Marketplace Materials

Materials

Materials form the starting place for crafting mundane and magical weapons, armour, shields, and items. Many materials grant bonuses or effects that are powerful even without further enchantment.

Materials are divided into Base Materials and Embellishing Materials which are further divided in Mundane Materials and Magical Materials. Each material type is either Metallic or Natural.

Note: Mundane base materials, which grant no effects, have no cost and do not expire.
Note: All materials, both mundane and magical, which grant an effect have an expiry date of 6 game weekends.
Note: Metallic and natural materials are only relevant to those races who can or cannot use one or the other type.
Note: Not all materials are suitable for both weapons and armour.

Base Materials

Base materials form the bulk of an item and can be either mundane or magical.

Mundane Material Type Weapon Effect Armour Effect Availability Price
Bronze Metallic None None Low 0
Iron Metallic None None Low 0
Wood Natural None None Low 0
Stone Natural None None Low 0
Bone Natural None None Low 0
Fur Natural None None Low 0
Leather Natural None None Low 0
Steel Metallic +1 damage 1.5x PAC and Hinderance Low 200
Heartwood Natural +1 damage 1.5x PAC and Hinderance Low 200
Adamantine Metallic +2 damage 2x PAC and Hinderance Mid 600
Ironwood Natural +2 damage 2x PAC and Hinderance Mid 600
Magical Material Type Weapon Effect Armour Effect Availability Price
Mithril Metallic Arcane Blow Arcane Enchantment Low 250
Coral Natural Arcane Blow Arcane Enchantment Low 250
Meteorite Metallic Divine Blow Divine Enchantment Low 250
Skystone Natural Divine Blow Divine Enchantment Low 250
Copper Metallic Natural Blow Natural Enchantment Low 250
Yddrasilium Natural Natural Blow Natural Enchantment Low 250
Nickel Metallic Psionic Blow Psionic Enchantment Low 250
Psi-Crystal Natural Psionic Blow Psionic Enchantment Low 250
Cold Iron Metallic Null Blow Null Enchantment Mid 500
Basalt Natural Null Blow Null Enchantment Mid 500

Note: It is only possible for an item to have 1 base material.
Note: Physreps should, as much as possible, reflect the base material of an item.

Arcane, Divine, Natural, and Psionic enchantments on weapons and armour allow that weapon or piece of armour to be enchanted further. Materials which carry the Null enchantment cannot be enchanted further; however, null enchanted weapons and armour cannot be targeted directly by magical effects.

Note: Null enchanted weapons and armour are still affected by magic effects which do not target the item directly and still take damage, but not effects, from magical weapons.

Embellishing Materials

Embellishing materials are added to an item’s base material. Embellishing materials can be either mundane or magical.

Mundane Material Type Weapon Effect Armour Effect Availability Price
Silver Metallic Bane Shifter Protection from Shifter’s Curse Low 50
Gold Metallic Bane Dreams Protection from Nightmares Low 100
Lead Metallic Bane Aberrants Protection from Aberrant Parasite Low 25
Jade Natural Bane Undead Protection from Zombie Plague Low 50
Quartz Natural Bane Spirit Willpower (Defensive) +2 vs Mind Effects Low 50
Beryl Natural Bane Elf Willpower (Defensive) +2 vs Fear Low 75
Magical Material Type Weapon Effect Armour Effect Availability Price
Infernum Metallic Bane Angel Protection from Angellic Suggestion Mid 150
Celestium Metallic Bane Demon Protection from Demonic Possession Mid 150
Obsidian Natural Bane Oblivion Faithful DR10 vs Void Mid 200
Dragonbone Natural Elemental (Specific) Damage DR10 vs Element (Specific) Mid 200

Note: It is only possible for an item to have 1 embellishing material.
Note: Physreps should, as much as possible, reflect the embellishing material of an item.