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Arms and Armor

Bows

Use the following statistics for Bows. See also here.

Bow ST Draw Weight Damage Acc Range Weight Cost Bulk
7 25-39 1d-2 im 2 x15/x20 2 50 -6
9 40-59 1d-1 im 2 x15/x20 2 75 -7
11 60-84 1d im 2 x15/x20 2 100 -7
13 85-112 1d+1 im 2 x15/x20 3 200 -8
15 113-144 1d+2 im 2 x15/x20 3 300 -8
17 145-179 1d+3 im 2 x15/x20 4 500 -8
Composite Bows Same +2 +1 x20/x25 +1 x4 Same

Armor Options

The prices in the basic set for arms and armor are fine. Here are some armor options beyond what's in the basic set.

Lamellar Armors

Lamellar armors are widely used in the Kingdom of the Shield. Use the following stats.

Armor DR Cost Weight Notes
Lamellar Steel Corselet 5 $900 30  

 

Other Materials

The dwarves have discovered rich veins of rare materials in the iron hills, and can manufacture the following.

Dwarven Steel. Use steel stats but increase DR by 1 and multiply cost by 200%. Any steel armor can be made from Dwarven Steel.

Galnin. Galnin is an aluminum alloy. Use steel stats but reduce DR by 1, multiply cost by 250% and multiply weight by 40%. Galnin is suitable for scale and chain style armors.

Adarcer. Adarcer is a titanium alloy. Use steel stats increase DR by 2, multiply cost by 600% and multiply weight by 60%. Adarcer is suitable for scale and plate style armors.

Weapon and Shield Enchantments

Enchantments for Arms and Armaments are available for any persons lawfully entitled to bear arms. 

Description Cost
Accuracy or Puissance +1 $125
Accuracy or Puissance +2 $3,750
Accuracy or Puissance +3 $62,500
Accuracy or Puissance +1, Missile $12.50
Accuracy or Puissance +2, Missile $50
Accuracy or Puissance +3, Missile $825
Defending +1 Block/Parry $825
Defending +2 Block/Parry $3,750
Defending +3 Block/Parry $19,900

Armor Enchantments

Description Cost
Lighten, 25% Weight Reduction $50
Lighten, 50% Weight Reduction $825
Permanent Dye, Small Item $25
Permanent Dye, Large Item $65
Permanent Transparency $420

Fortify (+DR Costs)

Coverage % +1 +2 +3 +4 +5
full body 100% $100 $2400 $37,500 $100,000 $187,500
torso 50% $50 $420 $8,625 $50,000 $93,750
torso, groin 55% $55 $462 $11,220 $55,000 $103,125
arms 20% $20 $80 $1,230 $10,880 $37,500
legs 30% $30 $120 $3,015 $30,000 $56,250
skull 10% $10 $40 $150 $2,400 $8,625
skull, face 20% $20 $80 $1,230 $10,880 $37,500
skull, neck 15% $15 $60 $630 $5,520 $22,388
skull, face, neck 20% $20 $80 $1,230 $10,880 $37,500
hands 10% $10 $40 $150 $2,400 $8,625
feet 10% $10 $40 $150 $2,400 $8,625

Intermediate values may also be available.

Adders

Since their invention in the early days of the Azure tower, Adders have been highly sought by Mages of all disciplines. Adders for most easy and average spells can be gotten, and adders for Recover Energy are ubiquitous. More powerful Adders can be made but are not common. Adders are most commonly found as rings and other jewelry, but other forms are possible. The item value listed below is the intrinsic value of the item independent of the enchantment.

Description Item Value Cost
Adder +1 (Single Spell) $50 $100
Adder +2 (Single Spell) $100 $200
Adder +3 (Single Spell) $200 $625
Adder +1 (Spell Group) $100 $200
Adder +2 (Spell Group) $200 $625
Adder +1 (College) $200 $625

Items for Non-Mages

While most items usable by non-mages are prohibitively complex and expensive to be considered commodities, some few are simple enough and yet desirable enough to be considered readily available. Other items can be made, but they are tools of civic officers or the very wealthy exclusively. The item value listed below is the intrinsic value of the item independent of the enchantment.

Item Name Value Cost Description
Ranger's Guide  $ 150  $ 400 Seek nearest specified plant type. 
Apothecary's Omnibus  $ 150  $ 725 Tells type, species, and basic info on one plant.
Quarryman's Guide  $ 150  $ 600 Tells direction and distance to nearest significant amount of a give type of Earth/ Stone. (2 uses/ wk)
Quickflint Wand  $ 150  $ 350 Creates fire equivalent to a match. 
Mage Torch  $ 150  $ 500 Creates fire equivalent to a torch. (3 uses/ wk)
Divining Rod  $ 150  $ 450 Tells direction and distance to nearest significant amount of water. (3 uses/ wk)
Woodsman's Guide  $ 150  $ 400 Tells direction, distance and general nature of the nearest significant source of food.
Food Tester  $ 150  $ 350 Identifies whether a substance is edible; reveals poison, decay, or other harmful substances. 
Amulet of Bells  $ 150  $ 350 Tells the time (as well as the day and year). 
Amulet of Awakening  $ 150  $ 400 Alerts the subject at a specified time, up to one week in the future. May also deliver a reminder.  
Mage-Compass  $ 150  $ 400 Enchanted Compass that can point north or to the bearers home.  
Steadfast Telemeter  $ 150  $ 350 Tells the bearer the exact distance to any object that he can see.  
Transcendent Touchstone  $ 150  $ 400 Tells the bearer any one of weight, area, volume, or dimensions for any subject object.  
Lesser Ring of Strength  $ 150  $ 750 Boost ST long enough for a single die roll. 2 mana/ point of increase (max 5). Includes a P10 exclusive powerstone (20 Mana, provides 60 Mana to the Ring).
Lesser Ring of Grace  $ 150  $ 750 Boost DX long enough for a single die roll. 2 mana/ point of increase (max 5). Includes a P10 exclusive powerstone (20 Mana, provides 60 Mana to the Ring).
Lesser Ring of Fortitude  $ 150  $ 750 Boost HT long enough for a single die roll. 2 mana/ point of increase (max 5). Includes a P10 exclusive powerstone (20 Mana, provides 60 Mana to the Ring).
Wand of Healing  $ 600  $ 6,120 Heals 1-3 points of damage. 4 mana/ point. One use/ wound.