Tuesday, February 13, 2024

Pathfinder 2e Crafting... Guide?

Well, not quite a guide. But the rules regarding downtime crafting activity in Pathfinder 2e is kind of spread out all over the place. Having remaster update only resulted in one more place to look for information. This is my attempt to put it all in one place, with my interpretation, to the best of my abilities. I guess this is more like my notes than a guide.

 

REQUIREMENTS

Skills and Feats

 

Item Levels and Rarity

Only items your level or lower can be crafted. Any item without level specified is considered level 0. In addition, you also need the appropriate Crafting proficiency rank.

  • Item levels 0 (and unlisted) to 8 - Trained and Expert.
  • Item levels 9 to 16 - Master.
  • Item levels 17 and above - Legendary.

There may also be special requirements listed in the item's stat block.


Formulas

Any common item can be crafted with or without a formula, although having the formula reduces the downtime crafting action to 1 day instead of 2 days. Uncommon or more rare items require a formula.

There is a "Basic Crafter's Book" that contains the formulas all of the level 0 common items in the Equipment chapter of the remastered Player Core 1.

Other formulas can be purchased, copied from hired NPCs, found as loot, rewarded from quests, or even invented yourself with the right feats.

The basic price for a formula is here. If purchased, the formula usually comes in a parchment that weighs light bulk.

You can copy the formula to your formula book either from the purchased parchment, from someone else's formula book, or any other source. You can also make a copy of a formula you know in one hour. Certain uncommon or rare formula can be valuable.

A formula can be reverse-engineered using an item you possess. Use the formula's price and the item's DC. Follow the same crafting steps. Remaster rules does not seem to mention the need to disassemble the original item.


Runes

Runes are essentially magical sigils etched onto the item. Crafting runes require the Magical Crafting feat and follows the same rules as crafting other items, except there are no special tools specified, and you must be in possession of the item that will receive the runes during the whole process.

Transferring runes takes one day of crafting. The DC is the same as crafting the rune. The cost is 10% of the cost of the rune. Swapping runes also takes one day, but DC and cost is the higher of the two runes.

Sensible limitations follow, such as you cannot transfer runes to an inappropriate item, i.e. moving a blunt weapon only rune to a slashing weapon. Invalid runes become inactive, i.e. property runes after potency rune has been transferred away.


HOW TO CRAFT

1. The Tools

Appropriate tools or workshop is required to craft an item. It is up to the GM what is needed. For example metal goods including weapons and armor would require an Artisan's Tookit as well as access to a smithy, alchemical items would require an alchemist's lab. Crafting workshops such as the smithy are typically found in settlements, and therefore it is unlikely that downtime spent outside of settlement areas could be used for these types of crafting. However paper goods like documents may only require Writing Set, and a workshop would not be needed.


2. Determine the Cost

The cost of crafting an item is by default the same as its purchase price. However this cost can be reduced. More on this later.

The purchase price of items are available in various equipment, gear, and other lists. These lists can be found on Archives of Nethys.

Additional guidelines for the cost of magical items and consumables are available here.

Unlike typical equipment and gear, consumables items are crafted in batches. You can make up to four of the same consumable items with one crafting attempt. For ammunition, the maximum number of items in a batch is listed along with the ranged weapons. Although Archives of Nethys lists the ammunition separately. The cost used for crafting is the entire batch, not just the individual item.

 

3. Gather the Supplies

Raw material for crafting need to be supplied, possibly say from loot or quest rewards. Alternately, the material can be purchased when in a settlement. For rarer precious material, it is up to the GM to decide if a particular settlement has them for sale. All other more common material, including the more common varieties of precious material, are typically available for sale in settlements.

Raw material equal to half the cost of the of the item need to be supplied in order to start the crafting activity. If some or all of the material can be purchased, the equivalent in money can be deducted in place of the material.


4. Roll the Crafting Check

After two days of downtime activity (or one day if the formula is available), a Crafting check is made. The DC is based on the item's level. The GM can make additional adjustments due to circumstances or the rarity of the item.

The typical DC can be found here

  • Success/Critical Success: You may spend the remainder of the cost of the item in material (or money if applicable) and immediately finish crafting the item.
  • Failure: You keep the material/money, and you can try again.
  • Critical Failure: You lose 10% of the material/money, and you can try again.

 

5. Reduce the Cost

If the crafting check was a success, instead of spending the remaining half of the cost of the item in material/money, you can choose to continue with the crafting activity to reduce the remainder portion.

The amount reduced each day is the same as the Income Earned table, using the appropriate proficiency rank of your Crafting skill, and your own level as the Task Level.

If the crafting check was a critical success, the Task Level remains the same level as your own level, but the amount reduced is your level + 1.

  • Critical Success: You reduce the remainder by Task Level +1 and your Crafting proficiency rank.
  • Success: You reduce the remainder by Task Level and your Crafting proficiency rank.
  • Failure: You reduce the remainder by Task Level and the failure column. 
  • Critical Failure: You do not reduce any amount.

Note there are no other effects. The item crafting itself is still a success. And since you are working for yourself, you are also not going to fire yourself from this job on a critical failure (unless you choose to).

The amount reduced can be deducted from the equivalent of the material, or if the material can be purchased, from the material purchase price, or in any combination. But the material (and the money replacement if applicable), cannot be reduced past the original half cost.

At the end of each downtime day, you can choose to stop the crafting activity and pay the remaining portion of the material (and money equivalent) to immediately complete the item.

This work can also be paused at any time and be resumed later.

 

THOUGHTS

Crafting doesn't really reduce the cost of an item by much. For starters, most items require some sort of workshop, and gaining access to the workshop probably won't be free. As for the cost reduction, unless a critical success is rolled, the amount reduced is the same as Earn Income activity. The only benefit is you won't have to spend time to look for a job, and you won't get fired from it.

Crafting doesn't get you much unless you are crafting something that is not available for purchase in my opinion.


Sunday, January 7, 2024

Stellaluna, You Will Be Missed

If you have ever been a pet owner, you'd know. This is the inevitability that faces us all. Death and taxes they say. Well, they're not wrong.

Stellaluna a.k.a. Luna, was a long haired Chihuahua mixed with something, probably Falkor the Luck Dragon from Neverending Story. Unlike typical Chihuahuas - humorously aggressive, bonded to their people, this little lady was calm and independent. Many times we'd be lounging on the couch watching TV, and she'd be sitting outside in the front patio, enjoying the chilly night air all by herself. And if she deemed it appropriate, she may waltz back in and jump on top of the back of the couch, like a cat, and bestow her presence upon the rest of us humans.

Luna had quite a precarious beginning. She was abandoned inside a tiny cage, in the backyard of an apartment unit where the tenants had moved out and left her to die. Out of all the inhumane ways to get rid of a pet dog, this was one of the worst. At the minimum, let her run free and try to survive on her own, instead of condemning her to a slow death from dehydration and starvation under the sun.

But she was rescued just in time and nursed back to health. Perhaps Falkor the Luck Dragon did watch over her.

From there, Luna became a skilled escape artist and the defender of the home. As long as the perpetrators were outside, she would rouse the army and lead the charge out to the patio. However, once the riffraff had entered the kingdom, she would suddenly become their best friend - part defender, part ambassador.

During the latter part of her years, along with her sister Kira, we developed a new habit of eating together. Even though they had access to food all day, they would eat only when we ate. I'd be making sandwiches in the kitchen, and Luna, with her clairvoyant superpower, would somehow sense this and come trotting in without fail. Kira, afflicted with a serious case of FOMO, would soon make an appearance as well. The kitchen became our secret headquarter to plot against the neighborhood dogs and the package delivery guy.

Luna, you are the most un-Chihuahua Chihuahua I have ever met. You will be sorely missed.



Tuesday, June 1, 2021

Endgame Extended Weapon Arsenal Augment Gems

Nourishing and Superior Nourishing gems have been updated. Thank you to Wayren for providing this information.


Ferocity Gem


This uncommon augment gem deals additional damage with each weapon hit. The bonus damage seems to apply to melee and ranged weapons, as well as AoC magic.

Lvl Effect AP
Total
Notes
1 +2 damage +5/-8 -  
2 +4 damage +10/-16 8  
3 +6 damage +15/-24 24  
4 +8 damage +20/-32 48  
5 +10 damage +25/-40 80  
6 +12 damage +30/-48 120  
7 +14 damage +35/-56 168  
8 +16 damage +40/-64 224  
9 +18 damage +45/-72 288  
10 +20 damage +50/-80 360  
11 +22 damage +55/-88 440  
12 +24 damage +60/-96 528  
13 +26 damage +65/-104 624  
14 +28 damage +70/-112 728  
15 +30 damage +75/-120 840  
16 +32 damage +80/-128 960  
17 +34 damage +85/-136 1088  
18 +36 damage +90/-144 1224  
19 +38 damage +95/-152 1368  
20 +45 damage +100/- 1520 (1)

(1) - In addition to the progression, the level 20 bonus seems to be another +5 damage.


Replenishing Gem


This uncommon augment gem heals HP over time.

Lvl Effect AP
Total
Notes
1 +1 HP every 5 seconds
+5/-8 -  
2 +2 HP every 5 seconds +10/-16 8  
3 +3 HP every 5 seconds +15/-24 24  
4 +4 HP every 5 seconds +20/-32 48
5 +5 HP every 5 seconds +25/-40 80  
6 +6 HP every 5 seconds +30/-48 120  
7 +7 HP every 5 seconds +35/-56 168  
8 +8 HP every 5 seconds +40/-64 224  
9 +9 HP every 5 seconds +45/-72 288
10 +10 HP every 5 seconds +50/-80 360  
11 +11 HP every 5 seconds +55/-88 440  
12 +12 HP every 5 seconds +60/-96 528
13 +13 HP every 5 seconds +65/-104 624
14 +14 HP every 5 seconds +70/-112 728  
15 +15 HP every 5 seconds +75/-120 840  
16 +16 HP every 5 seconds +80/-128 960
17 +17 HP every 5 seconds +85/-136 1088  
18 +18 HP every 5 seconds +90/-144 1224  
19 +19 HP every 5 seconds +95/-152 1368  
20 +20 HP every 4 seconds +100/- 1520 (1)

(1) - In addition to the progression, the level 20 bonus appears to improve the healing tick to once every 4 seconds.


Leeching Gem


This uncommon augment gem heals HP with each weapon hit. This healing appears to apply to melee weapon hits only.

Lvl Effect AP
Total
Notes
1 0-1 HP (Avg: 0.5) +5/-8 -  
2 0-2 HP (Avg: 1.0) +10/-16 8  
3 1-2 HP (Avg: 1.5) +15/-24 24  
4 0-3 HP (Avg: 1.5)
+20/-32 48  (1)
5 1-3 HP (Avg: 2.0)
+25/-40 80  
6 2-3 HP (Avg: 2.5)
+30/-48 120  
7 2-4 HP (Avg: 3.0) +35/-56 168  
8 3-4 HP (Avg: 3.5)
+40/-64 224  
9 2-5 HP (Avg: 3.5)
+45/-72 288 (1)
10 3-5 HP (Avg: 4.0)
+50/-80 360  
11 4-5 HP (Avg: 4.5)
+55/-88 440  
12 2-6 HP (Avg: 4.0)
+60/-96 528 (2)
13 3-6 HP (Avg: 4.5)
+65/-104 624 (3)
14 4-6 HP (Avg: 5.0)
+70/-112 728  
15 5-6 HP (Avg: 5.5)
+75/-120 840  
16 6 HP
+80/-128 960 (4)
17 7 HP
+85/-136 1088  
18 8 HP
+90/-144 1224  
19 9 HP
+95/-152 1368  
20 10-12 HP (Avg: 11)
+100/- 1520 (5)

(1) - This upgrade does not appear to have any benefit.
(2) - Curiously, this is actually a downgrade in the effectiveness of this gem.
(3) - This upgrade only brings the effectiveness back up to the same level as two upgrades ago.
(4) - After this point the relative effectiveness of this gem is accelerated.
(5) - In addition to the progression, the level 20 bonus appears to be an another 1 HP of healing.


Thorns Gem


This uncommon augment gem deals back damage each time damage is received from an enemy.

Lvl Effect AP
Total
Notes
1 0-1 damage (Avg: 0.5) +5/-8 -  
2 1 damage +10/-16 8  
3 1-2 damage (Avg: 1.5) +15/-24 24  
4 2 damage +20/-32 48
5 2-3 damage (Avg: 2.5)
+25/-40 80  
6 3 damage
+30/-48 120  
7 3-4 damage (Avg: 3.5) +35/-56 168  
8 4 damage
+40/-64 224  
9 4-5 damage (Avg: 4.5)
+45/-72 288
10 5 damage +50/-80 360  
11 5-6 damage (Avg: 5.5)
+55/-88 440  
12 6 damage +60/-96 528
13 6-7 damage (Avg: 6.5)
+65/-104 624
14 7 damage
+70/-112 728 (1)
15 8 damage
+75/-120 840  
16 9 damage
+80/-128 960
17 10 damage
+85/-136 1088  
18 11 damage
+90/-144 1224  
19 12 damage
+95/-152 1368  
20 15 damage
+100/- 1520 (2)

(1) - After this point the relative effectiveness of this gem is accelerated.
(2) - In addition to the progression, the level 20 bonus appears to be another 2 damage.


Harden Gem


This uncommon augment gem increases armor.

Lvl Effect AP
Total
Notes
1 +20 armor +5/-8 -  
2 +40 armor
+10/-16 8  
3 +60 armor
+15/-24 24  
4 +80 armor
+20/-32 48  
5 +100 armor
+25/-40 80  
6 +120 armor
+30/-48 120  
7 +140 armor
+35/-56 168  
8 +160 armor
+40/-64 224  
9 +180 armor
+45/-72 288  
10 +200 armor +50/-80 360  
11 +220 armor +55/-88 440  
12 +240 armor +60/-96 528  
13 +260 armor +65/-104 624  
14 +280 armor +70/-112 728  
15 +300 armor +75/-120 840  
16 +320 armor +80/-128 960  
17 +340 armor +85/-136 1088  
18 +360 armor +90/-144 1224  
19 +380 armor +95/-152 1368  
20 +500 armor, +8 vitality
+100/- 1520 (1)

(1) - In addition to the progression, the level 20 bonus appears to be an another 100 armor as well as +8 vitality boost.


Vigor Gem


This uncommon augment gem increases maximum HP.

Lvl Effect AP
Total
Notes
1 +10 maximum HP
+5/-8 -  
2 +20 maximum HP +10/-16 8  
3 +30 maximum HP +15/-24 24  
4 +40 maximum HP +20/-32 48  
5 +50 maximum HP +25/-40 80  
6 +60 maximum HP +30/-48 120  
7 +70 maximum HP +35/-56 168  
8 +80 maximum HP +40/-64 224  
9 +90 maximum HP +45/-72 288  
10 +100 maximum HP +50/-80 360  
11 +110 maximum HP +55/-88 440  
12 +120 maximum HP +60/-96 528  
13 +130 maximum HP +65/-104 624  
14 +140 maximum HP +70/-112 728  
15 +150 maximum HP +75/-120 840  
16 +160 maximum HP +80/-128 960  
17 +170 maximum HP +85/-136 1088  
18 +180 maximum HP +90/-144 1224  
19 +190 maximum HP +95/-152 1368  
20 +250 maximum HP +100/- 1520 (1)

(1) - In addition to the progression, the level 20 bonus appears to be an another 50 maximum HP.


Enduring Gem


This uncommon augment gem increases maximum stamina.

Lvl Effect AP
Total
Notes
1 +6 maximum stamina
+5/-8 -  
2 +9 maximum stamina +10/-16 8  
3 +12 maximum stamina +15/-24 24  
4 +15 maximum stamina +20/-32 48  
5 +18 maximum stamina +25/-40 80  
6 +21 maximum stamina +30/-48 120  
7 +24 maximum stamina +35/-56 168  
8 +27 maximum stamina +40/-64 224  
9 +30 maximum stamina +45/-72 288  
10 +33 maximum stamina +50/-80 360  
11 +36 maximum stamina +55/-88 440  
12 +39 maximum stamina +60/-96 528  
13 +42 maximum stamina +65/-104 624  
14 +45 maximum stamina +70/-112 728  
15 +48 maximum stamina +75/-120 840  
16 +51 maximum stamina +80/-128 960  
17 +54 maximum stamina +85/-136 1088  
18 +57 maximum stamina +90/-144 1224  
19 +60 maximum stamina +95/-152 1368  
20 +70 maximum stamina +100/- 1520 (1)

(1) - In addition to the progression, the level 20 bonus appears to another 7 maximum stamina.


Nourish Gem


This uncommon augment gem increases stamina regeneration by a small amount.

Lvl Effect AP
Total
Notes
1 +1 stamina every 13 seconds +5/-8 -  
2 +2 stamina every 13 seconds +10/-16 8  
3 +3 stamina every 13 seconds +15/-24 24  
4 +4 stamina every 13 seconds +20/-32 48  
5 +5 stamina every 13 seconds +25/-40 80  
6 +6 stamina every 13 seconds +30/-48 120  
7 +7 stamina every 13 seconds +35/-56 168  
8 +8 stamina every 13 seconds +40/-64 224  
9 +9 stamina every 13 seconds +45/-72 288  
10 +10 stamina every 13 seconds +50/-80 360  
11 +11 stamina every 13 seconds +55/-88 440  
12 +12 stamina every 13 seconds +60/-96 528  
13 +13 stamina every 13 seconds +65/-104 624  
14 +14 stamina every 13 seconds +70/-112 728  
15 +15 stamina every 13 seconds +75/-120 840  
16 +16 stamina every 13 seconds +80/-128 960  
17 +17 stamina every 13 seconds +85/-136 1088  
18 +18 stamina every 13 seconds +90/-144 1224  
19 +19 stamina every 13 seconds +95/-152 1368  
20 +12 stamina every 8 seconds +100/- 1520 (1)

(1) - This is equal to 1.5 stamina per second.


Superior Nourish Gem


This epic augment gem increases stamina regeneration by a significant amount.

Lvl Effect AP
Total
Notes
1 +1 stamina every 8 seconds +15/-24 -  
2 +2 stamina every 8 seconds +30/-48 24  
3 +3 stamina every 8 seconds +45/-72 72  
4 +4 stamina every 8 seconds +75/-120 144  
5 +5 stamina every 8 seconds +75/-120 240  
6 +6 stamina every 8 seconds +90/-144 360  
7 +7 stamina every 8 seconds +105/-168 504  
8 +8 stamina every 8 seconds +120/-192 672  
9 +9 stamina every 8 seconds +135/-216 864  
10 +10 stamina every 8 seconds +150/-240 1080  
11 +11 stamina every 8 seconds +165/-264 1320  
12 +12 stamina every 8 seconds +180/-288 1584  
13 +13 stamina every 8 seconds +195/-312 1872  
14 +14 stamina every 8 seconds +210/-336 2184  
15 +15 stamina every 8 seconds +225/-360 2520  
16 +16 stamina every 8 seconds +240/-384 2880  
17 +17 stamina every 8 seconds +255/-408 3264  
18 +18 stamina every 8 seconds +270/-432 3672  
19 +19 stamina every 8 seconds +285/-456 4104  
20 +15 stamina every 6 seconds +300/- 4560 (1)

(1) - This is equal to 2.5 stamina per second.


Poison, Bleed, Cripple and Sunder Gems


These rare augment gems add a chance to apply the corresponding condition with every weapon hit. This seems to apply to melee and ranged weapons, as well as AoC magic.

Lvl Effect AP
Total
Notes
1 2% chance
+8/-13 -  
2 4% chance
+16/-26 13
 
3 6% chance
+24/-39 39  
4 8% chance
+32/-52 78
 
5 10% chance
+40/-65 130
 
6 12% chance
+48/-78 195
 
7 14% chance
+56/-91 273
 
8 16% chance
+64/-104 364
 
9 18% chance
+72/-117 468
 
10 20% chance
+80/-130 585
 
11 22% chance
+88/-143 715
 
12 24% chance
+96/-156 858
 
13 26% chance
+104/-169 1014
 
14 28% chance
+112/-182 1183
 
15 30% chance
+120/-195 1365
 
16 32% chance
+128/-208 1560
 
17 34% chance
+136/-221 1768
 
18 34% chance
+144/-234 1989
(1)
19 36% chance
+152/-247 2223
 
20 50% chance
+160/- 2470
(2)

(1) - Strangely this upgrade does not provide any additional chance. This could be a bug.
(2) - In addition to the progression, the level 20 bonus appears to be an another 12% chance.


Agile, Strength, and Vitality Gems


These rare augment gems increase the following attributes:

Agile: Accuracy and Agility
Strength: Strength and Encumbrance
Vitality: Vitality and Grit

Lvl Effect AP
Total
Notes
1 +1, +1
+8/-13 -  
2 +1, +2
+16/-26 13
 
3 +2, +2
+24/-39 39  
4 +3, +2
+32/-52 78
 
5 +3, +3
+40/-65 130
 
6 +3, +4
+48/-78 195
 
7 +4, +4
+56/-91 273
 
8 +5, +4
+64/-104 364
 
9 +5, +5
+72/-117 468
 
10 +5, +6
+80/-130 585
 
11 +6, +6
+88/-143 715
 
12 +7, +6
+96/-156 858
 
13 +7, +7
+104/-169 1014
 
14 +8, +7
+112/-182 1183
 
15 +8, +8
+120/-195 1365
 
16 +8, +9
+128/-208 1560
 
17 +9, +9
+136/-221 1768
 
18 +10, +9
+144/-234 1989

19 +10, +10
+152/-247 2223
 
20 +12, +12
+160/- 2470
(1)

(1) - In addition to the progression, the level 20 bonus appears to be another +1 and +2, which sets both attributes at +12.


Conviction Gem


This rare augment gem deals additional true damage with each weapon hit. The bonus damage seems to apply to melee and ranged weapons, as well as AoC magic.

Lvl Effect AP
Total
Notes
1 +1 true damage
+8/-13 -  
2 +2 true damage +16/-26 13
 
3 +3 true damage +24/-39 39  
4 +4 true damage +32/-52 78
 
5 +5 true damage +40/-65 130
 
6 +6 true damage +48/-78 195
 
7 +7 true damage +56/-91 273
 
8 +8 true damage +64/-104 364
 
9 +9 true damage +72/-117 468
 
10 +10 true damage +80/-130 585
 
11 +11 true damage +88/-143 715
 
12 +12 true damage +96/-156 858
 
13 +13 true damage +104/-169 1014
 
14 +14 true damage +112/-182 1183
 
15 +15 true damage +120/-195 1365
 
16 +16 true damage +128/-208 1560
 
17 +17 true damage +136/-221 1768
 
18 +18 true damage +144/-234 1989

19 +19 true damage +152/-247 2223
 
20 +25 true damage +160/- 2470
(1)

(1) - In addition to the progression, the level 20 bonus appears to be another +5 true damage.


Retaliation Gem


This epic augment gem adds a chance to deal back lightning damage each time damage is received from an enemy.

Lvl Effect AP
Total
Notes
1 20%, 8 lightning damage (Avg: 1.60)
+15/-24 -  
2 20%, 9 lightning damage (Avg: 1.80)
+30/-48 24

3 21%, 9 lightning damage (Avg: 1.89)
+45/-72
72
 (1)
4 21%, 10 lightning damage (Avg: 2.10)
+60/-96
144
 
5 22%, 10 lightning damage (Avg: 2.20)
+75/-120
240
 
6 22%, 11 lightning damage (Avg: 2.42)
+90/-144
360
 
7 23%, 11 lightning damage (Avg: 2.53)
+105/-168
504
 
8 23%, 12 lightning damage (Avg: 2.76)
+120/-192
672
 
9 24%, 12 lightning damage (Avg: 2.88)
+135/-216
864
 
10 24%, 13 lightning damage (Avg: 3.12)
+150/-240
1080
 
11 25%, 13 lightning damage (Avg: 3.25)
+165/-264
1320
 
12 25%, 14 lightning damage (Avg: 3.50)
+180/-288
1584
 
13 26%, 14 lightning damage (Avg: 3.64)
+195/-312
1872
 
14 26%, 15 lightning damage (Avg: 3.90)
+210/-336
2184
 
15 27%, 15 lightning damage (Avg: 4.05)
+225/-360
2520
 
16 27%, 16 lightning damage (Avg: 4.32)
+240/-384
2880
 
17 28%, 16 lightning damage (Avg: 4.48)
+255/-408
3264
 
18 28%, 17 lightning damage (Avg: 4.76)
+270/-432
3672

19 29%, 17 lightning damage (Avg: 4.93)
+285/-456
4104
 
20 32%, 20 lightning damage (Avg: 6.40)
+300/- 4560
(2)

(1) - For the levels where only the chance is increased, the overall gain in effectiveness is less than the levels were damage is increased.
(2) - In addition to the progression, the level 20 bonus appears to be another +3% chance as well as +2 lightning damage.


Heatup Gem


This epic augment gem deals back fire damage when damage is received from an enemy, after not taking any damage for 10 seconds.

Lvl Effect AP
Total
Notes
1 10 fire damage
+15/-24 -  
2 12 fire damage +30/-48 24

3 14 fire damage +45/-72
72

4 16 fire damage +60/-96
144
 
5 18 fire damage +75/-120
240
 
6 20 fire damage +90/-144
360
 
7 22 fire damage +105/-168
504
 
8 24 fire damage +120/-192
672
 
9 26 fire damage +135/-216
864
 
10 28 fire damage +150/-240
1080
 
11 30 fire damage +165/-264
1320
 
12 32 fire damage +180/-288
1584
 
13 34 fire damage +195/-312
1872
 
14 36 fire damage +210/-336
2184
 
15 38 fire damage +225/-360
2520
 
16 40 fire damage +240/-384
2880
 
17 42 fire damage +255/-408
3264
 
18 44 fire damage +270/-432
3672

19 46 fire damage +285/-456
4104
 
20 52 fire damage +300/- 4560
(1)

(1) - In addition to the progression, the level 20 bonus appears to be another +14 fire damage.


Corruptor Gem


This epic augment gem deals back corruption damage each time damage is received from an enemy. The damage dealt is a percentage of the current corruption.

Lvl Effect AP
Total
Notes
1 1.0% current corruption
+15/-24 -  
2 1.5% current corruption +30/-48 24

3 2.0% current corruption +45/-72
72

4 2.5% current corruption +60/-96
144
 
5 3.0% current corruption +75/-120
240
 
6 3.5% current corruption +90/-144
360
 
7 4.0% current corruption +105/-168
504
 
8 4.5% current corruption +120/-192
672
 
9 5.0% current corruption +135/-216
864
 
10 5.5% current corruption +150/-240
1080
 
11 6.0% current corruption +165/-264
1320
 
12 6.5% current corruption +180/-288
1584
 
13 7.0% current corruption +195/-312
1872
 
14 7.5% current corruption +210/-336
2184
 
15 8.0% current corruption +225/-360
2520
 
16 8.5% current corruption +240/-384
2880
 
17 9.0% current corruption +255/-408
3264
 
18 9.5% current corruption +270/-432
3672

19 10.0% current corruption +285/-456
4104
 
20 12.5% current corruption +300/- 4560
(1)

(1) - In addition to the progression, the level 20 bonus appears to be another 2%.


Elder Gem


This epic augment gem deals back elder damage each time damage is received from an enemy. The damage dealt is a percentage of the armor rating.

Lvl Effect AP
Total
Notes
1 0.25% armor +15/-24 -  
2 0.50% armor +30/-48 24

3 0.75% armor +45/-72
72

4 1.00% armor +60/-96
144
 
5 1.25% armor +75/-120
240
 
6 1.50% armor +90/-144
360
 
7 1.75% armor +105/-168
504
 
8 2.00% armor
+120/-192
672
 
9 2.25% armor
+135/-216
864
 
10 2.50% armor
+150/-240
1080
 
11 2.75% armor
+165/-264
1320
 
12 3.00% armor
+180/-288
1584
 
13 3.25% armor
+195/-312
1872
 
14 3.50% armor
+210/-336
2184
 
15 3.75% armor
+225/-360
2520
 
16 4.00% armor
+240/-384
2880
 
17 4.25% armor
+255/-408
3264
 
18 4.50% armor
+270/-432
3672

19 4.75% armor
+285/-456
4104
 
20 6.00% armor
+300/- 4560
(1)

(1) - In addition to the progression, the level 20 bonus appears to be another 1%.


Blazing, Corruption, Chilling, and Shocking Gems


These epic uncommon augment gems deal additional elemental damage with each weapon hit. The bonus damage seems to apply to melee and ranged weapons, as well as AoC magic. The elemental damage type dealt are:

Blazing: Fire
Corruption: Corruption
Chilling: Cold
Shocking: Lightning

Lvl Effect AP
Total
Notes
1 +2 elemental damage
+15/-24 -  
2 +3 elemental damage +30/-48 24

3 +4 elemental damage +45/-72
72

4 +5 elemental damage +60/-96
144
 
5 +6 elemental damage +75/-120
240
 
6 +7 elemental damage +90/-144
360
 
7 +8 elemental damage +105/-168
504
 
8 +9 elemental damage +120/-192
672
 
9 +10 elemental damage +135/-216
864
 
10 +11 elemental damage +150/-240
1080
 
11 +12 elemental damage +165/-264
1320
 
12 +13 elemental damage +180/-288
1584
 
13 +14 elemental damage +195/-312
1872
 
14 +15 elemental damage +210/-336
2184
 
15 +16 elemental damage +225/-360
2520
 
16 +17 elemental damage +240/-384
2880
 
17 +18 elemental damage +255/-408
3264
 
18 +19 elemental damage +270/-432
3672

19 +20 elemental damage +285/-456
4104
 
20 +25 elemental damage +300/- 4560
(1)

(1) - In addition to the progression, the level 20 bonus appears to be another +4 elemental damage.


Glass Gem


This unique augment gem deals additional cold damage with each weapon hit. But this also increases the damage received from the enemy in the form of cold damage. The bonus damage seems to apply to melee and ranged weapons, as well as AoC magic.

Lvl Effect AP
Total
Notes
1 +15 cold damage, take +25 cold damage
+30/-48 -  
2 +18 cold damage, take +25 cold damage +60/-96
48

3 +21 cold damage, take +25 cold damage +90/-144
144

4 +24 cold damage, take +25 cold damage +120/-192
288
 
5 +27 cold damage, take +25 cold damage +150/-240
480
 
6 +30 cold damage, take +25 cold damage +180/-288
720
 
7 +33 cold damage, take +25 cold damage +210/-336
1008
 
8 +36 cold damage, take +25 cold damage +240/-384
1344
 
9 +39 cold damage, take +25 cold damage +270/-432
1728
 
10 +41 cold damage, take +25 cold damage +300/-480
2160
 (1)
11 +43 cold damage, take +25 cold damage +330/-528
2640
 (1)
12 +46 cold damage, take +25 cold damage +360/-576
3168
 
13 +49 cold damage, take +25 cold damage +390/-624
3744
 
14 +52 cold damage, take +25 cold damage +420/-672
4368
 
15 +55 cold damage, take +25 cold damage +450/-720
5040
 
16 +58 cold damage, take +25 cold damage +480/-768
5760
 
17 +61 cold damage, take +25 cold damage +510/-816
6528
 
18 +64 cold damage, take +25 cold damage +540/-864
7344

19 +67 cold damage, take +25 cold damage +570/-912
8208
 
20 +70 cold damage, take +18 cold damage +600/- 9210
(2)

(1) - Curiously these upgrades only add +2 each level instead of +3. It's possible this may be a bug.
(2) - In addition to the progression, the level 20 bonus appears to reduce the received cold damage down to 18.


Regrowth Gem


This unique augment gem heals a percentage of the maximum HP over time when damaged by an enemy.

Lvl Effect AP
Total
Notes
1 1.0% of maximum HP over 8 seconds
+30/-48 -  
2 1.5% of maximum HP over 8 seconds +60/-96
48

3 2.0% of maximum HP over 8 seconds +90/-144
144

4 2.5% of maximum HP over 8 seconds +120/-192
288
 
5 3.0% of maximum HP over 8 seconds +150/-240
480
 
6 3.5% of maximum HP over 8 seconds +180/-288
720
 
7 4.0% of maximum HP over 8 seconds +210/-336
1008
 
8 4.5% of maximum HP over 8 seconds +240/-384
1344
 
9 5.0% of maximum HP over 8 seconds +270/-432
1728
 
10 5.5% of maximum HP over 8 seconds +300/-480
2160

11 6.0% of maximum HP over 8 seconds +330/-528
2640
 
12 6.5% of maximum HP over 8 seconds +360/-576
3168
 
13 7.0% of maximum HP over 8 seconds +390/-624
3744
 
14 7.5% of maximum HP over 8 seconds +420/-672
4368
 
15 8.0% of maximum HP over 8 seconds +450/-720
5040
 
16 8.5% of maximum HP over 8 seconds +480/-768
5760
 
17 9.0% of maximum HP over 8 seconds +510/-816
6528
 
18 9.5% of maximum HP over 8 seconds +540/-864
7344

19 10.0% of maximum HP over 8 seconds +570/-912
8208
 
20 10.5% of maximum HP over 5 seconds +600/- 9210
(1)

(1) - In addition to the progression, the level 20 bonus appears to shorten the duration to 5 seconds.


Culling Gem


This unique augment gem adds a chance to deal 50% bonus true damage with each weapon hit. The bonus damage seems to apply to melee and ranged weapons, as well as AoC magic.

Lvl Effect AP
Total
Notes
1 0.5% chance
+30/-48 -  
2 1.0% chance +60/-96
48

3 1.5% chance +90/-144
144

4 2.0% chance +120/-192
288
 
5 2.5% chance +150/-240
480
 
6 3.0% chance +180/-288
720
 
7 3.5% chance +210/-336
1008
 
8 4.0% chance +240/-384
1344
 
9 4.5% chance +270/-432
1728
 
10 5.0% chance +300/-480
2160

11 5.5% chance +330/-528
2640
 
12 6.0% chance +360/-576
3168
 
13 6.5% chance +390/-624
3744
 
14 7.0% chance +420/-672
4368
 
15 7.5% chance +450/-720
5040
 
16 8.0% chance +480/-768
5760
 
17 8.5% chance +510/-816
6528
 
18 9.0% chance +540/-864
7344

19 9.5% chance +570/-912
8208
 
20 12.5% chance +600/- 9210
(1)

(1) - In addition to the progression, the level 20 bonus appears to add another 2.5%.


Vampiric Gem


This unique augment gem heals HP with each weapon hit. The healing is a percentage of the damage dealt. The healing seems to apply to melee and ranged weapons, as well as AoC magic.

Lvl Effect AP
Total
Notes
1 0.5% of damage dealt
+30/-48 -  
2 1.0% of damage dealt +60/-96
48

3 1.5% of damage dealt +90/-144
144

4 2.0% of damage dealt +120/-192
288
 
5 2.5% of damage dealt +150/-240
480
 
6 3.0% of damage dealt +180/-288
720
 
7 3.5% of damage dealt +210/-336
1008
 
8 4.0% of damage dealt +240/-384
1344
 
9 4.5% of damage dealt +270/-432
1728
 
10 5.0% of damage dealt +300/-480
2160

11 5.5% of damage dealt +330/-528
2640
 
12 6.0% of damage dealt +360/-576
3168
 
13 6.5% of damage dealt +390/-624
3744
 
14 7.0% of damage dealt +420/-672
4368
 
15 7.5% of damage dealt +450/-720
5040
 
16 8.0% of damage dealt +480/-768
5760
 
17 8.5% of damage dealt +510/-816
6528
 
18 9.0% of damage dealt +540/-864
7344

19 9.5% of damage dealt +570/-912
8208
 
20 11% of damage dealt +600/- 9210
(1)

(1) - In addition to the progression, the level 20 bonus appears to add another 1%.


Hell Gem


This unique augment gem provides immunity to burning, as well as deals additional fire damage with every weapon hit. But this also increase damage received from the enemy in the form of cold damage. The bonus damage seems to apply to melee and ranged weapons, as well as AoC magic.

Lvl Effect AP
Total
Notes
1 +20 fire damage, take +20 cold damage
+30/-48 -  
2 +25 fire damage, take +25 cold damage +60/-96
48

3 +30 fire damage, take +30 cold damage +90/-144
144

4 +35 fire damage, take +35 cold damage +120/-192
288
 
5 +40 fire damage, take +40 cold damage +150/-240
480
 
6 +45 fire damage, take +45 cold damage +180/-288
720
 
7 +50 fire damage, take +50 cold damage +210/-336
1008
 
8 +55 fire damage, take +55 cold damage +240/-384
1344
 
9 +60 fire damage, take +60 cold damage +270/-432
1728
 
10 +65 fire damage, take +65 cold damage +300/-480
2160

11 +70 fire damage, take +70 cold damage +330/-528
2640
 
12 +75 fire damage, take +75 cold damage +360/-576
3168
 
13 +80 fire damage, take +80 cold damage +390/-624
3744
 
14 +85 fire damage, take +85 cold damage +420/-672
4368
 
15 +90 fire damage, take +90 cold damage +450/-720
5040
 
16 +95 fire damage, take +95 cold damage +480/-768
5760
 
17 +100 fire damage, take +100 cold damage +510/-816
6528
 
18 +105 fire damage, take +105 cold damage +540/-864
7344

19 +110 fire damage, take +110 cold damage +570/-912
8208
 
20 +120 fire damage, take +80 cold damage +600/- 9210
(1)

(1) - In addition to the progression, the level 20 bonus appears to add another +5 damage, as well as reduce the damage taken down to 80.


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