Items can be enhanced through magical or non-magical means. Crafting materials are applied when the item is created and represent strictly non-magical means of improving an item by using a special material such as bronze, steel, or elven metal. Reforging a weapon or armor at a smithy allows it to be transformed with new materials.
An armor or weapon may only have one material. The exceptions to this rule are gold coating and mythril-tipped, which are described in their individual sections.
Shields count as weapons for the purpose of materials and enchantments.
[OUT OF DATE, UPDATE COMING]
| Material | Item Type | Value | Description |
|---|---|---|---|
| Adamantite | Blunt Weapons, Full Plate, Heavy Shields | Adamantite is extremely heavy, but it’s the hardest and most durable metal found in the dwarven mountains. It can’t hold an edge, but it’s capable of blocking the strongest of blows and delivering them all the same.
Adamantite weapons have +2 Damage. Adamantite armor has +3 Defense or Block. Adamantite items weigh twice as much. Adamantite armor (not shields) reduces your Speed by 1 when worn. |
|
| Arctic Fur | Light Armor | 5x | Gathered from creatures in the northern mountains and forests, these furs impart some noticeable resistance to the elements.
Armor crafted from Arctic Fur has +5 Ice Resist, Fire Resist, and Lightning Resist. |
| Blackrock | Sharp Weapons | 2x | Created from volcanic glass, weapons of blackrock are extraordinarily sharp. The edge is too brittle to hold for long, though.
Blackrock weapons have an additional die of critical damage but break after an attack against a target wearing metal armor. |
| Bronze | Weapons, Projectiles, Metal Armor | 2x | Dwarven metal, called bronze in the their tongue, stems from the various metals mined in their mountain homes in the north and south of Asiana. Prized for its strength and lighter than steel, it allowed the dwarves to stand toe to toe with the empire’s might.
Bronze weapons and projectiles have +1 Accuracy. Bronze armor has +1 Defense or Block. |
| Frost Iron | Weapons | Crafted by the dwarves in the depths of their home, frost iron is cold-wrought as opposed to heat-forged. It’s the ultimate expression of dwarven superstition, created to effectively fight their greatest fears.
Weapons made of Frost Iron have +2 Damage and +2 Accuracy against Undead and spirits. |
|
| Gold | Weapons, Metal Armor | 10x | Items cast from pure gold have often been decorative showpieces for warriors and collectors. However, they are not practical for battle.
Gold weapons have -1 Damage and break after delivering a critical hit. Gold armor has -1 defense and breaks after being dealt a critical hit. Items can instead be coated in gold. They lack the above effects, and their value is 2x instead of 10x. The gold coating is ruined after attacking or defending with the item, and the additional value is lost. |
| Iron | Weapons, Projectiles, Metal Armor | — | Iron is the default material for all metallic items.
No additional effects. |
| Ironwood | Weapons, Projectiles, Metal Armor | 3x | Ironwood is particularly durable, hailing from the inner depths of the Jolwood. Jolvar smiths are said to weave incantations into its crafting, though it lacks any inherent magical property.
Ironwood weapons have +1 Damage. Ironwood armor has +1 Defense or Block. This material does not count as metal. |
| Lupum | Blunt Weapons | 5x | More often used for jewelry, lupum has been known to be used in niche cases for blunt-force weaponry. While blades of lupum are too brittle for combat, a hammer forged of the material is known to be particularly strong against stationary objects.
Lupum weapons have +3 Damage against constructs and objects. On a critical failure, the weapon breaks. |
| Mythril | Weapons, Metal Armor | Called Elven Metal by commoners, mythril is a strong alloy forged by the greatest elven smiths. As the material is too light, blunt weapons tend to see no benefit from over traditional iron, other than the
Sharp mythril weapons have +3 Damage. Mythril armor has +2 Defense or Block. Mythril items have -1 weight. Blunt mythril weapons receive no bonus to Damage, but still benefit from the decreased weight. Alternatively, a sharp weapon can be tipped with Mythril. It has +2 Damage instead of +3, and the cost is +1000g instead of +2500g. A mythril-tipped weapon does not benefit from decreased weight. |
|
| Steel | Weapons, Projectiles, Metal Armor | 2x | Steel is the metal that won the continent for the Ascesian empire, causing the period of human rule that led to the Atrocity of Ahde.
Steel weapons and projectiles have +1 Damage. Steel armor has +1 Defense or Block. |
| Wood | Weapons, Projectiles | 0.1x | Wooden weapons are historically used for training purposes, though some masters prefer to utilize them in live combat as a sign of respect.
Wood items break after a critical hit. Non-lethal strikes ignore this effect. |