Armor Crafting at The Blacksmith is where you can create your own armor. Much like weapon crafting, this can seem complex at first, but once you understand the system you will be able to create armor tailored exactly to your character's needs,  and it will always be better than what you can buy off the shelf.

How To Use The Blacksmith

Before you can start to use the blacksmith for crafting armor, you will want to understand how to do so. The more you understand, the easier the process will be and the better the armor you will be able to have made.

Reading This Page

This page is divided into two main sections: Armor Designs and Armor Materials.

  • Armor Designs: The design is the shape, form, and construction of the armor piece, be it a chain mail, a plate breastplate, a leather cowl, and so on. The design determines how many dice of protection the armor provides, its base Defense and Spirit values, its Evade Modifier, and its weight. Designs also have Design Enhancements that can be applied to improve or modify the finished piece. Every armor piece must have a design.
  • Armor Materials: The material is what the armor is made from such as steel, leather, manna silk, and so on. The material determines the type of dice used for Physical and Magical Armor, as well as any special properties the finished piece may have. Every armor piece must have a material.

Each component is listed on a table with the following fields: Component, Crafting Level, Physical Armor, Magical Armor, Defense, Spirit, Evade Modifier, Weight, Space Taken, Other Information, Build Time, and Cost. A few that might need explanation:

Crafting Level: The crafting skill required to work with this component. Components are listed as Basic, Novice, Better, or Advanced. The highest level component used determines the skill required for the entire piece.

Physical Armor / Magical Armor: These are listed as either a flat number or a dice expression. Designs provide the number of dice; materials provide the dice type. When combined, the design's dice count uses the material's dice type. For example, a Chain Mail Design provides 2 dice of Physical Armor. If you use Steel (a d8 material), the result is 2d8 Physical Armor.

Build Time: this is the time it takes to make that component. It is listed in hours.

The Basics of Making Armor

Making armor is simpler than making a weapon because it only has two steps: choose a design and choose a material, then combine them. Let's walk through an example by crafting a Argentum Chain Mail.

First Step: Choose Your Design

The design tells the blacksmith what kind of armor piece to make. Let's choose the Mail - Chain design.

Component Crafting Level Physical Armor Magical Armor Defense Spirit Evade Modifier Weight Space Taken Other Info Build Time Cost
Mail - Chain Novice 2 die 2 die 3 3 -3 base material weight x 6 7
  • Medium Armor
  • stealth penalty of 2
  • 2 to Initiative
  • extra 1d8 reduction to slashing damage
5 hours 22.00

The Chain Mail gives us 2 dice of Physical Armor and 2 dice of Magical Armor. The actual die type is determined by the material.

Second Step: Choose Your Material

Now we choose what the helmet is made from. For this example build we want Argentum.

Component Crafting Level Physical Armor Magical Armor Defense Spirit Evade Modifier Weight Space Taken Other Info Build Time Cost
Argentum Novice d8 d6 0 0 0 metal x 1 N/A
  • +1 to Spiritual Balance
  • stealth penalty of 2;
1 hour per 5 pounds 7.25 per pound

Argentum gives us d8 for Physical Armor and d6 for Magical Armor.

If you were to add enhancements that would be the next step, but that is simple addition, similar to as it is found in the armor shops. For now, we will move on to the final step.

Third and Final Step: Combine Design and Material

Now we combine them. The design's dice count uses the material's dice type:

Component Crafting Level Physical Armor Magical Armor Defense Spirit Evade Modifier Weight Space Taken Other Info Build Time Cost
Mail - Chain Novice 2 die 2 die 1 0 -3 base material weight x 10 7
  • Medium Armor
  • stealth penalty of 2
  • 2 to Initiative
  • extra 1d8 reduction to slashing damage
5 hours 22.00
Argentum Novice d8 d6 2 3 0 metal x 1 N/A
  • +1 to Spiritual Balance
  • stealth penalty of 2;
1 hour per 5 pounds 7.25 per pound
Completed Argentum Chain Mail Novice (2 die of 1d8) = 2d8 (2 die of 1d6) = 2d6 (1+2) = 3 3 -3 (10x1) = 6 lbs 7
  • +1 to Spiritual Balance
  • stealth penalty of 4;
  • -2 to Initiative
  • extra 1d8 reduction to slashing damage
(5+2) = 7 hours (22+(7.25x10)) = 94.50 x 1.25 fee = 118.13

Behold, the completed Argentum Chain Mail! Notice that it is significantly cheaper than what is in the shop. That is the benefit of going through the blacksmith, you are spending more time but less money. It can be even cheaper if you have the skill to do it yourself, as then you wouldn't have the blacksmith fee. It is also possible to make your armor even better than what is in the shop, especially with the right enhancements. 

Simply remember the following:

  • Always add before you multiply. If a component has a multiplier, apply it after adding all flat values together.
  • Round up Defense and Spirit. These cannot have decimals. Round up even for 0.1 differences so nothing is lost.
  • Every armor piece needs a design and a material. You cannot use a material without a design or vice versa.
  • Design enhancements are applied before combining with the material. Enhancements modify the design's values first; then the material dice type is applied to the modified design.
  • Flat armor values are not affected by material dice. A design that says "flat 1 Physical Armor" always gives exactly 1, regardless of material. The material's die type only applies to values listed as "dice."
  • Materials with no Physical or Magical Die produce no armor of that type. Steel has no Magical Die, so Steel armor never has Magical Armor regardless of design.
  • You must increase the total cost by 25% (x1.25) to pay the blacksmith for labor and taxes, unless you have the crafting skill to make the armor piece yourself. Certain settings may add an additional fee.
  • The armor you craft could be better and cheaper than what you can buy already made. Crafting is worth the effort.

Armor Design Components

These are the designs you can choose from when crafting armor. The design determines the armor slot, the number of protection dice, and the base Defense, Spirit, Evade, and weight values.

Head Design Components

These are your helmets and other headwear.

Note on Cowl and Half Helmet: These designs use flat armor values rather than dice, reflecting their limited coverage. The material still applies its special properties but does not change the flat armor values.

Cape & Cloak Design Components

These are to create your cape and cloaks.

Note on Cape & Cloak: These designs carry no Evade Modifier since they are worn over other armor and do not restrict movement. Materials used for capes and cloaks contribute their special properties. For example, a Fur Cloak will carry cold weather bonuses, a Manna Silk Cloak will carry Soul regeneration, and so on.

Body Design Components

These are your body armor.

Note on Brigandine: The Brigandine design uses a reinforced layered construction that gives the physical die a bonus. When calculating Physical Armor for a Brigandine, treat the material's Physical Die as two steps higher (d4→d8, d6→d10, d8→d12, d10→d20). This represents the layered construction unique to brigandine armor.


Note on Plate Mail Defense values: Plate Mail designs using heavier materials will have higher Defense values. The base Defense of 6 applies to Steel Plate Mail. Defense increases by +1 for each die step above d8 in the Physical Armor Die (d10 = +1, d12 = +2 etc).

Shield Design Components

These are to make your shields.

Note on Shields: Shields use Block dice rather than Parry dice. The material determines the Block die type using the Parry/Block die, however you must step up ⬆️ one die level (d4→d6, d6→d8, d8→d10, d10→d12) . Block is universal depending on the skill of the character, with it being able to be used for physical block with Block & Parry skill or magical block with Runic Block skill

Hand Design Components

These are your gloves and gauntlets

Note on Hand Designs: Like foot armor, gloves and gauntlets provide both protection and a punch attack value. Light Gloves carry a flat 1d4 punch attack. Gauntlets use the material's Physical Die for punch attack value. Additional attack options such as claws and spikes are applied as weapon enhancements found in the Martial Arts Weapons section.

Foot Design Components

These are for crafting your armored footwear and specialized combat footwear.

Note on Foot Designs: Foot armor provides no Physical or Magical Armor dice. Their protection comes entirely from Defense and any material special properties. Light Boots carry a flat 1d4 kick attack value. Sabatons use the material's Physical Die for kick attack value, reflecting the heavier construction. Utility bonuses such as movement bonuses, stealth improvements, and environmental resistances come from the material chosen.

Armor Enhancement Components

These enhancements can be applied to any armor design before combining with the material. Enhancements modify the design's values first; the material die type is then applied to the modified totals.

Armor Materials

These are the materials you can use to craft your armor designs. The material determines the die type for Physical and Magical Armor, the weight of the finished piece, any special properties, and the cost per pound.