Artifact Forge – How it works

This page explains the simplified heuristics used to generate a balanced item blueprint tuned to a party level.

Inputs

  • Item name (optional)
  • Item type: Weapon | Armor | Wand | Wondrous
  • Player level (1–20) used for tuning
  • Player Attunement Requirement setup
  • Optional target monster tags to annotate effectiveness
  • Optional crafting ingredients with quantity (and optional unit)
  • Optional crafting cost, time, and special requirement (place, profession, or specialist)
  • Optional lore description (up to 100 words)

Quick actions

  • Use Example to prefill a complete artifact blueprint.
  • Lock Mechanics to keep type/level/attunement while refining flavor.
  • Clear Flavor or Clear Crafting to iterate quickly.

Mechanics vs Flavor

The forge separates mechanical output (rarity, bonuses, tuned level) from flavor (ingredients, requirements, and lore). This keeps balance adjustments fast while you iterate on story.

Export preview

The preview panel mirrors the JSON output so you can copy or screenshot it quickly.

Rarity by level

Rarity is assigned from player level via a simple curve:

  • ≤3 → Common
  • 4–6 → Uncommon
  • 7–10 → Rare
  • 11–16 → Very Rare
  • 17–20 → Legendary

Suggested bonuses

Bonuses are intentionally conservative and keyed to rarity bands:

  • Magic bonus: Common 0, Uncommon +1, Rare +2, Very Rare +3, Legendary +3
  • Avg damage bonus: mirrors magic bonus by rarity
  • Save DC (for wands): Common/Uncommon 13, Rare 15, Very Rare 17, Legendary 19

Application by type:

  • Weapon: bonusToHit = bonus, avgDamageBonus = avgDamage
  • Armor: bonusAC = bonus
  • Wand: bonusToHit = bonus, avgDamageBonus = avgDamage, bonusSaveDC = saveDC
  • Wondrous: no automatic combat bonus (freeform design)

Item blueprint

The tool returns a structured blueprint object you can export or copy:

  • name: provided or autogenerated from type and rarity
  • type: one of the supported types
  • attunement: boolean value (true/false)
  • rarity: derived from level
  • levelTuned: clamped level (1–20)
  • targetTags: your optional list
  • ingredients: list of { name, quantity, unit? }
  • craftingCost: numeric gold piece cost if provided
  • craftingTime + craftingTimeUnit: hours/days/weeks as provided
  • craftingRequirement: optional place or specialist requirement
  • lore: optional 100-word description
  • bonusToHit, bonusAC, bonusSaveDC, avgDamageBonus: as applicable
  • notes: summary text if targets were provided

These are baseline heuristics for quick prep on mobile. Adjust or extend to fit your table’s tone.

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