Accuracy Boost
  Adds a +2 bonus to the weapon’s Accuracy Check formula.

Defense Boost
  You gain a +2 bonus to Defense, and you are treated as having a shield equipped for the sake of your Skills (for instance, Defensive Mastery or Dodge – see Core Rulebook, pages 197 and 203).

Elemental
  Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon now deals damage of the chosen type instead of physical, and also deals 2 extra damage.

Magic Defense Boost W
  You gain a +2 bonus to Magic Defense.

Powerful W
  The weapon deals 5 extra damage, or 7 extra damage if it is a heavy weapon.
  This customization is not available for arcane and dagger weapons, or for weapons with the quick customization (see below).

Quick (counts as two customizations) W
  When you perform the Attack action and choose to attack with this weapon, you may perform two attacks (against the same target or against different targets). If you do, both attacks follow the rules for two-weapon fighting (see Core Rulebook, page 69).

Transforming
  (Increases the custom weapon’s cost by 100 zenit)

  This weapon has a second form, which must be designed as a separate custom weapon, must have the transforming customization, and doesn’t cost you any zenit.

  While you have one of the two forms equipped, you can equip the other form whenever you want. During a conflict scene, you can only do so during your turn, while no other effect is being resolved, and only once per turn.

  If one or both of the forms are martial (W ), remember that you must have the appropriate Classes to equip them. Additionally, a transforming weapon can still only have one Quality (the Quality applies to both forms).