The Following could be found in D&D 4E Adventurer's Vault
Paired Weapon Level 3+
One weapon suddenly becomes two with startling speed.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Weapon: Any one-handed melee
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action.
Hidden Weapon Level 3+
This slender weapon cunningly adopts the characteristics of your garb when stowed.
Lv13 +1 680gp
Lvi 8 +2 3,400 gp
Lvll3 +3 17,000gp
Weapon: Light blade, mace
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 damage per plus
Property: You gain an item bonus to initiative checks equal to the weapon’s enhancement bonus.
Power (At-Will): Free Action (1/round). Effect You draw or sheathe this weapon. If you sheathe this weapon, it van ishes, and only you can find and draw it.
Ok, if I'm reading this right. If I want to make a dagger that splits into two daggers and can be hidden when sheath, I should do the following. (Note: these items/abilities are found in Adventurer's vault.
Minimum Character Lv To make a +1 Dagger with Enchant Magic Item Ritual: Character Lv 4
360 GP (Lv 1 magical item cost PHB pg 223) + 1 GP (weapon cost PHB 218) to make a +1 dagger, Enchant with Paired Weapon (Adventurer's Vault) Lv 3 encahntment + 680 GP =
+1 Paired Dagger cost 1041 GP
Weapon: Any one-handed melee
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: You gain an item bonus to initiative checks equal to the weapon’s enhancement bonus.
Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action.
Now I want to add a sceondary enchantment to the weapon so I do the following
Minimum Character Lv to enchant dagger with Hidden Weapon: Character Lv 13
Enchant +1 Paired Weapon Dagger with Hidden Weapon +680 GP
So now I should have a +1 Paired/Hidden Dagger with the following properties and have a total cost of 1721 GP
Twin Fang +1 Lv 13
Weapon: Any one-handed melee
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: You gain an item bonus to initiative checks equal to the weapon’s enhancement bonus.
Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action.
Power (At-Will): Free Action (1/round). Effect You draw or sheathe this weapon. If you sheathe this weapon, it van ishes, and only you can find and draw it.