Material: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
m (move to Item Mechanics)
(Rewrote functional material section to include more materials.)
Line 3: Line 3:
== Functional Materials ==
== Functional Materials ==


'''Functional materials''' are those which can serve as the base material for weapons and armor.
''Functional'' materials are those commonly used for weapons, armor, and locksmithing. These materials contribute mechanical factors such as natural [[enchantment]] bonuses. ''Decorative'' materials can be used for adornments and non-combat items but have no mechanical properties. The following table lists all of the currently available functional materials. [[:Category:Materials|Other materials]] not listed here are considered decorative.

The standard material for all [[weapon]]s (except ranged weapons and staves) and metal [[armor]] is [[steel]]. The standard material for ranged weapons and staves is [[wood]]. The primary material for shields may be either metal or wood. However, if the primary material for a shield is wood, it is assumed the shield is banded with steel. If the primary material for a shield is metal, then it is assumed the shield is ALSO made of wood.

Clothing and robe armors (ASG 1-2) are made of [[cloth]], and leather armors (ASG 5-12) are made of [[leather]]. Cloth and leather are considered functional materials, but there are no mechanical distinctions between different types of cloth and leather. Armors from the "hard" leather group (ASG 9-12) may sometimes have a metal as a base material, where it is assumed the armor is mainly made of leather and the metal is used for reinforcements.

The base material of an item can be determined by [[INSPECT]].

=== Properties ===

Each functional material has the following mechanical properties:
*Attack Strength bonus when used in weapons
*Defensive Strength bonus when used in armor or shields
*[[Material weight modifier]] which determines how heavy an item made out of the material is
*Modifier to enchantment/ensorcell difficulty
*Strength/Durability (not yet implemented, part of the [[breakage]] system)

=== Metals ===


{|
{|
| style = "vertical-align:top; width: 20em;" |
|- valign="top"
*[[adamantine]]
|rowspan=3|
*[[alexandrite]]
{| border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center;"
*[[bronze]]
|+ '''Metals'''
*[[coraesine]]
|-
*[[drakar]]
|width=80| [[Adamantine]] ||width=80| [[Alexandrite]]
*[[eahnor]]
|width=80| [[Bronze]] ||width=80| [[Coraesine]]
*[[eonake]]
|-
*[[faenor]]
| [[Drakar]] || [[Eahnor]] || [[Eonake]] || [[Faenor]]
*[[glaes]] (mein)
|-
*[[golvern]]
| [[Glaes]] (Mein)|| [[Golvern]] || [[Gornar]] || [[Imflass]]
*[[gornar]]
|-
*[[imflass]]
|[[Invar]] || [[Iron]] || [[Kelyn]] || [[Krodera]]
| style = "vertical-align:top; width: 20em;" |
|-
*[[invar]]
| [[Kroderine]] || [[Mithglin]] || [[Mithril]] || [[Ora]]
*[[iron]]
|-
*[[kelyn]]
| [[Black ora|Ora, Black]] || [[White ora|Ora, White]] || [[Razern]] || [[Rhimar]]
*[[krodera]]
|-
*[[kroderine]]
| [[Rolaren]] || [[Steel]] || [[Urglaes]] || [[Urnon]]
*[[mithglin]]
|-
*[[mithril]]
|| [[Vaalorn]] || [[Veil iron]] || [[Veniom]] || [[Vultite]]
*[[ora]]
|-
*[[black ora]]
| [[Zelnorn]] || [[Zorchar]] || - || -
*[[white ora]]
|}
*[[razern]]
|
*[[rhimar]]
{| border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center;"
| style = "vertical-align:top; width: 20em;" |
|+ '''Woods'''
*[[rolaren]]
|-
*[[steel]]
|width=80| [[Carmiln]] ||width=80| [[Deringo]]
*[[urglaes]]
|width=80| [[Faewood]] ||width=80| [[Fireleaf]]
*[[urnon]]
|-
*[[vaalorn]]
| [[Glowbark]] || [[Hoarbeam]]
*[[veil iron]]
| [[Illthorn]] || [[Ipantor]]
*[[veniom]]
|-
*[[vultite]]
| [[Kakore]] || [[Lor]]
*[[zelnorn]]
| [[Mesille]] || [[Mossbark]]
*[[zorchar]]
|-
| [[Orase]] || [[Rowan]]
| [[Ruic]] || [[Sephwir]]
|-
| [[Villswood]] || [[Witchwood]]
| [[Wyrwood]] || [[Yew]]
|}
|-
|
{| border="2" cellpadding="4" cellspacing="0" style="margin: 0em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center;"
|+ '''Leathers'''
|-
|width=320| [[Leather]]
|}
|- valign="bottom"
|
{| border="2" cellpadding="4" cellspacing="0" style="margin: 0em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center;"
|+ '''Lockpick Materials'''
|-
|width=80| [[Alum]]||width=80| [[Laje]]
|width=80| [[Vaalin]] ||width=80| -
|}
|}
|}

=== Woods ===


See [[list of woods]] for more information on functional woods.
See [[list of woods]] for more information on functional woods.


Most mundane types of wood simply [[INSPECT]] as "wood" and have no additional properties. These include [[ash]], [[elm]], [[fel]], [[haon]], [[hazelwood]], [[ko'nag]], [[maoral]], and [[oak]].
== Level Requirements ==


Woods that are considered distinct materials:
Characters cannot use certain materials for weapons, shields or armor until one has reached a certain training level. For example, an adventurer would have to be at least level 8 to use a glaes weapon. Basically it comes down to dividing the (positive) enchantment bonus by two, then potentially rounding the result up (glaes: +15 / 2 = 7.5 -> 8). Below is a table with examples:
*[[ironwood]]
*[[modwir]]


These woods have magical or special properties:
{| {{prettytable|text-align: left;}}
{|
|+'''''Level Requirements of Common Materials'''''
| style = "vertical-align:top; width: 20em;" |
! width="10%" | Level
*[[carmiln]]
! width="10%" | Bonus
*[[deringo]]
! width="40%" | Metal
*[[faewood]]
! width="40%" | Wood
*[[fireleaf]]
|-
*[[glowbark]]
| align="right" | All
*[[hoarbeam]]
| align="right" | +0
*[[illthorn]]
| [[iron]], [[steel]]
*[[ipantor]]
| mundane wood
*[[kakore]]
|-
*[[lor]]
| align="right" | 1
| style = "vertical-align:top; width: 20em;" |
| align="right" | +2
| [[invar]]
*[[mesille]]
| [[yew]]
*[[mossbark]]
*[[orase]]
|-
*[[rowan]]
| align="right" | 3
*[[ruic]]
| align="right" | +5
*[[sephwir]]
| [[drakar]], [[gornar]], [[kelyn]], [[mithril]], [[rhimar]], [[zorchar]]
| [[rowan]]
*[[villswood]]
*[[witchwood]]
|-
*[[wyrwood]]
| align="right" | 3
*[[yew]]
| align="right" | +6
| -
| [[carmiln]]
|-
| align="right" | 4
| align="right" | +8
| [[faenor]]
| [[deringo]]
|-
| align="right" | 5
| align="right" | +10
| [[ora]] ([[white ora|white]], [[black ora|black]]), [[razern]]
| [[kakore]]
|-
| align="right" | 6
| align="right" | +12
| [[imflass]]
| [[hoarbeam]]
|-
| align="right" | 8
| align="right" | +15
| [[glaes]], [[mithglin]]
| [[mesille]], [[mossbark]]
|-
| align="right" | 9
| align="right" | +17
| -
| [[ipantor]], [[witchwood]]
|-
| align="right" | 9
| align="right" | +18
| [[eahnor]], [[vaalorn]]
| [[villswood]]
|-
| align="right" | 10
| align="right" | +20
| [[eonake]], [[rolaren]], [[vultite]]
| [[faewood]], [[orase]], [[ruic]]
|-
| align="right" | 11
| align="right" | +22
| -
| [[fireleaf]], [[glowbark]]
|-
| align="right" | 12
| align="right" | +24
| -
| [[wyrwood]]
|-
| align="right" | 13
| align="right" | +25
| [[golvern]], [[veil iron]]
| [[illthorn]], [[lor]], [[sephwir]]
|-
|}
|}


=== Other ===
Note that the bonus of combat gear is often referred to in a different manner - in multiples of 5. Thus mithril could be referred to as 1x, glaes as 3x, and a +30 item as 6x. Simply take the bonus and divide by 5 (vultite: +20 / 5 = 4x).

*[[bone]]
*[[cloth]]
*[[glass]]
*[[leather]]
*[[ruby]]
*[[obsidian]]

=== Lockpicks ===

Some materials used for [[lockpick]]s are not technically considered functional materials, but have known properties specifically for locksmithing.

Materials in this category include [[alum]], [[laje]], and [[vaalin]].

=== Level Restrictions ===

Characters cannot use weapons, shields or armor with natural enchantments until reaching a level which is at least 1/2 of the item's enchantment bonus, rounded up. For example, to use a +15 glaes weapon, one must be at least level 8.

Note that the bonus of combat gear is often referred to in a different manner - in multiples of 5. Thus mithril could be referred to as 1x, glaes as 3x, and a +30 item as 6x. Simply take the bonus and divide by 5 (vultite: +20 / 5 = 4x).


Also, objects can have a different bonus than might seem evident. By, for example, [[Enchant Item (925)|enchanting]] an item, the bonus is increased.
Also, objects can have a different bonus than might seem evident. By, for example, [[Enchant Item (925)|enchanting]] an item, the bonus is increased.


Some rarer materials such as [[kroderine]] may have special restrictions. See the individual articles for more details.
Some rarer materials such as [[kroderine]] may have special restrictions. See the individual articles for more details.


== Weight Modifiers ==
== Decorative Materials ==


'''Decorative materials''' have no distinct functional properties, either because they are not suitable as weapons or armor, or because they fall within one of the existing broader material categories ("mundane wood" or "leather"). They may be used as jewelry or embellishments.
Each functional material has a [[material weight modifier|weight modifier]] that determines how heavy an item made out of that material is, compared to the base weight of the item type. Item weight is a major factor in the [[encumbrance]] system.


Many real-world materials can be used as decorative materials as long as they are suitably "in-genre". However, be aware that just because something exists on Earth does not mean it is on [[Elanthia]]. For some of the materials exclusive to the world of Elanthia, see [[:Category:Materials]] and the [[alteration noun list]].
See [[item weights (saved posts)]] for a full list of base item weights, and the individual material articles for their respective weight modifiers.


''Note: When you hand an item to a [[GameMaster]] or a [[merchant]], they are required to check that the decorative materials on it are approved and will be forced to change its description if the materials are not. If you are not sure about the existing materials on an item but would not like the item to be changed without your permission, verify before you hand it over.''
See [[lightening]] for more information about the merchant service that changes item weights.


== Enchant/Ensorcell Difficulty ==
== Enchant/Ensorcell Difficulty ==
Line 169: Line 135:
The following table shares the modifications each material can cause when attempting to [[Enchant Item (925)|enchant]] or [[Ensorcell (735)|ensorcell]] an item primarily made of such material. This list is subject to revision as materials are added or modified. Last updated 11 April 2015.
The following table shares the modifications each material can cause when attempting to [[Enchant Item (925)|enchant]] or [[Ensorcell (735)|ensorcell]] an item primarily made of such material. This list is subject to revision as materials are added or modified. Last updated 11 April 2015.


{| class="wikitable sortable" {{prettytable}}
{| class="wikitable sortable"
!Material || Weapons || Shields || Armor || Bows || RuneStaves
!Material || Weapons || Shields || Armor || Bows || RuneStaves
|-
|-

Revision as of 17:04, 29 December 2016

A material is the substance or substances out of which a thing is or can be made. In GemStone IV, there are numerous materials that weapons, armor, shields, and other useful objects can be crafted of that may or may not have real life counterparts.

Functional Materials

Functional materials are those which can serve as the base material for weapons and armor.

The standard material for all weapons (except ranged weapons and staves) and metal armor is steel. The standard material for ranged weapons and staves is wood. The primary material for shields may be either metal or wood. However, if the primary material for a shield is wood, it is assumed the shield is banded with steel. If the primary material for a shield is metal, then it is assumed the shield is ALSO made of wood.

Clothing and robe armors (ASG 1-2) are made of cloth, and leather armors (ASG 5-12) are made of leather. Cloth and leather are considered functional materials, but there are no mechanical distinctions between different types of cloth and leather. Armors from the "hard" leather group (ASG 9-12) may sometimes have a metal as a base material, where it is assumed the armor is mainly made of leather and the metal is used for reinforcements.

The base material of an item can be determined by INSPECT.

Properties

Each functional material has the following mechanical properties:

  • Attack Strength bonus when used in weapons
  • Defensive Strength bonus when used in armor or shields
  • Material weight modifier which determines how heavy an item made out of the material is
  • Modifier to enchantment/ensorcell difficulty
  • Strength/Durability (not yet implemented, part of the breakage system)

Metals

Woods

See list of woods for more information on functional woods.

Most mundane types of wood simply INSPECT as "wood" and have no additional properties. These include ash, elm, fel, haon, hazelwood, ko'nag, maoral, and oak.

Woods that are considered distinct materials:

These woods have magical or special properties:

Other

Lockpicks

Some materials used for lockpicks are not technically considered functional materials, but have known properties specifically for locksmithing.

Materials in this category include alum, laje, and vaalin.

Level Restrictions

Characters cannot use weapons, shields or armor with natural enchantments until reaching a level which is at least 1/2 of the item's enchantment bonus, rounded up. For example, to use a +15 glaes weapon, one must be at least level 8.

Note that the bonus of combat gear is often referred to in a different manner - in multiples of 5. Thus mithril could be referred to as 1x, glaes as 3x, and a +30 item as 6x. Simply take the bonus and divide by 5 (vultite: +20 / 5 = 4x).

Also, objects can have a different bonus than might seem evident. By, for example, enchanting an item, the bonus is increased.

Some rarer materials such as kroderine may have special restrictions. See the individual articles for more details.

Decorative Materials

Decorative materials have no distinct functional properties, either because they are not suitable as weapons or armor, or because they fall within one of the existing broader material categories ("mundane wood" or "leather"). They may be used as jewelry or embellishments.

Many real-world materials can be used as decorative materials as long as they are suitably "in-genre". However, be aware that just because something exists on Earth does not mean it is on Elanthia. For some of the materials exclusive to the world of Elanthia, see Category:Materials and the alteration noun list.

Note: When you hand an item to a GameMaster or a merchant, they are required to check that the decorative materials on it are approved and will be forced to change its description if the materials are not. If you are not sure about the existing materials on an item but would not like the item to be changed without your permission, verify before you hand it over.

Enchant/Ensorcell Difficulty

The following table shares the modifications each material can cause when attempting to enchant or ensorcell an item primarily made of such material. This list is subject to revision as materials are added or modified. Last updated 11 April 2015.

Material Weapons Shields Armor Bows RuneStaves
adamantine -500 -500 -500
alexandrite -500 0
black-alloy 0 -50 0
bone -250 10 -250
bronze -50 -50
carmiln 10 10
cloth 0
copper -50 -50
coraesine -999
deringo -20 -20 -20
drakar -50 -50 -50
drake 0
eahnor 15 15 15
eonake -60
faenor 15
faewood 10 0
feras 0
fireleaf 15 15
glaes -10 -10 -10
glass 0
glowbark -10 -10 -10
golvern -10 -10 -10
gornar -50 -50 -50
hoarbeam 5 5 5
illthorn 0 0
imflass -30 -30 -30
invar 0 0 0
ipantor -40
iron -30 -30 -30
ironwood 0 0
kakore 0 0
kelyn 0
krodera -999
kroderine -999 -999 -999
leather -10
lor -25
mein -10 -10 -10
mesille 0 0 0
mithglin 15 15 15
mithril 20 20 20
modwir 0
mossbark 0 0 0
obsidian -500
ora 0 0 0
ora-black -75
ora-white -40
orase 0 0
razern -20
rhimar -50 -50 -50
rolaren -40 -40 -40
rowan 20
ruby -500
ruic -60
sephwir -25
steel -10 -10 -10
urglaes -999 -999 -999
urnon -999
vaalorn 10 10 10
veil-iron -50 -50 -50
villswood 0 0 0
vultite 0 0 0
white-alloy 0 0
witchwood -75
wood -100 -10 -100 -10 -10
wyrwood -60
yew -20
zelnorn -999 -999 -999
zorchar -50 -50 -50

Behind the Scenes: History of Materials in GemStone

GemStone III had at least as many different types of materials in it as exist on Earth because everything from iron and steel to oak and yew can be found there. Where it gets more interesting is in the different magical materials that exist. Originally, these materials had names taken directly from Iron Crown Enterprises' "RoleMaster" gaming products.

Until 1998, ICE had the worldwide gaming rights to the Middle-Earth world-setting created by J.R.R. Tolkien. The names that he created--mithril, eog, galvorn, and others--are therefore found throughout ICE's gaming products.

When GemStone III was written, the names of these materials were used but the properties of them were not necessarily copied over as well. For example, in "RoleMaster" the material eog has a +30 magical bonus; in GemStone III, eog was only +10.

At the end of 1995 when the ICE age came to an end, Simutronics was legally required to change all references to materials with "RoleMaster" names. Items actually in the possession of characters were allowed to retain their old material names, with the stipulation that should the item ever be handled by a GameMaster, the material would be converted to whatever the corresponding new material was called. (For example, an old "galvorn" item that a GameMaster needed to work on for some reason would be returned to the player as a "golvern" item.)

Resources