Magical Items: Difference between revisions

From Sinfar
(Shield updates on 6-18-2026)
(Publish approved Sinfar resource layout: compact aligned PP tables, native headings and mobile records; preserve rules and values)
 
(7 intermediate revisions by 3 users not shown)
Line 1: Line 1:
Sinfar has very specific rules when it comes to what magical power can be found on items. You will never find items with a magical power beyond what is allowed. There are also numerous [[Custom Weapons]] available from the Sinfar haks. These are added in such a way that they can still be used by Weapon Masters or with Weapon Focus feats despite no custom feats being added for them, as they will work with pre-existing feats instead. This also means you can be more versatile in your weapon choice as a weapon master, swapping between a regular spear or a short spear with a shield without losing your class bonuses.
<div class="sf-page sf-article-page sf-guidance-family sf-resource-page">
<div class="sf-family-path">[[Main Page|Main Page]] · [[Player Guidance Directory]]</div>
<div class="sf-hero"><div class="sf-eyebrow">Gameplay systems · Forge reference</div>
<div class="sf-title">Magical Items</div>
<p>Find an item’s Property Points, compare enchantment costs, and check the rules before you forge.</p>
</div>
<div class="sf-task-index">[[#Power_Points|Item capacity]] [[#Item_Properties|Enchantment costs]] [[#The_Enchanting_Forge|How to enchant]] [[#Custom_Weapon_Feat_Notes|Weapon feat mappings]] [[#Potions_Wands_and_Scrolls|Potions, Wands & Scrolls]]</div>
<div class="sf-note"><b>Enchant once.</b> Once an item has been enchanted, only its appearance can be changed. Choose all properties before committing. [[#The_Enchanting_Forge|Read the full forge procedure.]]</div>
<div>
Sinfar has very specific rules when it comes to what magical power can be found on items. You will never find items with a magical power beyond what is allowed.


== The Enchanting Forge ==
There are also numerous [[Custom Weapons]] available from the Sinfar haks. These are added in such a way that they can still be used by Weapon Masters or with Weapon Focus feats despite no custom feats being added for them, as they will work with pre-existing feats instead.
The enchanting forge, located in Sinifer and other main cities, let you add magical property to crafted items. Crafted items can be bought from the travelling merchant in the emporium of Sinifer and also in other main cities.
</div>
<span id="Power_Points"></span>
== Item capacity ==


To enchant a crafted item, you need to put a non-enchanted, crafted items in an enchanting forge and close it. A dialog will let you select the properties that you want to add, but it is restricted.
<div>
'''Property Points''' or '''PP''' define how much magical power can be added to a crafted item. Higher PP means more room for forge properties.
</div>
=== Armor Power Points ===


Each items can accept a certain number of PP (Property Points) and each property cost a certain number of PP. So when you will choose a property, the forge will tell you how much PP it cost and it must be equal or bellow the number of PP left that you can put on the item. This is for balance reasons.
<table class="sf-reference-table sf-matrix sf-armor">
<tr class="sf-table-head"><th scope="col">Armor</th><th scope="col">Type</th><th scope="col">Armor Class</th><th scope="col">Max Dexterity Bonus</th><th scope="col">PP</th></tr>
<tr><th scope="row">Cloth</th><td><span class="sf-data-label">Type</span><span class="sf-data-value">Light</span></td><td><span class="sf-data-label">Armor Class</span><span class="sf-data-value">0</span></td><td><span class="sf-data-label">Max Dexterity Bonus</span><span class="sf-data-value">-</span></td><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
<tr><th scope="row">Padded</th><td><span class="sf-data-label">Type</span><span class="sf-data-value">Light</span></td><td><span class="sf-data-label">Armor Class</span><span class="sf-data-value">1</span></td><td><span class="sf-data-label">Max Dexterity Bonus</span><span class="sf-data-value">8</span></td><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
<tr><th scope="row">Leather</th><td><span class="sf-data-label">Type</span><span class="sf-data-value">Light</span></td><td><span class="sf-data-label">Armor Class</span><span class="sf-data-value">2</span></td><td><span class="sf-data-label">Max Dexterity Bonus</span><span class="sf-data-value">6</span></td><td><span class="sf-data-label">PP</span><span class="sf-data-value">7</span></td></tr>
<tr><th scope="row">Hide</th><td><span class="sf-data-label">Type</span><span class="sf-data-value">Light</span></td><td><span class="sf-data-label">Armor Class</span><span class="sf-data-value">3</span></td><td><span class="sf-data-label">Max Dexterity Bonus</span><span class="sf-data-value">4</span></td><td><span class="sf-data-label">PP</span><span class="sf-data-value">8</span></td></tr>
<tr><th scope="row">Breastplate</th><td><span class="sf-data-label">Type</span><span class="sf-data-value">Medium</span></td><td><span class="sf-data-label">Armor Class</span><span class="sf-data-value">5</span></td><td><span class="sf-data-label">Max Dexterity Bonus</span><span class="sf-data-value">2</span></td><td><span class="sf-data-label">PP</span><span class="sf-data-value">8</span></td></tr>
<tr><th scope="row">Scale Mail</th><td><span class="sf-data-label">Type</span><span class="sf-data-value">Medium</span></td><td><span class="sf-data-label">Armor Class</span><span class="sf-data-value">4</span></td><td><span class="sf-data-label">Max Dexterity Bonus</span><span class="sf-data-value">4</span></td><td><span class="sf-data-label">PP</span><span class="sf-data-value">8</span></td></tr>
<tr><th scope="row">Banded Mail</th><td><span class="sf-data-label">Type</span><span class="sf-data-value">Heavy</span></td><td><span class="sf-data-label">Armor Class</span><span class="sf-data-value">6</span></td><td><span class="sf-data-label">Max Dexterity Bonus</span><span class="sf-data-value">1</span></td><td><span class="sf-data-label">PP</span><span class="sf-data-value">8</span></td></tr>
<tr><th scope="row">Half Plate</th><td><span class="sf-data-label">Type</span><span class="sf-data-value">Heavy</span></td><td><span class="sf-data-label">Armor Class</span><span class="sf-data-value">7</span></td><td><span class="sf-data-label">Max Dexterity Bonus</span><span class="sf-data-value">1</span></td><td><span class="sf-data-label">PP</span><span class="sf-data-value">7</span></td></tr>
<tr><th scope="row">Full Plate</th><td><span class="sf-data-label">Type</span><span class="sf-data-value">Heavy</span></td><td><span class="sf-data-label">Armor Class</span><span class="sf-data-value">8</span></td><td><span class="sf-data-label">Max Dexterity Bonus</span><span class="sf-data-value">1</span></td><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
</table>
<div class="sf-capacity-group">
=== Accessory Power Points ===


After selecting the properties that you want, you will need to find the required components. The forge tells you what components you will need and how many of them.
<div class="sf-capacity-grid"><table class="sf-reference-table sf-capacity-table">
<tr class="sf-table-head"><th scope="col">Item</th><th scope="col">PP</th></tr>
<tr><th scope="row">Amulet</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">3</span></td></tr>
<tr><th scope="row">Belt</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">3</span></td></tr>
<tr><th scope="row">Boot</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">3</span></td></tr>
<tr><th scope="row">Bracer</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">1</span></td></tr>
<tr><th scope="row">Buckler and Shield</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">3</span></td></tr>
</table>
<table class="sf-reference-table sf-capacity-table">
<tr class="sf-table-head"><th scope="col">Item</th><th scope="col">PP</th></tr>
<tr><th scope="row">Cloak</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">3</span></td></tr>
<tr><th scope="row">Helm</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">3</span></td></tr>
<tr><th scope="row">Ring</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Tower Shield</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
</table>
</div>
</div>
<div class="sf-capacity-group">
=== Simple Melee Weapons ===


Once you get the components, put them in the forge, with your crafted items and retry to add the properties. The forge should let you process and after some magical operations, your crafted item will be enchanted. Note that components inside bags are still counted normally, so you don't need to add each item individually.
<div class="sf-capacity-grid"><table class="sf-reference-table sf-capacity-table">
<tr class="sf-table-head"><th scope="col">Item</th><th scope="col">PP</th></tr>
<tr><th scope="row">Assassin&#x27;s Dagger</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
<tr><th scope="row">Chirurgical Tool</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
<tr><th scope="row">Club</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
<tr><th scope="row">Dagger</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
<tr><th scope="row">Dagger, Prehistoric</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
<tr><th scope="row">Gauntlet (unarmed)</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
</table>
<table class="sf-reference-table sf-capacity-table">
<tr class="sf-table-head"><th scope="col">Item</th><th scope="col">PP</th></tr>
<tr><th scope="row">Quarterstaff</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">7</span></td></tr>
<tr><th scope="row">Sickle</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Spear</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Spear, Prehistoric</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Staff (Magic)</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">10</span></td></tr>
</table>
</div>
</div>
<div class="sf-capacity-group">
=== Martial Melee Weapons ===
 
<div class="sf-capacity-grid"><table class="sf-reference-table sf-capacity-table">
<tr class="sf-table-head"><th scope="col">Item</th><th scope="col">PP</th></tr>
<tr><th scope="row">Ankus</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Battleaxe</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
<tr><th scope="row">Goad</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
<tr><th scope="row">Great Axe</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Great Sword</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Halberd</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Handaxe</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
<tr><th scope="row">Heavy Flail</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Heavy Mace</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Heavy Pick</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Light Flail</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
<tr><th scope="row">Light Hammer</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
<tr><th scope="row">Light Mace</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
</table>
<table class="sf-reference-table sf-capacity-table">
<tr class="sf-table-head"><th scope="col">Item</th><th scope="col">PP</th></tr>
<tr><th scope="row">Light Pick</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Longsword</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
<tr><th scope="row">Maug Doublesword</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
<tr><th scope="row">Maul</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Morningstar</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Rapier</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Sap</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
<tr><th scope="row">Scimitar</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Short Spear</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
<tr><th scope="row">Short Sword</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
<tr><th scope="row">Trident</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
<tr><th scope="row">Warhammer</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
</table>
</div>
</div>
<div class="sf-capacity-group">
=== Exotic Melee Weapons ===


Once an item has been enchanted once, it can never be modified again (except its appearance). Be sure to add all the properties you want the first time, or you will have to re-acquire the components you used for the next, proper enchantment.
<div class="sf-capacity-grid"><table class="sf-reference-table sf-capacity-table">
<tr class="sf-table-head"><th scope="col">Item</th><th scope="col">PP</th></tr>
<tr><th scope="row">Bagh Nak</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Bastard Sword</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
<tr><th scope="row">Combat Fan</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Dire Mace</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">7</span></td></tr>
<tr><th scope="row">Double Axe</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
<tr><th scope="row">Double Scimitar</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Dwarven Waraxe</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
<tr><th scope="row">Falchion</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Kama</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Katana</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
</table>
<table class="sf-reference-table sf-capacity-table">
<tr class="sf-table-head"><th scope="col">Item</th><th scope="col">PP</th></tr>
<tr><th scope="row">Katar</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Kukri</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">3</span></td></tr>
<tr><th scope="row">Nonchaku</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
<tr><th scope="row">Sai</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">7</span></td></tr>
<tr><th scope="row">Scythe</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">3</span></td></tr>
<tr><th scope="row">Tome (Magic)</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">10</span></td></tr>
<tr><th scope="row">Two-Bladed Sword</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Whip</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
<tr><th scope="row">Wind Fire Wheel</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
</table>
</div>
</div>
<div class="sf-capacity-group">
=== Ranged Weapons ===
 
<div class="sf-capacity-grid"><table class="sf-reference-table sf-capacity-table">
<tr class="sf-table-head"><th scope="col">Item</th><th scope="col">PP</th></tr>
<tr><th scope="row">Flintlock</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Heavy Crossbow</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">3</span></td></tr>
<tr><th scope="row">Light Crossbow</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">3</span></td></tr>
</table>
<table class="sf-reference-table sf-capacity-table">
<tr class="sf-table-head"><th scope="col">Item</th><th scope="col">PP</th></tr>
<tr><th scope="row">Longbow</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Shortbow</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Sling</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">2</span></td></tr>
</table>
</div>
</div>
<div class="sf-capacity-group">
=== Ammunition and Thrown Weapons ===
 
<div class="sf-capacity-grid"><table class="sf-reference-table sf-capacity-table">
<tr class="sf-table-head"><th scope="col">Item</th><th scope="col">PP</th></tr>
<tr><th scope="row">Arrow Maker</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Bolt Maker</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Bullet Maker</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">6</span></td></tr>
<tr><th scope="row">Dart Maker</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
</table>
<table class="sf-reference-table sf-capacity-table">
<tr class="sf-table-head"><th scope="col">Item</th><th scope="col">PP</th></tr>
<tr><th scope="row">Flintlock Maker</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Shuriken Maker</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Throwing Axes</th><td><span class="sf-data-label">PP</span><span class="sf-data-value">4</span></td></tr>
</table>
</div>
</div>
 
<span id="Item_Properties"></span>
== Enchantment costs ==


==Power Points==
<div style="display: flex; flex-wrap: wrap; gap: 2em;">
<div>
<div>
===Armor Power Points===
Using the above tables, the following properties can be added to different items, classed into Armour and Accessory properties or Weapon Properties. Some weapon properties are for melee and ammo only while others are ranged only.
{| class="wikitable"
</div><p><small>Read the forge notes with each chart: several properties have free tiers or special costs rather than a uniform cost per step.</small></p>
!Name!!Armor Type!!Armor Class (AC)!!Max Dexterity Bonus!!PP
 
|-
=== Armour and Accessory Properties ===
|Cloth||Light||0||-||6
 
|-
<table class="sf-reference-table sf-matrix">
|Padded||Light||1||8||6
<tr class="sf-table-head"><th scope="col">Enchantment</th><th scope="col">Bonus per PP</th><th scope="col">Max Bonus</th><th scope="col">PP Usage at Max</th></tr>
|-
<tr><th scope="row">Ability Bonus</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">+3</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">+12</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">4</span></td></tr>
|Hide||Light||3||4||7
<tr><th scope="row">Armor Class</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">+1</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">+5</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">1</span></td></tr>
|-
<tr><th scope="row">Damage Reduction</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">7/+5</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">7/+10</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">6</span></td></tr>
|Leather||Light||2||6||8
<tr><th scope="row">Elemental Damage Resistance</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">5</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">40</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">8</span></td></tr>
|-
<tr><th scope="row">Haste</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">—</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">—</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">2</span></td></tr>
|Breastplate||Medium||5||2||8
<tr><th scope="row">Immunity: Knockdown</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">—</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">—</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">5</span></td></tr>
|-
<tr><th scope="row">Regeneration</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">+1</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">+8</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">8</span></td></tr>
|Scale Mail||Medium||4||4||8
<tr><th scope="row">Saving Throw</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">+4</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">+20</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">5</span></td></tr>
|-
<tr><th scope="row">Skill Bonus (Concentration or Discipline)</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">+6</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">+48</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">8</span></td></tr>
|Banded Mail||Heavy||6||1||8
<tr><th scope="row">Spell Resistance</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">10</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">30</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">5</span></td></tr>
|-
</table>
|Half Plate||Heavy||7||1||7
<div class="sf-note">
|-
'''Armour and Accessory Forge Notes:''' Armor Class +1, +2 and +3 cost 0 PP; +4 and +5 both cost 1 PP. Haste and Immunity: Knockdown are always applied at max power. Spell Resistance +10 costs 0 PP, then +1 PP per 4 extra SR.
|Full Plate||Heavy||8||1||6
</div>
|}
 
=== Weapon Properties ===
 
<table class="sf-reference-table sf-matrix">
<tr class="sf-table-head"><th scope="col">Enchantment</th><th scope="col">Bonus per PP</th><th scope="col">Max Bonus</th><th scope="col">PP Usage at Max</th></tr>
<tr><th scope="row">Attack/Enhancement Bonus</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">+1</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">+6</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Elemental Damage Bonus</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">+1d4</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">+1d12</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">3</span></td></tr>
<tr><th scope="row">Physical Damage Bonus</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">+3</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">+2d8</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">6</span></td></tr>
<tr><th scope="row">Positive Damage Bonus</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">+1</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">10</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">10</span></td></tr>
<tr><th scope="row">Keen</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">—</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">—</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Massive Criticals</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">+2d6</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">+2d12</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Mighty</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">+3</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">+20</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">0</span></td></tr>
<tr><th scope="row">Vampiric Regeneration</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">+1</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">+7</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">7</span></td></tr>
<tr><th scope="row">Spell Focus</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">—</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">—</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">5</span></td></tr>
<tr><th scope="row">Bonus Spell Slots, Wizard</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">—</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">—</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">2</span></td></tr>
<tr><th scope="row">Bonus Spell Slots, Other</th><td><span class="sf-data-label">Bonus per PP</span><span class="sf-data-value">—</span></td><td><span class="sf-data-label">Max Bonus</span><span class="sf-data-value">—</span></td><td><span class="sf-data-label">PP Usage at Max</span><span class="sf-data-value">4</span></td></tr>
</table>
<div class="sf-note">
'''Weapon Forge Notes:''' Attack/Enhancement Bonus +1 to +4 cost 0 PP, then +1 PP per level after that. Physical Damage Bonus starts at +3 for 2 PP, +1d8 for 3 PP, +6 for 4 PP, and +2d8 for 6 PP. Positive Damage Bonus gives +1 damage per PP except 5 PP = +2d4, 7 PP = +2d6, and 9 PP = +2d8. Keen is always at max power. Mighty always costs 0 PP.
</div>
<div class="sf-note">
'''Spell Tool Notes:''' Spell Focus costs 5 PP per school added. Wizard bonus spell slots of levels 0–5 cost 1 PP each and levels 6–9 cost 2 PP each. Other caster bonus spell slots of levels 0–2 cost 1 PP each, levels 3–5 cost 2 PP, levels 6–8 cost 3 PP, and level 9 costs 4 PP.
</div>
</div>
== The Enchanting Forge ==
<div>
<div>
=== Accessory Power Points===
 
{| class="wikitable"
The enchanting forge, located in Sinifer and other main cities, lets you add magical properties to crafted items. Crafted items can be bought from the travelling merchant in the emporium of Sinifer and also in other main cities.
|-
 
!Item!!PP   
To enchant a crafted item:
|-
 
|Amulet||3
# Put a non-enchanted crafted item in an enchanting forge and close it.
|-
# Use the dialog to select the properties you want to add.
|Belt||3   
# Each item can accept a certain number of '''PP''' — Property Points.
|-
# Each property costs a certain amount of PP.
|Boot||3   
# The selected property must cost equal to or below the remaining PP available on the item.
|-
# Gather the required components listed by the forge.
|Bracer||1       
# Put the components and crafted item into the forge.
|-
# Retry the enchantment process.
|Cloak||3
 
|-
|Helm||3       
|-
|Ring||2
|-
|Buckler and Shield||3       
|-
|Tower Shield
|4
|}
</div>
<div>
<div>
===Simple Melee Weapons===
'''Important:''' Once an item has been enchanted once, it can never be modified again except for its appearance. Add all properties you want the first time, or you will need to reacquire the components and enchant a new item.
{| class="wikitable"
!Simple Weapons!!PP
|-
|{{#inline-tooltip:Assassin's Dagger|Uses Dagger for weapon focus feats, including for Weapon Master}}||4
|-
|{{#inline-tooltip:Chirurgical Tool|Uses Sickle for weapon focus feats, including for Weapon Master}}||4
|-
|Club||6
|-
|Dagger||4
|-
|Dagger, Prehistoric||4
|-
|Gauntlet (unarmed)||6
|-
|{{#inline-tooltip:Goad|Uses Spear for weapon focus feats, including for Weapon Master}}||6
|-
|Quarterstaff||7
|-
|Sickle||5
|-
|Spear||5
|-
|Spear, Prehistoric||5
|-
|Staff (Magic)||10
|}
</div>
</div>
<div>
<div>
===Martial Melee Weapons===
Components inside bags are counted normally. You do not need to add each item individually.
{| class="wikitable"
!Martial Weapons!!PP
|-
|{{#inline-tooltip:Ankus|Uses Warhammer for weapon focus feats, including for Weapon Master}}||2
|-
|Battleaxe||4
|-
|Great Axe||5
|-
|Great Sword||5
|-
|Halberd||5
|-
|Handaxe||4
|-
|Heavy Flail||5
|-
|{{#inline-tooltip:Heavy Mace|Uses Light Mace for weapon focus feats, including for Weapon Master}}||5
|-
|{{#inline-tooltip:Heavy Pick|Uses Warhammer for weapon focus feats, including for Weapon Master}}||2
|-
|Light Flail||6
|-
|Light Hammer||6
|-
|Light Mace||5
|-
|{{#inline-tooltip:Light Pick|Uses Light Hammer for weapon focus feats, including for Weapon Master}}||2
|-
|Longsword||4
|-
|{{#inline-tooltip:Maug Doublesword|Uses Longsword for weapon focus feats, including for Weapon Master}}||4
|-
|{{#inline-tooltip:Maul|Uses Warhammer for weapon focus feats, including for Weapon Master}}||5
|-
|Morningstar||5
|-
|Rapier||2
|-
|{{#inline-tooltip:Sap|Uses Sling for weapon focus feats, including for Weapon Master}}||6
|-
|Scimitar||2
|-
|Short Spear||4
|-
|Short Sword||4
|-
|Trident||6
|-
|Warhammer||4
|}
</div>
</div>
<div>
 
===Exotic Melee Weapons===
{| class="wikitable"
!Exotic Weapons!!PP
|-
|{{#inline-tooltip:Bagh Nak|Uses Kama for weapon focus feats, including for Weapon Master}}||2
|-
|Bastard Sword||4
|-
|Combat Fan||2
|-
|Dire Mace||7
|-
|Double Axe||4
|-
|{{#inline-tooltip:Double Scimitar|Uses Scimitar for weapon focus feats, including for Weapon Master}}||2
|-
|Dwarven Waraxe||4
|-
|{{#inline-tooltip:Falchion|Uses Scimitar for weapon focus feats, including for Weapon Master}}||2
|-
|Kama||2
|-
|Katana||4
|-
|{{#inline-tooltip:Katar|Uses Kama for weapon focus feats, including for Weapon Master}}||2
|-
|Kukri ||3
|-
|{{#inline-tooltip:Nonchaku|Uses Morningstar for weapon focus feats, including for Weapon Master}}||6
|-
|{{#inline-tooltip:Sai|Uses Dagger for weapon focus feats, including for Weapon Master}}||7
|-
|Scythe||3
|-
|Tome (Magic)||10
|-
|Two-Bladed Sword||5
|-
|Whip||6
|-
|{{#inline-tooltip:Wind Fire Wheel|Uses Bastard Sword for weapon focus feats, including for Weapon Master}}||6
|}
</div>
</div>
== Custom Weapon Feat Notes ==
<p>These custom weapons use the following existing weapon focus feats, including for Weapon Master.</p>
<table class="sf-reference-table sf-compact-map">
<tr class="sf-table-head"><th scope="col">Custom weapon</th><th scope="col">Uses feats for</th></tr>
<tr><th scope="row">Ankus</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Warhammer</span></td></tr>
<tr><th scope="row">Assassin&#x27;s Dagger</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Dagger</span></td></tr>
<tr><th scope="row">Bagh Nak</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Kama</span></td></tr>
<tr><th scope="row">Chirurgical Tool</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Sickle</span></td></tr>
<tr><th scope="row">Double Scimitar</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Scimitar</span></td></tr>
<tr><th scope="row">Falchion</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Scimitar</span></td></tr>
<tr><th scope="row">Flintlock</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Crossbow</span></td></tr>
<tr><th scope="row">Goad</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Spear</span></td></tr>
<tr><th scope="row">Heavy Mace</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Light Mace</span></td></tr>
<tr><th scope="row">Heavy Pick</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Warhammer</span></td></tr>
<tr><th scope="row">Katar</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Kama</span></td></tr>
<tr><th scope="row">Light Pick</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Light Hammer</span></td></tr>
<tr><th scope="row">Maug Doublesword</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Longsword</span></td></tr>
<tr><th scope="row">Maul</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Warhammer</span></td></tr>
<tr><th scope="row">Nonchaku</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Morningstar</span></td></tr>
<tr><th scope="row">Sai</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Dagger</span></td></tr>
<tr><th scope="row">Sap</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Sling</span></td></tr>
<tr><th scope="row">Wind Fire Wheel</th><td><span class="sf-data-label">Uses feats for</span><span class="sf-data-value">Bastard Sword</span></td></tr>
</table>
== Pre-Enchanted Items ==
<div>
<div>
===Ranged Weapons & Ammunition===
{| class="wikitable"
!Ranged Weapons!!PP
|-
|{{#inline-tooltip:Flintlock|Uses Crossbow for weapon focus feats, including for Weapon Master}}||2
|-
|Heavy Crossbow||3
|-
|Light Crossbow||3
|-
|Longbow||2
|-
|Shortbow||2
|-
|Sling||2
|}


{| class="wikitable"
There are many stores across the world that sell various items, including already enchanted ones.
!Ammo/Thrown!!PP
 
|-
Those stores should never provide items as good as what the enchanting forge can produce. If you find any items that are comparable to what the forge can make, you should report it.
|Arrow Maker||5
 
|-
For example, if you see an item that casts a spell that is not available for potions, such as Ice Storm, then this item is not legal.
|Bolt Maker||5
 
|-
Custom and pre-enchanted items may have unique appearances, some of which may only be obtainable inside dungeons or from various events.
|Bullet Maker||6
 
|-
|Dart Maker||4
|-
|Flintlock Maker||5
|-
|Shuriken Maker||5
|-
|Throwing Axes||4
|}
</div>
</div>
</div>
<span id="Potions_Wands_and_Scrolls"></span>
== Potions, Wands & Scrolls ==
=== Potions ===
<div class="sf-content-panel"><div>
The '''Brew Potions''' feat lets you create potions from a limited number of spells:
* Cat's Grace
* Bull's Strength
* Owl's Wisdom
* Fox's Cunning
* Endurance
* Eagle Splendor
* Clarity
* Ultravision
* Negative Energy Protection
* See Invisibility
* Mage Armor
* Death Ward
* Cure and Inflict Wounds Spells
* Light
* Dispel Magic
The caster level of enchanted potions is fixed, depending on the spell. The dispel DC of potions is equal to 75% of your character level.
</div></div>
=== Wands ===


== Item Properties ==
<div class="sf-content-panel"><div>
Using the above tables, the following properties can be added to different items, classed into Armour and Accessory properties or Weapon Properties. Some weapon properties are for melee and ammo only  while others are ranged only.


=== Armour and Accessory Properties ===
{| class="wikitable"
|+
!Enchantment
!Bonus per PP
!Max Bonus
!PP usage at Max
|-
|Ability Bonus
| +3
| +12
|4
|-
|{{#inline-tooltip:Armor Class|+1, +2 and +3 armor class cost 0 PP, +4 and +5 both cost 1 PP}}
| +1
| +5
|1
|-
|Damage Reduction
|7/+5
|7/+10
|6
|-
|Elemental Damage Resistance
|5
|40
|8
|-
|{{#inline-tooltip:Haste|Is always at max power when enchanted.}}
| -
| -
|2
|-
|{{#inline-tooltip:Immunity: Knockdown|Is always at max power when enchanted.}}
| -
| -
|5
|-
|Regeneration
| +1
| +8
|8
|-
|Saving Throw
| +4
| +20
|5
|-
|Skill Bonus (Concentration or Discipline)
| +6
| +48
|8
|-
|{{#inline-tooltip:Spell Resistance|Spell Resistance +10 costs 0 PP, and +1 PP per 4 extra after that.}}
|10
|30
|5
|}


=== Weapon Properties ===
The '''Craft Wand''' feat lets you enchant bone wands with all spells available to Brew Potions, plus:
{| class="wikitable"
|+
!Enchantment
!Bonus per PP
!Max Bonus
!PP usage at Max
|-
|{{#inline-tooltip:Attack/Enhancement Bonus|+1 to +4 cost 0 PP and +1 PP per level after that.}}
| +1
| +6
|2
|-
|Elemental Damage Bonus
| +1d4
| +1d12
|3
|-
|{{#inline-tooltip:Physical Damage Bonus|Starts at +3 (2 PP), +1d8 (3 PP), +6 (4 PP), +2d8 (6 PP).}}
| +3
| +2d8
|6
|-
|{{#inline-tooltip:Positive Damage Bonus|Gives +1 damage per PP except 5 PP which is +2d4, 7 PP, which is +2d6 and 9 PP which is +2d8.}}
| +1
| 10
|10
|-
|{{#inline-tooltip:Keen|Is always at max power when enchanted.}}
| -
| -
|2
|-
|Massive Criticals
| +2d6
| +2d12
|2
|-
|{{#inline-tooltip:Mighty|Always 0 PP.}}
| +3
| +20
|0
|-
|Vampiric Regeneration
| +1
| +7
|7
|-
|{{#inline-tooltip:Spell Focus|Costs 5 PP per school added.}}
| -
| -
|5
|-
|{{#inline-tooltip:Bonus Spell Slots, Wizard|Bonus slots of levels 0-5 cost 1 PP each and levels 6-9 cost 2 PP each.}}
| -
| -
|2
|-
|{{#inline-tooltip:Bonus Spell Slots, Other|Bonus slots of levels 0-2 cost 1 PP each, levels 3-5 cost 2 PP, levels 6-8 cost 3 PP and level 9 cost 4 PP.}}
| -
| -
|4
|}


== Pre-Enchanted Items ==
* True Seeing
* Lesser Spell Breach
* Endure Elements
* Resist Elements
* Protection From Elements
* Timestop
* Stoneskin
* Mordenkainen's Magnificent Mansion
* Invisibility
* Negative Energy Protection


There are many stores across the world that sell various items including already enchanted ones.
Wands have a caster level equal to the caster level from which they have been enchanted. Their dispel DC is also equal to this same caster level.


Those stores should never provide items as good as what the enchanting forge can produce. If you find any items that are comparable to what the forge can make, you should report it. For example, if you see an item that cast a spell that is not available for potions (see below), like ice storm, then this item is not legal.
<div>
To use enchanted wands, you must be able to cast the spell at the specific level or have Use Magic Device of at least:<br>
<code>3 x Spell Level + Caster Level</code>
</div>
</div></div>


However, custom and pre-enchanted items may have unique appearances, some of which may only be obtainable inside dungeons or from various events.
=== Scrolls ===


== Potions ==
<div class="sf-content-panel"><div>
The 'Brew Potions' feat let you create potions from a limited number of spells:
{|
|[[File:Is CatGrace.png]]
|Cat's Grace
|-
|[[File:Is BullStr.png]]||Bull's Strength
|-
|[[File:Is OwlWis.png]]||Owl's Wisdom
|-
|[[File:Is FoxCunng.png]]||Fox's Cunning
|-
|[[File:Is Endurce.png]]||Endurance
|-
|[[File:Is EagleSpl.png]]||Eagle Splendor
|-
|[[File:Is Clarity.png]]||Clarity
|-
|[[File:Is DarkVis.png]]||Ultravision
|-
|[[File:Is SeeInvis.png]]||See Invisibility
|-
|[[File:Is MageArm.png]]||Mage Armor
|-
|[[File:Is DeaWard.png]]||Death Ward
|-
|[[File:Is CurLgtW.png]]||Cure and Inflict Wounds Spells
|-
|[[File:Is Light.png]]||Light
|-
|[[File:Is DisMagic.png]]||Dispel Magic
|}


The caster level of enchanted potions is fixed, depending on the spell. The dispel DC of potions is equal to 75% of your character level.


== Wands ==
Scrolls are like an extension to your spell book. They let you cast a spell exactly as if you were casting it from your spell book, but without the need to memorize it.
The craft wand feat lets you enchant bone wands, with all spells that can be use to brew potions plus the following ones:
{|
![[File:Is TrueSee.png]]
|True Seeing
|-
|[[File:Is LsSpBrch.png]]
|Lesser Spell Breach
|-
|[[File:Is EndElem.png]]
|Endure Elements
|-
|[[File:Is ResElem.png]]
|Resist Elements
|-
|[[File:Is PrElement.png]]
|Protection From Elements
|-
|[[File:Is TimeStop.png]]
|Timestop
|-
|[[File:Is Stoneskn.png]]
|Stoneskin
|-
|[[File:Is mmm.png]]
|Mordenkainen's Magnificent Mansion
|-
|[[File:Is Invisib.png]]
|Invisibility
|-
|[[File:Is NegProt.png]]
|Negative Energy Protection
|}
Wands have a caster level equal to the caster level from which they have been enchanted. Their dispel DC is also equal to this same caster level. You can only use enchanted wands when you have the ability to cast the spell at the specific level or if you have a Use Magic Device skill of at least (3 x Spell Level + Caster Level).


== Scrolls ==
You must be able to cast the spell naturally to use a scroll version of the same spell.
Scrolls are like an extension to your spell book. They let you cast a spell exactly as if you were casting it from your spell book but without the need to memorize it. You must be able to cast the spell naturally to use a scroll version of the same spell.
</div></div>
<div class="sf-footerlinks">[[Main Page|Return to Main Page]] · [[Character Customisation]] · [[Chat Commands]] · [[Custom Weapons]]</div>
</div>
[[Category:Player Tools]]
[[Category:Player Tools]]

Latest revision as of 18:43, 20 October 2026

Gameplay systems · Forge reference
Magical Items

Find an item’s Property Points, compare enchantment costs, and check the rules before you forge.

Enchant once. Once an item has been enchanted, only its appearance can be changed. Choose all properties before committing. Read the full forge procedure.

Sinfar has very specific rules when it comes to what magical power can be found on items. You will never find items with a magical power beyond what is allowed.

There are also numerous Custom Weapons available from the Sinfar haks. These are added in such a way that they can still be used by Weapon Masters or with Weapon Focus feats despite no custom feats being added for them, as they will work with pre-existing feats instead.

Item capacity

Property Points or PP define how much magical power can be added to a crafted item. Higher PP means more room for forge properties.

Armor Power Points

ArmorTypeArmor ClassMax Dexterity BonusPP
ClothTypeLightArmor Class0Max Dexterity Bonus-PP6
PaddedTypeLightArmor Class1Max Dexterity Bonus8PP6
LeatherTypeLightArmor Class2Max Dexterity Bonus6PP7
HideTypeLightArmor Class3Max Dexterity Bonus4PP8
BreastplateTypeMediumArmor Class5Max Dexterity Bonus2PP8
Scale MailTypeMediumArmor Class4Max Dexterity Bonus4PP8
Banded MailTypeHeavyArmor Class6Max Dexterity Bonus1PP8
Half PlateTypeHeavyArmor Class7Max Dexterity Bonus1PP7
Full PlateTypeHeavyArmor Class8Max Dexterity Bonus1PP6

Accessory Power Points

ItemPP
AmuletPP3
BeltPP3
BootPP3
BracerPP1
Buckler and ShieldPP3
ItemPP
CloakPP3
HelmPP3
RingPP2
Tower ShieldPP4

Simple Melee Weapons

ItemPP
Assassin's DaggerPP4
Chirurgical ToolPP4
ClubPP6
DaggerPP4
Dagger, PrehistoricPP4
Gauntlet (unarmed)PP6
ItemPP
QuarterstaffPP7
SicklePP5
SpearPP5
Spear, PrehistoricPP5
Staff (Magic)PP10

Martial Melee Weapons

ItemPP
AnkusPP2
BattleaxePP4
GoadPP6
Great AxePP5
Great SwordPP5
HalberdPP5
HandaxePP4
Heavy FlailPP5
Heavy MacePP5
Heavy PickPP2
Light FlailPP6
Light HammerPP6
Light MacePP5
ItemPP
Light PickPP2
LongswordPP4
Maug DoubleswordPP4
MaulPP5
MorningstarPP5
RapierPP2
SapPP6
ScimitarPP2
Short SpearPP4
Short SwordPP4
TridentPP6
WarhammerPP4

Exotic Melee Weapons

ItemPP
Bagh NakPP2
Bastard SwordPP4
Combat FanPP2
Dire MacePP7
Double AxePP4
Double ScimitarPP2
Dwarven WaraxePP4
FalchionPP2
KamaPP2
KatanaPP4
ItemPP
KatarPP2
KukriPP3
NonchakuPP6
SaiPP7
ScythePP3
Tome (Magic)PP10
Two-Bladed SwordPP5
WhipPP6
Wind Fire WheelPP6

Ranged Weapons

ItemPP
FlintlockPP2
Heavy CrossbowPP3
Light CrossbowPP3
ItemPP
LongbowPP2
ShortbowPP2
SlingPP2

Ammunition and Thrown Weapons

ItemPP
Arrow MakerPP5
Bolt MakerPP5
Bullet MakerPP6
Dart MakerPP4
ItemPP
Flintlock MakerPP5
Shuriken MakerPP5
Throwing AxesPP4

Enchantment costs

Using the above tables, the following properties can be added to different items, classed into Armour and Accessory properties or Weapon Properties. Some weapon properties are for melee and ammo only while others are ranged only.

Read the forge notes with each chart: several properties have free tiers or special costs rather than a uniform cost per step.

Armour and Accessory Properties

EnchantmentBonus per PPMax BonusPP Usage at Max
Ability BonusBonus per PP+3Max Bonus+12PP Usage at Max4
Armor ClassBonus per PP+1Max Bonus+5PP Usage at Max1
Damage ReductionBonus per PP7/+5Max Bonus7/+10PP Usage at Max6
Elemental Damage ResistanceBonus per PP5Max Bonus40PP Usage at Max8
HasteBonus per PP—Max Bonus—PP Usage at Max2
Immunity: KnockdownBonus per PP—Max Bonus—PP Usage at Max5
RegenerationBonus per PP+1Max Bonus+8PP Usage at Max8
Saving ThrowBonus per PP+4Max Bonus+20PP Usage at Max5
Skill Bonus (Concentration or Discipline)Bonus per PP+6Max Bonus+48PP Usage at Max8
Spell ResistanceBonus per PP10Max Bonus30PP Usage at Max5

Armour and Accessory Forge Notes: Armor Class +1, +2 and +3 cost 0 PP; +4 and +5 both cost 1 PP. Haste and Immunity: Knockdown are always applied at max power. Spell Resistance +10 costs 0 PP, then +1 PP per 4 extra SR.

Weapon Properties

EnchantmentBonus per PPMax BonusPP Usage at Max
Attack/Enhancement BonusBonus per PP+1Max Bonus+6PP Usage at Max2
Elemental Damage BonusBonus per PP+1d4Max Bonus+1d12PP Usage at Max3
Physical Damage BonusBonus per PP+3Max Bonus+2d8PP Usage at Max6
Positive Damage BonusBonus per PP+1Max Bonus10PP Usage at Max10
KeenBonus per PP—Max Bonus—PP Usage at Max2
Massive CriticalsBonus per PP+2d6Max Bonus+2d12PP Usage at Max2
MightyBonus per PP+3Max Bonus+20PP Usage at Max0
Vampiric RegenerationBonus per PP+1Max Bonus+7PP Usage at Max7
Spell FocusBonus per PP—Max Bonus—PP Usage at Max5
Bonus Spell Slots, WizardBonus per PP—Max Bonus—PP Usage at Max2
Bonus Spell Slots, OtherBonus per PP—Max Bonus—PP Usage at Max4

Weapon Forge Notes: Attack/Enhancement Bonus +1 to +4 cost 0 PP, then +1 PP per level after that. Physical Damage Bonus starts at +3 for 2 PP, +1d8 for 3 PP, +6 for 4 PP, and +2d8 for 6 PP. Positive Damage Bonus gives +1 damage per PP except 5 PP = +2d4, 7 PP = +2d6, and 9 PP = +2d8. Keen is always at max power. Mighty always costs 0 PP.

Spell Tool Notes: Spell Focus costs 5 PP per school added. Wizard bonus spell slots of levels 0–5 cost 1 PP each and levels 6–9 cost 2 PP each. Other caster bonus spell slots of levels 0–2 cost 1 PP each, levels 3–5 cost 2 PP, levels 6–8 cost 3 PP, and level 9 costs 4 PP.

The Enchanting Forge

The enchanting forge, located in Sinifer and other main cities, lets you add magical properties to crafted items. Crafted items can be bought from the travelling merchant in the emporium of Sinifer and also in other main cities.

To enchant a crafted item:

  1. Put a non-enchanted crafted item in an enchanting forge and close it.
  2. Use the dialog to select the properties you want to add.
  3. Each item can accept a certain number of PP — Property Points.
  4. Each property costs a certain amount of PP.
  5. The selected property must cost equal to or below the remaining PP available on the item.
  6. Gather the required components listed by the forge.
  7. Put the components and crafted item into the forge.
  8. Retry the enchantment process.

Important: Once an item has been enchanted once, it can never be modified again except for its appearance. Add all properties you want the first time, or you will need to reacquire the components and enchant a new item.

Components inside bags are counted normally. You do not need to add each item individually.

Custom Weapon Feat Notes

These custom weapons use the following existing weapon focus feats, including for Weapon Master.

Custom weaponUses feats for
AnkusUses feats forWarhammer
Assassin's DaggerUses feats forDagger
Bagh NakUses feats forKama
Chirurgical ToolUses feats forSickle
Double ScimitarUses feats forScimitar
FalchionUses feats forScimitar
FlintlockUses feats forCrossbow
GoadUses feats forSpear
Heavy MaceUses feats forLight Mace
Heavy PickUses feats forWarhammer
KatarUses feats forKama
Light PickUses feats forLight Hammer
Maug DoubleswordUses feats forLongsword
MaulUses feats forWarhammer
NonchakuUses feats forMorningstar
SaiUses feats forDagger
SapUses feats forSling
Wind Fire WheelUses feats forBastard Sword

Pre-Enchanted Items

There are many stores across the world that sell various items, including already enchanted ones.

Those stores should never provide items as good as what the enchanting forge can produce. If you find any items that are comparable to what the forge can make, you should report it.

For example, if you see an item that casts a spell that is not available for potions, such as Ice Storm, then this item is not legal.

Custom and pre-enchanted items may have unique appearances, some of which may only be obtainable inside dungeons or from various events.

Potions, Wands & Scrolls

Potions


The Brew Potions feat lets you create potions from a limited number of spells:

  • Cat's Grace
  • Bull's Strength
  • Owl's Wisdom
  • Fox's Cunning
  • Endurance
  • Eagle Splendor
  • Clarity
  • Ultravision
  • Negative Energy Protection
  • See Invisibility
  • Mage Armor
  • Death Ward
  • Cure and Inflict Wounds Spells
  • Light
  • Dispel Magic

The caster level of enchanted potions is fixed, depending on the spell. The dispel DC of potions is equal to 75% of your character level.

Wands


The Craft Wand feat lets you enchant bone wands with all spells available to Brew Potions, plus:

  • True Seeing
  • Lesser Spell Breach
  • Endure Elements
  • Resist Elements
  • Protection From Elements
  • Timestop
  • Stoneskin
  • Mordenkainen's Magnificent Mansion
  • Invisibility
  • Negative Energy Protection

Wands have a caster level equal to the caster level from which they have been enchanted. Their dispel DC is also equal to this same caster level.

To use enchanted wands, you must be able to cast the spell at the specific level or have Use Magic Device of at least:
3 x Spell Level + Caster Level

Scrolls


Scrolls are like an extension to your spell book. They let you cast a spell exactly as if you were casting it from your spell book, but without the need to memorize it.

You must be able to cast the spell naturally to use a scroll version of the same spell.