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Aegis Arms Specialty Page







In addition to our normal items, we carry various other services, such as forging with stronger, more durable materials, as well as tweaking the methods we create our items to make them better.
 
 
 
Bow Strings
Material
Description
Attributes
Cost
Burlap
A coarsely woven string of jute, flax, or hemp.
+1% to hit.
 
Cordovan
A fine and flexible leather string.
+2% to hit, +1 damage.
 
Maguscloth
 
+3% to hit, adds a +1d4 elemental damage to arrows. Element chosen at purchase.
 
Thracian Silk
 
+3% to hit, +3 damage.
 

 
 
Cloths
Material
Description
Attributes
Cost
Burlap
Cloth woven from jute, flax, or hemp.
+2% soak.
 
Cordovan
A fine leather than has a cloth feel.
+3% soak.
 
Glammerthread
A fine, light fabric that has colorful illusions woven into it.
+5 to charm and diplomacy attempts, no soak and no evade hinderance.
 
Maguscloth
 
+1 to spell effects.
 
Shadoweave
An appealing cloth woven with bits of magical shadow.
+5 to hiding attempts.
 
Thracian Silk
 
+3% soak.
 

 
 
Leathers
Material
Description
Attributes
Cost
Boiled
Water hardened leather.
Armor: +4% soak, increases evade hinderance by 2%.
Whips: +2% to hit, +1 damage.
 
Cuirbolli
Oil hardened leather.
Armor: +5% soak, increases evade hinderance by 5%.
Whips: +3% to hit, +2 damage.
 
Tanned
Sun hardened leather.
Armor: +3% soak.
Whips: +1% to hit.
 

 
 
 
Metals
Material
Description
Attributes
Cost
Adamantite
 
+4 dmg +4% hit as a weapon, +10% soak +10% evade as an armor. Lowers strength to wield by 1 point. Naturally negates up to 10% soak on its victim as a weapon (applies to self hits, as well). Grants 10% magic soak (healing spells are diminished by 10% also). Unbreakable. 
 
Bronze
An alloy of copper and tin.
Armor and weapons are brought to a class lower than base.
 
Copper
 
Armor and weapons are brought to a class lower than base. 
 
Godsteel
 An extremely rare and hard to find ore. Even if found and mined, only a select few may forge from it due to it's divine nature; it's said to be blessed by the gods themselves.
 +5 dmg +5% hit as a weapon, +15% soak +10% evade as an armor. Also lowers the required strength to wield by 2 points. Naturally negates up to 25% soak on its victim as a weapon (applies to self-hits as well). Grants a 25% magical soak if used as an armor (healing spells are also diminished by 25%). Unbreakable.
 
Gold
A metal that holds status and wealth.
Armor and weapons are brought to a class lower than base.
 
Iron
A simple metallic ore, prone to rust.
Base damage and soak.
 
Mythril Silver
 
+2 dmg +2% hit as a weapon, +7% soak +7% evade as an armor. 
 
Platinum
This is a silverish white metal that is ductile and resistant to oxidation.
+3 dmg +3% hit as a weapon, +5% soak +5% evade as an armor. 
 
Silver
Silver is a metal in value of wealth under gold. It has a lustrous grey appearance.
+1 dmg as a weapon, +5% soak as an armor. Deals a +1d6 dmg bonus versus were-creatures and undead as a weapon. 
 
Steel
An alloy of iron and carbon.
Base damage and soak.
 
Tin
A weak, malleable metal. 
Armor and weapons are brought to a class lower than base.
 

 
 
Woods
Material
Description
Attributes
Cost
Bonewood
 
+3% to hit, +2 damage in weapons. +2% to hit, 
+1 damage, +75 feet in range for bows.
 
Bronzedark
 
+2% to hit, +1 damage in weapons. +1% to hit, 
+1 damage, +50 feet in range for bows.
 
Runewood
 
+5% to hit, +4 damage in weapons. +4% to hit, 
+2 damage, +125 feet in range for bows.
 
Yew
Durable wood from evergreen trees.
+4% to hit, +3 damage in weapons. +3% to hit, 
+2 damage, +100 feet in range for bows.
 

 
 
Other Services
Service 
Description
Attributes
Cost
Serration
Cutting jagged edges into a bladed weapon so that it
has a ripsaw effect. 
Decreases the base of the weapon by one level, but adds a modifier to damage equal to what is lost; ie a 1d6 sword that becomes serrated turns to 1d5+1.
Spiking
Adding thornlike points to a weapon such as a club or mace.
Decreases the base of the weapon by one level, but adds a modifier to damage equal to what is lost; ie a 1d5 mace that becomes spiked turns to 1d4+1.