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Forged Weapon Weights

Category: Artisan Skills
Topic: Forging
Message #: 3302
Author: Krakii
Date: 4/4/2006 8:23:46 AM
Subject: Re: Forged Weapon Weights?

Here's the usages, rarity, bonus, and weight modifiers from, back when Banthis was the one in charge of materials. At the time, this was UNofficial (although a rough guideline) information, and he was hoping to get it more codified at some point in the future.


Please Note: This application is a first generation data-aware web page, that likely contains some bugs.

The material here tends to change quite a bit as we come closer to our breakage system. Once we finalize some of the strength and intensity information, I will update this table to include that data. This data WILL change!

Material Type AS Mod DS Mod Encum Mod Freq Special
Alexandrite Weapon -19 DNA 110% Infrequent -
Bronze Both -5 -5 80% Common -
Iron Both 0 0 125% Very Common -
Leather Armor 0 -5 100% Very Common Non-Metallic
Obsidian Weapon -5 DNA 140% Infrequent Non-Metallic
Steel Weapon 0 DNA 105% Very Common -
Invar Both +2 ? 105% Rare Dwarven
Modwir Weapon -10 DNA 100% Common Non-Metallic
Wood Both -20 0 100% Very Common Non-Metallic
Ora Both +10 10 100% Uncommon -
Ora (White) Weapon +10 DNA 100% Very Rare Sanctified
Ora (Black) Weapon +10 DNA 100% Extrmly Rare Unholy
Imflass Both +12 +12 70% Uncommon -
Mein Both +15 +15 150% Rare Non-Metallic
Glaes Both +15 +15 150% Infrequent Non-Metallic
Mithril Both +5 +5 90% Uncommon -
Vultite Both +20 +20 80% Uncommon -
Rolaren Both +20 +20 100% Very Rare -
Golvern Both +25 +25 100% Extrmly Rare -
Veil Iron Both +25 +25 125% Extrmly Rare Magic Resist
Mithglin Weapon +15 DNA 110% Rare -
Kelyn Weapon +15 DNA 105% Very Rare -
Krodera Weapon +5 DNA 100% Extrmly Rare AntiMagic
Vaalorn Both +18 +18 90% Extrmly Rare Elven
Eahnor - - - 80% Extrmly Rare Elven
Urnon Weapon +20 DNA 100% Extrmly Rare Chaos
Rhimar Weapon +5 DNA 100% Very Rare Cold
Zorchar Weapon +5 DNA 100% Very Rare Electric
Drakar Weapon +5 DNA 100% Very Rare Heat
Gornar Weapon +5 DNA 100% Very Rare Earth
Urglaes Both +12 +24 95% Extrmly Rare Dark
Razern Weapon +10 DNA 85% Very Rare Lightly Crit Weighted
Eonake Weapon +20 DNA 80% Extrmly Rare Sanctified
Faenor Weapon +8 +8 90% Extrmly Rare Elven
Ironwood Weapon - - 80% Infrequent Non-Metallic
Witchwood Weapon -5 - 80% Rare Non-Metallic
White alloy Both ? ? ? ? -
Black alloy Both ? ? ? ? -
Low Steel Both ? ? ? ? -
High Steel Both ? ? ? ? -
Gold - ? ? ? ? -
Coraesine - ? ? ? ? -
Veniom - ? ? ? ? -
Laje - ? ? ? ? -

Note: This post originally suggested that eonake was +10. The post has been changed to reflect that eonake is +20.

Adamantine (And Other Metals)

Category: Hunting and Combat
Topic: Weapon and Armor Discussion
Message #: 1949
Author: GS4-COASE
Date: 4/28/2009 5:00:47 PM
Subject: Re: Adamantine (And Other Metals) CROSSPOST

>I have otherwise heard from multiple sources that adamantine is not supposed to be lightened, ever.

Adamantine can be lightened, though the minimum that it can be lightened to is still quite heavy when compared to a similar non-adamantine item. I do need to update ANALYZE to reflect this, though.

>I assume adamantine is pitch black, because an item said so.

Adamantine in its natural state is a blackish-brown. It can be dyed any color, however.

>I assume zelnorn is golden in color, because an item said so.

Yes, its natural state is a golden hue. It can also be dyed any color.

>I assume kroderine is silvery in color, because althought the only kroderine item in game has no color descriptor, it has properties similar to krodera (which is silvery in color).

Kroderine appears fairly similar to steel in its natural state. It has a tendency to blacken over time as a side effect its special property (consuming magic), though this can be concealed with dye.

>Upon release, it was said that kroderine could never, ever be enchanted (just like it sounds as though adamantine is never, ever supposed to be lightened). But it was cleared for the major enchanting slot at the CCF.

Kroderine will eventually consume any additional enchantment and return to its natural state. If it was enchanted at the CCF, I suspect that who ever got it done will probably want to change their choice.

>What's up with zelnorn, yo'? Does it have a natural state of +x/+x? The enchants of the various items released have all been different.

Its base state is +10/+10. This natural bonus can be enhanced, but the AS/DS bonuses should always be within one point of one another.

>What can these metals be used for? Zelnorn and adamantine have been made into weapons and armors. Kroderine has been made into a weapon. Can any of them be made into a shield? Can kroderine be made into armor?

Zelnorn and Adamantine can be crafted into weapons, armor, and shields. Kroderine is currently weapon only (though this is likely to change when a suitable release method presents itself).

>Out of all of the metals, why are these three the only metals to have a level restriction to hold that is not based on natural enchant? I'll admit that the innate abilities are very powerful, but... it doesn't make sense to cower in fear of adamantine's power when that power is just... hardness.

The innate abilities are indeed significantly more powerful than standard materials, which is why a higher than normal level restriction applies.

That adamantine tends to overpower the less experienced is derived from the fact that is it not just very strong, it is essentially supernaturally indestructable. In order to shape that kind of toughness into a useable form (like a weapon or a suit of armor), some pretty powerful magic has to be used continually over the long and slow process of crafting. That kind of mana expenditure leaves behind a very strong magical residue on the resulting item, which takes a fair bit of training to overcome.

>Where... do these metals come from? If they're alloys, how are they made!?

They are all "natural" metals (in the sense that they are not alloys or otherwise man-made).

>Which GM(s) made these items from concept to code?



Category: Hunting and Combat
Topic: Weapon and Armor Discussion
Message #: 1968
Author: GS4-COASE
Date: 4/28/2009 11:36:20 PM
Subject: Re: Adamantine (And Other Metals) CROSSPOST

>Any chance we might see kroderine armor at EG?


>Where on the continent are veins of this wonderful stuff found?

I imagine that you'll have to wait for Mining to come out to find out. ;)

>If I have other questions about new metals, would it be best to ask here?


>What is the natural enchant of adamantine? Seems some were +7 and others +17.

It's +7, though it can be enchanted with a great deal of difficulty.

>Er... it does not absorb magic when it comes to Weapon Fire. D'oh. Is this intended, Coase?

No. That should now be fixed, though.


Material Rarity - GM Rankings

Category: General GemStone IV Discussion
Topic: Items and Inventory
Message #: 3790
Date: 8/10/20 9:22 PM CDT
Subject: Re: ALTER and Material Rarity

>>Is there a list of rarer materials that are allowed in alterations but require us to provide material components? The ALTER verb references the need to provide materials on occasion but doesn't specify for which materials. - HATESHI

black alloy	Very Rare
bronze	Common
coraesine	Extremely Rare
drakar	Rare
drake	Common
eahnor	Very Rare
eonake	Very Rare
faenor	Rare
feras	Common
gold	Uncommon
golvern	Very Rare
gornar	Rare
high steel	Extremely Rare
imflass	Uncommon
invar	Infrequent
veil iron	Very Rare
kelyn	Very Rare
krodera	Very Rare
laje	Infrequent
low steel	Extremely Rare
mithglin	Rare
mithril	Uncommon
white ora	Very Rare
black ore	Very Rare
ora	Uncommon
razern	Very Rare
rhimar	Rare
rolaren	Very Rare
steel	Very Common
urglaes	Very Rare
urnon	Extremely Rare
vaalorn	Rare
iron	Very Common
veniom	Very Rare
vultite	Uncommon
white alloy	Extremely Rare
zorchar	Rare
carmiln	Uncommon
deringo	Uncommon
faewood	Infrequent
fireleaf	Very Rare
glowbark	Very Rare
hoarbeam	Infrequent
illthorn	Extremely Rare
ipantor	Very Rare
ironwood	Infrequent
kakore	Uncommon
lor	Very Rare
mesille	Infrequent
modwir	Common
mossbark	Uncommon
orase	Uncommon
rowan	Uncommon
ruic	Uncommon
sephwir	Extremely Rare
villswood	Infrequent
witchwood	Very Rare
wood	Very Common
wyrwood	Very Rare
yew	Uncommon
leather	Very Common
alexandrite	Rare
glaes	Rare
mein	Rare
obsidian	Infrequent
ruby	Uncommon
glass	Very Common
cloth (generic)	Very Common
air	Very Common
alum	Infrequent
vaalin	Rare
adamantine	Extremely Rare
kroderine	Extremely Rare
zelnorn	Extremely Rare
silver	Very Common
bone	Very Common
metal (generic)	Very Common
gemstone	Very Common
stone	Very Common
organic	Very Common
copper	Very Common
lead	Very Common
tin	Very Common
zinc	Very Common
platinum	Rare
brass	Common
electrum	Rare
white gold	Infrequent
red gold	Infrequent
pink gold	Infrequent
rose gold	Infrequent
sterling silver	Infrequent
pewter	Infrequent
xazkruvrixis	Extremely Rare
ghezyte	Extremely Rare
surita	Extremely Rare

Some wiki listings might be out of date since our updates. We'll get them soon enough.

Rare is the last material that can be offered in most shops. Alterations as adornments are allowed.

Some very rare can be offered in special/limited shops. Alterations as adornments are allowed.

Extremely rare cannot be used in alterations unless the item is made from that material.

Hope this helps!


Below Provided by player for ease of use.

Material Freq
adamantine Extremely Rare
air Very Common
alexandrite Rare
alum Infrequent
black alloy Very Rare
black ore Very Rare
bone Very Common
brass Common
bronze Common
carmiln Uncommon
cloth (generic) Very Common
copper Very Common
coraesine Extremely Rare
deringo Uncommon
drakar Rare
drake Common
eahnor Very Rare
electrum Rare
eonake Very Rare
faenor Rare
faewood Infrequent
feras Common
fireleaf Very Rare
gemstone Very Common
ghezyte Extremely Rare
glaes Rare
glass Very Common
glowbark Very Rare
gold Uncommon
golvern Very Rare
gornar Rare
high steel Extremely Rare
hoarbeam Infrequent
illthorn Extremely Rare
imflass Uncommon
invar Infrequent
ipantor Very Rare
iron Very Common
ironwood Infrequent
kakore Uncommon
kelyn Very Rare
krodera Very Rare
kroderine Extremely Rare
lead Very Common
laje Infrequent
leather Very Common
lor Very Rare
low steel Extremely Rare
mein Rare
mesille Infrequent
metal (generic) Very Common
mithglin Rare
mithril Uncommon
modwir Common
mossbark Uncommon
pink gold Infrequent
obsidian Infrequent
ora Uncommon
orase Uncommon
organic Very Common
pewter Infrequent
platinum Rare
razern Very Rare
red gold Infrequent
rhimar Rare
rolaren Very Rare
rose gold Infrequent
rowan Uncommon
ruby Uncommon
ruic Uncommon
sephwir Extremely Rare
silver Very Common
steel Very Common
sterling silver Infrequent
stone Very Common
surita Extremely Rare
tin Very Common
urglaes Very Rare
urnon Extremely Rare
vaalin Rare
vaalorn Rare
veil iron Very Rare
veniom Very Rare
villswood Infrequent
vultite Uncommon
white alloy Extremely Rare
white gold Infrequent
white ora Very Rare
witchwood Very Rare
wood Very Common
wyrwood Very Rare
xazkruvrixis Extremely Rare
yew Uncommon
zelnorn Extremely Rare
zinc Very Common
zorchar Rare
Category: General GemStone IV Discussion
Topic: Items and Inventory
Message #: 3803
Date: 08/11/2020 01:05 PM EDT
Subject: Re: ALTER and Material Rarity

A merchant can always require materials. But I'll try to clarify even more.

Think of the material having a rarity rating between 1 and 10. Let me provide that scale. Keep in mind, I didn't write this scale, it's been the scale that has been used for EONS! We've been moving to calling things other things than rare, very rare, ultra rare, extremely rare, and so on where we can. That was just the scale someone else created centuries ago.
Very Common 1
Very Common 2
Common 3
Uncommon 4
Infrequent 5
Infrequent 6
Rare 7
Very Rare 8
Very Rare 9
Extremely Rare 10

The majority of merchants will work with rarity between 1 through 6, no problem. Rarity 7 is usually the end of the line when it comes to available material for sale at shops. Ebon Gate can have materials up until rarity 8. Rarity 8 and 9 can be used as adornments, but typically will need to be provided. Rarity 10 cannot be used in adornments. There are a few exceptions with rarity 10, but the item has to be created in this way to continue to do it. For example, threads, scales, studs, plates, etc. that are intended to work with cloth, wood, and leather items to give the inherited properties to the item. But this is nothing to request at a merchant alteration session as it will always be denied. Merchants can create their own guidelines with these rules. An NPC might not ever want to work with veil iron or white ora/eonake is forbidden. That's just their individual RP. Merchants can request any material at any rarity if they want to, but we ask them not too get too heavy handed.

For a long time eahnor, ipantor, golvern, veil iron, krodera, urglaes, white ora, and black ora have all been rarity 10, but we've allowed them as adornments. Even the random treasure can create with some of those descriptions. However, when you're training new GameMasters to follow the ALTER rules, this is where we run into issues. Most of those have been allowed (urglaes got reverted it seems at some point), so it created a huge inconsistency and made many of you frustrated. We fixed that issue with updating those rarities so there weren't any "house rules" anymore.

This list does not include special materials like wrotwood, flyrsilk, iron boar hide, ur-barath, etc. Those materials aren't built into the system. They don't have any properties by the combat systems. They are set to cloth, leather, stone, gemstone, etc. Whatever fits. Those special materials still need to be provided. This also doesn't include gems themselves. Those follow their own ALTER rules and nothing has changed there.

I hope this helped clear up any confusion.

Category: Combat, Magic, and Character Mechanics
Topic: Weapons
Message #: 271
Author: GS4-ESTILD
Date: 08/29/2020 11:05 AM PDT
Subject: Dispel Flares & Veil Iron/Krodera/Kroderine Updates

Dispel flares have been updated to flare before an attack resolves. In addition, if the target has no spells active, they are then subject to SMRv2 and if successful, take disruption damage.

Kroderine weapons have been updated to always have at least 3 dispel attempts. Kroderine armor no longer dispels the wearer when triggered reactively against an attacker.

Veil Iron and Krodera have been updated to be immune to Vibration Chant (1002), Cloak of Shadows (712), and Weapon Fire (915). Kroderine was already immune to these spells.

GameMaster Estild