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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. | 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. | ||
== The Enchanting Forge == | == The Enchanting Forge == | ||
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|Gauntlet (unarmed)||6 | |Gauntlet (unarmed)||6 | ||
|- | |- | ||
|{{ | |{{#inline-tooltip:Goad|Uses Spear for weapon focus feats, including for Weapon Master}}||6 | ||
|- | |- | ||
|Quarterstaff||7 | |Quarterstaff||7 | ||
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</div> | </div> | ||
</div> | </div> | ||
== Item Properties == | |||
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 === | |||
{| 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 == | == Pre-Enchanted Items == | ||
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|[[File:Is_deaward.png]]||Death Ward | |[[File:Is_deaward.png]]||Death Ward | ||
|- | |- | ||
| | |[[File:Is curelight.webp]]||Cure and Inflict Wounds Spells | ||
|Cure and Inflict Wounds Spells | |||
|- | |- | ||
| | |[[File:Is light.webp]]||Light | ||
|Light | |||
|- | |- | ||
| | |[[File:Is dismagic.webp]]||Dispel Magic | ||
|Dispel Magic | |||
|} | |} | ||
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== Scrolls == | == 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. | 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. | ||
[[Category:Player Tools]] |
Latest revision as of 20:25, 25 January 2024
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.
The Enchanting Forge
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.
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.
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.
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.
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.
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.
Power Points
Armor Power Points
Name | Armor Type | Armor Class (AC) | Max Dexterity Bonus | PP |
---|---|---|---|---|
Cloth | Light | 0 | - | 6 |
Padded | Light | 1 | 8 | 6 |
Hide | Light | 3 | 4 | 7 |
Leather | Light | 2 | 6 | 8 |
Breastplate | Medium | 5 | 2 | 8 |
Scale Mail | Medium | 4 | 4 | 8 |
Banded Mail | Heavy | 6 | 1 | 8 |
Half Plate | Heavy | 7 | 1 | 7 |
Full Plate | Heavy | 8 | 1 | 6 |
Accessory Power Points
Item | PP |
---|---|
Amulet | 3 |
Belt | 3 |
Boot | 3 |
Bracer | 1 |
Cloak | 3 |
Helm | 3 |
Ring | 2 |
Shield | 1 |
Simple Melee Weapons
Simple Weapons | PP |
---|---|
Assassin's Dagger | 4 |
Chirurgical Tool | 4 |
Club | 6 |
Dagger | 4 |
Dagger, Prehistoric | 4 |
Gauntlet (unarmed) | 6 |
Goad | 6 |
Quarterstaff | 7 |
Sickle | 5 |
Spear | 5 |
Spear, Prehistoric | 5 |
Staff (Magic) | 10 |
Martial Melee Weapons
Martial Weapons | PP |
---|---|
Ankus | 2 |
Battleaxe | 4 |
Great Axe | 5 |
Great Sword | 5 |
Halberd | 5 |
Handaxe | 4 |
Heavy Flail | 5 |
Heavy Mace | 5 |
Heavy Pick | 2 |
Light Flail | 6 |
Light Hammer | 6 |
Light Mace | 5 |
Light Pick | 2 |
Longsword | 4 |
Maug Doublesword | 4 |
Maul | 5 |
Morningstar | 5 |
Rapier | 2 |
Sap | 6 |
Scimitar | 2 |
Short Spear | 4 |
Short Sword | 4 |
Trident | 6 |
Warhammer | 4 |
Exotic Melee Weapons
Exotic Weapons | PP |
---|---|
Bagh Nak | 2 |
Bastard Sword | 4 |
Combat Fan | 2 |
Dire Mace | 7 |
Double Axe | 4 |
Double Scimitar | 2 |
Dwarven Waraxe | 4 |
Falchion | 2 |
Kama | 2 |
Katana | 4 |
Katar | 2 |
Kukri | 3 |
Nonchaku | 6 |
Sai | 7 |
Scythe | 3 |
Tome (Magic) | 10 |
Two-Bladed Sword | 5 |
Whip | 6 |
Wind Fire Wheel | 6 |
Ranged Weapons & Ammunition
Ranged Weapons | PP |
---|---|
Flintlock | 2 |
Heavy Crossbow | 3 |
Light Crossbow | 3 |
Longbow | 2 |
Shortbow | 2 |
Sling | 2 |
Ammo/Thrown | PP |
---|---|
Arrow Maker | 5 |
Bolt Maker | 5 |
Bullet Maker | 6 |
Dart Maker | 4 |
Flintlock Maker | 5 |
Shuriken Maker | 5 |
Throwing Axes | 4 |
Item Properties
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
Enchantment | Bonus per PP | Max Bonus | PP usage at Max |
---|---|---|---|
Ability Bonus | +3 | +12 | 4 |
Armor Class | +1 | +5 | 1 |
Damage Reduction | 7/+5 | 7/+10 | 6 |
Elemental Damage Resistance | 5 | 40 | 8 |
Haste | - | - | 2 |
Immunity: Knockdown | - | - | 5 |
Regeneration | +1 | +8 | 8 |
Saving Throw | +4 | +20 | 5 |
Skill Bonus (Concentration or Discipline) | +6 | +48 | 8 |
Spell Resistance | 10 | 30 | 5 |
Weapon Properties
Enchantment | Bonus per PP | Max Bonus | PP usage at Max |
---|---|---|---|
Attack/Enhancement Bonus | +1 | +6 | 2 |
Elemental Damage Bonus | +1d4 | +1d12 | 3 |
Physical Damage Bonus | +3 | +2d8 | 6 |
Positive Damage Bonus | +1 | 10 | 10 |
Keen | - | - | 2 |
Massive Criticals | +2d6 | +2d12 | 2 |
Mighty | +3 | +20 | 0 |
Vampiric Regeneration | +1 | +7 | 7 |
Spell Focus | - | - | 5 |
Bonus Spell Slots, Wizard | - | - | 2 |
Bonus Spell Slots, Other | - | - | 4 |
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 cast a spell that is not available for potions (see below), like ice storm, then this item is not legal.
However, custom and pre-enchanted items may have unique appearances, some of which may only be obtainable inside dungeons or from various events.
Potions
The 'Brew Potions' feat let 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 | |
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 that can be use to brew potions plus the following ones:
- 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. 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
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.