Sunday, April 19, 2026

Materials and Ingredients

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.


This is part 2 of 2. For the first part, Crafting, go here.

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.


Table of Materials, Monster Parts and Magical Herbs


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