Material purification: Difference between revisions

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===[[Adamantine]]===
===[[Adamantine]]===
{{#section:Adamantine|purified}}
{{#section:Adamantine|purified}}
===[[Black ora]]===
{{#section:Black ora|purified}}
===[[Drakar]]===
===[[Drakar]]===
{{#section:Drakar|purified}}
{{#section:Drakar|purified}}
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===[[Sephwir]]===
===[[Sephwir]]===
{{#section:Sephwir|purified}}
{{#section:Sephwir|purified}}
===[[White ora]]===
{{#section:White ora|purified}}
===[[Witchwood]]===
===[[Witchwood]]===
{{#section:Witchwood|purified}}
{{#section:Witchwood|purified}}

Revision as of 13:00, 14 October 2026

Material purification is a service that debuted in 2026 that allows for existing materials with innate properties to have a greater effect when purified. The first purified materials were sold at the Grand Auction of 5126 and the service became widely available starting with the February 2026 run of Duskruin.

All purified materials only use the material slot. They are compatible with any script. Purified metal is shown in loresong properties

Materials

Adamantine

Purified adamantine can be lightened further than regular adamantine (eg. fully lightened plate weighs 38lbs) and has weaken armament and cripple flares.

Purified adamantine retains the standard adamantine its chance to disarm or break an attackers weapon. In addition, it gains material specific impact flares that will always target the location it collides with. If the attack is made with an armament, that applies Weakened Armament to the armament. If the armament is a natural weapon such as a claw, that body part is crippled. This flare also applies to proactive movements with this armor (such as tackling). When purified adamantine flares, there is a 25% chance for a shockwave that deals 4d15 additional damage to the target. This applies both to the wearer's combat maneuvers and when the wearer is struck.

Black ora

Purified black ora flares deal 2d15 psychic damage, with a 25% chance for that damage to be multiplied by 2 to 4. A target that survives must pass an internal SSR check or be terrified. Weaker results leave the target panicked (unable to attack, maneuver, or cast); stronger results immobilize it. Compatible with UCS.

Drakar

Purified drakar has a chance to trigger fire flares that are slightly stronger than normal. When this occurs, there is a 25% chance to trigger a second flare that is stronger than the first and significantly more powerful than standard flares.

Eonake

Purified eonake only flares against undead. Its flares are holy fire that slow the target and reduce its AS by 25. Because it only affects undead, it flares twice as often as a standard flare. There is a 25% chance for a flare to immolate the target in holy fire.

Faewood

Purified faewood has a chance to trigger a fire flare against undead targets that is slightly stronger than standard flares. Because it only affects undead, it flares twice as often as a standard flare. When it triggers, it also grants Imaera's Blessing, bestowing Quickness (-3 seconds) and +25 AS / +15 CS for one attack. Quickness is a new status condition that grants haste (martial or magical) for a set duration or number of attacks. Quickness (granted by Imaera's Blessing) will now also apply to channel roundtime. There is a 25% chance to add an additional charge of Imaera's Blessing.

Glowbark

Purified glowbark has has plasma flares that blind the target. There is also a chance that the flare will chain to up to 4 additional targets.

Gornar

Purified gornar has a chance to trigger impact flares that are slightly stronger than normal. When this occurs, there is a 25% chance to trigger a second flare that is stronger than the first and significantly more powerful than standard flares.

Rhimar

Purified rhimar has a chance to trigger cold flares that are slightly stronger than normal. When this occurs, there is a 25% chance to trigger a second flare that is stronger than the first and significantly more powerful than standard flares.

Sephwir

Purified sephwir has a chance to cause ammunition to splinter upon impact. If a secondary target fails a standard maneuver roll (SMR), they are affected by a standard puncture flare, even if the initial attack was fatal. If no other target is present, the splinter can flare against the primary target. Additionally, all ranged attacks using a pure sephwir bow receive a -1% evade chance.

White ora

Purified White Ora flares release a blast of holy flame damage and provides the Hallowed Resolve buff for the next swing or cast. Purified white ora only flares against undead, and flares twice as often as a standard flare. The flare is a standard fire flare with holy messaging; immolation lasts 3–5 rounds. Hallowed Resolve lasts up to 120 seconds and provides +25% DF against undead for attacks, or +50 overwarding for CS spells. It is only consumed by a hit or successful ward against an undead target. There is a 25% chance to immolate the target in holy fire.

Witchwood

Witchwood flares will horrify 1d3 targets. The main target is always horrified, with an MDR roll to potentially do psychic damage to the target. Non-Primary targets will have an MDR roll for their chance to horrify.

Wyrwood

Purified Wyrwood will flare crushing damage that roots the target. It also has a 25% chance to have a second cycle on that target which will garrote them, doing more crushing damage targeted at the neck and silence them (if they survive).

Zorchar

Purified zorchar has a chance to trigger lightning flares that are slightly stronger than normal. When this occurs, there is a 25% chance to trigger a second flare that is stronger than the first and significantly more powerful than standard flares.

Flares

For elemental materials the flare is in addition to the existing ability flare. This allows up to 3 flares, an ability flare and a double material flare then 5 with GEF. The Double flare with flares that are stronger than normal. The first flare is one critical rank higher than normal. The second flare is two critical ranks higher than normal.

An item like this would be the A material component, B ability slot and D for GEF slot.

Process

Armaments must already INSPECT of the correct material before they can be purified. Purification itself is done via automated certificates available at Duskruin's The Annex.

If an armament is not of the correct material type, it must first undergo the transmutation service. This cost varies depending on if it is a lesser transmute or intermediate transmute. The purification service will only update the quality to purified if the item material matches the material of the certificate

Intermediate transmute adds missing properties to make the material valid for the item. Lesser transmute does not. The intermediate transmutes add necessary properties that are innate to the material. So if the bow doesn’t have 10 CER sighting for sephwir, it would get added. Intermediate transmute to rhimar would add cold flares, etc. All the elemental metals are valid for bows.

Material difficulty is unaffected by purification.

Cost

See the individual certificates listed in Duskruin's The Annex and HESS for current pricing.

Behind the scenes

Purification's implementation reuses a mechanism that was previously used with shadarl. The addition of the display in RECALL now shows for that as well.

See also