Crafting Materials

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Note that the crafting quality of an ingot is solely related to it's purity, unlike the same information for completed items. I.E. a masterfully-crafted ingot is purity 99, and can only be purity 99, regardless of the maker's skill.


Metals

Metals can be found in nugget, shard, fragment, fist, tear, and lump form.


Common

Material Hardness Durability Workability Elect Therm Physical Density Value* Source** Rarity Checked
Brass 40 25 60 30 40 40 5.8 120 Made - Y
Bronze 80 65 70 35 55 80 6.2 100 Made - Y
Coal 5 5 50 80 80 5 1 S Common Y
Copper 25 40 70 10 15 25 7 100 I / M / S Common Y
Covellite 35 80 65 25 85 80 2 50 I / M Uncommon Y
Iron 70 40 50 30 50 75 5 100 I / M / S Common Y
Lead 20 30 80 40 70 20 8 40 I Common Y
Nickel 25 15 50 30 25 25 6 80 I / M / S Common Y
Oravir 40 20 70 95 15 25 1 40 M / S Common Y
Pewter 25 45 70 40 70 25 5 220 Made - Y
Silver 15 25 50 5 10 15 8 2,000 I / M Uncommon Y
Steel (1)*** 80 80 40 30 50 80 5 200 Made - Y
Steel (2)*** 85 60 50 30 50 85 5 150 Made - Y
Steel (3)*** 90 25 35 30 50 90 5 200 Made - Y
Tin 25 75 40 35 25 25 3 30 I / M / S Common Y
Zinc 25 20 60 50 25 25 4 70 M / S Common Y

*: Value is in Lirums/volume, at 99 purity.
**: I = Igneous, M = Metamorphic, S = Sedimentary
***: The number indicates the volumes of coal per volume of iron in the steel.

Rare Metals

Material Hardness Durability Workability Elect Therm Physical Density Value* Source** Rarity Checked
Animite 15 10 10 65 65 15 4 S Rare Y
Audrualm 92 40 5 55 90 95 3 V. Rare Y
Damite 80 70 10 90 40 95 6 M V. Rare Y
Darkstone 82 60 40 80 50 80 5 M Rare Y
Electrum 20 20 30 20 20 20 8 4,500 I V. Rare Y
Glaes 95 50 10 60 40 75 4 13,000 I V. Rare Y
Gold 10 20 40 15 15 10 9 5,000 I / S Rare Y
Haralun 95 60 20 70 75 80 8 I / M / S V. Rare Y
Kertig 95 70 5 40 55 90 7 M / S V. Rare Y
Lumium 75 50 15 60 75 90 3 5,200 I / M Rare Y
Niello 5 5 15 85 25 25
Niniam 80 70 20 75 75 70 5 I / S Rare Y
Orichalcum 30 50 10 40 40 30 6 NA Unique Y
Platinum 20 15 20 30 10 20 9 I / M / S Rare Y
Silversteel 95 90 2 20 80 95 2 NA Unique Y
Tyrium 99 80 40 70 70 99 6 NA Unique Y

*: Value is in Lirums/volume, at 99 purity.
**: I = Igneous, M = Metamorphic, S = Sedimentary

Sizes

Size Volume
Tiny 1
Small 2
Medium 3
Large 4
Huge 5
Massive 10
Enormous 20

Stone

Common

Material Hardness Durability Workability Source Pebble-Stone Weight Check
Alabaster 25 20 90 Metamorphic 10 - 187 Y
Andesite 75 30 50 Igneous 11 - 210 Y
Basalt 20 20 80 Igneous 12 - 225 Y
Breccia 30 35 55 Sedimentary 10 - 195 Y
Dolomite 35 30 60 Sedimentary 11 - 210 Y
Gabbro 60 20 25 Igneous 12 - 225 Y
Granite 75 50 40 Igneous 10 - 202 Y
Jade 60 40 30 Metamorphic 12 - 240 Y
Limestone 35 40 45 Sedimentary 9 - 172 Y
Marble 30 15 60 Metamorphic 10 - 195 Y
Obsidian 80 20 15 Igneous 12 - 225 Y
Onyx 70 30 20 Metamorphic 10 - 202 Y
Pumice 55 15 20 Igneous 4 - 75 Y
Quartzite 80 45 30 Metamorphic 10 - 195 Y
Sandstone 40 20 70 Sedimentary 9 - 172 Y
Schist 50 40 50 Metamorphic 11 - 210 Y
Serpentine 50 40 35 Sedimentary 10 - 187 Y
Soapstone 20 20 95 Sedimentary 11 - 210 Y
Travertine 40 30 60 Metamorphic 10 - 202 Y

Rare

Material Hardness Durability Workability Source Pebble-Stone Weight Check
Diamondique 99 65 2 Quest

Sizes

Size Volume*
Pebble 1
Stone 2
Small Rock 3
Large Rock 4
Boulder 5

*: This means that if you have a boulder (Volume 5) and make it into a stirring rod which requires 4 volume ('a large rock') to make, you will have 1 volume (a pebble) left over.

Fabric

Common

Material Durability Workability Elect Thermal Physical Density****
Burlap/Jute 60 70 45 35 85 4.5-5.5
Cotton 70 40 30 50 80 3-4
Linen/Flax 65 50 30 50 80 3-4
Silk 60 20 35 50 85 2-3
Wool 80 60 65 65 75 4.5-5.5

****: Density depends on thickness. Lower value is for fine, higher value is for heavy. Other three types fall in between.

Leather

Currently, all pelts/hides/skins/etc are 1 yard of material. Koduis is considering changing this to 2 yards, or possibly reinstating the old system where creatures yield 1 to 5 depending on their size.

To avoid duplication and confusion PLEASE list by the CREATURE and not by the resulting hide/skin/pelt name.

Common

Material Durability Workability Elect Thermal Physical Density
amber poloh'izh ?
antelope skin 70 20 50 50 50 5
armored shalswar hide 50 30 45 45 85 5
azure merrow ?
azure poloh'izh ?
bison hide 90 35 40 40 75 6
blood wolf pelt 50 45 35 35 80 4
blue-belly crocodile skin 80 40 30 50 80 5
bobcat pelt 35 40 50 30 60 3
brown poloh'izh ?
cave bear pelt 50 50 40 40 75 4
cave troll skin 50 50 30 30 80 4
clouded arzumos pelt 80 35 60 30 80 5
cougar pelt 30 75 25 25 75 4
crimson merrow ?
dark merrow ?
deer skin 40 60 50 40 50 3
faenrae reaver pelt 20 10 80 10 75 2
field goblin skin 35 75 30 30 50 4
fledgling forest gryphon pelt 30 25 30 30 75 2
frostweyr bear skin 50 50 40 40 75 4
ghoul skin 20 30 80 10 40 3
giant black leucro pelt 50 60 35 35 75 3
granite gargoyle hide 60 50 50 35 85 3
grass eel skin 20 85 15 15 75 3
greater shadow hound pelt 50 5 20 15 20 2
green poloh'izh ?
grey poloh'izh ?
grizzled red leucro pelt 50 60 30 50 75 3
heggarangi frog skin 35 75 20 40 40 4
jackal pelt (black-backed/side-striped/golden) 30 70 30 30 75 4
kashika serpent skin 50 65 50 30 70 3
kobold skin 15 90 20 20 60 2
lesser shadow hound pelt 30 80 30 30 50 3
lithe blight ogre skin 10 10 40 20 70 4
Maelshyvean cinder beast hide 60 20 15 80 75 3
Maelshyvean shadow beast hide 60 20 15 80 75 3
meadow ram sheepskin 20 35 50 50 50 3
muscular firecat skin 60 20 10 75 85 3
piruati serpent skin 50 65 50 30 70 3
quartz gargoyle hide 40 40 50 50 80 4
river boa skin 50 65 50 30 70 3
rock troll skin 30 80 20 20 75 3
shaggy black barghest hide 70 30 40 40 80 5
ship's rat pelt 35 75 30 40 45 4
sluagh hide 15 25 20 20 70 3
snowbeast pelt 30 20 40 40 50 2
spotted bobcat pelt 35 40 50 30 60 3
striped badger pelt 40 70 30 40 55 4
storm bull ?
trollkin hide 40 70 50 50 40 3
wild boar skin 60 40 45 45 75 3
yvhh la'tami hide 40 60 20 40 80 3

Sigils

Note: Materials not released and may change

Primary

Sigil Effect
Induction Bring into being
Abolition Destroy
Congruence Align two things
Permutation Alter an existing thing
Rarefaction Refine or purify

Complex

Sigil Composition
Paradox I + A
Nurture I + C
Metamorphosis I + P
Evolution I + R
Antipode A + C
Decay A + P
Ascension A + R
Integration C + P
Unity C + R
Clarification P + R

Disjunct

Sigil Guild
Justice Paladin
Wrath Barbarian
Verdant Ranger
Divinity Cleric
Sacrifice Empath
Conjuration Warrior Mage
Deception Thief
Spatial Moon Mage
Fugue Bard
Acquisition Trader
Blight Necromancer

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