Materials

Every weapon and piece of armor is made of something. The material sets how hard it hits or protects, how fast it swings, how much it weighs, what it sells for and how quickly it wears out.

MaterialTierUsed forStrengthSpeedWeightPriceWear per use
ClothCommonArmor×1×1×1×10.03%
IronCommonArmor, Weapons×0.9×0.9×1.4×0.70.03%
LeatherCommonArmor×0.8×1×1×0.80.03%
WoodenCommonWeapons×0.8×1×0.9×0.80.03%
SilverUncommonArmor, Weapons×1×1.05×0.9×1.10.025%
SteelUncommonArmor, Weapons×1.1×0.95×1.3×10.025%
ElvenRareArmor, Weapons×1.2×1.15×0.8×1.40.02%
OrcishRareArmor, Weapons×1.3×1×1.2×1.40.02%
DwarvenEliteArmor, Weapons×1.5×1.1×1×1.80.015%
GlassEliteArmor, Weapons×1.4×1.2×0.7×1.80.015%
AdamantLegendaryArmor, Weapons×1.6×1.3×0.6×2.50.01%
DragonLegendaryArmor, Weapons×1.8×1.15×0.9×2.50.01%
Strength multiplies weapon damage and armor protection. Speed makes weapon attacks cheaper in action points. Wear is the condition lost per use.

One weapon, every material

A Long Sword on its own, in its material’s usual tier and in full condition. Every weapon’s page has the same table.

MaterialDamage, item level 1 → 50Action points, level 1 → 50WeightPrice, level 1 → 50
Iron (Common)7 → 1075 → 672011 → 60
Steel (Uncommon)9 → 1371 → 641818 → 96
Silver (Uncommon)8 → 1264 → 581319 → 106
Orcish (Rare)12 → 1768 → 611727 → 148
Elven (Rare)11 → 1658 → 521127 → 148
Dwarven (Elite)15 → 2261 → 551438 → 207
Glass (Elite)14 → 2054 → 491038 → 207
Dragon (Legendary)19 → 2858 → 521357 → 312
Adamant (Legendary)17 → 2548 → 43857 → 312

Which material you’ll find

An item’s material follows its tier. The tables show how often each material turns up, measured by rolling the game’s own material choice thousands of times.

Armor: Light Armor, Light Boots, Light Gloves, Light Helmet, Light Pants, Light Shoulders

Item tierLeatherSilverElvenGlassAdamant
Common76%24%···
Uncommon20%59%21%··
Rare·20%60%20%·
Elite··20%59%20%
Legendary···25%75%

Armor: Heavy Armor, Heavy Boots, Heavy Gloves, Heavy Helmet, Heavy Pants, Heavy Shoulders

Item tierIronSteelOrcishDwarvenDragon
Common75%25%···
Uncommon20%60%20%··
Rare·20%60%20%·
Elite··20%60%20%
Legendary···25%75%

Armor: Boots, Gloves, Pants

Item tierLeatherCloth
Common50%50%
Uncommon50%50%
Rare·100%
Elite·100%
Legendary·100%

Armor: Cape, Hood, Tunic

Item tierCloth
Common100%
Uncommon100%
Rare100%
Elite100%
Legendary100%

Weapons: Axe, Dagger, Hammer, Large Shield, Long Sword, Mace, Short Sword, Small Shield, Staff, Two Handed Axe, Two Handed Hammer, Two Handed Sword

Item tierIronSteelSilverOrcishElvenDwarvenGlassDragonAdamant
Common60%20%20%······
Uncommon11%34%33%11%11%····
Rare·10%10%30%30%10%10%··
Elite···10%10%30%30%10%10%
Legendary·····12%13%38%37%

Weapons: Crossbow, Long Bow, Short Bow

Item tierWoodenOrcishElvenDwarvenGlassDragonAdamant
Common100%······
Uncommon33%33%33%····
Rare·36%38%13%12%··
Elite·10%10%30%30%10%10%
Legendary···13%13%38%37%

How it works

How a material is chosen

When an item drops, its tier is rolled first. Then a material is picked from those the item can be made of: one of the same tier is three times as likely as one a tier above or below, and materials further away are never picked.

Wear

Weapons lose their material’s wear on every swing. When you take physical damage, one random worn armor piece loses it. Shields lose it at half rate when they turn a blow aside. Condition never drops below 25%, and damage or protection is multiplied by it. A blacksmith repairs worn items.