Weapon Throttle and Item Builder Charts

Weapon Base Damage Chart
One-Handed Melee One-Handed Firearm Bow, Thrown, Crossbow Staff Polearm Two-Handed Melee Two-Handed Firearm

Note: Weapon damage level reflects increase or decrease to item level. Item levels are used to balance weapons (weapons of equivalent level to the player should be drops) and to determine value.

An item is worth 10x(Item Level). Merchants sell for default twice an item’s value, and purchase for half an item’s value unless modified by abilities.

Broken 1d1 1d1 1d1 2d1 2d1 3d1 3d1
Inferior (-5) 1d4 1d4 1d4 2d2 2d2 3d2 3d2
Rusty (-3) 1d5 1d5 1d5 2d3 2d3 3d3 3d3
Basic (0) 1d6 1d6 1d6 2d4 2d4 3d4 3d4
Quality (+3) 1d7 1d7 1d7 2d5 2d5 3d5 3d5
Masterwork (+5) 1d8 1d8 1d8 2d6 2d6 3d6 3d6
Rare (+8) 1d9 1d9 1d9 3d4 3d4 3d7 3d7
Legendary (+10) 1d10 1d10 1d10 3d5 3d5 3d8 3d8
Armor, Item, and Weapon Bonuses Chart
Bonus Name Effect Item Levels
Adamantium This weapon does not have durability, and is considered unbreakable. +5
Archer’s Damage with bow and crossbow weapons is increased by X. +2(X)
Armor +5(X) Armor +X
Blinding Gain Blind 1 at the beginning of your upkeep. This stacks with other Blind effects, but not itself. -8
Bloodletting Gain Bleed 1 at all times. -8
Burning Gain Burn 1 at the beginning of your upkeep. This stacks with other Burn effects, but not itself. -5
Chronological Gain 1 additional round of use each combat from your Chronological Trigger. +9
Clontish Deals +1 damage for each size larger than Average you are. +2
Constricting Gain Bind 1 at the beginning of your upkeep. This stacks with other Bind effects, but not itself. -2
Cowardly Gain Fear 1 at the beginning of your upkeep. This stacks with other Fear effects, but not itself. -4
Cursed Gain Disease 1 at the beginning of your upkeep. This stacks with other Disease effects, but not itself. -10
Dancing Increase the amount rounds you can continue your Graceful Dance each combat by X. +X
Defenestrating Allows melee or ranged weapons to be thrown 10ft farther than usual. +2
Delicate Durability 5/5 (normal 10/10) -5
Dense Item has a +3 weight value (regular +1). -3
Depressing Gain Demoralize 1 at the beginning of your upkeep. This stacks with other Demoralize effects, but not itself. -5
Echoing Increase the amount of rounds you can play your Ballad each combat by X. +X
(Elemental) Aligned Weapon deals an additional 1 elemental damage of the kind listed. This stacks with Elemental Weapon. Craftsmanship reflects the nature of the element. +1
(Elemental) Attuned Weapon deals an additional 1d5 elemental damage of the kind listed. This stacks with Elemental Weapon. +5
(Elemental) Enhanced Damage with spells of the elemental type are increased by X. +2(X)
(Elemental) Forged Weapon deals an additional 1d5 elemental damage of the kind listed. On critical hit, it deals 3d5 instead. This stacks with Elemental Weapon. It appears as if made of the element of the weapon. +10
Enchanting Reduce the MP total costs of your Hedge Witch enchantments by 5(X). +2(X)
Energizing Gain +1 MP each upkeep. +3
Expensive Triple this item’s value.
Fancy Double this item’s value.
Feeble -X to Fortitude mod (penalty) -2(X)
Flooding At the beginning of your upkeep, the tile you are standing on becomes Flooded. +2
Fragile Durability 1/1 (normal 10/10). -10
Fumbling -X to Technique mod (penalty). -2(X)
Giant’s Size level becomes Huge, overrides other effects. +6
Growing +1 size level. +2
Heartseeking Critical strike range increases to x5 (default x2). +10
Heavy Item has +2 weight value (regular +1). -2
Immobilizing Gain Immobilize 1 at the beginning of your upkeep. This stacks with other Immobilize effects, but not itself. -2
Improvised Damage with improvised weapons is increased by X. +2(X)
Influenceable -X to Willpower mod (penalty) -2(X)
Intriguing Unidentified item level 20 or less.
Keen Critical strike range increases to x3 (default x2). +3
Keen Eyed Whenever you gather a resource with an Artisan ability, gather another X of that resource. +3(X)
Life Link Gain HP equal to damage dealt. +15
Magekiller Ignores armor and HP and strikes only MP. +5
Massive Item has +3 weight value (regular +1). -4
Merchant’s Gain a +5(X)% bonus when using Haggle. +X
Monk’s Attacks with this weapon are considered unarmed attacks, you may use this weapon as base damage for unarmed fighting abilities. +8
Monkey King’s Damage with staff weapons is increased by X. +2(X)
Mysterious Unidentified item level 25 or less.
Normalizing Size level becomes Average, overrides other effects. +2.
Odd Unidentified item level 10 or less.
Of Allure +X to Allure mod. +2(X)
Of Altered Fortunes Increase the amount of Tarot Cards you can draw each upkeep by X. +X
Of Considerable Downtime Any action you may make out of combat that prevents you from using it again until the end of next combat you may attempt a second time. +2
Of Fortitude +X to Fortitude mod. +2(X)
Of Inversion Elemental effects that you cast are the opposing element. +5
Of Reflex +X to Reflex mod. +2(X)
Of Technique +X to Technique mod. +2(X)
Of the Favored Gain a favored talent while you have this equipped. Once worn, it only works for that target unless the target is killed permanently. It only grants the initial favored talent to that target, and taking it off and putting it back on only disables or enables the talent and all points invested in that tree over 5. +10
Of the Fencer Damage with one-handed melee weapons is increased by X. +2(X)
Of the Fortunate Whenever you gain gold, gain 10 more. +3
Of the General Increases the amount of Followers you may have by X. +5(X)
Of the Gunslinger Damage with one-handed firearms is increased by X. +2(X)
Of the Gym Leader Increases the amount of pets you may have by X. +3(X)
Of the Juggler Damage with thrown weapons is increased by 1. +2(X)
Of the Lucky Whenever you gain gold, gain 1 more. +1
Of the Outer Planes Increases the amount of summons you may have by X. +3(X).
Of the Sniper Damage with two-handed firearms is increased by X. +2(X)
Of the Soldier Damage with two-handed melee weapons is increased by X. +2(X)
Of the Squirrels Increase the amount of critters you may control by +X. +X
Of the Stablemaster Increase the amount of mounts you may have by X. +2(X)
Of Willpower +X to Willpower mod. +2(X)
Penetrating Damage with polearm weapons is increased by X. +2(X)
Philosopher’s Gain +2 MP each upkeep. +6
Pixie’s Size level becomes Tiny, overrides other effects. +6
Precision Critical strike range increases by x4 (default x2). +5
Punching Damage with unarmed attacks is increased by X. +2(X)
Quick Winding Whenever you charge a crossbow, gain twice the amount of charges. +10
Reducing -1 size level. +2
Regenerating Gain Regen X at the beginning of your upkee. This stacks with other Regen effects. +2(X)
Repairing Each critical hit restores 1 durability or 5 armor, depending upon item time. Shields gain both. +2
Resolute Gain 1 Resolve each upkeep. +3
Resourceful Can be broken into three constituent raw materials by an appropriate Artisan. +4
Revolting -X to Allure mod (penalty). -2(X)
Scrapable Can be broken into one constituent raw material by an appropriate Artisan. +1
Shifting You may shapeshift an additional X times per day. +X
Silencing Gain Mute 1 at the beginning of your upkeep. This stacks with other Mute effects, but not itself. -8
Slothful -X to Reflex mod (penalty) -2(X)
Springing +5ft movement range. +3
Spritely Deals +1 damage for each size smaller than Average you are. +2
Suspicious Unidentified item level 15 or less.
The Most Interesting [Item Name] in the World! Unidentified item level 26 or above.
Toxic Gain Poison 1 at the beginning of your upkeep. This stacks with other Poison effects, but not itself. -5
Trampling Attacks with Charge may split damage across all targets you cross over. +8
Traveling +10ft movement range. +6
Vorpal Ignores armor and strikes only HP. +10
Weighted Training Increases unarmed damage by 1 dice level (1d4 becomes 1d5). This stacks with other Weighted Training items. +3
Weightless Item is considered weightless. +5