Some materials confer certain benefits or penalties on the items they are part of. When completing a craft using a material, the effects of that material are applied to the item.
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Dull weapons: -1 penalty to attack and damage rolls (minimum 1 damage on a successful attack). Can usually be sharpened by a smith for 2gp.
Fragile weapons, armour or jewellery: Weapons break on a natural 1 attack roll, while armour and jewellery break on taking a critical hit from an enemy. The item becomes Broken.
Bent weapons: -1 penalty to attack and damage rolls (minimum 1 damage on a successful attack). Can usually be repaired by a smith at one-third its original cost. On a natural 1 attack roll, the weapon breaks, becoming Broken.
Broken weapons, armour or jewellery: Weapons take a -1 penalty to attack rolls and inflict half damage (rounded up). Armour takes a -1 penalty to AC. Can usually be repaired by a smith at half its original cost. Weapons, armour and jewellery break as fragile items (on natural 1s or taking critical hits), becoming destroyed (unrepairable).
Ingots
Bone (or Horn, Ivory or Chitin)
Armour: -1 AC penalty.
Weapons: Fragile (unrepairable), and -1 penalty to damage rolls (minimum 1 damage on a successful attack).
Enchantable: Begins any enchantment with 8 Project Points already completed.
Bronze
Armour: -1 AC penalty.
Weapons: On a natural 1 attack roll, the weapon becomes Bent.
Enchantable: Begins any enchantment with 6 Project Points already completed.
Cold Iron
Weapons: Gains a +1 bonus to damage rolls made against fairies and demi-fey but suffers a -1 penalty to damage rolls against other creatures.
Bladed Weapons: On a natural 1 attack roll the weapon becomes Dull (which has a -2 penalty against other creatures).
Steel
The best material for weaponry.
Silver
Heavy: Not suitable for constructing armour.
Weapons: Silver weapons harm certain monsters that are immune to mundane damage (e.g. lycanthropes, wights).
Gold
Soft: Not suitable for constructing weapons or armour.
Enchantable: Begins any enchantment with 8 Project Points already completed.
Resistant to Mishaps: Only trigger on double 1s.
Mithril
Light: All armour and weapons, even heavy ones, only occupy 1 slot.
Enchantable: Begins any enchantment with 8 Project Points already completed.
Cannot be purchased in Caelfall (see the Traders Steading action).
Tiersal
Armour: +1 AC bonus.
Weapons: +1 bonus to attack rolls.
Cannot be purchased.
Adamantine
Armour: +1 AC bonus
Weapons: +1 bonus to attack and damage rolls (not magical and cannot harm monsters immune to mundane damage).
Enchantable: Begins any enchantment with 8 Project Points already completed.
Cannot be purchased in Caelfall (see the Traders Steading action).
Obsidian
Heavy: Not suitable for constructing armour.
Weapons: Fragile (unrepairable). +1 damage.
Magical Ingredients
Herbs and Fungi
Magical herbs and fungi can be found in the wilds and require foraging. These ingredients have their own magical effects which usually occur when ingested, but the effects are always enhanced by crafting or enchanting. See Foraging for more details on these items.
Monster Parts
The majority of ingredients used in enchanting are monster parts. All monsters can be harvested when slain, but only some parts are useful for crafting or enchanting. The table on the following page gives more details on monster parts and where the monsters that provide them can be found. See Hunting for more details on how to find a specific monster.
Magical Critter Carapace
Some critters are covered in chitinous armour which is stronger than regular chitin. This chitin does not carry the -1 AC or damage penalty, or the fragile quality.
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