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==Material Rarity - GM Rankings== |
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{{saved-post |
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| category = General GemStone IV Discussion |
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| topic = Items and Inventory |
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| messagenum = [http://forums.play.net/forums/GemStone%20IV/General%20GemStone%20IV%20Discussion/Items%20and%20Inventory/view/3790 3790] |
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| author = [[User:SIMU-WYROM|SIMU-WYROM]] |
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| date = 8/10/20 9:22 PM CDT |
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| subject = Re: ALTER and Material Rarity |
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}} |
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''>>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 |
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<pre{{log2}}>black alloy Very Rare |
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bronze Common |
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coraesine Extremely Rare |
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drakar Rare |
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drake Common |
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eahnor Very Rare |
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eonake Very Rare |
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faenor Rare |
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feras Common |
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gold Uncommon |
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golvern Very Rare |
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gornar Rare |
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high steel Extremely Rare |
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imflass Uncommon |
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invar Infrequent |
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veil iron Very Rare |
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kelyn Very Rare |
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krodera Very Rare |
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laje Infrequent |
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low steel Extremely Rare |
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mithglin Rare |
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mithril Uncommon |
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white ora Very Rare |
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black ore Very Rare |
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ora Uncommon |
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razern Very Rare |
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rhimar Rare |
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rolaren Very Rare |
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steel Very Common |
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urglaes Very Rare |
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urnon Extremely Rare |
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vaalorn Rare |
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iron Very Common |
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veniom Very Rare |
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vultite Uncommon |
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white alloy Extremely Rare |
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zorchar Rare |
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carmiln Uncommon |
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deringo Uncommon |
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faewood Infrequent |
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fireleaf Very Rare |
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glowbark Very Rare |
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hoarbeam Infrequent |
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illthorn Extremely Rare |
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ipantor Very Rare |
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ironwood Infrequent |
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kakore Uncommon |
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lor Very Rare |
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mesille Infrequent |
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modwir Common |
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mossbark Uncommon |
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orase Uncommon |
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rowan Uncommon |
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ruic Uncommon |
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sephwir Extremely Rare |
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villswood Infrequent |
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witchwood Very Rare |
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wood Very Common |
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wyrwood Very Rare |
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yew Uncommon |
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leather Very Common |
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alexandrite Rare |
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glaes Rare |
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mein Rare |
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obsidian Infrequent |
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ruby Uncommon |
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glass Very Common |
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cloth (generic) Very Common |
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air Very Common |
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alum Infrequent |
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vaalin Rare |
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adamantine Extremely Rare |
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kroderine Extremely Rare |
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zelnorn Extremely Rare |
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silver Very Common |
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bone Very Common |
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metal (generic) Very Common |
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gemstone Very Common |
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stone Very Common |
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organic Very Common |
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copper Very Common |
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lead Very Common |
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tin Very Common |
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zinc Very Common |
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platinum Rare |
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brass Common |
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electrum Rare |
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white gold Infrequent |
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red gold Infrequent |
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pink gold Infrequent |
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rose gold Infrequent |
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sterling silver Infrequent |
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pewter Infrequent |
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xazkruvrixis Extremely Rare |
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ghezyte Extremely Rare |
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surita Extremely Rare</pre> |
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Some wiki listings might be out of date since our updates. We'll get them soon enough. |
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Rare is the last material that can be offered in most shops. Alterations as adornments are allowed. |
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Some very rare can be offered in special/limited shops. Alterations as adornments are allowed. |
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Extremely rare cannot be used in alterations unless the item is made from that material. |
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Hope this helps! |
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-Wyrom |
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Below Provided by player for ease of use. |
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{| class="wikitable sortable" {{prettytable|text-align: center;}} |
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! Material||Freq |
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|- |
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|adamantine||data-sort-value=10.0|Extremely Rare |
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|- |
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|air||data-sort-value=1.5|Very Common |
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|- |
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|alexandrite||data-sort-value=7.0|Rare |
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|- |
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|alum||data-sort-value=5.5|Infrequent |
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|- |
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|black alloy||data-sort-value=8.5|Very Rare |
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|- |
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|black ore||data-sort-value=8.5|Very Rare |
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|- |
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|bone||data-sort-value=1.5|Very Common |
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|- |
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|brass||data-sort-value=3.0|Common |
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|- |
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|bronze||data-sort-value=3.0|Common |
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|- |
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|carmiln||data-sort-value=4.0|Uncommon |
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|- |
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|cloth (generic)||data-sort-value=1.5|Very Common |
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|- |
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|copper||data-sort-value=1.5|Very Common |
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|- |
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|coraesine||data-sort-value=10.0|Extremely Rare |
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|- |
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|deringo||data-sort-value=4.0|Uncommon |
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|- |
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|drakar||data-sort-value=7.0|Rare |
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|- |
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|drake||data-sort-value=3.0|Common |
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|- |
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|eahnor||data-sort-value=8.5|Very Rare |
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|- |
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|electrum||data-sort-value=7.0|Rare |
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|- |
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|eonake||data-sort-value=8.5|Very Rare |
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|- |
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|faenor||data-sort-value=7.0|Rare |
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|- |
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|faewood||data-sort-value=5.5|Infrequent |
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|- |
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|feras||data-sort-value=3.0|Common |
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|- |
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|fireleaf||data-sort-value=8.5|Very Rare |
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|- |
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|gemstone||data-sort-value=1.5|Very Common |
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|- |
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|ghezyte||data-sort-value=10.0|Extremely Rare |
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|- |
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|glaes||data-sort-value=7.0|Rare |
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|- |
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|glass||data-sort-value=1.5|Very Common |
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|- |
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|glowbark||data-sort-value=8.5|Very Rare |
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|- |
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|gold||data-sort-value=4.0|Uncommon |
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|- |
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|golvern||data-sort-value=8.5|Very Rare |
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|- |
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|gornar||data-sort-value=7.0|Rare |
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|- |
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|high steel||data-sort-value=10.0|Extremely Rare |
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|- |
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|hoarbeam||data-sort-value=5.5|Infrequent |
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|- |
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|illthorn||data-sort-value=10.0|Extremely Rare |
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|- |
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|imflass||data-sort-value=4.0|Uncommon |
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|- |
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|invar||data-sort-value=5.5|Infrequent |
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|- |
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|ipantor||data-sort-value=8.5|Very Rare |
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|- |
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|iron||data-sort-value=1.5|Very Common |
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|- |
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|ironwood||data-sort-value=5.5|Infrequent |
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|- |
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|kakore||data-sort-value=4.0|Uncommon |
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|- |
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|kelyn||data-sort-value=8.5|Very Rare |
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|- |
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|krodera||data-sort-value=8.5|Very Rare |
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|- |
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|kroderine||data-sort-value=10.0|Extremely Rare |
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|- |
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|lead||data-sort-value=1.5|Very Common |
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|- |
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|laje||data-sort-value=5.5|Infrequent |
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|- |
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|leather||data-sort-value=1.5|Very Common |
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|- |
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|lor||data-sort-value=8.5|Very Rare |
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|- |
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|low steel||data-sort-value=10.0|Extremely Rare |
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|- |
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|mein||data-sort-value=7.0|Rare |
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|- |
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|mesille||data-sort-value=5.5|Infrequent |
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|- |
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|metal (generic)||data-sort-value=1.5|Very Common |
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|- |
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|mithglin||data-sort-value=7.0|Rare |
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|- |
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|mithril||data-sort-value=4.0|Uncommon |
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|- |
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|modwir||data-sort-value=3.0|Common |
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|- |
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|mossbark||data-sort-value=4.0|Uncommon |
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|- |
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|pink gold||data-sort-value=5.5|Infrequent |
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|- |
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|obsidian||data-sort-value=5.5|Infrequent |
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|- |
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|ora||data-sort-value=4.0|Uncommon |
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|- |
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|orase||data-sort-value=4.0|Uncommon |
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|- |
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|organic||data-sort-value=1.5|Very Common |
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|- |
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|pewter||data-sort-value=5.5|Infrequent |
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|- |
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|platinum||data-sort-value=7.0|Rare |
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|- |
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|razern||data-sort-value=8.5|Very Rare |
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|- |
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|red gold||data-sort-value=5.5|Infrequent |
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|- |
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|rhimar||data-sort-value=7.0|Rare |
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|- |
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|rolaren||data-sort-value=8.5|Very Rare |
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|- |
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|rose gold||data-sort-value=5.5|Infrequent |
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|- |
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|rowan||data-sort-value=4.0|Uncommon |
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|- |
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|ruby||data-sort-value=4.0|Uncommon |
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|- |
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|ruic||data-sort-value=4.0|Uncommon |
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|- |
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|sephwir||data-sort-value=10.0|Extremely Rare |
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|- |
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|silver||data-sort-value=1.5|Very Common |
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|- |
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|steel||data-sort-value=1.5|Very Common |
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|- |
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|sterling silver||data-sort-value=5.5|Infrequent |
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|- |
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|stone||data-sort-value=1.5|Very Common |
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|- |
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|surita||data-sort-value=10.0|Extremely Rare |
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|- |
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|tin||data-sort-value=1.5|Very Common |
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|- |
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|urglaes||data-sort-value=8.5|Very Rare |
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|- |
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|urnon||data-sort-value=10.0|Extremely Rare |
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|- |
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|vaalin||data-sort-value=7.0|Rare |
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|- |
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|vaalorn||data-sort-value=7.0|Rare |
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|- |
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|veil iron||data-sort-value=8.5|Very Rare |
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|- |
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|veniom||data-sort-value=8.5|Very Rare |
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|- |
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|villswood||data-sort-value=5.5|Infrequent |
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|- |
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|vultite||data-sort-value=4.0|Uncommon |
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|- |
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|white alloy||data-sort-value=10.0|Extremely Rare |
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|- |
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|white gold||data-sort-value=5.5|Infrequent |
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|- |
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|white ora||data-sort-value=8.5|Very Rare |
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|- |
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|witchwood||data-sort-value=8.5|Very Rare |
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|- |
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|wood||data-sort-value=1.5|Very Common |
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|- |
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|wyrwood||data-sort-value=8.5|Very Rare |
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|- |
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|xazkruvrixis||data-sort-value=10.0|Extremely Rare |
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|- |
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|yew||data-sort-value=4.0|Uncommon |
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|- |
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|zelnorn||data-sort-value=10.0|Extremely Rare |
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|- |
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|zinc||data-sort-value=1.5|Very Common |
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|- |
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|zorchar||data-sort-value=7.0|Rare |
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|} |
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{{saved-post |
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| category = General GemStone IV Discussion |
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| topic = Items and Inventory |
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| messagenum = [http://forums.play.net/forums/GemStone%20IV/General%20GemStone%20IV%20Discussion/Items%20and%20Inventory/view/3803 3803] |
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| author = [[User:SIMU-WYROM|SIMU-WYROM]] |
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| date = 08/11/2020 01:05 PM EDT |
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| subject = Re: ALTER and Material Rarity |
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}} |
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A merchant can always require materials. But I'll try to clarify even more. |
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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. |
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<br> |
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Very Common 1<br> |
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Very Common 2<br> |
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Common 3<br> |
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Uncommon 4<br> |
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Infrequent 5<br> |
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Infrequent 6<br> |
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Rare 7<br> |
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Very Rare 8<br> |
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Very Rare 9<br> |
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Extremely Rare 10<br> |
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<br> |
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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. |
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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. |
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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. |
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I hope this helped clear up any confusion. |
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{{saved-post |
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| category = Combat, Magic, and Character Mechanics |
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| topic = Weapons |
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| messagenum = 271 |
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| author = GS4-ESTILD |
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| date = 08/29/2020 11:05 AM PDT |
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| subject = Dispel Flares & Veil Iron/Krodera/Kroderine Updates |
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}} |
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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. |
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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. |
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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. |
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GameMaster Estild |
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[[Category:Materials]] |
[[Category:Materials]] |
Latest revision as of 13:59, 6 July 2022
Forged Weapon Weights
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 GameMasters.net, 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)
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?
Me.
Coase
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?
Maybe.
>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?
Yes.
>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.
Coase
Material Rarity - GM Rankings
Topic: Items and Inventory
Message #: 3790
Author: SIMU-WYROM
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!
-Wyrom
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 |
Topic: Items and Inventory
Message #: 3803
Author: SIMU-WYROM
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.
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