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  1. Dungeon Break
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Rules for Crafting

Dungeon Break Crafting System

Crafting is combining Relic Materials into usable weapons, armor, or gear.
The higher the tier of the item, the more material is required.
Each recipe needs a Base Frame (normal weapon/armor) plus Relic Materials.


Materials and Uses

  • Riftstone – Base reinforcement for all gear.

  • Riftglass – Accuracy boosters, optics, or clean strikes.

  • Harmonic Fulgurites – Charge channels; needed for higher-tier weapons.

  • Pressure Pearls – Stability; used in powered weapons and armor.

  • Exhalant Binders – Adhesive or coating to lock relics in place.

  • Carapace Plates & Scales – Armor plating, shields, helmets.

  • Resonant Bones – Shock absorption in armor and grips.

  • Tendon Cords & Sinew – Weapon strings, elastic fittings, flexible armor joints.

  • Thermal Nodes / Cryo Sacs – Elemental heat or cold effects in gear.

  • Photic Eyes & Photophores – Light-emitting lenses, glowing sights.

  • Corrosive Glands – Acidic edges or armor etching.

  • Static Lattices – Electric charge; powered weapon shots.

  • Echo Cores – Rare frequency boosters; unlocks elite upgrades.

  • Gyro Stones – Stabilization; steadies aim and balance.

  • Ichor – Common binder for all relic crafting.

  • Morphic Gel – Padding, seals, flexible joints.

  • Dust Spores – Smoke or concealment charges in weapons.

  • Phase Teeth (Restricted) – Advanced cutting edges.

  • Gloom Marrow (Restricted) – Stealth armor lining.

  • Rim Seeds (Restricted) – High-tier Gate-charged cores.

  • Elemental Materia – Raw elemental boosts.

  • Relic-Cells – Power source for advanced gear.

  • Seal Keys – Not normal gear; used only for KHATIM work.


Crafting Flow

  1. Choose a Base Frame (sword, gun, armor, shield, etc.).

  2. Add Riftstone (always required for strength).

  3. Add Function Materials depending on desired effect:

    • Extra Damage → add Static Lattice, Thermal Node, Cryo Sac, or Corrosive Gland.

    • Improved Defense → add Carapace Plates, Resonant Bone, or Morphic Gel.

    • Utility/Support → add Gyro Stone, Photic Eye, Dust Spores, etc.

  4. Seal with Binder (Ichor + Exhalant Binder).

  5. Stabilize with Pressure Pearl or Relic-Cell for higher tiers.


Tier 1: Basic Relic Gear

Requirements: Riftstone + Ichor/Binder + 1–2 Materials.
Scope: Entry-level relic weapons and armor. Safe, simple effects.

Weapon Effects:

  • Elemental Strike → add one elemental organ:

    • Thermal Node = fire damage.

    • Cryo Sac = cold damage.

    • Static Lattice = lightning damage.

    • Corrosive Gland = acid damage.

  • Accuracy Boost → Riftglass: advantage on ranged attack rolls while prone.

  • Light Source → Photic Eye/Photophores: weapon glows, producing bright light out to 30 ft and dim light out to 60 ft.

Armor Effects:

  • Reinforced Plating → Carapace Plates: +1 AC.

  • Shock Absorb → Resonant Bones: resistance to thunder damage.

  • Flexible Padding → Morphic Gel: falling damage is reduced by 10.


Tier 2: Enhanced Relic Gear

Requirements: Riftstone + Ichor/Binder + 3–4 Materials.
Scope: Stronger protection or damage; multiple small bonuses stack.

Weapon Effects:

  • Dual Element Channeling → Add two different elemental organs. Example: Thermal Node + Cryo Sac = alternating fire/cold damage.

  • Charged Strikes → Static Lattice + Riftglass: attacks deal lightning damage and ignore cover from shields.

  • Piercing Acid Edge → Corrosive Gland + Carapace Plate chips: attacks deal corrosive damage and the weapon has +1 to hit.

  • Stabilized Shot → Gyro Stone + Riftglass: Weapon gains +1 to hit and attacks made while prone or while are made with advantage.

Armor Effects:

  • Layered Plating → Carapace Plates + Resonant Bones: +2 AC.

  • Element Resistance → Add 1–2 elemental organs for resistance to that damage type.

  • Utility Layering → Photic Eye panel: armor glows softly, producing a bright light out to 30 ft and dim light out to 60 ft.

  • Balance Assist → Gyro Stone in boots/helmet: immune to forced movement from pushes/pulls.


Tier 3: Advanced Relic Gear

Requirements: Riftstone + Ichor/Binder + 5–6 Materials + Pressure Pearl or Relic-Cell for stabilization.
Scope: Multi-effect relic gear. Each item can have 2–3 strong abilities.

Weapon Effects:

  • Elemental Burst → 2+ elemental organs + Pressure Pearl: once per short rest, weapon deals AOE damage of combined types.

  • Precision Beam → Riftglass + Photic Eye + Relic-Cell: weapon fires a light/energy beam that ignores normal cover.

  • Echo-Linked Weapon → Echo Core + Harmonic Fulgurite: deals 2d10 bonus damage to Break monsters.

  • Corrosion Channel → Corrosive Gland + Static Lattice: weapon corrodes armor, lowering AC of target on hit.

Armor Effects:

  • Elemental Immunity (Minor) → 2+ organs + Pressure Pearl: resistance upgraded to immunity against one damage type for a short duration each day.

  • Self-Heating or Cooling Suit → Thermal Node or Cryo Sac + Relic-Cell: wearer ignores extreme hot or cold environments.

  • Balance & Motion Stabilizer → Gyro Stone + Riftglass: no penalties from rough terrain, the wearer cannot be knocked prone.

  • Adaptive Dampening → Resonant Bone + Morphic Gel + Pressure Pearl: resistance to both thunder and bludgeoning damage.


Tier 4: Restricted Relic Gear

Requirements: Riftstone + Ichor/Binder + 6+ Materials including at least one Restricted Relic (Phase Teeth, Gloom Marrow, Rim Seeds, Elemental Materia). Must stabilize with Relic-Cell or Pressure Pearl.
Scope: Extremely powerful but often unstable.

Weapon Effects:

  • Phase Edge → Phase Teeth: attacks ignore most non-magical armor and barriers.

  • Stealth Cutter → Phase Teeth + Gloom Marrow: silent weapon, attacks produce no sound/light.

  • Energy Overload → Rim Seed + Elemental Materia + Relic-Cell: on hit, weapon discharges massive elemental blast (once per day).

  • Frequency Rupture → Echo Core + Rim Seed: on hit, creates shockwave that damages multiple enemies nearby (1d10 Thunder AoE).

Armor Effects:

  • Shadow Shroud → Gloom Marrow + Morphic Gel: grants invisibility in darkness.

  • Energy Buffer → Rim Seed + Pressure Pearl: reduces incoming elemental damage by half.

  • Adaptive Element Suit → Elemental Materia + Relic-Cell: wearer resists multiple damage types (choose 2–3).

  • Frequency Ward → Echo Core + Harmonic Fulgurite: passive aura that disrupts weaker monsters nearby. Minions have disadvantage on attacking the wearer.


Examples

  • Basic Relic Sword (Tier 1):
    Base Sword + Riftstone + Static Lattice → Weapon deals +1d6 lightning damage.

  • Carapace Plate Armor (Tier 2):
    Base Armor + Riftstone + Carapace Plates + Resonant Bones + Ichor → Higher AC and reduced shock/sonic damage.

  • Cryo-Charged Rifle (Tier 3):
    Base Rifle + Riftstone + Cryo Sac + Riftglass + Pressure Pearl + Relic-Cell → Deals cold damage and slows targets.

  • Void-Edge Blade (Tier 4):
    Base Blade + Riftstone + Phase Teeth + Gloom Marrow + Rim Seed + Ichor + Pressure Pearl → Ignores most armor but slowly corrupts the wielder.


Crafting Base Frames

Base Frames are the standard weapons and armors used before relic materials are added. They set the base damage, armor class, and properties. Relic crafting then upgrades them with effects, resistances, or damage types.


Ranged Weapons

Sidearms

  • Pistol (9mm) — (1d6 piercing; range 60/120 ft; light)

  • Heavy Pistol (.45) — (1d8 piercing; range 50/100 ft; two-handed)

  • Revolver (.357) — (1d8 piercing; range 60/120 ft; reload 6)

Rifles & Carbines

  • Assault Rifle (5.56mm) — (1d8 piercing; range 80/240 ft; two-handed, burst fire*)

  • Battle Rifle (7.62mm) — (1d10 piercing; range 100/300 ft; two-handed)

  • Designated Marksman Rifle (DMR) — (1d12 piercing; range 150/400 ft; two-handed, scope)

  • Sniper Rifle (.338) — (2d8 piercing; range 200/600 ft; two-handed, reload 5, scope)

Heavy Weapons

  • Light Machine Gun (LMG) — (1d10 piercing; range 100/300 ft; two-handed, auto fire*)

  • Shotgun (12 gauge) — (2d6 piercing; range 20/60 ft; two-handed, scatter*)

  • Combat Shotgun (auto) — (2d6 piercing; range 30/90 ft; two-handed, auto fire*)

  • Grenade Launcher (40mm) — (2d8 bludgeoning + special effect; range 30/60 ft; two-handed, reload 1)

  • Rocket Launcher (AT4-class) — (4d8 bludgeoning + area; range 60/120 ft; reload 1)

Light / One-Handed Melee

  • Combat Knife — (1d4 slashing; light, finesse)

  • Machete — (1d6 slashing; light)

  • Tactical Hatchet — (1d6 slashing; light, thrown 20/60 ft)

  • Extendable Baton — (1d4 bludgeoning; light)

  • Crowbar — (1d6 bludgeoning; versatile 1d8)

Standard Military Melee

  • Tactical Sword — (1d8 slashing; versatile 1d10)

  • Combat Axe — (1d8 slashing; versatile 1d10)

  • Entrenching Tool (E-Tool) — (1d6 bludgeoning or slashing; versatile 1d8)

  • Shock Baton (non-lethal) — (1d6 lightning; finesse)

Heavy / Two-Handed Melee

  • Baseball Bat (metal) — (1d8 bludgeoning; two-handed)

  • Sledgehammer — (1d10 bludgeoning; two-handed, heavy)

  • Fire Axe — (1d12 slashing; two-handed, heavy)

  • Chainsaw (powered) — (2d6 slashing; two-handed, loud, requires fuel/relic-cell)

  • Polearm (Improvised Halberd) — (1d10 piercing/slashing; reach, two-handed, heavy)

Special Frames

  • Electro Baton (non-lethal) — (1d6 lightning; stun on hit, DC 12 CON save)

  • Taser Pistol — (1d4 lightning; range 20 ft; incapacitate on failed save)

  • Combat Drone Rig — (no base damage; allows drone attacks 1d6 piercing/energy; controlled as bonus action)


Armor

Light Armor

  • Kevlar Vest — (AC 12 + DEX; light)

  • Kevlar Vest w/ Plates — (AC 13 + DEX; light; disadvantage vs. high-caliber)

  • Tactical Suit — (AC 14 + DEX max 2; light; flexible, breathable)

Medium Armor

  • Riot Armor — (AC 15 + DEX max 2; medium; resistant to bludgeoning)

  • Combat Vest (Ceramic Plates) — (AC 15; medium; disadvantage on stealth)

  • Tactical Exo-Harness — (AC 16; medium; grants +2 STR checks while worn)

Heavy Armor

  • Powered Combat Frame — (AC 17; heavy; grants advantage on STR saves; disadvantage on stealth)

  • Ballistic Shield Suit — (AC 18; heavy; requires shield harness, two-handed weapons not usable)

  • Exo-Armor (Prototype) — (AC 18; heavy; integrated power assist; requires Relic-Cell)

Shields

  • Ballistic Shield (Handheld) — (+2 AC)


Crafting Notes

  • Base Frames are always required. Without them, relics can’t bind properly.

  • Firearms scale naturally with ammo; relics replace normal damage with elemental/energy effects.

  • Armor gains resistances or boosts (thermal resistance, stealth coating, shock absorption).

  • Restricted Frames (exo-armor, drone rigs, heavy launchers) often require Relic-Cells or rare materials to operate.