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==Forged Weapon Weights== |
==Forged Weapon Weights== |
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<section begin=forged weights />{{Saved-post |
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|author=Krakii |
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|category=Artisan Skills |
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|topic=Forging |
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|messagenum=3302 |
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|subject=Re: Forged Weapon Weights? |
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|date=4/4/2006 8:23:46 AM}} |
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<small><i>Note: This post originally suggested that eonake was +10. The post has been changed to reflect that eonake is +20. </i> </small> |
<small><i>Note: This post originally suggested that eonake was +10. The post has been changed to reflect that eonake is +20. </i> </small><section end=forged weights /> |
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== Adamantine (And Other Metals) == |
== Adamantine (And Other Metals) == |
Revision as of 09:51, 28 June 2017
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.
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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