Material Tier List

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What are the basic materials I can use?

The Bazaar sells all substances found on the real world, with properties exactly similar to the materials found in the real world. For the sake of simplicity, we assume that certain metallurgical processes -- such as the Bessemer process for steel -- are available on Althanas. Certain other processes, though, like those required for the construction of carbon nanorods, are definitely beyond Althanas's technological level. This does not mean you can't purchase such rarities -- there are many strange things in Althanas where other worlds interact in strange ways. But anything going beyond "normal" Althanas technology will be quite expensive.

There is also a recently discovered crystal called Magicite which affects magic in unusual ways.

[top]Metals and Woods

Metals and woods are ordered a bit differently from other materials. Since these are widely used on Althanas, we group them into rough "tiers," ordered from weakest to strongest. Please see questions 14 and 15 for more information about material strength and how it works on Althanas


These first four tiers are considered "special" real-world metals, and are thus listed as being off of the normal tier list.
  • Gold: It is that soft, yellow metal that we have all come to know and love. It is expensive, but its density makes it suitable for use as ballast in a projectile or club.
  • Silver: It is the same gray metal that is found in our world. Like gold, it is expensive without being effective. Most useful for use against lycanthropes or use in holy symbols. It is useful as a coating to prevent corrosion.
  • Copper: It is a soft, red metal. Though harder than silver, it still does not make an effective weapon. Unlike silver and gold, though, it is actually as inexpensive as it's usefulness would suggest.
  • Bronze: Though harder than copper, and more useful, it is in the same boat: weaker and cheaper than iron.
  • Lead: It is a soft, dense, inexpensive metal that is best used as a ballast in a projectile or bludgeoning weapon.

The following are metals that fit into the tier system.

  • Iron: The simplest material, and yet still with a degree of strength, iron weapons can serve an adventurer with need. It is very vulnerable to corrosion and requires constant maintenance and oiling to prevent degradation within a few years.
  • Steel: Providing a bit more strength than iron, steel also costs a bit more. Many an adventurer, including the great Devon Starslayer, used nothing more than a simple steel sword. It is vulnerable to corrosion and requires constant maintenance and oiling to prevent degradation within a few years.
  • Plynt: A green metal that absorbs liquid easily due to some unknown property. Plynt is naturally flammable, and after burning for a while will be almost entirely consumed.
  • Damascus: Magic imbues into this light gray metal easily, but at the same time damascus provides little resistance to magical attacks.
  • Dehlar: Very dense, Dehlar is extraordinarily magic-resistant. It does not imbue well, however, and its high weight means only the strongest can carry it.
  • Delyn: An alloy of Dehlar and Damascus that is a blend of both magic-resistance and magic-imbuing potential. It is a good all-around material for many weapons. However it tends to release its stored energy explosively when broken by a significantly stronger material.
  • Titanium: Titanium is extremely resistant to fire and explosive impact and is used in the finest gunpowder weapons of the Alerarians. Due to the difficulty in creating this alloy given normal metallurgy on Althanas, it is hard to find this material in large enough quantities for large weaponry and armor.
  • Mythril: Mythril is exceedingly strong and light. When unenchanted, it is weak to magical assault, but when enchanted to its threshold it will repel magical assault. A white metal, it is excellent for swords and other precision weaponry.
  • Prevalida: Although stronger than mythril, this blue metal is slightly heavier than Delyn. Prevalida is both resistant to magical attacks and capable of channeling the magic of its wielder to new heights.


The rules regarding real-world metals also apply to wood.
  • Oak: The staff-wielding adventurer's basic wood, this material is sturdy, lightweight, and widely available.
  • Yew: A favorite wood of Raiaeran bowyers, this flexible yet sturdy wood is a perfect choice for a stout longbow or a more flexible quarterstaff.
  • Cyper: These trees grow close together. They are about man-height and thin, and people have been known to uproot them for a staff. Lightweight and sturdy, Cyper is perhaps too short for a full quarterstaff, but make excellent arrows.
  • Trakym: Flexible to a fault, trakym's springiness makes it too weak to give a good draw on a bow and too yielding for a staff. However, it has one great benefit: it resists magic well. Although good for virtually nothing else, a trakym-lined piece of armor or shield is much more resistant to magical assault.
  • .
  • Eklan: This wood grows gray with age, while younger trees have a reddish brown tint. Eklan makes an excellent wood for light helmets and shields. Unfortunately, it does not cleave well, meaning it does not maintain a straight line for use in shafts, arrows, or staves.
  • Akashima redwood: Named after its place of origin, this beautiful crimson wood is very strong and difficult to break, making it an extremely good wood for quarterstaffs or arrowshafts. Redwood arrowshafts are thick, though, and can be burdensome to carry in large quantities.
  • Rywan: Rywan trees grow very tall and very wide. Rywan is too inflexible for a bow, but makes an excellent rod for one-handed shafted weapons such as hatchets or tomahawks. A heavier wood, it is unsuitable for arrows, as its weight throws off an arrow’s flight. Rywan tends to splinter after too much stress.
  • Talymer: A light, waxy, and shiny wood, talymer is perfect for larger longbows, as it requires intense strength to pull the bowstring and can send an arrow straight through full plate mail at 200 feet. Although such bows take longer to draw and expend energy quickly, they pack a very real, very powerful punch.
  • Ulder: Dark brown in color, ulder is the best wood for regular-sized bows and horsebows. It gives a moderately powerful draw, and can therefore be drawn from horseback, and it does not require intense strength to pull the string. Where talymer gives power, ulder gives mobility and precision.
  • Liviol: Liviol wood is the product of trees spending centuries in magically saturated grounds. Modern Liviol comes in colors ranging from deep blue to royal purple. This wood, depending on what wood it originally spawned from, serve to enhance the normal properties of the wood with new potency; Trakym Liviol, for instance, resists magic with extraordinary power. Liviol is most often found in the Warded Wood of Salvar; the difficulty in getting to the Warded Wood, however, renders it quite pricy. It is also located deep within Raiaera's Red Forest, but no sane lumberjack goes there.

[top]Hide, Bone, and Cloth

The hide, bone, and cloth tiers owe their existence to the hard work of a former moderator, Ithermoss. They are as follows.


  • Hide: Shaved, dried, callused flesh taken from any mammal (i.e. deer, moose, wombat, anything else with hair). Tougher creatures will have better quality than a deer or elk. Usually brown to pink in hue. Minimal resistance to piercing.
  • Pelt: Dried flesh (with fur) taken from any mammal. Color varies. Provides resistance against cold and bare minimal resistance against blunt trauma. Tougher creatures will have better quality than a deer or elk.
  • Leather: The hardened, hairless hide of any commonplace animal, prepared by a specialized tanning process. Colors depend on the dye/polish/oils used. Minimal resistance against slashes and piercing.
  • Magim Beast Hide/Leather: Best suited against light blades, this hide can form cloth and leather armors. Magim Beast Leather is a bit more expensive and provides a bit more protection. These hides and leathers provide excellent heat resistance.
  • Arctic Hide: Found in Salvar's northernmost wastes, arctic beasts are tougher and hardier than most normal animals, and resist damage much more strongly than most.
  • Arctic Pelt: In addition to having tough skin, the thick hair of an arctic beast will keep those who wear their pelts warm.
  • Arctic Leather: Although you will lose a bit of warmth by stripping off the hair, tanning an arctic hide or arctic pelt will give it great resistance to both slashing and stabbing. Although not as strong as steel by any means, arctic leather is far lighter than even the lightest mythril cuirass.
  • Drakescale: Layered, plate-like slats overlap to create a flexible armor for these smaller relatives of dragons. The wide plates from a drake's back are most commonly used. Best suited against light blades.
  • Young Dragonscale: The layered armor taken from the scaly hide of a fire dragon. Pigment depends on the race and gender of the donated scales' original owner. These scales are broader and much stiffer than conventional scales. They provide average resistance against slashes. Elemental resistance, if any depends on the dragon's "element." Remember, young is a relative term and the average 'young' dragon is still just as formidable as a level 8 character.
  • Sea Serpent Scale: Layered armor taken from the scaly hide of a sea-serpent. Pigment depends on the race, gender, and depths from which the monster was taken. These scales are finely knitted together, much like snake's scales. They provide increased resistance against cold, and resistance against piercing.


  • Chitin: A jointed, hardened shell: akin to that of an arthropod. Most commonly a dark orange, green, blue, or red. Minimal resistance to blunt trauma and minimal resistance against surface burns. Tougher creatures like a giant praying mantis would yield higher quality than a simple collection of houseflies.
  • Carapace: Shell much like chitin, but a great deal harder. Less flexible, but it offers resistance against slashes and blunt trauma. Often adorned with thorns, carapaces can take quite a deal of beating and still maintain their shape. Color is limited to a shiny brown (akin to the shell-like armor of a cockroach). Larger pieces, for body armor or the like, can be found in Fallien. Smaller pieces for gauntlets, helmets, and greaves can also be gotten from the scorpions of the Black Desert.
  • Horn: Keratinous structures are weaker than chitin but are more flexible. They are most frequently used as in the arms of composite bows.
  • Bone: The skeletal remains of large-bodied mammals, this material, essentially a calcium apatite rock, operates as it does in the real world. Although weak against blunt-force trauma, bone retains an edge and functions as decent armor against slashing.
  • Golem Hide: When a golem expires, its remains form a hardened, hollow shell and a rigid outer layer of flesh-like hide. Any special effect (element resistance, etc.) depends on what form of golem was constructed – iron, clay, flesh, or fire. The outer layer provides decent defense against both slashing and blunt-force trauma.
  • Cartilage: Taken from creatures like sharks, this pale white, flexible material is woven into bands and formed into armor. It is resistant to slashes and stabs, and highly flexible, but falls into disrepair quickly.
  • Golem Carapace: The hardened, hollow shell from the remains of a golem. Any special effect (element resistance, etc.) depends on what form of golem was constructed – iron, clay, flesh, or fire. Excellent resistance against blunt trauma.
  • Petrified Bone: It is rare to find such things, but sometimes a corpse will go unnoticed so long that the earth swallows it and stone forms in the mold after it decays. It is even rarer that someone will find these while digging. While prone to shattering or chipping, petrified bone is still rock and often used in ritual magic.
  • Young Dragonbone: These are just as strong as the talons and horns of the dragon, however they do not need to be shaved and cemented, which leaves them more structurally sound. This is the best bone to use in a composite bow.
  • Young Dragonhorn: Shavings taken from a dragon's talon or horns (same material). A very difficult material to damage, Dragonhorn is often marbled in color, mixing blacks with reds, greens, yellows, and browns. Superb resistance against blunt weapons. When used in armor, the shavings are cemented back together with powerful adhesives. Dragonhorn can make for excellent arrowheads and knives, as well, if found in enough of a singularly intact piece.


As with metals, real-world cloth is available. Some real-world cloth is on our tier list, and some is not. For the most part, though, we will price real-world cloths according to where they might fall on this list or based on their limited availability in the real world. For example, silk might be expensive.

  • Burlap: This is a loosely woven, rough cloth. It is generally not used for garments, because it is found to be very uncomfortable, however it is useful for making bags in which to carry heavy things. (One popular use is potato sacks.)
  • Linen: This cloth is usually found in the color white. Its most common uses are bed sheets, undergarments (such as a chemise), and wrappings for wounds.
  • Denim: This coarse cloth is normally made from cotton. It is very sturdy as cloth goes, but it frays very easily once it gets started. It isn't spectacular when it comes to insulating heat, however it is very effective at keeping out the wind.
  • Wool: This is a very good cloth for winter. It keeps out the cold very well, and is still relatively cheap (in relative terms at least). Unfortunately, wool is very itchy, and so there is the added cost of lining it with linen, silk, or some other, less coarse material.
  • Canvas: This is a heavy, sturdy cloth. It isn't particularly coarse, but it isn't so soft that people actually make garments out of it. It is, however, the fabric of choice for tents and reusable shopping bags.
  • Spidersilk: This is woven from the webs of ordinary spiders. It is very light and tough. Spidersilk is also an excellent material for a grip; the adhesive nature of the fabric makes it easy to keep hold of a weapon.
  • Hair Weave: This is woven from strands of hair, usually from a beast, although it is not unheard of to use human hair. It is very strong, if made properly, though some people tend to be put off by it. When burned, this fabric is particularly noxious.
  • Sifan Cloth: This material is like silk, and is produced by a very similar type of worm. Silk is fairly strong, but it is usually made so thin that its strength is negated. Sifan cloth, on the other hand, is just as thin and breezy as silk, but is very resistant to puncturing. It is still vulnerable to blunt attacks, and knife stabs could still cause a good bruise, but one is less likely to lose a kidney from the attack. This is a favorite of wealthy aristocrats, as it offers minor protection without looking tacky. It is produced only by a handful of sellers in Corone, who work to keep the price high and their sifan worms under guard.
  • Vlince: This cloth is nearly identical to linen, only much stronger. Made from the cotton-like bolls of a plant in Corone, this cloth is fairly priced. Slow to tear or break, this cloth resists puncturing and slashing. Like all cloth, it provides little to no protection against blunt blows.

Glass is made in Fallien, and so questing for it there makes the most sense. Certain types can be purchased in the Bazaar, however, although the prices tend to be higher. The types of glass are as follows, and are arranged without reference to tier number. (These are the work of The Valkyrie)

  • Calli: This glass varies from coin sized to the size of a small vial. Usually clear or amber in color, this glass is often used in making vessels or decorative figures. Containers of calli are considered the best by potions-makers, as the glass rarely reacts to what is placed inside it.
  • Cillu: Also called "pane glass," this is usually very pale and milky in color, sometimes compared to the colors of dawn. It appears in very large sheets that often cover several square yards, and can be cut to various sizes. This glass is extremely strong, and must be cut using diamond-cutters in order to remove it from the desert. Often used in cathedrals or other structures, it can also be used in sacred knives and armor. Its importation costs Corone merchants a pretty penny, however, and they'll be happy to pass their costs along to their consumers!
  • Mukakkannati: These thin sheets of glass hold a mirror-like sheen. Very fragile and usually fused underneath other glass, crushed mukakkannati can be applied to a weapon using a special glue. This would, naturally, make such weapons exceedingly painful for those on the receiving end of the next blow.
  • Valaiyalman: Called "sugar glass," this sintered glass occurs in every shade and can be used to color almost all other glass. Valaiyalman, however, has another use: it absorbs liquids extremely well, and will transfer that liquid into almost anything it touches. Melt poisoned valaiyalman onto a knife or the inside of a drinking vessel, and you will have a potent weapon indeed.

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