Unlike summons, summoned weapons and armor are often deeply integrated into a job’s kit. Changes to them can have wide-reaching effects and may overlap with multiple abilities. For example, with Reaper, the summoned weapon and enshroud armor appear across Enshroud, the PvP Limit Break, and Limit Break 3. When planning a modification, it’s important to consider how that asset functions throughout the entire kit,.
Additionally, transforming a summoned weapon into a creature, demi-human, or any non-weapon form introduces technical limitations. Weapons do not use separate binder files for visual effects the way players and NPCs do. Instead, their attachment points are baked into the model itself, which is not something I’m currently able to recreate. Because of this, visual effects must be positioned manually to create the illusion of attachment. You should expect strong visual approximation rather than perfectly fixed attachment points.
Because of their highly complex and integrated nature into a job's kit, I cannot put a price on summoned weapons like I can with summons. The amount of work and effort for each one is going to depend on the scope of the edit, whether the weapon is being added to new abilities or removed from existing ones, and the complexity of the asset being used to replace them.
I also cannot create entirely new weapons or armor from scratch. All commissioned work must be built using existing assets from the game. Some assets may present technical challenges or require modifications beyond my current capabilities. We can review your concept together and determine feasibility before moving forward.