Crafting - Item Enhancement

GM-Info!
Work in progress!
Slightly NSFW!
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

TODO  

Weapon 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 NameWeapon RestrictionsEffect
Balanced GripMelee WeaponsAdds Balanced Quality, +1 SL to parry tests.
Barbed HooksAxes, PolearmsSuccessful hits inflict Bleeding condition on critical hits.
CounterweightGreat weaponsWeapon gains the Balanced quality, improving handling significantly.
Extended BarrelFirearms, CrossbowsIncreases effective range by 10 yards.
Extended MagazineCrossbowsWeapon gains one additional shot before requiring reload.
Guarded HandleSwords, DaggersAdds Defensive Quality; provides +1 SL bonus to parry tests.
Hollowed ShaftSpears, PolearmsReduces weapon Encumbrance by 1, making it easier to carry.
Recurve LimbsBowsAdds +1 damage to successful ranged attacks.
Reinforced PommelSwords, HammersAdds Pummel Quality; +1 SL to melee opposed tests.
Sharpened EdgeBladed weaponsAdds Damaging Quality; critical hits deal +1 Wound.
Silencing WrapAny melee weaponGrants +10 to Stealth tests when carrying the weapon drawn.
Spiked GuardMelee weaponsGrants free attack on successful parry with \u201310 WS penalty.
Stabilizing StockCrossbows, FirearmsReduces reload time by one step (to a minimum of Reload 1).
Sturdy ReinforcementShieldsIncreases shield's Armor Points (AP) by 1 on successful parries.
Telescopic SightCrossbows, BowsRange increased by 10 yards; +10 to Ranged tests at Long range.
Weighted HeadAxes, HammersAdds 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.  
Gem Sockets by Tillerz using MJ
 

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
  • Involves carefully prying or dissolving the gem\u2019s physical/magical bonds.
  • Requires an Average (+20) Trade (Gemcutter) or Lore (Magic) test.
  • Result
  • A successful removal preserves the gem\u2019s power for re-use.
  • Failure may damage or destroy both gem and item, depending on the severity and GM discretion.
  •  

    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 & PropertiesMagical Effect
    Emerald of CalmDeep-green gem that gently pulses+10 to Cool tests when resisting panic or stress.
    Golden TopazLustrous yellow gem glowing warmlyBearer requires half the normal amount of food and drink.
    Quartz of StabilityCrystal-clear gem radiating tranquilityPrevents nausea, seasickness, or dizziness from travel and motion.
    Traveller's AgateSmooth, brown and amber-banded gemPrevents exhaustion from long-distance travel; halves fatigue gained from travel.
    MoonstoneMilky-white gem with a silvery glow+10 bonus to Perception tests under moonlight.
    Refined Gem (Scarce)Appearance & PropertiesMagical Effect
    Golden TopazLustrous yellow gem glowing warmlyBearer requires half normal food/drink and gains +10 to Endurance tests related to hunger or thirst.
    Opal of ClarityClear gem shifting subtly in color+10 bonus to Insight tests detecting lies or deception.
    Quartz of StabilityCrystal-clear gem radiating tranquilityPrevents nausea, seasickness, or dizziness and grants +10 to Endurance tests against similar effects.
    Twilight AmethystPurple gem radiating subtle twilight huesGrants clear vision in twilight or low-light conditions.
    Verdant EmeraldVibrant green gem radiating life energyHalves recovery time for minor injuries and fatigue.
    Greater Gem (Rare)Appearance & PropertiesMagical Effect
    Azure PearlShimmering ocean-blue pearlAllows breathing underwater for up to 10 minutes once per day.
    Amber of MemoriesGolden-orange gem, slightly warmAllows recalling one forgotten detail or memory clearly, once per session.
    Sunfire TopazEnhanced Golden Topaz variant: Lustrous yellow gem glowing warmlyGrants immunity to natural cold conditions and frostbite.
    Shadow OnyxGlossy black gemGrants +10 to Stealth tests in darkness or shadowy environments.
    Exquisite Gems (Exotic)Appearance & PropertiesMagical Effect
    Shadow OnyxGlossy black gem absorbing ambient lightGrants +20 to Stealth tests at night; enemies suffer -10 to Perception to detect you in darkness.
    SunstoneBright golden gem radiating confidenceGrants immunity to Fear effects while wielding the weapon or item.
    Sunfire TopazLustrous yellow-orange gem radiating warmthBearer is immune to natural cold conditions and frostbite, and reduces magical cold damage by half.
    Mythical Gems (Mythical)Appearance & PropertiesMagical Effect
    Twilight AmethystPurple gem shimmering subtly between dark and lightGrants clear, unrestricted vision in complete darkness or magical shadow.
    Starfall DiamondClear diamond sparkling with miniature points of lightIlluminates immediate area softly; grants +10 to Navigation tests at night and renders bearer immune to being surprised at night.
    SunstoneBright golden gem radiating confidenceGrants immunity to Fear and Terror; allies within 2 yards gain +10 to Cool tests against fear.
    Sunfire TopazFully enhanced variantBearer never suffers fatigue from natural heat or cold, and food and water requirements reduced by half.
    Opal of ClarityEnhanced Legendary variantAutomatically detect lies and illusions once per scene, no test required.
    Verdant EmeraldVibrant green gem radiating strong life forceBearer recovers twice the normal amount of wounds from natural healing and magical healing.
     
    Lore
     
    Gem NameLore
    Amber of MemoriesThe 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 FragmentRecover 1 extra Wound after killing an enemy (once per encounter).
    Smoky Quartz+5 to Initiative tests at the start of combat.
    CopperstoneReduce weapon Encumbrance by 1 (minimum 1).
    Lesser Moon Crystal+5 bonus to Ranged tests at night.
    Refined Weapon Gems (Scarce)Effect
    Ruby of RuinWeapon gains Damaging quality if not already possessed.
    BloodstoneOnce per encounter, heal 1 Wound upon inflicting a critical hit.
    Onyx SplinterWeapon gains +1 damage when attacking from concealment.
    Emerald Fang+10 WS/BS bonus when at half or fewer wounds.
    Sapphire of Swift StrikesGrants +1 SL bonus on the first successful attack each combat.
    Greater Weapon Gems (Rare)Effect
    Dragonfire RubyCritical hits cause target to catch fire (Endurance to negate).
    Glacial SapphireCritical 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 RenewalRegain 1 Wound every time you kill an enemy (no limit per encounter).
    Storm OpalCritical hits force enemies to pass Endurance test or become prone.
    Exquisite Weapon Gems (Exotic)Effect
    Phoenix GarnetOnce per session, automatically negate one critical failure on a Weapon Skill test.
    Tempest DiamondGrants +1 Advantage automatically upon hitting an enemy first each combat.
    Wraith AmethystAttacks from stealth automatically ignore armor during the first round of combat.
    Soulbound EmeraldOn enemy defeat, regain Wounds equal to your Toughness Bonus (once per encounter).
    Mythical Weapon Gems (Mythical)Effect
    Void ObsidianAttacks count as Magical; successful hits dispel minor magical effects on the target.
    Stormheart DiamondCritical hits stun enemies (no test), and you gain immunity to the Stunned condition.
    Celestial StarstoneOn critical hit, immediately gain maximum Advantage (up to your Initiative Bonus).
    Blood of the AncientsEvery 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 gem
    Refined 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 NameEffect
    Inscription of CleanseBearer is treated as always having basic personal hygiene and cleanliness, even in harsh conditions.
    Inscription of DiligenceGrants +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 FortitudeOnce per encounter, ignore one level of Exhaustion.
    Inscription of Jubilee+10 to Fellowship tests during celebrations or festivals while worn openly.
    Inscription of MusingReceive occasional flashes of insight, granting +10 to a single Gamble or Evaluate test once per session.
    Inscription of SerendipityOnce per session, reroll a failed Charm test in social scenarios.
    Inscription of SerenityAfter a short rest (at least 10 minutes), recover 1 additional Wound if no combat occurred.
    Inscription of SolaceOnce per day, remove one Fatigued condition through a brief moment of meditation.
    Inscription of SteadfastBearer gains +10 to Cool tests against taunting or provocation.
    Inscription of the CompassBearer always knows true north and cannot become lost by mundane means.
    Inscription of the HedgeOnce per day, produce a brief protective barrier (no direct AP bonus) that gives +10 to any one Dodge test.
    Inscription of the MessengerBearer can send a brief telepathic message (one short sentence) to another person within 10 yards, once per day.
    Inscription of the MuseOnce per session, grants +20 to a single Perform (Act, Dance, Sing) test.
    Inscription of the OwlGrants +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 TransparencyBearer is immune to mundane disguises; easily sees through simple costumes/face coverings with an Average (+20) Perception test.
    Inscription of UnityAllied 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 NameEffect
    Inscription of AegisGrants a temporary +1 AP against non-magical projectiles once per session.
    Inscription of ClarityOnce per encounter, reroll a failed Perception test.
    Inscription of Dominance+10 to Intimidate tests when weapon is visible.
    Inscription of EnduranceOnce per session, ignore Fatigued condition for one round.
    Inscription of FortuneOnce per day, reroll a single failed Weapon Skill or Ballistic Skill test.
    Inscription of GuileOnce per combat, gain +10 to Feint attempts.
    Inscription of LoyaltyImmunity to weapon disarming attempts.
    Inscription of RetributionIf wounded, your next successful hit gains +1 SL to damage.
    Inscription of ShieldingGrants +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 SpeedOnce per combat, reroll failed Initiative tests.
    Inscription of SwiftnessGain +1 Movement during the first round of combat.
    Inscription of the ProtectorAllies 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 WrathAfter 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 NameEffect
    Rune of AlertnessGain +10 to Perception tests to detect hidden or concealed items.
    Rune of BindingItem firmly attaches itself to the owner\u2019s body, preventing loss or theft.
    Rune of CleanlinessItem and its bearer remain clean and dirt-free under normal conditions.
    Rune of ComfortSleep duration required to recover Fatigue is halved.
    Rune of DirectionAlways know true North and never lose sense of direction.
    Rune of DiscretionItem subtly blends with surroundings, granting +10 to Concealment tests.
    Rune of EchoesPerfectly mimics any sound or voice heard within the past hour.
    Rune of FocusItem aids concentration, giving +10 bonus on extended tests requiring mental focus.
    Rune of GraceWearer gains +10 to Charm tests during social interactions.
    Rune of IlluminationItem can emit dim magical light (equivalent to a lantern) upon command.
    Rune of MemoryOnce per day, perfectly recall a single piece of information previously learned.
    Rune of NourishmentItem slightly reduces daily food and water requirements (halve rations needed).
    Rune of PassageOnce per day, item can open mundane, non-magical locks upon touch (Average (+20) Dexterity test).
    Rune of PreservationItem never deteriorates or rusts, resisting all environmental damage.
    Rune of Preservation (Variant)Food or drink stored with this item remains fresh indefinitely.
    Rune of PurityItem becomes immune to corruption, disease, and filth.
    Rune of ReflectionOnce 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 StabilityItem prevents bearer from becoming seasick or motion sick.
    Rune of the ArtisanGrants +10 bonus to Trade (Crafting) tests when used.
    Rune of the HearthInstantly ignites a small fire suitable for cooking or warmth.
    Rune of the MessengerItem allows sending a short whispered message to an ally within sight.
    Rune of TidesPredict local weather patterns accurately up to 24 hours ahead.
    Rune of TranslationItem allows basic understanding (but not speaking) of one chosen foreign language.
    Rune of WarmthItem 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 NameEffect
    Rune of Binding ChainsOn 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 DisruptionWeapon strikes count as Magical, and gain +2 damage against Daemons or Undead.
    Rune of Echoing SteelSuccessful hits impose a \u201310 penalty on enemy's next Weapon Skill test.
    Rune of FerocityInflicts +1 damage when wielder is below half of their total Wounds.
    Rune of FlamesWeapon deals +1 damage and attacks count as Magical.
    Rune of FuryWeapon gains +1 SL bonus to all attack rolls.
    Rune of PiercingWeapon gains the Penetrating Quality (ignores 1 AP of target armor).
    Rune of PrecisionWeapon gains the Precise quality.
    Rune of the ReaperSuccessful critical hits grant +1 Advantage immediately.
    Rune of ThunderOn critical hits, enemies must pass Endurance or be Prone.
    Rune of VenomOn critical hits, enemy must pass an Endurance test or suffer Poisoned condition.
    Rune of WardingGain +1 AP against ranged attacks while wielding the weapon.
    Rune of VigilanceGrants +10 bonus to Initiative rolls when wielded at start of combat.
    Rune of VitalityRegain +1 Wound upon successfully landing a critical strike.
    Rune of ZealEach 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 Zeal
    Inscription: 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 Chains
    Inscription: 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 Piercing
    Inscription: 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 Reaper
    Inscription: 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 Disruption
    Inscription: 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 Flames
    Inscription: 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 Warding
    Inscription: 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 Steel
    Inscription: 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 Steel
    Inscription: 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 Fury
    Inscription: 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 Fury
    Inscription: 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 Ferocity
    Inscription: 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 Defiance
    Inscription: 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 Warding
    Inscription: 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 NameTypeBase DamageQualitiesUnique Feature
    DawnbreakerLongsword+SB+4BalancedGains +1 SL to all parries during daylight.

    Dawnbreaker by Tillerz using MJ

     
    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 NameTypeBase DamageQualitiesUnique Feature
    FrostbiteBattleaxe+SB+4HackOn critical hit, enemy gains a Fatigued condition.

    Frostbite by Tillerz using MJ

     
    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 NameTypeBase DamageQualitiesUnique Feature
    OathkeeperWarhammer+SB+4Pummel, ImpactDeals extra damage (+2) to Chaos-aligned enemies.

    Oathkeeper by Tillerz using MJ

     
    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 NameTypeBase DamageQualitiesUnique Feature
    ShadowpiercerCrossbow+9Reload 1, PenetratingIgnores 2 points of armor on surprise attacks.

    Shadowpiercer by Tillerz using MJ

     
    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 NameTypeBase DamageQualitiesUnique Feature
    StormrenderGreatsword+SB+5Damaging, ImpactOn critical hit, target suffers Stunned condition.

    Stormrender by Tillerz using MJ

     
    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 NameTypeBase DamageQualitiesUnique Feature
    WhisperbladeDagger+SB+2Precise, FastSilent attacks; silencing attacks: enemy cannot call for aid if hit.

    Whisperblade by Tillerz using MJ



    Cover image: item-enhancements-header by Tillerz using MJ

    Comments

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    Mar 9, 2025 22:24 by Ephraïm Boateng

    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

    Mar 10, 2025 20:54 by Tillerz

    See my comment below, I updated it further.

    Mar 10, 2025 06:11 by Dimitris Romeo Havlidis

    Hot damn Tillerz!

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    Mar 10, 2025 20:53 by Tillerz

    :) Refined the rules a bit, added some images, added more entries for each, replaced the enchantments with gems so that not everything is "just magic", and refactored the page.

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