Skill: Smithing

Through collecting and refining ores, metal objects, weapons, and armor alike, the Smith gains progress in his field. The skilled smith has a greater chance of creating powerful items, which can then be further empowered with Enchanting. Smithed items have unique effects on them, increasing in quality based on the smith's Forge Roll when creating the item.

Working a given type of metal ore grants the smith different amounts of Smithing Levels, and requires a varying level of Smithing. The last value is the cost of the ore, in gold.

Copper - Level 0 - 3g

Iron - Level 0 - 5g

Bronze - Level 0 - 6g

Steel - Level 3 - 15g

Onyx - Level 5 - 18g

Platinum - Level 10 - 28g

Mythril - Level 15 - 35g

Adamant - Level 20 - 40g

Radiant - Level 25 - 50g

Star Ore - Level 30 - 75g

Valiant - Level 35 - 100g

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Smithing Jack - 2g - Has three charges. Can be used to reroll the improvement that is being placed on an item, and that reroll cannot yield the same improvement.

Crafting Hammer - 8g - Can be used to gurantee the improvement that is being placed on your weapon. Consumed upon use.

Master's Forge - 130g - Must be stored in a wagon. Can be used to gurantee the improvement that is being placed on your weapon.

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Smithed items may additionally require some other materials to craft them.

Wood - 2g

Leather - 3g

Cloth - 2g

Gold - 14g

Stone - 4g

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Two handed weapons can be improved twice, whereas one handed weapons can be improved once. Nonweapon items can be improved once.

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Default Accuracy is 80%.

Dagger - Leather + Material - 1H - +( 2 / 4 / 6 / 8 / 10 / 14 / 20 / 25 / 30 / 40 / 50 ) Attack Damage, Can instantly switch from this weapon. 90% Accuracy. Attacks against targets who did not see you at the beginning of your turn deal +30% Damage. Attacks against targets below 10% HP instantly kill targets.

Shortsword - Leather + Material + Material - 1H - +( 3 / 5 / 8 / 10 / 12 / 15 / 24 / 30 / 35 / 45 / 60 ) Attack Damage , +5% Critical Hit Chance. 85% Accuracy. 25% Chance to block +20% of incoming Physical Damage. Attacks deal +20% damage to targets with Armor equal to less than 30% of your Attack Damage.

Buckler - Wood + Wood + Material - 1H - ( 1 / 2 / 3 / 5 / 8 / 10 / 12 / 14 / 17 / 20 / 25 ) Armor, + ( 10% / 10% / 15% / 15% / 20% / 25% / 25% / 30% / 35% / 35% / 40% ) chance to block +40% of incoming damage. On attack, you have a 10% chance to bash your target with your shield, stunning your target and dealing [ ( Armor x 1.5 ) + ( Attack Damage x 0.75 ) ] Physical Damage to them.

Warhammer - Wood + Wood + Material + Material + Material + Material - 2H - +( 7 / 12 / 18 / 24 / 28 / 32 / 50 / 56 / 65 / 85 / 120 ) Attack Damage, + ( 2% / 4% / 6% / 8% / 10% / 12% / 14% / 16% / 18% / 20% / 25% ) Max Hit Points. 80% Accuracy. On attack, you have a 25% chance to perform a Power Attack, which will cause your attack to have a one turn windup, but deal + ( Max Hit Points x 0.35 ) Physical Damage and be unable to miss. Your attacks also ignore +50% of your target's Armor.

Platemail - Material + Material + Material + Material + Material - +( 9 / 14 / 18 / 22 / 32 / 45 / 60 / 75 / 90 / 110 / 160 ) Hit Points, + ( 1 / 2 / 4 / 6 / 8 / 11 / 12 / 14 / 16 / 19 / 22 ) Armor, -2 Movement. Reduces incoming damage by +10%. Reduces Physical Damage taken from Non-Attack sources by a further +15%. ( Body )

Longbow - Material + Material + Wood + Wood - 2H - +( 0 / 0 / 2 / 5 / 7 / 9 / 12 / 15 / 18 / 22 / 28 / 35 ) Attack Damage, + ( 15 / 16 / 18 / 20 / 23 / 25 / 30 / 35 / 40 / 45 / 50 )m bonus attack range. +10% Crit Chance while attacking from within 5m of maximum range. 85% Accuracy. Targets take +5 Physical Damage on Critical Hit for each Arrow in them.

Pistol - Material + Material + Wood + Leather - 1H - +( -3 / -1 / 0 / 2 / 4 / 7 / 10 / 14 / 18 / 22 / 27 ) Attack Damage, + ( 9 / 10 / 11 / 12 / 15 / 18 / 20 / 25 / 30 / 35 / 40 )m bonus attack range. 75% Accuracy. Attacks ignore +80% of Armor. When wielded with another weapon, instead of applying flat bonus Attack Damage, the secondary pistol instead grants + ( Attack Damage Bonus )% Bonus Attack Chance. If this bonus would be below 5%, it is instead +5%. The bonus attack is the attack that uses this weapon's range.

Spade - Material + Material + Wood + Wood + Wood - 1H - +( 4 / 6 / 10 / 12 / 15 / 18 / 30 / 35 / 42 / 52 / 70 ) Attack Damage. 80% Accuracy. Grants +20% Resistance to Physical Damage from Undead Units. Can shovel Dirt onto an enemy once per turn to reduce that target's accuracy by 10% until your next turn.

Kite Shield - Material + Material + Material + Leather - 1H - +( 2 / 3.5 / 5 / 7.5 / 11 / 14 / 17 / 20.5 / 25 / 28 / 32 ) Armor. Passively resist +10% of incoming Physical Damage. Each point of Armor grants you +0.1% Physical Damage resistance, up to a maximum of +10% Bonus Physical Damage Resistance.

Chainmail - Material + Material + Material - +( 6 / 10 / 14 / 18 / 24 / 32 / 45 / 60 / 75 / 90 / 115 ) Hit Points, +5% Critical Hit Chance. For every Hit Point missing, you have +0.2 Attack Damage. ( Body )

Leather Armor - Leather + Leather + Leather + Material - +( 4 / 8 / 12 / 16 / 20 / 25 / 30 / 35 / 40 / 45 / 50 ) Hit Points, +5% Bonus Hit Chance, +2 Movement. Whenever you get a Critical Hit, you gain a +40% Movement boost until your next turn. ( Body )

Heavy Cloak - Material + Material + Leather + Leather - +( 8 / 12 / 17 / 22 / 27 / 35 / 50 / 65 / 80 / 95 / 125 ) Max Mana Points and Half that much Spell Resist, -1 Movement. + ( Spell Resist x 0.2 ) Spell Effect. ( Body )

Light Cloak - Material + Cloth + Cloth - +( 5 / 9 / 14 / 20 / 24 / 30 / 40 / 50 / 60 / 70 / 100 ) Max Mana Points, and half that much Spell Resist, +1 Movement. Whenever you cast a spell, you recover 1% of your Max MP and gain that much Movement until end of turn. ( Body )

Boots - Material + Leather + Leather - +( 1 / 2 / 3 / 4 / 6 / 8 / 10 / 12 / 16 / 20 / 24 ) Movement. + ( Movement ) Attack Damage. ( Feet )

Greaves - Material + Material + Leather - +( 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 12 ) Movement, + ( 1 / 2 / 3 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 20 ) Armor. ( Feet )

Battleaxe - Wood + Wood + Wood + Wood + Material + Material + Material + Material + Material + Material - 2H - +( 10 / 20 / 28 / 36 / 44 / 50 / 60 / 70 / 80 / 90 / 125 ) Attack Damage, + ( 50% / 50% / 50% / 50% / 50% / 50% / 100% / 100% / 100% / 100% / 100% ) Critical Hit Damage. Attacks deal +1 Damage for every 10 Hit Points the target is missing. 75% Accuracy.

Dirk - Gold + Leather + Material + Material - 1H - +( 4 / 8 / 12 / 16 / 20 / 24 / 28 / 34 / 40 / 50 / 56 ) Attack Damage. On attack, you have a 25% chance to disarm your target until your next turn. 95% Accuracy.

Crossbow - Wood + Wood + Gold + Material + Material - 2H - +( -1 / 0 / 1 / 4 / 6 / 8 / 12 / 16 / 20 / 25 / 30 ) Attack Damage, + ( 12 / 14 / 16 / 18 / 20 / 22 / 25 / 28 / 32 / 38 / 45 )m bonus attack range. Whenever you score a bonus attack, your bonus attack has a +10% Bonus Attack Chance. 90% Accuracy.

Blunderbuss - Wood + Wood + Material + Material + Material - 2H - +( 3 / 6 / 9 / 12 / 15 / 18 / 21 / 25 / 30 / 40 / 50 / 60 ) Attack Damage, + ( 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 15 )m bonus attack range, While within 5m deals a bonus +30% damage. While within 1m, deals an additional +70% damage. 95% Accuracy within 3m, 85% Accuracy within 10m, 70% Accuracy otherwise.

Greatsword - Wood + Leather + Gold + Gold + Material + Material + Material + Material + Material - 2H - +( 12 / 24 / 36 / 44 / 52 / 60 / 70 / 80 / 90 / 100 / 140 ) Attack Damage. Critical Hits kill targets below 50% Hit Points. +15% Attack Damage until the end of the turn after you score a kill. 80% Accuracy.

Cannon - Wood + Wood + Wood + Material + Material + Material + Material + Material + Material + Material - 2H - +( 2 / 4 / 7 / 10 / 14 / 18 / 24 / 30 / 36 / 42 / 50 ) Attack Damage, + ( 8 / 10 / 12 / 14 / 16 / 20 / 24 / 28 / 32 / 36 / 40 )m Range, + ( 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 12 )m AoE Splash Damage on attack ( Can damage you ). 60% Accuracy. If you miss, the projectile instead lands within 10m of the target. Cannon knocks targets back 5m.

Ring - Material - You have + ( 2 / 3 / 5 / 8 / 10 / 12 / 15 / 20 / 25 / 30 / 40 ) Max HP. ( Accessory )

Glove - Material + Leather + Leather - You have + ( 10 / 20 / 40 / 60 / 80 / 100 / 120 / 150 / 180 / 220 / 250 ) Max MP. ( Hand )

Staff - Wood + Wood + Wood + Material - 2H - You have + ( 16 / 30 / 45 / 64 / 76 / 90 / 105 / 120 / 135 / 150 / 175 ) Spell Effect. Your most cast spell in an encounter has +10% Spell Effect.

Wand - Wood + Material - 1H - You have + ( 6 / 10 / 16 / 24 / 32 / 40 / 48 / 54 / 60 / 68 / 75 ) Spell Effect and + ( 1% / 2% / 3% / 4% / 5% / 6% / 7% / 8% / 9% / 10% / 12% ) Overcast Chance. Whenever you cast a spell, you recover 1% of your Max MP.

Hatchet - Wood + Leather + Material + Material - 1H - +( 4 / 6 / 10 / 12 / 15 / 18 / 27 / 36 / 42 / 50 / 65 ) Attack Damage. Attacks to targets over 80% HP take +50% Damage on attack. 90% Accuracy.

Rifle - Wood + Wood + Leather + Material + Material + Material - 2H - +( 1 / 3 / 5 / 7 / 10 / 14 / 18 / 22 / 27 / 32 / 36 / 42 ) Attack Damage , + ( 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60 )m Attack Range. Attacks ignore 80% of Armor. 80% Accuracy.

Gauntlets - Leather + Material + Material - + ( 1.5 / 2.5 / 4 / 6 / 9 / 12 / 15 / 18 / 21 / 23 / 26 ) Armor. +5% Physical Damage Resistance. ( Arm )

Bracers - Leather + Leather + Gold + Material - + ( 9 / 14 / 20 / 26 / 32 / 40 / 50 / 60 / 70 / 80 / 95 ) Spell Effect ( Arm )

Wrappings - Leather + Cloth + Material - + ( 60% / 70% / 80% / 90% / 100% / 110% / 120% / 130% / 140% / 150% / 160% ) Critical Hit Damage. ( Arm )

Flail - Leather + Material + Material + Material - 1H - +( 2 / 3 / 5 / 7 / 10 / 15 / 21 / 25 / 30 / 45 / 52 ) Attack Damage, Whenever you attack, you deal a bonus ( 1d4 / 1d4 / 1d6 / 1d6 / 1d8 / 1d8 / 1d10 / 1d10 / 1d12 / 1d12 / 1d20 ) damage on that attack. Whenever you attack, you can have your attack lose 20% Accuracy. If you do, that attack gains + ( 4 / 7 / 10 / 14 / 18 / 22 / 28 / 35 / 45 / 55 / 70 ) Attack Damage. 80% Accuracy.

Mace - Leather + Gold + Material + Material - 1H - +( 1 / 3 / 4 / 6 / 9 / 12 / 16 / 20 / 25 / 32 / 40 ) Attack Damage, + ( 3 / 6 / 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 ) Max HP. Attacks ignore +50% of Armor. 85% Accuracy.

Whip - Material + Material + Material + Material - 1H - +( -2 / -1 / 1 / 3 / 6 / 10 / 15 / 21 / 26 / 32 / 40 ) Attack Damage, + ( 100% / 105% / 110% / 120% / 130% / 140% / 150% / 160% / 180% / 200% / 240% ) Critical Hit Damage. Bonus Critical Hit damage from a second whip is multiplied by ( 0.25 ). 70% Accuracy.

Lance - Leather + Leather + Wood + Wood + Material + Material + Material + Material + Material - 2H - +( 8 / 15 / 22 / 30 / 36 / 45 / 54 / 62 / 70 / 76 / 85 ) Attack Damage, If you have traveled since your last turn for this attack while going at least 10m per turn, this attack deals a bonus ( 7 / 12 / 18 / 25 / 35 / 45 / 55 / 68 / 80 / 95 / 115 ) damage. That attack also has a +5% Critical Hit Chance. Attacks have + ( Movement )% Attack Damage. 80% Accuracy. If charging, 100% Accuracy instead.

Throwing Lance - Leather + Wood + Wood + Material + Material - 2H - +( 0 / 2 / 4 / 7 / 10 / 14 / 20 / 26 / 32 / 38 / 45 ) Attack Damage, + ( 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 / 22 / 24 )m Attack Range. +50% Critical Hit Damage. Attacks have a 25% Chance to completely sunder targets until your next turn, including the sundering attack. 80% Accuracy.

Shuriken - Material + Material - 1H - +( -1 / 0 / 1 / 3 / 5 / 8 / 12 / 16 / 20 / 24 / 30 ) Attack Damage, + ( 5 / 7 / 9 / 11 / 13 / 15 / 18 / 21 / 24 / 27 / 30 )m Attack Range, +5% Bonus Attack Chance. Attacks deal +5% Damage for each Shuriken stuck in target. 80% Accuracy.

Throwing Axe - Wood + Wood + Material + Material - 1H - +( 0 / 1 / 2 / 4 / 6 / 10 / 14 / 20 / 24 / 29 / 35 ) Attack Damage, + ( 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 / 22 / 24 )m Attack Range, +40% Critical Hit Damage. Attacks have a 20% Chance to deal +50% Damage. 75% Accuracy.

Pike - Wood + Wood + Wood + Wood + Wood + Material + Material - 2H - +( 8 / 14 / 22 / 32 / 42 / 54 / 65 / 75 / 85 / 95 / 105 ) Attack Damage, +5% Critical Hit Chance. Attacks have +5m Range. 95% Accuracy.

Helmet - Cloth + Leather + Material + Material - + ( 3 / 5 / 8 / 12 / 16 / 22 / 26 / 32 / 40 / 50 / 65 ) Max HP. ( Head )

Hood - Cloth + Cloth + Cloth + Material - + ( 4 / 6 / 10 / 15 / 20 / 25 / 32 / 40 / 48 / 56 / 70 ) Max MP. ( Head )

Mask - Wood + Wood + Material - + ( 2 / 4 / 6 / 8 / 11 / 14 / 20 / 24 / 30 / 36 / 45 ) Attack Damage. ( Head )

Instrument - Wood + Wood + Wood + Material + Material - 2H - Grants your allies + ( 1 / 2 / 4 / 7 / 10 / 14 / 18 / 24 / 30 / 36 / 45 ) of their choice of Attack Damage or Spell Effect. Grants you + ( 5 / 10 / 15 / 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 ) Max MP. Each point of Charisma grants you +1 Max MP. 90% Accuracy.

Pauldrons - Material + Material + Material + Material - + ( 1 / 2 / 3 / 5 / 7 / 9 / 12 / 15 / 18 / 21 / 24 ) Armor. ( Shoulders )

Shoulder Guards - Material + Leather + Leather - + ( 2 / 4 / 6 / 8 / 11 / 14 / 18 / 22 / 27 / 32 / 38 ) Attack Damage. ( Shoulders )

Cloth Mantle - Cloth + Cloth + Material - + ( 3 / 5 / 8 / 11 / 14 / 18 / 22 / 30 / 38 / 46 / 55 ) Spell Effect. ( Shoulders )

Cravat - Cloth + Cloth + Cloth + Material - + ( 1 / 1 / 2 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 10 ) MP Regen, + ( 0.5 / 0.5 / 0.5 / 1.0 / 1.0 / 1.0 / 1.5 / 1.5 / 1.5 / 2.0 / 2.0 )% Max MP Regenerated per turn. ( Neck )

Gorget - Material + Material + Material - + ( 1 / 2 / 3 / 4 / 5 / 6.5 / 8 / 10 / 12 / 15 / 20 ) Armor. ( Neck )

Scarf - Material + Cloth + Cloth - +5% Critical Hit Chance, + ( 4 / 8 / 12 / 16 / 20 / 25 / 30 / 35 / 40 / 50 / 60 ) Attack Damage on Critical Hit. ( Neck )

Amulet - Material - + ( 4 / 7 / 10 / 14 / 18 / 22 / 28 / 34 / 40 / 46 / 52 ) Max MP.

Atlatl - Material + Material + Wood + Wood + Wood + Wood - 2H - + ( 1 / 2 / 4 / 7 / 10 / 14 / 18 / 22 / 28 / 34 / 42 ) Attack Damage; + ( 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 14 / 16 / 20 )m Attack Range. Attacks have a 30% chance to deplete 10% of your target's current HP. 85% Accuracy.

Bolas - Material + Material + Material + Material - 2H - + ( 2 / 4 / 6 / 8 / 10 / 13 / 16 / 19 / 22 / 25 / 30 ) Attack Damage; Whenever you attack a unit, you have a +( 5 / 5 / 5 / 10 / 10 / 10 / 15 / 15 / 15 / 20 / 20 )% chance to Root that unit. Units you root take +40% damage while rooted. 90% Accuracy.

Spear - Material + Material + Wood + Wood + Wood + Wood + Cloth - 1H - + ( 2 / 4 / 6 / 8 / 11 / 14 / 18 / 22 / 27 / 32 / 40 ) Attack Damage; Can be thrown to add 15m to attack range, and add ( 5 / 8 / 10 / 12 / 15 / 20 / 25 / 30 / 35 / 40 / 50 ) damage to the previous bonus on attack. Must be recollected once thrown. 90% Accuracy.

Tome - Material + Material + Leather + Leather + Wood - 2H - + ( 12 / 18 / 24 / 32 / 40 / 50 / 60 / 70 / 85 / 100 / 125 ) Spell Effect, While Equipped, you know up to ( 1 / 1 / 1 / 1 / 1 / 2 / 2 / 2 / 2 / 3 / 3 ) Spells that are bound to the book. ( When you smith a Tome, these spells are either picked at random or spells you already know ).

Plated Gloves - Material + Material + Leather - + ( 2 / 3 / 4 / 5.5 / 7 / 9 / 11 / 13 / 16 / 20 / 25 ) Armor.

Thin Gloves - Material + Leather + Cloth - + ( 3 / 4.5 / 6 / 7.5 / 10 / 13 / 16 / 20 / 25 / 30 / 40 ) Attack Damage.

Grenades - Material + Material + Gold - 2H - + ( 4 / 6 / 8 / 12 / 16 / 22 / 27 / 32 / 38 / 45 / 55 ) Attack Damage; +( 6 / 7 / 8 / 10 / 11 / 12 / 14 / 15 / 16 / 18 / 20 )m Attack Range; 1m AoE of +50% Damage, 5m AoE of full damage, 10m AoE of 50% damage. Can instantly switch between Grenades and other weapons. 65% Accuracy. When it misses, it lands within 5m of target.

Throwing Knives - Material + Material + Cloth - 2H - + ( 2 / 3 / 5 / 8 / 12 / 16 / 20 / 24 / 28 / 32 / 36 ) Attack Damage, + ( 5 / 7 / 9 / 11 / 13 / 15 / 17 / 19 / 21 / 23 / 25 )m Attack Range. 80% Accuracy.

Power Fist - Material + Material + Material + Gold + Gold- 1H - + ( 2 / 4 / 6 / 8 / 10 / 13 / 16 / 20 / 24 / 28 / 35 ) Attack Damage, + ( 2 / 2 / 2 / 3 / 3 / 3 / 4 / 4 / 5 / 5 / 6 )m Knockback on attack. Whenever you hit a unit, you sunder ( 1 / 1 / 2 / 2 / 3 / 3 / 4 / 4 / 5 / 6 / 8 ) of that unit's Armor until your next turn. 90% Accuracy.

Claw Chain - Material + Material + Material + Material - 2H - + ( 8 / 12 / 16 / 20 / 24 / 28 / 34 / 40 / 48 / 56 / 65 ) Attack Damage. + ( 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 15 )m Attack Range. Whenever you attack a unit, you can pull that unit to you. Passively grants you +0.5% Attack Damage per point of Agility. 80% Accuracy.

Phalanx Shield - Material + Material + Material + Material + Leather + Leather - 1H - + ( 1 / 3 / 5 / 7 / 9 / 11 / 13 / 15 / 18 / 21 / 25 ) Armor, + ( 1 / 2 / 3 / 4 / 5 / 6 / 8 / 10 / 12 / 15 / 18 ) Resistance to ranged Damage taken.

Barricade Shield - Material + Material + Material + Material + Material + Material + Leather + Leather + Wood + Wood - 2H - + ( 12 / 16 / 20 / 24 / 30 / 36 / 42 / 50 / 60 / 70 / 80 ) Hit Points, + ( 3 / 5 / 8 / 11 / 14 / 17 / 20 / 24 / 28 / 32 / 36 ) Armor, + ( 5 / 5 / 5 / 5 / 10 / 10 / 10 / 10 / 15 / 15 / 15 )% Damage Resistance. 90% Accuracy.

Baton - Material + Material + Leather - 1H - + ( 2 / 3 / 4 / 5 / 6 / 8 / 10 / 12 / 15 / 18 / 22 ) Movement, + ( 1 / 2 / 3 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 20 ) Attack Damage. 90% Accuracy.

Boomerang - Wood + Wood + Material - 1H - + ( -3 / 0 / 1 / 2 / 4 / 6 / 8 / 10 / 13 / 16 / 20 ) Attack Damage, + ( 5 / 6 / 7 / 8 / 10 / 12 / 14 / 16 / 18 / 20 / 25 )m Attack Range. Your attacks are performed as circles, dealing damage to all enemies in the path. Your attacks deal + ( 1 / 1 / 1 / 1 / 2 / 2 / 2 / 3 / 3 / 4 / 5 ) Attack Damage for each enemy hit with the Boomerang before that. 100% Accuracy.

Healer's Satchel - Material + Cloth + Cloth - 2H - + ( 5 / 10 / 15 / 20 / 25 / 30 / 40 / 50 / 60 / 70 / 80 ) Spell Effect, + ( 20% / 30% / 40% / 50% / 60% / 70% / 80% / 90% / 100% / 120% / 150% ) Administered Healing.

Caster's Sack - Material + Material + Cloth + Cloth - 1H - + ( 5 / 8 / 12 / 16 / 20 / 25 / 30 / 36 / 42 / 50 / 60 ) Spell Effect, + ( 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 2 / 2 / 2 ) Spell Capacity.

Pickaxe - Material + Material + Material + Wood + Wood + Wood + Leather - 1H - + ( 2 / 4 / 7 / 10 / 13 / 16 / 20 / 25 / 30 / 35 / 40 ) Attack Damage, + ( 5% / 5% / 5% / 10% / 10% / 10% / 10% / 15% / 15% / 15% / 20% ) Critical Hit Chance, + ( 20% / 30% / 40% / 50% / 60% / 70% / 80% / 90% / 100% / 110% / 120% ) Critical Hit Damage. 75% Accuracy.

Dowel - Material + Material + Wood + Wood + Wood + Wood + Wood - 2H - + ( 4 / 8 / 12 / 16 / 22 / 30 / 38 / 46 / 54 / 62 / 70 ) Attack Damage and Spell Effect. Additionally grants you + ( 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60 ) Hit Points and Mana Points. 85% Accuracy.

Electric Rod - Material + Material + Iron + Leather + Leather - 1H - Each Electric Rod grants you + ( 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60 / 65 / 70 ) Max Charge. Whenever you attack, you gain 5 Charge, 10 Charge if the attack is a Critical Hit. Then, when you attack while at full Charge, you remove all charge, and deal ( Charge Removed x 1.25 ) bonus Magic Damage on attack. Also passively grants you + ( 3 / 6 / 9 / 12 / 15 / 20 / 25 / 30 / 35 / 40 / 45 ) Magic Damage on attack.

Stomper Boot Apparatus - Material + Material + Material + Material + Leather + Leather - 2H - Grants you a passive + ( 2 / 3 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 ) Armor and + ( 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 12 / 15 ) Movement. When you fall on units from a height, you deal [ ( Attack Damage x 1.25 ) + ( Meters Fallen x { 0.60 / 0.75 / 0.90 / 1.05 / 1.20 / 1.35 / 1.50 / 1.65 / 1.80 / 1.95 / 2.10 } ) Pure Damage to the unit you stomp on. Also passively grants you + [ ( Armor ) x ( 0.3 / 0.4 / 0.5 / 0.6 / 0.7 / 0.8 / 0.9 / 1.0 / 1.1 / 1.2 / 1.5 ) ] Attack Damage.

Cleaver - Leather + Material + Material - 1H - + ( 1 / 2 / 4 / 6 / 8 / 10 / 13 / 16 / 20 / 24 / 28 ) Attack Damage, + ( 4% / 5% / 6% / 8% / 10% / 12% / 15% / 18% / 20% / 22% / 25% ) Lifesteal. 80% Accuracy.

Mallet - Material + Material + Material + Wood + Wood + Leather - 1H - + ( 2 / 4 / 6 / 9 / 12 / 15 / 18 / 22 / 27 / 32 / 40 ) Attack Damage, + ( 5% / 5% / 5% / 5% / 10% / 10% / 10% / 10% / 15% / 15% / 15% ) Stun Chance on attack. +5% Max Hit Points. 85% Accuracy.

Longsword - Leather + Leather + Material + Material + Material + Material - 1H - + ( 5 / 8 / 12 / 16 / 20 / 25 / 31 / 39 / 48 / 58 / 70 ) Attack Damage, 80% Accuracy, +5% Armor as long as you are wielding a shield, can be wielded in two hands to have +50% Attack Damage and +10% Accuracy.

Shortbow - Wood + Wood + Wood + Leather + Material - 2H - + ( -1 / 0 / 1 / 3 / 5 / 8 / 12 / 16 / 20 / 24 / 28 ) Attack Damage, +10% Bonus Hit Chance, + ( 10 / 12 / 14 / 16 / 18 / 20 / 22 / 24 / 26 / 28 / 30 ) Attack Range, 75% Accuracy.

Scythe - Wood + Wood + Wood + Wood + Leather + Material + Material - 2H - + ( 12 / 20 / 28 / 38 / 50 / 62 / 76 / 90 / 105 / 120 / 140 ) Attack Damage, +10% Critical Hit Chance, Whenever you get a Critical Hit, that Critical Hit has + ( 10 / 10 / 10 / 15 / 15 / 15 / 20 / 20 / 20 / 25 )% Lifesteal. 90% Accuracy.

Veil - Cloth + Cloth + Cloth + Material - 1H - + ( 3 / 5 / 7 / 9 / 11 / 13 / 15 / 17 / 19 / 21 / 25 ) Movement while Stealthed, + ( 10 / 20 / 30 / 40 / 50 / 60 / 70 / 80 / 90 / 100 / 120 )% Damage on Attacks that are Critical Hits or Attacks out of Stealth. +20% Chance to immediately re-enter stealth after performing an action that causes you to lose stealth.

Headdress - Cloth + Leather + Leather + Material - + ( 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 / 60 / 75 )% Healing Administered with Spells and Abilities.

Verse Book - Cloth + Wood + Leather + Material - 1H - + ( 10 / 12 / 15 / 18 / 21 / 24 / 27 / 30 / 34 / 38 / 45 )% Max MP. Your first spell in a turn costs ( 3 / 4 / 5 / 7 / 9 / 11 / 13 / 15 / 18 / 21 / 25 ) MP less to cast, as long as you cast that spell on your last turn. 90% Accuracy.

Kama - Cloth + Wood + Wood + Material + Material + Material - 1H - + ( 3 / 5 / 7 / 10 / 13 / 16 / 19 / 23 / 27 / 31 / 35 ) Attack Damage. Whenever you heal a unit or are healed, you gain ( 30 / 35 / 40 / 45 / 50 / 55 / 60 / 65 / 70 / 75 / 80 )% that much Magic Damage on attack until end of turn. 90% Accuracy.

Poison Well - Material + Material + Any Poison - 1H - On Critical Hit, you have a 10% Chance to deplete 20% of your target's Max HP in Hit Points. + ( 8 / 14 / 20 / 26 / 32 / 40 / 48 / 56 / 64 / 80 / 100 ) Magical Damage per turn on Poison to enemies. +25% Poison Chance on attack. +5% Critical Hit Chance. Effects do not stack.

Machine Gun - Wood + Wood + Wood + Leather + Leather + Material + Material + Material + Material + Material + Material + Gold - 2H - - ( 80 / 75 / 70 / 65 / 60 / 55 / 50 / 45 / 40 / 35 / 30 )% Attack Damage. Attacks ignore +80% of target's Armor. +200% Bonus Attack Capacity. On attack, 10% chance to gain an additional bonus attack ( Past your chance to get only one bonus attack ). +15% Bonus Attack Chance. Ammunition is consumed at 25% the normal rate. You begin each turn with a base of ( 1 / 1 / 2 / 2 / 2 / 2 /3 / 3 / 3 / 4 / 4 ) Bonus Attacks. 65% Accuracy.

Talisman - Material + Material + Material + Gold - 1H - + ( 4 / 5 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 / 25 )% Max Hit Points, + ( 2 / 3 / 4 / 5 / 6 / 8 / 10 / 12 / 15 / 18 / 20 ) Armor, + ( 10 / 10 / 20 / 20 / 20 / 30 / 30 / 30 / 40 / 40 / 50 )% Received Healing.

Sickle - Material + Material + Material - 1H - + ( 7 / 11 / 15 / 19 / 24 / 30 / 36 / 42 / 48 / 54 / 60 ) Attack Damage. +20% Lifesteal on Critical Hits. +5% Critical Hit Chance. On attack, you lose ( 3 / 3 / 3 / 4 / 4 / 4 / 5 / 5 / 5 /6 / 6 ) Hit Points.

Proximity Mine - Material + Material + Material + Gold - 2H - + ( 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 12 / 15 ) Movement. You can place a Proximity Mine by consuming an attack and an explosive charge. The Mine is placed beneath your feet, and becomes armed a turn afterwards, detonating if any unit comes within 5m of the mine. The Mine, when triggered, explodes, dealing [ ( 16 / 22 / 28 / 35 / 42 / 50 / 58 / 66 / 76 / 88 / 100 ) + ( Attack Damage x { 0.4 / 0.5 / 0.6 / 0.8 / 1.0 / 1.2 / 1.4 / 1.7 / 2.0 / 2.4 / 3.0 } ) ] Physical Damage to all units ( including allies ) within 10m of the Proximity Mine. Upon detonation, the Proximity Mine also knocks back the closest three units within the area by 5m from where the Mine detonated. 90% Accuracy. If you attack a unit with the Proximity Mine, you will detonate it on yourself.

Shiv - Material + Cloth - 1H - +1 Attack Damage. Your attacks instantly kill units below ( 5% / 8% / 10% / 12% / 15% / 18% / 20% / 22% / 25% / 28% / 30% ) Hit Points. +15% Bonus Attack Chance. 95% Accuracy.

Cape - Cloth + Cloth + Cloth + Cloth + Material + Material - + ( 3% / 4% / 5% / 6% / 8% / 10% / 12% / 14% / 16% / 20% / 25% ) Max Hit Points. ( Back )

Back Tatters - Cloth + Cloth + Leather + Material - + ( 10% / 15% / 20% / 25% / 30% / 35% / 40% / 50% / 60% / 70% / 80% ) Critical Hit Damage. ( Back )

Magebane Vest - Cloth + Cloth + Leather + Leather + Material - + ( 2 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 / 25 ) Spell Resist, +25% Resistance to Damage from Overcast Spells, + ( 1 / 1 / 2 / 2 / 3 / 3 / 4 / 5 / 6 / 8 / 10 ) MP Regeneration. ( Back )

Morning Star - Material + Material + Material - 1H - + ( 3 / 5 / 7 / 9 / 12 / 15 / 19 / 24 / 30 / 38 / 48 ) Attack Damage, +100% Critical Hit Damage, -10% Bonus Hit Chance, + ( 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 12 ) Movement gained until end of turn on Critical Hit.

Bardiche - 1H - + ( 2 / 4 / 6 / 8 / 11 / 14 / 18 / 22 / 27 / 33 / 40 ) Attack Damage. This Attack Damage bonus is counted while attacking targets with a ranged one handed weapon, and causes bonus damage from ranged weapons to apply to melee attacks with this weapon. +5% Critical Hit Chance.

Catapult - 2H - -50% Movement. +200m Attack Range. Attacks take a turn to land, but are only noted to enemies by which direction they are going. Must have at least 25m Overhead to operate Catapult. Consumes either Explosive Charges or fabricated Catapult Projectiles. Attacks can target areas rather than units. On landing, Catapult projectiles deal ( 30 / 40 / 50 / 65 / 80 / 100 / 120 / 140 / 175 / 210 / 250 ) damage, then deplete ( 20 / 20 / 20 / 25 / 25 / 25 / 30 / 30 / 30 / 35 / 40 )% of the target's remaining Hit Points, affecting all units, allies and enemies, within 10m of the projectile's landing area. You cannot get Bonus Hits; instead, your Bonus Hit Chance is multiplied by ( 1.50 / 1.75 / 2.00 / 2.25 / 2.50 / 2.75 / 3.00 / 3.25 / 3.50 / 3.75 / 4.00 ) and applied as Critical Hit bonus % damage.

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The following are improvements that you can get on your weapons through improving them at a forge. You improve weapons by spending an ore of what the item is made of. When you improve an item, you roll for the different effects it could gain from the improvement, then roll to determine which of those improvements you actually get.

You can spend another ore to improve items further. A maximum of two improvements can be on an item at any one time. Staffs and magical weapons can choose which improvement they want. ( Weapon or Nonweapon ).

1.) Fortified - Weapon: You have + [ ( 0.2% / 0.3% / 0.4% / 0.5% / 0.6% ) x ( Forge Roll ) ] Lifesteal.

Nonweapon: You have + [ ( 0.2 / 0.25 / 0.3 / 0.35 / 0.4 ) x ( Forge Roll ) ] Armor.

2.) Arcane - Weapon: You deal + [ ( 0.4 / 0.6 / 0.8 / 1.0 / 1.2 ) x ( Forge Roll ) ] Magic Damage on attack.

Nonweapon: You have + [ ( 0.6 / 0.9 / 1.2 / 1.5 / 1.8 ) x ( Forge Roll ) ] Spell Resist.

3.) Gratuitous - Weapon: You have + [ ( 1% / 2% / 3% / 4% / 5% ) x ( Forge Roll ) ] Bonus Critical Hit Damage.

Nonweapon: You have + [ ( 0.3% / 0.5% / 0.7% / 0.9% / 1.2% ) x ( Forge Roll ) ] Max Hit Points.

4.) Tenacious - Weapon: Your attacks deal damage in a + [ ( 0.50 / 0.75 / 1.00 / 1.25 / 1.50 ) x ( Forge Roll ) ]m circle around your target as well.

Nonweapon: You and your party have a bonus + [ ( 0.05 / 0.10 / 0.15 / 0.20 / 0.25 ) x ( Forge Roll ) ] HP Regeneration per turn. This bonus is doubled on you.

5.) Glorious - Weapon: Whenever you attack, you gain [ ( 0.1 / 0.2 / 0.3 / 0.4 / 0.5 ) x ( Forge Roll ) ] stacks of Glory until end of encounter. You gain +1 Attack Damage per stack of Glory. Minimum of 1 stack gained per attack. Having multiples of this improvement grants you more stacks on attack only.

Nonweapon: Whenever you take damage, you recover [ ( 0.15 / 0.25 / 0.35 / 0.45 / 0.55 ) x ( Forge Roll ) ] HP and MP, with a minimum of 1 HP and MP restored.

6.) Impacted - Weapon: Whenever you attack, you gain a stack of Charge. On any attack, you can expend any amount of Charge to grant you + [ ( 0.2 / 0.3 / 0.4 / 0.5 / 0.6 ) x ( Forge Roll ) ] Magical damage on that attack. Max of 15 charges. Charges dissipate after encounter.

Nonweapon: Whenever you cast a spell or move ( per 5m moved ), you gain [ ( 1 / 2 / 3 / 4 / 5 ) x ( Forge Roll ) ] stacks of Blink Dust. At any time, up to once per turn, you can expend any amount of this dust to blink instantly up to +1m away for each ( 40 / 35 / 30 / 25 / 20 ) dust spent. You can hold up to 500 Blink Dust Stacks.

7.) Dire - Weapon: Each time you attack, you gain a Critical Stack. Each Critical Stack grants you a + [ ( 0.5% / 0.8% / 1.0% / 1.2% / 1.5% ) x ( Forge Roll ) ] Critical Hit Chance. Whenever you do get a critical hit, you deal an additional + ( 50% / 75% / 100% / 125% / 150% ) Damage with that Critical Hit, then all Critical Stacks are removed.

Nonweapon: Critical Hits deal - [ ( 0.8 / 1.6 / 2.4 / 3.2 / 4.0 ) x ( Forge Roll ) ] damage to you.

8.) Decorative - Weapon: Whenever you kill a unit with a Technique applied that you have not gotten another kill with consecutively, you gain a stack of Warpath. Each Stack of Warpath grants you a bonus [ ( 0.20 / 0.32 / 0.44 / 0.56 / 0.68 ) x ( Runic Roll ) ] Attack Damage. Can only give you a maximum of +75 Bonus Attack Damage.

Nonweapon: You have + [ ( 0.4 / 0.8 / 1.2 / 1.6 / 2.0 ) x ( Forge Roll ) ] Max MP.

9.) Seamless - Weapon: Whenever you attack again in a turn, that bonus attack deals + [ ( 0.6 / 1.2 / 1.8 / 2.4 / 3.0 ) x ( Forge Roll ) ] Attack Damage. Also gives you a passive + ( 3% / 6% / 9% / 12% / 15% ) Bonus Attack Chance.

Nonweapon: Whenever you overcast a spell, you recover mana equal to ( 50% / 75% / 100% / 125% / 150% ) that spell's mana cost, + ( Forge Roll ) MP.

10.) Righteous - Weapon: Your Critical Hits have + [ ( 0.5% / 1.0% / 1.5% / 2.0% / 2.5% ) x ( Forge Roll ) ] Lifesteal.

Nonweapon: Your Overcasted spells have + [ ( 1.2 / 1.8 / 2.4 / 3.0 / 3.6 ) x ( Forge Roll ) ] Spell Effect.

11.) Keen - Weapon: Whenever you roll a twenty on an critical or bonus hit roll, you can roll for a Killing Blow, which has a { 5% + [ ( Forge Roll ) x ( 0.2% / 0.4% / 0.6% / 0.8% / 1.0% ) ] } chance of success. If you succeed, you will instantly kill your target with a mighty blow.

Nonweapon: You have + [ ( Forge Roll ) x ( 0.05 / 0.10 / 0.15 / 0.20 / 0.25 ) ] MP Regen.

12.) Pawn's - Weapon: Whenever you attack any unit, you gain a Siren Stack. You can expend ( 7 / 6 / 5 / 4 / 3 / 2 ) Siren Stacks on attack to gain control of your target on this turn, then stun them on their next turn. Also adds magic damage equal to [ ( Forge Roll ) + ( 4 / 8 / 12 / 20 / 30 ) ] on the attack that gains control.

Nonweapon: Whenever you or a unit you control attacks, that unit deals bonus magic damage equal to [ ( Spell Effect ) x ( 0.05 / 0.10 / 0.15 / 0.20 / 0.25 ) + ( Forge Roll x 0.5 ) ].

13.) Pure - Weapon: You deal + [ ( 0.3 / 0.5 / 0.6 / 0.8 / 1.0 ) x ( Forge Roll ) ] Attack Damage on attack.

Nonweapon: You deal [ ( Forge Roll ) x ( 0.50 / 0.75 / 1.00 / 1.25 / 1.50 ) ] physical damage back to enemies who attack you, to a maximum of 30.

14.) Vigorous - Weapon: Whenever you attack, you may charge up to [ ( Forge Roll ) x ( 0.3 / 0.5 / 0.7 / 1.0 / 1.5 ) ]m before you attack.

Nonweapon: You have + [ ( Forge Roll ) x ( 0.4% / 0.6% / 0.8% / 1.0% / 1.2% ) ] Max MP.

15.) Junction - Weapon: Whenever you attack a unit, you can knock that unit up to [ ( Forge Roll ) x ( 0.2 / 0.4 / 0.6 / 0.8 / 1.0 ) ]m backwards. That unit takes damage on landing equal to Distance Traveled, in meters, as pure damage.

Nonweapon: Whenever you are attacked or cast a spell, you have a 10% chance to release a Junction Pulse. Junction Pulse causes enemies within 10m to be pushed back [ ( Forge Roll ) x ( 0.3 / 0.5 / 0.7 / 0.9 / 1.2 ) ]m.

16.) Rhinestone - Weapon: Whenever you cast a spell, you gain a stack of Gems. Each stack of Gems grants you + ( 1 / 2 / 3 / 4 / 5 ) Spell Effect. Attacking shatters these gems, dealing a bonus [ ( 0.1 / 0.2 / 0.3 / 0.4 / 0.5 ) x ( Forge Roll ) ] Magic Damage on attack for each Gem shattered in this way. Max + ( 5 / 8 / 10 / 12 / 15 ) Gem Stacks.

Nonweapon: + { [ ( Forge Roll ) x ( 0.50% / 0.75% / 1.00% / 1.25% / 1.50% ) ] + 25% } of Spell Damage received is reflected as Spell Damage to the dealer. Also grants a passive + ( 2% / 5% / 8% / 11% / 14% ) Max Hit Points.

17.) Ornamental - Weapon: + [ ( Forge Roll ) x ( 1.0 / 2.0 / 3.0 / 4.0 / 5.0 ) ] Damage on the first attack of any encounter. Afterwards, grants you a passive + [ ( Forge Roll ) x ( 0.1 / 0.2 / 0.3 / 0.4 / 0.5 ) ] Attack Damage.

Nonweapon: You have + [ ( Forge Roll ) x ( 2.0 / 3.5 / 5.0 / 6.5 / 8.0 ) ] Spell Effect on the first Spell of each encounter. Afterwards, you have + ( Forge Roll ) Spell Effect.

18.) Knit - Weapon: + [ ( Forge Roll ) x ( 0.2% / 0.3% / 0.4% / 0.5% / 0.6% ) ] +5% Critical Hit Chance.

Nonweapon: + [ ( Forge Roll ) x ( 0.4% / 0.6% / 0.9% / 1.2% / 1.5% ) ] Armor.

19.) Emblazoned - Weapon: + [ ( Forge Roll ) x ( 1.5 / 2.5 / 3.5 / 4.5 / 5.5 ) ] Bonus Attack Damage if attack is a Bonus Attack or a Critical Hit. If both, has doubled effect.

Nonweapon: Whenever you take spell damage, you resist [ ( Forge Roll ) x ( 0.8 / 1.2 / 1.6 / 2.0 / 2.4 ) of that damage and gain that much MP. Can only occur once per turn.

20.) Protector's - Weapon: Whenever you attack, you may have target ally within 10m gain a [ ( Forge Roll ) x ( 0.6 / 0.8 / 1.0 / 1.2 / 1.5 ) HP Shield if that ally does not already have a shield on them.

Nonweapon: You have + [ ( Forge Roll ) x ( 1 / 2 / 3 / 4 / 5 ) ] +5 Max Hit Points. Additionally, whenever another party member is dealt damage, you may redirect up to [ ( Forge Roll ) x 2 ] of that damage to yourself.

21.) Assault - Weapon: Your weapon begins each encounter with +( 1 / 1 / 2 / 2 / 3 ) Assault counters on it. Once per turn, you can expend an Assault Encounter to attack again with + [ ( Forge Roll ) x ( 0.4 / 0.6 / 0.8 / 1.0 / 1.2 ) ] Damage on that Attack.

Nonweapon: Whenever you attack, you gain a stack of Assault Gas. Once at seven stacks of Assault Gas, you can expend all stacks on attack to gain + [ ( Forge Roll ) x ( 0.10 / 0.15 / 0.20 / 0.25 / 0.30 ) ] Armor until end of encounter and knock all enemies within 10m back ( 5 / 10 / 15 )m.

22.) Deadeye - Weapon: Your ranged attacks have a + [ ( Forge Roll ) x ( 0.15% / 0.25% / 0.35% / 0.45% / 0.55% ) ] Bonus Attack Chance. Additionally, grants you + ( 6 / 12 / 18 / 24 / 30 ) Attack Damage on bonus attacks.

Nonweapon: Whenever you get a bonus attack, you gain a [ ( Forge Roll ) x ( 0.25 / 0.50 / 0.75 / 1.00 / 1.25 ) Hit Point Shield.

23.) Convert's - Weapon: Whenever you attack, you gain a [ ( Forge Roll ) x ( 0.15 / 0.30 / 0.45 / 0.60 / 0.75 ) ] Hit Point Shield.

Nonweapon: Whenever you are attacked, you gain [ ( Forge Roll ) x ( 0.4 / 0.6 / 0.8 / 1.0 / 1.2 ) ] Attack Damage on your next turn.

24.) Hunter's - Weapon: Upon use, marks target unit as your Prey. Until end of encounter, that unit deals - [ ( Forge Roll ) x ( 0.2 / 0.3 / 0.4 / 0.5 / 0.6 ) ]% damage to you, and you deal + [ ( Forge Roll ) x ( 0.2 / 0.3 / 0.4 / 0.5 / 0.6 ) ]% damage to that unit. Can be used any number of times, but only one unit can be marked at a time. One use per turn.

Nonweapon: Non-humanoid and Bestial units deal - [ ( Forge Roll ) x ( 0.8 / 1.1 / 1.4 / 1.7 / 2.0 ) ]% damage to you. Passively grants you + [ ( 0.2 / 0.4 / 0.6 / 0.8 / 1.0 ) X ( Forge Roll ) ] Armor.

25.) Hero's - Weapon: You have + [ ( Level ) x ( 0.06 / 0.12 / 0.18 / 0.24 / 0.30 ) x ( Forge Roll ) ] Attack Damage.

Nonweapon: You have + [ ( Level ) x ( 0.02 / 0.04 / 0.06 / 0.08 / 0.10 ) x ( Forge Roll ) ] Armor and Spell Resist.

26.) Questant's - Weapon: Whenever you complete an encounter, this weapon gets a Questant Mark that only disappears once you complete a Chapter. Each Mark grants + [ ( Forge Roll ) x ( 0.10 / 0.15 / 0.20 / 0.25 / 0.30 ) ]% Attack Damage. Passively grants + ( 1 / 3 / 5 / 7 / 10 ) Movement.

Nonweapon: Whenever you complete an encounter, this item gets a Questant Mark that only disappears once you complete a Chapter. Each Mark grants + ( 2 / 3 / 5 / 8 / 10 ) Max Hit Points. Passively grants + [ ( Forge Roll ) x ( 0.3 / 0.5 / 0.7 / 0.9 / 1.1 ) ]% Max Hit Points.

27.) Top Heavy - Weapon: + [ ( Forge Roll ) x ( 1.7 / 2.3 / 2.9 / 3.5 / 4.1 ) ]% Attack Damage, but a ( 10% / 15% / 20% ) chance to lose the buff on your next turn whenever you attack, and a 10% chance to lose the ability to attack on your next turn whenever you attack.

Nonweapon: - ( 1 / 2 / 3 / 4 / 5 ) Movement, but + [ ( Forge Roll ) x ( 0.4 / 0.6 / 0.8 / 1.0 / 1.2 ) ] Armor.

28.) Shining - Weapon: + [ ( Level ) x ( 0.06 / 0.10 / 0.14 / 0.18 / 0.22 ) x ( Forge Roll ) ]% Attack Damage.

Nonweapon: + [ ( Level ) x ( 0.07 / 0.12 / 0.17 / 0.22 / 0.27 ) x ( Forge Roll ) ]% Spell Effect.

29.) Windforged - Weapon: + [ ( Forge Roll ) x ( 1.1 / 1.6 / 2.1 / 2.6 / 3.1 ) ] Attack Damage against disabled targets.

Nonweapon: For every meter traveled, you gain ( 1 / 2 / 3 / 4 / 5 ) Stacks of Flow. Once at 20 stacks of Flow, which is the maximum, when you are next dealt damage, your Flow is immediately converted into a Shield of [ ( Flow Removed ) x ( 0.14 / 0.20 / 0.26 / 0.32 / 0.38 ) x ( Forge Roll ) ] Hit Points, which blocks the current instance of damage. At the beginning of your next turn, all Shield gained in this way dissipates.

30.) Lunar - Weapon: + ( 4.5% / 6.0% / 7.5% / 9.0% / 10.5% ) Bonus Hit Chance. Whenever you attack, you gain a stack of Lunar Blade. Once you reach three stacks, all stacks are immediately consumed, and your next attack this turn deals + [ ( Level + Spell Effect ) x ( 0.07 / 0.10 / 0.13 / 0.16 / 0.19 ) x ( Forge Roll ) ] Magical Damage.

Nonweapon: Upon use, immediately teleport to a location within 5m of a unit that you dealt damage to with a spell this turn, then deal [ ( 12 / 24 / 36 / 48 / 60 ) + ( Spell Effect x 0.2 x Forge Roll ) ] Magical Damage to that unit.

31.) Tricky - Weapon: You deal + ( 1d6 / 2d4 / 2d8 / 2d12 / 2d20 ) Physical Damage to units you attack. Passively grants + [ ( Forge Roll ) x ( 0.4 / 0.6 / 0.8 / 1.0 / 1.2 ) ] Attack Damage.

Nonweapon: Whenever a unit deals damage to you, you passively resist + ( 1d4 / 1d6 / 1d8 / 1d12 / 1d20 ) of that damage. Also passively grants you + [ ( Forge Roll ) x ( 0.1 / 0.2 / 0.3 / 0.4 / 0.5 ) ] Armor.

32.) Silver Lined - Weapon: You deal + [ ( Forge Roll ) x ( 2% / 4% / 6% / 8% / 10% ) ] Attack Damage to Werewolves. If the target is not a Werewolf, this damage instead deals + ( 5% / 9% / 15% ) Attack Damage.

Nonweapon: Your opponents have a + [ ( Forge Roll ) x ( 0.3 / 0.4 / 0.5 / 0.6 / 0.7 ) ]% Miss Chance against you.

33.) Opportunist's - Weapon: You can restore an amount of one of your energies whenever you attack equal to [ ( Damage Dealt With Attack ) x ( 0.01 / 0.02 / 0.03 ) x ( Forge Roll ) ].

Nonweapon: Upon use, smash target opponent within 5m with your full weight, dealing [ ( Armor ) x ( 0.12 / 0.18 / 0.24 / 0.30 / 0.36 ) x ( Forge Roll ) ] + [ ( 20 / 35 / 50 ) ] Damage to that unit.

34.) Bramble - Weapon: Passively grants a + [ ( Forge Roll ) x ( 0.35 / 0.60 / 0.85 / 1.10 / 1.35 ) ]% chance to root your target on attack.

Nonweapon: Passively grants you + [ ( Forge Roll ) x ( 1.2 / 1.6 / 2.0 / 2.4 / 2.8 ) ] Hit Points. Also grants you + ( 3 / 6 / 9 / 12 / 15 ) Spell Resist.

35.) Chained - Weapon: Upon use, toss your weapon out with a chain connected to a target within ( 10 / 14 / 18 / 30 / 50 )m. You pull that unit to a location within 5m of you, at a location between you and where your target used to be. If your target was an enemy, you also deal [ ( Attack Damage ) x ( 0.7 / 0.9 / 1.1 / 1.3 / 1.5 ) ] + ( Forge Roll x 1.5 ) Pure Damage to that unit. One use per encounter.

Nonweapon: You begin the encounter with a [ ( Forge Roll ) x ( 1.6 / 2.4 / 3.2 / 4.0 / 4.8 ) ] Hit Point shield that only blocks Magical Damage. While you still have this Shield on you, you have + ( 2 / 3 / 4 / 5 / 6 ) Armor.

36.) Plated - Weapon: + [ ( Attack Damage ) x ( 0.04 / 0.08 / 0.12 / 0.16 / 0.20 ) ] Armor. + [ ( Forge Roll ) x ( 0.3 / 0.5 / 0.7 / 0.9 / 1.1 ) ] Armor while you are at 50% or greater Health.

Nonweapon: + ( Forge Roll ) Armor. After you're attacked for the first time after your turn, this bonus is reduced by [ ( Forge Roll ) x ( 1.0 / 0.7 / 0.5 / 0.2 / 0.1 ) ] until the beginning of your next turn.

37.) Weaponized - Weapon: Upon use, deals [ ( Attack Damage ) + ( { Forge Roll } x { 0.6 / 1.0 / 1.4 / 1.8 / 2.2 } ) ] Pure Damage to target enemy within ( 5 / 8 / 10 / 15 / 20 )m. One use per encounter.

Nonweapon: Whenever you're attacked, you have a [ ( Forge Roll ) x ( 0.5 / 0.9 / 1.3 / 1.7 / 2.1 ) ]% chance to deal ( Attack Damage ) to your attacker. This ability can only proc up to once per turn.

38.) Mechanized - Weapon: Whenever you attack, you gain a stack of Mech Strike. Once you reach three Mech Strike stacks, all stacks are expended and you deal + [ ( Forge Roll ) x ( 2.4 / 3.1 / 3.8 / 4.5 / 5.2 ) ] Attack damage on this attack, and deal Pure damage instead of Physical damage on this attack.

Nonweapon: You begin each encounter with [ ( Forge Roll ) x ( 0.4 / 0.6 / 0.8 / 1.0 / 1.2 ) ] stacks of Mech Shield, which is your Maximum. Whenever you are dealt damage, you can expend Mech Shield stacks to block that much damage. At the beginning of your turn, if you haven't been dealt damage since your last turn, you recover Maximum stacks of Mech Shield.

39.) Slayer's - Weapon: Whenever you attack, you gain [ ( Forge Roll ) x ( 0.3 / 0.5 / 0.7 / 0.9 / 1.1 ) ] Slayer Stacks. Once you reach ( 50 / 75 / 100 / 125 / 150 ) stacks, expend all stacks, then you deal bonus Pure Damage on attack equal to the number of stacks removed in this way.

Nonweapon: + [ ( Forge Roll ) x ( 1.2 / 1.8 / 2.4 / 3.0 / 3.6 ) ] Armor when attacked by the Undead. Passively grants + ( 2% / 3% / 4% / 5% / 6% ) Lifesteal.

40.) Knight-Errant's - Weapon: + [ ( Armor + Forge Roll ) x ( 0.3 / 0.5 / 0.7 / 1.0 / 1.5 ) ] Attack Damage. You ignore an amount of your target's Armor on attack equal to [ ( Armor ) x ( 0.25 / 0.50 / 0.75 / 1.00 / 1.25 ) ]. This cannot reduce their Armor to below 0 for that attack.

Nonweapon: + [ ( Armor + Forge Roll ) x ( 0.15 / 0.20 / 0.25 / 0.30 / 0.40 ) ] Armor and Spell Resist.

41.) Truly Outrageous - Weapon: Whenever you cast a spell, you gain a stack of Gemcraft, and can hold up to one stack of Gemcraft. Whenever you attack, you consume your stack of Gemcraft to gain + ( Armor x 0.05 x Forge Roll ) Magic Damage on that attack, then have a ( 5% / 10% / 15% / 20% / 25% ) chance to reset the cooldown of an encounter ability of yours of your choice.

Nonweapon: Passively increases your Armor by [ ( Forge Roll ) x ( 0.12 / 0.20 / 0.28 / 0.36 / 0.44 ) ]. Upon use, you can shatter this Armor, dealing [ ( 5 / 10 / 15 / 20 / 25 ) + ( Armor x 0.2 ) ] Magical Damage to each enemy within 10m. Until this ability cools down, you and enemies affected lose Armor equal to the original Armor granted. You have a +15% chance to reset this cooldown whenever you attack.

42.) Unbound - Weapon: Whenever you attack or cast a spell, you have a ( 10% / 15% / 20% / 25% / 30% ) chance to gain a stack of Unbound. Each stack of Unbound grants you + [ ( Forge Roll ) x ( 0.08 / 0.12 / 0.16 / 0.20 / 0.24 ) ] MP Regen. You have a maximum of five stacks of Unbound.

Nonweapon: Whenever you are attacked or targeted by a spell, you recover [ ( Forge Roll ) x ( 0.12 / 0.24 / 0.36 / 0.48 / 0.60 ) ] Mana Points.

43.) Mordant - Weapon: Whenever you kill a unit, you gain a stack of Mordant. Each stack of Mordant grants you + [ ( Forge Roll ) x ( 0.2 / 0.3 / 0.4 / 0.5 / 0.6 ) ] Attack Damage. These stacks last until end of encounter.

Nonweapon: Whenever you would be sent into a Near Death state for the first time in each encounter, you are instead immune to damage until your next turn, then recover +[ ( Forge Roll ) x ( 0.3 / 0.4 / 0.5 / 0.6 / 0.7 ) ]% of your Max Hit Points.

44.) Divine Under-Nether Kinetic - Weapon: Whenever you attack, you gain [ ( Forge Roll ) x ( 0.4 / 0.6 / 0.8 / 1.0 / 1.2 ) ] stacks of Chaos. Once at 100 stacks of Chaos, your next attack will expend all stacks of Chaos to grant + ( Attack Damage x 2 ) Attack Damage on your next attack, gain +5m of Full Splash Damage, and stun all enemies hit by your attack.

Nonweapon: Whenever an enemy would get a Critical Hit or Bonus Hit on you, you have a +[ ( Forge Roll ) x ( 0.4 / 0.7 / 1.0 / 1.3 / 1.6 ) ] chance to ignore either that bonus attack or the Critical Hit bonus damage. Can have a maximum of a 75% chance for this effect to happen.

45.) Dragon's - Weapon: + [ ( Forge Roll ) x ( 0.2 / 0.4 / 0.6 / 0.8 / 1.0 ) ]% Lifesteal, + [ ( Forge Roll ) x ( 0.3 / 0.6 / 0.9 / 1.2 / 1.5 ) ] Attack Damage, but +50% damage received from Sword attacks.

Nonweapon: + [ ( Forge Roll ) x ( 0.1 / 0.2 / 0.3 / 0.4 / 0.5 ) ]% Resistance to all damage. This improvement, from all items, can only total up to +15%.