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The Smith’s Almanac
By Dunrin Deepshale
There are few studies as ancient and respected as the art of metalwork, and my people
especially understand this and take great care to see it done right! The job of a Smith is
rarely an easy one- we pour hours of time and dedication to both learning the trade and
perfecting each craft. We sweat- we bleed- we give our all to make the metals we work
with form to our vision and put our passion into each strike of the hammer. We smiths
put a bit of ourselves into every craft we produce- because we know that those pieces
may be the difference between life and death for those who put them to use.
Smithing, like the other trades of Alterra, comes in three varieties: Armorsmithing-
dealing in the craft and repair of Armor, including Shields or Bucklers.
Weaponsmithing- which of course focuses on the craft and repair of all manner of
Weaponry. And Whitesmithing- which has a broader range of products, such as
instruments, holy symbols, trinkets, skill gems, and more.
When one thinks of smithing, images of metalwork come to mind- and this is of course
completely accurate. However, there is more to being a skilled smith than just metals
-different types of leather, wood, bone, and even gemstones can be involved in many
techniques and a smith must be ready and able to work any of these materials just as
well. Don’t let this daunt you, however.No master smith reached that point in a day. Not
in a year even, and it will take patience and discipline to truly learn what it means to be
a smith.
With that said and done, let's move on to the various materials you will find useful in
your journey as a smith. This list will outline every possible material used by any Armor,
Weapon, or Whitesmith- so not every material may apply equally to all paths. Still, it
never hurts to learn.
Materials of the Smithy
Base Metals
From the dullest scrap of Iron to the hardest Temperite ingots- while rarity and market
value may vary, all metals have a place in the smith's repertoire. The Base Metal used in
the creation of a Component will determine the Quality of it- and with higher quality
comes higher potency and even more active material effects- but more on that much
later.
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Iron:
Iron is the lowest quality Base Metal, and therefore easily the most common both to be
gathered and found at markets. Still, Iron is a fundamental step of metallurgy- for
without learning to work the lowest tiers you will never hope to master the higher ones.
Stelium:
Stelium is a moderate quality Base Metal, and is slightly rarer than Iron. It has a bit
more lustrethan Iron, but isn’t quite truly silver, though plenty mistake any shiny grey
metal for silver anyway.
Durium:
Durium is the third rarest Base Metal, and is of a high quality as well. It almost seems to
have a yellow tint to it, more so than the grey tones of Iron or Stelium though it is
nowhere near gold in appearance.
Temperite:
Temperite is a superior quality material and the rarest of the Base Metals. Temperite
seems more like a white metal with grey tinges than simply a ‘light grey’ mineral. It will
certainly be difficult to reliably come across, and will almost always be sought after by
master smiths at market.
Special Metals
While the Base Metals are crucial to any metal Component you craft, once you learn
how to add Special Materials into your works, the metals listed below will certainly
become of interest to you. Some Special Metals are, of course, easier to acquire than
others- but that means making a product from them only increases your value as a
smith!
Silver:
Good old Silver. Looking like a piece of Stelium shined to its absolute peak, this ‘lunar
metal’ possesses some very interesting properties and is usually the most common of the
Special Metals. When crafted into a weapon, it will cause all attacks made with that
weapon to deal an additional +2 damage to werecreatures; and when crafted into armor,
will give 1 point of damage reduction when attacked by a werecreature in that location.
And, keep in mind, these effects are per active Component in the given piece of gear.
This means a Superior Quality one-handed sword made entirely of Silver would deal
about 10 damage per hit to a werecreature. Silver may seem niche but in its situation, it
is unmatched!
Gold:
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The yin to Silver’s Yang- the sun to its moon- this ‘solar metal’ is of a shining yellow
color. The effect of Gold, however, is not as specialized as that of Silver. For every Active
Component of Gold in a product (this means weapon or armor), the wielder will deal an
additional +1 damage or healing with all Light abilities. Key word here is abilities-
basic attacks which deal Light damage aren’t effected by this. However, if someone were
to deal Light damage with, say, a Strike attack, it would benefit.
Runed Atturium:
Runed Atturium is technically the counterpart to Gold effect-wise, however it doesn’t
possess the mythos Silver and Gold do together. Runed Atturium looks like a dark Iron
or Stelium with almost water-like markings all over it (almost as if Damascus). The
effect of this rare Special Metal is just as Gold, except it benefits Void abilities and not
Light ones.
Lightweight Alloy:
An alloy is a combination of more than one type of metal- and Lightweight Alloy is no
different. Appearing as an almost lightly green tinted Temperite, the catch here is we
have no idea what two metals comprise this rare material, or how exactly it is formed in
nature- and we have as of yet been unable to reproduce its properties ourselves. The
effect of Lightweight Alloy does vary based on what it is crafted into…
● When crafted into a weapon, it will allow the wielder to invoke the skill Double
Strike once per Rest. This skill forces the target to expend a second use of the
appropriate defense when defending against any attack from this weapon.
● When crafted into armor, it allows the piece of armor to count as if it were one
tier lower for sake of being Heavily or Moderately Armored. This means with
enough Lightweight Alloy armor, a fully plated adventurer could only be
Moderately Armored and have the restrictions as such…
It is also critical to note- Lightweight alloy will only function if ¾ of the Active
Components in a given piece of equipment are all Lightweight Alloy (or ⅔ for products
with an odd number of Components). So planning accordingly will be crucial to getting
the most out of your equipment.
Drithryl:
Finally we reach the rarest of the Special Metals: Drithryl. This sky blue metal is not
quite as light as Lightweight Alloy, but by the Seven is it durable. To date only the most
specific of destabilizing magics paired with the most savage of assaults has been able to
bring a product made of this Special Metal low. Any weapon or piece of armor made
with at least ¾ (or ⅔ for odd numbered products) of its Active Components as Drithryl
will become Unbreakable. Armor will still wear down through use and need to be
repaired- but almost no skill or spell known in Alterra can break Drithryl armor
outright.
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Base Woods
Same as the metals, wood too has four kinds of Base Material, each of a higher quality
than the last. Woodworking is generally the domain of a carpenter and not a smith, but
wood is far easier to work with than metal under many circumstances, and can be an
exceptional compliment or, depending on the type, enhancement to any smithing
project.
Birch:
Bich is the lowest quality Base Wood in Alterra, and is similarly the most commonly
procured. Its bark is papery and white with black horizontal lines littered across it-
while the actual wood itself is of a light yellow, almost off-white color. Birch makes for a
good material to practice certain shaping concepts on for later, higher quality woods.
Oak:
Now we’re talking! Oak is only slightly rarer than Birch, being a moderate quality Base
Wood. It is more durable and rigid - its bark is coarse and hearty with a deep brown
coloration and the actual wood is a rich tan color.
Hazinth:
Hazinth wood is of a high quality. It is rarer than Oak but not quite so rare as Cheruby.
The bark is not as rigid as Oak, though it is a more faded brown and seems almost ashy
in appearance, as if the bark was left long forgotten to collect dust. The actual wood of
the material, similarly, has a bit more of a grey tone than the deep tan of Oak almost like
it is partially petrified or lacking life.
Cheruby:
The rarest and heartiest of the four Base Woods- Cheruby is as useful for decor as for
weapon building! This superior quality material has bark that is rigid, and grooved,
similar to Oak, but while Oak has primarily simple vertical grooving, Cheruby’s grooving
is akin to smoke, swirling water, or a stream flowing around rocks. The Bark is also a
particularly deep red-brown color. The wood itself is extremely durable, seeming to be a
blend of the tan of Oak and pink.
Special Woods
The number of Special Woods found throughout Alterra is only about half that of its
metals, however, this by no means indicates less usefulness or value in them! Quite the
contrary, any one of the three Special Woods could be considered invaluable to the right
people doing the right jobs.
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Mendhogany:
Mendhogany is not necessarily actual mahogany wood, though it is hearty and durable.
Relatively rare, Mendh9gany is a rich deep brown on the outside, while inside the wood
is shades of deep red with some green striations running through it. The wood almost
seeks to fuse with recently severed pieces of itself, which credits to its naturally
occurring self'repairing and mending properties. When this miraculous wood is in at
least half of the Active Components of a weapon or piece of armor, and the item is
destroyed outright, the item can repair itself by holding them together for two minutes.
Also for each Active Component of Mendhogany in a piece of armor, it will restore 1
point of armor to itself per 1 minute out of combat, so long as the piece is not at 0 Armor
Points.
Wraithwood:
Wraithwood itself seems to give off the lightest wisps of black, smoky essence every so
often. The bark is almost blackened, and looks like it is riddled with knot holes as if of
faces in torment; while the wood inside is a dull, pale blue in color. This Special Wood
primarily grows in the Fallowood, but some normal trees may biome partially made of
Wraithwood if a particularly brutal death occurs near them. Due to this material’s
connection with spirits and death, it should come as no surprise how it functions when
made into weapons or armor.
● When crafted into a weapon, it not only allows the weapon to physically strike
spirits and other incorporeal beings, but it will cause those attacks to deal an
additional +2 damage to them.
● When crafted into armor, it will allow the armor to take damage from Spirits
and other incorporeal beings, where before the attacks would phase right through
to the wearer.
Spellbranch:
The last in this list of Special Woods, Spellbranch is almost as mysterious as
Wraithwood, though nowhere near as morbid. The bark is smooth to the touch, light
grey in color and seems to flair every so often as if curling up. The wood of this material
is nearly stark white, though striations of shades of blue can be seen veined through it as
if capillaries of actual Essence. Similarly to Wraithwood, this material has a different
effect when made into weapons or armor.
● When crafted into a weapon, it will increase all spell damage the wielder does by
2 points. This is of course per Active Component in the weapon in question. This
effect does only come into play when physically in hand when casting a spell, of
course.
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● When crafted into armor, each Active Component in the piece of armor will
reduce Spell Damage taken by 1 point. If the wearer’s armor cannot sustain Spell
Damage- the wearer still takes the damage, though reduced. If the wearer’s armor
can sustain Spell Damage, then this reduction applies to the damage dealt to the
armor. Makes sense, right?
Base Bones
Moving on we have the four Base Bone materials. Certainly you may be wondering: How
can there be different qualities or distinctions of bones, a bone is a bone, right? Not in
the world of craftsmanship. Not all bones are created equally and as you’ll find, the
higher the quality the rarer the bone... likely because they probably taste the best and
scavengers aim for those first.
Uln:
The lowest quality of Base Bone is called an Uln. Nearly any intact and cured creature
bone will count for this- though some exceptions always apply. Uln is often more brittle
and unless properly treated and crafted, prone to splintering and cracking. Generally,
Uln are more yellow in nature than white and are blotchy at best.
Rediei:
Second among the Base Bones we have Rediei (pronounced Ray-Dee-Eye). Moderate in
quality so slightly harder to come by- though not by much- Rediei are usually bones
from front limbs or arms or even the tail of the creature. This material is still a bit
mottled in appearance, though where Uln is yellowed, Rediei is more shades of grey.
Tibuna:
Tibuna (thats Tib-You-Na) is of a high quality and is the third rarest Base Bone material
in Alterra. Usually nearly white with little to no mottled or blotchy coloration, they do
tend to have almost stripes of discoloration running along the length of the bone. Tibuna
would normally be found in the lower legs, the wings, or the neck of creatures.
Fepula:
Last of the Base Bones is the superior quality Fepula (Fep-you-la). This material seems
to be nearly pristinely white even with no treatment outside of maybe removing it from
the creature it came from (or what's left of the creature). Fepula is normally found in the
upper leg or could come from the ribs of a creature.
Special Bones
Compared to the metals and woods, the amount of Special Bone materials is staggering.
There are no less than seven and each has its place among adventurers of any kind. As a
general rule, any of these bones made into weapons will allow their Status to be
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inflicted- whereas when made into armor, will reduce the effectiveness of that same
Status upon the wearer.
Torpor Marrow:
Torpor Marrow is a more grey colored bone- almost feeling as if there is a soft outer
layer covering the majority of it. It possesses properties that induce sleepiness in those
who get a mixture made using it into their system., whereas in armor it can ward off
feelings of tiredness.
● When crafted into a weapon, it grants the wielder a use of the skill Concussive
Strike- which renders the target Unconscious.
● When crafted into armor, this material will reduce the effect of Unconsciousness
on the wearer by 30 seconds- to a maximum reduction of 5 minutes.
Petribone:
Petribone is relatively hard to distinguish from normal bone- however, a practiced eye
would find the surface of the bone seeming almost stone-like in texture with the most
minute of cracks throughout. Petribone possesses paralyzing properties which vary
based on whether crafted into a weapon or armor.
● When crafted into a weapon, it grants the user a use of the skill Paralyzing
Strike- which renders the target Paralyzed.
● When crafted into armor, this material will reduce the effect of Paralysis on the
wearer by 30 seconds- to a maximum reduction of 5 minutes.
Contamilage:
Contamilage is, like any other cartilage, found on the joints of bones. However, rarely is
this cartilage black in color and actually Contamilage. This firm, somewhat rubbery
substance is highly- as the name might suggest- contaminated and possesses disease.
Generally speaking, simply handling this material shouldnt confer any issues; however,
ingesting it and incorporating it into compounds will certainly produce adverse effects
depending if made into a weapon or armor.
● When crafted into a weapon, it grants the user a use of the skill Diseased Strike-
which renders the target Diseased.
● When crafted into armor, this material will grant the wearer a use of the skill
Disease Defense- which will defend against an instance of being afflicted with
Diseased.
Ostuscura:
Ostuscura is a reddish powdery substance found accumulating on bone remains in
generally dark areas. Scholars are still seeking to understand what causes this material
to form on some bones and not others- but no matter the root cause- Ostuscura is very
fine in nature and very easily causes blindness or can help defend against it.
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● When crafted into a weapon, it grants the user a use of the skill Blinding Strike-
which renders the target Blinded.
● When crafted into armor, this material will grant the wearer a use of the skill
Blind Defense- which will defend against an instance of being afflicted with
Blinded.
Hemorrhage Femura:
Hemorrhage Femura is usually a rather large piece of bone, identified by the red, almost
vein-like markings covering the surface of the material. While it does not possess any
actual blood or even liquid within it- Hemorrhage Femura does, when mixed into a
concoction properly, have chemicals which induce bleeding and cause the blood to have
a harder time clotting- or help to defend against attacks which would inflict it.
● When crafted into a weapon, it grants the user a use of the skill Bleeding Strike-
which renders the target Bleeding.
● When crafted into armor, this material will grant the wearer a use of the skill
Bleed Defense- which will defend against an instance of being afflicted with
Bleeding.
Statisplint:
Statisplint is something of an oddity among the special bone materials. It is not a full
bone- moreso, Statisplint is found as a long, straight piece of bone that broke off of the
rest, and also oddly possesses a slight charge to it. When holding a piece of Statisplit, the
fingers may tingle or, in particularly potent cases, give a small shock to the hand. These
rare pieces of bone can be found either from creatures that are of the Air Aspect- or
remains that have broken down in an area of Air Aspect potency and as usual, have
differing effects based on how it is crafted.
● When crafted into a weapon, it grants the user a use of the skill Disarming
Strike- which renders the target Disarmed for 3 seconds.
● When crafted into armor, this material will grant the wearer a use of the skill
Disarm Defense- which will defend against an instance of being Disarmed.
Calcified Sulfur:
Calcified Sulfur is, generally speaking, one of two things: Either the bone of a physical
creature that is of the Fire Aspect. Or, found among the bones of a creature that was
either killed by fire or near an area of potent fire properties. No matter the source, this
hard yellow-white bone can be grinded down into a rather explosive powder; which has
different effects based on what it is crafted into.
● When crafted into a weapon, it grants the user a use of the skill Explosive
Strike- which renders an weapon, piece of armor, or small object struck to be
destroyed..
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● When crafted into armor, this material will grant the wearer a use of the skill
Destruction Defense- which will defend against an instance of a Destruction
effect.
Base Leathers
Smithing and Leatehrwork have gone hand in hand for centuries. Beltings, strappings,
wrappings and more- it will be expected of any smith to understand how to work with
leather materials just as well as their metal or bone quarry. Listed below are the four
Base Leather materials in order of increasing quality.
Holed Leather:
The lowest quality Base Leather- and it shows- Holed Leather looks exactly as you’d
imagine it. Usually relatively thin or at least with little to no uniform thickness, and
riddled with holes of various sizes. Sometimes Holed Leather is just scraps that have
been cleverly sewn together to give the illusion of a full side. Regardless, even the worst
of leather can be given purpose in the hands of a skilled smith.
Patched Leather:
A step up from Holed Leather- both in texture, rarity, quality, and usefulness. This
moderate quality material likely came from a side of leather that just didn’t make the cut
for being higher quality. Usually with small areas where holes have been sewn shut or
the thickness doesn't quite stay consistent enough.
Sturdy Leather:
A high quality offering at last- Sturdy Leather is a fine choice for any leatherworking
necessity. The grain is good, the thickness stable, the color is even, and overall the side
is worked yet durable. Sturdy Leather will always produce a sturdy product.
Pristine Leather:
As the name might suggest, this Base Leather is of superior quality- and it shows. Damn
near flawless in every regard, Pristine Leather is a step above even what Sturdy Leather
promises when worked into a craft. Somehow both very durable yet extremely supple-
resistant to damage and yet easily worked. This material is so fine it borders on
unnatural.
Special Leathers
Leather is made from the hides of once living creatures- and when cured and made
correctly, can possess some of the qualities and properties of those creatures. It is the
honor and skill of the smith to take these particular effects and make them shine
through in any product calling for their use.
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Drakkon Hide:
The supremely durable hide of a Drakkon- a large, lizard-like beast that is native to
Alterra’s Shadowroads- is one of the most resilient of materials short of Drithryl. It is a
shade above a neutral brown, and has an inlaid pattern to it, mimicking the hearty scales
that ones laid upon it. Even holding a weapon properly made involving this Special
Leather can confer considerable protection to the wielder.
● When crafted into a weapon, it grants the user 2 points of Natural Armor in all
body locations. This benefit would of course be per Active Component made of
this material. This benefit applies to Bucklers and Shields made with Drakkon
Hide as well.
● When crafted into armor, this material will grant the piece of armor an
additional 3 points of value.
Sheddskin:
Sheddskin is not quite the same as shed skin. While it is skin of a reptilian nature which
was shed… this Special Leather in particular must come from a Shedd, which are
elusive, hard to catch creatures already. Sheddskin is large, white, almost translucent
scaly leather that, when adequate pressure is applied to it, can still release some of the
oil a Shedd is known to produce that helps it escape capture so efficiently. Of course the
benefit of this type of leather varies depending on the product.
● When crafted into a weapon, it grants the user an invokation of the skill Shed
Skin once per rest, allowing the wielder to sacrifice 25% of their Health (choice of
location) to cure 1 Status Effect with the exception of Cursed. However, Health
sacrificed in this manner cannot be restored except by Resting.
● When crafted into armor, this material will grant the wearer an invokation of
the skill Escape, once per Rest. Simply enough, this ability allows the wearer to
remove an instance of Restrained or Bound from themselves.
Nagina Skin:
A second reptilian based leather, Nagina Skin comes from the terribly stealthy snake
creatures of the Shadowroads and mountain reaches. This pitch black leather has
detailed scaling patterns across it- though one would have to be quite close to notice or
shine a very powerful light to see it. It is as if this material seeks to absorb light itself.
Particularly valuable to more stealthy adventurers of course- the effect it confers varies
with the type of product it is crafted into.
● When crafted into a weapon, it allows the wielder to make 1 attack from Stealth
without breaking it per Rest.
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● When crafted into armor, this material will grant an invokable use of the skill
Mirage, which will defend against an attempt to penetrate or end the wearer’s
instance of Stealth.
Sarseth Wrapping:
A Sarseth is a powerful if not small creature- only about the size of a small adult human-
which means getting much good leather from one of these extremely venomous
creatures is highly difficult. However, if one manages to get a fair piece, it can confer
those same qualities to a weapon or armor depending how it is used.
● When crafted into a weapon, it grants the user an invokation of the skill
Venomous Strike once per Rest, which will inflict the target with Poisoned.
● When crafted into armor, this material will grant an invokable use of the skill
Sarsilience, which will defend against being Poisoned.
Base Textiles
Not all armor needs to be rigid metals or hardened leathers- sometimes a mix of
considerable mobility and just enough protection to avoid dying is what is called for. In
the case of Light Armors and accents intended to increase comfort, the Base Textiles will
be a wise investment. Of course, tailoring like this is not what many smiths expect when
pursuing the Way of the Smith- but hey… the needle is usually metal?
Scrapped Cloth:
Scrapped Cloth can come in many shapes, sizes, and designs- being that it is the lowest
quality of Base Textile and it is generally little more than a collection of whatever scraps
were lying around from other, more meaningful projects. Still, better to learn using
scraps than botch something of a higher quality. Waste not want not.
Piecemeal Cloth:
Second among the Base Textiles, Piecemeal Cloth is only marginally better or rarer than
Scrapped Cloth. It is of moderate quality- but that may only be due to having higher
quality scraps around to work with. Regardless, Piecemeal Cloth is, if nothing else,
made of less parts and usually of passable comfort.
Layered Cloth:
Layered Cloth is certainly high quality- and most certainly higher quality than the
previous two. Usually composed of multiple thin layers of nice cloth woven together in a
way that makes this both comfortable and durable- this Base Textile can fetch a
respectable price on the market.
Sublime Cloth:
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The nature of the superior quality Sublime Cloth is a bit of a mystery. For all intents and
purposes it appears as Layered Cloth might, and yet is somehow both stronger, lighter,
and more pleasant to the skin. Perhaps this Base Textile gains its superiority from the
people it is scavenged off of or the circumstances of its acquisition. Either way it is truly
the best of the best Textiles have to offer.
Special Textiles
Tied with the Special Woods for the least numerous of the Special Materials of Alterra-
the Special Textiles offer something no other material can: unmatched comfort! You
may scoff when reading this, but you would be foolish to do so. Comfortability is an
often overlooked and yet indispensable commodity on the long road and deep dungeon
alike.
Leysilk:
Leysilk seems to be woven with equal parts quality silk and Essence itself… though the
secrets of its production are a fiercely guarded secret within the Mages Guild. It appears
as a blue shimmering silk with gold trim or embroidery depending on the luck of the
draw. The effect this Special Textile has varies depending on what it is crafted into.
● When crafted into a weapon, it will cause any Mana Restoring effect to restore
an additional 25% Mana- rounded down, of course. This effect only applies while
the item this material is crafted of is wielded in hand.
● When crafted into armor, this material will allow the wearer to regenerate 1
Mana per minute while out of combat and not performing any crafting. This is
per Active Component of Leysilk as well!
Acuity Twill:
If Leysilk is to Mana then Acuity Twill is certainly to Focus. This gorgeous purple cloth
with golden trim and accents is both very resistant to tearing as well as supple and
pleasant to hold or wear. And of course, as with many materials a smith works with, has
a variable effect based upon what it is crafted into.
● When crafted into a weapon, it will cause any Focus Restoring effect to restore
an additional 25% Focus- rounded down, of course. This effect only applies while
the item this material is crafted of is wielded in hand.
● When crafted into armor, this material will allow the wearer to regenerate 1
Focus per minute while out of combat and not performing any crafting. This
benefit stacks per Active Component of Acuity Twill as well.
Fusion Weave:
Last but certainly not least in the trinity of textiles we have Fusion Weave. This brilliant
red cloth with gold trim and embellishment is as gorgeous as it is useful. Possessing
wondrous healing properties the likes of which scholars and smiths alike would love to
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understand- if only the Mages Guild would permit it so. The effects vary depending on
the product it becomes.
● When crafted into a weapon, it will cause any Health Restoring effect to restore
an additional 25% Health- rounded down, of course. This effect only applies
while the item this material is crafted of is wielded in hand.
● When crafted into armor, this material will allow the wearer to regenerate 1
Health (choice of location) per 2 minutes while out of combat and not performing
any crafting. This is per Active Component of Fusion Weave in the item to boot!
Gemstones
Rare- beautiful- precious- these are but some of the words that describe the seven
primary Gemstones of Alterra. Each possesses its own unique property it will accept…
all except for the rarest of them all: the illustrious Diamond. Generally thought of as the
fare of a Whitesmith only, the most skilled Weapon and Armorsmiths can learn to craft
entire pieces of weapons or armor using gemstones as well.
Onyx:
One of the most common Gemstones, this jet black stone will accept a Utility Spell being
etched into it as if it were a Glyph... though it will not be anywhere near as powerful of
course.
Amethyst:
Only one step above Onyx, the Amethyst ranges from shades of light lavender to deep
enticing purple. This Gemstone will accept a Utility Skill being etched upon it
Topaz:
Topaz, or Golden Sapphire to some, is the third Gemstone in this list of ever increasing
rarity. This crisp, yellow stone will accept a Defensive Skill being etched into it.
Emerald:
The Emerald is the first of what is called the “Noble Gemstones” and is certainly in a tier
above the previous three listed. This stone appears in shades of green and will accept a
Defensive Spell being etched into it.
Sapphire:
The second of the Noble Gemstones, and third rarest of them all- Sapphires come in
many shades of deep blue and can seem as if a drop of pure water crystallized before
you. This Gemstone will accept an Offensive Spell being etched into it.
Ruby:
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The final Noble Gemstone- also called the stone of fire by some, this rare rock ranges in
shades of fiery to blood red, and will accept an Offensive Skill being etched upon it.
Diamond:
Finally, we reach Diamond- the clear, hardest stone nature has to offer. If the previous
three Gemstones were Noble, the Diamond is Royalty. This stone of unmatched rarity
will accept any Offensive, Defensive, or Utility Spell or Skill being etched upon it- and,
to go one step further; will allow one additional invokation of that effect.
Trophy Materials
Now that we have- exhaustingly- covered so many kinds of Base and Special Materials,
we can move onto the more unique and specialized materials you may find yourself
working with as you follow the paths within the Way of the Smith. These “Trophy”
Materials are oftentimes much harder to come by than anything previously mentioned
in this text- though the effects they can offer might be well worth the effort.
Drakkon Scale:
Drakkon Scales come from- as you may have concluded- the large, lizard-like Drakkon
beasts that tend to inhabit the Shadowroads under Alterra. Ranging from shades of
silvers to coppery-browns, and almost appearing tooth-like in appearance, Drakkon
Scales are known for their hearty, armored, deflective properties- and ability to
withstand great punishment before even beginning to give way.
Lycan Fur:
Lycan Fur may not always specifically be fur, depending on the creature it comes from-
though generally many lycanthropic creatures tend to be mammalian in nature…
Regardless, Lycan Fur comes from lycanthropic creatures; meaning this material may be
one of the more difficult ones to obtain. However, in the hands of a skilled Alchemist,
this component holds wondrous abilities to enhance regeneration.
Dense Claw:
Dense Claws are found on many creatures, but only on the oldest and more weathered of
them. From Bolreo to Sarseth- to the more common eagles, wolves, and many others
that may have honed their claws or talons into Dense Claws over their long and hard
fought lives. Using a Dense Claw in a recipe will add a considerable amount of weight
and density to whatever is produced.
Essences
Though usually a material suited primarily to Essence Weavers and Runescribes- this
form of liquified Mana is a potent source of enchantment and power. The higher the
quality, as with most things, the higher the rarity.
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Crude Essence:
Crude Essence is the lowest quality of Essence found across Alterra- it is a shifting,
glittery, deep blue liquid substance that is basically a form of condensed Mana. Essence
is primarily used by those who follow the Way of the Inscriptionist- but as with most
things, it has its uses in the study of smithing as well!
Refined Essence:
The second highest quality of Essence one step above Crude Essence. A single drop of
Refined Essence is worth two drops of Crude. Noticeably lighter blue than the deep
cerulean color of Crude Essence, this shimmering substance will be worth tracking down
for Whitesmiths.
Fortified Essence:
Next we have Fortified Essence. Even more potent than Refined Essence, this sky blue
form of liquid Mana is four times as potent as Crude Essence and twice as much as
Refined. It may be worth making friends with an Essence Weaver of Special Gatherer to
ensure you’re able to procure this commodity.
Pure Essence:
Last but in no way the least, we have Pure Essence. Pure Essence lacks even a shade of
blue and is now a brilliant white glittering mixture of Mana and possibilities. An
unbelievable eight times as potent as Crude Essence- this magical liquid will be in high
demand from many denizens of Alterra.
The Skills of a Smith
Specialty Skills
Learning the techniques of an Armor, Weapon, or Whitesmith means more than just
how to heat, fold, and adorn different metals; so much more in fact. It is the study of
those metals- their properties- how best to extract them and utilize them. It is the
discipline of resourcefulness and remaining steadfast even in the face of blistering heat
and unknown setbacks. To be a smith is to obtain a set of skills that will set you apart
from a simple worker of metal.
Assistant:
Anybody can hand off a hammer or help stoke a fire- but, just the same, those tasks can
shave seconds off a task… and those seconds can and will add up. Having an Assistant
on hand will allow you, the crafter, to complete a product just that much quicker- which
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may not seem like much in the moment. But over the course of your career, can be
invaluable- even if it's only 30 seconds here or there...
Forge Assistant:
The fast paced demands of working in a forge can only truly be understood by those who
have done it. As stated above, anyone can assist with more minor labors, but when a job
needs doing quickly and correctly, having a dedicated Forge Assistant is paramount.
Knowing the intricacies of the paths of Smithing will allow an assistant to help twice as
fast if they’re two steps ahead of your needs, rather than just one.
Smelt:
The definition of an alloy was mentioned previously in regards to Lightweight Alloy- and
while I stated we cannot replicate that alloy, we can certainly produce plenty. With the
ability to Smelt, the smith will be able to turn any two Special Metal materials into a
singular one. Note, however, that this new alloy cannot then be smelted again. And, if
an item is made of a smelted material like this, and requires repairing… the repair will
require more of the specific smelted material- not simply their separate parts. This task
will require immense focus and can only be performed roughly every 20 hours even by
veteran metallurgists.
Self Reliant Armorer:
When it comes to armorcraft, a keen Armorsmith can see where their equipment is
being damaged as it happens and plan accordingly. This special skill is learned simply by
becoming an Armorsmith, and will allow the Armorsmith to require 50% less materials
(both Base and Special) when repairing their own armor!
Self Reliant Armsman:
Just as with an armorer, a weaponsmith will notice weak points and possible damages
long before they become an issue. By starting down the Path of the Weaponsmith, that
smith will be able to repair their own personal weapons only needing 50% less Base or
Special materials to do so.
Prospecting:
As mentioned previously in this text, Gemstones are generally used by Whitesmiths
more than any other profession. To that end they are particularly apt at finding
gemstones in minerals where others would just melt the material down haphazardly.
This is done by collecting Base Metal and exchanging it with Craft Logistics for a
random gemstone. The type of gemstone, as well as the amount of Base Metal needed
per exchange varies with the quality of the metal.
● 10 Iron=1 Non-Diamond Gemstone (lower chance for Noble Gemstones).
● 8 Stelium=1 Non-Diamond Gemstone (moderate chance for Noble Gemstones).
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● 6 Durium=1 Non-Diamond Gemstone (fair chance for Noble Gemstones).
● 4 Temperite=1 Gemstone, including a chance for Diamond.
The Art of Smithing
With the seemingly endless list of materials a Smith might work with finally out of the
way, and the more tertiary skills the trade offers covered- we can finally discuss the
actual products a Smith will be able to make! Unlike the step-by-step recipes an
Alchemist may have to adhere to, or the meticulously detailed processes of the
Inscriptionist, the practice of smithing is much more free form and reactive. Smithing is
like a battle between the Smith, their materials, heat, and time, to produce the highest
quality piece in as efficient a manner as possible.
Note: The procedure to produce almost every product in all of the Paths of Smithing
will vary based not only on the project itself- but also the skill and teachings of the
Smith themselves. Rely on your training, and if ever you are unsure how to proceed,
please seek out local veteran Smiths to offer guidance on techniques to best produce
satisfactory results.
Also Note: In almost all cases, when any Pattern refers to Armor, it may also apply to
Bucklers and Shields.
Apprentice Level Armorsmithing Patterns
Low Quality Armorcraft
Learning this Skill allows the Armor smith to create Strappings, Sections of,
Bracing/Bolts, Facings, and Small Handles out of Low Quality Base Materials.
Required Materials: Low Quality Base Materials suitable for desired Component, or
all appropriate Low Quality Components for desired piece of armor, and 5 measures of
Focus.
Result: This will produce a Low Quality Component for a piece of armor, or the
finished piece if using the appropriate Components as materials.
Low Quality Armor Repair
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Required Materials: 1 Piece of Low Quality damaged Armor, ⅓ the amount of the
same type of Material used in the creation of the Low Quality piece of Armor, and 3
measures of Focus.
Result: This will restore a piece of Low Quality Armor to its maximum Armor Point
value.
Journeyman Level Armorsmithing Patterns
Moderate Quality Armorcraft
Learning this Skill allows the Armor smith to create Strappings, Sections of,
Bracing/Bolts, Facings, and Small Handles out of Moderate Quality Base Materials.
Required Materials: Moderate Quality Base Materials suitable for desired
Component, or all appropriate Moderate Quality Components for desired piece of
armor, and 6 measures of Focus.
Result: This will produce a Moderate Quality Component for a piece of armor, or the
finished piece if using the appropriate Components as materials.
Moderate Quality Armor Repair
Required Materials: 1 Piece of Moderate Quality damaged Armor, ⅓ the amount of
the same type of Material used in the creation of the Moderate Quality piece of Armor,
and 4 measures of Focus.
Result: This will restore a piece of Moderate Quality Armor to its maximum Armor
Point value.
Artisan Level Armorsmithing Patterns
High Quality Armorcraft
Learning this Skill allows the Armorsmith to create Strappings, Sections of,
Bracing/Bolts, Facings, and Small Handles out of High Quality Base Materials.
Required Materials: High Quality Base Materials suitable for desired Component, or
all appropriate High Quality Components for desired piece of armor, and 7 measures of
Focus.
Result: This will produce a High Quality Component for a piece of armor, or the
finished piece if using the appropriate Components as materials.
High Quality Armor Repair
Required Materials: 1 Piece of High Quality damaged Armor, ⅓ the amount of the
same type of Base Material used in the creation of the High Quality piece of Armor, and
5 measures of Focus.
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Result: This will restore a piece of High Quality Armor to its maximum Armor Point
value.
Armorcrafting Expertise
Required Materials: Variable, and an additional 3 measures of Focus.
Result: This skill allows an Armorsmith to craft Low and Moderate Quality Armor
Components using Special Materials in addition to the Base Materials. Doing so adds 3
Focus to the initial Focus Cost of the Armor Pattern. Repairing Low and Moderate
Quality pieces of Armor that have Special Materials in them also require ⅓ of the same
type of Special Material, in addition to the Base Material called for.
Expert Level Armorsmithing Patterns
Superior Quality Armorcraft
Learning this Skill allows the Armorsmith to create Strappings, Sections of,
Bracing/Bolts, Facings, and Small Handles out of Superior Quality Base Materials.
Required Materials: Superior Quality Base Materials suitable for desired
Component, or all appropriate Superior Quality Components for desired piece of armor,
and 8 measures of Focus.
Result: This will produce a Superior Quality Component for a piece of armor, or the
finished piece if using the appropriate Components as materials.
Superior Quality Armor Repair
Required Materials: 1 Piece of Superior Quality damaged Armor, ⅓ the amount of
the same type of Base Material used in the creation of the Superior Quality piece of
Armor, and 6 measures of Focus.
Result: This will restore a piece of Superior Quality Armor to its maximum Armor
Point value.
Armorcraft Mastery
Required Materials: Variable, and an additional 6 measures of Focus.
Result: This skill allows an Armorsmith to craft High and Superior Quality Armor
Components using Special Materials in addition to the Base Materials. Doing so adds 6
Focus to the initial Focus Cost of the Armor Pattern. Repairing High and Superior
Quality pieces of Armor that have Special Materials in them also require ⅓ of the same
type of Special Material, in addition to the Base Material called for.
Armorcraft Patterns
Piece of Armor Required Components
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1x Strappings
Light Armor Limb
1x Section of Textile
2x Strappings
Light Armor Torso
2x Section of Textile
1x Strappings
Medium Armor Limb 1x Section of Leather
1x Bracing/Bolt
2x Strappings
Medium Armor Torso 2x Section of Leather
2x Bracing/Bolt
1x Strappings
1x Section of Leather
Heavy Armor Limb
1x Bracing/Bolt
1x Facing
2x Strappings
2x Section of Leather
Heavy Armor Torso
2x Bracing/Bolt
2x Facing
1x Strappings
Buckler 1x Bracing/Bolts
1x Facing
1x Strappings
1x Small Handle
Shield
1x Bracing/Bolts
1x Facing
Apprentice Level Weaponsmithing Patterns
Low Quality Weaponcraft
Learning this Skill allows the Weaponsmith to create Blades/Heads, Guards, Shafts,
Bracing/Bolts, Handles, and Pommels out of Low Quality Base Materials.
Required Materials: Low Quality Base Materials suitable for desired Component, or
all appropriate Low Quality Components for desired weapon, and 5 measures of Focus.
Result: This will produce a Low Quality Component for a weapon, or the finished piece
if using the appropriate Components as materials.
Low Quality Weapon Repair
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Required Materials: 1 destroyed Low Quality weapon, ⅓ the amount of the same type
of Base Material used in the creation of the Low Quality weapon, and 3 measures of
Focus.
Result: This will restore a destroyed Low Quality weapon to usability.
Journeyman Level Weaponsmithing Patterns
Moderate Quality Weaponcraft
Learning this Skill allows the Weaponsmith to create Blades/Heads, Guards, Shafts,
Bracing/Bolts, Handles, and Pommels out of Moderate Quality Base Materials.
Required Materials: Moderate Quality Base Materials suitable for desired
Component, or all appropriate Moderate Quality Components for desired weapon, and 6
measures of Focus.
Result: This will produce a Moderate Quality Component for a weapon, or the finished
piece if using the appropriate Components as materials.
Moderate Quality Weapon Repair
Required Materials: 1 destroyed Moderate Quality weapon, ⅓ the amount of the
same type of Base Material used in the creation of the Moderate Quality weapon, and 4
measures of Focus.
Result: This will restore a destroyed Moderate Quality weapon to usability.
Artisan Level Weaponsmithing Patterns
High Quality Weaponcraft
Learning this Skill allows the Weaponsmith to create Blades/Heads, Guards, Shafts,
Bracing/Bolts, Handles, and Pommels out of High Quality Base Materials.
Required Materials: High Quality Base Materials suitable for desired Component, or
all appropriate High Quality Components for desired weapon, and 7 measures of Focus.
Result: This will produce a High Quality Component for a weapon, or the finished piece
if using the appropriate Components as materials.
High Quality Weapon Repair
Required Materials: 1 destroyed High Quality weapon, ⅓ the amount of the same
type of Base Material used in the creation of the High Quality weapon, and 5 measures
of Focus.
Result: This will restore a destroyed High Quality weapon to usability.
Weaponcraft Expertise
Required Materials: Variable, and an additional 3 measures of Focus.
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Result: This skill allows a Weaponsmith to craft Low and Moderate Quality weapon
Components using Special Materials in addition to the Base Materials. Doing so adds 3
Focus to the initial Focus Cost of the Armor Pattern. Repairing Low and Moderate
Quality weapons that have Special Materials in them also require ⅓ of the same type of
Special Material, in addition to the Base Material called for.
Expert Level Weaponsmithing Patterns
Superior Quality Weaponcraft
Learning this Skill allows the Weaponsmith to create Blades/Heads, Guards, Shafts,
Bracing/Bolts, Handles, and Pommels out of Superior Quality Base Materials.
Required Materials: Superior Quality Base Materials suitable for desired
Component, or all appropriate Superior Quality Components for desired weapon, and 8
measures of Focus.
Result: This will produce a Superior Quality Component for a weapon, or the finished
piece if using the appropriate Components as materials.
Superior Quality Weapon Repair
Required Materials: 1 destroyed Superior Quality weapon, ⅓ the amount of the same
type of Base Material used in the creation of the Superior Quality weapon, and 5
measures of Focus.
Result: This will restore a destroyed Superior Quality weapon to usability.
Weaponcraft Mastery
Required Materials: Variable, and an additional 6 measures of Focus.
Result: This skill allows a Weaponsmith to craft High and Superior Quality Weapon
Components using Special Materials in addition to the Base Materials. Doing so adds 6
Focus to the initial Focus Cost of the Armor Pattern. Repairing High and Superior
Quality weapons that have Special Materials in them also require ⅓ of the same type of
Special Material, in addition to the Base Material called for.
Weaponcraft Patterns
Weapon Required Components
1x Thrown Blade
Thrown
1x Thrown Pommel
1x Small Blade
1x Small Guard
Dagger
1x Small Handle
1x Small Pommel
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1x 1H Blade
1x 1H Guard
One-Handed sword
1x 1H Handle
1x 1H Pommel
1x 2H Blade
1x 2H Guard
Two-Handed sword
1x 2H Handle
1x 2H Pommel
1x Small Head
1x Small Shaft
Sap
1x Small Handle
1x Small Pommel
1x 1H Head
1x 1H Shaft
One-Handed Mace
1x 1H Handle
1x 1H Pommel
1x 2H Head
1x 2H Shaft
Two-Handed Mace
1x 2H Handle
1x 2H Pomme
1x Bracings
Quarterstaff (26”-60”) 1x 2H Shaft
1x 1H Handle
1x Bracings
Long Staff (60”-72”) 1x 2H Shaft
1x 2H Handle
1x Bracings
1x 2H Shaft
Spear (36”-60”)
1x 2H Handle
1x 1H Blade
1x Bracings
1x 2H Shaft
Polearm (60”-72”)
1x 2H Handle
1x 2H Blade
1x Bracings
Bow (<26lbs draw) 1x Bow Shaft
1x 1H Handle
Apprentice Level Whitesmithing Designs
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Talisman of Armor
Required Materials: 1 unit of Rediei, 1 unit of Drakkon Hide, 1 Drakkon Scale, and 4
measures of Focus.
Result: By working the scale and hide into the bone, the Whitesmith can produce a
small Talisman that represents the indomitable resilience of the Drakkon. When this
Talisman is socketed into a piece of Armor, that piece of Armor will gain +2 points of
armor.
Low Quality Instrument
Required Materials: Low Quality Handle/Grip, Low Quality Facing, Low Quality
Bracing/Bolt, 10 Crude Essence, and 5 measures of Focus.
Result: Allows the Whitesmith to produce an Instrument of Low Quality. An
Instrument is a magical Armament which allows casting via music by playing it instead
of needing to recite verbal Incantations.
Basic Skill Gem
Required Materials: 1 Gemstone, 40 Crude Essence, 1 Active Glyph of 1 Slot and
Common Rank or Approved research page of one, and 3 measures of Focus.
Procedure: Cut the Gemstone into the shape of a disk, roughly the size of a glyph (1.5
inches diameter), and with at least one fully flat facing surface. Begin carefully carving
the desired Glyph rune and symbols into the Gemstone face, using the Essence instead
of water to wash away dust and debris. Continue to carve until all Essence is depleted
and engraving is complete.
Result: This will produce a single Skill Gem- which, when socketed into a piece of
Armor, will allow the wearer to Invoke the effect inscribed upon it once. After which the
Skill Gem will crumble and the socket will once again become vacant.
Holy Symbol
Required Materials: 2 units of Stelium, 1 unit of Gold, 1 unit of Runed Atturium, and
3 measures of Focus.
Result: This design allows the Whitesmith to produce a Holy Symbol- which is a
supplementary Casting Armament which requires Devotion to wield. The form or
iconography takes on should match the Deity the wielder is Devoted to.
Journeyman Level Whitesmithing Designs
Talisman of Focus
Required Materials: 1 unit of Rediei, 1 unit of Acuity Twill, 1 Dense Claw, and 5
measures of Focus.
Result: By working the claw and textile into the bone, the Whitesmith can produce a
small Talisman that represents the intense focus of a predator. When this Talisman is
socketed into a piece of Armor, the wearer will gain +3 Focus.
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Moderate Quality Instrument
Required Materials: Moderate Quality Handle/Grip, Moderate Quality Facing,
Moderate Quality Bracing/Bolt, 10 Refined Essence, and 6 measures of Focus.
Result: Allows the Whitesmith to produce an Instrument of Moderate Quality. An
Instrument is a magical Armament which allows casting via music by playing it instead
of needing to recite verbal Incantations.
Advanced Skill Gem
Required Materials: 1 Gemstone, 30 Refined Essence, 1 Active Glyph of 2 Slots and
Greater Rank or Approved research page of one, and 4 measures of Focus.
Procedure: Cut the Gemstone into the shape of a disk, roughly the size of a glyph (1.5
inches diameter), and with at least one fully flat facing surface. Begin carefully carving
the desired Glyph rune and symbols into the Gemstone face, using the Essence instead
of water to wash away dust and debris. Continue to carve until all Essence is depleted
and engraving is complete.
Result: This will produce a single Skill Gem- which, when socketed into a piece of
Armor, will allow the wearer to Invoke the effect inscribed upon it once. After which the
Skill Gem will crumble and the socket will once again become vacant.
Simple Trinket
Required Materials: 2 units of Gold, 2 units of Silver, any 2 Gemstones, and 4
measures of Focus.
Result: A particularly powerful and useful product; this design will produce a Simple
Trinket- which, when Soulbound to a person, will grant that person +1 additional Slot.
Add Socket: Moderate Quality Armor
Required Materials: 4 units of Silver, and 4 measures of Focus.
Result: This technique will allow the Whitesmith to take a completed piece of Moderate
Quality Armor, and add to it, a socket which can hold Talismans or Skill Gems. A piece
of Armor may only ever have 1 socket each unless otherwise stated.
Artisan Level Whitesmithing Designs
Talisman of Mana
Required Materials: 1 unit of Rediei, 1 unit of Leysilk, 10 units of Fortified Essence,
and 5 measures of Focus.
Result: By working the Essence enriched textile into the bone, the Whitesmith can
produce a small Talisman that represents the flowing mysteriousness of Mana itself.
When this Talisman is socketed into a piece of Armor, the wearer will gain +3 Mana.
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High Quality Instrument
Required Materials: High Quality Handle/Grip, High Quality Facing, High Quality
Bracing/Bolt, 10 Fortified Essence, and 7 measures of Focus.
Result: Allows the Whitesmith to produce an Instrument of High Quality. An
Instrument is a magical Armament which allows casting via music by playing it instead
of needing to recite verbal Incantations.
Mastercraft Skill Gem
Required Materials: 1 Gemstone, 20 Fortified Essence, 1 Active Glyph of up to 3 Slots
and Empowered Rank or Approved research page of one, and 5 measures of Focus.
Procedure: Cut the Gemstone into the shape of a disk, roughly the size of a glyph (1.5
inches diameter), and with at least one fully flat facing surface. Begin carefully carving
the desired Glyph rune and symbols into the Gemstone face, using the Essence instead
of water to wash away dust and debris. Continue to carve until all Essence is depleted
and engraving is complete.
Result: This will produce a single Skill Gem- which, when socketed into a piece of
Armor, will allow the wearer to Invoke the effect inscribed upon it once. After which the
Skill Gem will crumble and the socket will once again become vacant.
Modest Trinket
Required Materials: 4 units of Gold, 4 units of Silver, 4 Gemstones- 1 of which must
be Diamond, and 5 measures of Focus.
Result: An even more impressive design than that of a Simple Trinket. When this is
Soulbound to a person, it will grant them +2 additional Slots.
Add Socket: High Quality Armor
Required Materials: 5 units of Silver, 2 units of Gold, and 6 measures of Focus.
Result: This technique will allow the Whitesmith to take a completed piece of High
Quality Armor, and add to it, a socket which can hold Talismans or Skill Gems. A piece
of Armor may only ever have 1 socket each unless otherwise stated.
Expert Level Whitesmithing Designs
Talisman of Health
Required Materials: 1 unit of Rediei, 1 unit of Fusion Weave, 1 unit of Lycan Fur, and
6 measures of Focus.
Result: By working the textile and fur into the bone, the Whitesmith can produce a
small Talisman that represents the abundant strength and stamina of a beast. When this
Talisman is socketed into a piece of Armor, the wearer will gain +2 Health in that
location.
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Superior Quality Instrument
Required Materials: Superior Quality Handle/Grip, Superior Quality Facing,
Superior Quality Bracing/Bolt, 10 Pure Essence, and 8 measures of Focus.
Result: Allows the Whitesmith to produce an Instrument of Superior Quality. An
Instrument is a magical Armament which allows casting via music by playing it instead
of needing to recite verbal Incantations.
Outstanding Skill Gem
Required Materials: 1 Gemstone, 10 Pure Essence, 1 Active Glyph of up to 4 Slots and
Transcendent Rank or Approved research page of one, and 6 measures of Focus.
Procedure: Cut the Gemstone into the shape of a disk, roughly the size of a glyph (1.5
inches diameter), and with at least one fully flat facing surface. Begin carefully carving
the desired Glyph rune and symbols into the Gemstone face, using the Essence instead
of water to wash away dust and debris. Continue to carve until all Essence is depleted
and engraving is complete.
Result: This will produce a single Skill Gem- which, when socketed into a piece of
Armor, will allow the wearer to Invoke the effect inscribed upon it once. After which the
Skill Gem will crumble and the socket will once again become vacant.
Ornate Trinket
Required Materials: 6 units of Gold, 6 units of Silver, 6 Gemstones- 2 of which must
be Diamond, 3 units of Drithryl, and 6 measures of Focus.
Result: The most impressive trinket a Whitesmith can produce- when this potent
accessory is Soulbound to a person, it will grant them +3 additional Slots.
Add Socket: Superior Quality Armor
Required Materials: 6 units of Silver, 4 units of Gold, 1 unit of Runed Atturium, and
8 measures of Focus.
Result: This technique will allow the Whitesmith to take a completed piece of Superior
Quality Armor, and add to it, a socket which can hold Talismans or Skill Gems. A piece
of Armor may only ever have 1 socket each unless otherwise stated.
Permanent Items and You
The products made by the various Paths of study in the Way of the Smith are, generally
speaking, all Permanent items- the exception to this being Skill Gems. But what does
that mean exactly? Well let's take a look at that…
So Many Options, So Few Hands
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Despite the respectable breadth of possibilities a Smith can work into their products- a
single person can only benefit from so much- at least in the line of weaponry. Armor is a
far easier story for the well-equipped.
● A person may benefit from any and all Active and Passive benefits within each
piece of Armor they are wearing.
○ Which, remember, is up to one piece of each type of armor per body
location!
● A person may only benefit from up to Two weapons per Rest. This means one
should plan accordingly when engaging in any combat situations between
Resting- though the person does benefit from all Active and or Passive effects
within their chosen weapons.
○ This stipulation does include Bucklers and Shields.
● The Weapons (or Buckler/Shield) a person invokes any Active or Passive effect
from must be wielded in-hand. Simply having them on your body or nearby does
not confer any benefits or effects.
The Sum of its Parts
The types of Components craftable by a Smith are many, and they vary in application
and material composition widely. What a Component is made of is as crucial to a project
as having the correct Components in the first place.
First of all- Component materials must match. What this means is, when using Special
Materials in a piece, the type of material must be the same as the type of Base Material.
So, if you want a Component made with Mendhagony, the Base Material must be a form
of Wood. If you want a Component made with Torpor Marrow, the Base Material must
be bone. The Quality of the Base Material doesn’t matter- just remember that the
overall Quality of a product dictates how many Active Special Material Components may
be benefitted from.
Components Material Options Chart
Component Can be Made of...
Blade/Head Wood Bone Metal Gemstone
Bracing/Bolt Wood Bone Metal
Facings Wood Bone Metal Gemstone
Guards Wood Bone Metal Gemstone
Handle/Grip Wood Bone Metal Leather Textile
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Pommel Bone Metal Gemstone
Shaft Wood Bone Metal Gemstone
Section of Leather Textile
Strapping Leather Textile
Component Material Amount Chart
Component w/o Special Material With Special Material
2 Base Materials
Thrown Blade 3 Base Materials
1 Special Material
3 Base Materials
Small Blade/Head 4 Base Materials
1 Special Material
4 Base Materials
1H Blade/Head 6 Base Materials
2 Special Materials
6 Base Materials
2H Blade/Head 10 Base Materials
4 Special Materials
3 Base Materials
Bracing/Bolt 4 Base Materials
1 Special Material
4 Base Materials
Facing 6 Base Materials
2 Special Materials
2 Base Materials
Small Guard 3 Base Materials
1 Special Material
3 Base Materials
1H Guard 4 Base Materials
1 Special Material
4 Base Materials
2H Guard 6 Base Materials
2 Special Materials
2 Base Materials
Small Handle/Grip 3 Base Materials
1 Special Material
3 Base Materials
1H Handle/Grip 4 Base Materials
1 Special Material
4 Base Materials
2H Handle/Grip 6 Base Materials
2 Special Materials
1 Base Material
Thrown Pommel 2 Base Materials
1 Special Material
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1 Base Material
Small Pommel 2 Base Materials
1 Special Material
2 Base Materials
1H Pommel 3 Base Materials
1 Special Material
3 Base Materials
1H Pommel 4 Base Materials
1 Special Material
3 Base Materials
Small Shaft 4 Base Materials
1 Special Material
4 Base Materials
1H Shaft 6 Base Materials
2 Special Materials
6 Base Materials
2H Shaft 10 Base Materials
4 Special Materials
5 Base Materials
Bow Shaft 7 Base Materials
2 Special Materials
4 Base Materials
Section of 6 Base Materials
2 Special Materials
3 Base Materials
Strapping 4 Base Materials
1 Special Material
Taking your (Crafting) Time
The amount of time it takes to produce a given Permanent Item or perform a given task
taught within the Way of the Smith varies based on what the item or task actually is.
Below is a collection of charts outlining the time required to produce or do all of the
tasks required of a Smith.
Components:
Sharp Blades and Blunt Heads
Thrown Blade 2 minutes
Small Blade/Head 5 minutes
One-Handed Blade/Head 10 minutes
Two-Handed Blade/Head 15 minutes
Bracings and Bolts
Bracings/Bolts 4 minutes
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Facings
Facings 6 minutes
Hand Guards
Small Guard 3 minutes
One-Handed Guard 6 minutes
Two-Handed Guard 9 minutes
Handles and Grips
Small Handle/Grip 3 minutes
One-Handed Handle/Grip 6 minutes
Two-Handed Handle/Grip 9 minutes
Pommels
Thrown Pommel 1 minutes
Small Pommel 2 minutes
One-Handed Pommel 3 minutes
Two-Handed Pommel 5 minutes
Shafts
Small Shaft 5 minutes
One-Handed Shaft 10 minutes
Two-Handed Shaft 15 minutes
Bow Shaft 11 minutes
Section of
Section of 6 minutes
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Strappings
Strappings 4 minutes
Completed Products:
Weapons
Thrown Weapon 3 minutes
Small Weapon 5 minutes
One-Handed Weapon 10 minutes
Two-Handed Weapon 15 minutes
Reach Weapon (60-72 inches) 20 minutes
Bow 15 minutes
Armor
Buckler 10 minutes
Shield 15 minutes
Light Armor (Limb or Torso) 10 minutes
Medium Armor (Limb or Torso) 15 minutes
Heavy Armor (Limb or Torso) 20 minutes
Supplementary Armaments
Instrument 12 minutes
Holy Symbol 10 minutes
Whitesmith Product/Task:
Skill Gem
Basic 5 minutes
Advanced 10 minutes
Mastercraft 15 minutes
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Outstanding 20 minutes
Talisman
Armor 2.5 minutes
Focus 5 minutes
Mana 7.5 minutes
Health 10 minutes
Trinket
Simple 5 minutes
Modest 10 minutes
Ornate 15 minutes
Add Socket
Moderate Quality 7.5 minutes
High Quality 10 minutes
Superior Quality 12.5 minutes
Armor and Weapon Repair:
Repair Time
All Qualities 2 minutes per material required to repair
A wise Smith always seeks to be efficient and dutiful with their time and materials- but
of course, life sometimes has other plans. A Smith can step away from their craft for a
short time- roughly a minute- but any longer than this, and they must start their entire
craft time over again. Thankfully, the invested materials are not lost.
A Durable Investment
While most of a Smiths products are Permanent Items- not all Permanent Items
durability is created equally…
● Weapons, Bucklers, and Shields will never break down over time nor do they
break from being hit or attacked- unless a specific skill or spell is specifically a
Destruction effect.
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● Armor however, does break down as it sustains damage- even if made of Drithryl.
When a piece of armor reaches 0 Armor Points, it is considered broken and must
be repaired to regain those points.
○ Note that any Destroyed Weapons or Armor do not confer any active or
passive material benefits to their user and will not unless repaired- unless
otherwise stated. This does not include socketed Talismans or Skill
Gems, which may still be benefited from or Invoked respectively even in
broken Armor.
● Weapons have different Base Damage values, depending on what the weapon
is. And each different kind of Armor (Light, Medium, and Heavy) have different
Base Armor Point values as well.
Small Weapon Base Damage: 1 Length: 8-16 inches
One-Handed Weapon Base Damage: 1 Length: 16-43 inches
Two-Handed Weapon Base Damage: 2 Length: 43-60 inches
Reach Weapon Base Damage: 3 Length: 60-72 inches
Thrown Weapon Base Damage: 1 Length: 3-12 inches
Bow Base Damage: 3 Max Draw: 26 lbs
Unarmed Base Damage: 1 Length: 8-16 inches
● Any One-Handed Weapon may be wielded with 2 hands, which raises the
weapons Base Damage to 2.
○ Two-Handed Weapons may not be wielded in 1 hand unless another effect
says otherwise.
● Any weapon wielded with 2 hands is Immune to Disarm.
● Small Weapons may freely be Dual Wielded.
● Thrown Weapons may be used as Small Weapons if the person possesses both
Small Weapon and Thrown Weapon Proficiency.
○ No weapon other than a Thrown Weapon may ever be thrown under any
circumstance.
● Any person may use any weapon- but unless they have Proficiency with it, they
may not call any Skills, Spells, or Abilities with it, or benefit from any sources of
passive damage increase; including Special Material Active Component benefits
and Quality related increases to damage. Without Proficiency, a weapon always
deals its base damage.
● A person using a Buckler or Shield without the Proficiency to do so will still take
half damage from any attacks which these objects would normally fully defend.
Light Armor Medium Armor Heavy Armor
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1 Point of Armor 2 Points of Armor 4 Points of Armor
● Unless otherwise stated, Spell and Surprise Damage ignore all Armor- this means
they do not damage Armor, but do directly damage the person wearing it.
Quality Assurance
As you have no doubt learned by now, material quality directly affects product quality-
and the overall quality of an item can heavily affect its performance. But what exactly
does quality mean for the products you make? Well…
● Active Components:
○ For every level of Quality, a given product may have 1 additional Active
Component. An Active Component is a Component that is made using
Special Materials, which the completed item may benefit from.
■ Low Quality: 1 Active Component.
■ Moderate Quality: 2 Active Components.
■ High Quality: 3 Active Components.
■ Superior Quality: 4 Active Components.
○ In the case of more Active Components being in a product than the Quality
would allow- the Active Component(s) which do work may be chosen only
at the time of creation, and must be noted on the item’s documentation.
○ If an item has multiple Active Components that grant the same Invokable
Effect, that effect may be Invoked that many times per Rest.
■ Activating a Special Material Active Component effect is, unless
otherwise stated, instant, and requires no concentration time.
● Improved Effectiveness:
○ As quality improves, so does the effectiveness of the item alongside the
ever growing number of usable Active Materials…
■ Weapons:
● Low Quality: +0 damage.
● Moderate: +1 damage.
● High: +1 damage.
● Superior: +2 damage.
■ These increases are not cumulative, meaning as far as bonus
damage from quality, Moderate and High Quality offer the same
benefit- but High quality may have 3 Active Components where
Moderate may only benefit from 2.
■ Armor:
● Low Quality: +0 Armor Points.
● Moderate: +1 Armor Point.
● High: +1 Armor Point.
● Superior: +2 Armor Points.
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■ These benefits do not apply to Bucklers or Shields.
However, a product is only as strong as its weakest Component. This means that even if
you are able to make and craft using Superior Components- if you attempt to create a
product with 3 Superior Components and 1 Low Quality Components- the finished
product will be Low Quality and only able to benefit from 1 of the Active Components
within it (which you may still choose upon creation).
Proper Documentation
While putting in the time and effort to create a multitude of Components, products, and
the odd Consumable is already plenty to keep any Smith busy- keeping proper record of
what you’ve made, and what it is made of will be key to your success.
Upon completion of a Component, the Smith should fill out a Component Item Card,
which looks like this:
When making a more permanent product, such as Armor, Weapon, Instrument, or Holy
Symbol the Smith will fill out a Permanent Item Card- shown below. The smith should
additionally, staple or otherwise somehow bind all Component Cards used in the
production of the product in a stack with the Permanent Item Card for the product being
the topmost card. Of course in the case of a Holy Symbol, no Components would be
involved.
Socket to em’
As you no doubt read above, Whitesmiths can add what are called Sockets to a piece of
Armor- but what does that mean- what can be done with them? A Socket can hold one of
two things: A Skill Gem, or a Talisman. A Talisman is a small charm that confers some
passive minor amount of benefit to the wearer. A Skill Gem is a beautifully cut
Gemstone, inscribed with the Runes of a Glyph and Infused with Essence to allow it to,
only once, produce a Glyph effect without having to have that Glyph Attuned; though,
the Skill Gem does crumble to dust after being used (Diamonds crumble after two uses).
One major benefit of a Socket is, the passive benefit of a Talisman- or the chance to
Invoke a Skill Gem are not lost if the piece of Armor is destroyed. Whether broken
outright through a Destruction Effect, or through prolonged damage, even a piece of
Armor with 0 Armor Points benefits from it’s Socket.
However- in the case of a person wearing multiple types of Armor at the same time, only
the topmost layer of Armor Sockets will be in effect, so plan your outfit carefully.
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The Curious Craft of Smithing with Gems
As a special note I would like to touch deeper on the nature of smithing Components
being able to be made of Gemstone- which is certainly a statement of wealth and power
for anyone! But, what benefits would Gemstone armor or weapons bestow upon the
wielder? Well, on their own, very little other than outstanding appearance and perhaps
the envy of others. But when aided by a skilled Whitesmith… some amazing
opportunities present themselves.
First off, Gemstones are both a Base and a Special Material- but only function with and
for themselves for the sake of Smithing Components. In layman's terms, this means a
Gemstone may only be used when crafting Gemstone Components and cannot mix into
any other material craft. This also means that even though it is a Special Material, it is
also its own Base Material. So, if you wanted to craft, say, a Topaz 1H Blade, you would
need 6 Topaz for the project.
When a Smith forges a Component out of Gemstone, it has no innate benefit- but, a
Gemstone Component in the hands of a Whitesmith with the appropriate Skill Gem
knowledge can inscribe these components as if they were massive Skill Gems! Each
Component may only have one effect inscribed on it (this is not per Gemstone used
in the Component). However, once that Component is made into a finished product, the
user will be able to call upon that ability once per Rest and it won’t crumble when used.
Keep in mind, these gemstone Components still follow the rules of Gemstones and Skill
Gem inscription- the type of Gemstone dictates what can be put upon it, and the
Whitesmith can only inscribe a Glyph ability up to the maximum his skill will allow.
HOWEVER- please, please also keep in mind the Material Cost for the Whitesmith in
performing a Skill Gem inscription upon such a large Gemstone Component will
quadruple the amount of Essence needed and double the time needed to perform the
task. So please, plan accordingly.
The Supplementary Armaments
And finally, to wrap things up, I would like to quickly talk about the Supplementary
Armaments- which are the Holy Symbol and the Instrument; both of which are made by
Whitesmiths.
Holy Symbols are only used by those who have taken a deep Devotion to their faith, and
as such would seek to focus and improve their casting through that. These Armaments
can come in many shapes, sizes, and designs- but to function they should bear the Holy
Iconography of the Deity the person worships.
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Holy Symbol
1-handed
A Holy Symbol is a Casting Armament which requires Devotion to use. Holy
Symbols do not have Quality benefits- instead, they gain additional, cumulative
benefits as conditions are met (in this case, having a certain number of
appropriate Glyphs Attuned, based on the character’s Deity). A Holy Symbol
must be in-hand to benefit from.
● 2 Glyphs: The character is Immune to interruption while Casting.
● 4 Glyphs: While wielding a Holy Symbol, the character may substitute
50% of a Mana Cost for Focus.
● 6 Glyphs: The character may Auto-hit Spells up to Empowered Rank
within 10 feet. Auto-hit Spells may not be Instant Cast.
● 10 Glyphs: Spell Scale +1.
A character Devoted to a Void Deity must have the appropriate number of Void
Glyphs Attuned- similarly for a character Devoted to a Light Deity. In the case
of a character Devoted to Aramil, the number of required Glyphs is 50% of each
type Light and Void.
The Instrument is not as restrictive as the Holy Symbol- anyone who can Cast Spells can
use one. This allows the person to forego predetermined Verbal Incantations in favor of
having music be their method. While the manner of Instrument produced may vary- the
Components do not for sake of ease to the Whitesmith. An Instrument is also unique in
that the benefits it gains from improving its Quality actually stack- meaning a Superior
Quality Instrument offers every passive benefit from all four qualities.
Instrument
2-handed
Instruments are unique in Alterra, in that the various benefits gained as
Armament Quality increases stack rather than overwrite. This means a Superior
Quality Instrument will have the benefit of Low, Moderate, High, and Superior
Quality active at once. Additionally, Instruments do not have a Proficiency
requirement.
● Low Quality: Allows Spellcasting with the Instrument in place of
Incantations. 4 seconds of playing at Common Rank +1 second per Rank.
● Moderate Quality: Reduce the Mana Cost of Spells by 1 (min. 1).
● High Quality: Immune to Silence effects while playing.
● Superior Quality: Spell Scale +1.
It should also be noted that singing, or the use of one's voice does not qualify as
an instrument.
● Note that an Instrument can be big or small, and the user can be as personally
skilled or not- but an earnest attempt to use the Instrument must be made for at
least 4 seconds when Casting a Spell in place of the Incantation.
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