Dashboard
Quartermaster Armory

Field Issue Index

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.

01

Weapons

Attack tools list weapon type, subtype, attribute, crafting recipe, cost, base stat, and reach effects.

02

Armor

Armor records show slot, material style, recipe, cost, and defensive bonuses to PR, MR, or AR.

03

Consumables

Field-use items include traps, potions, repair tools, thrown weapons, and emergency supplies.

04

Common Tools

Gathering tools and utility gear support travel, crafting, exploration, and resource collection.

05

Forge & Enhancer

Upgrade weapons, armor, and offhand gear, then roll bonus stats into unlocked enhancement slots.

Blacksmith Services

Forge & Enhancer

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.

The Forge

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.

Upgrade Effects

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 LevelRarityEnhancement Roll Range
0-1Basic1-2
2-4Rare2-4
5-7Arcane3-5
GM AssignedUnique4-6
GM AssignedLegendary5-7
GM AssignedEthereal6-8

Forging caps at Arcane. Unique, Legendary, and Ethereal are special rarities assigned by the GM to exceptional or lore items.

Armor TypeFocusPer LevelPiece Notes
PlatePR-heavy+1.5x PR, +0.5x MR, alternating +2/+1 and +1/+0.Head pieces also gain HP. Chest pieces also gain AR.
LeatherBalanced+1x PR, +1x MR.Base Leather Chest starts with 2 PR, 2 MR, 1 AR before upgrades.
ClothMR-heavy+1.5x MR, +0.5x PR.Special or lore armor can use custom GM-defined Growth Paths.

The Enhancer

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.

Slot Control

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.

EssenceBias Group
FireSTR, CON, FOR, BRK
WaterSPR, WIL, KI, MR, INT
EarthCON, FOR, STR, PR, AR, HP
AirAGI, DEX, MV, AP
SpiritCHA, BRK, MR, PR, KI
Weapon Registry

Weapons And Off-Hand Gear

ItemTypeSlotSubtypeAttributeRecipeCostBaseEffect
SwordMelee 2WeaponSlashPhysical3 Ore100STR Attack TotalDAM +2
DaggerMelee 1WeaponPiercePhysical3 Ore100DEX Attack TotalDAM +2
LongspearMelee 3WeaponPiercePhysical3 Ore, 1 Wood200DEX Attack TotalDAM +2 Reach 2
GreatswordMelee 3WeaponSlashPhysical4 Ore200STR Attack TotalDAM +2 Reach 2
MaceMelee 1WeaponSmashMagical3 Ore100SPR Attack TotalDAM +2
WarhammerMelee 2WeaponSmashPhysical4 Ore200STR Attack TotalDAM +2
AxeMelee 2WeaponSlash / SmashPhysical3 Ore100STR Attack TotalDAM +2
StaffMagic 2WeaponSmashMagical4 Wood200INT Attack TotalDAM +2 Reach 2
TomeHealer 2Off-HandN/AMagical3 Rune100SPR BonusSPR +1
ShieldShieldOff-HandN/APhysical3 Ore100PR/MR IncreasePR/MR +2
ShortbowRange 1WeaponPiercePhysical3 Wood100DEX Attack TotalDAM +2 Reach 4
GunRange 5WeaponPiercePhysical15 ScrapN/ABased on ammoReach 8
GauntletMelee 2WeaponSmashPhysical10 Ore, 5 LeatherN/ASPR Attack TotalDAM +2
WhipRange 3WeaponSlashPhysical10 Leather, 5 FabricN/AAGI Attack TotalDAM +2 Reach 3
WandMagic 2WeaponSlashMagical3 Wood100INT Attack TotalDAM +2
Armor Registry

Armor And Defensive Gear

ItemArmor ClassSlotStyleRecipeCostEffect
BreastplateHeavy ArmorChestPhysical3 Ore100PR +3 MR +1 AR +2
HelmetHeavy ArmorHeadPhysical3 Ore100PR +2 MR +1 AR +2
GreavesHeavy ArmorLegsPhysical3 Ore100PR +3 AR +2
VestMedium ArmorChestPhysical3 Leather100PR +2 MR +2 AR +1
CapMedium ArmorHeadPhysical3 Leather100PR +1 MR +2 AR +1
BootsMedium ArmorLegsPhysical3 Leather100PR +2 MR +1 AR +1
RobeLight ArmorChestMagical3 Fabric100PR +1 MR +3
HoodLight ArmorHeadMagical3 Fabric100PR +1 MR +2
ShoesLight ArmorLegsMagical3 Fabric100MR +3
Field Consumables

Kits, Traps, And Supplies

ItemCategorySubtypeAttributeRecipeCostEffect
Throwing KnifeConsumableWeapon / PiercePhysicalN/A10Reach 4 DEX +1
Stun TrapConsumableTrapPhysical1 Rune25AP to 0 when touched.
Dart TrapConsumableTrapPhysical1 Wood251d4 HP damage to target when touched.
HP ElixirConsumablePotionMagical1 Rune25Restore 5 HP.
Repair KitConsumablePotionPhysical1 Scrap50Restore 5 AR.
Ki FlaskConsumablePotionMagical1 Rune25Restore 5 KI.
First Aid KitSpecialClassScience2 Scrap, 2 Rune100Medic +1 Kit.
Trapper's KitSpecialClassPhysicalN/A100Class kit for trap work and field setup.
Common Issue

Tools And Utility Items

ItemCategoryUseAttributeCostEffect
RopeCommonUtilityPhysical50General climbing, binding, and field use.
PickaxeCommonGatheringPhysical50Ore gather. Expires after use.
HandaxeCommonGatheringPhysical50Wood gather. Expires after use.
Carving KnifeCommonGatheringPhysical50Leather gather. Expires after use.
Sealing StoneCommonGatheringMagical50Rune gather. Expires after use.
ShearsCommonGatheringPhysical50Wool gather. Expires after use.
Fishing RodCommonUtilityPhysical50Fishing and water-side gathering.
Carmine ShardCraftUseMagical200Change gem effect.
Ear PlugsConsumableEquipPhysical100After each use, roll 1d10. On 1-5, they are destroyed.