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<h1>DESIGNING RARE WEAPONS</h1>
<p>Weapons are the most complex rare items to design — but this also makes them one of the more unique and satisfying rewards to give!</p>
<ol>
<li>Choose an existing basic weapon from the list on pages 130 and 131. Ignore the unarmed strike, improvised (melee), and improvised (ranged) weapons.</li>
<li>By default, weapons deal physical damage. If you want your weapon to deal damage of another type (air, bolt, dark, earth, fire, ice, light, poison), increase its cost by 100 zenit.</li>
<li>Finally, you may give the weapon a single Quality chosen from the list on the right or use the sample abilities as a guideline to come up with a custom effect. This increases the final cost of the item by a variable amount.</li>
</ol>
<h2>Applying Changes</h2>
<p>You may apply any of the following changes:</p>
<ul>
<li>If the weapon is a two-handed weapon, you may turn it into a one-handed weapon. If you do, reduce its damage by 4.</li>
<li>If the weapon is a one-handed weapon and it does not belong to the brawling, dagger, or thrown categories, you may turn it into a two-handed weapon. If you do, increase its damage by 4.</li>
<li>You may add a <strong dir="ltr">+1</strong> bonus to the weapon's Accuracy Check. If you do, increase its cost by 100 zenit. You cannot add this bonus if the weapon already grants a bonus of <strong dir="ltr">+1</strong> or higher to Accuracy Checks.</li>
<li>You may increase the weapon's damage by 4. If you do, increase its cost by 200 zenit.</li>
<li>You may modify the Attributes required by the Accuracy Check, but tread carefully: much of a weapon Category's "feel" and balance comes from the Attributes it relies on. Accuracy Checks relying on a single Attribute are worth 50 more zenit than those relying on two different Attributes.</li>
</ul>
<p><strong>Note:</strong> If a weapon has a final damage modifier of <strong dir="ltr">+10</strong> or higher, that weapon automatically becomes a martial weapon (E).</p>
<p class="signature">Philip Forlenza (Order #)</p>