Resources

Mithril
Mithril is a rare silver-like metal that is said to have absorbed the natural magical energies that flow throughout the world. Hard to find and harder to extract and refine, it is usually held in the possession of elves, who prefer it for its light weight and its slightly enchanted properties. It is believed that a weapon made of mithril can affect any creature that has an aversion to silver, and its enchantment even allows it to harm creatures that are normally impervious to mundane weapons. Its light weight holds even when refined and shaped into various items of worth. A common nickname for mithril – “Quicksilver” – is actually a bit of a misnomer as it isn’t actually silver at all.

Universal Properties

  • Minimum of x20 to prices; this can include “set” prices like weapon and armor modifications due to scarcity and difficulty of mithril
  • All Craft (Metal) or Repair (Metal) rolls are at -20 to create or modify items with mithril
  • -2 ENC (minimum of 0.5)
  • Enchantments only cost 75% of all resources required (POW and MP costs, time, money, value of any material components normally worth over 1gp, etc.)

Weapons

  • HP +8
  • Counts as silver and +1 magic in terms of affecting creatures normally vulnerable to those types.
  • Thrown or fired weapons/ammunition have 150% range (aerodynamic weapons/missiles only)
  • (If optional rules for armor damage is used) When damaging non-magical armor made of lesser metals, add 1 to the total AP damage done.

Armor

  • AP +1
  • Armor Penalty is halved
  • Spell-casting Fumble range penalty is halved (use the halved Armor Penalty value to add to the Fumble range)

Adamantite
Even more rare than mithril, adamantite is the strongest naturally-occurring metal in the world. Heavy, dense, and capable of incredible power (both offensive and defensive), adamantite is incredibly dangerous to extract and refine. Its high heat capacity ensures that only the hottest forges can soften it enough to work with mundane equipment. Notoriously resistant to permanent enchantments, the dull gray metal (with a slight red tinge in certain lighting) is known by various nicknames: “Magebane,” “Demonsteel,” and “Ironbiter” are but three of them.

Universal Properties

  • Minimum of x100 to prices; this can include “set” prices like weapon and armor modifications due to scarcity and difficulty of adamantite
  • All Craft (Metal) and Repair (Metal) rolls are Difficult to create or modify items with adamantite
  • ENC x2
  • Enchantments cost 150% of all resources required (POW and MP costs, time, money, value of any material components normally worth over 1gp, etc.)

Weapons

  • HP +13
  • When damaging non-magical weapons and shields made of lesser metals (like through successful Parries), add 1/4 of the adamantite’s current HP to the damage total (non-magical HP pool only).
  • (If optional rules for armor damage is used) When damaging non-magical armor made of lesser metals, add 2 to the total AP damage done.
  • Bleed weapons ignore AP from leather and hide. Ignore 1/2 AP from non-adamantite metal armor
  • Impaling weapons ignore AP from leather, hide, and scale. Ignore 1/2 AP from non-adamantite metal armor
  • Crushing weapons ignore 3/4 AP from non-adamantite metal armor
    NOTE: Although magical armor bonuses count as part of the armor’s “Physical” AP value, they are not included in the total amount to be reduced. “Magic” AP values, such as from Bracers of Armor, are similarly not affected.

Armor

  • AP is 150% the normal amount
  • Armor penalty is 150% the normal amount
  • Spell-casting Fumble range is doubled
  • Mundane (non-magical) weapons of lesser metals suffer damage equal to twice the total amount of AP used to absorb the full attack damage + the weapon wielder’s own Damage Bonus roll. If damage is greater than the weapon’s HP, the weapon shatters. Non-enchanted Mithril weapons suffer half damage. Magical weapons do not suffer this flaw.
  • (If optional rules for armor damage is used) Critical Hits are treated as Specials for determining AP loss from armor unless the attacking weapon is magical or made of adamantite.

Orichalcum
A rare metal alloy usually only found in the mountains of Hu Tsung Shou and Takashiro, orichalcum has an appearance like gold with a light green tinge. However, it is a powerful material that has the unique property of absorbing energy from lightning-based effects. Additionally, it is known to bypass magical protection with ease. Gnomes are known to desire orichalcum for its properties. Non-natives of the Eastern Isle not knowledgeable of metal ore tend to mistake orichalcum for jade.

Universal Properties

  • Minimum of x50 to prices (though it can be cheaper from certain people in the Eastern Isle); this can include “set” prices like weapon and armor modifications due to scarcity and difficulty of orichalcum
  • All Craft (Metal) and Repair (Metal) rolls are Difficult to create or modify items with orichalcum
  • ENC x1.5
  • Any orichalcum magic items that are dependent on charges gain a 20% bonus to the total number of charges. Magic items that require the use of the wielder’s own MP pool use their effects at 1 level higher than paid for (if applicable; reduce total MP cost by 1 if not).

Weapons

  • HP +10
  • Orichalcum weapons ignore magic AP, such as from Bracers of Armor. While the Protection spell technically enhances the Physical AP granted from armor worn, this bonus AP is ignored, as is the magical bonus from permanent magic armor (like a breastplate +2) since they are of magical origin.
  • Weapon enchantments (such as the Magic Weapon spell) cast on an orichalcum weapon are considered 1d3 levels higher and last twice as long.
  • Orichalcum magic weapons deal 2 points of damage per +1 bonus.

Armor

  • AP +1
  • Armor penalty is 150% the normal amount.
  • Spellcasting fumble range is increased by 50% the original amount.
  • If struck by any lightning-based effect, reduce the damage by twice the AP of the largest piece of orichalcum armor worn (use the lowest ENC value for shields for this purpose, i.e. the ENC value for those with the Armor Proficiency class ability).
  • Protective enchantments (such as the Protection spell) cast on someone wearing a total of at least 10 AP (sum of all locations; shields count as double their lowest ENC as AP for this purpose) in orichalcum armor are considered 1d3 levels higher and last twice as long.
  • When using an orichalcum shield, the wearer can attempt a Shield Parry against an offensive spell’s effects. If the shield bearer rolls a regular success, the offensive spell deals 1 point of damage less. If the shield bearer rolls a Special Success, the spell deals half-damage; a Critical Success completely negates the total damage from the spell. This includes Area Effect spells (Fireball) and random-targeting spells (like Magic Missile, though each missile must be Parried separately). Note that this protects the shield bearer only, so a Fireball spell will still detonate and damage nearby creatures, while a Lightning Bolt would either continue on its path or, on a Critical Success (and at the whim of the shield bearer), deflect to a different direction. Spells with no visible effects or that do not deal damage to the body (Charm, Darkness, Forget, Silence, etc.) cannot be affected in this manner.

Resources

Absolute Dominion LordSephleon