Mechanika in the Iron Kingdoms is really neat but unfortunately it’s balanced for a different edition. While I’d love to convert each and every piece in a detailed writeup of a system/edition revision of Mechanika, putting that much effort into this for my campaign wouldn’t be that much fun for me… probably. Thus, we have the hard and fast edition of mechanika.

Creating Mechanika

Mechanikal Weapons and Armor

We’ll break it down into some nice easy steps

1. Calculate the price of the mechnika item as if it were a magic item
2. Multiply that by 80% (0.8) to find the market value
3. Break Down that cost into component cost, like this:
    a. Raw Material Cost (the same, a +1 Flaming Sword requires a masterwork sword regardless of whether it’s magical or mechnikal)
    b. 20% of that cost is Rune Plates
    c. 30% of that cost is other generic mechanika components (conduits, induction belts, triggers, accumulator socket, etc)
    d. 40% of that cost is specific mechnika components
    e. 10% is the final assembly and finishing touches that must be performed by a magic user with the Craft Wondrous Items feat

Mechanikal Rods, Staves and Wands

Mechanikal Rods, Staves and Wands can only be created by Arcane Mechaniks. A more mundane mechanik can instead convert fully charged magical rods, staves and wands to run off of accumulator charges. Doing so causes the items to lose all magical charges. The components for such a conversion are given below:

Charge socket (150gp) + spell conduit (750gp x highest spell level) + offensive spell trigger (150 x highest spell level x caster level)

Note Arcane Mechaniks are capable of creating purely mechanikal rods, staves and wands. They do so using the same formula provided above for weapons and armor.


The nice part about creating mechanika is efficiency. Anyone with at least one rank in Craft (Mechanika) can create the generic mechanika components of a magic item. Further, if the construction follows an existing mechnika schematic, the specific mechanika components can also be created prior to the assembly of the item. These components can also be constructed by anyone with a single rank in Craft (Mechanika) but are not interchangeable among other mechanika items like rune plates or generic components. Further, since the Rune Plates are interchangeable, these can be mass produced as well but must be crafted by someone who meets the prerequisites.

The final portion that requires a spell caster is the assembly and investiture of magical components, the final 10% of the mechanika cost. What this means is that a spellcaster using mundane/minor labor or buying parts from a manufacturer can potentially create a mechanika item in a tenth of the time it takes to create a normal magic item.


Accumulators are power storage devices that hold arcane charges which can power mechanikal items. These accumulators can be interchanged between different magic items and are standardized into three sizes: light, medium and heavy. We’ll keep all the stats for them the same as what’s printed in the book. To streamline mechanika weapons, we’ll just say a mechanika weapon can take any accumulator provided the accumulator is two sizes smaller than the weapon.

Using Accumulators

Accumulator usage depends on the type of socket the accumulator is plugged into. There are three types of sockets: charge sockets, trickle sockets, and hybrid sockets. Charge sockets use a full charge to instantly power an spell effect, trickle sockets provide continuous power to long term effects, and hybrid sockets can do both.

Charge sockets are used on wands, rods, staves and convergence engines. They use a single charge per activation.

Trickle sockets are used on armor and weapons that maintain magical properties. Each +1 bonus on an armor or weapon uses a single charge and each charge supplies enough energy to power an enhancement bonus for an entire day.

Hybrid sockets see the most use in armor and weapons that duplicate spell effects but otherwise follow the same rules as charge sockets for magical effects and trickle sockets for enhancement effects.

Switching out Accumulators is a full round action and requires a Craft (Mechanika) skill check (DC 10).

Recharging Accumulators

Alchemists and Arcane Mechaniks can recharge accumulators by sacrificing extracts and infusions. The typical rate is 10gp per charge. Recharing an accumulator takes 10 minutes per charge and requires an alchemists lab and a successful Craft (Alchemy) check (DC 15).

Damaging Accumulators

As one might expect, damaging accumulators can have serious side effects. Accumulators that rupture explode, releasing all of their charged energy with violent force. Each accumulator explosion has a radius of 1 ft per maximum charge the accumulator can hold (5 ft for small, 10 ft for medium, and 20 ft for large) and deals 1d6 points of magical energy damage per remaining charge (Reflex DC 15 for half).

Targeted Dispel Magic can also effectively shut down accumulators. Targeted Dispel magic on an accumulator follows the same rules as targeting a magic item as outlined in the description of dispel magic. Rolling a natural 20 on a targeted dispel causes the accumulator to rupture and the attached mechanikal device gains the broken condition.

Removing a ruptured accumulator is a full round action requiring a Craft (Mechanika) check (DC 20).


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