This is a more in-depth analysis of the Item Access system used by the Varisia Living Campaign. Gaining access to items is briefly outlined in Encounter Rewards: Item Access.
Special Materials[]
You cannot upgrade a regular item into one made from a special material. You must buy a brand new item made from a special material. If a special material does not automatically include masterwork quality costs, we strongly recommend purchasing it of masterwork quality (this will allow you to enchant it later, if desired/possible).
Always Accessible | Gained Through Item Access | Illegal |
---|---|---|
Adamantine
Alchemical Silver Blightburn Blood Crystal Bone (Primitive) Bronze (Primitive) Cold Iron Darkleaf Cloth Darkwood Eel Hide Elysian Bronze Fire-Forged Steel Frost-Forged Steel Gold (Primitive) Greenwood Griffon Mane Mithral Obsidian (Primitive) Silversheen Singing Steel Stone (Primitive) Sunsilk Viridium Whipwood |
Dragonhide | Abysium
Angelskin Blackwood Bulette Armor Caphorite Djzet Glass (Primitive) Glaucite Heatstone Plating Horacalcum Inubrix Lazurite Liquid Glass Living Steel Nexavaran Steel Noqual Siccatite Sunsilver Voidglass Wyroot |
Magical Weapons, Armor, and Shields[]
To magically enchant a non-magical weapon or armor into a magical one, it must first be of masterwork quality (+300g to base price for weapons, +150g to base price for armors and shields). Non-magical weapons and armor made from special materials that have the masterwork quality included in their price (such as Adamantine and Mithral) can be magically enchanted without issue.
Non-masterwork quality items cannot be upgraded to masterwork quality. You must purchase a brand new item of masterwork quality in order to magically enchant it.
Always Accessible | Gained Through Item Access |
---|---|
+1 Weapon Enhancement
+2 Weapon Enhancement +3 Weapon Enhancement +4 Weapon Enhancement +5 Weapon Enhancement +1 Armor Enhancement +2 Armor Enhancement +3 Armor Enhancement +4 Armor Enhancement +5 Armor Enhancement +1 Shield Enhancement +2 Shield Enhancement +3 Shield Enhancement +4 Shield Enhancement +5 Shield Enhancement |
Each individual magical quality must be
obtained through its own unique Item Access entry, such as Agile (Melee). You cannot upgrade your item(s) with qualities that have restrictions which you do not qualify for, such as Catalytic (Melee) [Ratfolk only], even if you have earned the Item Access for the enchantment. |
You can upgrade any existing magical weapon/armor/shield to its next enhancement tier simply by paying the difference in cost. The same applies for adding on magical qualities that don't have a specific tier cost, such as the Shadow (Armor) [+3750g] quality.
Tier | Weapon | Armor | Shield |
---|---|---|---|
1 | 2,000g | 1,000g | 1,000g |
2 | 8,000g | 4,000g | 4,000g |
3 | 18,000g | 9,000g | 9,000g |
4 | 32,000g | 16,000g | 16,000g |
5 | 50,000g | 25,000g | 25,000g |
6 | 72,000g | 36,000g | 36,000g |
7 | 98,000g | 49,000g | 49,000g |
8 | 128,000g | 64,000g | 64,000g |
9 | 162,000g | 81,000g | 81,000g |
10 | 200,000g | 100,000g | 100,000g |
Magical Items[]
Always Accessible | Gained Through Item Access |
---|---|
Amulet of Mighty Fists*Amulet of Mighty Fists can be enchanted as though it were
a weapon, augmenting your natural and unarmed attacks. *Bracers of Armor can be enchanted as though they were armor, qualifying for whatever armor qualities you have access to. Headband of Mental Superiority Wand of Cure Light Wounds Wand of Cure Moderate Wounds (Level 3+ characters only) Wand of Cure Serious Wounds (Level 5+ characters only) *Inflict variations available instead for Dhampirs and other characters with negative energy affinity. Any Potions and Oils (valued at 50g or less) *Any potions and oils that mimic the effects of a level 0 or level 1 spell that don't require a costly material component are always available. Several popular examples are:
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