Material Differences
The purpose of this page is primarily tied to Blacksmithing, it serves to display the mechanical differences in the effectiveness of armor and weapons when different materials are utilized. As far as how long or difficult it would take to use these materials, It can be found on the blacksmithing page.
Armor
The foremost line of defense for a character, various materials can impact how defensive the armor is and potentially impart special traits. Importantly, if an armor is made Masterwork It will always gain +1 Vitality. Lastly, unless stated otherwise, most materials cannot be used to create light armor.
Unusable Materials
The list of materials below cannot be used to create armor without extraordinary interference from magic :
Gallium
Inutillis
Mercury
Star Opal
Standard Materials
Iron, Dead Iron, and Bronze are the three materials considered the standard for every Medium and Heavy armor, the benefits of which are as follows :
Medium armor has -1 Dex, -1 movement Dex, and +1 Vit
Heavy armor has -2 Dex, -4 movement Dex, and +3 Vit
(when armor mentions a negative to Movement Dex. this stacks with the regular Dex penalty, for example when wearing medium armor you effectively take -2 for calculating movement)
The above is the precedent for the standards of armor every other material for armor that mentions increasing or decreasing is with this standard in mind.
Bone & Leather
Light armor is normally made from leather, which gives +1 Vitality specifically for light weapons (aka 0.5 or more dex) alongside no Dex negative.
Normally, medium and heavy armor made with bone are heavy and brittle, making them effectively useless. However, armor of all types made by the smiths of the Makos Clan use special techniques to make armor out of monster bone and leather. Alternatively, Stylists can make armor made of Sarwix leather, but leather alone will only allow for the creation of light armor.
Armor classified as Desert gear increases the Vit benefit by 2 for Light and Medium armor, for Heavy armor the Vit benefit increases by 4 while (for heavy armor) Dex decreases by additional -2
Vanity Materials
These are metals which are essentially worse than standard metals, with their only benefit being aesthetic in nature, included in this section is :
Gold
Silver
Copper
Stainless Steel
Armor made with these Vanity Materials would have their Dexterity and Movement Dexterity penalty doubled, and Heavy armor has the Vit bonus decreased by 2.
Special materials
Titanium
Decreases the Dex and movement Dex negative by 1, and for heavy armor decreases the Vit benefit by 1.
Luma
Decreases Dex and movement Dex negative by 4, also decreases Vit benefit by 4 and is easier to destroy than Mudslide stone armor.
Hableor
When used to make armor the armor has no Vitality bonus due to the nature of the metal. However, armor made with this metal gives the wearer 2.5%/5%/10% magical resistance (light/medium/heavy respectively).
Krysallium
Whilst wearing armor made of Krysallium the wearer gains 30% inherent magical resistance for Irae energy attacks. However, the movement Dex penalty increases by 1 for medium armor and 2 for heavy armor. Lastly, heavy armor has its vit bonus decreased by 1.
Steel
Increases the Vit benefit by 2.
Tungsten
Increases the Dex negative by 6, and increases the Vit benefit by 5, for Heavy armor the Vit benefit increases by 8.
Fucium
A material which combines all special traits and bonuses of the two metals used. However, Negatives are also combined atop a 50% increase (rounded up) to any resulting negative.
Magical Materials
Medium and Heavy armor Made of the elemental Stones (mudslide, blizzard, blaze, gale, and thunder) are equivalent to Steel armor, alongside their special effects.
Mudslide Stone
50% magical resistance to Rock and Mire magic. Armor is inherently incredibly slippery, making it hard to damage with blunt weapons. Unlike most other materials, Mudslide stone is flexible enough to be used for light armor. Lastly, armor made from Mudslide stone is inherently fragile, and will last a maximum of 10 blows, regardless of if they slip past or not.
Blaze Stone
50% magical resistance to Flames and Magma magic. After being struck emits a strong heat in that direction, lightly burning the opponent.
Blizzard Stone
50% magical resistance to Flood and Ice magic. Any character other than the wearer that is within point black range of armor made with Blizzard stone causes them to take a penalty of -2 Dexterity until they get further from the opponent.
Gale Stone
50% magical resistance for Gale and Phantom magic. Armor made with this stone gives the user +2 Dexterity and has reduced durability, while not as extreme as armor made with the Mudslide stone, it is still a notable decrease.
Thunder Stone
50% magical resistance for Radiance and Lightning magic. When struck whilst wearing heavy armor made with a Thunder stone, it will discharge a volt of electricity towards the attacker, giving them -2 to Dexterity and Physical Power until the end of their next turn.
Dragon Scale & Leather
When used to make armor, grants magical resistance to their entire element of the Dragon's sub-element (aka armor made from a Magma dragon would be resistance to all types of Fire magic).
When using Dragon leather to create light armor, it gains 4 vitality bonus, alongside 50% magical resistance.
When using a Dragon scale to create medium armor, it gains 6 vitality bonus, alongside 75% magical resistance.
When using a Dragon scale to create heavy armor, it gains 10 vitality bonus, alongside 95% magical resistance.
Spark of the Abyss
Equivalent to steel, but with the added bonus of no dex penalty and 50% magical resistance to Irae energy.
Pyrrhic Shard
Impossible to say for certain as every piece of this material is different, will often at least give the armor extreme resistance to Irae energy.
Zyraneth's Light
Increases the Vit benefit by 9 for medium armor, and 22 for Heavy armor. Additionally, the wearer gains 50% magical resistance to all forms of magic.
Weapons
The armaments with which any who deem a need for offense or defense shall require for themselves. Unlike armor, weaponry does not have a straightforward bonus or penalty to any Attributes, instead they have varying degrees of sharpness and durability, as shown on the graph below. The Graph displays the differences in sharpness and durability between all materials that weapons can be made from. If a weapon is of masterwork quality, the sharpness and durability increase by 1 point each, with the exception of anything already at a 10. Any exceptions not listed that weapons can be made from, and materials that require an addendum such as the notorious Hableor, shall have one below the graph. Lastly, any weapon made with an elemental material has magical empowerment of 125%.
Wood
Normally equivalent to bone, However, if using Frost wood or Beast's Lantern, can be relatively stronger. It should first be noted, that only bows are commonly made from wood as far as weapons made for combat, as even Beast's Lantern pales in comparison to most metals. When using frost wood the weapon is equivalent to most Vanity metals such as gold, with the added benefit of rapidly extinguishing fire's on the weapon or its wielder. Weapons made from Beast's Lantern are incapable of being set on fire, alongside being equivalent to normal iron.
Bone
While normal Bone is as listed on the graph, if using a bone weapon made by the smiths of the Desert out of Sarwix or Desert Demon bone, it will have sharpness and durability equivalent to Hableor, albeit without the metals notable downside.
Titanium
While it is incredibly sharp, it lacks durability and can dull relatively quickly, requiring far more maintenance compared to the average weapon. Additionally, due to weighing far less, the effectiveness of titanium drops considerably for Blunt weapons.
Luma
Extraordinarily similar to Titanium, but with far worse extremes, atop the far lessened durability, even should it survive a battle, it would almost certainly require a sharpening.
Hableor
Due to the sheer elasticity of this metal, it can be considered effectively useless both in terms of defense and offense. The only exception is for whips or others weapons which inherently incorporate such a factor for their usage.
Tungsten
While the sharpness would make most weapons useless, should Tungsten be used for a blunt weapon, it could be one of the very best materials to be used for such a weapon.
Mudslide Stone
Similar to the armor, the durability of weapons made of mudslide are inherently limited to at most 20 strikes. Similar to Tungsten this material is nigh useless unless used for blunt weaponry, in which case it can part some of its slippery essence to the opponent, possibly making them slip if used to target the legs.
Blaze Stone
Equivalent to Steel in terms of durability and sharpness, alongside imparting fire damage equal to 5 Magical Power on hit.
Blizzard Stone
Equivalent to Steel in terms of durability and sharpness, alongside imparting a freezing chill which reduces an opponent's dexterity by 3 until the end of the user's next turn. (this debuff is decreased to 1 for light weapons)
Gale Stone
Equivalent to Luma in terms of durability and sharpness, with the notable lack of dulling after only a few strikes. In fact, should the sword dull or even break, so long as over a quarter of the weapon remains, it will reform itself as if it was made new after 4 hours.
Thunder Stone
Equivalent to Spark of the abyss in terms of durability and sharpness, alongside imparting a powerful electrical discharge with every strike equal to 10 Magical power on hit. Should this be used to create a two handed weapon with at least 1.0 Physical Power, each strike will call down a lightning bolt to strike their opponent equal to 20 Magical Power, with a stunning effect alongside the damage.
Dragon Scale
Alongside their incredible durability and notable sharpness, weapon's impart elemental magic of the scale's origin. The elemental magic tied to the weapons are akin to 15 Magical Power, additionally the weapon can fire a ranged attack of the given element once a minute.
Spark of the Abyss
Weapons made with this eerie material impart destructive Irae energy on each attack, with a Magical Power of 20 (this magical power is equivalent to an Irae mage making it comparatively weaker than a Dragon Scale's magical effect). Additionally, the weapon partially repairs itself automatically upon striking an Irae mage or Iraeidin.
Pyrrhic Shard
Similar to the armor entry, weapons made with this material are very dependent on the original material itself. However, the resulting product will likely have a hefty magical effect of some kind.
Zyraneth's Light
Alongside boasting the highest sharpness and durability, weapons made of this legendary material can pierce, slice, or bash through magic like butter.


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