Components

Sometimes a weapon forged out of a special material is needed to take down a vexing foe, or a stronger potion must be brewed to give you the edge in an encounter. This page will detail information about how special materials work in the World of Reverie, as well as describe homebrew components and their properties.

Disclaimer: Components, their prices, functions and use are subject to change dependent on the DMs.

At this current time, components and materials that are Common Rarity can be purchased freely in the #crafting-and-downtime channel. Uncommon and Rare or rarer components must be sought after in Roleplay with a DM present, traded with other players or obtained as part of a quest reward. The majority of the special materials listed can be found here, and items not modified from the page may be used freely in constructed items (As well as the listed specific armors and shields).

A limited quantity of various materials is available for sale daily in the #daily-stock channel.

When crafting an item using components, add the total cost of the components to the cost of the item being crafted before dividing to calculate the crafting cost and speed.

Common Metals/Ores
Steel, Spark-Forged - This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting. Instead of channeling heat towards or away from the wearer, it channels electricity toward the wearer. Spark-forged steel works similarly to fire-forged steel, except its effects apply to electricity damage rather than fire damage. This means spark-forged steel weapons are less useful than their fire-forged counterparts, as there are few non-magical sources of electricity that can quickly imbue it with enough electric energy to deal bonus damage.

Uncommon Metals/Ores
Noqual - Weapons sized for medium creatures that are made from Noqual require only one component, regardless of the weapons category.

Rare Metals/Ores
Blight Quartz - Blight quartz has 10 hit points per component and hardness 10, but the material decays rapidly when taken from the Negative Material Plane, taking 2d6 points of damage that bypasses its hardness each day until it crumbles away into nothingness. Adding enchantments to a Blight Quartz weapon requires an additional 2,000gp, after which the weapon does not suffer the decaying effect when away from the Negative Material Plane.

Horacalcum - Weapons sized for medium creatures that are made from Horacalcum require only one component, regardless of the weapons category.

Extremely Rare Metals/Ores
Envy Metal - This twisted green metal functions similarly to Spiresteel, though the staggering effect of this metal does not allow a saving throw.

Rare Animals/Insect Products
Dragonhide - One component of Dragonhide may be used to replicate the property of Dragonskin for use for up to three weapon grips.

Uncommon Plants
Wyroot - Only one Wyroot component is needed to have a weapon gain it's effects, though up to three may be applied to increase the available life points the weapon can hold.

Uncommon Powder/Liquid/Other
Djezet - Components of Djezet, while still uncommon are found in four times the usual quantity of other components.

Rare Powder/Liquid/Other
Waystone Component - Used in the creation of Waystones, these shards are rarely traded as large whole chunks of precious gemstones or sometimes crafted by engineers of the magic they are used for.

Extremely Rare Powder/Liquid/Other
Quintessence - A strange liquid created and distributed by creatures from beyond the known planes, only one component of Quintessence is needed to create an item imbued with it's properties. Items enhanced with Quintessence seem unstable, and have no notable effect until successfully enchanted with at least a +1 enhancement, with an increased cost of 6,000gp needed to stabilize it (This is a one time cost similar to Cold Iron.) From this point, the equipment gains the following properties:


 * Any weapon or armor gains the Glamored magic property for free.
 * A weapon gains the Bane magic weapon property without affecting it's available enhancements or price, with the creature it's keyed to determined randomly at beginning of each week. If the wielder spends a move action and a point of Mythic power, they may choose the creature the weapon is keyed to, which lasts for 1 minute.
 * A suit of armor gains the Defiant magic armor property without affecting it's available enhancements or price, with the creature it's keyed against determined randomly at beginning of each week. If the wielder spends a move action and a point of Mythic power, they may choose the creature the armor is keyed against, which lasts for 1 minute.