Table of Contents
Here you will find the designs to craft weapons as well as the materials that you can use.
Back to top1) How To Use A Design
The design blueprints tell you the basics of the item you are trying to create. In the design table you will see numbers for each column. Those numbers are multiplied by numbers from the matching column in the materials table.
For example, if you wanted to make a short sword, the first thing you would need to decide upon is the material used. You would then take the following steps:
- Step 1: Multiply together the weapon design attack value and the material attack value. Be sure to round up to the nearest whole number. If there are any dice values, be sure to carry them over to your completed weapon.
- Step 2: If the weapon design provides a Parry formula, multiply together the weapon design parry value and the material parry value.
- Step 3: Carry over the range provided by the weapon design. Usually only the weapon design gives a range. Very rarely would a material affect a weapon's range.
- Step 4: determine the weight of the material you are using as needed for that weapon. The weapon design might list something like "2 steel" and the material might say "steel x 0.75", so you would multiply 2 x 0.75 to get a total weight of 1.5. It is important to know that that weight shows how much of that material is needed.
- Step 5: Write down any additional Other Information, such as a silver weapon's increased damage to undead.
- Step 6: Here is where you would determine the cost of the weapon. If you are making this yourself and already have all the material needed you would only spend the cost of the weapon design. However if you were buying both the design and the material on the spot, you would need to first multiply the cost of the material by the weight of the material needed. You would then add that to the weapon design's cost. Shops further increase this by 25% as a service fee or tax for doing it for you.
Below is an example of making a steel short sword.
Item | Attack | Parry | Range | Hit Chance | Durability | Weight | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Short Sword | 1.6 | 1.6 | 1 | 0 | material durability x 100, double use cost against plate armor and shields | 6 steel | can use to make: metal | 4.00 |
Steel | 6 | 4.5 | N/A | 0 | 5 | steel x 1 | N/A | 6.00 |
STEEL SHORT SWORD | 10 | 8 | 1 | 0 | 500 uses, double use cost against plate armor and shields | 6 | N/A |
40.00 50.00 (store) |
If a design has a 0 or N/A for a value, it does not provide that value, and if armor has a 0 or N/A for a value, it does not provide that value, and the completed item will not have that value.
2) Weapon Designs
Here you can find the weapon types that you can make.
Rarity: The rarity shows how likely it is you will find it in the wild and in shops. The more rare, the harder to find.
Required Crafting Ability: This shows the level of crafting skill you need to have to create the weapon.
Design | Required Crafting Ability | Rarity | Attack | Parry | Range | Hit Chance | Weight of Material Required | Durability | Space Taken of Completed Design | Other Information | Weight | Space Taken | Cost |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Barbarian Axe | Level 2 | Less Common | 3 + 1d10 | N/A | 1 | -2 | 7.5 steel | material durability x 160 | 5 | Can use to make: metals, stones, bone, scale |
0.01 | 0.01 | 10.00 |
Barbed Head Arrow | Level 1 | Very Common | 1.46 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.2 steel | Luck Chance Penalty to Recover; chance decreases by 10 each use | 0.1 | Luck Chance to cause Bleeding Out damage of 1d4 Luck Chance Required to recover arrows:
Can use the following to make: wood, metal, bone, stones, scales |
0.01 | 0.01 | 1.20 |
Bastard Sword | Level 2 | Less Common | 3.3 | 2.5 | 2 | -2 | 14 steel | material durability x 160 | 3 | Can use to make: metals, scale |
0.01 | 0.01 | 4.50 |
Battle Bow | Level 3 | Rare | 4 + 2d8 | N/A | shooting range of 1d12 + 2; must be at least 2 spaces away to use | +5 | 1.75 oak | 1000 uses | 10 | material does not affect attack value, durability, range, or hit chance; material can provide extra effects however can use to make: wood |
0.01 | 0.01 | 95.00 |
Battle Rod | Level 2 | Less Common | 2.85 | 2.75 | 2 | 0 | 10 steel | material durability x 200 | 4 | Special Effect: can use the following to make: metal, bone, stones |
0.01 | 0.01 | 8.00 |
Billhook | Level 2 | Less Common | 3 | 2.5 | 2 | 0 | 14 steel | material durability x 200 | 5 | This spear can be used with a Hit Targeting Check to pull target to the ground, add a strength check (with any needed penatly) to pull the target 1 space closer to you. can use the following to make: metal, bone, scale |
0.01 | 0.01 | 12.00 |
Bodkin Arrow | Level 1 | Very Common | 1.5 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.1 steel | Luck Chance Penalty to Recover; chance decreases by 10 each use | 0.1 | 20% Piercing damage to HP against chain and plate armored targets Luck Chance Required to recover arrows:
Can use the following to make: wood, metal, bone, stones, scales |
0.01 | 0.01 | 0.10 |
Bola | Level 2 | Rare | 0.9 + 1d4 | N/A | throw range | +2 | 3 steel | material durability x 120 | 2 | tangles enemies legs causing them to trip and fall when they move Can use the following to make: leather, metal |
0.01 | 0.01 | 5.00 |
Bolt | Level 1 | Very Common | 2.3 | N/A | no added range to crossbow | 0 | 0.2 steel | bolts can't be recovered; destroyed on impact | 0.1 | 10% chance to daze target for next round can use the following to make: metal, bone, wood, stones |
0.01 | 0.01 | 0.20 |
Boomerang | Level 2 | Less Common | 2 + 1d8 | N/a | throw range + 1d10 | +5 | 0.75 steel | material durability x 180 | 2 |
Can use the following to make: wood, bone, scale |
0.01 | 0.01 | 10.00 |
Bull Whip | Level 1 | Very Common | 4 + 1d6 | N/A | 3 | 0 | 8 leather | material durability x 135 | 4 | Critical Hit trips target Can use the following to make: animal fur, leather, manna silk |
0.01 | 0.01 | 2.00 |
Chain Gloves | Level 2 | Less Common | 1 | 0.75 | 1 | +2 | 1 steel | material durability x 200 | 2 | Can use the following to make: metal |
0.01 | 0.01 | 1.45 |
Chain Whip | Level 2 | Less Common | 3.4 + 1d10 | N/A | 3 | -2 | 4 steel | material durability x 140 | 5 | Critical Hit trips target Can use the following to make: metal |
0.01 | 0.01 | 28.00 |
Chakram | Level 2 | Less Common | 2.8 + 1d8 | 0.75 | Melee: 1; Thrown: throw range | +2 | 6 steel | material durability x 200 | 4 | returns to their user when thrown Can use the following to make: bone, metal, scale |
0.01 | 0.01 | 5.50 |
Cloth Gloves | Level 1 | Very Common | 0.6 | 0.5 | 1 | +2 | 0.25 leather | material durability x 250 | 2 | Can use the following to make: leather, animal furs, manna silk |
0.01 | 0.01 | 1.50 |
Crossbow | Level 3 | Less Common | 2 + 2d6 | N/A | shooting range of 1d10 + 4; must be at least 2 spaces away to use | +5 | 4 oak | 800 uses | 8 | material does not affect attack value, durability, range, or hit chance; material can provide extra effects however can use to make: wood |
0.01 | 0.01 | 55.00 |
Dagger | Level 1 | Very Common | 1.3 | 1 | 1 | +5 (+5 if playing a Thief) | 4 steel | material durability x 100 | 1 | can use the following to make: metal, bone, stones, scale |
0.01 | 0.01 | 2.50 |
Dart | Level 1 | Very Common | 0.5 + 1d4 | N/A | Thrown: throw range x 2; Dart Shooter: no added range | +5 | 0.12 steel | Luck Chance to recover, penalty doubles each use | 0.25 |
Luck Chance Required to recover darts:
Can use the following to make: wood, metal, bone, stones, scales, glass |
0.01 | 0.01 | 0.05 |
Dart Shooter | Level 2 | Less Common | 2d8 | N/A | 1d20 | 0 | 0.25 oak | 700 uses | 0.25 | material does not affect attack value, durability, range, or hit chance; material can provide extra effects however can use to make: wood, bone |
0.01 | 0.01 | 0.20 |
Falchion | Level 3 | Unique | 3 + 1d12 | 2.5 | 2 | +3 | 15 steel | material durability x 225 | 4 |
can use the following to make: metal, scales
|
0.01 | 0.01 | 20.00 |
Flail | Level 3 | Less Common | 3.8 + 1d12 | N/A | 4 | -4 | 8 steel | material durability x 140 | 4 |
can use the following to make: metal |
0.01 | 0.01 | 32.00 |
Forked Head Arrow | Level 1 | Less Common | 1.3 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.21 steel | Luck Chance Penalty to Recover; chance decreases by 10 each use | 0.1 | 25% chance to stun target 1 round Luck Chance Required to recover arrows:
Can use the following to make: wood, metal, bone, stones, scales |
0.01 | 0.01 | 0.25 |
Gauntlets | Level 3 | Less Common | 1.6 | 1.45 | 1 | +2 | 2 steel | material durability x 200 | 3 | can use the following to make: metal, bone, scale, wood |
0.01 | 0.01 | 1.85 |
Glaive | Level 3 | Rare | 5 | 4.2 | 3 | 0 | 20 steel | material durability x 200 | 8 | This spear can also use slashing attacks and sword skills and slashing bonuses. can use the following to make: metal, bone, scale, stones |
0.01 | 0.01 | 15.25 |
Great Axe | Level 3 | Rare | 5.5 + 1d12 | N/A | 2 | -8 | 14 steel | material durability x 200, double use cost against scale armor | 8 | can use the following to make: metal, bone, scale, stones |
0.01 | 0.01 | 18.00 |
Great Bow | Level 4 | Unique | 5 + 1d20 | N/A | shooting range of 1d12 + 4; must be at least 3 spaces away to use | 0 | 2 oak | 1000 uses | 10 | material does not affect attack value, durability, range, or hit chance; material can provide extra effects however can use to make: wood |
0.01 | 0.01 | 200.00 |
Great Scythe | Level 4 | Unique | 4.75 | N/A | 3 | -4 | 28 steel | material durability x 200 | 10 | can use to make: metal, bone, scale |
0.01 | 0.01 | 30.00 |
Great Sword | Level 4 | Rare | 5.3 | 3.65 | 3 | -8 | 20 steel | material durability x 200, double use cost against plate armor and shields | 5 | can use to make: metal, scale |
0.01 | 0.01 | 28.00 |
Halberd | Level 3 | Rare | 4.3 | 3.5 | 2 | 0 | 18 steel | material durability x 200 | 8 |
can use to make: bone, metal, scale |
0.01 | 0.01 | 14.50 |
Hand Scythe | Level 1 | Very Common | 1.5 | N/A | 1 | 0 | 6.5 steel | material durability x 100 | 3 | can use to make: bone, metal, scale |
0.01 | 0.01 | 4.50 |
Heavy Crossbow | Level 4 | Rare | 3 + 4d6 | N/A | shooting range of 1d10 + 4; must be at least 2 spaces away to use | +5 | 8 oak | 800 uses | 8 | material does not affect attack value, durability, range, or hit chance; material can provide extra effects however can use to make: wood |
0.01 | 0.01 | 100.00 |
Hira-Shuriken | Level 1 | Less Common | 0.9 + 1d6 | N/A | throw range x 2 | +5 | 0.4 steel | material durability x 100 | 0.1 | Piercing Damage: 10% to HP can use to make: bone, stones, metal, scale |
0.01 | 0.01 | 0.60 |
Horse Whip | Level 1 | Very Common | 2.3 + 1d6 | N/A | 3 | 0 | 5 leather | material durability x 135 | 4 | Critical Hit trips target Can use the following to make: animal fur, leather, manna silk |
0.01 | 0.01 | 1.00 |
Hunting Bow | Level 3 | Less Common | 4 + 1d12 | N/A | shooting range of 1d12 + 6; must be at least 3 spaces away to use | +5 | 1.5 oak | 1000 uses | 10 | material does not affect attack value, durability, range, or hit chance; material can provide extra effects however can use to make: wood |
0.01 | 0.01 | 108.60 |
Large Axe | Level 2 | Very Common | 3.33 + 1d10 | N/A | 2 | -5 | 9 steel | material durability x 160, double use cost against scale armor | 8 | Can use to make: metals, stones, bone, scale |
0.01 | 0.01 | 13.00 |
Lion Tamer | Level 2 | Rare | 5.15 + 1d10 | N/A | 3 | 0 | 12 leather | material durability x 135 | 4 |
Can use the following to make: animal fur, leather, manna silk |
0.01 | 0.01 | 6.00 |
Long Bow | Level 2 | Very Common | 3 + 1d10 | N/A | shooting range of 1d12 + 10; must be at least 4 spaces away to use | +5 | 1.25 oak | 1000 uses | 10 | material does not affect attack value, durability, range, or hit chance; material can provide extra effects however can use to make: wood |
0.01 | 0.01 | 95.71 |
Long Katana | Level 3 | Less Common | 3.6 | 3.25 | 2 | -2 | 11 steel | material durability x 200, double use cost against plate armor and shields | 3 | can use to make: metal |
0.01 | 0.01 | 18.00 |
Long Sword | Level 2 | Very Common | 3 | 2.8 | 2 | -2 | 10 steel | material durability x 160, double use cost against plate armor and shields | 3 | can use to make: metal |
0.01 | 0.01 | 5.00 |
Mace | Level 3 | Less Common | 3.7 + 1d8 | N/A | 1 | -2 | 15 steel | material durability x 200 | 5 | Special Effect: can use to make: metal |
0.01 | 0.01 | 28.00 |
Mallet | Level 1 | Very Common | 1.4 + 2d8 | N/A | 2 | -2 | 18 steel | material durability x 255 | 5 | 10% chance to knock target out 1 round can use to make: wood, stone, bone |
0.01 | 0.01 | 5.00 |
Nunchucks | Level 2 | Less Common | 1 + 2d4 | N/A | 1 | +5 | 2.25 steel | material durability x 145 | 2 | two hits per attack, the second follow-up hit simply does half damage of the first hit can use to make: wood, bone, metal |
0.01 | 0.01 | 10.00 |
Pole Axe | Level 2 | Less Common | 3 | 2 | 3 | 0 | 22 steel | material durability x 200 | 10 | long range chopping weapon using pole axe proficiency and chopping skills can use to make: metal, bone, scale |
0.01 | 0.01 | 12.00 |
Quarter Staff | Level 2 | Less Common | 1.75 + 1d8 | 2.75 | 2 | 0 | 33 steel | material durability x 290 | 4 | Special Effects:
can use to make: wood, bone |
0.01 | 0.01 | 6.00 |
Rapier | Level 3 | Rare | 2.25 | 3.5 | 1 | +3 | 8 steel | material durability x 250, double use cost against plate armor and shields | 3 |
can use to make: metal |
0.01 | 0.01 | 5.75 |
Reaper Scythe | Level 2 | Less Common | 3 | N/A | 2 | -2 | 12 steel | material durability x 160, double use cost against scale armor | 5 | can use to make: metal |
0.01 | 0.01 | 6.75 |
Ringed Knuckles | Level 1 | Very Common | 0.8 | N/A | 1 | +2 | 0.65 steel | material durability x 200 | 0.5 | can use to make: metal, bone, scale |
0.01 | 0.01 | 2.25 |
Rod | Level 1 | Very Common | 2.5 | 3 | 2 | 0 | 8 steel | material durability x 200 | 4 | can use the following to make: metal, bone, stones |
0.01 | 0.01 | 4.00 |
Sabre | Level 2 | Less Common | 2.5 | 1.8 | 1 | 0 | 7 steel | material durability x 100, double use cost against plate armor and shields | 3 | can use the following to make: metal, scale |
0.01 | 0.01 | 18.00 |
Short Katana | Level 2 | Less Common | 2 | 3 | 1 | 0 | 8 steel | material durability x 160, double use cost against plate armor and shields | 2 | can use to make: metal |
0.01 | 0.01 | 16.00 |
Short Sword | Level 1 | Very Common | 1.6 | 1.6 | 1 | 0 | 6 steel | material durability x 100, double use cost against plate armor and shields | 2 | can use to make: metal |
0.01 | 0.01 | 4.00 |
Sling Shot | Level 1 | Very Common | 4d4 | N/A | 1d20 | 0 | 0.6 oak | 500 uses | 0.5 | material does not affect attack value, durability, range, or hit chance; material can provide extra effects however can use to make: wood, bone |
0.01 | 0.01 | 0.75 |
Small Axe | Level 1 | Very Common | 1.8 + 1d8 | N/A | 1 | -2 | 6.5 steel | material durability x 160, double use cost against scale armor | 4 | Can use to make: metals, stones, bone, scale |
0.01 | 0.01 | 5.00 |
Small Bow | Level 1 | Very Common | 3 + 1d8 | N/A | shooting range of 1d12 + 2; must be at least 2 spaces away to use | +5 | 0.75 oak | 1000 uses | 8 | material does not affect attack value, durability, range, or hit chance; material can provide extra effects however can use to make: wood |
0.01 | 0.01 | 50.00 |
Small Club | Level 1 | Very Common | 1 + 1d6 | N/A | 1 | -2 | 10.45 steel | material durability x 218 | 2 | can use to make: wood, bone, stone |
0.01 | 0.01 | 0.85 |
Small Scythe | Level 1 | Very Common | 2 | N/A | 1 | 0 | 9 steel | material durability x 100, double use cost against scale armor | 4 | can use to make: bone, metal, scale |
0.01 | 0.01 | 6.00 |
Spear Head | Level 1 | Very Common | 0.7 | N/A | Melee: No added range to spear shaft; Thrown: throw range + 5 if throwing spear head | Melee: 0; Thrown: +5 | 0.95 steel | material durability x 364 | 0.25 | Can be thrown or used with sling shot or attached to spear shaft to make a complete spear. can use to make: wood, stone, metal, bone, scale, glass |
0.01 | 0.01 | 0.48 |
Spear Shaft | Level 1 | Very Common | 0.9 | 2.4 | batting, swinging, stabbing: 2; can also be used in close combat | As Bashing Weapon: -5; As Part of Spear: 0 | 20.44 steel | As Bashing Weapon: material durability x 146; As Part of Spear: N/A | 4 |
can use to make: metal, wood, bone |
0.01 | 0.01 | 3.50 |
Spiked Knuckles | Level 2 | Less Common | 1.35 | N/A | 1 | +2 | 0.6 steel | material durability x 200 | 0.5 | Piercing Damage: 10% to HP can use to make: metal, bone, scale |
0.01 | 0.01 | 2.75 |
Staff | Level 1 | Very Common | 1.5 + 1d8 | 3 | 2 | 0 | 27 steel | material durability x 290 | 4 | can use to make: wood, bone |
0.01 | 0.01 | 4.00 |
Swallowtail Arrow | Level 1 | Very Common | 1.7 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.25 steel | Luck Chance Penalty to Recover; chance decreases by 10 each use | 0.1 | 20% piercing damage straight to HP against leather and scale armor targets Luck Chance Required to recover arrows:
Can use the following to make: wood, metal, bone, stones, scales |
0.01 | 0.01 | 0.20 |
Throwing Knife | Level 1 | Less Common | 0.95 | N/A | Melee:1; Throwing:Throwing Range x 1.5 | +2 | 0.25 steel | material durability x 150, double use cost against plate armor and shields | 0.5 | can use to make: metal |
0.01 | 0.01 | 0.76 |
War Hammer | Level 3 | Less Common | 3.84 + 1d10 | N/A | 1 | 0 | 7.5 steel | material durability x 160 | 2 | can use to make: metal, bone, stone, scale |
0.01 | 0.01 | 9.50 |
War Mallet | Level 3 | Less Common | 1.85 | N/A | 2 | -2 | 18 steel | material durability x 255 | 5 | critical hit dazes target for 1 round can use to make: wood, stone, bone |
0.01 | 0.01 | 15.00 |
War Scythe | Level 3 | Rare | 3.7 | N/A | 3 | -2 | 18 steel | material durability x 160, double use cost against scale armor | 8 | can use to make: metal |
0.01 | 0.01 | 18.00 |
Wizard's Staff | Level 4 | Rare | 1.5 + 1d8 | 2 | 2 | 0 | 26.6 steel + 4.4 crystal | material durability x 255 | 4 | Special Effects:
can use to make: wood, bone |
0.01 | 0.01 | 18.00 |