Blades
Swords, knives, axes, spears, halberds, scythes, and pitchforks can be sharpened. Pickaxes, shovels, and saws cannot.
A weapon holds at most one improvement in each of its slots. Applying, replacing, or removing an improvement costs 1 action point, and an equipped weapon does not need to be taken off first. Improvements are separate from rune sockets. A weapon can carry both.
Swords, knives, axes, spears, halberds, scythes, and pitchforks can be sharpened. Pickaxes, shovels, and saws cannot.
Clubs, flails, morning stars, war hammers, staves, and canes take head fittings. Torches, lanterns, rods, and pickaxes do not. A Spiked Club already has its spikes and cannot take Iron Spikes.
Every bow and crossbow has a string slot. Slings, thrown weapons, wands, and firearms do not.
Any weapon that can be sharpened can also be coated. A blade can carry sharpening and a coating together.
Every improvement is crafted, mostly from things found in the first dungeons with at most a needle or hammer. The iron fittings need Iron Ingots and a forge. Only whetstones and hemp bowstrings also turn up in the dungeon. Strings and head fittings are hardware: their quality raises or lowers their bonuses and how long they last. A whetstone's bonus depends on the Craftsmanship of whoever uses it, not on the stone.
+1 strength at Craftsmanship 0 to 2, +2 at 3 to 5, and +3 at 6 or more. Lasts 6 damaging hits. The stone itself loses 1 durability per sharpening, and sharpening teaches nothing. Made from two Stones and a Flint Stone.
+4 ranged for 20 shots. Made from Rope and Plant fibre.
+1 strength for 15 shots. Made from two Leather strips.
+3 ranged and +1 strength for 12 shots. Made from two Cobwebs and Plant fibre with a needle.
+1 strength and +5% stun chance for 20 damaging hits. Forged from two Nails and an Iron Ingot with a hammer.
+2 strength, but each swing costs 1 more stamina. Lasts 30 damaging hits. Forged from two Iron Ingots and a Stone with a hammer.
Bonuses from an improvement count as part of the weapon, so an off-hand weapon or a weapon beyond your practice passes on only part of them, exactly as it does its own stats.
Improvements count down with use. When one reaches zero it wears off or breaks and is gone. The weapon itself keeps working and wears its own durability as usual.
A coating adds 1 point of elemental damage to each hit and leaves something behind in the wound. Applying a bottled coating gives back the Empty Bottle. Coatings work on enemies and other players. NPCs take no coating damage or effects, and striking one does not use up the coating.
+1 fire damage. The target burns for 2 fire damage over 2 turns. Lasts 3 damaging hits. Made from a Bottle of alcohol and Resin.
+1 acid damage. The target takes a Toxin of 2 acid damage over 3 turns. Lasts 4 damaging hits. Made from an Empty Bottle, a Venom Sac, and Animal fat.
+1 ice damage. The target is slowed for 2 turns. Lasts 4 damaging hits. Made from an Empty Bottle, a Frost Herb, and Animal fat.
A bottled brew that poisons can be spread on a blade instead of drunk. It adds +1 acid damage and a Toxin as strong as the brew's poison, and lasts 3 to 6 hits depending on the brew's strength. Harmless brews cannot be used this way.
Armour and shields take improvements the same way weapons do: one per slot, 1 action point to fit, and managed from the Improvements tab of the piece's Info screen. An improvement guards only the parts of the body its piece covers, so studs on a cap protect the head and nothing else.
+1 defence for 25 hits. Fits body armour, helmets, bracers, boots, and greaves made of leather, cloth, wood, or bone. Metal pieces are plated already. Made from two Nails and Leather strips with a hammer.
+2 defence and -1 sneak for 30 hits. Fits the same pieces as Iron Studs. Forged from two Iron Ingots and a Leather Strap with a hammer.
+3 warmth. A lining never wears out. Fits body armour, helmets, gloves, boots, and leggings. Stitched from two Animal fur and Plant fibre with a needle.
+1 defence and +1 warmth, and never wears out. Stitched from two Rags and Straw with a needle.
+2 ice resistance for 15 hits. Works on any armour or shield. Made from two Animal fat.
+2 fire resistance for 12 hits. Made from Animal fat and Clay.
+2 acid resistance for 12 hits. Made from Bones and Animal fat.
+1 defence and +1 fire resistance for 25 blocks. Fits wooden and bone shields. Forged from an Iron Ingot and two Metal scrap with a hammer.