Weapons
Attack tools list weapon type, subtype, attribute, crafting recipe, cost, base stat, and reach effects.
Weapons, armor, consumables, field kits, common tools, and Blacksmith services available through Academy stores, scavenged materials, or approved fabrication.
Weapon and armor permissions still depend on class access, weapon type, tier limits, and GM approval. Costs and recipes are the current recovered Quartermaster draft.
Attack tools list weapon type, subtype, attribute, crafting recipe, cost, base stat, and reach effects.
Armor records show slot, material style, recipe, cost, and defensive bonuses to PR, MR, or AR.
Field-use items include traps, potions, repair tools, thrown weapons, and emergency supplies.
Gathering tools and utility gear support travel, crafting, exploration, and resource collection.
Upgrade weapons, armor, and offhand gear, then roll bonus stats into unlocked enhancement slots.
Shop NPCs with Blacksmith services show FORGE and ENHANCE tabs at the top of the shop window. The header always shows the cadet's current credit balance.
Every Forge or Enhance action costs 200 Credits in addition to any material cost.
Select an item from inventory, review the material cost and current enhancement slots, then press FORGE +X if the required materials and 200 Credits are available.
Weapons, armor, and offhand items can be forged up to Level 7. Material costs scale by level. Chest pieces require more materials than head or feet pieces, and two-handed weapons use their own cost table.
Weapons: each forge level raises base DAM by 1, starting at +2 and reaching +9 at level 7. Each level unlocks one enhancement slot.
Armor: gains PR, MR, AR, HP, or other stats according to its Growth Path. Each level unlocks one enhancement slot.
Feet / Greaves: gain Growth Path PR/MR plus milestone bonuses: Lv 1 MV, Lv 2 AP, Lv 3 AR, Lv 4 MV, Lv 5 AP, Lv 6 HP, Lv 7 AP + MV.
| Forge Level | Rarity | Enhancement Roll Range |
|---|---|---|
| 0-1 | Basic | 1-2 |
| 2-4 | Rare | 2-4 |
| 5-7 | Arcane | 3-5 |
| GM Assigned | Unique | 4-6 |
| GM Assigned | Legendary | 5-7 |
| GM Assigned | Ethereal | 6-8 |
Forging caps at Arcane. Unique, Legendary, and Ethereal are special rarities assigned by the GM to exceptional or lore items.
| Armor Type | Focus | Per Level | Piece Notes |
|---|---|---|---|
| Plate | PR-heavy | +1.5x PR, +0.5x MR, alternating +2/+1 and +1/+0. | Head pieces also gain HP. Chest pieces also gain AR. |
| Leather | Balanced | +1x PR, +1x MR. | Base Leather Chest starts with 2 PR, 2 MR, 1 AR before upgrades. |
| Cloth | MR-heavy | +1.5x MR, +0.5x PR. | Special or lore armor can use custom GM-defined Growth Paths. |
Every item has 1 slot at level 0, plus one additional slot per upgrade level. A level 3 item has 4 total slots.
Slot 0 is fixed: weapons show base DAM; armor shows Growth Path base stats. Empty weapon slots cost Ephi Shards. Empty armor slots cost Amynti Shards. Rerolls cost Carmine Shards and scale with reroll count.
Click an empty slot to roll a new enhancement. Click a filled slot to reroll it. The GM can lock specific slots to prevent rerolling.
Essence can bias the random roll toward a stat group. Multiple Essence of the same type increase the bias further.
| Essence | Bias Group |
|---|---|
| Fire | STR, CON, FOR, BRK |
| Water | SPR, WIL, KI, MR, INT |
| Earth | CON, FOR, STR, PR, AR, HP |
| Air | AGI, DEX, MV, AP |
| Spirit | CHA, BRK, MR, PR, KI |
| Item | Type | Slot | Subtype | Attribute | Recipe | Cost | Base | Effect |
|---|---|---|---|---|---|---|---|---|
| Sword | Melee 2 | Weapon | Slash | Physical | 3 Ore | 100 | STR Attack Total | DAM +2 |
| Dagger | Melee 1 | Weapon | Pierce | Physical | 3 Ore | 100 | DEX Attack Total | DAM +2 |
| Longspear | Melee 3 | Weapon | Pierce | Physical | 3 Ore, 1 Wood | 200 | DEX Attack Total | DAM +2 Reach 2 |
| Greatsword | Melee 3 | Weapon | Slash | Physical | 4 Ore | 200 | STR Attack Total | DAM +2 Reach 2 |
| Mace | Melee 1 | Weapon | Smash | Magical | 3 Ore | 100 | SPR Attack Total | DAM +2 |
| Warhammer | Melee 2 | Weapon | Smash | Physical | 4 Ore | 200 | STR Attack Total | DAM +2 |
| Axe | Melee 2 | Weapon | Slash / Smash | Physical | 3 Ore | 100 | STR Attack Total | DAM +2 |
| Staff | Magic 2 | Weapon | Smash | Magical | 4 Wood | 200 | INT Attack Total | DAM +2 Reach 2 |
| Tome | Healer 2 | Off-Hand | N/A | Magical | 3 Rune | 100 | SPR Bonus | SPR +1 |
| Shield | Shield | Off-Hand | N/A | Physical | 3 Ore | 100 | PR/MR Increase | PR/MR +2 |
| Shortbow | Range 1 | Weapon | Pierce | Physical | 3 Wood | 100 | DEX Attack Total | DAM +2 Reach 4 |
| Gun | Range 5 | Weapon | Pierce | Physical | 15 Scrap | N/A | Based on ammo | Reach 8 |
| Gauntlet | Melee 2 | Weapon | Smash | Physical | 10 Ore, 5 Leather | N/A | SPR Attack Total | DAM +2 |
| Whip | Range 3 | Weapon | Slash | Physical | 10 Leather, 5 Fabric | N/A | AGI Attack Total | DAM +2 Reach 3 |
| Wand | Magic 2 | Weapon | Slash | Magical | 3 Wood | 100 | INT Attack Total | DAM +2 |
| Item | Armor Class | Slot | Style | Recipe | Cost | Effect |
|---|---|---|---|---|---|---|
| Breastplate | Heavy Armor | Chest | Physical | 3 Ore | 100 | PR +3 MR +1 AR +2 |
| Helmet | Heavy Armor | Head | Physical | 3 Ore | 100 | PR +2 MR +1 AR +2 |
| Greaves | Heavy Armor | Legs | Physical | 3 Ore | 100 | PR +3 AR +2 |
| Vest | Medium Armor | Chest | Physical | 3 Leather | 100 | PR +2 MR +2 AR +1 |
| Cap | Medium Armor | Head | Physical | 3 Leather | 100 | PR +1 MR +2 AR +1 |
| Boots | Medium Armor | Legs | Physical | 3 Leather | 100 | PR +2 MR +1 AR +1 |
| Robe | Light Armor | Chest | Magical | 3 Fabric | 100 | PR +1 MR +3 |
| Hood | Light Armor | Head | Magical | 3 Fabric | 100 | PR +1 MR +2 |
| Shoes | Light Armor | Legs | Magical | 3 Fabric | 100 | MR +3 |
| Item | Category | Subtype | Attribute | Recipe | Cost | Effect |
|---|---|---|---|---|---|---|
| Throwing Knife | Consumable | Weapon / Pierce | Physical | N/A | 10 | Reach 4 DEX +1 |
| Stun Trap | Consumable | Trap | Physical | 1 Rune | 25 | AP to 0 when touched. |
| Dart Trap | Consumable | Trap | Physical | 1 Wood | 25 | 1d4 HP damage to target when touched. |
| HP Elixir | Consumable | Potion | Magical | 1 Rune | 25 | Restore 5 HP. |
| Repair Kit | Consumable | Potion | Physical | 1 Scrap | 50 | Restore 5 AR. |
| Ki Flask | Consumable | Potion | Magical | 1 Rune | 25 | Restore 5 KI. |
| First Aid Kit | Special | Class | Science | 2 Scrap, 2 Rune | 100 | Medic +1 Kit. |
| Trapper's Kit | Special | Class | Physical | N/A | 100 | Class kit for trap work and field setup. |
| Item | Category | Use | Attribute | Cost | Effect |
|---|---|---|---|---|---|
| Rope | Common | Utility | Physical | 50 | General climbing, binding, and field use. |
| Pickaxe | Common | Gathering | Physical | 50 | Ore gather. Expires after use. |
| Handaxe | Common | Gathering | Physical | 50 | Wood gather. Expires after use. |
| Carving Knife | Common | Gathering | Physical | 50 | Leather gather. Expires after use. |
| Sealing Stone | Common | Gathering | Magical | 50 | Rune gather. Expires after use. |
| Shears | Common | Gathering | Physical | 50 | Wool gather. Expires after use. |
| Fishing Rod | Common | Utility | Physical | 50 | Fishing and water-side gathering. |
| Carmine Shard | Craft | Use | Magical | 200 | Change gem effect. |
| Ear Plugs | Consumable | Equip | Physical | 100 | After each use, roll 1d10. On 1-5, they are destroyed. |