Material

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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 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. Other materials not listed here are considered decorative.

Metals
Adamantine Alexandrite Bronze Coraesine
Drakar Eahnor Eonake Faenor
Glaes (Mein) Golvern Gornar Imflass
Invar Iron Kelyn Krodera
Kroderine Mithglin Mithril Ora
Ora, Black Ora, White Razern Rhimar
Rolaren Steel Urglaes Urnon
Vaalorn Veil iron Veniom Vultite
Zelnorn Zorchar - -
Woods
Carmiln Deringo Faewood Fireleaf
Glowbark Hoarbeam Illthorn Ipantor
Kakore Lor Mesille Mossbark
Orase Rowan Ruic Sephwir
Villswood Witchwood Wyrwood Yew
Leathers
Leather
Lockpick Materials
Alum Laje Vaalin -

See list of woods for more information on functional woods.

Level Requirements

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:

Level Requirements of Common Materials
Level Bonus Metal Wood
All +0 iron, steel mundane wood
1 +2 invar yew
3 +5 drakar, gornar, kelyn, mithril, rhimar, zorchar rowan
3 +6 - carmiln
4 +8 faenor deringo
5 +10 ora (white, black), razern kakore
6 +12 imflass hoarbeam
8 +15 glaes, mithglin mesille, mossbark
9 +17 - ipantor, witchwood
9 +18 eahnor, vaalorn villswood
10 +20 eonake, rolaren, vultite faewood, orase, ruic
11 +22 - fireleaf, glowbark
12 +24 - wyrwood
13 +25 golvern, veil iron illthorn, lor, sephwir

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.

Weight Modifiers

Each functional material has a 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.

See item weights (saved posts) for a full list of base item weights, and the individual material articles for their respective weight modifiers.

See lightening for more information about the merchant service that changes item weights.

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.)

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