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Material Properties (by Dryad)
material density sturdyness value malleable? magic
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adamantium heavy incredibly very incred solid highly
alexandrite normal incredibly average loose a bit
aluminium normal sturdy cheap solid a bit
amethyst heavy sturdy low loose notable
anipium v heavy sturdy very incred solid highly
aquamarine normal very sturdy valuable loose a bit
bark v light v fragile cheap loose a bit
batium v heavy sturdy very very solid highly
bloodstone incredibly very loose very
bone normal normal cheap loose a bit
burlap normal normal cheap loose weak
carnelian high sturdy avg loose notable
cedar light normal low loose a bit
cesium normal fragile valuable bit loose weak
chromium heavy normal valuable incred solid magical
chrysoberyl normal incredibly avg loose a bit
cloth light fragile cheap loose weak
cobalt heavy incredibly valuable very solid magical
cork v light v fragile cheap loose a bit
diamond normal incredibly highly loose a bit
diggalite heavy incredibly very very solid highly
dragonscale normal normal very loose highly
dukonium heavy incredibly very incred solid highly
durandium heavy incredibly very loose highly
ebony light v sturdy low loose a bit
emerald normal incredibly highly loose magical
feathers v light v fragile cheap loose weak
flesh v light v fragile cheap loose weak
gold v heavy sturdy very solid very
granite normal sturdy cheap loose weak
hematite heavy normal cheap quite solid magical
illumium heavy v sturdy very very solid very
jade heavy v sturdy very loose notable
leather normal normal cheap loose weak
mahogany light normal low loose magical
mallorn light sturdy avg loose highly
mithril v heavy incredibly very incred solid highly
molybdenum v heavy v sturdy avg incred solid a bit
moonstone normal sturdy avg loose notable
mowglite heavy normal cheap bit loose weak
nullium heavy v sturdy very very solid very
oak light normal low loose magical
olivine normal v sturdy low loose magical
platinum v heavy v sturdy very solid very
quartz normal sturdy average loose notable
rhodonite normal normal average loose magical
ruby normal v sturdy highly loose magical
sapphire normal v sturdy very loose magical
silicon normal normal low very solid weak
silk v light normal low loose a bit
starmetal heavy v sturdy highly incred solid very
tadmium normal v sturdy very solid highly
tin heavy fragile cheap quite solid a bit
titanium heavy incredibly average very wolid magical
tormium heavy v sturdy very very solid very
uranium v heavy normal very very solid magical
vanadium heavy incredibly valuable solid magical
wood v light normal low loose a bit
zircon heavy v sturdy average loose a bit
Notes:
* Density is the material's specific gravity (g/l); I'm not sure exactly
how it affects craftsmanship.
* Sturdiness is a reflection of the intrinsic strenth of the material.
In general, more sturdy materials mean less is required to craft an object,
such as a chest or armour item.
* Value is the material's relative worth, useful if you want to sacrifice
small chunks (such as of diamond) to improve your luck. Appears also to
indicate the value of gemstones cut from gem materials.
* Malleability indicates how hard a material is to mold; some materials
(like weenite, for example) may be sturdy yet very difficult to work with.
* Magic affects the item quality. Highly magical materials build better quality
items than lesser materials. For example, wood and dragonscale are both of
normal sturdiness. However you can achieve a 12 slot vault from dragonscale
(very high magic **), whereas you can not from wood (a bit magical).
** - fill in actual magic value
"Making the Outerworld Smaller TM"
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