Elennanore 2826 Popular Post Share Posted March 12, 2020 The Compendium of Material Knowledge “These d’arven mines ‘ave been lef’ fer years, yeh know? Nevah know what you’ll find down ‘ere!” - An intrepid Haenseti Miner, delving into the ruins of an ancient Dwarven Mine. Roleplay Nodes Mechanical Functions For The Player Tier 1 Nodes are things such as gold, iron, copper, available to all and open through basic minecraft mechanics. These do not require any special lore, knowledge, or specifics to use or utilize, nor a special item, sign, or description to represent. Tier 2 Nodes are things such as magnetus, adfectio, anorum and some more - open and available to anyone without requiring a node to use or utilize, but in some cases nodes to exist as a flavourful-way to go and get the item. These do not take ST signature, but do require a specific item or description to detail these items given their unique effects. Tier 3 Nodes are things such as Titan's Eye, Lightstones, Quietus, and more, and are available through ST-Nodes. These nodes are gathered using Vortex Hammer & Chisels and do not require ST Oversight, but do bear ST Signature- along with any item to be made from them. Typically these nodes do have special uses and "Refining" methods, which may determine if an item made from these is valid or not. Tier 4 Nodes are things such as Volatite, Lunarite, and Thanhium, which are non-automated and on global cooldown. These require specific knowledge to gather and use, alongside unique tools. These require ST Oversight and ST Signature, along with any item made from them. Tier 5 Nodes currently do not exist, but account for materials exceedingly rare and difficult to get. These require specific knowledge to gather and use, alongside unique tools. These require ST Oversight and ST Signature, along with any item made from them. Hierarchy Lists Metals/Metalloids Name: Carbarum Item: Diamond Ore Block Rarity: Legendary(T5) Lore Link: https://www.lordofthecraft.net/forums/topic/185864-world-lore-carbarum/ Environment: Found on the peaks of mountains or deep beneath said mountains. Item Desc: A chunk of an extremely dense and heavy ore, with a blue hue to it. It easily shares many qualities with various types of glasses, from having a glossy sheen to crisp, sharp edges. This would also include the fragility of glass, being quite easy to break or shatter with a light enough strike from a hard object, such as a pickaxe. Name: Volatite (Boomsteel) Item: Coal Block Rarity: Exquisite(T4) Lore Link: https://www.lordofthecraft.net/forums/topic/187994-✓-world-lore-volatite-and-boomsteel/ Environment: Found in cold, frozen areas that once had remnants of volcanic activity. Item Desc: An ebony ore with sharp, jagged edges and varying amounts of ash colored dust on and around it. The rock that this metal is within also seems to have varying amounts of flint distributed throughout. This ore is extremely heavy by itself, almost comparable to gold in weight. If one were to allow even a spark to touch this ore, they would quickly discover its minor explosive properties, likely resulting in their own injury if they are close enough to it. Name: Azhl Item: Coal Rarity: Exquisite(T4) Lore Link: https://www.lordofthecraft.net/forums/topic/189643-✓-world-lore-the-blighted-steels-ch-1/ Environment: Areas of molten material and volcanic, unstable activity. Item Desc: An ashy black rock which was quite brittle and extremely hard. If struck with enough force, it would crumble to dust- this dust, would be an irritant to skin and membranes, which would rapidly cause sores and rashes to appear over such. Inhaling it, Azhl Anemia would begin to become onset. With exposure to the lungs, it would cause intense coughing and difficult breathing. Name: Lunarite Item: Quartz Item Rarity: Exquisite(T4) Lore Link: https://www.lordofthecraft.net/forums/topic/179997-✓-world-lore-metal-lunarite/ Environment: This rare ore does not have any particular prerequisites for where it might be found. It can be found in almost any location, but always on the surface. Item Desc: A lumpy rock about the size of two human fists balled together, with a fair weight to it. The stone appears to possess veins and flecks of a pale gold-ish metallic ore, which glistens attractively in the light. One might mistake it for gold or even nickel were they not privy to its true nature. Even if one is aware of how to harvest and refine it, they will not know its name however. Crystals/Gems Name: Thahnium Item: Lapis Lazuli Rarity: Exquisite(T4) Lore Link: https://www.lordofthecraft.net/forums/topic/188006-✓-world-lore-thanhium/ Environment: Can generally be found anywhere, but is likely to be found in colder environments, likely due to its presence causing the environment to become cold. Item Desc: Brittle, blue crystals which glow softly - can be found on the surface of this chunk of ore. The crystals on this ore have the unique property of absorbing nearby heat and mana, converting heat into mana and mana into heat. The brittleness of Thanhium can prove to be a great danger to those who work with it as a single careless strike can shatter the crystal in its entirety - sending tiny shards flying through the air which can prove harmful if inhaled, ingested, or create a wound. If either of these happen, then the affected individual will suffer from Thanhic poisoning - a terrible malady which freezes flesh and disrupts the natural flow of mana in a mortal. Name: Frost Salts/Salium Item: Prismarine Crystals Rarity: Exquisite (T4) Lore Link: https://www.lordofthecraft.net/forums/topic/197038-world-lore-frost-salt-and-salium/ Environment: Found in the frozen north of Almaris. Item Desc: This small fragment of greened ice emits a strong, salty odor like an ocean shore. Its surface is irregular and rough, marbled with white veins. A simple process of grinding will yield a sparkling, rough powder ready for use. Name: Titan's Eye Item: Grey Stained Glass Rarity: Rare(T3) Lore Link: https://www.lordofthecraft.net/forums/topic/197921-✓-world-lore-titans-eye/ Environment: Found in rolling hills and ruins along Almaris. Item Desc: This Crystal was delicate and transparent, a trigonal shaped material with a completely colourless form; perhaps a tint of gray, throughout it all. Incredibly brittle and delicate, it seemed vaguely familiar in appearance to Adfectio. It seemed to have no effect whatsoever when interacted with anything mundane. Perhaps it is just an expensive waste of time, and should be done away with. Name: Quietus Crystals Item: Red Stained Glass Rarity: Rare(T3) Lore Link: https://www.lordofthecraft.net/forums/topic/197917-✓-world-lore-quietus-crystals/ Environment: Found in earth piles and ruins along Almaris. Item Desc: A smooth, hollow biconical red crystal, which contains in its centre a glowing red 'core' suspended in a murky red fluid. The crystal measures 13 centimeters long, with its 'core' 2 and a half centimeters in diameter. The core glows a dim pinkish red, shedding a soft light on its surroundings. When moved, the red light the core sheds will 'hang' in the air so to speak, before dissipating. This makes so if one were to wave it in the air, or simply move it around, it would leave a trail of light wherever its been, even within bags or containers, these streaks of light will faze through their vessels and trail though the air. Unlike the stone itself, these 'trails' do not emit any lights on their surroundings, and after 5 seconds, disappear into nothingness. The crystal is immune to shearing force, and cannot be filed down. However, the crystal is vulnerable to crushing force, and should the crystal be broken, or its inside unsealed, the core shall fly out of the crystal and disappear into nothingness, the rest of the crystal dissipating into an acrid smelling red mist harmlessly. Name: Lightstones (Divine Gems) Item: Glowstone Rarity: Rare(T3) Lore Link: https://www.lordofthecraft.net/forums/topic/190249-✓-world-lore-light-stones/ Environment: These gems are only found in areas of great deific power, such as near the foundations of Deific cults. Item Desc: A transparent, golden gem that holds a dim glow to it and appears to sparkle. From its humble beginnings, it has a polished sheen to it and seems to have grown from the rock it was found in. If one was capable, they could contain light and holy power within this crystal if they so choose. Node Rules Rules There are rules and information regarding nodes which may be useful. These rules are frequently updated. 1) X-raying, metagaming (locations, methods, harvesting, smithing, etc.), use of wandering souls, or other exploits, are all liable to moderation action and node blacklists. 2) When there are 4 or more individuals at a node, they may roll twice as much as they normally would to harvest. 3) Fixed Personal Cooldown: One may only harvest a node, or count towards the increased-roll threshhold of 4 once every 14 days. This may be shorter or longer than the cooldown of the node harvested. 4) Node Cooldowns are based on group. Thus, a group from Magic Group X or Nation Y can only harvest once every 14 days, as with the fixed personal cooldown. 5) Negative modifiers may be added on by an ST for improper methods of harvesting, ill-preparation or suffering from environmental effects. 6) Nodes destroyed are always replaced. The exception to this rule is when nodes are destroyed with intent of hiding a location from another group or to reset a timer. 7) When applying to group cooldowns, one's group is decided by ST. 8) Cooldowns apply by player, not account or persona. 9) Bad Luck Protection: When one does a correct harvesting process with proper preparation, but rolls without getting any material, they are guaranteed 1 chunk of material. If in a group of four, this is raised to two. Cooldowns & Roll Chances Cooldowns A cooldown on a Node begins the minute it was excavated by a player, no matter the outcome. Thus, no one can use that Node for a designated amount of time afterwards. Tier 2 Material - No cooldown Tier 3 Material - Fixed global cooldown (Automated Nodes) / No Cooldown (Battlenodes) Tier 4 Material - 10 Days (With a diceroll of additional days) / No Cooldown (Battlenodes) Tier 5 Material - 12 Days (With a diceroll of additional days) Roll Chances For each tier of rarity a player has a specific amount of rolls they may do before the Node goes on cooldown. The individual will roll out of 100(/roll 100) X amount of times. Below is a short list of how many rolls a player has. X = 1 Legendary (T5) Rolls X = 2 Exquisite (T4) Rolls X = 3 Rare (T3) Rolls Metals/Metalloids When attempting to gather an ore that is considered a ‘metal’ or ‘metalloid’, the player will receive either 0 to 3 ore items. This is dependant on how successful that person’s rolls are and of course, the rarity of the Node. All ore items are the same size, you are just able to acquire several of them if lucky enough. Uncommon(T2) 1-30 = Nothing 31-80 = Shard of Ore (1 of it) 81-90 = Piece of ore (2 of it) 91-100 = Chunk of Ore (3 of it) Rare(T3) 1-40 = Nothing 41-80 = Shard of Ore (1 of it) 81-89 = Piece of ore (2 of it) 90-100 = Chunk of Ore (3 of it) Exquisite(T4) 1-50 = Nothing 51-80 = Shard of Ore (1 of it) 81-90 = Piece of ore (2 of it) 91-100 = Chunk of Ore (3 of it) Legendary(T5) 1-60 = Nothing 61-81 = Shard of Ore (1 of it) 82-91 = Piece of ore (2 of it) 92-100 = Chunk of Ore (3 of it) Gems/Crystals When attempting to gather what is considered a ‘gem’ or ‘crystal’, the player will sometimes receive an item, but its size is subject to change depending on how successful their rolls are. Uncommon(T2) 1-30 = Nothing 31-80 = Fragment (1 of it) 81-90 = Shard (2 of it) 91-100 = Cluster (3 of it) Rare(T3) 1-40 = Nothing 51-80 = Fragment (1 of it) 81-89 = Shard (2 of it) 90-100 = Cluster (3 of it) Exquisite(T4) 1-50 = Nothing 51-80 = Fragment (1 of it) 81-90 = Shard (2 of it) 91-100 = Cluster (3 of it) Legendary(T5) 1-60 = Nothing 61-81 = Fragment (1 of it) 82-91 = Shard (2 of it) 92-100 = Cluster (3 of it) Nothing = Nothing. Piece/Fragment = About the size of a human male’s pinky finger in length, the width may be slightly larger than the width of the same pinky finger. Shard = About the size of a human male’s hand in length, and the width of two index fingers. Chunk/Cluster = About the size of a human male’s hand in length and width, fitting in the palm like a ball. Refining & Crafting If you’re curious about the amount of refined material that an ore item may produce, there is a standard! Simply, one ore item will equal two ingots of that material. With that, there is also a list of how many ingots are required to produce a specific item, though there can be some interchangeability depending on the type of item being made, but this is rare. As note, when reforging an item or melting previous down, only 1/2 (50%) of the original material-value is recoverable. Weapons 1 - Dagger, Ammunition (8 of Arrowheads, Bolts, etc.), Spike, Hammer-head(small) 2 - Shortsword, Axe-head(small), Blade(small), Hammer-head(large), Mace-head(small) 3 - Longsword, Axe-head(large), Blade(large), Mace-head(large) 4 - Greatsword, Ballista Bolt Note, for items such as ‘Axe-head’ and ‘Blade’, they are just those specific items. It is not an entire axe, merely the metal head of the axe. It is not an entire sword with hilt, crossguard, etc, just the actual blade part. This is to allow people to make a variety of different weapons, such as polearms, spears, glaives, etc. Armors 1 - Gauntlet, Sabaton, Vambrace, Poleyn, Visor 2 - Helmet, Pauldron, Greave, Cuisse 3 - Tasset, Gorget, Couter 6 - Fauld 8 - Breastplate Shields 1 - Buckler, Boss(the round disk that is in the center of many shields, made to guard the hand) 2 - Round Shield 3 - Tower Shield Note, most shields were not entirely metal, few were, and those that were entirely metal were quite small compared to most other wooden shields. However, there are many examples of shields being reinforced with metal, and most often having a ‘Boss’ in the center of the shield where the hand grips the shield from its back. Accessories 1 - Rings(4), Bracelets(2), Earings(4), Piercings(4)(of any kind), Necklace, Metal Parts(2)(Small) 2 - Crown, Mask, Metal Parts(large) Note, ‘Metal Parts’ are simply various objects of different shapes and sizes made from metal, such as pipes, poles, levers, gears, levers, etc. It is really up to the user to determine what is large and small, but generally anything larger than a person’s fist can is considered large. Material Index The Material Index is a place you can look to see the different categories of Materials and what that implies. Materials are grouped into four categories – there are Event Materials, Node Materials, Open Materials, and Special Materials. Three of these categories require ST signage in order to be considered legitimate(authentic), while one requires not ST signage at all. Here is a quick rundown of the four categories. Event - Materials that have no means of procurement outside of events. These events are at the discretion of the ST with the reward as an afterthought or carefully planned to fit into whatever story is being told. Event Only materials are signed by an ST. Node - Materials that are gathered through supervised gathering Roleplay of a Node. Nodes are sparsely found in the world, and are areas where certain Lore Materials may be gathered. There is always a sign present to OOCly inform players of whether or not a place is a Node or not. Node Only materials are signed by an ST. Open - Materials that are openly available to all players. These are either materials that are extremely common and require no ST oversight or are a smithing technique. These require knowledge of the player to forge and refine, and we encourage experimentation and the like to learn how to do such. Open materials do not require ST signage. Special - Materials that are often a mix of different groups or have special clauses attached to them, and such is listed beside them. Special materials are signed by an ST. Bellow, all four types are listed with all currently accepted materials accepted or ones that have been since shelved. Event Materials - - Dralachite - Carbarum Node Materials (Manual)- - Thanhium - Boomsteel - Azhl - Lunarite - Frost Salts Node Materials (Automated)- - Lightstones Open Materials (With Node Options)- - Magnetus - Adfectio Stones - Kadarsi Ore & Qualashi Steel - Anorum Open Materials - - Gold (Aurum) - Magegold (Arcaurum) - Black Ferrum - Quietus Crystals - Titan's Eye - Daemonsteel - Colourstone - Kuila Crystals - Glimmerstone - Focus Crystals - Slayersteel - Redstone Wiring/Tattoos Special Materials - - Arcanium (Requires an MA in any Void Magic, and ST Signage) - Manite (Requires a Voidal Hollow, Playersigned) - Dracanium (Requires event materials, ST Signed) All Shelved Material Lore Pieces - - Bloodsteel Reason: Not wanted by Orc community in a reworked state – like the idea of a Legend instead. - Verdantium Readon: Redundant, merged with Carbarum. - Kodeh Steel Reason: Redundant, served no purpose with Daemonsteel. - Quartz Dust Reason: Belonged in Alchemy, not a resource. - Gemsong Crystals Reason: Shelved in Athera, staying shelved in Athera. - Beastsmithing Reason: Outdated Lore Piece, received no rewrite. - Peragius Reason: Vague and overpowered, not thematically appropriate Credits Though I did the majority of the writing for this, I cannot neglect giving credit to Lark to aiding me in producing a past google doc where we essentially created the rarities of Materials on our own(I love that man). I also can't forget to give credit to my supporters and critiques who spent time explaining my flaws(ty), such as SquakHawk, Killmatronix, Archipelego, Nivndil, and a few others who I've forgotten due to this project going on and off the back-burner for an extreme amount of time. However, in that time I'd like to say we have produced a quality and literate post for LotC. Also having to include that the Material Index was rightfully written by SquakHawk. 54 Link to post Share on other sites More sharing options...
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