Forge Tuning (NeXT)

All your melee weapon needs, from Axes to Zanbatos.
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Forge Tuning (NeXT)

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Post by Strato »

Forge Tuning
This includes melee weapons as well as short- and longbows and thrown weapons.

By enhancing a weapon's natural properties in particular ways, their attributes can be maximized. A thoughtful smith an figure out ways to enhance nearly anything.

For standard weapons the max refinement level is 20, and the max refinement for any single trait (Damage, Accuracy, Special) is 10. However, refining a weapon DOES NOT OCCUPY AUGMENTATION SLOTS.

For any weapon that has received an Energy Weapon retrofit, the total refinement level is 10. (15 for Medium weapons)
The max refinement for a single trait is still 10.

Weaponsmiths are able to enhance and streamline weapon designs in order to make them easier to use and stronger.

You must have the appropriate advanced skill to temper weapons of more advanced material (i.e. Radiant Gem Modification to temper Radiant Gem Weapons, etc).

Additional Notes:

These are the costs to having the modification done for you. If you want to do it yourself, you can purchase the necessary smithing materials for half the cost, much like buying materials to make a weapon.
You cannot make more than 1 tempering/aerodynamic refining in one day.
You cannot have 2 different tempering augmentations or 2 different aerodynamics augmentations.
A refinement that 'skips' levels still requires the levels of refinement before it, but no effect is applied until it reaches the necessary level.
(IE; Barb Tails, Level 2 increases Pain status when at least 3 hits are struck with a whip combo. Barb Tails level 1 does nothing, but is still required to reach Level 2 and has the same cost as a 'working' refinement level)
It takes 1 day to apply a level of refinement to a weapon, regardless of the weapon in question. There is no DC; however, you still must possess the prerequisites to craft that weapon in order to refine it.

These refinements are performed by someone with Artisan: Smithing.
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Name: Tempering I-X
Effect: Boosts Weapon Mod by +10 per level. (+100 at Level X)
Cost: 2% of weapon per level (20% at Level X)

Name: Aerodynamic Redefining I-X
Effect: Boosts Attack Bonus by +1 per level. (+10 at Level X)
Cost: 2% of weapon per level (20% at Level X)
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"Special" Augmentations
A Smith can add any combination of "Special" refinements to a weapon as he/she wants, but the limit is still 20 total.
(i.e.: Aero 5, Tempering 5, Special I 5, Special II 5; Aero 10, Special I 10, etc.)
Cost is 2-20% for levels 1-10 on everything.

"Light" weapons
+1 additional Accuracy per 2 levels of aerodynamic refinement.

Meteor Hammers
Special - Reinforce Chain: +2 additional bonus per refinement level for utility actions with the chain, including disarms and grapples.
Special II - Enhance Density: +25 Crit Damage and +3% Instant KO chance per level of refinement.
Special III - Advanced Payload Distribution: +.5% Armor Damage per hit and +2.5% armor damage cap, per level of refinement (L10: 10% AP per attack, 50% max damage)

Whips
Special - Reinforce Weave: +2 additional bonus per refinement level for utility actions with the whip, including disarms and grapples.
Special II - Acoustics: Makes the crack of a whip louder and more intimidating. 5% of the whip's base accuracy bonus is applied per level of refinement to Intimidation or Monster Taming checks per level of refinement.
Special III - Barb Tails: Requires multiheaded whip.
Level 2 - On a 3 hit combo or greater, Pain status is enhanced to Moderate
Level 5 - On a 4 hit combo or greater, Pain status is enhanced to Acute.
Level 10 - On a 6 hit combo, even the most hardened will succumb to the agony offered. At least Mild pain will be dealt to anything short of an absolute masochist or an enemy without a nervous system.

Daggers
Special - Razor Teeth: Requires Serrated. Critical and Sneak Attack damage +25 per Level of refinement.
Special II - Swordbreaker Notch: Requires Unserrated. Grants additional +1 per level of refinement to Blocks.
Special III - Toxin Delivery Optimization:
Level 2 - An applied Poison will 'go off' one additional time before running out.
Level 5 - An applied Poison will 'go off' two additional times before running out.
Level 10 - An applied Poison will 'go off' three additional times before running out.


Knuckles (Glove)
Special - Enhanced Discretion: A humerous refinement that makes a set of knuckle dusters look more innocuous. Applies a DC of 10 per level of Refinement to realize they're a weapon in the first place when being searched, and a +3 per level of Refinement to checks made to hide them on one's person.
Special II - Enhanced Grip: Applies 5% of the glove's accuracy bonus, per level of Refinement, to Strength checks but not maximum lift or damage calculations.

Stun Gloves
Special - Battery Capacity: For every two levels of Refinement, the Gloves contain a one use pulse of stunning energy, causing Mild [Off Guard] on a one-hit attack. These recharge outside of missions.
Special II - Amperage Boost: Deals an additional +100 damage, per refinement level, to enemies weak against Thunder.
Special III - Negative Polarity: 50% reduction of Thunder damage with a successful Block. +5% to this reduction per Refinement Level.

Shortswords
Special - Synchronized Balancing: Must be applied simultanously to two Short Swords, sharing cost and project slot. Increases Accuracy Bonus by a further +1 per level, but only when the weapons are Dual Wielded together.
Special II - Temper Crossguard: Grants additional +1 per level of refinement to Weapon Blocks.
Special III - Synergize Buckler: Grants a +1 per level of refinement to Shield Blocks when the sword is equipped alongside a Light Shield.
Level 10: Grants an additional hit on a successful Counter-block with a Light Shield. 1 hit becomes 1d2, 1d2 becomes 1d3, etc.

Clubs
Special - Tonfa Design: When Blocking, the Club's accuracy bonus is increased by 20% per refinement level.
Special II - Concussive Enhancement: Can't have Riot Baton augment or Nigellan Dissident Stasis System. Dizziness penalty enhanced by +1 per 2 Refinement Levels.
Special III - Stun Optimization: Requires Riot Baton augment. +1% per refinement level to Stun chance.
Special IV - Enhanced Nanite AI: Requires Nigellen Dissident Stasis System. On command, the trapped target can be subjected to a 20% per Refinement Level, Unsoakable, Nonlethal hit of the club's base damage.
Level 10: This attack can be made to cause Mild [Pain], useful for interrogation or 'convincing' enemies not to struggle.

Chakram
Special - Aerodynamics: Increases range increment of the chakram by one Area per 2 Refinement Levels.
Special II - Synchronized Balancing: Must be applied simultanously to two Chakram, sharing cost and project slot. Increases Accuracy Bonus by a further +1 per level, but only when the weapons are Dual Wielded together.
Special III - Spare Blades: Alters an Augment Slot of the chakram. It can hold two single slot Enchantments, but only one can be in use at a time.
Level 2: Three single slot enchantments, one can be in use at a time.
Level 5: Four single slot Enchantments, one can be in use at a time.
Level 10: Four single slot enchantments, two can be in use at a time.

Javelins
Special - Aerodynamics: Increases range increment of the javelin by one Area per 2 Refinement Levels.
Special II - Rifled Patterning: Etched rifling increases torque of the missile as it flies, granting an additional +10 per refinement level to damage for every Area it flies before hitting something. This bonus is affected by the 'Spon's Table' feat, increasing to +15 per refinement level.
Special III - Retrograde Barbing: Adds back-facing barbs to the haft of the javelin, increasing the removal DC by 5 per refinement level.

Claw Edges
Special - Reinforcement: Increases strain the wearer's claws are capable of withstanding. Grants additional +1 bonus to Blocks per refinement level.
Level 5: Block up to 6 slot weapons.
Level 10: Block up to 8 slot weapons.
Special II - Enhanced Grip: Applies 5% of the weapon's accuracy bonus, per level of Refinement, to Strength checks but not maximum lift or damage calculations.
Special III - All Terrain Geometry: Enhances running, climbing, and digging speed by 2% per level of refinement and grants a +1 per refinement level to those checks.

Thrown Weapons
Special - Aerodynamics: Increases range increment of the thrown weapon by one Area per 2 Refinement Levels.
Special II - Spell Tag Clip: Allows a Spell Scroll to be attached to the cache of Thrown Weapon outside of combat. A number of Spell Levels worth can be applied equal to the refinement level (IE; at level 3 refinement, one can 'prep' and carry three level 1 spells or one level 3 spell at a time)
Special III - Honing: Increases Crit Chance by 1% per refinement level.
Special IV - Toxin Delivery Optimization:
Level 2 - An applied Poison will 'go off' one additional time before running out.
Level 5 - An applied Poison will 'go off' two additional times before running out.
Level 10 - An applied Poison will 'go off' three additional times before running out.
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"Balanced" weapons
Max total refinement level +5(25)

Claws (Glove)
Special - Retractable: Modifies the claw mechanism on these weapons to make the weapon more concealable. Also improves the weapon's Sneak Attack ability. Each level of refinement adds +1 to Sneak Attack rolls, as well as +15 to sneak attack damage.
Level 5: The weapon is reduced to 1 Item Slot.
Special II - Reinforcement: By improving the material strength of a weapon's claws, the weapon is able to breach more of an opponent's armor. Each level of refinement adds +2% to the loss of armor per attack.
Special III - Maximized Aggrevation: Status effects inflicted with Martial Arts attacks and poisons gain +1 rounds duration per 3 Refinement Levels.
Level 10 - On a Critical Hit, the severity of any Martial Arts inflicted status is enhanced by 1. This doesn't apply to poisons.

Repulsor Gloves
Special - Displacer Module: By vastly empowering the sonic module on the repulsor, additional force can be added to strikes. Every 2 levels of refinement adds a Severity level of "Knockback" to attacks.
Special II - Power Fist: By retrofitting the sonic module on the Repulsor with an industrial-level piston, the weapon's armor damage can be increased. Each refinement makes 5% more damage from the repulsor unsoakable.
Special III - Scramble Attuner: Tunes the repulsor energy to a destructive harmonic that disrupts shielding. Deals +50 bonus damage per refinement level to forcefields.

Flails
Special - Centrifugal Optimization: Increases the ease of 'spinning up' the flail. Increases Power Attack damage bonus by +10 per refinement level. The power attack multiplier affects this mod.
Special II - Payload Aerodynamics: Increases damage dealt to a successful block by 5% per refinement level.
Special III - Chain Tactility Enhancement: Adds a 10% chance per refinement level that on a failed Block, the flail disarms the target.
Special IV - Portable Ram: Alters the flail's format to a more modern take, a SWAT style portable ram. For every 3 levels of refinement, an extra handle is added, which an ally can take to add their Strength bonus to the main user's attack.
Level 10: Object damage bonus is increased from double to triple if all handles are held.

Staves
Special - Hardening: Grants additional +1 per level of refinement to Weapon Blocks and Arcane Defenses.
Special II - Mana Conductivity: +1 Accuracy Bonus per refinement level to the accuracy of magic attacks.
Special III - Mana Enrichment: Adds 1 additional augmentation slot for every 2 refinement levels.

Hand Axes
Special - Aeronautics: Increases range increment of the hand axe by one Area per 2 Refinement Levels.
Special II - Centrifugal Weighting: Carefully tuned balancing of the weight and the use of stabilizing fins causes the hand axe to accelerate as it flies. A thrown Power Attack gains an additional +10 damage for each level of refinement, as long as the weapon flies a full Area before hitting anything. This bonus is affected by the power strike multiplier.
Special III - Synergize Buckler: Grants a +1 per level of refinement to counter attacks when the axe is equipped alongside a Light Shield.

Standard Swords
Special - Optimize Balance: Increases Accuracy bonus by +1 per 2 refinement levels and damage bonus by +5 per refinement level. These values are affected by Aerodynamics and Spon's Table.
Special II - Temper Crossguard: Grants additional +2 per level of refinement to Weapon Blocks.
Special III - Synergize Buckler: Grants a +1 per level of refinement to Shield Blocks and counter attacks when the sword is equipped alongside a Buckler.

Longswords
Special - Double Edge: Grants an extra hit to all combos, at the expense of a -10 penalty to weapon blocks. This penalty decreases by 1 for every level of refinement.
Special II - Augmented Folding: The blade is given a supple katana curve, enhancing its sundering ability and making it harder to stop the blade. An enemy's Weapon Block roll is reduced by 2 per refinement level.
Special III - Minimized Heft: Lessens the accuracy penalty from Longsword status by 1% per refinement level.
Level 10: Allows a Buckler, but not a tower shield, to be equipped alongside a Longsword.

Maces
Special - Payload Aerodynamics: Increases damage dealt to a successful block by 5% per refinement level.
Special II - Flange Serration: +.5% Armor Damage per hit and +2.5% armor damage cap, per level of refinement (L10: 15% AP per attack, 75% max damage)
Special III - Enhanced Tissue Disruption: Increases Bleed proc chance by 5% per refinement level (75% per hit at level 10).
Level 10: On a Critical Hit, Bleed is increased to [Chronic] severity.

Polearms
Special - Hook Enhancement: Increases damage of an attack that drags an opponent from the sky or off a mount by +20 per refinement level. This includes fall damage the target may take.
Special II - Lance Dynamics: Adds a little horsepower. Increases accuracy by +1 per refinement level and damage by +10 per refinement level when attacking from beastback.
Special III - Payload Aerodynamics: +.5% Armor Damage per hit and +2.5% armor damage cap, per level of refinement (L10: 10% AP per attack, 50% max damage)

Shortbows
Special - Compositing: Retrofits composite materials to enhance the pull of the bow. The bow itself gains 10 Strength per level of refinement, applied to that of the user.
Special II - Compounding: Retrofits and tunes a pulley system to ease the pull weight, allowing more focus on aiming. Grants +0.5% Crit Rate per refinement level, with this value doubled when the Honed effect is in play.
Special III - Utility Arrow Assistant: Magnetically attached arrow heads and modular shafts allow greater versatility in arrow carriage. Alters an Augment Slot of the shortbow. It can hold two single slot Augment, but only one can be in use at a time. These slots can be filled with Ammo Mods.
Level 2: Three single slot augments, one can be in use at a time.
Level 5: Four single slot augments, one can be in use at a time.
Level 10: Four single slot augments, two can be in use at a time.
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"Heavy" weapons
+5 Damage per level of Tempering. Unaffected by 'Spons Table' Blacksmith feat.

Spiked Gloves
Special - Drill Fluting: Etches the spine with drill-like fluting. Increases armor pierce by 5% per refinement level.
Special II - Maximized Aggrevation: Status effects inflicted with Martial Arts attacks and poisons gain +1 rounds duration per 3 Refinement Levels.
Level 10 - On a Critical Hit, the severity of any Martial Arts/poison inflicted status is enhanced by 1.
Special III - Toxin Delivery Optimization:
Level 2 - An applied Poison will 'go off' one additional time before running out.
Level 5 - An applied Poison will 'go off' two additional times before running out.
Level 10 - An applied Poison will 'go off' three additional times before running out.

Gauntlets
Special - Swordbreaker Fins: Adds ridges to the gauntlet's design perfect for catching a blade. Grants additional +1 per level of refinement to Blocks.
Special II - CAP Assault Fins: Adds a nasty surprise to the gauntlet's design, springloaded blades to catch an enemy off guard. When deployed, the attack made is considered a Sneak Attack, and gains +25 damage per refinement level. An enemy is, obviously, unlikely to fall for this more than once, and without the element of surprise the blades can't be used to full effect.
Special III - Custom Fitting: Customizes the gauntlets, allowing a tighter fit and more coverage of the arms by accounting for the armor the user will be wearing. When Bracing, grants a +10 Soak per refinement level.

Scythes
Special - Enhanced Hook: Per 2 levels of refinement, the Scythe will Disarm one foe that fails a Block during a Cleave.
Special II - Augmented Reaping: Instant Death chance is enhanced by 3% per refinement level.
Special III - Axiomatic Optimization: Per 2 levels of refinement, the Scythe is able to 'ignore' one successful Block and continue a Cleave.

Sword Hammers
Special - Payload Aerodynamics: +2% Armor Damage per refinement level on an attack.
Special II - Advanced Sundering: The hammer can, with a called shot to the enemy's weapon or on a successful enemy block, deal 10% of its usual armor damage to the weapon, slowly destroying it.
Special III - Antimaterial Sledgomatics: For every 3 levels of Refinement, the Sword Hammer can obliterate one Severity of cover. This destroys roughly a five foot area of wall at a time.
Level 10: When Cover is destroyed by the Sword Hammer, the wielder gets an immediate Surprise Attack against one person who was previously behind it.

War Hammers
Special - Expanded Gravity Field: Requires Gravity Hammer. Knockback 'splash' is extended to one additional target per 2 refinement levels.
Special II - Rapid Recharge: Requires Gravity Hammer. Grants a 5% chance per refinement level of voiding the cooldown.
Special III - Accoustics: For every third level of refinement, Increases the Severity of one chosen War Hammer status by 1. 'Feeble' can't be chosen.
Level 10: Further increases all Severities except Feeble by one, but only against foes in fully encased heavy armor.

War Axes
Special - Heft: For every refinement level, adds +10 damage, but a 40 Strength requirement for use. This is affected by Spon's Table (+15 damage per refinement level)
Special II - Executioneering: Attacks against a helpless enemy gain a 1% chance per refinement level of inflicting instant death on lesser foes. Against targets immune to instant death, this instead prompts a critical hit.
Special III - Manueverability: Making the axe 'carry' more of its own weight and catch more wind on a swing makes it less physically taxing to use. MP cost of customs is decreased by 1% per refinement level.

Tridents
Special - Hooked Tines: Critical Defense chance is increased by 1% per refinement level.
Special II - Sahuagin Design Co-Opt: Grants the Trident additional accuracy by +1 per refinement level and damage by +10 per refinement level when fighting underwater.
Special III - Tine Arraying: Optimizing the configuration of the tridents tines allows better use to be made of them. The extra hits deal half the damage of the first.
Level 2: Roll 1d2 combo on a normal attack.
Level 5: Roll 1d3 combo on a normal attack. This can't prompt a Mystic Arte.
Level 10: Allows a Mystic Arte to be prompted on a full 1d3 hit combo.

Swallows
Special - Hook Reinforcement: When performing a Cleave, 1 of the targets per level of refinement will be Knocked Down.
Special II - Taijitu Circuitry: For every refinement level, one of the Swallow's Augment slots is 'split' between the two heads, allowing each to have different Enchantments. Refinements are still shared between the two.
Level 10: When a Staff Flip is performed, all enchantments on the Swallow apply to the opposite head as well.
Special III - Axiomatics: Enhances Block and counter attack rolls by +1 per refinement level.

Greatswords
Special - Heft: For every refinement level, adds +10 damage, but a 40 Strength requirement for use. This is affected by Spon's Table (+15 damage per refinement level)
Special II - Axiomatic Optimization: Per 2 levels of refinement, the Greatsword is able to 'ignore' one successful Block and continue a Cleave.
Special III - Portable Bastion: Allows the Greatsword to be stabbed into the ground and hidden behind. For every 3 levels of refinement, it can be 'deployed' to grant one Severity of Cover to anyone hiding behind it.
Level 10: The Greatsword's bearer is at all times considered to be behind Mild Cover.

Battleaxes
Special - Titanic Heft: For every refinement level, adds +20 damage multiplier, but a 50 Strength requirement for use. This is affected by Spon's Table (+30 damage multiplier per refinement level)
Special II - Executioneering: Attacks against a helpless enemy gain a 2% chance per refinement level of inflicting instant death on lesser foes. Against targets immune to instant death, this instead prompts a critical hit.
Special III - Advanced Sundering: Increases the damage dealt to a successful block by 10% per refinement level. This can cause a "successful" to deal MORE damage, as at this point you're smashing the enemy's weapon into them.

Longbows
Special - Hardening: Increases Block rolls by +1 per refinement level.
Special II- Compositing: Retrofits composite materials to enhance the pull of the bow. The bow itself gains 15 Strength per level of refinement, applied to that of the user. This however applies a Strength requirement of 30 per level of refinement.
Special III - Compounding: Retrofits and tunes a pulley system to ease the pull weight, allowing more focus on aiming. Grants +.2% additional Crit Mod per refinement level, with this value doubled when the Sharpen effect is in play.
Last edited by Tony on July 16th, 2023, 10:57 pm, edited 1 time in total.
Strato
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Joined: December 31st, 2008, 10:08 pm

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