Crafting refers to the creation/manufacture of weapons, armor, and other equipment, either by PCs (using associated Secondary Skills) or NPCs (via Shops and Equipment Vendors). Craftings result in a Prefix being added to the equipment.

Crafting is divided into four categories:

Primitive/Simple Crafting: Represents the work of any untrained or unskilled person who crafts weapons, armor, tools, or other equipment that lack complex manufacturing techniques. There are often made from readily available materials or naturally occurring components and do not require secondary skills.

Generic Crafting (and Repairing): Represents the work of entry level Tailors, Leatherworkers, Weapon Smiths, Armor Smiths and Tradesmen/Craftsmen. Generic crafting essentially represents the quality of equipment found in the Weapons, Armor, and Shops sections, and technicality uses the prefix “Generic” however this is usually ignored.

Advanced Crafting: Represents the work of Tailors, Leatherworkers, Weapon Smiths, Armor Smiths and Tradesmen/Craftsmen who are highly skilled in their craft. This allows them to apply advanced attributes to weapons, armor, and items (recorded as a prefix) at the time that the weapon, armor, or item is originally crafted. Advanced craftings can not generally be removed without completely destroying the weapon, armor, or item.

Rune Crafting: Represents inscribing powerful Spirit or Faith based runes onto weapons, armor, or items (recorded as a prefix) at the time that the weapon, armor, or item is originally crafted. These runes apply additional attributes which can only be removed by shattering the runes (see Dispeling Rune Craftings). Rune Crafting requires the use of an additional secondary skill (see Secondary Skill: Rune Crafting) in conjunction with a Tailor, Leatherworker, Weapon Smith, Armor Smith and/or Tradesmen/Craftsmen.

Weapon and Armor Craftings are represented by a prefix before the item name (i.e. Dwarven Plate Bracers or Angelic Arming Sword) and represent additional properties forged or crafted directly into the item at the time that it is first created. Once an item is created it cannot have a crafting applied to it.

Equipment crafting is a core feature of the Limitless Character Customization found in Realm of Strife. Careful planning and the application of the correct craftings for the situation can vastly increase the survivability, utility, and/or damage potential of your character.

The following rules apply to crafting:

  • prices do not include the cost of components
  • prices for crafting are based off a percentage of the list price of the item being crafted and include the item itself
  • an appropriate schematic/recipe is required if the crafter does not have prior knowledge experience with that particular crafting
  • schematic/recipe costs equal to the price percentage minus 100 gold and are subject to availability
  • Craftings cannot be combined if they are of opposing powers (i.e. can’t have a Blessed arming sword of UndeathBurning battle axe of Freezing, or Bright armet of Shadow, etc…) GM’s discretion
  • These restrictions also apply in the rare case where two or more enchantments are present on once item (i.e. grand staff).
  • Craftings DO NOT stack with persistent potion effects that would grant similar effects (i.e. Resistance Enchants don’t stack with Resistance Potions)
  • Neck and Trinket slot items can only be crafted with non specific types (i.e. not a “weapon only” or “armor only” crafting).
  • Some mundane objects can also be crafted and wielded in an off-hand where applicable (i.e. a spirit book or wand) but can’t use “weapon only” or “armor only” craftings
  • Belts, backpacks, quivers, and ammo, cannot be crafted or enchanted
  • Crafting an ammo based ranged weapon (i.e. bows & crossbows) will apply the crafting effects (where applicable) to the ammo by default (i.e. all arrows fired by a Heartseeker Warbow of Greater Pain with have +5% crit and +3 damage)
  • for the purposes of calculating NPC or enemy XP, treat each crafting worth 2XP

Neck, Trinket and non-standard offhand slot items (i.e. tomes, relics, idols, etc…) can only have NON weapon/armor craftings, and must use the following materials to match their equivalent Crafting level (see Shops: Enchanters/Crafting Shop and Weapons: Miscellaneous for pricing)

material type max equivalent lvl of runecrafting max equivalent rank of enchant
  • Soft Metals (bronze, copper, brass, tin, etc…)
  • Soft Woods (cedar, pine, spruce, etc…)
  • Common Stones (sandstone, shale, flint, granite, etc…)
  • Common Materials (cloth, leather, glass, clay, bone, etc…)
2 minor
  • Hard Metals (iron, steel, titanium, etc…)
  • Hard Woods (ash, maple, oak, elm, etc…)
  • Rare Stones (obsidian, marble, lodestone, etc…)
  • Rare Materials (silk, rubber, porcelain etc…)
4 improved
  • Semi-Precious Metals (silver)
  • Semi-Precious Materials (ivory, pearl, etc…)
  • Common Gemstones (jade, quartz, garnet, amber, etc…)
6 greater
  • Precious Metals (gold, platinum)
  • Precious Materials (unicorn horn)
  • Semi-Precious Gemstones (topaz, amethyst, opal, etc…)
8 superior
  • Heavenly Metals (tranilium)
  • Precious Gemstones (diamond, sapphire, ruby, emerald, etc…)
11 matchless


Crafters usually also have the ability to repair damaged weapons and armor (see each appropriate secondary skill for details). The following is a rough list of possible damaged item effects and value they have in their damaged state (based as a percentage of the full market price of the item):

Value prefix (damaged) Description
10% shattered/broken in pieces, may be re-forged/repaired (costs 90% of normal price to repair back to normal function)
50% cracked/weakened/damaged (weapon) 1/2 damage, 1/2 effects excepts negative (costs 50% of normal price to repair back to normal function)
50% inferior 1/2 damage and/or armor, 1/2 effects except negative
50% inferior/simple/crude/damaged (armor) 1/2 armor value, full negative effects (often made from naturally occurring materials)
75% rusted/dented (armor) – 1 armor, for mail/plate (costs 25% of normal price to repair back to normal function)
75% tattered/rotten (armor) – 1 armor, for cloth/leather (costs 25% of normal price to repair back to normal function)

Advanced Craftings

Advanced Weapon Craftings

In order to apply advanced weapon craftings as a prefix to a weapon an appropriately skilled Weapon Smith must be present when the weapon is crafted.

  • Blacksmith: Weapon Smith Lvl1 max 125% Price craftings
  • Blacksmith: Weapon Smith Lvl2 max 150% Price craftings
  • Blacksmith: Weapon Smith Lvl3 all craftings

Advanced Armor Craftings

In order to apply advanced armor craftings as a prefix to a piece of armor an appropriately skilled Weapon Smith must be present when the weapon is crafted.Blacksmith

  • Blacksmith: Armor Smith Lvl1 max 125% Price craftings
  • Blacksmith: Armor Smith Lvl2 max 150% Price craftings
  • Blacksmith: Armor Smith Lvl3 all craftings
Note: Pricing for all types of Dragonscale craftings is based largely on the materials required, as Dragon scales are increasingly rare to find available on the market as you move from Wyrmscale towards Dragonscale. See Dragonscale Crafting for details.

Rune Crafting

Rune Crafting is restricted by skill level according to the relative value:

  • Runecrafting Lvl1 max 125% Price craftings
  • Runecrafting Lvl2 max 150% Price craftings
  • Runecrafting Lvl3 all craftings

For Rune Crafting, if the Tailor/Weapon Smith/Armor Smith/Craftsman is not a Runecrafter then a Runecrafter MUST be present when the item is crafted

Spirit Craftings

Faith Craftings

Dispelling Rune Craftings

Rune Craftings can be dispelled by shattering the runes that were used to create them. However they have an innate resistance built in (see “Dispel Resist” in tables above). This resistance is typical quite high and as such only very skilled casters (with lots of Spirit/Faith hit rating) are able to do so. Runecrafters can also Shatter runes (see Runecraft) but doing so requires significant time investment (once/day). Successfully dispelling a crafting completely destroys the item, beyond any form of repair.
In additon to using the Runecraft secondary skill, the following powers can be used to dispel craftings/shatter runes:

  • Any “Dispel’ type spirit power can dispel the spirit craftings of the same type as they are effective against (i.e. Expel Darkness (Spirit-Light/Sun) is effective against Shadow/Dark craftings
  • Exorcise (Faith-Holy-Exorcism) can dispel/shatter demonic crafting
  • Corrupt (Faith-Demoinic-Corruption) can dispel/shatter holy crafting
  • Purge (Faith-Psionic-Psimaturgy) can dispel/shatter any faith crafting
  • Devolution (Faith-Primal-Shapeshifting: Reptile Form) can dispel/shatter any spirit OR faith crafting

If the Runecrafter is a spirit or faith class they can further increase the dispel resistance of their crafted items of the corresponding type by adding some of their own power into the crafting:

  • +5 resistance to dispelling per 1 faith/spirit class level

However, they are generally restricted from using craftings of opposing powers (i.e. a Holy Priest can increase the dispel resist of Holy craftings, but conversely cannot put Demonic craftings on items)

Example1: A level 12 Mage Runecrafter creates a weapon with the Viper Crafting. Normally this would have a dispel resistance of 130, but because the mage is a level 12 Spirit class the dispel resistance is increased by 60 to 180
Example2: A level 6 Paladin Runecrafter creates an armor piece with the Feral Crafting. Normally this would have a dispel resistance of 110, but because the Paladin is a level 6 Faith class the dispel resistance is increased by 30 to 140