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The standard material for all weapons (except ranged weapons
and staves) and armor is steel. The standard material for
ranged weapons and staves is wood. The primary material for
shields may be either metal or wood. However, if the primary
material for a shield is wood, it is assumed the shield is
banded with steel. If the primary material for a shield is
metal, then it is assumed the shield is ALSO made of wood.
Weapon and Armor Materials
The following is a list of all known weapon and armor materials.
These materials do not apply to ranged weapons or staves.
But they may apply to shields.
The following is a listing of magical woods which can be
used to create rune staves and shields as well as ranged weapons.
Additional information is also provided below.
The DU/ST Bonus, Offensive Bonus, and Defensive Bonus values
only apply when used to craft staves, bows, crossbows, or
shields. If used to craft any other weapon or armor, the properties
of normal wood apply (-90 ST, -20 DU). The base breakage values
for staves, bows, and crossbows assume a wooden construction.
Shields assume wooden with steel reinforcement.
The stave/shield woods that have a rarity of "uncommon"
may be used as weapon hafts/shafts for other weapons, but
will not impart any special properties to those weapons. Combining
one of these magical woods with a magical metal in a shield
will not stack bonuses; only the metal bonus will apply.
These woods should not generally be applied to commonplace
uses. For example, making a picture frame out of fireleaf
or faewood is about as sensible as making a candlestick out
of rolaren.
There should be no more bows or staves created with metals;
all are to be crafted from wood. The mundane woods of Elanthia,
such as maoral or fel, may still be used to craft staves,
shields, and bows (see following restrictions for bows). Similar
to forging a sword from steel, though, these mundane woods
may be enchanted to create magical items. Shields may still
be crafted from metal; the assumption is that such shields
are normal wood with magical metal reinforcement.
Of the mundane woods of Elanthia, only the following materials
are usable for bows: yew, maple, oak, ash, elm, hazelwood,
fel, haon, and maoral.
Alexandrite is fabulously rare. While certainly not
the strongest of materials, it lives in an aura of mystery
unrivaled by any other mineral. Fine quality natural
Alexandrite changes color under different types of light.
In daylight it is a medium green to bluish green color
and when illuminated by torchlight it will appear a
violet-red color. The stronger the color change, the
more expensive the sample and Alexandrite can be very
expensive, indeed. It has a vitreous luster and ranges
from transparent to translucent. Most weapons crafted
in Alexandrite are more ornamental than functional.
Bronze
Type:
Weapon, Armor
DU/ST Bonus:
-50/-15
Offensive Bonus:
-5
Defensive Bonus:
-5
Rarity:
Common
Description:
Bronze is an amalgam of various metals. Through history,
bronze has been used in crafting items ranging from weapons
and statues to bells and instruments. Properties of bronze
differ slightly throughout Elanthia, due to imprecise
and creative mixtures of its components.
Coraesine
Type:
Weapon
DU/ST Bonus:
+40/+20?
Offensive Bonus:
+15
Defensive Bonus:
DNA
Rarity:
Extremely Rare
Description:
Coraesine is among the rarest metals in Elanthia,
and only a handful of locations where it can be mined
are known, most all near large foci of mana. In color,
it is a misty white, its surface swirled with veins
of dark grey, and it is rumored that it can be dyed,
but not by normal means. When it is found in natural
form, it is most always in large chunks the size of
a giantman's fist. Its natural enchantment is roughly
the equivalent of glaes.
Coraesine is a highly magical metal, and often unpredictable
in nature, giving birth to tales that it has a sentience
about it. Some legends say that it is the petrified
forms of great air elementals defeated by their earthen
cousins and forever imprisoned in the form they hate
most. It has several unusual properties, and can only
be forged into a weapon or ornamentation, as its inherent
magical qualities are more dangerous than beneficial
when used as armor. Some magical weapons of this material
have been known to speed the wielder up in an instant,
allowing them to strike more than once, and emit powerful
blasts of air intense enough to wound a foe. There is
a darker side to the metal as well - it can actually
turn its abilities on the wielder if it is not used
to them, or as the more superstitious say, does not
like them. The longer one wields some pure coraesine
weapons, the more beneficial they will be, as if the
material itself becomes attuned to its user. There are
less-pure forms of coraesine that have been forged into
weapons, and while they retain their natural enchantment,
their more prized abilities do not show themselves.
Less-pure weapons of coraesine retain some of their
abilities, but due to the varying levels of quality
in metals, and especially highly magical metals such
as coraesine, this is usually dependant on the individual
weapon or smith who forged it.
The Faendryl
were the first to discover coraesine after their exile,
in the mines of Rhoska-Tor.
They worked easily with the highly magical metal, amused
by the fact that even if they were brought down in battle,
their weapons would sometimes avenge them when the enemy
tried to wield them. It has been discovered in other
locations, but none have been able to work it as well
as the Faendryl.
Drakar
Type:
Weapon
DU/ST Bonus:
+0/+0
Offensive Bonus:
+5
Defensive Bonus:
DNA
Rarity:
Rare
Description:
Drakar is most commonly found as an amorphous lump
of brilliant white hue, speckled with dots of crimson,
and is unreflective and flat. It is found within long-dormant
volcanoes and other sites where such primal fiery
energy touched the land in the past. Its origins are
somewhat mysterious, but the current theory among
the less superstitious of scholars is that it grows
deep within the very core of Elanthia, and that volcanic
activity will at times bring some to the surface.
Since lava is always a hazard to miners, the aid of
a mage is almost always required to keep the volatile
substance at bay when mining for this rare metal.
The theoretical birthplace of drakar is fitting for
its nature, for it is the metal of fire. A smith must
take special caution when forging this metal, as it
can often melt stone when heated. Drakar can not be
dyed, but no matter what color it is naturally found
in, it will almost always glow an angry red when whisked
through the air quickly. When used to forge weapons,
drakar appears to retain the heat of a forge, its temperature
uncomfortably warm, but not enough to burn the wielder.
Drakar is naturally half the enchant of ora,
and is somewhat rare due to the fact that there are
no safe places to mine it.
Eahnor
Type:
Weapon, Armor
DU/ST Bonus:
+50/+24
Offensive Bonus:
+18
Defensive Bonus:
+18
Rarity:
Extremely Rare
Description:
One of the precious metals claimed by the Elven
people, eahnor was first found on the edge of Ta'Illistim
by traveling scholars. Along the eastern side of the
DragonSpine run veins of this unique metal with a naturally
crimson hue. It is said that the first veins of eahnor
discovered by the elves
were so beautiful and stunning that Loenthran poets
wrote songs and stories of the DragonSpine being the
petrified form of an actual drake, its mystical fire
forever encased in the mountains. Elven forgers had
the metal collected, and along with scholars, studied
ways to harness the magical properties of this metal,
which falls just short of vultite's
enchantment.
While eahnor can be dyed, most of the Elven people,
especially citizens of Ta'Vaalor, like to keep its beautiful
crimson color. Eahnor was one of the first metals traded
by the Elves with the Western Elanthian cities.
Eonake
Type:
Weapon
DU/ST Bonus:
+55/+20
Offensive Bonus:
+20
Defensive Bonus:
DNA
Rarity:
Very Rare
Description:
Eonake is often referred to as a metal touched by
Eonak himself,
and is considered a high honor to wield amongst dwarven
clansmen. In addition to the folklore surrounding eonake,
it has a natural enchantment equivalent to vultite,
and its inherent ability of being sanctified in the
hands of a devout cleric makes it one of the most sought-after
metals amongst clergy of Elanthia. Eonake ranges in
color from a brilliant white to a silvery-grey hue,
and holds a perfect, lustrous shine when polished.
Eonake is not found in large quantities in one certain
area, thus there are no specific places to mine it.
It is one of the most widely-deposited metals in Elanthia,
found in small amounts in many various locations. Oddly,
wherever eonake is found, a minuscule amount of the
metal urglaes is usually somewhere
nearby. This lends credence to the folklore that this
very rare metal was used against the Ur-Daemons
themselves. It is absolutely devastating to undead beings,
often said to burn them greatly on occasion.
Faenor
Type:
Weapon
DU/ST Bonus:
+45/+15
Offensive Bonus:
+8
Defensive Bonus:
DnA
Rarity:
Rare
Description:
Also among the metals claimed by the Elven people,
faenor should not be confused with eahnor.
Its enchantment is somewhat less, falling a bit short
of that of ora. Faenor was discovered near the DragonSpine,
often found in caverns whose entrances are hidden by
forests. "Faenor pockets", as they are called,
are clusters of the precious metal harvested by elven
miners deep in these caverns, and are usually about
the size of a giantman's
fist.
The coloration of the metal is quite spectacular, its
light verdant hue contrasting with darker green or deep
grey veins running throughout the metal. Superstitions
and folklore suggest that the metal was created by the
lesser spirits of the forests, for battles against those
who harm the forest.
While it is dyeable, faenor will usually retain its
darker-hued veins. Many forgers have tried various methods
to remove them, however, none have succeeded. Unfortunately,
faenor tends to become very brittle when pounded thin,
and thus it cannot be made into armor. Faenor can, however,
be honed into a weapon, and is used for beautiful ornamentation
on various items and jewelry.
Glaes
(Mein)
Type:
Weapon, Armor
DU/ST Bonus:
+65/+24
Offensive Bonus:
+15
Defensive Bonus:
+15
Rarity:
Rare
Description:
Glaes is a slightly translucent, commonly black
or dark-colored glass formed within the intense, volatile
atmosphere of a volcano. It is quite heavy even after
undergoing forging, but it is very strong and durable
and thus is often sought after by adventurers going
up against heavily-armed foes. Glaes can be dyed, but
it almost always retains its translucent, shiny look.
Glaes has a natural enchantment slightly lower than
vultite. In the past, it was
often referred to by traders around Darkstone
Bay as 'mein', but the name 'glaes' has become commonly
used worldwide as information between cultures spread.
Glaes was once quite rare, only being found in long-dormant
lava fields in small quantities, but the relatively
recent discovery of Teras
Island by dwarven
miners has led to it becoming a much more commonly-traded
material in Elanthia. Numerous large deposits of glaes
were found to be on the island, and the dwarven mining
companies scrambled to colonize where they could there.
New forms of glaes were found on the volcanic island,
ranging through many different colors, the rarest and
most valued being rainbow glaes.
Golvern
Type:
Weapon, Armor
DU/ST Bonus:
+99/+24
Offensive Bonus:
+25
Defensive Bonus:
+25
Rarity:
Extremely Rare
Description:
Golvern is one of the strongest naturally-formed
metals known to Elanthian civilization, growing deep
in caverns underneath the DragonSpine mountains where
incredible pressures have formed it. It is usually a
rich golden color, slightly reddish at times, but never
without the golden luster, and grows in veins between
dense rocks. It can be dyed, and its natural enchantment
is slightly higher than vultite.
It is very, very rare due to its location, most of it
beyond the delvings of even the most skilled dwarven
miners.
Golvern was first discovered by the Dwarves
as they explored the network of caverns underneath the
DragonSpine, and has since become valued among artisans
of other cultures. Due to its scarcity, is it most commonly
seen in small amounts used for ornamentation, though
its strength and natural enchantment make it suitable
for creating some of the finest - and most costly -
weapons and armor.
Gornar
Type:
Weapon
DU/ST Bonus:
+0/+0
Offensive Bonus:
+5
Defensive Bonus:
DNA
Rarity:
Rare
Description:
Gornar is always a ruddy brown color, often mistaken
for stone due to its similarity in look and feel. It
is found deep within the earth, often going unnoticed
in mines since its appearance blends in with the surrounding
rock. This may account for its rarity, as the Dwarves
discovered it fairly recently and it has since been
looked for and traded widely throughout Elanthia. Its
natural enchantment is equivalent to that of mithril.
Because of its unusual ability to unleash a blast of
intense vibrations, like that of an earthquake, some
legends say that gornar deposits are the remnants of
powerful earth elementals that have been destroyed by
their creators. A smith must be careful when forging
this magical metal, as it can shake right out of the
forger's grip very easily.
Imflass
Type:
Weapon, Armor
DU/ST Bonus:
+40/+20
Offensive Bonus:
+12
Defensive Bonus:
+12
Rarity:
Uncommon
Description:
Imflass is generally considered to be one of the
most beautiful of metals, usually a very bright silver
hue tinted a light blue or green, its rarest and most
pure form sometimes holding a warm golden color. Deposits
of the metal are often found in coastal
cliffs and caverns eroded over time by the sea,
but it has also been mined in some older mountainous
areas. It is one of the lightest commonly-found
metals in existence, rivaled only by veniom.
It is usually able to be dyed, and will never lose
its shine even after countless bloody battles. Its
natural enchantment is equivalent to slightly above
that of
ora.
Invar
Type:
Weapon, Armor
DU/ST Bonus:
+15/+5
Offensive Bonus:
+2
Defensive Bonus:
+2
Rarity:
Infrequent
Description:
Invar is often referred to as dwarven steel. It is made
through a complex and secret process only the dwarves
know, and their smiths guard its secrets well. It is not
inherently magical in nature, but because of the uniqueness
of it, most smiths regard it as a metal unto its own.
Because of the exquisitely well-forged properties of invar,
when wielded it is far more effective than plain steel
or bronze, and is also a bit sturdier.
The finished result is usually a weapon of a matte black
hue, speckled with dots of red, but the metal can be dyed.
Iron
Type:
Weapon, Armor
DU/ST Bonus:
-10/-10
Offensive Bonus:
0
Defensive Bonus:
0
Rarity:
Very Common
Description:
Iron is produced through a complicated smelting process
in which the iron is extracted from its ores. While sometimes
just as strong as steel, it normally
loses much of its strength when worked. Many blacksmiths
work in iron to satisfy the needs of those of little fortune,
but the conversion of iron to steel makes for a much stronger
and lighter material that can be strengthened through
tempering processes.
Ironwood
Type:
Weapon
DU/ST Bonus:
+10/+5
Offensive Bonus:
0
Defensive Bonus:
N/A
Rarity:
Infrequent
Description:
The name ironwood refers to the core of this tree, however,
the tough inner bark is of a valuable nature as well,
having long been used in making cordage and nets. Ironwood
is heavy and strong, making it an ideal wood for shields
that values rock-hard strength, at the expense of added
weight. While the ironwood is valued for its products,
the complicated business of lumbering it makes it a poor
choice when looking for firewood. As well, it is an expensive
wood.
Kelyn
Type:
Weapon
DU/ST Bonus:
+55/+15
Offensive Bonus:
+5
Defensive Bonus:
DNA
Rarity:
Very Rare
Description:
Kelyn is usually found in caverns and rocky ground
near the edges of the continents, and it ranges in color
from a matte black hue to mottled red or even dark green.
It cannot be dyed, and has a natural enchantment equivalent
to mithril. It is a bit stronger
than steel when forged, and is commonly used for very
good maces and other
forms of blunt weapons,
though it can hold a nasty edge just as well as most
other metals.
Kelyn was first found by humans
living in coastal communities, and is quite rare overall.
Because of its sturdiness, it is often used to reinforce
the soft metal high-quality lockpicks are made of.
Krodera
Type:
Weapon
DU/ST Bonus:
+60/+05
Offensive Bonus:
+25
Defensive Bonus:
DNA
Rarity:
Extremely Rare
Description:
Krodera is a silver-hued metal, and casts distorted
reflections even when forged into a perfectly smooth
and polished surface. It is extremely rare, usually
found deep beneath huge ancient craters that have since
been masked by the growing landscape. Its natural enchantment
is equivalent to that of mithril,
and pure krodera is generally only forged into weapons
or small ornamentations. It is unsuitable for most types
of armor as its magic turns inward rather than outward,
causing more than an inconvenience for the would-be
wearer.
Krodera is anti-magical in nature, in its purest form
reflecting magic as easily as light reflects off the
surface of water. Scholars say that it radiates a
powerful magical aura, and depending on the purity
of the krodera, this aura can totally encompass the
wielder, nullifying or severely hampering magical
spells cast at or cast by its user. Impure krodera
has been rumored to be forged into armor, but its
powers pale in comparison to that of a true krodera
weapon.
Krodera was first discovered by the Humans
during the rise of the Empire, and the current Empress
is rumored to be very interested in its inherent anti-magical
properties. It has been found in other parts of the
world, but is still quite rare.
Leather
Type:
Armor
DU/ST Bonus:
-50/-10
Offensive Bonus:
DNA
Defensive Bonus:
-5
Rarity:
Very Common
Description:
Made from the skin or hide of animals and cured by
tanning to prevent decay and to impart flexibility and
toughness, leather armors have been utilized since virtually
the dawn of history. Other uses for leather include
boots, garments, coverings, tents, and containers. Pelts
are prepared for tanning by scraping and cleaning.
After tanning, leather is generally treated with fats
to assure pliability. While not as strong as metal armors,
leather armor grants much freedom of movement and comfort
to the wearer, which is sometimes a necessity in lifestyles
that demand agility, stealth and (more often than some
would like you to believe) beating a hasty retreat.
Mithglin
Type:
Weapon, Armor
DU/ST Bonus:
+50/+20
Offensive Bonus:
+15
Defensive Bonus:
+15
Rarity:
Rare
Description:
Mithglin is an alloy of mithril
and vultite, an attempt to blend
the two strong materials into one extremely sturdy material.
The process involves high levels of heat to create this
strong alloy, and it is not uncommon for the vultite's
natural color to be replaced with a coal black color.
The resulting metal is usually a bluish material swirled
with black. It can hold a dye and is roughly equivalent
in natural enchantment to glaes.
It is not known which race first forged mithglin, but
the process seems to be known through all cultures.
It is quite rare, as the process takes much careful
work on the part of the smith, and with one small mistake,
weeks of work can easily be ruined.
Mithril
Type:
Weapon, Armor
DU/ST Bonus:
+40/+20
Offensive Bonus:
+5
Defensive Bonus:
+5
Rarity:
Uncommon
Description:
First discovered by the dwarves
of Kalaza, veins of mithril are found in deep caves, and
usually have a dull grey to bluish hue. It has a natural
enchantment a quarter that of vultite,
and is most prized as it is extremely dense and strong
as both weapon and armor.
Dwarves were the only race that could forge mithril
for many years, but eventually the skill was learned
by the other races. Even so, no one has learned to work
so well with the metal as the great dwarven smiths,
and they pride themselves on their skill with this ancient
and versatile metal. The magical stability of mithril
is so great that when used to craft thick boxes for
treasure, mana cannot even penetrate it.
Modwir
Type:
Weapon
DU/ST Bonus:
-80/-10
Offensive Bonus:
-10
Defensive Bonus:
Rarity:
Common
Description:
The modwir is relatively swift of growth. A seedling
will reach a height of a hundred feet and a trunk diameter
of thirty to fifty inches in thirty years. The mature
bark is scaly grey with irregular but generally vertical
grooves, often marked with white streaks of gum of resin
from broken branches. The wood has long been prized for
shipbuilding.
Obsidian
Type:
Weapon
DU/ST Bonus:
-50/-15
Offensive Bonus:
-5
Defensive Bonus:
Rarity:
Infrequent
Description:
Lethally sharp, obsidian weapons are also quite brittle.
The sheer force of a blow from an obsidian-edged sword
is said to be capable of cleaving a horse in two. Of course,
obsidian-tipped projectiles are almost incapable of causing
serious injury to armored men.
Ora
Type:
Weapon, Armor
DU/ST Bonus:
+30/+15
Offensive Bonus:
+10
Defensive Bonus:
+10
Rarity:
Common
Description:
Ora is one of the more common metals of Elanthia,
and its uses are quite varied. Veins of it can often
be found underneath or within mountains, and there have
been reports of stores of it within hilly terrain. There
is one very large ora mine in Rhoska-Tor, where all
types are sometimes found. In its natural state, it
is usually smooth, sometimes pitted, and has a light
grey tone. It can hold a dye, but this can take considerable
effort on the part of the smith. Ora found naturally
in pure black or white form can never be dyed by normal
means. When forged properly, it holds a natural enchantment
half that of vultite. There are
different types of ora, which hold varying types of
magic.
Ora,
Black
Type:
Weapon
DU/ST Bonus:
+30/+15
Offensive Bonus:
+10
Defensive Bonus:
+10
Rarity:
Very Rare
Description:
Black ora is the most rare form of ora, and when found
in a natural black state the metal's magical properties
are a direct opposite of the white
variant. Though its basic properties are the same as common
ora, it holds a magical curse within it when black.
It is usually used by dark sorcerers, clerics, or mages
because of its nature. Other than that small bit of information,
not much else is known due to the extreme rarity of pure
black ora.
Ora,
White
Type:
Weapon
DU/ST Bonus:
+30/+15
Offensive Bonus:
+10
Defensive Bonus:
+10
Rarity:
Uncommon
Description:
White ora is slightly rarer than regular
ora, and is more valued. It has the same basic properties
as common ora, but it has the unusual natural ability
to harm the undead under the right conditions. Through
much study of this strange variant of ora, it is said
that the magic within the metal reacts to the aura of
a cleric, becoming
sanctified in
their hands. This allows them to wield it against undead
beings without the aid of blessing magic.
Razern
Type:
Weapon
DU/ST Bonus:
+15/+5
Offensive Bonus:
+10
Defensive Bonus:
DNA
Rarity:
Very Rare
Description:
Razern forms in clusters of small, sharp shards,
often buried under tons of surrounding rock in deep
underground mines and tunnels. The shards sometimes
have a small streak of blue running the length of them,
shining with the flawlessly smooth and glossy surface
of the razern. Smiths often boast if they can keep this
very subtle blue streak when forging a weapon out of
razern. Its natural enchantment is half that of vultite.
Razern is very sought-after among rogues and warriors,
as when properly forged it can be folded a great many
times without losing its rigidity, allowing a smith
to make the keenest edges and barbs without the need
for extra weighting or balancing. The end result is
a weapon that can easily inflict horrible wounds.
Razern was first discovered by giantman
miners very early in history, and was long a secret
only known to them. It has since spread to other cultures,
but it is still very rare.
Rhimar
Type:
Weapon
DU/ST Bonus:
+0/+0
Offensive Bonus:
+5
Defensive Bonus:
DNA
Rarity:
Rare
Description:
Rhimar is always some sort of bluish color, ranging
from blue-white to a deep steel-blue, and cannot be
dyed. It is found in the chilly northern mountains of
Elanthia, often located deep within peaks that have
been covered in snow for longer than any race can remember.
Often a sparkly, light blue, natural deposits of rhimar
sometimes form in the shape of a mass of tiny whorls,
and gazing upon a chunk of pure rhimar one is often
reminded of an intense blizzard. It has a natural enchantment
equivalent to that of mithril.
Even the intense heat of a forge cannot distill the
magical chill within rhimar, and this makes it an ideal
weapon for adventurers going against foes with a fiery
bent. Often it will flare up with an intense, cold blue
light, releasing the magical energies within it when
it strikes an enemy. It was first found by members of
the Wsalamir giantman
clan, and they hold it as a sacred metal, as it
embodies the fierce cold of their homes.
Rolaren
Type:
Weapon, Armor
DU/ST Bonus:
+65/+20
Offensive Bonus:
+20
Defensive Bonus:
+20
Rarity:
Very Rare
Description:
Rolaren is an extremely durable and strong alloy,
its forging a skillful blending of mithril
with a combination of trace metals that increase its
strength and ability to attack and protect. The resulting
mixture usually results in weapons or armor of a deep
blue-grey to black color, which can hold a dye with
some difficulty. Its enchantment is normally equivalent
to that of vultite.
The technique is little-known outside the forges where
rolaren is made, and very difficult to master. Legends
of both the dwarven
and giantman cultures
say that the first rolaren was forged as a joint effort
between the greatest smiths of both their races in ancient
times.
Steel
Type:
Weapon, Armor
DU/ST Bonus:
default (+0/+0)
Offensive Bonus:
+0
Defensive Bonus:
+0
Rarity:
Very Common
Description:
The most typical of all alloys in the lands, steel is
favored by the common smith as the all-purpose utility
metal. Useful for making almost any tools, it is also
the chief metal used in the production of fairly cheap
and reliable weapons, as steel edges are much better than
iron for keeping sharp. Steel is much
better than iron for keeping a sharp edge. It is made
through a process of heating bars of iron with charcoal
in a closed furnace so that the surface of the iron acquires
a high carbon content.
Urglaes
Type:
Weapon, Armor
DU/ST Bonus:
+30/+15
Offensive Bonus:
+12
Defensive Bonus:
+24
Rarity:
Extremely Rare
Description:
One of the most volatile and rare metals in Elanthia,
urglaes is often thought of as the metal the Ur-Daemons
used in combat against the Drakes. The only large
deposits of the metal are found in ancient, long-dormant
veins of lava. The blasted lands around Maelshyve also
hold some deposits, and it is thought that Despana
herself was very fond of it and perhaps used it in her
horrible magical workings. In color, it is usually a
deep black, like that of a void. Normally this metal
appears in the form of small shards. Perfect spheres
of up to three feet in diameter have also been found,
often streaked with misty veins of crimson. These spheres
have been said to hold great magical - and often terrible
- power, but are even rarer than normal shards of urglaes.
Legends say that they were not of natural make, but
a magical tool of the Ur-Daemons themselves. Because
of the extreme rarity of these artifacts, these legends
have not been tested by learned mages.
Urglaes in its pure form is highly magical. It is often
thought of as a metal of pure darkness, and has been
the end of many a talented smith. When forged without
the aid of magic, it is unpredictable, and reports of
explosions, horrible transformations of the smith's
limbs, and a variety of highly effective, long-lasting
curses are said to be possible when working with this
dangerous material. If the urglaes is tamed through
magical means, it can be used to create highly effective
weapons and armor, the enchantment usually roughly equivalent
to that of imflass. With the range of urglaes' abilities,
it can be used to create devastating weapons. Not all
of its darker magical properties can be turned to work
with the wielder, so there is sometimes a grave cost
when using equipment forged of pure urglaes.
Like all metals, there are less-pure forms of urglaes.
Often flecks of it are mixed with obsidian
or some other dark stone and then undergo intense magical
rituals to cleanse the small amount of material of its
dark magic. This is often used for small decorations
on weapons or armor, and is not harmful to those who
choose to wear or wield it.
Urnon
Type:
Weapon
DU/ST Bonus:
+70/+20
Offensive Bonus:
+20
Defensive Bonus:
DNA
Rarity:
Extremely Rare
Description:
Urnon is a very rare metal, crystalline in form
when found in its natural solid state in some of the
most remote mountain caves of Elanthia. Urnon is a highly
magical metal, with an inherently chaotic nature. Pure
urnon will shift its shape randomly, changing from crystal-form
to any number of shapes, be they liquid, over thousands
of geometric forms, many different abstract forms, and
at times into the forms of nearby objects. This has
led to legends that it may possess some strange form
of sentience, though the more realistic explanation
is that it somehow stems from its identity as chaos
made metal. Urnon only appears to shapeshift when exposed
to sentient life. The group of dwarves
who first discovered it reported that within hours the
clusters they brought back began to "change its
dern face more'n a Nalfein elflin!"
The hue of urnon can range through the full spectrum
of color, often changing as much as its ever-shifting
shapes. At times it can pulse as if it were a living
rainbow, but this is quite a rare event. Like all metals,
there are less-pure forms of it, and these are most
often uniformly dark in color, and cannot change shape.
The poorer quality the urnon, the more stable it appears
to be. An interesting effect of lower-quality urnon
is that when used as a weapon, it will usually retain
one of its powers - the ability to release a very corrosive
substance, much like acid, when hitting a foe. Granted,
the power of the magic is far less potent than that
of pure urnon's, but this makes it even more valuable,
since even the poorest quality urnon will still be of
some use. Most urnon naturally holds an enchantment
equal to that of vultite.
Urnon often must be worked upon by skilled mages before
it is forged so that the chaos imbued in the material
can be used to the wielder's advantage, otherwise it
will simply not hold the form a smith attempts to pound
it into. There are stories that shards of pure urnon
were once given as playthings to children from wealthy
families of some cultures, but the practice was soon
abandoned when it was found that one of its forms was
that of a sphere studded with razor-sharp spikes.
Vaalorn
Type:
Weapon, Armor
DU/ST Bonus:
+30/+10
Offensive Bonus:
+18
Defensive Bonus:
+18
Rarity:
Rare
Description:
Named so after the Vaalor elves who first discovered
and forged it, vaalorn is an Elven metal, relatively
lightweight and capable of being forged into highly
effective blades. Only the Vaalor elves know the secrets
of dyeing the material, and the most common hues are
white, blue, red and gold. It is found in crevices and
caverns in remote areas of the DragonSpine, and many
an elven miner has been delighted by finding the natural
sparkling blue and white streaks of the veins of vaalorn
ore contrasting with the deep black stone of the cavern
walls. Its natural enchantment is slightly lower than
vultite. It is extremely rare,
and the Vaalor elves closely guard its secrets.
Veil
Iron
Type:
Weapon, Armor
DU/ST Bonus:
+75/+24
Offensive Bonus:
+25
Defensive Bonus:
+25
Rarity:
Extremely Rare
Description:
Veil iron is one of the most rare metals in Elanthia,
the purest samples of it almost too valuable to price.
Found within large meteors that have fallen from the
sky, veil iron is incredibly strong and durable. When
forged, it usually has an enchantment slightly higher
than vultite, and the most pure
form of veil iron has the ability to drain items of
magical power within close proximity. It is predominantly
black or charcoal grey in color, speckled or streaked
with small bits of white or blue.
Veil iron was actually one of the first metals found
by the denizens of Elanthia, long before any empire
rose or fell, even before the Ur-Daemon
war. Veil iron spearheads from long-ago ancient
tribes that existed during the Rule of Drakes have even
been found, and paintings depicting meteors falling
from the sky have also been seen on the walls of caves
from the same long-gone people.
Veniom
Type:
Weapon, Armor
DU/ST Bonus:
DNA (+0/+0)
Offensive Bonus:
DNA (+0)
Defensive Bonus:
DNA (+0)
Rarity:
rare
Description:
Veniom forms only in the caverns at the base of
the eastern side of the DragonSpine mountains, and is
naturally extremely light in weight, even as an impure
ore. In its natural state, veniom is a bluish color
streaked with silvery specks, forming long veins inside
the DragonSpine mountains.
The metal is fairly easy to dye, and the Elves especially
have been interested in uses for this rare and valuable
metal since they first discovered it. The Illistim have
perfected the process of refining veniom into its most
valued form, a state so free of impurities that the
metal will actually float above the ground. They have
incorporated this pure veniom into some of their creations,
the most prominent of which are the elven airships.
Veniom is fairly soft for a metal and rarely used to
make weapons and armor, except in small amounts for
lightening or ornamentation. Besides being a very
beautiful decoration, good-quality veniom will also
make weapons or other items slightly lighter than normal,
making it highly valuable to smiths around Elanthia.
Vultite
Type:
Weapon, Armor
DU/ST Bonus:
+40/+15
Offensive Bonus:
+20
Defensive Bonus:
+20
Rarity:
Uncommon
Description:
One of the most commonly-traded magical metals in all
of Elanthia, vultite is most often a light blue-grey
ore streaked with veins of bright silver in its natural
state. Vultite is easily mined as it forms a dense crust
on the rock face of a mountain, rather than deep within,
and deposits are often located near the surface without
need for extensive excavation. It can be easily dyed,
and is often a standard when comparing enchantments
due to its being so widespread across so many different
cultures. Its natural enchantment is equal to that of
four common
wizard's enchantments.
It is a favorite metal among smiths as it makes versatile
weapons, and is also light as far as metals go.
Witchwood
Type:
Weapon
DU/ST Bonus:
-80/-15
Offensive Bonus:
-5
Defensive Bonus:
Rarity:
Very Rare
Description:
The witchwood is a large tree with a crooked trunk and
open crown of many spreading branches. The foliage, flowers,
fruit, bark and wood are all aromatic. Shiny dark leaves
that are almost black are under-faced with a silvery grey
hue. The leafstalks are slender with 1-2 glands. Witchwood
bark is as dark as its foliage, grey or brown, and rough
with irregular ridges. A cousin of the mistwood tree,
it is often said that the likeness of gnarled faces can
sometimes be seen in the bark pattern of the witchwood.
The flowers are greyish green, on long stalks back of
new leaves in early spring; multiple 1/4" male flowers
erupt in long gin heads 5/8" wide; solitary female
flowers are usually found on separate trees and are lavender
in color. The fruit is long, and oblong in shape and of
a dark purple color, very sour to taste. The fruit is
poisonous unless it is processed, and is said to have
medicinal purposes depending on the preparation. The wood
is not usually used in construction, as it is too soft.
However, it is often used for heating purposes and is
prized for use in the making of wands and flutes.
Wood
Type:
Weapon, Armor
DU/ST Bonus:
-90/-20
Offensive Bonus:
-20
Defensive Bonus:
0
Rarity:
Very Common
Description:
Normally fashioned by unskilled hands, wooden weapons
and armors are generally the utensils of the poor. Aside
from useful its applications in arrows and spears, it
is normally a very weak, very cheap medium with which
to stock your armory. Wooden weapons are most often found
in the hands of peasants attempting revolt in the form
of hastily carved swords or breastplates, or in the hands
of odorous drunks stirring up trouble in taverns in the
form of a spoon or a chair.
Zorchar
Type:
Weapon
DU/ST Bonus:
+0/+0
Offensive Bonus:
+5
Defensive Bonus:
DNA
Rarity:
Rare
Description:
Veins of zorchar are often found atop high mountain
peaks, forming vertical, arcing patterns down the sides
of the peak. Appropriately, the mountains in which it
is found are often the site of huge storms that rage
with an almost unnatural fury. In color, it is bright
white or dark blue, often giving off a dim glow that
has no warmth, and it has a flat, unreflective surface.
Its natural enchantment is equivalent to mithril.
Zorchar can only be crafted into weapons, as armor made
of the material is apt to give the wearer nasty jolts
at random intervals.
Zorchar is an unusual metal, and tales concerning its
creation abound, the most popular describing elementals
of lightning striking a mountain and using up all their
energy, becoming eternally infused into the surrounding
rock and imbuing it with their qualities. When striking
an opponent, a zorchar weapon will at times shock the
foe, much akin to being struck by lightning. Smiths
need to be cautious so as to not release this energy
when striking the heated metal with a forging hammer.
The Grot'Karesh
Hammer giantman clan were the first to discover
zorchar, and have used it extensively in their workings
to this day. It has since spread beyond their realm
of influence, but they are among the most knowledgeable
in it.
Lockpick
Materials:
Alum
Description:
Alum is usually found in ancient riverbeds and long,
winding rivers that have been in existence since before
recorded history. It is quite varied in coloration,
found in many shades of grey and often tinted with traces
of other elements found nearby. Its most common form
is tiny spheres of a dark, flat grey color speckled
with spots of white, but it can be dyed. It is very
brittle when forged, and thus unsuitable for making
weapons and armor, though it is often used for ornamentation.
It is, however, an ideal material for crafting precision
lockpicks and other devices which do not have to withstand
the forces of battle. Technically, it was first discovered
by halflings, though they were not the first to commonly
use it for lockpicks and ornamentation. Their most common
use for it was a children's game that used the natural
alum spheres.
Laje
Description:
Laje is a somewhat uncommon metal found mainly in
the western mountains of the DragonSpine. It is most
often chalky in texture and dark red in color. It is
a very soft metal, but not so much as vaalin
is, and thus nearly worthless to smiths other than for
purposes of adornment. It is able to hold a dye.
It is, however, very valuable to locksmiths, who will
often edge their lockpicks with the metal or craft the
pieces completely out of it.
Vaalin
Description:
Vaalin is a beautiful ornamental metal, much sought
after by jewelers. It is usually found within caverns
and grottos where crystalline formations are abundant,
and grows in clusters of orb-like formations in the
walls or on the ground of these caverns. In its natural
state, it is often a lustrous white hue, like that of
a pearl, and its surface swims with opalescent, swirling
patterns, reminiscent of oil upon water, and it is slightly
translucent. As light hits it, a rainbow sheen spreads
across the surface of the vaalin, highlighting its ornate,
shimmering patterns of color. The metal can be dyed,
and a master jeweler can manipulate the rainbow patterns
to match or contrast with the dye, allowing for many
different and wonderful combinations of the metal to
be created.
Vaalin is very soft and pliable, and thus extremely
unsuitable for forging weapons and armor, but is often
used for decorations on expensive accoutrements of battle.
It is one of the softest metals, and because of this,
it is used to make the finest quality lockpicks, as
the most minuscule of grooves can easily be worked in
the soft material. It was first discovered by the Elves
and quickly spread by merchants throughout Elanthia.
Woods for Staves, Shields,
and Bows
Carmiln
Type:
Ranged Weapons, Shields, Staves
DU/ST Bonus:
20/5
Offensive Bonus:
+6
Defensive Bonus:
+6
Rarity:
Uncommon
Description:
There exist certain groups of trees that have always
been revered. Superstitions surround them, that their
branches, for example, should never be lopped or pruned.
The carmiln is such a tree, almost always found in groups,
or groves, and usually situated near a spring. carmiln
is a hard-wooded tree, with oblong leaves bearing deeply
incised edges, and bunches of finely scented white flowers
in spring. Because of its density and durability it is
considered to be a fine wood for a variety of uses. However,
the myths of bad luck following indiscriminate cutting
of it often accounts for a variation on the cost of the
milled lumber. Those limbs harvested within the stricture
of the ancient laws governing what time of day, month
and season it is done are usually more difficult to find
as well as preferred for use, especially in the creation
of magical items.
Deringo
Type:
Ranged Weapons, Shields, Staves
DU/ST Bonus:
30/10
Offensive Bonus:
+8
Defensive Bonus:
+8
Rarity:
Uncommon
Description:
A tall, brushy tree, the deringo hails from the southern
regions of the west side of the Elanthian continent. It
is a fairly common wood, often found growing in the same
forests as other hardwoods such as oak, ash and maple.
While its magical influences are not usually of great
power, the availability of it as well as the ease of harvesting
the deringo make it an extremely popular wood for all
manner of magical articles. In the fall, the deringo is
known for its vivid yellow-gold foliage, and the dramatic
effect given by each of its leaves being edged in black.
Faewood
Type:
Shields, Staves
DU/ST Bonus:
20/5
Offensive Bonus:
+20
Defensive Bonus:
+20
Rarity:
Infrequent
Description:
A favorite of Imaera's, faewood has long been a preferred
material for use in holy items. A tall tree with a rounded
crown, the faewood greets spring with upright clusters
of showy white flowers that are exceptionally fragrant.
It is said that one can locate a faewood tree in spring
from a mile or more distance. The tree's foliage
is dark green and short-stalked, and its smooth bark is
brown to gray. Faewood trees yield a pale brown, smooth
or slightly pitted fruit that contains shiny brown seeds.
These seeds are known to have healing properties, but
they require refinement for in their natural state, they
are poisonous.
Fireleaf
Type:
Shields, Staves
DU/ST Bonus:
35/15
Offensive Bonus:
+22
Defensive Bonus:
+22
Rarity:
Very rare
Description:
From the Barony of Riverwood comes the fireleaf tree,
whose bright orange and red leaves in autumn give the
impression of the tree being enflamed from a distance.
During the spring and summer, the fireleaf is robed in
dark green elliptical leaves with a slight ruby hue on
their undersides, each of which ends in a short tooth.
The tree's bark is gray-green and furrowed into
long ridges. Fireleaf trees have long been considered
an excellent wood for staves and shields, and it is believed
that the more vivid red the underside of the leaves, the
more potent is the tree's magical potential.
Glowbark
Type:
Ranged Weapons, Shields, Staves
DU/ST Bonus:
40/20
Offensive Bonus:
+22
Defensive Bonus:
+22
Rarity:
Very rare
Description:
Glowbark trees are named for the propensity of the trees
to have tiny, phosphorescent organisms living in the bark
of the trees, giving them a luminescence seen only during
the darkest night of the moon's phase. It is also
believed that the strong magic residing in the glowbark's
wood adds to this shine, as well as benefiting the organisms.
The glowbark is a medium-sized tree with generous, straight
boughs, making it a fine choice for the production of
magical items of all types. Glowbarks grow well in secluded
forests within the western reaches of the Elven Nations.
Hoarbeam
Type:
Ranged Weapons, Shields, Staves
DU/ST Bonus:
35/5
Offensive Bonus:
+12
Defensive Bonus:
+12
Rarity:
Infrequent
Description:
Named both for the silver-grayish hue of the wood and
for the arctic region in which it grows, this strong variety
of fir is a handsome tree with pointed crown of aromatic
foliage. Its needles are evergreen, spreading almost at
right angles in two rows on slender, hairy twigs. The
hoarbeam's cones are long and cylindrical, tinted
a dark purple, and they sit upright on topmost branches.
Prized for a variety of uses, the hoarbeam's wood
is light-colored and has a faint, irregular grain. It
is resilient but still possesses enough elasticity to
make it a fine choice for use in making bows. The hoarbeam
is commonly found in northern forests, and it is said
that the further north the specimens are harvested, the
stronger will be its inherent magical qualities.
Illthorn
Type:
Shields, Staves
DU/ST Bonus:
40/20
Offensive Bonus:
+25
Defensive Bonus:
+25
Rarity:
Extremely rare
Description:
From a rare tree found in Gyldemar Forest, the wood
of the illthorn is preferred for items that aid in warding
magic, though it does not inherently provide such a benefit.
The illthorn is a large, aromatic tree with straight trunk
and conical crown that becomes round and spreading. Its
leaves are star-shaped with 5, and sometimes 7, long-pointed
finely sawtoothed lobes. The bark of the illthorn is grey
and deeply furrowed into narrow scaly ridges. These ridges
conceal the tree's long thorns, which can quickly
burrow deeply into hands or body, and then come easily
off the bole to remain imbedded beneath the skin. While
the thorns do carry a weak poison, they have never been
known to be deadly to anything larger than small rodents
and birds. The poison can, however, impart a flu-like
illness that lasts from a few hours to a couple days.
The illthorn is not well suited for bows due to its lack
of elasticity, however, with its innate magical talent,
it yields excellent staves and shields.
Ipantor
Type:
Ranged Weapons
DU/ST Bonus:
25/10
Offensive Bonus:
+17
Defensive Bonus:
+17
Rarity:
Very rare
Description:
Long a favorite of bowers throughout both sylvan and
human territories, the ipantor tree is usually found in
upland forests that occupying the foot of mountain ranges.
It does not tolerate hot, arid climates, instead preferring
a rich, loamy soil. The Western DragonSpires is the principal
region where ipantor wood is harvested, and the tall,
slender trees with their straight boughs and yellow-green
leaves add grace and stature to the hardwood forests there.
While the ipantor is a superior material for bows, something
in the constituency of its inherent magic makes it unsuitable
for other magical articles.
Kakore
Type:
Shields, Staves
DU/ST Bonus:
25/10
Offensive Bonus:
+10
Defensive Bonus:
+10
Rarity:
Uncommon
Description:
The kakore tree resembles the birch, in that it commonly
has multiple boles instead of one. Its leaves are a
silvery green shade with scalloped edges, and feature
a tint of scarlet on the leaves' undersides which has
earned it the nickname of "bloodleaf" trees. It is
commonly found in marshy areas, and does not tolerate
arid climates. Its wood is dense, with little give,
and is of a beautiful deep reddish-brown hue. Thus,
it is not usually a good choice for uses that require
a supple snap such as the production of bows. Its magical
inherency is subtle, but its widespread populations,
as well as the beauty of its finish, promote the kakore's
popularity for use in medium-grade magical items.
Lor
Type:
Staves
DU/ST Bonus:
30/10
Offensive Bonus:
+25
Defensive Bonus:
+25
Rarity:
Very rare
Description:
The lor, or commonly called the silver lor, is a tall,
slender tree that grows to great heights. Often called
lovers' trees, it was the custom of the Faendryl
elves to plant lor trees as a pair, and there are records
of some of these famous pairs living well past 600 years.
First found in abundance within the extensive forests
surrounding the early Faendryl settlements, the lor has
declined in succeeding centuries, and is now quite rare.
Efforts to initiate plantings of lor trees in other parts
of the Elven Nations have met with little success, resulting
in workable lor wood being extremely rare and expensive
when it is found. The lor, with its graceful lofty boughs
has long symbolized wisdom, or having long sight with
a clear vision of what is beyond and yet to come. For
this reason, the most common use of lor wood is in the
production of staves.
Mesille
Type:
Ranged Weapons, Shields, Staves
DU/ST Bonus:
20/5
Offensive Bonus:
+15
Defensive Bonus:
+15
Rarity:
Infrequent
Description:
The mesille tree is a tall, strong deciduous tree, often
found on mountain slopes, and in areas with a cool climate.
Its wood is both hard and resilient, and its foliage is
reminiscent of the pin oak. Valued for both the density
of the wood as well as its golden brown color and beautiful
grain, the mesille is a fine choice for the production
of a variety of magical articles.
Mossbark
Type:
Ranged Weapons, Shields, Staves
DU/ST Bonus:
30/10
Offensive Bonus:
+15
Defensive Bonus:
+15
Rarity:
Uncommon
Description:
With its characteristic, shaggy bark on boles and limbs,
the mossbark tree is easily identified within the hardwood
forests it generally occupies. Featuring small, oblong
leaves, it is a mid-sized tree with wide-reaching branches,
giving the specimens a squat, wide shape. Mossbarks often
grow in dense groves, where the moss from their branches
combines to block passage through the trees. It is believed
with good evidence that the mossbark uses this combination
of mosses as a secondary means of propagation. While mossbark
wood doesn't carry powerful magical ability, none-the-less,
what talent it does have makes it a popular choice for
all manner of magical items. The finished wood is light
in hue, similar, although lighter than pine.
Orase
Type:
Shields, Staves
DU/ST Bonus:
20/10
Offensive Bonus:
+20
Defensive Bonus:
+20
Rarity:
Uncommon
Description:
Harvested from its native forests in the Pinefar forests,
orase wood has long been a favorite material for magical
articles by the halflings who settled those mountains.
Hardy in the most rugged climates, the orase is a medium-sized
tree that coexists well with the conifers of that region.
Its bark is rough, and its branches are usually forked
and irregular, making it a good material for staves and
shields, but unsuitable for use by bowers. It has a highly
defined grain that makes the shields produced from it
highly prized. It is, additionally, exceeding hard and
dense and carries a substantial magical talent.
Rowan
Type:
Staves
DU/ST Bonus:
20/5
Offensive Bonus:
+5
Defensive Bonus:
+5
Rarity:
Uncommon
Description:
The rowan has long enjoyed its reputation to protect
against enchantment, however there is also evidence that
supports the fact that it has the capacity to channel
enchantment as well when formed into rune staves, or sticks
upon which runes are inscribed. Among the more rural human
and sylvan communities, there are instances recorded where
rowan wood is used for metal divining, as hazel twigs
are used for water. Rowan has played a central role in
druidic ceremonies for centuries, and among rural populations,
sprigs are often placed over the main door of the house
and also worn on the person to ward off false enchantment.
Examine a red rowan berry and you will discover that unlike
other fruits that bear just a round hollow or dimple opposite
their stalks, it carries a tiny, five-pointed star, or
pentagram -- the ancient magical symbol for protection.
Ruic
Type:
Ranged Weapons
DU/ST Bonus:
25/10
Offensive Bonus:
+20
Defensive Bonus:
+20
Rarity:
Uncommon
Description:
The ruic tree is usually found in southern forests,
with mild climates and dependable precipitation. It is
a tall, wide-boughed tree with a thick canopy, and produces
a superior, reddish-gold wood for use in making bows.
While it carries a good magical influence for that use,
it is not generally used for other magical articles because
of its tendency to 'snap', i.e. send a current
-- or backlash -- of magic back through the individual
casting the charge. The general consensus is that the
energy released from the bow through the shaft as the
arrows leaves it prohibits a 'snap' from occurring
with bows made from the wood.
Sephwir
Type:
Ranged Weapons
DU/ST Bonus:
30/15
Offensive Bonus:
+25
Defensive Bonus:
+25
Rarity:
Extremely rare
Description:
A cousin to the modwir, the sephwir is a highly magical
wood that hails from the western DragonSpires, found growing
within the fabled forests of Yuriqen. Thus, any quantities
of sephwir remaining in use today can be assumed to have
been harvested before the Yuriqen forests were closed.
This results in the wood being both rare and almost priceless.
There are unverified reports of individual trees growing
in the Turamzzyrian region of Helt, however no living
trees are commonly known. Attempts to propagate the trees
in other areas have met with no success, and it is thought
that this is due to a critical connection between the
magic known to have been resident in the soil of Yuriqen
and the sephwir trees living there. Sephwir makes a superior
wood for bows, and weapons crafted of the beautiful, silver-hued
wood figure prominently in fables surrounding the archer
armies of the Yuriqen Sylvans.
Villswood
Type:
Ranged Weapons, Shields, Staves
DU/ST Bonus:
30/15
Offensive Bonus:
+18
Defensive Bonus:
+18
Rarity:
Infrequent
Description:
The villswood tree is a medium-sized tree that is principally
found in Wyrdeep Forest, although there are known instances
of it growing within forests on the eastern side of the
continent. It is thought that the villswood tree was brought
west by migrating bands of Sylvans in past ages. The villswood
has large, dark green leaves, and is as valued for its
sprays of fragrant flowers in spring as it is for its
sturdy, magical wood with its characteristic saw-blade
grain.
Witchwood
Type:
Staves
DU/ST Bonus:
10/5
Offensive Bonus:
+17
Defensive Bonus:
+17
Rarity:
Very rare
Description:
The witchwood is a large tree with a crooked trunk and
open crown of many spreading branches. The foliage, flowers,
fruit, bark and wood are all aromatic. Shiny dark leaves
that are almost black are under-faced with a silvery grey
hue. The leafstalks are sender with 1-2 glands. Witchwood
bark is as dark as its foliage, grey or brown, and rough
with irregular ridges. A cousin of the mistwood tree,
it is often said that the likeness of gnarled faces can
sometimes be seen in the bark pattern of the witchwood.
The flowers are greyish green, on long stalks back of
new leaves in early spring; multiple 1/4" male flowers
erupt in long gin heads 5/8" wide; solitary female
flowers are usually found on separate trees and are lavender
in color. The fruit is long, and oblong in shape and of
a dark purple color, very sour to taste. The fruit is
poisonous unless it is processed, and is said to have
medicinal purposes depending on the preparation. The wood
is not usually used in construction, as it is too soft.
However, it is often used for heating purposes and is
prized for use in the making of wands and flutes.
Wyrwood
Type:
Ranged Weapons
DU/ST Bonus:
30/10
Offensive Bonus:
+24
Defensive Bonus:
+24
Rarity:
Very rare
Description:
Obtaining the precious wood of the great wyrwood is
a dangerous proposition. According to stories told by
the men and elves of the mysterious Wyrdeep Forest, these
rare, solitary trees are said to entangle and hang woodsmen
and hunters with grisly results. Thought to be a cousin
of the willow, the wyrwood is a large tree with 1 or more
straight and usually leaning trunks, upright branches,
and narrow or irregular crown. Its leaves are narrow and
lance-shaped, often slightly curved to one side, and they
grow densely upon the tree's boughs. While these
trees have been known to grow within the forest, they
are most commonly found not too far distant from streams.
They are known to have an exceptionally deep taproot,
which probably accounts for their ability to live a distance
from a water source, having tapped instead into underground
springs. It is also thought that the taproot is the source
for their superior magical qualities. Wyrwood is usually
only used to produce bows; any contact of the wood with
metal soon produces corrosion of the ore, with the result
that the studs and banding common with shields and staves
is unsatisfactory.
Yew
Type:
Ranged Weapon
DU/ST Bonus:
0/0
Offensive Bonus:
+2
Defensive Bonus:
+2
Rarity:
Uncommon
Description:
Yews have a tremendous capacity for longevity, and it
is from this that the yew has come to symbolize great
age, rebirth and reincarnation. The yew produces a close-grained,
elastic wood that is similar to maple.