Here you will find the designs to craft weapons as well as the materials that you can use.

Back to top

1) 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.
 

Back to top

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:

  • Wood Arrows: Luck - 20
  • Metal Arrows: Luck - 10
  • Bone & Stone Arrows: Luck - 12
  • Dragon Scale Arrows: Luck
  • Glass Arrows: Luck - 30; critical hits cause instant breaking of 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:
Dazed for 1 round with a critical hit

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:

  • Wood Arrows: Luck - 20
  • Metal Arrows: Luck - 10
  • Bone & Stone Arrows: Luck - 12
  • Dragon Scale Arrows: Luck
  • Glass Arrows: Luck - 30; critical hits cause instant breaking of 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
  • when thrown returns to user
  • hits every target it path when thrown and returning to user
  • returning throw arc is 3 spaces left or right of intended target

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
  • Piercing Damage: 50% to HP
  • can be dipped with offensive potions

Luck Chance Required to recover darts:

  • Wood Darts: Luck - 25
  • Metal Darts: Luck - 20
  • Bone & Stone Darts: Luck - 15
  • Dragon Scale Darts: Luck -10
  • Glass Darts: hits cause instant breaking of 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 slicing or chopping attacks
  • 2-Handed weapon bonuses but is a 1-handed sword

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
  • Critical Hit trips target
  • 10% chance of dazing target for 1 round

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:

  • Wood Arrows: Luck - 20
  • Metal Arrows: Luck - 10
  • Bone & Stone Arrows: Luck - 12
  • Dragon Scale Arrows: Luck
  • Glass Arrows: Luck - 30; critical hits cause instant breaking of 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 chopping and piercing attacks and attack bonuses
  • Can use Pole Axe Proficiency or Pole Arm Proficiency, but both won't apply

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
  • Critical Hit trips target
  • Luck chance - 15 to confuse target

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:
Double enemy DR% loss

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:

  • critical hit doubles damage
  • critical hit dazes target for 1 round

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
  • does 20% piercing damage, 25% piercing against chainmail
  • does 10% slashing damage to HP

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 be used with a spear head to make a complete spear
  • can be used on its on as a bashing weapon

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:

  • Wood Arrows: Luck - 20
  • Metal Arrows: Luck - 10
  • Bone & Stone Arrows: Luck - 12
  • Dragon Scale Arrows: Luck
  • Glass Arrows: Luck - 30; critical hits cause instant breaking of 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:

  • apply double the elemental effects against the element you are strong against when casting magic
  • decrease spell casting speed by 1

can use to make: wood, bone

0.01 0.01 18.00

Back to top
Submitted by mythus on Sat, 04/02/2022 - 20:14