Metallurgy in Gates of Eternity | World Anvil

Metallurgy

Metallurgy is, obviously, an important part of technomaturgy. There is a wide array of metals, alloys etc. in this world, each of them with unique characteristics which mades them a valuable assets, with many organizations carefully stockpiling some of them to use them for purposes either nefarious or quite the opposite (or just for coin).   Some of them are used on industrial scale, with their 'characteristics' making them usable for a variety of mass-produced objects that serve as a backbone of an industry of Imperium of Karadia. They can be useful for advanced technomaturgy, or have many magical applications.   Others are rare. They can be either mined in minuscule ammounts in dangerous environment, or require long and costly refinement. They can be made into objects (armors, weapons, jewelery etc.) for elite. Grand Emperors, kings and emperors, legendary adventurers and so on.   Imperium, of course, put it into tables, though rather... imprecise. They are ten grades that roughly indicate how rare and extraordinary the metal is.   There are five basic categories of metals. First are Mundane Metals - it includes metals in most cases rather... unspecial, but also not having an inherent weakness for antimagical metals. Second are Mundane Alloys - which means that they are simple and mundane combination of metals. Magic Metals are - in most cases - naturally occuring metals somehow warped by prolonged exposure to magic into a rather supernatural things. Magic Alloys are a combination of a either magic metal with mundane metal or with other magical metals. Last category are Relic Metals, which means that there is no known way to produce them and we can only use already existing examples (for example refined by ancient civilizations) - they can, of course, also be an alloy.
 

First Grade Metals

Copper - A slightly orange mundane metal without notable magical traits. Low-density, easily melted, can be found in many places. Used to produce many things, but almost always cheap ones. No usages in weapon or armor production.   Tin - Bright mundane metal without notable magical traits. Low-density, easily melted, can be found in many places. Used to produce many things, but almost always cheap ones. No usages in weapon or armor production.   Lead - Heavy, soft and toxic mundane metal. Works well as an antimagical isolator that prevents aether from passing through, making it a preffered choice when some problematic object has to be dealt with - Imperium often covers it with thick lead shell and drops it into a particularly deep part of the sea.   Zinc - Mundane metal mostly used for alloy creating. Low-density, easily melted, can be found in many places. Used to produce many things, but almost always cheap ones. No usages in weapon or armor production.   Levitite - Aquamarine-coloured magical metal with almost boundless usages. It is extremely light, and when supplied with magic it actually makes things surrounding it lighter. Key metal for producing many high level steel alloys, but is routinely added as a admixture for most produced objects.
 

Second Grade Metals

Bronze - Very old mundane alloy created by mixing copper with tin (there were also older ways of creating it, with copper strenghten by other metals, but tin turned out to be best). Considered an iron equivalent, with different colouration and resistance to corrosion.   Brass - A mundane alloy of copper and zinc. Its mechanical resistance is somewhere between copper and bronze. Is considered a part of the so called Noble Metals, meaning that it has a passive aura that reinforces enchantments (only by few percents though) making it useful for low-grade magical trinkets and jewelery. Used in decoration. Quite heavy though.   Iron - A mundane metal of boundless usages. Can be refined into a multitude of alloys. Can be also used to produce low-grade equipment and objects, that are however vulnerable to rust. Curiously, it tends to be slightly anti-magic, working as very, very low-grade antegnite, but only for some creatures originating from some mythologies.   Gray Iron - A magical metal believed to be aetherwarped version of common iron. Much weaker physical resistance (a bar can be bent by sufficiently strong man), but very good against grinding. Strenghtens magic (weakely though) and thus it is often used as decorative parts of staffs and so on. Has a matte dark gray colouring.   Cold Iron - A magical metal created from common iron that underwent cold refining process. In other words, rather than putting the ore in the oven to melt it properly, it is refined by slowly purifying it via long and ardurous application of physical strenght (in other words - hammering it). It is a substitute of antegnite in background cultures, since it works against all supernatural threats stronger than normal (but weaker than antegnite).
 

Third Grade Metals

Silver - A mundane metal counted among Noble Metals and thus known to strenghten magic at least slightly (making effects of anchored spells circa 10-15% stronger). It is soft and brittle, but quite pretty and thus it is also used for non-magical jewelery. It causes additional damages and pain for vampires and shapeshifters, also for some undead (depends on the beliefs in the area - most religions believe it is good against them, but they are some who does not).   Meteoric Iron - A mundame metal that comes from the Void Above. Rarely found in small ammounts inside meteorites. Heavier (by circa 50%) than common iron, but more resistant and quite good for weapon production. Mostly used for alloys, however. Keeps sharpness almost unnaturally longer, especially when sharpened in a special ways.   Chromium - A mundane metal, with silvery colour. Almost no usages per se, but can be used for higher grade alloys. Surprisingly rare, though.   Manganese - A mundane metal, with pinkish colour. Often encountered in some of the iron ores. Refining it, however, requires quite advanced knowledge of metallurgy and technomaturgy. Quite tough and resistant, but mostly used for advanced alloys creation.   Antegnite - Brightly violet in colour. Considered magical metal, but it would be more precise to call it antimagical metal. Weak and brittle, but is a bane of supernatural, disrupting spells, drawing power from magical shields, and causing much increased damage and pain to daemons. Prolonged exposure can cause madness in mortals, however. Used for many alloys.   Argentite - Silvery magic metal. Melts in -20C and changes into a gas at 75C. It is actually 'mined' by using buckets. Shares anti-magical ability with antegnit, sometimes being used as a mage-and-daemon-killing gas. Also, some alloys.   Red Iron - Iron aetherwarped by fire magic. Magical metal. Slightly grey like iron but with a noticable tint of redness. Slightly less resistant than iron but reinforces fire magic (quite strongly) and magma/thunder magic (weaker). Often encountered near volcanoes.   White Iron - Aetherwarped iron unique to area controlled by Imperial Religion. Is created from pre-existing iron deposits when some important and White Pantheon-attuned persona dies in the vincinity. Works like antegnite for Black Pantheon-attuned daemons. Is much weaker for wild daemons and Pantheon of Elements servants, while does nothing to White Pantheon daemons. Grey but with white tint.   Black Iron - Aetherwarped iron unique to area controlled by Imperial Religion. Is created from pre-existing iron deposits when some important and Black Pantheon-attuned persona dies in the vincinity. Works like antegnite for White Pantheon-attuned daemons. Is much weaker for wild daemons and Pantheon of Elements servants, while does nothing to Black Pantheon daemons. Grey but with black tint.   Shadow Iron - Aetherwarped iron that is encountered mostly in magical anomalies. Dark grey, strenghtens black magic, has a penchant for causing its users to hear malevolent voices after prolonged exposure.   Hidrivum - Relic Metal probably related to Synkardian specie, now extinct. Is also called Sea Iron. Bits of it are sometimes found on the beaches of Northern Sea, thrown there by waves and sea currents. Dark aquamarine in colouration, strenghtens water magic (and also clay and ice magic, but less so).
 

Fourth Grade Metals

Living Iron - A living and breathing lifeform, that forms veins in the magical tainted areas. Can be mined and used to forge armors (sharpening is hard, however). Not many are brave enough to wear something alive, however. They have a form memory, meaning that they does not require repairs, all holes and dents repairing 'automatically' over time. Classified as magical metal.   Kathrinite - Rare magic metal that can be encountered only in volcanically active regions that used to be beneath the ice (southern border of its occurence equals southern border of glaciation). Reinforces both ice and fire magic, while also being heavily resistant to both. It is great for objects that are expected to be subject to sharp changes in temperature.   Lunarite - Rare magic metals that is speculated to be an artificial creation of rituals of some long forgotten primordial civilization. Often encountered near ancient megalites. Somehow connected to moon. Strenghtens water and earth magic and is about as strong as low-grade steel.   Solarite - Rare magic metals that is speculated to be an artificial creation of rituals of some long forgotten primordial civilization. Often encountered near ancient megalites. Somehow connected to sun. Strenghtens fire and air magic and is about as strong as low-grade steel.   Steel - Basic mundane alloy, used for a variety of more advanced alloys and for mass production of average-grade equipment and objects. Made from iron and coal. Actually quite often enriched with 3-4% of levityte, which with some cost of mana can lower the weight for up to 30-40%.   Chromium Steel - Basic mundane alloy, made from steel enriched with chromium. Which makes it much more resistant for corrosion and, slightly, more tougher. Used for varius decorations and day-to-day items (like expensive cutlery) rather than for weapons and magic.   Kalun's Steel - Basic mundane alloy, made from steel enriched with manganese. Roughly similar to World War II-era tank armour materials in terms of composition and resistance. Named after its discoverer. Popularized during Great Karadian War when it was used en masse for automata construction. Very resistant, but has problems with flexibility and is unsuitable for swords etc.   Wind Steel - Basic magical alloy. Steel with up to 10% of levityte. 10% lesser weight normally, with up to complete weightlessness when magic is applied. However much weaker and more brittle than simple steel.   White Silver - Quite rare and powerful magical alloy. Made from silver, argentite and antegnite. Much tougher that its parts - around the low grade steel. It is also a bane for all supernatural - it is bothly directly antimagical as antegnite and more 'toxic' for them like argentite. Armour made from it makes it user slowly go insane (with catatonia and complete mindbreak being last stops). Weapons are less toxic, but still rarely encountered.
 

Fifth Grade Metals

Antisteel - A magical alloy made from steel and antegnite. Is less violently antimagical than the latter... but more resistant and generally tougher. It is still slightly beneath normal steel, and its weight cannot be made lesser by levityte admixture.   Star Steel - A mundane alloy made from coal and meteorite iron. Further reinforced physical resistance and sharpness, but slightly lower weight. Rare, but due to random supply of meteorite iron can be found pretty much everywhere in the Imperium.   Aqua Steel - A magical alloy made from steel and hidrivum. Sometimes called wetsteel for its permanent wetness. Strenghtened while retaining most of its water, ice and clay magic reinforcement (it is still weaker though).   Fire Steel - A magical alloy made from coal and red iron. Always slightly warm to the touch. Reinforces fire, magma and thunder magic, while being stronger than simple red iron (its buff is still weaker).   Bright Steel - A magical alloy made from coal and white iron. Much more resistant, but causes slightly weaker damages to Black Pantheon daemons and much weaker damage to wild daemons and Pantheon of Elements servants.   Dark Steel - A magical alloy made from coal and black iron. Much more resistant, but causes slightly weaker damages to White Pantheon daemons and much weaker damage to wild daemons and Pantheon of Elements servants.   Shadow Steel - A magical alloy made from coal and shadow iron. Much more resistant, but causes slightly weaker buffs to black magic. Unfortunately it retained the tendency for causing its users to hear malevolent voices after prolonged exposure.   Sun Steel - A magical alloy made from solarite, coal and iron (or solarite and steel). Loses some fire and air magic buffs, but gains much in terms of physical resistance.   Moon Steel - A magical alloy made from lunarite, coal and iron (or solarite and steel). Loses some water and earth magic buffs, but gains much in terms of physical resistance.   Gold - A mundane metal classified as Noble Metal. It reinforces anchored spells, making all enchantments passively stronger by simple proximity. On the other hand it is brittle and soft, completely unusable for weaponry and armors, and has no anti-magical characteristics of silver. Its 'nobility' is much stronger, though.   White Gold - A mundane alloy of gold and manganese. White in colouration, weaker in enchantments reinforcement, but only slightly. Manganese is cheaper than gold, meaning that it can be produced in slightly greater ammount. Chosen for aesthetics mostly, however.   Electrum - A mundane alloy of gold and silver. Known also as green gold. Enchantment reinforcements somewhere between silver and gold, but is much cheaper than pure gold. It is also painful in touch for vampires, shapeshifters and undead, making it sometimes be used for screening groups of people for their presence.   Dragonite - A magical metal slowly turning into Relic Metal. Created by aetherwarping common ores near Ancient Dragon's lairs. Most of it was mined during long millenias between this day and the fall of First Empire, but a bit of it still remains here and there. Stronger than common steel and after refining it, dragonite automatically begins to be covered in quite cold (up to 100C) magical flames, making it great in terms of aesthetics, but hard to be worn on the body.
 

Sixth Grade Metals

Platinum - A mundane metal of great value. Considered a part of Noble Metals, due to it enchantment reinforcement quirk (that reaches 100% in strenght). Rare and very, very valuable. Not suitable for anything besides expensive jewellery and decorations though.   Aluminium - A mundane metal of great value. Considered a part of Noble Metals, due to it enchantment reinforcement quirk (that reached 75% in strenght). Rare and very, very valuable. Not suitable for anything besides expensive jewellery and decorations though. Used to be almost on par with Platinum, but it was somehow mass-produced during Great Karadian War.   Wolfram - Known also as tungsten. Its refining requires quite advanced alchemy. Very tough and resistant, but heavier than lead. Used mostly for high level alloys.   Dragon Steel - Magical alloy of dragonite and steel. Quite hard in making, and requires very expensive dragonite, so it is a very rare material. It is more resistant (and there are more of it, because steel is relatively cheap), while its flames are colder (circa 20C) which means that it is theoretically possible to make an armor out of it.   Imperial Steel - Magical alloy, considered a gold standard in weapon production for Imperial Army and other imperial organizations. Made by mixing steel, chromium, manganese, levityte and antegnite. The end product is much strenghtened steel, resistant to corrosion and capable of damaging supernatural threats (even immaterial ones) while being quite light.   Blood Steel - Magical alloy, made from a combination of typical steel and living iron. Requires advanced knowledge to avoid 'killing' the iron during the refining process. Can be used to created blunt weaponry and armours that auto-regenerate overtime, while simultaneously strengthening black magic.   Lomarian Steel - Magical alloy on the verge of becoming a relic metal. Standard metal for army of Kingdom of Lomar, now long dead due to Nythrathril. It is known that it is a combination of steel, kathrin and silver, with a variety of secret rituals happening during refinement process that also gave it an edge against aberrants.   Diretian Steel - A mundane alloy made by Diretian Freedom to serve as standarized metal for their army. It is actually a combination of iron and coal, with small ammounts of bronze. The effect - with some advanced refining procedures - is similar to steel from ancient elven Kingdom of Damast. More resistant and sharp than average steel. Some bits of antegnite are also hammered into it, to have it cause at least some damage to supernatural threats. Some rituals also make it better against creatures of Chaos.   Elevhian Steel - A 'national' steel magical alloy from Despotate of Elevhia, made from common steel, hidrivum, and chromium. Corrosion-resistant and capable of buffing water magic, making it fit local pirates and soldiers alike.   Kasytian Steel - A 'national' steel magical alloy from Kasytian Empire, made from red iron, coal, manganese, antegnite and levityte. Reinforces fire magic, is quite sharp and strong, damages supernatural and is quite light. Fits local soldiers, preferring horseback hit & run tactics and fire magic.   Ceverian Steel - A 'national' steel magical alloy from United Kingdom of Ceveria. Iron, coal, antegnite and levityte. In short a cheaper version of Imperial Steel, with less corrosion resistance and toughness, but light and capable of wounding the supernatural.   Violetite - Relic metal. Dark violet in colour. Noone really knows where it comes from, but it is sometimes encountered in the hands of powerful and old beings. Normally it is about iron in strenght, but it strenghtens itself each time it kills a living being (sapient ones are better). It also repairs itself completely after slaying sufficiently strong enemies. Armours work similarly, but with each reflected hit making them stronger.   Nigthmarite - Relic metal. Encountered only in Needle Mountains, and somehow connected with nightmares and daemons that live in the Six Mines magical anomaly. Very strong, buffs black magic, deals additional psychic damages. Merely a scrape from it causes intense pain and terrifying hallucinations. Can cause madness in its users, however.
 

Seventh Grade Metals

Reznite - Rare magical metal, that can be found only in places where many sapient beings died in pain and anguish. Grey with visible red veins. Tougher than steel and only barely beneath titanium, can also at least partially ignore magical shields. Also causes psychic damages like nightmarite, but less of them.   Szarite - Rare magical metal. Can be found only deep beneath the ground (especially - in Labirynth). Tougher than titanium, but can be melted in lower temperature and is much rarer than its already rare counterpart.   Titanium - Rare mundane metal. Very light and very strong. Hard to process and very expensive, but is also a basis of all high level alloys.   Iridium - Very rare mundane metal. Heavy, but very resistant. Used to mint most valuable coins in Imperium of Karadia, and also for ultra costly jewellery and decorations. Part of Noble Metals line, strenghtening enchantments by about 150% simply be proximity.   Shadow Titanium - Magical alloy of titanium and shadow iron. Light, resistant, in a nice dark grey colour, with notable buffs to all types of black magic. In short - a dream of most aspiring black mages. Channeling mana through it nearby shadows to become darker and darker.   Dragon Titanium - Magical alloy of titanium and dragonite. Light, resistant, with nice flame-y visual effect, and with notable buffs to fire magic. By channeling mana through sword blades etc. they can instantly heated to even 300-400C, additionally scorching enemy with a chance of setting them aflame.   White Titanium - Magical alloy of titanium and white iron. Light, resistant, causing increased damage to Black Pantheon servants, When mana is poured into it, it starts glowing with bright, almost blinding light.   Black Titanium - Magical alloy of titanium and black iron. Light, resistant, causing increased damage to White Pantheon servants. When mana is poured into it, it seems to devour nearby lights.   Blood Titanium - Magical alloy of titanium and living iron. Light, resistant, all damages done to it heal overtime. Sharpening it is hard, but it can be used for rather... weird looking blunt weaponry and armours. When mana is poured into it, it seems to... wiggle a bit in a rather unnerving manner.   Red Titanium - Magical alloy of titanium and red iron. Light, resistant, and buffs fire, magma and thunder magic. When magic is poured into it, it seems to grow hotter, and hotter.   Green Titanium - Magical alloy of titanium and hidrivum. Light, resistant, and buffs water, clay and ice magic. When magic is poured into it, it seems to grow colder, and colder.   Reinforced Steel - A mundane alloy of titan and steel, with 1:6 proportion. It is much beneath the titan in terms of weight and resistance, but... there are seven times as much of it.   New Menorian Steel - A 'national' alloy of New Menoria Confederation. A cheaper version of much superior Menorian Steel, made from reinforced steel, chromium, manganese, levityte and antegnite. Possible only due to the great titanium deposits of New Menoria. Very resistant, tough, light as a feather and can damage supernatural.   Dragarian Steel - A 'national' alloy of Dragarian Hegemony. Reinforced Steel, kathrinite, chromium, manganese, antegnite and levityte. Possible only due to the notable titanium deposits on some of Dragarian Isles. Very resistant, buffs fire and ice magic, light and damages supernatural.   Verkvenan Steel - A 'national' alloy of Verkvenan Confederation. Steel, wolfram, antegnite and levityte. Light, damages supernatural, but is very, very resistant and in fact sharper than most titanium weaponry.   Amnerian Steel - A 'national' alloy of Tyranny of Amner. Steel, antegnite, levityte and reznit, common in Eastern Wall Mountains. Quite tough, damages supernatural, light and causes psychic damage.
 

Eight Grade Metals

Menorian Steel - A Relic Metal. Alloy of reinforced steel, antegnite, levityte, chromium, manganese and some kind of crushed magic-filled stone produced only by few thaumaturgist families of Menorian Empire. Went extinct together with them, but some objects made from it remain in Imperium or in Lana. Almost indestructible, sharp as titanium, very light and damages the supernatural.   Green Wolfram - Magical alloy of wolfram and levityte. Fixes worst problem of wolfram (heavy weight) but is very hard to be made and requires precise proportion to avoid going bad. Due to being the only mass-produced metal of this level of physical resistance it is often used to construct frames of heavy-duty machines.   Hiacynthite - Magical alloy named after certain myth. Made from titanium and violetite. Much stronger than 'beginner' violetite while being able to streghten itself via killing... while also partially ignoring magical shields like reznite (though weaker).   Kraharim - Named after certain old language of its creators. Meant 'Hell's Metal', which is... fitting. It is an alloy of titanium and nightmarite. Very tough and sharp, causes psychic damage with each hit, and for some reason it steals lifeforce and mana from those it kills and transfers it to its user.   Inferite - One of six Unstable Metals, which usage in combat requires advanced magic. Inferite is a magical alloy made from high grade steel enriched with dusted eratite, magmatite, and red mana crystals, together with a lot of aether. It is a metal that gets hot by absorbing aether, meaning it is permanently at circa 500C due to air-bound aether. Bad thing is that it melts at 743C, which makes it rather troublesome to use, as it can suddenly melt simply by being reinforced with aura.   Palanite - One of six Unstable Metals, which usage in combat requires advanced magic. Causes intense damage to Black Pantheon servants, reinforces holy magic and light magic, and has extreme level of resistance against black magic. However it is inferior in toughness (only around steel level) and sharpness, and the alloy begins to destabilize at temperatures above -12C, with shards of mana crystals appearing and ultimately breaking the object into pieces. Created from silver enriched with dusted white iron, rainbow mana crystals and aether.   Thorium - One of six Unstable Metals, which usage in combat requires advanced magic. Causes intense damage to White Pantheon servants, reinforces black magic and doom magic, and has extreme level of resistance against white magic as a whole. The problem is the fact that it actively changes shape and has rather malevolent intention. Unless magic is used to 'freeze' it in one form, it can suddenly murder its user by morphing into a long spike going right through his heart. Created by enriching reznite with dusted black mana crystals and soulstones, while adding a lot of aether to the mix.   Glacielite - One of six Unstable Metals, which usage in combat requires advanced magic. Reinforces ice magic to a great degree and can cause frostbites to those damaged with it. The last part is also its problem. It is TOO COLD, permanently frozen to about -150C. It actually actively draws heat from everything surrounding it, making it go down to -150 regardless of everything. What's more, the change is permanent - each lost celsius degree is lost permanently, the object not capable of ever being heated above the newly achieved temperature. It is created from kathrinite enriched with dusted blue mana crystals, with a lot of aether added into the mix.   Solanite - One of six Unstable Metals, which usage in combat requires advanced magic. Metal that makes fire and air magic much, MUCH stronger while being surprisingly tough. However it is also extremely vulnerable to sudden changes in temperature, that make dusted mana crystals that are a part of it crystalize, breaking the metal. It is created by enriching solarite with dusted white and red mana crystals, and with a lot of aether added into the mix.   Lunarium - One of six Unstable Metals, which usage in combat requires advanced magic. It massively strenghtens earth and water magic while being surprisingly durable. However it is also extremely vulnerable to sudden changes in temperature, that make dusted mana crystals that are a part of it crystalize, breaking the metal. It is created by enriching lunarite with dusted blue and brown mana crystals, and with a lot of aether added into the mix.
 

Ninth Grade Metals

Adamantite - Adamantite is a deep purple metal that can be found everywhere, but only very deep. With Labirynth being in fact adamantite-deprived, since it requires area where earth is permanently heated to 60-70C. It is much tougher than titanium, but very heavy and weakens magic. It isn't antimagical like antegnite, but seems to be counted in percentage - the more of it is close to a person, the weaker magic gets. It also works on hostile spells, however. It cannot be mixed with levityte, so armours made of it aren't exactly easy to wear. It is also flexible enough to produce 'strands' out of metal, that can be used to make robes and clothing. Of course, magicians aren't using it, but many kings and great warriors puts a tightly knit clothing from adamantite beneath their armour, which not only can stop strikes already weakened by armour... while weakening hostile magic.   Orichalcum - Curious metal that can be found in minuscule ammount in pretty much every ore. The rarer, the more often - the chance to find it during copper melting is about 1:100000, in titanium it is 1:100, while 1:50 with adamantite and mithril. It is very resistant (less than its two counterparts, but more than titanium). It enhances magic, unfortunately both of the user and this targeted at him. Easily changing any magician that wears orichalcum robe into a pure form of glass cannons, with every hit with enemy magic that goes through magic shield being almost always lethal. It is also rather bad at armour production, but great as a material for weaponry. Bright blue colour.   Mithril - Light green ore, but bright silver metal. Very rare and encountered very deep, only in areas heavily tainted with magic. It's extremely light, but less resistant than adamantite. It is actually lighter than average leather, making it a good choice for various sneaking types. It is also insanely tough for its weight and can be made VERY sharp, making it a great choice for penetrative (bolts, arrowheads, spears) and slashing (axes, swords) weaponry. It is also an interesting choice for metal strands clothing.   Tartarite - A magical alloy of thorium, titanium, dusted black mana crystals and a lot of aether. It can be considered a stabilized thorium, which no longer requires magical stabilizers to keep a single shape. It is pitch-black matte metal, that reinforces black magic while causing massively increased damage to White Pantheon daemons.   Palanium - A magical alloy of palanite, titanium, dusted rainbow mana crystals and a lot of aether. It can be considered a stabilized palanite, which no longer requires magical stabilizers to avoid breaking due to crystalization. It is a bright white and slightly reflective metal, that reinforces entire white magic while causing massively increased damage to Black Pantheon daemons.   Solarim - A magical alloy of solanite, titanium, dusted red and white mana crystals and a lot of aether. It can be considered a stabilized solarim, which no longer requires magical stabilizers to avoid breaking due to crystalization during sudden temperature charges. It is a faint red metal that reinforces air and fire magic.   Lunarim - A magical alloy of lunarium, titanium, dusted brown and blue mana crystals and a lot of aether. It can be considered a stabilized lunarim, which no longer requires magical stabilizers to avoid breaking due to crystalization during sudden temperature charges. It is a faintly white metal that reinforces earth and water magic.   Kriolite - A magical alloy of glacielite, titanium, dusted blue mana crystals and a lot of aether. It can be considered a stabilized glacielite, which no longer requires magical stabilizers to avoid freezing everything around it. It is an ice-coloured and slightly transparent (while reflective) metal that reinforces ice magic.   Inferium - A magical alloy of inferite, titanium, dusted red mana crystals and a lot of aether. It can be considered a stabilized inferite, which no longer requires magical stabilizers to avoid breaking due to melting under its own temperature. It is a fiery red metal that reinforces fire magic.   True Silver - One of many effects of applying alchemy to advanced metallurgy, in a form of a 'purified', True version of metal. Only some of them are actually achieved for now, with many other probably waiting for researchers. It requires white silver, mithril, all types of mana crystals and soulstones (plus lots of aether). The effect is almost an apex of Noble Metals - massively reinforcing all enchantments (by even 250%), while being absolutely daedly for undead, vampires and shapeshifters - actually even being within a twenty meters radius of a single gram of True Silver makes them feel weakened.   True Steel - One of many effects of applying alchemy to advanced metallurgy, in a form of a 'purified', True version of metal. Only some of them are actually achieved for now, with many other probably waiting for researchers. It requires highest grade steel, levityte, chromium, manganese, titanium and wolfram, plus a lot of aether. The effect is a metal that is easily to shape, extremely resistant, protected from corrosion while almost perpetually sharp and lighter than titanium.   True Levityte - One of many effects of applying alchemy to advanced metallurgy, in a form of a 'purified', True version of metal. Only some of them are actually achieved for now, with many other probably waiting for researchers. It requires truly insane ammounts of levityte (approximately one hundred tonnes FOR A SINGLE KILOGRAM) and aether, with several advanced technomaturgic machines for processing. The effect is a metal that is actually lighter than air, while not requiring mana to make stuff weightless. It is only approximately steel-grade in terms of toughness, however.   True Antegnite - One of many effects of applying alchemy to advanced metallurgy, in a form of a 'purified', True version of metal. Only some of them are actually achieved for now, with many other probably waiting for researchers. It requires antegnite. A lot of it. Approximately ten tonnes FOR A SINGLE KILOGRAM. Plus massive ammount of aether to power many advanced technomaturgic machines for processing. The effect is a metal that is practically a center of anti-magic zone, drawing and obliterating even aether from air, killing half-daemons and other heavily magicial sapient species and banishing daemons simply by being near them. It actually always breaks the machines that make it by drawing magic out of them.
 

Tenth Grade Metals

True Metal - An apex of alchemetallurgy. A materialized metaphysical idea of metal. Insanely tough, light, resistant to temperature, has a very low weight, the heighest mana conductibility and reinforces enchantments (by circa 250%). It can also be used to produce metal strands and metal clothing. Extremely hard to create.   Voidium - A magical alloy made from the materialized nothingness. Requires many Ninth Grade metals to create its intermediate product (voidinite) which then requires being 'irradiated' by nothigness via dedicated Void Magic attuned machine. Which eats truly astounding ammount of aether. An effect is brittle metal... that can slice through reality itself.   Dark Mithril - A magical alloy that was an apex of xylian metallurgy. Combination of mithril and tartarite, further enriched by Black Blood (alchemical compound created by mixing blood of freshly dead people that died suffering intensely with dusted black mana crystals and soulstones). Black metal, light as mithril, but one that reinforces black magic more than tartarite. Much more.   Chaosite - A magical alloy that is created by mixing kriolite, lunarium, solarim and inferite, together with dusted mana crystals of all variations beside rainbow and black. The effect is a metal in perpetuate state of shift, with its colour changing every two or three seconds. It reinforces and weakens all elemental magicks simultaneously. It requires a lot of mana to stabilize, but can be used to for example achieve 500% increase in fire magic (both used and received) while receiving 100% resistance to all other elements. It can even be used as metal strands, or as elements of staffs. With quick thinking and great skill one can even shift the resistances and buffs within a single second...   Black Gold - A magical alloy that is an apex of Noble Metals. Created by alloying iridium, platinum, electrum and aluminum (with smallest deviation of proportion being enough to cause a failure). Then it has to be mixed with True Silver and mix of all dusted mana crystals. The effect is a pitch-black metal that reinforces enchantments by up to 400%, with competentn magician capable of freely changing its texture and colouration to any combination imaginable.   Kalkovium - Black, almost crystal-like matter considered metal (but with many disagreeing on that classification). It has exactly no magical quirks outside from its literal indestructiblity. It can't even be melted, and instead has to be 'sculpted' by a form of sandpaper made with a lot of small diamond shards and some magical machine to allow it 'sculpting' the kalkovium hundred thousand times. No armours (that would be too costly for very small veins of kalkovium in areas heavily irradiated by magic), but it can be shaped into swords and daggers than can slice through titanium like hot knife through butter.   Gray Adamantine - Relic Metal associated with Time Magic. It seems to be somehow unstable in terms of time, and its connection to adamantine is actually rather doubtful. For each historical event connected to it, exactly 50% of sources indicate that it was used, while 50% indicate it wasn't. What's more, informations about its exact properties are equally divided. It can supposedly slice through spacetime itself, which is the only properties that sources seem to agree at, but that's all that is known.   Drakanite - A metal that requires many elusive materials - for example living iron, dragonite and dusted dragonbones. It can be considered a highest tier of living metals. Tougher than titanium and capable to regenerate extremely quickly. It is actually a metal symbiont, which 'clings' to a body of its wearer while drawing energy from him (which makes him eat three or four times as much). It grows more and more... clinged over time, with chemicals it releases into bloodstream causing a withdrawal syndrome when taken of.

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