mimics any sound or voice heard within the past hour. |
Rune of Focus | Item aids concentration, giving +10 bonus on extended tests requiring mental focus. |
Rune of Grace | Wearer gains +10 to Charm tests during social interactions. |
Rune of Illumination | Item can emit dim magical light (equivalent to a lantern) upon command. |
Rune of Memory | Once per day, perfectly recall a single piece of information previously learned. |
Rune of Nourishment | Item slightly reduces daily food and water requirements (halve rations needed). |
Rune of Passage | Once per day, item can open mundane, non-magical locks upon touch (Average (+20) Dexterity test). |
Rune of Preservation | Item never deteriorates or rusts, resisting all environmental damage. |
Rune of Preservation (Variant) | Food or drink stored with this item remains fresh indefinitely. |
Rune of Purity | Item becomes immune to corruption, disease, and filth. |
Rune of Reflection | Once per session, clearly recall a vision or dream, revealing minor clues or insights. |
Rune of Serenity | +10 to Cool tests to resist mental stress or emotional manipulation. |
Rune of Stability | Item prevents bearer from becoming seasick or motion sick. |
Rune of the Artisan | Grants +10 bonus to Trade (Crafting) tests when used. |
Rune of the Hearth | Instantly ignites a small fire suitable for cooking or warmth. |
Rune of the Messenger | Item allows sending a short whispered message to an ally within sight. |
Rune of Tides | Predict local weather patterns accurately up to 24 hours ahead. |
Rune of Translation | Item allows basic understanding (but not speaking) of one chosen foreign language. |
Rune of Warmth | Item generates subtle heat, preventing cold exposure penalties. |
Weapon Runes
These runes are meant for weapons (and possibly shields, too). In theory, someone could add a Rune of Fury to a chair, too, for using it in a tavern brawl; general item rules would apply then (max. 2 runes).Rune Name | Effect |
---|---|
Rune of Binding Chains | On critical hits, enemy loses 1 point of Movement next round. |
Rune of Defiance | +10 to WP tests to resist fear and terror while wielding. |
Rune of Disruption | Weapon strikes count as Magical, and gain +2 damage against Daemons or Undead. |
Rune of Echoing Steel | Successful hits impose a \u201310 penalty on enemy's next Weapon Skill test. |
Rune of Ferocity | Inflicts +1 damage when wielder is below half of their total Wounds. |
Rune of Flames | Weapon deals +1 damage and attacks count as Magical. |
Rune of Fury | Weapon gains +1 SL bonus to all attack rolls. |
Rune of Piercing | Weapon gains the Penetrating Quality (ignores 1 AP of target armor). |
Rune of Precision | Weapon gains the Precise quality. |
Rune of the Reaper | Successful critical hits grant +1 Advantage immediately. |
Rune of Thunder | On critical hits, enemies must pass Endurance or be Prone. |
Rune of Venom | On critical hits, enemy must pass an Endurance test or suffer Poisoned condition. |
Rune of Warding | Gain +1 AP against ranged attacks while wielding the weapon. |
Rune of Vigilance | Grants +10 bonus to Initiative rolls when wielded at start of combat. |
Rune of Vitality | Regain +1 Wound upon successfully landing a critical strike. |
Rune of Zeal | Each enemy slain grants immediate removal of 1 Fatigued Condition. |
Set Bonuses
Certain combinations of enhancements can unlock additional set bonuses. The following list provides some examples, there are many more that can get discovered via trial or research.Weapon Set Bonuses
Avenger’s Might
Runes: Rune of Binding Chains + Rune of ZealInscription: Inscription of Retribution
Gem: Blood Garnet
Set Bonus: After suffering damage, your next successful attack immobilizes the enemy, reducing their Movement to 0 for one round.
Bane of Corruption
Runes: Rune of Disruption + Rune of Binding ChainsInscription: Inscription of Retribution
Gem: Ember Ruby
Set Bonus: Weapon gains Fear (1) quality against Daemons, Undead, and mutants. Critical hits against these foes inflict the Burning condition for an extra round (Endurance test at –10 to negate).
Blade of the Silent Hunter
Runes: Rune of Precision + Rune of PiercingInscription: Inscription of Silence
Gem: Shadow Opal (Enchantment of Shadows)
Set Bonus: Attacks from stealth bypass enemy armor completely during surprise rounds, and successful surprise attacks grant +2 Advantage immediately.
Bloodseeker’s Fury
Runes: Rune of Ferocity + Rune of the ReaperInscription: Inscription of Wrath
Gem: Blood Garnet
Set Bonus: Upon scoring a critical hit, immediately recover wounds equal to half your Toughness Bonus (rounded up) and gain +2 Advantage.
Echoing Judgement
Runes: Rune of Echoing Steel + Rune of DisruptionInscription: Inscription of Dominance
Gem: Opal of Clarity
Set Bonus: Successful hits impose a –10 penalty on enemy Weapon Skill and Willpower tests next round. Once per combat, force an enemy struck to reroll a successful opposed test.
Flameheart's Fury
Runes: Rune of Fury + Rune of FlamesInscription: Inscription of Wrath
Gem: Ember Ruby
Set Bonus: If you suffer damage, your next successful strike causes the target to suffer the Burning condition for two rounds (Average (+20) Endurance test to negate).
Guardian’s Bulwark
Runes: Rune of Defiance + Rune of WardingInscription: Inscription of Shielding
Gem: Sunstone
Set Bonus: Gain immunity to Fear effects and +2 AP to all hit locations against ranged attacks.
Nightstalker’s Guile
Runes: Rune of Precision + Rune of Echoing SteelInscription: Inscription of Guile
Gem: Moonstone
Set Bonus: Successful stealth attacks impose a –20 penalty to the enemy's Perception tests. Once per combat, gain a free Feint attempt without penalties.
Shadow Sentinel
Runes: Rune of Precision + Rune of Echoing SteelInscription: Inscription of Silence
Gem: Obsidian Gem (Shadow effect)
Set Bonus: Enemies struck during surprise rounds are unable to shout for help or alert allies. You also gain +10 to subsequent Stealth tests that combat.
Stormcaller’s Edge
Runes: Rune of Thunder + Rune of FuryInscription: Inscription of Swiftness
Gem: Starfall Diamond
Set Bonus: Critical hits force the enemy to pass a Challenging (+0) Endurance test or suffer the Stunned condition. Additionally, your Initiative rolls gain +10 when fighting outdoors or in stormy weather.
The Bloodied Champion
Runes: Rune of Zeal + Rune of FuryInscription: Inscription of Dominance
Gem: Blood Garnet
Set Bonus: Each enemy defeated restores 1 Wound immediately and grants an additional +1 Advantage above normal. Additionally, gain +10 bonus to Intimidation tests until combat ends.
The Huntsman's Advantage
Runes: Rune of Piercing + Rune of FerocityInscription: Inscription of the Slayer
Gem: Verdant Emerald (Rune of Vitality effect)
Set Bonus: Hits against Large or larger enemies grant +1 Advantage. Critical hits restore 1 Wound instantly.
Tidebreaker
Runes: Rune of Stability + Rune of DefianceInscription: Inscription of Endurance
Gem: Azure Pearl
Set Bonus: Grants immunity to the Fatigued condition from environmental factors (cold, heat, sea travel). Additionally, +10 bonus to all tests made to resist forced movement effects.
Vigilant Guardian
Runes: Rune of Vigilance + Rune of WardingInscription: Inscription of Retribution
Gem: Starfall Diamond
Set Bonus: Gain +20 Initiative and +1 AP against ranged attacks. Once per session, after receiving damage, gain immediate +10 to all Dodge and Parry tests until your next turn.
Unique Weapons
Each listed weapon has a unique feature which can be combined or enhanced using runes, inscriptions, enchantments, or attachments.Dawnbreaker (Longsword)
Crafted by elven priests of Iffarion, Dawnbreaker was the weapon of Lymyra's hero Elendar Fandrin, famed for defending the elven temples from dwarvish incursions during the Boresian Wars. Its power grows as sunlight touches its radiant blade, embodying divine justice.Weapon Name | Type | Base Damage | Qualities | Unique Feature |
---|---|---|---|---|
Dawnbreaker | Longsword | +SB+4 | Balanced | Gains +1 SL to all parries during daylight. |
Frostbite (Battleaxe)
This brutal axe was wielded by Erik Frostmane, the legendary Icelands berserker. Frostbite, rumored to be enchanted by ice witches, chills enemies' blood, sapping their will to fight.Weapon Name | Type | Base Damage | Qualities | Unique Feature |
---|---|---|---|---|
Frostbite | Battleaxe | +SB+4 | Hack | On critical hit, enemy gains a Fatigued condition. |
Oathkeeper (Warhammer)
Held by Hagrim Stoneforge of Skulk, Oathkeeper symbolizes dwarven loyalty and defiance against Chaos. Forged after a tragic betrayal, it has become a sacred relic against corruption.Weapon Name | Type | Base Damage | Qualities | Unique Feature |
---|---|---|---|---|
Oathkeeper | Warhammer | +SB+4 | Pummel, Impact | Deals extra damage (+2) to Chaos-aligned enemies. |
Shadowpiercer (Crossbow)
Owned by the mercenary sniper Isabella "Nightshade" Bellini from Bridgeport, Shadowpiercer is known for eliminating heavily armored targets unnoticed. This crossbow has passed through numerous mercenary companies, always leaving silence in its wake.Weapon Name | Type | Base Damage | Qualities | Unique Feature |
---|---|---|---|---|
Shadowpiercer | Crossbow | +9 | Reload 1, Penetrating | Ignores 2 points of armor on surprise attacks. |
Stormrender (Greatsword)
Forged from meteoric iron during a thunderstorm, Stormrender belonged to Captain Dietrich Stormhelm, famed knight of Stormwatch. Legend states the sword captured the storm’s fury, striking fear into the hearts of foes on battlefields where lightning roared above.Weapon Name | Type | Base Damage | Qualities | Unique Feature |
---|---|---|---|---|
Stormrender | Greatsword | +SB+5 | Damaging, Impact | On critical hit, target suffers Stunned condition. |
Whisperblade (Dagger)
Once wielded by the Phurrian assassin known as The Grey Whisper, this dagger was instrumental in countless silent murders all over Alana. Its blade seems to absorb sound, ensuring each strike remains unheard.Weapon Name | Type | Base Damage | Qualities | Unique Feature |
---|---|---|---|---|
Whisperblade | Dagger | +SB+2 | Precise, Fast | Silent attacks; silencing attacks: enemy cannot call for aid if hit. |
I love how detailed this is! There's a great deal of customization available, so i bet there's a lot of debate on what combination is the best in battle
See my comment below, I updated it further.