Find an item’s Property Points, compare enchantment costs, and check the rules before you forge.
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
| Armor | Type | Armor Class | Max Dexterity Bonus | PP |
|---|---|---|---|---|
| Cloth | TypeLight | Armor Class0 | Max Dexterity Bonus- | PP6 |
| Padded | TypeLight | Armor Class1 | Max Dexterity Bonus8 | PP6 |
| Leather | TypeLight | Armor Class2 | Max Dexterity Bonus6 | PP7 |
| Hide | TypeLight | Armor Class3 | Max Dexterity Bonus4 | PP8 |
| Breastplate | TypeMedium | Armor Class5 | Max Dexterity Bonus2 | PP8 |
| Scale Mail | TypeMedium | Armor Class4 | Max Dexterity Bonus4 | PP8 |
| Banded Mail | TypeHeavy | Armor Class6 | Max Dexterity Bonus1 | PP8 |
| Half Plate | TypeHeavy | Armor Class7 | Max Dexterity Bonus1 | PP7 |
| Full Plate | TypeHeavy | Armor Class8 | Max Dexterity Bonus1 | PP6 |
Accessory Power Points
| Item | PP |
|---|---|
| Amulet | PP3 |
| Belt | PP3 |
| Boot | PP3 |
| Bracer | PP1 |
| Buckler and Shield | PP3 |
| Item | PP |
|---|---|
| Cloak | PP3 |
| Helm | PP3 |
| Ring | PP2 |
| Tower Shield | PP4 |
Simple Melee Weapons
| Item | PP |
|---|---|
| Assassin's Dagger | PP4 |
| Chirurgical Tool | PP4 |
| Club | PP6 |
| Dagger | PP4 |
| Dagger, Prehistoric | PP4 |
| Gauntlet (unarmed) | PP6 |
| Item | PP |
|---|---|
| Quarterstaff | PP7 |
| Sickle | PP5 |
| Spear | PP5 |
| Spear, Prehistoric | PP5 |
| Staff (Magic) | PP10 |
Martial Melee Weapons
| Item | PP |
|---|---|
| Ankus | PP2 |
| Battleaxe | PP4 |
| Goad | PP6 |
| Great Axe | PP5 |
| Great Sword | PP5 |
| Halberd | PP5 |
| Handaxe | PP4 |
| Heavy Flail | PP5 |
| Heavy Mace | PP5 |
| Heavy Pick | PP2 |
| Light Flail | PP6 |
| Light Hammer | PP6 |
| Light Mace | PP5 |
| Item | PP |
|---|---|
| Light Pick | PP2 |
| Longsword | PP4 |
| Maug Doublesword | PP4 |
| Maul | PP5 |
| Morningstar | PP5 |
| Rapier | PP2 |
| Sap | PP6 |
| Scimitar | PP2 |
| Short Spear | PP4 |
| Short Sword | PP4 |
| Trident | PP6 |
| Warhammer | PP4 |
Exotic Melee Weapons
| Item | PP |
|---|---|
| Bagh Nak | PP2 |
| Bastard Sword | PP4 |
| Combat Fan | PP2 |
| Dire Mace | PP7 |
| Double Axe | PP4 |
| Double Scimitar | PP2 |
| Dwarven Waraxe | PP4 |
| Falchion | PP2 |
| Kama | PP2 |
| Katana | PP4 |
| Item | PP |
|---|---|
| Katar | PP2 |
| Kukri | PP3 |
| Nonchaku | PP6 |
| Sai | PP7 |
| Scythe | PP3 |
| Tome (Magic) | PP10 |
| Two-Bladed Sword | PP5 |
| Whip | PP6 |
| Wind Fire Wheel | PP6 |
Ranged Weapons
| Item | PP |
|---|---|
| Flintlock | PP2 |
| Heavy Crossbow | PP3 |
| Light Crossbow | PP3 |
| Item | PP |
|---|---|
| Longbow | PP2 |
| Shortbow | PP2 |
| Sling | PP2 |
Ammunition and Thrown Weapons
| Item | PP |
|---|---|
| Arrow Maker | PP5 |
| Bolt Maker | PP5 |
| Bullet Maker | PP6 |
| Dart Maker | PP4 |
| Item | PP |
|---|---|
| Flintlock Maker | PP5 |
| Shuriken Maker | PP5 |
| Throwing Axes | PP4 |
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
| Enchantment | Bonus per PP | Max Bonus | PP Usage at Max |
|---|---|---|---|
| Ability Bonus | Bonus per PP+3 | Max Bonus+12 | PP Usage at Max4 |
| Armor Class | Bonus per PP+1 | Max Bonus+5 | PP Usage at Max1 |
| Damage Reduction | Bonus per PP7/+5 | Max Bonus7/+10 | PP Usage at Max6 |
| Elemental Damage Resistance | Bonus per PP5 | Max Bonus40 | PP Usage at Max8 |
| Haste | Bonus per PP— | Max Bonus— | PP Usage at Max2 |
| Immunity: Knockdown | Bonus per PP— | Max Bonus— | PP Usage at Max5 |
| Regeneration | Bonus per PP+1 | Max Bonus+8 | PP Usage at Max8 |
| Saving Throw | Bonus per PP+4 | Max Bonus+20 | PP Usage at Max5 |
| Skill Bonus (Concentration or Discipline) | Bonus per PP+6 | Max Bonus+48 | PP Usage at Max8 |
| Spell Resistance | Bonus per PP10 | Max Bonus30 | PP 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
| Enchantment | Bonus per PP | Max Bonus | PP Usage at Max |
|---|---|---|---|
| Attack/Enhancement Bonus | Bonus per PP+1 | Max Bonus+6 | PP Usage at Max2 |
| Elemental Damage Bonus | Bonus per PP+1d4 | Max Bonus+1d12 | PP Usage at Max3 |
| Physical Damage Bonus | Bonus per PP+3 | Max Bonus+2d8 | PP Usage at Max6 |
| Positive Damage Bonus | Bonus per PP+1 | Max Bonus10 | PP Usage at Max10 |
| Keen | Bonus per PP— | Max Bonus— | PP Usage at Max2 |
| Massive Criticals | Bonus per PP+2d6 | Max Bonus+2d12 | PP Usage at Max2 |
| Mighty | Bonus per PP+3 | Max Bonus+20 | PP Usage at Max0 |
| Vampiric Regeneration | Bonus per PP+1 | Max Bonus+7 | PP Usage at Max7 |
| Spell Focus | Bonus per PP— | Max Bonus— | PP Usage at Max5 |
| Bonus Spell Slots, Wizard | Bonus per PP— | Max Bonus— | PP Usage at Max2 |
| Bonus Spell Slots, Other | Bonus 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:
- Put a non-enchanted crafted item in an enchanting forge and close it.
- Use the dialog to select the properties you want to add.
- Each item can accept a certain number of PP — Property Points.
- Each property costs a certain amount of PP.
- The selected property must cost equal to or below the remaining PP available on the item.
- Gather the required components listed by the forge.
- Put the components and crafted item into the forge.
- 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 weapon | Uses feats for |
|---|---|
| Ankus | Uses feats forWarhammer |
| Assassin's Dagger | Uses feats forDagger |
| Bagh Nak | Uses feats forKama |
| Chirurgical Tool | Uses feats forSickle |
| Double Scimitar | Uses feats forScimitar |
| Falchion | Uses feats forScimitar |
| Flintlock | Uses feats forCrossbow |
| Goad | Uses feats forSpear |
| Heavy Mace | Uses feats forLight Mace |
| Heavy Pick | Uses feats forWarhammer |
| Katar | Uses feats forKama |
| Light Pick | Uses feats forLight Hammer |
| Maug Doublesword | Uses feats forLongsword |
| Maul | Uses feats forWarhammer |
| Nonchaku | Uses feats forMorningstar |
| Sai | Uses feats forDagger |
| Sap | Uses feats forSling |
| Wind Fire Wheel | Uses 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.