Materials, Arms, and Armor

Each item that you use, from its design to the material its made from, has unique properties. This is a list of each material, weapon, and armor and its unique properties. Depending on the amount used, the quality of the smith, etc., final products may vary from the ones listed here.

A “material unit” is called a chunk. One chunk of ore is a dense ball of said material about the size of a baseball. Impure materials (such as steel and unrefined ores) will require more chunks due to purity processing. For example, a bronze Arming Sword will need 2 chunks of Bronze while a steel Arming Sword would need 3-5 chunks, depending on the smith.

Items rarity varies from Common (E) to Radiant (SSS) in this order:

  • Radiant (SSS)
  • Legendary (SS)
  • Wondrous (S)
  • Epic (A)
  • Very Rare (B)
  • Rare (C)
  • Uncommon (D)
  • Common (E)

Materials

Leather: A tough, yet flexible, material made from various treated skins. Provides little defense, but allows for more agile movement. It can also be used to make weapons such as whips. Can be made into arms and armor. Common.

Bronze: An alloy consisting primarily of copper, tin, and manganese. Durable and light. Can be used to make arms and armor of all types. Has no outstanding properties. Common.

Iron: A simple and supple metal. Strong, yet heavy. Can be used to make arms and armors of all types. Has no outstanding properties. Common.

Steel: An iron-carbon alloy. Incredibly strong, it is much more efficient than iron; however, it is still fairly heavy. Can be used to make arms and armors of all types. Has no outstanding properties. Common.

Platinum: A dense, pure metal. Fairly strong, but can’t take too much of a beating. For this reason, it is used for more delicate weapons, such as rapiers, needles, and stiletto daggers. When used in small slash weapons, they receive a 20% boost to their damage; however, other weapon types have a 20% reduction to their damage. Common.

Quicksilver: A mysterious, shifting metal. While at rest, it is very malleable, much like leather; however, when it strikes a surface, it hardens and becomes extremely rigid. This makes it almost useless for anything but strike weapons and strike protection. When used in a strike weapon, they receive a 20% boost to their damage; however, other weapon types have a 20% reduction to their damage. Grants resistance to Strike-type damage when incorporated into armor. Can be made into arms and armor. Common.

Titanium: A low density, pure metal. Extremely strong, this metal is very versatile and can be used in almost anything. Arms and armor made from this material have full strength as well as receiving the Agility and Speed boosts that come with lightweight items. Easily damaged by Plasma. Common.

Orichalcum: An incredibly dense, pine-colored ore that has a slight golden sheen. Immensely heavy and durable, items made from this provide great protection at the cost of Agility and Speed. Can be made into virtually anything. Uncommon.

Ebony: A dark black metal with a golden sheen. This metal is the perfect blend of weight and defense. Has the highest base defense and attack values without any Agility or Speed deficits. Can be made into virtually anything. Rare.

Malachite: A crystalline copper. This ore is extremely strong and extremely lightweight. This is the strongest ore that will boost Agility and Speed to its fullest extent. Can be made into virtually anything. Rare.

Mithril: A magical material. It seems intrinsically attuned to the powers of Magic and Light and easily receives these augments. As armor, it is extremely lightweight and boasts an otherworldly defense and durability. Armor or Mail made from this material resists Slash, Pierce, Magic, and Light-type damage. Weapons made entirely from this material will automatically auto-augment with Magic or Light if the other respective augment is applied. Wondrous.

Ulfberht Ore: A dense and immensely durable ore. Used by the Vikings due to its extreme resilience to both wind and cold they experienced at sea. Armor made with this material grants resistance to Ice and Air-type damage. Weapons made from this material will actively accept an Ice-type augment. Rare.

Leiptr Alloy: Lightning-infused metal used by the kin of Thor, as well as other storm deities. Weapons made from this material will readily accept Lighting-type augments. Armor will grant varying resistance to Lighting-type damage. Can be made into arms and armor. Very Rare.

Niflheim Alloy: A fragment of cold, misty metal in Ivaldi’s Niflheim maze. This mythical substance can be forged into any kind of item, given that the crafter’s skill is up to par. Weapons made from this material readily accept Poison, Air, and Ice-type augments. Armor made from this material grant varying resistance to Poison and Air-type damage. Can be made into arms and armor. Very Rare.

Vibranium: A mysterious metal noted for its extraordinary abilities to absorb, store, and release large amounts of kinetic energy. When made into armor, it grants resistance to Strike, Bullet, Body, and Explosion-type attacks. When made into weapons, it can store damage and deal up to 20% of the damage dealt in a single strike. Can be made into arms and armor. Epic.

Ballistic Plating: A polymer weave surrounding a ceramic plate. This material has the same strength as steel at almost half the weight. It does not protect much from any melee weapons, but protects against Bullet-type damage. Can be made to use armor. Common.

Durasteel: A futuristic polymer/steel alloy that many technologically advanced militaries use. This material protects against Energy-type damage. Can be used to make armor. Common.

Beskar: Known as Mandalorian steel, Beskar is an alloy used in Mandalorian armor, notable for its high tolerance to extreme forms of damage. The metal was durable enough to withstand a direct blaster shot and could repel lightsaber strikes. Grants immunity to Energy-type damage and resistance to Plasma-type damage. Can be made into armor. Wondrous.

Moonstone: A complex, crystalline substance that is usually blended to improve an items overall quality and lower its weight. Can be made into virtually anything. Very Rare.

Iridium: An exotic ore with curious properties. Not very strong, but when used in any item, it allows an extra elemental damage type or resistance. Wondrous.

Eridium: Not to be confused with Iridium, Eridium is a new element found on Pandora after the Vault was opened by the Vault Hunters. This strange, purple material can’t be made into much, but it can be used to infuse items with elemental properties, specifically Energy-type and Psychic-type. Epic.

Titanite: Fragments of the Legendary Slabs. Titanite is etched into weapons and armor to reinforce them; however, a skilled smith may be able to forge them into arms and armor. Oddly enough, certain colors of the stone are more effective with certain elements, and could even be used to infuse them. Common-Legendary.

Blood Stone: After death, a substance in the blood hardens, and that which does not crystalize is called a blood stone. Can be used to strengthen Trick Weapons, or to augment items with bleeding effects. Epic.

Adamantium: A virtually indestructible man-made steel alloy which does not occur in nature and whose exact chemical composition is known by few. Only susceptible to destruction in exceptionally rare cases. When made into a Pierce-type weapon, ignores all shields and armor (unless composed of Vibranium). Can be used to produce arms and armor. Epic.

Pale Ore: A rare, pale metal that emanates an icy chill. Prized by those who craft weapons. Can be used to make a select group of weapons, or to make lightweight, high Agility and Speed boosting armor. Requires a very skilled smith. Epic.

Dragonbone: The bones of certain dragons can be used to produce armor, as well as a few types of weapons, provided they are supplied to the proper smith. Armor made with dragonbone will almost always resist Fire, and depending on the dragon, could offer other resistances as well. Common-Legendary.

Dragonscale: Dragonscales harvested from certain dragons can be made into weapons, armor, or cloaks, and will often take on features related to the dragon or to their coloring. Requires a skilled smith. Common-Legendary.

Greatwood: Lumber taken from Greatwood trees. Can be used to produce certain arms and armor. As armor, it resists Absorb and Energy damage, but is heavily damaged by Fire. Rare.

Archtree Timber: Lumber taken from Stone Archtrees, an invaluable resource. This can be used to make heavy armor, that offers high base defense and many resistances, but at the expense of Agility and Speed reduction. Armor made using this material can provide resistance to Slash, Strike, Energy, Ice, Water, Earth, and Air, but is susceptible to wear against Lightning, Fire, Pierce, or Poison. Epic.

Soul Crystal: Some say it is the essence of life, and some twisted beings have sought answers through this material. This material can be used to make both arms and armor, and can also be used in many alternate applications. As armor, it will provide defense against magic. As weapons, it can be made to accept Magic infusion. Additionally, it can be used in a particular method to create exceedingly strong base damage weapons, though these weapons will break permanently after enough usage. Due to the inherent properties of this crystal, it can also be used to create chimes and catalysts. Very Rare.

Obsidian: A frail material that can be used to create incredibly sharp weapons. Weapons produced with this material would be exceedingly frail, but would produce weapons with the highest likelihood of inflicting bleed, cleaving, etc. Can be made into arms. Uncommon.

Diamond: A unique diamond from a strange, cuboidal world. Immensely durable, this material will almost never break or need repairs. Can be used to reinforce an item’s durability. Can be made into arms and armor. Uncommon.

Netherite: A rare material from the Nether. Netherite items are more powerful and durable than Diamond, float in lava, and cannot burn. Arms easily accept Fire and Explosion-type buffs. Armor grants immunity to Fire-type and resistance to Explosion-type. Can be made into arms and armor. Rare.

Spider Silk: A thin yet immensely resilient material. The cords provide no defense against Slash or Pierce-type damage, but grant immunity to Strike-type damage and resistance to Poison and Absorb. All spider silk items boost Speed. Can be made into arms and armor. Uncommon.

Protodermis: An organic metal-like substance that assimilates to biological entities. Essentially forming a “second skin”, this armor can be worn under any armor or clothing without deficit. Due to its high innate malleability, this material can be used by nearly any sized character, if there is enough to form a full skin. This material can take on nearly any physical or elemental defense; however, this material is somewhat frail. Can be used to make armor. Rare.

Tek Element: A hyper-advance, cloud-computing system of nanomachines which form an intricate superlattices of graphene. This substance can be programmed to alter its form to any of the states of matter. When used in armor, it will grant resistance to all physical damage and three elemental damage types. When used in weapons, they will have higher activation rates on “Cleave” and will ignore armor. Impervious to wear. Wondrous.

Ceramic: A thick, ceramic plate that is used to absorb shock. Ceramic armor will half any incoming physical damage, as well as grant resistance to Strike and Bullet-type damage; however, ceramic plates are single use and must be reequipped after every use. Can be made into armor. Uncommon.

Weapon Size

All weapons have multiple size classes, much like HP. The weapon’s size in proportion to the character’s size determines whether or not they will receive a Speed debuff. The size classes are: tiny, small, normal, great, ultra, and uber (All are in reference to normal humans).

Tiny: Small, swift-striking weapons. Receives a high Speed buff with the lowest base attack. (Examples: Dagger, Caestus, Crow’s Claws)

Small: Small, swift-striking weapons with a decent amount of heft. Receives a moderate Speed buff with a low base attack. (Examples: Shortsword, Hatchet, Dark Tracer)

Normal: Decent sized weapons. Receives no Speed buff with decent base damage. (Examples: Longsword, Battleax, Darkmoon Bow)

Great: Large weapons that usually require two hands to wield. Receives a slight Speed debuff with a high base attack. (Examples: Greatsword, Greataxe, Lothric’s Holy Sword)

Ultra: Massive weapons that require great strength to wield. Receives a high Speed debuff with massive base damage. (Examples: Zweihander, Greatclub, Artorias’ Greatsword)

Uber: Humongous weapons that can only be wielded by the inhumanly strong. Receives a massive Speed debuff with the highest base damage. (Examples: Demon Greathammer, Gough’s Bow, Fume Knight Ultra Greatsword)

Armor Type

There are multiple layers of armor that can be equipped. From innermost to outermost, a character can equip: secondskin, clothing, mail, armor, robe, cloak, shield, jewelry, and overshield.

Secondskin: A very thin, skin-tight layer that rests just on top of the skin. Substances that can be made into secondskins are materials such as spandex and Protodermis. Secondskin is counted as a cloth and is very susceptible to wear. Provide very little defense.

Clothing: Any attire worn that is not meant for battle (shirts, pants, dresses, etc.). These items can be for a disguise or can be enchanted for extra efficiency in battle. These are usually made from cloth, meaning they provide no defense and are very susceptible to wear while unenchanted.

Gambeson: A padded armor that can be made from anything that can be twisted into threads or fibers. This thick jacket’s padding will grant resistance to Strike-type and Martial-type damage, but grants no defense against Slash-type damage.

Mail: A shirt of interlocking rings that form a protective curtain. Flexible and fairly lightweight, mail is a very efficient armor for those who wish to be unburdened by the weight of armor. All mail has no Agility debuffs and will grant resistance to Slash-type damage (along with material resistances); however, it provides no defense against Pierce-type damage.

Light Armor: Armor made from lightweight materials, usually weighing less than or equal to 1/6 of the units body weight (unless character has specific attribute or ability). This armor will boost Agility, but has less innate defense than heavier armor. (Examples: Leather Armor, Dragonscale Armor, Lord’s Blade Armor)

Medium Armor: Armor made from a mixture of lightweight and heavy materials, usually weighing less than or equal to 1/4 of the units total weight (unless character has specific attribute or ability). This armor will not boost Agility but has a higher innate defense than lighter armor. (Examples: Halfplate, Ebony Armor, Ordinator Armor)

Heavy Armor: Armor made from heavy materials, usually weighing less than or equal to 1/2 of the units total weight (unless character has specific attribute or ability). This armor will debuff Agility but has the highest innate defense of all armor types. (Examples: Steel Plate Armor, Ulfberht Armor, Giant Armor)

Robe: Typically made from lightweight materials, and tend to be more prone to wear than armor. Generally, robes are more effective against elemental damage, but offer no protection against physical damage.

Cloak: Like robes, typically made from lightweight materials, and tend to be more prone to wear than armor. Typically effective against elemental damage.

Shield: A form of protection usually worn on the arm or shoulder. Made from a variety of materials, shields provide physical and elemental defense; however, shields only defend when the unit wearing it is being attacked.

Jewelry: A form of enchanted jewelry that provides some form of elemental defense. If it provides a shield effect, it will only defend this unit when being attacked. The elemental resistance will remain. All jewelry is easily stolen.

Overshield: A form of shielding that covers all parts of the body. Whether it be a magical shield, an energy shield, or some other form of shield, it will add to the total defense of the wearer. All overshields have an HP limit and will be rendered inert once that HP pool is depleted. It will take 3 turns for the overshield to come back.

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