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This is a page for materials that are randomly assigned to items as they are obtained.

It is to be kept in mind that materials change their effects depending if they are found on Weapons or Gear.

This list is a work in progress.

WeaponsEdit

Metals

Arctic - +5 Crit, -5 Acc, +3 Ice ATK.

Carapace - +2 Power, +5 Weight, +3 Dark ATK.

Coral - +1 Power, +3 Critical, +3 Accuracy, +1 Weight, +3 Water ATK

Ether - -75% max Durability, Repairs self after every battle. +3 FP

Galdric - -2 Power, +5 Accuracy, -5 Weight, +3 Wind ATK

Iron - A basic, reliable metal that does not alter anything

Magmic - +2 Power, -5 Crit, +3 Fire ATK

Orichalum - -1 All, +2 Weight. Increases all parameters when attacking higher level foes

Planetarium - +1 Power, +2 Critical, +2 Accuracy, -2 Weight, +3 Light ATK

Rockdirt - +1 Power, +4 Crit, +2 Acc, +4 Weight, +3 Earth ATK

Woods

Etherbark - -75% max Durability, Repairs self after every battle

Nightflower - -5 Accuracy. May Silence for 1 Round on hit

Windbark - -2 Power, -2 Weight, May deal Wind magic damage on hit

Remains

Accursed Remains - Macabre: Dark - +6 Crit, +8 weight

Dragon Remains - Macabre: Fire - +3 Power, +5 Critical, +5 Accuracy, +8 Weight

Fireblood Remains - Macabre: Earth - +8 Power, +8 weight

Fish Remains - Macabre: Ice - +3 Power +3 Acc, +8 weight

Gorgon Remains - Macabre: Wind - +8 Acc, +8 weight

Insect Remains - Macabre: Lightning - +3 Acc +3 Crit, +8 weight

Kraboid Remains - Macabre: Sound - +6 ACC, +8 weight

Shark Remains - Macabre: Water - +6 power, +8 weight

Snakemen Remains - Macabre: Acid - +8 Crit, +8 weight

Spatial Remains - Macabre: Light - +3 Power +3 Crit, +8 weight

Chapters

Storm Chapter - Reduces the cost of Nature domain spells by 2

Issesip Chapter - Reduces the cost of Isespia domain spells by 2

Nerif Chapter - Reduces the cost of Nerifian domain spells by 2

Storm Chapter - Reduces the cost of Nature domain spells by 2

Sylph Chapter - Reduces the cost of Sylphid domain spells by 2

GearEdit

Note: Armor gains extra benefits from a material which Hands, Footwear and Accessories do not. Being organized later.

Metals

Arctic - +1 Defense, +1 Weight, +5% Ice Resistance.

Carapace - +4 Defense, +8 Weight, +5% Dark Resistance.

Ether - +3 FP.

Galdric - -2 Defense, -2 Weight, +5% Wind Resistance.

Iron - A basic, reliable metal that does not alter anything.

Magmic - +1 Defense, +1 Weight, +5% Fire Resistance.

Orichalum - +5% Light Resistance.

Rockdirt - +2 Defense, +2 Weight, +5% Earth Resistance.

Cloth

Breezecloth - -2 Weight, +5 Evade.

Canvas - +1 Defense, +5% Pierce Resistance.

Chainmail - +1 Defense, +5% Slash Resistance.

Cotton - A type of Cloth, no special extras.

Demonsilk - +1 Defense, +5% Dark Resistance.

Leather - +1 Defense, +5% Blunt Resistance.

Pureprint - +1 Magic Protection, +5% Light Resistance.

Rubber - +2 Evade, +5% Lightning Resistance.

Snakescale - +3 Maximum HP, +5% Poison Resistance.

Remains

Accursed Remains - +2 armor, +4 mag def, +2 evasion, +8 weight

Dragon Remains - 3+ Armor, 3+ Mag.Armor, +8 Weight

Fireblood Remains - +6 armor, +8 weight

Fish Remains - +4 mag def, +4 evasion, +8 weight

Gorgon Remains - +6 mag def, +8 weight

Insect Remains - +8 evasion, +8 weight

Kraboid Remains - +1 armor, +1 mag def, +6 evasion, +8 weight

Shark Remains - +2 armor, +3 mag def, +3 evasion, +8 weight

Snakemen Remains - +4 armor, +2 mag def, +8 weight

Spatial Remains - +4 armor, +4 mag def, +8 weight

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