These bonuses are added to a piece of armor’s or weapon’s base properties, whether you create it from the special material, or enhance it with the special material.
Ore or Granite Type | ||||||||
---|---|---|---|---|---|---|---|---|
Armor* |
Dull Copper |
Shadow
|
Copper |
Bronze
|
Golden |
Agapite
|
Verite |
Valorite
|
Physical Resist |
10
|
3 |
2
|
3 |
2
|
2 |
4
|
5 |
Fire Resist |
|
2
|
2
|
|
2
|
7
|
4
|
|
Cold Resist |
|
|
|
7
|
3 |
2
|
3 |
4
|
Poison Resist |
|
|
7
|
2
|
|
2
|
4
|
4
|
Energy Resist |
|
7
|
2
|
2
|
3
|
2
|
1
|
4
|
Durability |
50
|
100
|
|
|
|
|
|
50
|
Luck |
|
|
|
|
40
|
|
|
|
Lower Requirements |
20
|
|
|
|
30
|
|
|
|
Weapons |
Dull Copper
|
Shadow
|
Copper
|
Bronze
|
Golden
|
Agapite
|
Verite
|
Valorite
|
Physical Damage |
Always Takes Remaining
Damage % From Physical in Alphabetical Order |
|||||||
Cold Damage |
|
20%
|
|
|
|
30%
|
|
20%
|
Energy Damage |
|
|
20%
|
|
|
20% |
20%
|
20% |
Fire Damage |
|
|
|
40%
|
|
|
|
10%
|
Poison Damage |
|
|
10%
|
|
|
|
40%
|
10%
|
Durability |
100 |
50
|
|
|
|
|
|
|
Luck |
|
|
|
|
40 |
|
|
|
Lower Requirements |
50
|
|
|
|
50
|
|
|
|
- Gargish necklaces and earrings do not benefit from material bonuses via standard crafting or via enhancement
Leather Type | |||
---|---|---|---|
Armor |
Spined
|
Horned
|
Barbed
|
Physical Resist |
9
|
2
|
3
|
Fire Resist |
|
4
|
2
|
Cold Resist |
|
3
|
3
|
Poison Resist |
|
3
|
3
|
Energy Resist |
|
3
|
5
|
Luck |
40
|
|
|
Dragon Scale | ||||||
---|---|---|---|---|---|---|
Armor |
Red
|
Yellow
|
Black
|
Green
|
White
|
Blue
|
Physical Resist |
1
|
-3
|
11
|
1
|
-3
|
1
|
Fire Resist |
11
|
1
|
1
|
-3
|
1
|
1
|
Cold Resist |
-3
|
1
|
1
|
1
|
11
|
1
|
Poison Resist |
1
|
1
|
1
|
11
|
1
|
-3
|
Energy Resist |
1
|
1
|
-3
|
1
|
1
|
11
|
Luck Increase |
20 |
|
|
|
|
Wood Type | ||||||
---|---|---|---|---|---|---|
Armor |
Oak
|
Ash
|
Yew
|
Heartwood *
|
Bloodwood
|
Frostwood
|
Physical Resist |
3
|
2
|
6
|
2
|
3
|
2
|
Fire Resist |
3
|
3
|
3
|
8
|
1
|
|
Cold Resist |
4
|
3
|
2
|
1
|
8
|
|
Poison Resist |
2
|
1
|
7
|
3
|
3
|
|
Energy Resist |
3
|
6
|
3
|
2
|
3
|
4
|
Durability |
50
|
|||||
Luck |
40
|
|||||
Lower Requirements |
20
|
|||||
Hit Point Regeneration |
1
|
2
|
||||
Lower Weight |
75%
|
|||||
Weapons |
Oak
|
Ash
|
Yew
|
Heartwood **
|
Bloodwood
|
Frostwood
|
Physical Damage |
Always Takes Remaining Damage % From Physical
|
|||||
Cold Damage |
40%
|
|||||
Damage Increase |
5%
|
10%
|
12%
|
|||
Swing Speed Increase |
10%
|
|||||
Hit Chance Increase |
5%
|
|||||
Durability |
50
|
|||||
Luck |
40
|
|||||
Hit Point Regeneration |
2
|
|||||
Hit Life Leech |
variable
|
|||||
Lower Requirements |
20
|
|||||
Lower Weight |
75%
|
|||||
Shields |
Oak
|
Ash
|
Yew
|
Heartwood ***
|
Bloodwood
|
Frostwood
|
Physical Resist |
1
|
3
|
||||
Fire Resist |
1
|
3
|
||||
Cold Resist |
1
|
3
|
||||
Poison Resist |
1
|
|||||
Energy Resist |
1
|
3
|
||||
Spell Channeling |
Yes
|
|||||
Luck |
40
|
|||||
Lower Requirements |
20
|
|||||
Hit Point Regeneration |
1 |
2
|
||||
Other |
Oak
|
Ash
|
Yew
|
Heartwood ****
|
Bloodwood
|
Frostwood
|
Equippable items that are not considered weapons (example: fishing poles)
|
||||||
Spell Channeling |
Yes
|
|||||
Luck |
40
|
20
|
||||
Hit Point Regeneration |
2
|
2
|
||||
Lower Requirements |
20
|
Crafting or enhancing with Heartwood includes a random element, one property from the lists below will be added. This will overwrite, not stack with, any pre-existing like property.
Enhancing
Enhancing is most often used on monster loot or reforged items, it is a high risk enterprise unless you have invested in a ‘forged metal of artifacts’ tool from Origin Store. The more property bonuses you try to force into an object, the more likely you’ll fail. If you are lucky, failure will result in loss of resources, if you are not, failure will result in the destruction of the item you are trying to enhance. Enhancing cannot be used to override the massive property on items.
Enhancing Weapons
Where weapons already have an elemental damage split enhancing will apply the material damage alphabetically. Copper will apply energy in preference to poison, agapite will apply cold in preference to energy, verite will apply energy in preference to poison.
Warning Enhancing for life leech/hit point regeneration properties will overwrite, not add to, any pre-existing property on the item.