MRPG Materials

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Revision as of 17:08, 8 November 2012 by CourseDirector (talk | contribs) (Material Types)
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Mage Wars RPG offers a few more selections for materials than are mentioned in the Course Books.

Material Types

Basic Materials List

Metal:

  • Steel
  • Silver
  • Gold
  • Runesteel
  • Starmetal
  • Adamantium
  • Mithril
  • Orichalcum
  • Dragonite

Wood:

  • Oak
  • Yew
  • Darkwood
  • Ironwood
  • Runewood

Leather:

  • Cowhide
  • Pigleather
  • Enchanted Leather
  • Green Leather
  • Runeleather
  • Mystical Leather
  • Dragonskin

Metal

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.

Metal Properties

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 able to be used 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 runeing, however it can also 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 very 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.
  • 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.
  • 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.
  • 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 with. Only very rare, Epic/Unique Named items will contain Mithril.

Wood

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.

Wood Properties

  • 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 an extra 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

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 big, but not what you'd call "good" leather. Pigleather can only be found in Poor and Simple qualities. On the upside: its 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.

Imbued

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

Material Improvement

It is possible to improve the quality of finished refined materials through the use of ritual crafting.

Other Ingredients

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See Also: