Difference between revisions of "Item Materials"

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(Glass: armour)
(Runed)
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====Plain====
 
====Plain====
* Plain weapons do more critical hits.
+
* Plain weapons do the most critical hits. A plain one-handed weapon with maxed out skill crits about 1 in 15 hits. A plain 2H weapon will crit about 1 in 7.
  
 
====Copper====
 
====Copper====
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However EUO is a fantasy game, not real life. In EUO, copper weapons and armour have the following characteristics:
 
However EUO is a fantasy game, not real life. In EUO, copper weapons and armour have the following characteristics:
  
* are 20% lighter (therefore require less STR to equip and are lighter in the backpack)
+
* are 20% lighter (therefore lighter in the backpack)
 
* weapons are about 10% faster.
 
* weapons are about 10% faster.
 
* copper armour has +10% better defense than regular armour.
 
* copper armour has +10% better defense than regular armour.
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* silver armour partially reflects damage sustained from undead.
 
* silver armour partially reflects damage sustained from undead.
 
* silver weapons do double damage vs undead and lycanthropes.
 
* silver weapons do double damage vs undead and lycanthropes.
 +
* Undead players (skeletuns and vampires) will take damage while wearing silver weapons or armor
  
 
===Gold===
 
===Gold===
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''For cloth, Goldweave is the material equivalent to gold''
 
''For cloth, Goldweave is the material equivalent to gold''
  
Gold has 3 basic forms: nuggets, coins and ingots. Nuggets can be found mining, and can be smelted into either gold coins or ingots (50 gp per nugget OR 10 nuggets required to make an ingot). Gold ingots can be used to create weapons and armour.
+
Gold has 3 basic forms: nuggets, coins and ingots. Nuggets can be found mining, and can be smelted into either gold coins or ingots (50 gp per nugget OR 10 nuggets required to make an ingot). Gold ingots can be used to create weapons and armour. Rogues can not hide while wearing gold armor.
  
 
In EUO:  
 
In EUO:  
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* Addled weapons do +15% more damage than regular weapons.
 
* Addled weapons do +15% more damage than regular weapons.
 
* Addled weapons give a chance of confusing the target.
 
* Addled weapons give a chance of confusing the target.
* Addled weapons do 2x as many critical hits.
+
* Addled weapons have an increased crit chance than other tinted weapons, but still not as much as a plain weapon.
  
 
===Runed===
 
===Runed===
 
* Runed weapons give +33% increased rage generation.
 
* Runed weapons give +33% increased rage generation.
* Runed weapons do 2x as many critical hits.
+
* Runed weapons have an increased crit chance than other tinted weapons, but still not as much as a plain weapon.
  
 
===Blackrock===
 
===Blackrock===
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===Mithril===
 
===Mithril===
Mithril is an ancient dwarven metal discovered by the ancient dwarf loremasters in an age long ago forgotten.  Mithril is only crafted into armour by dwarven armourers.
+
Mithril is an ancient dwarven metal discovered by the ancient dwarf loremasters in an age long ago forgotten.  Mithril is only crafted by dwarven armourers.
 +
 
 +
Weapons:
 +
* mithril weapons have +25% dmg like adamantium (all races)
 +
* when a dwarf crits with a mithril weapon, a 5 sec MR cleave is inflicted on the target
  
 
* NON-Dwarves gain only the +25% better defense of normal armour.
 
* NON-Dwarves gain only the +25% better defense of normal armour.
  
Dwarf Bonuses:
+
Armour:
 
* Mithril armour has +25% better defense of normal armour.
 
* Mithril armour has +25% better defense of normal armour.
* gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense
+
* gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense (dwarf only)
'''Note''': While anyone may wear Mithril armour only dwarves retain the magic resistance bonus.  Only dwarves are have the inate ability to detect mithril ore.
+
'''Note''': While anyone may wear Mithril armour only dwarves retain the magic resistance bonus.   
 +
 
 +
Only dwarves have the innate ability to detect mithril ore.
  
 
===Bone===
 
===Bone===
 
Crafted from a living being bone does indeed provide more than an suspecting glance from others!
 
Crafted from a living being bone does indeed provide more than an suspecting glance from others!
 
* a wielded bone weapon adds +10% damage to spells
 
* a wielded bone weapon adds +10% damage to spells
* a bone belt will add up to +20% HP to a player skilled in Necromancy
+
* bone armour/wearables gives roughly +5% HP and up to 10% HP to those skilled in Necromancy, with diminishing returns per extra bone item equiped.
 
+
  
 
==Uncraftable Materials==
 
==Uncraftable Materials==
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* For example:
 
* For example:
 
** Silk padded boots +5 will give 60 Magic Resistance
 
** Silk padded boots +5 will give 60 Magic Resistance
** Crystal Field Plate +7 will give 80 Magic Resistance
+
** Crystal Field Plate +7 will give 110 Magic Resistance
  
 
===Diamond===
 
===Diamond===
* Diamond weapons give +10% increase to attack strength.
+
* Diamond weapons do damage to targets as if their defence is 0
* Diamond staffs increase the chance of a mage breaking a target's magic resistance.
+
* Diamond staves increase the chance of a mage breaking a target's magic resistance.
  
 
===Glass===
 
===Glass===
Glass weapons will kill just about anything with one hit, however the weapon will be destroyed in the process. Although there are rumours that certain blacksmiths have secretly discovered the technique for casting glass into the form of weapons, the method is not widely known and as such is glass weapons are still quite rare.  Glass armour (excluding) adornments provide the benefit of reflected damage, both physical and magical.
+
Glass weapons will kill just about anything with one hit, however the weapon will be destroyed in the process. Although there are rumours that certain blacksmiths have secretly discovered the technique for casting glass into the form of weapons, the method is not widely known and as such is glass weapons are still quite rare.  Glass armour (excluding adornments) provide the benefit of reflected damage, both physical and magical. The reflect damage from glass armor has a chance to active monk aspects. Glass jewelry, belts, or non-shield offhand items do not reflect damage.
  
 
===Vampyric===
 
===Vampyric===

Revision as of 15:16, 17 July 2020

Default (ordinary) materials

Items without a prefix (e.g., a long sword) are typically known as untinted items. Plain (untinted) items are made from a common material type for that item (e.g., a long sword is forged out of metal, and a staff is made out of wood). Each item can also be made from a non-common material. Such items are typically known as tinted items, and will have a prefix that defines the material it is made of.

The remainder of this page describes the various non-common materials that items can be made of (i.e., the rest of this page describes the prefixes items may have).

Item Material Equivalences

Many of the item materials that are available for metal also exist for wood, cloth and leather. They have different names, but their intrinsic properties are the same.

Here is a summary of the different names for each material type:

metal wood cloth leather
copper oak boiled boiled
silver silverleaf silverweave silverhide
gold ash goldweave goldhide
steel - studded studded
blackrock ebony darkweave darkhide
crystal crystal crystalhide silk
adamantium adamantium battleweave battlehide

Craftable Materials

Plain

  • Plain weapons do the most critical hits. A plain one-handed weapon with maxed out skill crits about 1 in 15 hits. A plain 2H weapon will crit about 1 in 7.

Copper

For wood, Oak is the material equivalent to copper

In EUO, Copper is an element found naturally as an ore, and can be smelted to create copper ingots, with which weapons and armour can be made.

In Real Life, copper wasn't used to make weapons (probably because in elemental form it is quite soft for a metal): however an alloy of copper, zinc and tin called Bronze was. Bronze was used for weapons before modern steel was discovered/invented (steel is an 'alloy' of iron carbon).

However EUO is a fantasy game, not real life. In EUO, copper weapons and armour have the following characteristics:

  • are 20% lighter (therefore lighter in the backpack)
  • weapons are about 10% faster.
  • copper armour has +10% better defense than regular armour.
  • copper weapons do +10% more damage than regular weapons.

Silver

For wood, Silverleaf is the material equivalent to silver

For cloth, Silverweave is the material equivalent to silver

Silver is mined and smelted. Silver is known for its anti-undead properties, thus silver items have the following properties:

  • silver armour partially reflects damage sustained from undead.
  • silver weapons do double damage vs undead and lycanthropes.
  • Undead players (skeletuns and vampires) will take damage while wearing silver weapons or armor

Gold

For wood, Ash is the material equivalent to gold

For cloth, Goldweave is the material equivalent to gold

Gold has 3 basic forms: nuggets, coins and ingots. Nuggets can be found mining, and can be smelted into either gold coins or ingots (50 gp per nugget OR 10 nuggets required to make an ingot). Gold ingots can be used to create weapons and armour. Rogues can not hide while wearing gold armor.

In EUO:

  • gold item readied adds 1 permanent radius of light to the wearer.
  • gold armour has +10% more defense than regular armour.

Steel

Various smithed armours can be created from steel. Steel is simply ore smelted with ash.

  • steel armour has +15% more defense than regular armour.

Venomous

This material is an alchemist's concoction and can be made by applying certain reagents to ordinary logs and ore. See Alchemy for more details.

  • venomous weapons poison the target.

Addled

  • Addled weapons do +15% more damage than regular weapons.
  • Addled weapons give a chance of confusing the target.
  • Addled weapons have an increased crit chance than other tinted weapons, but still not as much as a plain weapon.

Runed

  • Runed weapons give +33% increased rage generation.
  • Runed weapons have an increased crit chance than other tinted weapons, but still not as much as a plain weapon.

Blackrock

For wood, Ebony is the material equivalent to blackrock

For cloth, Darkweave is the material equivalent to blackrock

Blackrock can be found by experienced miners but it must be processed by an alchemist into 'blackrock ore' to be of any use. Once treated it can be smelted into blackrock ingots ready for smithing. Blackrock items have the following properties:

  • blackrock weapons do +20% more damage than regular weapons.
  • blackrock armour has +25% more defense than regular armour.

Boiled Leather

Boiled leather is an item material made by experienced tailors. See Tailoring for more details.

  • boiled leather armour has +20% better defense than plain leather.

Studded Leather

Studded leather is an item material made by experienced tailors. See Tailoring for more details.

  • Studded leather armor has +30% more defense than regular leather armour.

Brass

Common brass is an alloy of 70% copper and 30% zinc. To make brass ingots in euo, have 7 copper ores in backpack and 3 zinc ores, and use smelting tongs on a brazier. Brass ingots can then be 'hammered flat' into brass sheets by a weaponsmith or an armourer. Brass sheets are useful for tinkers to make things with.

Note: in EUO brass is NOT a material! Brass ingots and brass sheets are unique items: a 'brass ingot' is not an ingot with a brass prefix. You cannot therefore create brass weapons and armour.

Mithril

Mithril is an ancient dwarven metal discovered by the ancient dwarf loremasters in an age long ago forgotten. Mithril is only crafted by dwarven armourers.

Weapons:

  • mithril weapons have +25% dmg like adamantium (all races)
  • when a dwarf crits with a mithril weapon, a 5 sec MR cleave is inflicted on the target
  • NON-Dwarves gain only the +25% better defense of normal armour.

Armour:

  • Mithril armour has +25% better defense of normal armour.
  • gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense (dwarf only)

Note: While anyone may wear Mithril armour only dwarves retain the magic resistance bonus.

Only dwarves have the innate ability to detect mithril ore.

Bone

Crafted from a living being bone does indeed provide more than an suspecting glance from others!

  • a wielded bone weapon adds +10% damage to spells
  • bone armour/wearables gives roughly +5% HP and up to 10% HP to those skilled in Necromancy, with diminishing returns per extra bone item equiped.

Uncraftable Materials

Adamantium

For leather, Battlehide is the material equivalent of adamantium. For cloth, Battleweave is the material equivalent of adamantium.

Adamantium is a metal alloy whose ingredients are still unknown. For this reason, adamantium items are very rare.

  • Adamantium armour has +50% more defense than regular armour.
  • Adamantium weapons do +25% more damage than regular weapons.
  • Adamantium weapons give +10% increase to attack strength.

Barbed

  • Barbed weapons give a chance of wounding the target.

Crystal

For leather, Crystalhide is the material equivelent of crystal. For cloth, Silk is the material equivelent of crystal

  • Crystal gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense.
  • For example:
    • Silk padded boots +5 will give 60 Magic Resistance
    • Crystal Field Plate +7 will give 110 Magic Resistance

Diamond

  • Diamond weapons do damage to targets as if their defence is 0
  • Diamond staves increase the chance of a mage breaking a target's magic resistance.

Glass

Glass weapons will kill just about anything with one hit, however the weapon will be destroyed in the process. Although there are rumours that certain blacksmiths have secretly discovered the technique for casting glass into the form of weapons, the method is not widely known and as such is glass weapons are still quite rare. Glass armour (excluding adornments) provide the benefit of reflected damage, both physical and magical. The reflect damage from glass armor has a chance to active monk aspects. Glass jewelry, belts, or non-shield offhand items do not reflect damage.

Vampyric

Weapons with this "material" property are of mysterious and possibly sinister origin.

  • Vampyric weapons steals a portion of the targets health and channels it to the user.

Flesh

If you have flesh for armour or a weapon then you're either a psychopath or a bridge troll.