With this optional rule, Player Characters may pay a blacksmith or artisan to add a Quality to armor, shields, or weapons that doesn’t have one, or to replace an item’s Quality with a different one (remember, an item can only have one Quality).
The Player selects a Quality from the default list for that item type as long as the cost modifier associated with that ability is +1000 zenit or lower. Then, the character must spend an amount of zenit equal to twice the cost modifier associated with the chosen ability: once this is done, the process generally takes one day per item. Multiple characters may of course pool their money together to purchase the more expensive abilities.
Example: To replace a weapon’s current Quality with Multi (page 269), you must spend 2000 zenit. To replace it with Resistance, you must spend 1400 zenit.
The default list of weapon abilities can be found on page 269, while the default list of armor and shield abilities can be found on page 280.
If a Player Character acquires the Upgrade Heroic Skill (page 237), they will gain access to this optional rule by default.
Weapon
Defensive Qualities
| QUALITY | COST | EFFECT |
|---|---|---|
| Antistatus | +500 z | You are immune to a single status effect. |
| Resistance | +700 z | You have Resistance to a single damage type (not physical damage). |
| Amulet | +800 z | You gain a +1 bonus to Magic Defense. |
| Bulwark | +800 z | You gain a +1 bonus to Defense. |
| Dual Resistance | +1000 z | You have Resistance to two damage types (not physical damage). |
| Swordbreaker | +1000 z | You have Resistance to physical damage. |
| Immunity | +1500 z | You have Immunity to a single damage type (not physical damage). |
| Omnishield | +2000 z | You gain a +1 bonus to Defense and Magic Defense. |
| Perfect Health | +2000 z | You are immune to all status effects. |
Offensive Qualities
| QUALITY | COST | EFFECT |
|---|---|---|
| Magical | +100 z | The weapon targets Magic Defense instead of Defense. |
| Hunter | +300 z | The weapon deals 5 extra damage to creatures of a particular Species. |
| Piercing | +400 z | Damage dealt by the weapon ignores Resistances. |
| Dual Hunter | +500 z | The weapon deals 5 extra damage to creatures belonging to one of two particular Species. |
| Multi | +1000 z | Attacks with the weapon have multi (2). |
| Status | +1500 z | Each target hit by the weapon suffers (choose one: dazed, shaken, slow, weak). |
| Status Plus | +2000 z | Each target hit by the weapon suffers (choose one: enraged, poisoned). |
Armor, Shields
Defensive Qualities
| QUALITY | COST | EFFECT |
|---|---|---|
| Antistatus | +500 z | You are immune to a single status effect. |
| Resistance | +700 z | You have Resistance to a single damage type (not physical damage). |
| Dual Resistance | +1000 z | You have Resistance to two damage types (not physical damage). |
| Swordbreaker | +1000 z | You have Resistance to physical damage. |
| Immunity | +1500 z | You have Immunity to a single damage type (not physical damage). |
| Perfect Health | +2000 z | You are immune to all status effects. |
Enhancement Qualities
| QUALITY | COST | EFFECT |
|---|---|---|
| Initiative Up | +500 z | You gain a +4 bonus to your Initiative modifier. |
| Accuracy Up | +1000 z | You gain a +1 bonus to your Accuracy Checks. |
| Magic Up | +1000 z | You gain a +1 bonus to your Magic Checks. |
| Vitality Up | +1000 z | When you recover HP, you recover 5 extra HP. |
| Healing Up | +1500 z | Spells you cast that whose effects restore Hit Points will restore 5 extra Hit Points. |
| Spell Up | +2000 z | Spells you cast deal 5 extra damage. |
| Weapon Up | +2000 z | Your attacks with (choose one: melee, ranged) weapons deal 5 extra damage. |