Equipment and magic bonuses stack for arms and armour For All equipment and weapons that are non magical and not higher quality than master (not restricted), it can be presumed it can be bought at any appropriate shop. You can buy without issue magic items up to settlement value (This are listed on the web site) or Store value (Listed under the store if different) Individual shops may have items above and beyond these limits , these will be covered in store handouts. Crafting casters that can craft beyond the settlement limits are uncommon, and will be treated as a NPC handout from which you may commission items up to their limits and speciality. Personal Crafting Item crafting feats have changed - See Feats handout for the re-groupings You may items up to a value of (1/2 X CL) ^2 *1000Sp and the DC for which is the CL base equation with an additional +5 per effect added. Legendary items will exist but can not be made by any current magic crafters. ! Armour and Weapons come in 6 levels of crafting Basic As per book - No bonus MW - As per Master Craft in Book Fine - Available from only those who have skill focus (appropriate Craft) & Master Crafter Feat, have a base cost of +3000sp For armour and Tools, and 6000GP for weapons, and provide double the bonus as an equipment bonus Very Fine - Available only from those with the above limits, and Legendary crafter feat, and Cost 16000Sp for Armour & Tools, 32000sp for Weapons and provide double the bonus of Fine ! Perfect - Available only rarely, and act as per very fine, with the additional bonus listed below (1 of only) Swift - At the start of combat gain haste for 1 round Deflective - Each combat ignore 1 critical hit Heavy - When you make a single attack or on the First attack of a full round you deal double weapon dice damage Blocking - Ignore one attack of opportunity per round Blood Soaked - When you kill a creature with blood, The next attack you deal does double damage ! Refined - Counts as 1 additional material in addition to what it is made of Resilient to failure - re-roll a failed skill check 1 per encounter when using this tool Pure - Weapon increases the DC of All Combat manoeuvres it is used in by 4 Light Weight - Decrease the Armour check penalty by 3 , Increase the max Dex by +4 (if it takes the armour over +10 then it has no max dex) and decrease arcane failure chance by 15% Divine - Have 2 of the above limits, and are only found in the possession of true gods or their servants..... Special materials / Types used in game Special materials exist and are the only way to effectively harm some creatures, they also have some base effects and cost changes Silver - 50sp to apply to a weapon but reduces hardness by 4 and Hp by 25% - Mithral also counts as silver and is as per the book Cold iron - 500sp to apply to a weapon not the costs in book Wood - Blunt or Simple - piercing weapons only- No cost change Mithral - is rare and comes only from certain meteorites / old mines, cost is DOUBLE book Adamantine - As per mithral Orecalcom - Very Rare, only comes from very old ruins, can not be bought ! will sell at + 50000sp One of materials that can effect the creatures that come down from the high peaks and from depths "Abyess" of the ocean. In addition counts as magic even in Anti magic effects, In addtion if made in to armour it grants 25 refreshing tempory hp and Dr 5- Blood Iron - Rare, made when Cold iron is left soaking in blood of sentient creatures for 100 days - Can be bought, but costs 15000Sp Weapons made of this effect dark fey and rare creatures found in jungles and deal double damage to magical beasts and empowers causes cast through it. if made in to armour it grants +4 initative and reduces blood drain by 2 points or 50% which ever is the greater. Angels Silver - Very Rare, made when an angel dies on their own, mithral sword can not be bought, only comes in sword form These weapons fully effect more powerful devils and convert 50% of you damage in to sacred which bypass DR Glass / Obsidian - Hardness 0, 5 Hp - Blunt or piercing weapons only- Cost As per MC