Sep 1 Update- Added Lantern, Lute, Net, Chain Net, Combat Fishing Rod, sorted Weapons, added Armor and Equipment Aug 27 Update- Added Hidden Blade, Hidden Blade Gauntlets, Executioner Sword, Gae Bolga, Lance, Horse-Hacking Halberd, Pike, Ranseur, Club, Spiked Club, Blowgun, Blowgun Flute, Yo-Yo, Top. Re-ruled Special Materials. Added Additional Qualities.   Part 1. Weapons Part 2. Armor and Equipment     Part 1. Weapons These are the weapons capable of being made in AltG2 by the blacksmith accompanying the party or in stores in town and on the road. Prices are representative of effort and cost of acquiring materials. Weapons are sorted thusly: --Swords --Spears --Gauntlets and Shields --Clubs, Staffs, Rods --Ranged Weapons --Exotic Weapons   --Swords Sword Crafting Cost- 100 Gold Effects- Single- N/A   Twin Swords Crafting Cost- 200 Gold, 2 Swords Effects- Dual- N/A   Great Sword Crafting Cost- 200 Gold, 2 Swords Effects- Great- N/A   Mega Sword Crafting Cost- 400 Gold, 2 Great Swords Effects- Great- +1 to attack and Cleave, -1 Crit Range(unless wielding with a shield), additional +1 and -1 when wielded by Knight and/or Paladin   Giant Sword Crafting Cost- 800 Gold, 2 Mega Swords Effects- Great- +1 to attack and Cleave, -1 Crit Range, -2 Critfail Range(unless wielding with a shield), additional +1, -1, -1 when wielded by Knight and/or Paladin   Scimitar Crafting Cost- 100 Gold, 1 Sword Effects- Single/Dual- Can be used as a Dual weapon with another Scimitar; impresses desert dwellers   Katana Crafting Cost- 150 Gold, 1 Sword, Fine Steel Effects- Single- +2 when wielded by Samurai class characters   Rapier Crafting Cost- 175 Gold, 1 Sword, 1 Dirk Effects- Single- +1 when fighting an enemy 1-on-1, can be Dual-Wielded with a Dirk.   Executioner Sword Crafting Cost- 250 Gold, 1 Great Sword Effects- Great- When attacking an enemy at 20% or less of its total H/W, it is killed automatically.   --Spears Spear Crafting Cost- 90 Gold Effects- Single- N/A   Bident Crafting Cost- 120 Gold, 2 Spears Effects- Single- +1 against Holy-type enemies, negates Protect/Guardian effects   Trident Crafting Cost- 120 Gold, 3 Spears Effects- Single- +1 against Aquatic enemies   Naginata Crafting Cost- 150 Gold, 1 Spear, 1 Katana Effects- Single- +1 when being wielded by Monk classes   Gae Bolga Crafting Cost- 300 Gold, 1 Spear Effects- Single- When attacking an enemy that has been previously been hit by a Natural Crit in combat, this weapon does a Wound's worth of damage in addition to normal damage.   Lance Crafting Cost- 200 Gold, 1 Spear, 1 Great Sword Effects- Great- Attacking a single enemy for more than one turn grants +1 on successive turns- this effect goes away when the target dies, leaves combat, or you change targets.   Horse-Hacking Halberd Crafting Cost- 200 Gold, 2 Spear, 2 Knife Effects- Great- +1 against grounded Ponies, Donkeys, Buffalo, Goats, Griffons, Zebras, Sheep, Deer, and Changelings   Pike Crafting Cost- 100 Gold, 2 Spear Effects- Single- Can be wielded at the same time as a Shield is equipped. Other allies with pikes get +1 to attack, and +1 DC to be hit by non-magical attacks.   Ranseur Crafting Cost- 100 Gold, 1 Spear Effects- Single- +1 Hits when dealing Counterattack damage   --Axes Axe Crafting Cost- 50 Gold Effects- Single- N/A   Tomahawk Crafting Cost- 50 Gold, Axe Effects- Ranged- +1 against Flying targets   Double-headed Axe Crafting Cost- 100 Gold, 2 Axes Effects- Single/Dual- N/A   Chain Tomahawk Crafting Cost- 100 Gold, 2 Tomahawks, 1 Chain Whip Effects- Ranged/Great- After rolling a successful Cleave, you can roll again for +1 Critfail Range   Mace-tipped Chain Tomahawk Crafting Cost- 200 Gold, 1 Chain Tomahawk, 1 Mace Effects- Ranged/Great- After rolling a successful Cleave, you can roll again for +1 Critfail Range; deal 2 extra hits of damage to targets with shields/armor   --Knives Knife Crafting Cost- 50 Gold Effects- Single- N/A   Dagger Crafting Cost- 60 Gold, 1 Knife Effects- Single- +1 Hits when counterattacking   Double Daggers Crafting Cost- 120 Gold, 2 Dagger Effects- Dual- +2 Hits while counterattacking   Dirk Crafting Cost- 60 Gold, 1 Knife Effects- Single(By itself), Dual(when wielded with Rapier)- +1 Hits when counterattacking; counterattacking when wielding with a Rapier gets +2 Hits and is treated as an Instant/Automatic action   Hidden Blade Crafting Cost- 100 Gold, 1 Knife Effects- Single- The first time this weapon is used in combat, it has a crit range of 8.   --Gauntlets and Shields Gauntlets Crafting Cost- 75 gold Effects- Unarmed- Gives +1 to Unarmed attacks and +1 Hit to H/W   Launcher Gauntlets Crafting Cost- 200 Gold, 1 Gauntlets Effects- Unarmed/Ranged- Gives +1 to Unarmed Attacks and +1 Hit to H/W   Mega Fist Crafting Cost- 300 Gold, 2 Gauntlets Effects- Unarmed/Great- +1 to Unarmed Attacks and +1 Hit to H/W   Spiked Gauntlets Crafting Cost- 150 Gold, Gauntlets Effects- Unarmed- Gives +1 to Unarmed Attacks, lowers Crit range by 1, adds +1 Hit to H/W   Hidden Blade Gauntlets Crafting Cost- 250 gold, 1 Gauntlets, 2 Knives Effects- Unarmed- Gives +1 to Unarmed attacks and +1 Hit to H/W; Once per combat, after a successful attack roll, you may declare that the crit range is 8.   Shield Crafting Cost- 100 Gold Effects- Shield- N/A   Dual Shields Crafting Cost- 200 Gold, 2 Shields Effects- Shield/Dual- Gives +2 Hits; option to roll once for both attacks   Yo-Yo Shield Crafting Cost- 250 Gold, 1 Shield Effects- Shield/Ranged- N/A   Massive Shield Crafting Cost- 300 Gold, 3 Shields Effects- Shield/Great- Gives +3 Hits   Dual Yo-Yo Shields Crafting Cost- 450 Gold, 1 Dual Shields, 2 Sawblade Shields Effects- Shield/Dual/Ranged- Gives +2 Hits; option to roll once for both attacks   Massive Yo-Yo Shield Crafting Cost- 500 Gold, 1 Massive Shield, 1 Sawblade Shields Effects- Shield/Great/Ranged- Gives +3 Hits; Upon a successful Ranged attack, the target receives 1 hit per round until Helpless or Healed   Massive Dual Shields Crafting Cost- 500 Gold, 1 Massive Shield, 2 Dual Shields Effects- Shield/Dual/Great- Gives +3 Hits; option to roll once for both attacks   Massive Dual Yo-Yo Shield Crafting Cost- 800 Gold, 1 Dual Shields, 2 Massive Shields, 2 Sawblade Shields Effects- Shield/Great/Ranged/Dual- Gives +3 Hits; option to roll once for both attacks   --Clubs, Staffs, Rods Club Crafting Cost- 20 Gold Effects- Single- N/A   Blackjack Crafting Cost- 10 Gold, Club Effects- Single- -1 Crit Range when wielded by Rogues   Spiked Club Crafting Cost- 40 Gold, Club Effects- Single- Add +1 Hit on a successful attack.   Staff Crafting Cost- 20 Gold Effects- Single- N/A   Nunchaku Crafting Cost- 40 Gold, 2 Staffs Effects- Dual- -1 DC when used by Monks   Rod Crafting Cost- 50 Gold Effects- Single- N/A   Magic Rod Crafting Cost- 100 Gold, 1 Rod Effects- Single(Catalyst)(Socketed)- -1 DC to cast Spells   Magic Staff Crafting Cost- 200 Gold, 1 Magic Rod, 1 Staff Effects- Single(Catalyst)(Socketed)- -1 DC to cast Spells, -1 Crit Range on spells   Hammer Crafting Cost- 50 Gold Effects- Single- N/A   Mace Crafting Cost- 100 Gold, 1 Hammer, 1 Rod Effects- Single- Deal an extra hit of damage to targets with shields/armor   Flail Crafting Cost- 200 Gold, Mace Effects- Single- Deal 2 extra hits of damage to targets with shields/armor   --Ranged Weapons Bow Crafting Cost- 30 Gold Effects- Ranged- N/A   Twin Bow Crafting Cost- 60 Gold, 1 Bow Effects- Dual/Ranged- N/A   Great Bow Crafting Cost- 90 Gold, 1 Bow Effects- Great/Ranged- N/A   Gun Crafting Cost- 80 Gold Effects- Ranged- N/A   Shotgun Crafting Cost- 160 Gold, Gun Effects- Ranged/Great- N/A   Bayonetted Rifle Crafting Cost- 160 Gold, Gun, Knife Effects- Ranged/Single- After rolling a successful Melee attack, you can roll an Instant attack on the same target.   --Exotic Weapons   Whip Crafting Cost- 50 Gold Effects- Single- After rolling 9 or higher on an attack, enemies in Melee Range will not attack you for 1 turn   Chain Whip Crafting Cost- 75 Gold, Whip Effects- Single- After rolling 8 or higher on an attack, enemies in Melee Range will not attack you for 1 turn   Blade-tipped Chain Whip Crafting Cost- 150 Gold, Chain Whip Effects- Single- +1 to attack; +1 to Intimidation; After rolling 7 or higher on an attack, enemies in Melee Range will not attack you for 1 turn   Sword Whip Crafting Cost- 300 Gold, Blade-tipped Chain Whip, 2 Swords Effects- Single/Ranged- Can switch between Single and Ranged tags; +1 to attack; +1 to Intimidation; +1 to Grappling, deal +1 hit every successful grappling roll; After rolling 7 or higher on an attack, enemies will not attack you for 1 turn   Scythe Crafting Cost- 200 Gold, Staff Effects- Single-  +1 to attack/weapon skills while wielded by Necromancers   Blowgun Crafting Cost- 20 Gold Effects- Ranged- When used on a target out of battle, the first successful attack is not noticed.   Blowgun Flute Crafting Cost- 50 Gold, Blowgun Effects- Ranged- When used on a target out of battle, the first successful attack is not noticed; can be used as an Instant attack by Bards on the same turn they use Inspire.   Guitar Crafting Cost- 50 Gold Effects- Single- Speech-related skills and rolls get -1 DC.   Electric Guitar Crafting Cost- 120 Gold, Guitar Effects- Single- Speech-related skills and rolls get -1 DC and -1 Crit Range   Lute Crafting Cost- 120 Gold, Guitar Effects- N/A- Speech-related skills and rolls get -1 DC; when fighting a single monster, the user may attempt to lull it to sleep.   Speakers Crafting Cost- 200 Gold Effects- Great- When equipped with an Electric Guitar, Speech-related skills and rolls get -1 DC and -1 Crit Range, and can be used as a Great Weapon; Inspire deals damage upon succeeding.   Yo-Yo Crafting Cost- 10 Gold Effects- Single/Ranged- N/A   Spinning Top Crafting Cost- 10 Gold Effects- Single- After a successful roll, this weapon deals 1 hit per round for x Rounds, where x is how many numbers over the DC the initial roll succeeded on. This effect can be cancelled by an Instant action made by the target. Recharge 1 after effect ends, max 3 at once. Ineffective against flying or swimming targets.   Lantern Crafting Cost- 40 Gold Effects- Single- Can be wielded as a Single Weapon, or with a Rapier. When wielded with a Rapier in a duel, you can make an Instant roll to negate an enemy's Attack roll.   Net Crafting Cost- 15 Gold Effects- Non-tagged- Can be thrown at an enemy in Melee Range; enemy becomes Helpless, DC3. Net is destroyed after the enemy recovers.   Chain Net Crafting Cost- 75 Gold Effects- Non-tagged- Can be thrown at an enemy in Melee Range; enemy becomes Helpless, DC5.   Combat Fishing Rod Crafting Cost- 100 Gold Effects- Single- Can be used to fish with; an enemy caught while fishing is rendered Helpless.     Special Materials These are materials that can be added in while crafting weapons for bonus effects. Crafting cost changes if you have the material or not. For example, Gold Leaf costs an additional 20 Gold to add to a weapon if you have Gold Leaf with you at the time of crafting. If you do not, then it costs 75 Gold. These qualities can be carried over if the weapon is used to forge a new weapon. Special Materials may also be applied to equipment and other items.   Gold Leaf Crafting Cost- +20 Gold/+170 Gold Effect- Charisma checks get +1 to roll and -1 DC   Holy Water Crafting Cost- +50 Gold/+70 Gold Effect- Weapon does +2 hits against Unholy-type targets(Demons, Possessed, Evil Cultists, Vampires); cannot be added to a weapon with Demon's Blood already applied.   Demon's Blood Crafting Cost- +75 Gold/ +325 Gold Effect- Weapon does +2 hits against Holy-type(Angels, Clerics and Paladins aligned with Good gods, spirits, demigods)  targets; cannot be added to a weapon with Holy Water already applied.   Gem Socket Crafting Cost- +150 Gold/+300 Gold, +150+50x for every extra socket Effect- Weapon becomes capable of holding magic gems and becomes a Catalyst, automatically adding the gem's quality to spells cast using it as a Catalyst. If a weapon has a Gem Socket naturally(e.g. Magic Rod, Magic Staff), it does not add to the cost of additional sockets.   Silver Edging Crafting Cost- +150 Gold/+205 Gold Effect- Damage dealt by this weapon cannot be recovered from until the end of combat.   Cold Iron Crafting Cost- +150 Gold/+250 Gold Effect- Dispels magic effects on the target's equipment temporarily, based on how well the roll against the target succeeds.   Special Qualities These are techniques, methods, and magic that can be applied to a weapon at the time of crafting. There are two categories- Techniques and Enchantments. Techniques cannot be carried over if the weapon is used to create a new weapon.   Catalyst Weapon Cost- +50 Gold Effect- Technique- Makes the weapon capable of being used to cast spells.   Glow Cost- +75 Gold Effect- Enchantment- Allows the weapon to glow at the user's will, emitting a light colored by the user's will for 10 feet.   Damage Protection Cost- +75 Gold Effect- Technique- Prevents the weapon from being affected by rust or chipping as the result of magic or rolling critfails.   Serrated Edge Cost- +100 Gold Effect- Technique- Applicable to bladed weapons, only. Adds a serrated edge to the weapon. After a successful hit, the target takes 1 hit every turn until Healed or Helpless.   Shrinking Cost- +200 Gold Effect- Enchantment- Allows the weapon to shrink to 1/10th its normal size, then grow back as an Instant Automatic action.   Drinking Cost- +200 Gold Effect- Enchantment- Allows the weapon to magically absorb a fluid it is covered in, up to 1000 gallons' worth. The user may then command the fluid to be released as an Instant Automatic action.   Anarchy Cost- +300 Gold Effect- Enchantment- Seals chaotic energies into the weapon, giving it +2 against Lawful-aligned characters. Casting or forging a weapon with this quality into a weapon with the Axiom quality causes the weapon to explode.   Axiom Cost- +300 Gold Effect- Enchantment- Seals lawful energies into the weapon, giving it +2 against Lawful-aligned characters. Casting or forging a weapon with this quality into a weapon with the Anarchy quality causes the weapon to explode.   Serpent Cost- +300 Gold Effect- Enchantment- Allows the weapon to turn into a 15/0 poisonous snake of indeterminate species. This counts as a Minion, and reverts to the weapon after rolling a critfail or having a critical success rolled against it.   Earthchantment Cost- +350 Gold Effect- Enchantment- Gives the user +1 to attack with this weapon when in natural environments.   Blood Link Cost- +500 Gold Effect- Enchantment- At the beginning of combat, select an ally. On a turn that ally is injured, this weapon deals the damage inflicted on that ally in addition to normal damage from a successful roll.   Ethereal Cost- +500 Gold Effect- Enchantment- Allows the weapon to attack intangible or ghostly targets(ghosts, Astral Projectors, spirits)   Draining Cost- +500 Gold Effect- Enchantment- When attacking an enemy, the user may select a skill or action (Unarmed Attack, Attacking with X, Spell Y, Spell Z) and give it a -1 modifier. The same skill or action can be targeted multiple times, but the maximum -1 modifiers that can be applied is 5. All modifiers become undone when the target dies or leaves combat, or when the user rolls a critfail while using a weapon with this enchantment.   Undead Creator Cost- +500 Gold Effect- Enchantment- Upon killing a target, it automatically becomes an Undead Minion for the user.   Animation Cost- +500 Gold Effect- Enchantment- Allows a weapon to come to life at the user's will, acting as a Minion.     Part 2. Armor and Equipment These are various armors and wearable equipment that can be crafted by the blacksmith accompanying the party or purchased at stores in town or on the road.   Cloak Cost- 30 Gold Effect- Allows the user to ignore effects of negative weather.   Stealth Cloak Cost- 150 Gold Effect- +1 to Stealth/hiding   Extra-Strength Arm Bands Cost- 200 Gold Effect- Allows the user to do one of the following at a time- Use 2 Single Weapons as Dual Weapons; Use Great Weapons to full effect while using a Shield; +1 to oppose an enemy roll while Unarmed.   Quilted Armor Cost- 300 Gold Effect- +1H, allows the user to ignore effects of negative weather.   Leather Armor Cost- 800 Gold Effect- +1W   Chainmail Armor Cost- 1200 Gold Effect- +2H/+1W   Plate Armor Cost- 1800 Gold Effect- +2H/+2W   Woodbark Armor Cost- 1000 Gold Effect- +1H/+1W, grants +1 to Shaman skills.   Dragon Armor Cost- 1600 Gold Effect- +2H/+1W, gives the user the Dragon Scales racial while wearing it.   Aquatic Armor Cost- 1100 gold Effect- +1H/+1W, gives the user +1 to attack/Weapon skills while underwater.   Flight Armor Cost- 1300 Gold Effect- +1H/+1W, grants the user Flight.