Mage Wars RPG offers a few more selections for materials than are mentioned in the Course Books.
Basic Materials List
Of that list, the following materials are considered to be inherently "magical":
This property is only used in reguards to weapons in determining weather or not they can damage mystical creatures. Adding -Imbued properties to a material not on this list does not give it magical properties.
Metals come in three forms: ore, filings, and ingots. Only ingots are used in crafting, the other two must be refined. No special ability or skill is required to refine metal as long as the player has the Smithing skill. Metals of unlike qualities can be mixed, but the quality is always the lowest rate (Example: 9 Fine filings are mixed with one 1 Poor filing, the result is a Poor ingot).
1 unit of Ore produces 3 units of Filings, 10 units of Filings are required to make 1 Ingot.
A basic description of what each metal type does when used to craft different items.
- Steel: Steel is the most basic metal and used in all kinds of crafting.
- Silver: Silver is not for crafting armor, but when made into a weapon it can bypass certain type-resistance of enemies.
- Gold: Gold is used in crafting but only as a secondary material, it cannot be used to make weapons or armor. It is popular for use in jewelry.
- Runesteel: Runesteel is used primarily in crafting rune picks for rune-making, but it can be used to make weapons and armor. Weapons and armor made from this material gain aditional damage-reduction bypassing capabilities.
- Starmetal: Starmetal cannot be used to make armor. When used to make jewelry, it provides a 1% per quality-level plus an additional 1% for Very Fine resistence to Negative damage. When used to make weapons, it makes the weapon heavier than usual, as well as stronger: Starmetal weapons gain 10% bonus to durability and deal an additional 1 point of damage for each quality level plus 3 extra for being Very Fine.
- Dragonite: Dragonite is found only in deep caverns that were once a part of dragon eeries. It has absorbed dragon magic for many eons, until the structure of the metal has changed. Dragonite glows with magical power. Weapons made from dragonite bypass all damage-reduction on Daemons and Fiends. Dragonite Armor provides 1% per quality-level plus an additional 1% for being Very Fine of resistance to Greater Path magic. If used to make a piece of #Jewelry|jewelry, Dragonite grants a 1% bonus to Success Value, or 2% if the item is Very Fine.
- Adamantium: Adamantium is the first of the "Big Three" magical materials. Adamantium is only found in Fine and Very Fine qualities. It can be used to make weapons or armor, but provides no special bonuses when used to make a weapon (unless it is a Focus Item. It can only be used to make Plate armor. Adamantium armor provides a 10% resistence to all magical damage(except Earth)for Chest and Leg pieces, and 5% for all other pieces. Very Fine adamantium armor provides an additional 1% to all magical resistances for being Very Fine. Focus Items made from Adamantium provide an additional 20% bonus to the proficiency the item focuses, as well as additing 10% to base SV. Jewelry made from Adamantium grants a 1% bonus to Success Value, 2% if the item is Fine, and 3% if it is Very Fine.
- Orichalcum: Orichalcum is extremely difficult to craft armor from. Like Adamantium, Orichalcum is only found in Fine and Very Fine qualities. Only plate armor can be made from it, and recipes require double the number of ingots. Consequently, orichalcum armor has the Super Heavy property by default, as well as providing an extra +5 AC for all pieces. Leg and Chest pieces provide a 10% bonus to all magic resistance. Weapons made from Orichalcum bypass all DR and deal an extra 1d6 if Fine and 3d6 if Very Fine. Jewelry made from Orichalcum grants a 2% bonus to SV if the quality is Simple(no bonus for poor), and an additional 1% for each quality level.
- Mithril: Mithril is very rare and very powerful. It is so rare it cannot be found as a raw material (and thus cannot be crafted). Only very rare, Epic/Unique Named items will contain Mithril. Jewelry made from Mithril gives a 3% per quality-level bonus to SV.
Wood comes in three forms: pieces, bundles, and bales. Entire bales of wood must be used as the crafter will sift through the material and select only the right bits for his purpose. Wood is slightly more common than metal and entire bales will not be difficult to obtain.
10 Pieces make 1 Bundle, 5 Bundles make 1 Bale.
- Oak: Oak is a very basic wood, downright generic.
- Yew: Yew is slightly better than oak, but not by much. Bows made from Yew have an additional 10 points of Durability per quality-level, plus and additional 10 points for being Very Fine.
- Darkwood: Darkwood is imbued with mystical forces. Any weapon made of Darkwood deals 1 point of Negative Energy damage per quality-level, plus an additional point for being Very Fine.
- Ironwood: Ironwood is wood impregnated with metal, making it extremely strong and durable. Any weapon made with ironwood gains 10 points of durability per quality level, plus an additional 10 points for being Very Fine. Bows made from ironwood have their minimum strength requirement raised by 1, but also deal an additional 1d6 Mortal Damage for being Fine and 2d6 for being Very Fine.
- Runewood: Runewood is very rare, said to grow only from the corpses of wizards when fed by water from a sacred spring. Any weapon made with Runewood gains the Mystical property, and is able to bypass the mortal damage reduction of mystical creatures.
Leather simple comes in three forms: chips, strips, and stacks. Again, only stacks are the refined form, but "finished" stacks will often be gathered, while strips and chips are produced in the crafting process and can be refined back into stacks.
8 Chips produce 1 Strip, 5 Strips produce 1 Stack.
- Pigleather: Disgustingly cheap leather. Not from an actual pig, but not what you'd call "good" leather. Pigleather can only be found in Poor and Simple qualities. On the upside: it's widely available.
- Cowhide: Better-quality leather. Pretty much your average, garden-variety boot-leather. Long-lasting, made from cows; not a lot else to say about it.
- Enchanted Leather: Enchanted Leather has been specially treated with silver and given strengthening properties. Items made with Enchanted Leather gain 10 points of durability for each quality level, plus an additional 10 points for being Very Fine.
- Green Leather: This leather is denser than normal and has a strange elastic property to it. Ranged weapons made using Green leather deal 1 more point of Mortal Damage per quality level. Slings made from it gain an additional 1d6 for being Very Fine.
- Runeleather: Rune Leather has been inscribed with runs of protection and strength. Armor made from Enchanted Leather provides 1 point of AC per quality level, plus an additional point for being Very Fine. Weapons made using enchanted leather gain no discernible advantage.
- Mystical Leather: Mystical Leather comes from the hide of a mystical creature, and is imbued with magical properties. Leather Armor made from Mystical Leather provides 1% Genesis Resistance per quality level, plus 1 additional point for being Very Fine. Chain and Plate armor made using Mystical leather gains the same bonus, but only to Greater Path.
- Dragonskin: The skin of a dragon is hard and tough, and also very hard to come by, what with the dragon's tendancy to eat anyone who comes along interested in skinning them. All dragonskin is automatically Fire Imbued and gains whatever bonuses that would produce. It cannot be "double" fire-imbued or imbued with any other type. Armor and weapons made using dragonskin gains 20 points of durability per quality level, plus an additional 30 points for being Very Fine. Bows and slings made using dragonskin deal an extra 4d6 Fire Damage if they are Very Fine. Other weapons made from dragonskin deal an extra 1d6 Fire Damage if they are Very Fine (above the 1d6 for being Fire Imbued). No additional damage benifits are gained for being less than Very Fine. Even in death, the dragon expects only the most skilled crafter to touch his skin.
Cloth is used in the production of robes and various other places in the grand crafting cycle. Cloth can still include the -Imbued property, just like other materials.
Cloth comes in Threads, Reels, and Bolts. 100 Threads make a Reel, 7 Reels makes a Bolt.
- Burlap: Scratchy, uncomfortable, and better suited to making sacks than pants. You are going to itch every second you wear these. Burlap cannot contain the -Imbued property, and is only found in Poor and Simple qualities.
- Cotton: Is there any more versitile material? Light, stretchable, still keeps you warm when wet, breathes in the summer; it truly is the best fabric. In general, that is, since it can only be made in Poor to Fine qualities (no Very Fine cotton). Cotton can be Imbued.
- Silk: Silk is the ideal all-purpose magewear. It can be enchanted and, best of all, is not found in "poor" qualities; only Simple to Very Fine. Silk can also be Imbued.
- Ironweave: Ironweave is cotton impregnated with metals, making it tougher and more durable. Ironweave gains a +10 to durability per quality level, as well as an additional +10 for being Very Fine. Unlike cotton, Ironweave can be found in the Very Fine quality.
- Silverweave: Silverweave is a somewhat more magically-potent form of Ironweave (wherein the iron is replaced by some other metal). In this case, Silverweave is silk impregnated with silver, making it more durable and easier to enchant. Silverweave gains a +10 to durability per quality level, as well as an additional +10 for being Very Fine. Any Very Fine garment made with Silverweave gains one additional enchantment slot. Like silk, there is no Poor-quality Silverweave.
- Runeweave: Runeweave has been sewn with magical thread, and runes of protection and strength are stitched throughout it. All runeweave garments gain an extra +1% resistance per quality level, plus an additional 1% for being Very Fine, to there -Imbued resistance type (A Very Fine Fire-Imbued Runeweave item would give +10% fire resistance instead of the usual +5.)
Imbued materials are those imbued with a specific energy-type. Equipping an armor or piece of jewelry with the imbued-property adds +1-per-quality-level to your resistance to that damage-type. This is one of a precious few places where you can gain resistance to Earth. A weapon deals 1 additional damage point per quality level plus an extra 1d6 for being Very Fine.
Imbued Properties are:
- Positive Imbued
- Negative Imbued
- Earth Imbued
- Fire Imbued
- Wind Imbued
- Water Imbued
A skilled smith can make any base-item imbued. In order to Imbue an item, they must mix it with an alchemical agent. Just as in all things, the agent has a quality to it that will effect the final quality of the finished product. The imbueing process takes place while the original smithing blank is being created.
It is possible to improve the quality of finished refined materials through the use of ritual crafting.