Crafting · Mods
Universal Weapon Mods
Base Mods:
These are mods that can be put on any weapon, regardless of type. The crafting cost to add these is listed after the name.
While gathering is a universal mod, you still cannot gather unless the weapon is a tool that can be used for gathering.
A mods:
- Ninja Weapon (10 points): This weapon is treated as a weapon that can be used for Ninjutsu.
- Quickdraw (10 points): You may draw this weapon for 0 AP.
- Gathering (35 points): This weapon gives a +1 bonus to gathering rolls its used in.
- Perfect Balance (20 points): When using the weapon in dual wielding, you can perform a dual wield attack with your other weapon, even when making a heavy or precise attack with this weapon.
- Surprise Weapon (35 points): The weapon is designed to look like a mundane object. Each Combat, after you draw the weapon, if the next attack you make that round is using this weapon and is a basic light or heavy attack it gains the Trick Attack keyword. After benefitting from this bonus, you cannot do so again the same combat even if drawing a different weapon with with Surprise Weapon or Hidden Weapon.
- Versatile (10 points): Can be added to a 1h weapon from a group that also has an option to be a 2h weapon (ie Axe, but not small weapons). Increases the burden of the weapon by 1, but the weapon can be used as either a one-handed or two-handed weapon. Must declare which version you are using at the start of your turn, before you making any attacks with this weapon.
B mods:
- Perfect Edge (25 points): An accuracy roll of 20 gains Sure Hit. If you roll a 20 and choose to have this apply, any Full Pierce is removed from the attack.
- Momentum (25 points): After downing or killing an enemy, you may Sidestep up to your speed towards another enemy as part of that action.
- Gathering II (80 points): This weapon gives a +1 bonus to gathering rolls its used in. Stacks with Gathering mod.
Alloy Mods:
Alloy mods can also be put on any weapon, but require the weapon to include a specific type of alloy. If the weapon does not include this alloy, the mod cannot be used.
- Arcanium
- Barrier Weaving (A mod, 20 points): When you apply a Shield to an ally or yourself, your shield is treated as if the stat it scales off is 1 higher. (If it doesn’t scale off a stat, there is no effect)
- Salachar
- Ghimslag:
- Slowing Weapon (B mod, 50 points): The first basic attack made with this weapon each round slows the target on damage until the start of your next turn.
- Fulgorite:
- Thundering Weapon (B mod, 25 points): The first basic attack made with this weapon each round inflicts Static 18 to the target on damage.
- Conductor (B mod, 50 points): When this weapon deals Lightning damage against a soaked target, it gains Half Pierce.
- Luxaeterna:
- Shining Weapon (A mod, 10 points): Your weapon emits a bright light in a 60ft radius. Can be enabled or disabled for 1 AP.
- Healer Weapon (A mod, 20 points): When you heal an ally or yourself, you heal as if your power (or focus, agility or toughness if the heal scales off those) was 1 higher.
- Undead Slayer (B mod, 50 points): When this weapon deals holy damage, it always deals Full Pierce damage against undead unless the undead resists Holy damage.
- Shielding Healer (B mod, 50 points): When you cast a healing spell that costs mana, the target(s) of your spell gain Temporary HP equal to your Toughness until the start of your next turn.
- Sylphsteel:
- Pushing Weapon (B mod, 25 points): The first basic attack made with this weapon each round pushes the target back 10ft on damage.
- Corvuskite:
- Stealth Weapon (B mod, 25 points): The first attack of an encounter does not break stealth if made with this weapon.
- Darkness Weapon (B mod, 80 points): If the first basic attack on your turn made with this weapon deals damage, you may immediately hide from the target (but not other enemies) even if you’re not in cover.
- Glacite
- Slowing Weapon (B mod, 50 points): The first basic attack made with this weapon each round slows the target on damage until the start of your next turn.
Flamellon Mods:
Flamellon mods are special mods that can be put on weapons. To put one of these mods on an item you must have sufficient items with the matching Flamelic Polarity.
- Aetherplumes (feathers/wings with high magic concentration. Tengu/Harpy/Fae etc):
- Aerial Supremacy (A mod, 30 points, 1500 Aetherplume polarity): You gain +1 accuracy against flying creatures.
- Aerial Takedown (B mod, 50 points, 2500 Aetherplume polarity): If you damage a flying creature and it would lose altitude from taking damage, the altitude they lose is doubled.
- Insectoid (Fae Cicada Shell):
- Dazing Strike (B mod, 80 points, 6000 Insect Polarity): If your first basic attack of a round deals damage, the target becomes Dazed.
- Distracting Strike (B mod, 80 points, 4000 Insect Polarity): If your first basic attack of a round deals damage, the target loses any concentration effect they have.
- Plant Materials (Yggdrassil Seed):
- Vine Grab (B mod, 80 points, 4000 Plant Polarity): If your first basic attack of a round deals damage to an enemy that's slowed, that target becomes rooted until the start of your next turn.
- Poison Materials (Toxic Core):
- Poison Weapon (A mod, 10 points, 2000 Poison Polarity): You deal Poison damage with this weapon.
- Venom Drip (A mod, 30 points, 1500 Poison Polarity): You deal 1 Full Pierce Earth(Poison) damage on hit. (This extra damage does not trigger effects that normally trigger on damage).
- Poisoned Sheath (B mod, 25 points, 1250 Poison Polarity): You may apply a poison to your sheath. When you draw the weapon, the poison is automatically applied to the weapon.
- Gravity Materials (Gravity Orb):
- Gravity Disruption (B mod, 80 points, 4000 Gravity Polarity): When you deal damage to a target with this weapon, the target suffers a -4 penalty to all ranged attacks until the start of your next turn. Can only be added to a melee weapon and does not apply when the target you were attacking with the weapon was more than 10ft away from you.
- Spidersilk:
- Sticky Weapon (B mod, 50 points, 2000 Spidersilk Polarity): Once per turn when you make a basic attack against an enemy you may choose to have your weapon stick to them on hit. While you are stuck to them, you move along with them if the target chooses to move unless they spend 2 AP to remove the weapon from you. While stuck to the target, the weapon cannot be used to make attacks. Can only be added to a melee weapon.
- Name
- Universal Weapon Mods
- Type
- Crafting
- Sub Type
- Mods

