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CrestOfArtorias
06-20-2013, 04:47 PM
This is a development thread, please refrain from posting unless you are part of the moderation team. Suggestions may be send to either E1Alpha, Jacogos, Tolvo or CrestOfArtorias via VM or PM.

In this thread we will discuss all the known and unknown minerals that exist in the world of Row, their effects regarding gameplay and lore as well as their allocation.7


Minerals/Ores/Materials so far(this list will be updated):

<No Decision Yet>[Dark Silver] - A strange metal that negates or severly weakens magic

<No Decision Yet>[Silver] - according to legends this precious metal is the bane of werewolves and the undead

<No Decision Yet>[Cold Iron] - this metal has maintained its connection to this world and is therefore especially effective against beings that are not from this plane.

<No Decision Yet>[Iron] -rough and heavy but also inexpensive, this metal sees the most use in tools or in nations without much wealth

<No Decision Yet>[Arcanium] - this odd ore is found deep within the old cracks of the oldest mountains and only where the laylines meet the stone Arcanium can be found. Its unique properties enhance magic.

<No Decision Yet>[Adamantium] - this precious metal is not native to our world and can only be found in rocks that fell from the sky, its extremely sturdy, blades fashioned from this metal are without peers and can easily cut through steel and according to legend even stone. However only a handfull of blacksmiths can actually work with it.

<No Decision Yet>Electrum - those that are skilled in the ways of magic cherish this metal and its powerful magical capabilities. Being composed of both, Silver and Gold and sometimes out of even rarer materials make this metal the first choice for magic trinkets.

<No Decision Yet>[Bronze] - a cheap and easy to work with metal, however its density and durability leave much to be desired. Because of that very few factions are still using it.

<No Decision Yet>[Gold] - seen as the most valuable metal to be sought after by mortals, it actually has very little use in regards to armormaking or weaponsmithing, however it does hold some magic capabilities and serves as a quite potent catalyst for many spells and also works great as a container for magic essences. Many magic trinkets are made from it.

<No Decision Yet>[Mythril] - A light, yet durable metal alloy. It is the better variant of steel in that it can withstand many more blows, aswell as holding magical properties of its own. The metal is however difficult to properly manufacture into good weapons and armor, and requires a blacksmith that is unafraid of magic, and maybe even dabbled into it.

<No Decision Yet>[Cobalt] - A heavy but incredibly strong metal alloy that is found mostly in mountainous regions. While being a difficult metal to work with it, it is incredibly resilient to all manners of physical assaults, and makes for near indestructible weapons. The metal is however hard to sharpen and thus makes it prefered choice for blunt weapons.

<No Decision Yet>[Shadowsteel] - Thanks to the corruption spread by the Disgerans, many metal deposits, supposedly iron, have been tainted to their very core. The result is what is known as Shadowsteel. A strong, heavy metal that is loved to be used by Disgeran's powerhouses. However, the metal is known to be dangerous to work with, and even more dangerous to the mind of the one wearing it, being able to taint even the purest soul with its vile presence to become a bloodseeking madman.


Processed Materials(this list will be updated):

<No Decision Yet>[Steel] - One of the biggest advances in military metallurgy was the discovery of steel. Since its discovery it took over as the primary material for weapons and armor used by all major factions.

CrestOfArtorias
06-20-2013, 05:04 PM
I will throw in some minerals known in other games and fantasy literature, just to get this discussion started :)

[Dark Silver] - A strange metal that negates or severly weakens magic
[Silver] - according to legends this precious metal is the bane of werewolves and the undead
[Cold Iron] - this metal has maintained its connection to this world and is therefore especially effective against beings that are not from this plane.
[Iron] -rough and heavy but also inexpensive, this metal sees the most use in tools or in nations without much wealth
[Arcanium] - this odd ore is found deep within the old cracks of the oldest mountains and only where the laylines meet the stone Arcanium can be found. Its unique properties enhance magic.
[Adamantium] - this precious metal is not native to our world and can only be found in rocks that fell from the sky, its extremely sturdy, blades fashioned from this metal are without peers and can easily cut through steel and according to legend even stone. However only a handfull of blacksmiths can actually work with it.

Tolvo
06-20-2013, 06:25 PM
Something we should perhaps consider is having elements/materials natural within the world that can have the following effects.

Resist heat/Fire
Resist Lightning/Electricity
Resist Arcane Magic(General Magic)
Resist Demonic Magic
Resist Magesmithing(So Magesmiths can't just defeat anyone wearing armor/wielding a weapon with the snape of their fingers)
Resist Holy/Light Magic(Divine Longbows and Archons)

We could perhaps set up different kinds of leathers/armor based off of animal skins or hides. So like, Lion Hide, Dragon Scale, Cow Hide, etc.

Then ofcourse metals, Electrumc, bronze, steel, iron, gold, silver, what they do.

Maybe even gems, like topaz, sapphires, if they have any special effects.

E1Alpha
06-20-2013, 06:46 PM
I'm going to toss in some metals of my own finding along with Crest's:

Mythril
A light, yet durable metal alloy. It is the better variant of steel in that it can withstand many more blows, aswell as holding magical properties of its own. The metal is however difficult to properly manufacture into good weapons and armor, and requires a blacksmith that is unafraid of magic, and maybe even dabbled into it.

Cobalt
A heavy but incredibly strong metal alloy that is found mostly in mountainous regions. While being a difficult metal to work with it, it is incredibly resilient to all manners of physical assaults, and makes for near indestructible weapons. The metal is however hard to sharpen and thus makes it prefered choice for blunt weapons.

Shadowsteel
Thanks to the corruption spread by the Disgerans, many metal deposits, supposedly iron, have been tainted to their very core. The result is what is known as Shadowsteel. A strong, heavy metal that is loved to be used by Disgeran's powerhouses. However, the metal is known to be dangerous to work with, and even more dangerous to the mind of the one wearing it, being able to taint even the purest soul with its vile presence to become a bloodseeking madman.

I also like your ideas, Tolvo, for the different leather types, aswell as the properties, but we'll need to keep a close eye that people do not start abusing these metals.
About gems, I'm not sure if that's a good idea to make them have special properties. Maybe they a much easier conduit for enchantment, yes.

CrestOfArtorias
06-20-2013, 07:16 PM
We could implement a tier system that rates the materials and characters can only start out with lets say tier 2 max, everything beyond that has to be optained during chapters.

Tolvo
06-20-2013, 07:19 PM
Or also have ranking up be related to the sorts of materials allowed. As well, perhaps metals and such should have weaknesses. Say one is cold, so it resists fire. Well naturally, someone with an ability to create cold effects could freeze that armor even faster. Or armor designed against the cold, it would keep the wearer warm. Use fire on that and you easily cook them alive. That way you have to choose, "I want to have defense against this element while amplifying magic from this other element." Stuff like that.

CrestOfArtorias
06-20-2013, 07:48 PM
Kinda like Dark Souls armor sets?

Tolvo
06-20-2013, 07:50 PM
Yeah kinda like that, though some sets don't have nearly as many draw backs as they should. So probably more flawed than the sets in Dark Souls.

EDIT: So Edd brought this up to me, and it's something I've thought of in the past and a system I've always enjoyed. Essentially, residual energies. A person uses something long enough and a bit of them rubs off on it. A powerful lightning using warrior wears a suit of armor into three battles, it starts to get resistance to lightning. A sword commonly is used to shoot fire, maybe it can resist fire or shoot fire itself. Edd put it another way, sort of like radiation. The magic after being around the item long enough radiates the item causing it to have some of that magic.

So say, a player kills say, that Aeregos general that uses lightning. Kill him and take his weapons or clothing, they have an effect. Kill Reinard and use his sword, get a bad ass sword that can maybe change into a halberd or other items, residual magesmithing. Even for players, kill Brevsin and take his broadsword, it can say shoot fire or be used to block fire. Stuff like that.

CrestOfArtorias
06-20-2013, 09:07 PM
Hmm magical essence rubbing off on the item? Well I would say it depends on the implimentation.

E1Alpha
06-20-2013, 09:28 PM
I have to admit, it does sound logical.
For the magical laws of RoW, I'm mostly basing off of what I've learned from Warcraft lore. One of the things brought up there is that arcane magic corrupts, thus radiation isn't that far fetched.
We'd only have to look how exactly to determine how much something has rubbed off on something.

Tolvo
06-20-2013, 09:32 PM
Well one thing is to make sure it is enough to make an item worth it, but not to powerful. I mean, if you kill Ra'shor it shouldn't give you all of the power of him. But, killing Ra'shor is a big deal and he's a powerful caster. So you should perhaps get to, summon a fire elemental once per battle while wearing an outfit he wore, or have the clothing be immune to fire and heat.

E1Alpha
06-20-2013, 09:34 PM
Erm... That could be a problem...
Ra'Shor hardly wears clothes.

CrestOfArtorias
06-20-2013, 09:37 PM
And nobody wants to wear his speedo!

Tolvo
06-20-2013, 09:37 PM
The Thong of Fire immunity, for only it can contain the hotness of thine bad self, slayer of Ra'shor.

That was just an example, but you get the idea.

CrestOfArtorias
06-20-2013, 10:17 PM
Speedo of fire immunity? xD contender for strangest magical item of the week? Other nominees are, the boxers of Napoleon Bonerhard, granting infinite endurance and the socks of genderchange.

But yeah I get the idea :)

Jacogos
06-21-2013, 12:59 AM
I'd imagine that, if implementing said 'residual magic', that the quality of the weapon or armor would likely affect the speed at which magic would rub off on it, yes?

So say a Mythril weapon would be far more susceptible to added effects than a simple iron one would.

Also, we have a lot of higher class minerals mentioned, but is Iron the only real base one?

Another thing to mention is non-mineral armor/weapon materials? I.e. leather

Tolvo
06-21-2013, 01:11 AM
Personally I feel the most receptive materials for magic should be something light, like cloth.

Thus.

Magic Strong with Light Armor

Magic Decent with Medium Armor

Magic Weak with Heavy Armor.

Something like that, to balance things out a bit.

Jacogos
06-21-2013, 01:12 AM
I figured that went without saying xD That's been a rule with magic since its creation, hasn't it?

CrestOfArtorias
06-21-2013, 05:11 AM
Well of course there are the base materials, though I doubt that we want to write down EVERY single one xD
We should limit it to the ones that have some impact on the war.

There could be metals/materials that resonate with magic but wouldn't be really effective as armor. For instance: its soft, making it a really bad choice for weapons or armor. It might also be quite rare and expensive, so making an armor or even a weapon would be seen as a waste, because you could fashion like 20+ magic catalysts with the same mass.

Same goes for gems IMHO, if they amplify enchantments or magic make them rare and expensive.

Tolvo
06-26-2013, 07:19 AM
So another resource to suggest, Talmu Salamander Blood. Currently that is a unit I have for Firanos and even if it doesn't make a final cut for general creatures it might be nice to keep in mind. The idea was armor boiled in their blood are resistant to fire. That it could be used to put out fires as well, or that one could cool weapons in the blood rather than water to give them some sort of defense against heat. Stuff like that, maybe even bathing in the blood for fire resistance. I used some classic mythology about the salamander for this idea.

Tolvo
06-30-2013, 04:20 AM
With the idea of the blood perhaps there should be holy water for Archeos. Metalsmith something like a sort and cool it off using holy water to make it more resistant to dark magic, like from Warlocks/Demons or maybe even the Ekros./

Tolvo
06-30-2013, 10:51 AM
Sorry for the double post, just thought I'd throw these out here while I remembered.

Talmu Salamander Blood - The blood of the Talmu Salamander of Firanos. A mostly peaceful creature that is only dangerous when backed into a corner, the Talmu is capable of dealing with extreme heats. There are rumors of them swimming through lava even but it is known that fire is as bothersome to them as calm winds are to a human being. Talmu blood is very thick and when items are boiled or forged within it the heat and fire resistant properties of it transfer over. Some believe drinking the blood or bathing in it makes one immune to fire but that is only a rumor. Drinking their blood will make one violently ill instead.

Talmu Salamander Forged Weapons/Armor/Items - Items, weapons, and armor forged/boiled in the blood of the Talmu giving it fire and heat resistant properties. These items are very hard to come by outside of Firanos.

Talmu Salamander Skin - The skin of the Talmu Salamander of Firanos. A mostly peaceful creature that is only dangerous when backed into a corner, the Talmu is capable of dealing with extreme heats. There are rumors of them swimming through lava even but it is known that fire is as bothersome to them as calm winds are to a human being. The skin of the Talmu Salamander is incapable of being lit on fire. It can be used to completely suffocate a fire and protect one from extreme heats. However Talmu Salamander skin is very soft,. It is resistant only to fire and heat, not much else. While they shed their skin frequently the she skin is useless and won’t even withstand gentle breezes.

Taeloron Venom - The venom of the Taeloron. A large and solitary creature, Taeloron are incredibly hard to tame. While they are high in numbers they can be more unruly than even the Wyrms of Aeregos. Taeloron are covered in Chitin that is harder than steel making them incredibly hard to injury. They are trained to strike drums with skins on the top of them causing their venom to be released within. This way the Taeloron’s venom can be milked for use in poisons without the creature needing to be killed. Taeloron poison while fatal in large doses it can be fatal like anything though generally it causes a person to grow weaker as it mainly crippled a person paralyzing them slowly over time.

Poison Metals - Weapons, armor, and items forged in the venom of the Taeloron. By cooling steel and metals in the venom it will cause the items to be capable of effecting one in a similar way to the poison. Unfortunately because of this armors forged in the venom is fairly useless but weapons work quite well with it. Due to how it is extracted it is very difficult to get large amounts of venom meaning smaller weapons are the most common type of poisoned weapons. Daggers are the easiest ones to forge.

Dragon Scales - Scales of the Wyrms of Aeregos, they are more resistant than simple steel. Lightweight and very dextrous dragon scales while incredibly hard to come by when worn provides a person with excellent protection against slashing attacks. Stabs are still a concern of course along with blunt force trauma. Strangle dragon scales seem to have low wind resistance as it seems to bend around the individual scales making those that wear it move slightly faster.

Taeloron Chitin - A large and solitary creature, Taeloron are incredibly hard to tame. While they are high in numbers they can be more unruly than even the Wyrms of Aeregos. Taeloron are covered in Chitin that is harder than steel making them incredibly hard to injury. Upon dying the Chitin can be removed from the corpse of a Taeloron and preserved to last as armor. However upon their death the Chitin becomes slightly weaker. It is still pretty effective against slashing and piercing weapons but against blunt force trauma it does little. As well it is difficult to get proper pieces meaning that generally larger pieces of armor can be made, like Pauldrons or Breastplates, while smaller pieces are more difficult to create.

Holy Water - Water blessed by the priests, saints, and paladins of Archeos. Holy Water is capable of causing pain to beings of pure evil, such as Demons. (Ekros possibly too) This magical water glows slightly making it very visible due to the holy aura it gives off.

Blessed Metals - Metals such as steel are generally cooled after being heated by being placed in water. With the use of Holy Water it was experimented with in the process of forging and ended up creating blades and armor that would glow. Weapons that are forged using Holy Water will be more effective against Demons (and possibly Ekros), Nightmares in particular are weak against Blessed Weapons. Shadow, Demonic, and Plague Magic are also all less effective on those wearing blessed armor.

Soul Weapons - A dark art of the Necromancers of Disgeran, one can imbue weapons with the souls of the once living. While it is a difficult art that requires the weapon to be forged using the blood of the sacrifice, it will cause a weapon to inflict more pain upon those it strike. The ritual involves inscribing the heated blade with blood dripped from the severed finger of the sacrifice. While most of the liquid used to cool the blade is water it is tradition to also drain the sacrifice into the cooling water while killing them.

Infernal Armor - A dark art of the Warlocks of Disgeran, one can infuse armor with the flesh of a demon that has been summoned. This causes a piece of armor to be covered in black flesh that is living and grafted to the armor. With perhaps teeth, scales, eyes, but mostly the simple flesh, it acts as outer padding causing blunt force trauma to be less effective against the armor. However the flesh is still just as easy to pierce or slash through. Repairing the flesh on the armor is very difficult to do and will generally require an entire layer of flesh to be resummoned.

EDIT: Titanium - A rare material of Leongarde that is found no where else in the known world. Titanium is harder to melt than steel, weighs less, and is stronger than steel. Titanium also doesn't conduct electricity or heat as much as steel. Electricity and heat do not traverse as easily through steel meaning lightning will be resisted slightly by it. However with how strong it is metal evocation is more difficult to use on Titanium. As such it requires twice as much power to use steel evocation to move, shape, and repair titanium.