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More notes, this time about materials


#1

Materials: Peices used in the consutruction of weapons, armor,
jewlery. They effect the cost, strength, damage and magical
capabilities of these items. As well as the many different smaller
interactions with the world as a whole.

Material name|
Armor value: how the material behaves as armor
Weapon value: how the material behaves as an impliment
Durability value: the arbitrary hit points of the material
Durability level: weapons cannot damage weapons of equal or greater star value
Cost mod: how much the item costs in comparison to Iron
Weight mod: how much the item costs in comparison to iron
Repair?: can the weapon be mended to 100% Durability value
Rarity: how often would someone see this item Note: some expensive items are actually quite common as they see a lot of trading or are even a form of currency, this only means how often a normal person would see the material in question, not its value or properties in general.

-Iron is the base I based most of this off of (All values = to 1 or even)

-The numbers and all the +,-,= are simply foot notes as to how I would want the material to function in contrast to others, There is no lifepoint average to work with, so it would be difficult to set fixed numbers to everything

-This is by no means comprehensive and I haven't finished whats written down yet

-I want to implement a system of composite materials, combining a pair of materials to make different partial outcomes from the both. A lot of these materials might look utterly useless, but remember that not everyone will always have access to everything they could desire. A lot of unfavorable materials might be all a tribal sect in the forest could get their hands on, ect.

-The conductivity of a metal might end up having something to do with its ability to be used to channel magic.

Plantmatter:
Cloth|
Armor value: Impail--,Rend--,Crush--
Weapon value: Impail----,Rend----,Crush---
Durability value: 10
Durability level: ★
Cost mod: x0.2
Weight mod: x0.2
Repair?: Armor only
Rarity: Common

Common wood| (Softwood)
Armor value: Impail-,Rend-,Crush-
Weapon value: Impail--,Rend--,Crush--
Durability value: 20
Durability: ★
Cost mod: x0.5
Weight mod: x0.5
Repair?: No
Rarity: Common

Wisen wood| (Hardwood)
Armor value: Impail=,Rend=,Crush=
Weapon value: Impail-,Rend-,Crush-
Durability value: 30
Durability: ★
Cost mod: x0.7
Weight mod: x0.7
Repair?: No
Rarity: Common

Iron wood| (Steel substitute)
Armor value: Impail+,Rend+,Crush+
Weapon value: Impail++,Rend+,Crush+++
Durability value: 50
Durability: ★★
Cost mod: x2.5
Weight mod: x0.8
Repair?: No
Rarity: Uncommon

bamboo|
Armor value: Impail-,Rend--,Crush--
Weapon value: Impail--,Rend---,Crush---
Durability value: 20
Durability: ★
Cost mod: x0.5
Weight mod: x0.2
Repair?: No
Rarity: Common

Razorleaf vine| (Chain subitutue)
Armor value: ImpailN/A,RendN/A,CrushN/A
Weapon value: ImpailN/A,Rend+,Crush=
Durability value: 50
Durability: ★★
Cost mod: x1.5
Weight mod: x0.5
Repair?: No
Rarity: Uncommon

Razorleaf|
Armor value: ImpailN/A,RendN/A,CrushN/A
Weapon value: ImpailN/A,Rend++,CrushN/A
Durability value: 10
Durability: ★
Cost mod: x1.5
Weight mod: x0.5
Repair?: No
Rarity: Uncommon

Blastpowder seed (Not a material, just a placeholder thought)

Stones:
Granite|
Armor value: Impail++,Rend+++,Crush+++
Weapon value: Impail=,Rend-,Crush+++
Durability value: 100
Durability level: ★★
Cost mod: x1.0
Weight mod: x3.0
Repair?: No
Rarity: Common

Slate|
Armor value: Impail-,Rend+,Crush-
Weapon value: Impail--,Rend++,Crush++
Durability value: 100
Durability level: ★★
Cost mod: x1.5
Weight mod: x3.0
Repair?: No
Rarity: Common

Marble|
Armor value: Impail+,Rend+,Crush+
Weapon value: Impail=,Rend-,Crush++++
Durability value: 100
Durability level: ★★
Cost mod: x2.0
Weight mod: x3.0
Repair?: No
Rarity: Common

Obsidian| (Mountain glass)
Armor value: ImpailN/A,RendN/A,CrushN/A
Weapon value: Impail+++,Rend+++,Crush---
Durability value: 5
Durability level: ★
Cost mod: x3.0
Weight mod: x0.8
Repair?: No
Rarity: Rare

Ceramic|
Armor value: Impail+,Rend+,Crush+
Weapon value: Impail++,Rend++,Crush---
Durability value: 1
Durability level: ★
Cost mod: x0.5
Weight mod: x0.5
Repair?: No
Rarity: Common

Animal:
Flute bone| (Hollow)
Armor value: Impail----,rend----,Crush----
Weapon value: Impail+,Rend+,Crush---
Durability value: 5
Durability level: ★
Cost mod: x0.2
Weight mod: x0.2
Repair?: No
Rarity: Common

Bone| (Medium animals)
Armor value: Impail--,rend--,Crush---
Weapon value: Impail=,Rend-,Crush-
Durability value: 10
Durability level: ★
Cost mod: x0.2
Weight mod: x0.5
Repair?: No
Rarity: Common

Dense bone| (Large animals)
Armor value: Impail-,rend-,Crush--
Weapon value: Impail=,Rend-,Crush+
Durability value: 20
Durability level: ★
Cost mod: x0.5
Weight mod: x0.8
Repair?: No
Rarity: Common

Titan bone| (Massive Animals)
Armor value: Impail=,rend=,Crush=
Weapon value: Impail+,Rend+,Crush+
Durability value: 50
Durability level: ★★
Cost mod: x1.5
Weight mod: x1.0
Repair?: No
Rarity: Rare

Keratin/Chitin
Armor value: Impail-,rend-,Crush-
Weapon value: Impail=,Rend-,Crush-
Durability value: 30
Durability level: ★
Cost mod: x0.8
Weight mod: x0.8
Repair?: No
Rarity: Common

Ivory
Armor value: Impail=,rend=,Crush=
Weapon value: Impail+,Rend+,Crush+
Durability value: 20
Durability level: ★★
Cost mod: x2.0
Weight mod: x0.8
Repair?: No
Rarity: Uncommon

Hide|
Armor value: Impail-,rend-,Crush-
Weapon value: Impail---,Rend---,Crush--
Durability value:
Durability level: ★
Cost mod: x0.4
Weight mod: x0.4
Repair?: Yes
Rarity: Common

Leather|
Armor value: Impail-,rend-,Crush-
Weapon value: Impail---,Rend---,Crush-
Durability value: 10
Durability level: ★
Cost mod: x0.4
Weight mod: x0.4
Repair?: Yes
Rarity: Common

Metals:
Lead|
Armor value: Impail-,Rend-,Crush--
Weapon value: Impail--,Rend--,Crush++++
Durability value: 10
Durability level: ★★★
cost mod: x1.0
weight mod: x2.0
Repair?: Yes
Rarity: Common

Iron|
Armor value: Impail=,Rend=,Crush=
Weapon value: Impail=,Rend=,Crush=
Durability value: 10
Durability level: ★★★
cost mod: x1.0
weight mod: x1.0
Repair?: Yes
Rarity: Common

Copper|
Armor value: Impail--,Rend--,Crush--
Weapon value: Impail-,Rend-,Crush-
Durability value: 10
Durability level: ★★
cost mod: x2.0
weight mod: x0.8
Repair?: Yes
Rarity: Common

Silver|
Armor value: Impail--,Rend--,Crush--
Weapon value: Impail-,Rend-,Crush-
Durability value: 10
Durability level: ★★
cost mod: x3.0
weight mod: x0.8
Repair?: Yes
Rarity: Common

Gold|
Armor value: Impail---,Rend---,Crush----
Weapon value: Impail-,Rend-,Crush++
Durability value: 5
Durability: ★
Cost mod: x5.0
Weight mod: x4.0
Repair?: Yes
Rarity: Common

Platnium|
Armor value: Impail--,Rend--,Crush--
Weapon value: Impail-,Rend-,Crush+++
Durability value: 10
Durability: ★★
Cost mod: x6.0
Weight mod: x5.0
Repair?: Yes
Rarity: Rare

Quicksliver| (Alluminum)
Armor value: Impail----,Rend----,Crush----
Weapon value: Impail----,Rend----,Crush----
Durability value: ??? (Rarely tears or shreds, only dents)
Durability level: ★
cost mod: x2.0
weight mod: x0.4
Repair?: Yes
Rarity: Uncommon

Ademantine|
Armor value: Impail+,Rend+,Crush+
Weapon value: Impail+,Rend+,Crush+
Durability value: 10
Durability level: ★★★★
cost mod: x2.0
weight mod: x1.0
Repair?: Yes
Rarity: Rare

Zinc
Nickle
Pewter (Tin)

Alloys:
Rought Iron (Iron with little carbon)
Cast Iron (Iron with a little more carbon)
Low Steel (Tool grade steel)
High Steel (Machine grade steel)
Electrum (Silver and Gold)
Brass (copper zinc)
Bronze (copper nickel)
Stainless Steel (Carbon, Iron, Nickel)

Magically infused:
Charmed Common wood
Charmed Wisen wood
Dula'hed Chitin
Charged Electrum
Raidient Steel