JezzaRules
2008-08-09, 08:48 PM
Hey everyone! When I first read about the makers skill, it inspired me to make this new scrolling item called Materias.
Yes this item is from the Final Fantasy Series but then the idea is simply great to my opinion (and a bit cheap in some cases). I thought "What if jobs other than mages and white knights can hit elemental damage?"
Materias are USE items that can be slotted into an equip. Most materias when slotted into a weapon, it adds a small percentage damage bonus including the elemental attribute thus boosting their damage. Armors will gain resistances (except in some cases) and will sometimes gain temporary reduced time on an unfriendly buff.
The best thing about Materias is that it does not interfere with the equips slots nor gemming making it a 3rd scrollable item. However only 1 Materia can be slotted into an equip at a time. If anoter materia is added into a slotted weapon, the old materia will simply be replaced by the new one.
Materia can only be used on Weapons, Overalls, Tops, Bottoms, Shields and Hats.
There are 10 different kinds of Materia and they are sorted into 2 different categories, Elemental and Buff. Elemental Materia adds elemental attributes to weapons and adds elemental and buff resistances towards armors. Buff Materia adds special attack bonuses to weapons whereas to armors, they add special buffs that activate when the player is hit by a monster.
Elemental Materia
Fire Materia
Weak Fire Materia:
70% chance of slotting into equip
Weapon: Applys 5% extra fire elemental attribute to all attacks
Armor: Gives 25% resistance towards fire elemental attacks and reduces weaken time by 25%.
Medium Fire Materia:
50% chance of slotting into equip
Weapon: Applys 10% extra fire elemental attribute to all attacks
Armor: Gives 50% resistance towards fire elemental attacks and reduces weaken time by 50%.
Heavy Fire Materia:
30% chance of slotting into equip
Weapon: Applys 15% extra fire elemental attribute to all attacks
Armor: Gives 75% resistance towards fire elemental attacks and reduces weaken time by 75%.
Ice Materia
Weak Ice Materia:
70% chance of slotting into equip
Weapon: Applys 5% extra ice elemental attribute to all attacks, freeze time does not stack with job skills however (eg. I/L Mages Ice Strike Freeze time will be normal)
Armor: Gives 25% resistance towards ice elemental attacks and reduces slow time by 25%
Medium Ice Materia:
50% chance of slotting into equip
Weapon: Applys 10% extra ice elemental attribute to all attacks, freeze time does not stack with job skills however (eg. I/L Mages Ice Strike Freeze time will be normal)
Armor: Gives 50% resistance towards ice elemental attacks and reduces slow time by 50%
Heavy Ice Materia:
30% chance of slotting into equip
Weapon: Applys 15% extra ice elemental attribute to all attacks, freeze time does not stack with job skills however (eg. I/L Mages Ice Strike Freeze time will be normal)
Armor: Gives 75% resistance towards ice elemental attacks and reduces slow time by 75%
Plant Materia
Weak Plant Materia:
70% chance of slotting into equip
Weapon: Applys 5% extra poison elemental attribute to all attacks and poisons the enemy
Armor: Gives 25% resistance towards poison elemental attacks and reduces poison time dealt from monsters/environment by 25%
Medium Plant Materia:
50% chance of slotting into equip
Weapon: Applys 10% extra poison elemental attribute to all attacks and poisons the enemy
Armor: Gives 50% resistance towards poison elemental attacks and reduces poison time dealt from monsters/environment by 50%
Heavy Plant Materia:
30% chance of slotting into equip
Weapon: Applys 15% extra poison elemental attribute to all attacks and poisons the enemy
Armor: Gives 75% resistance towards poison elemental attacks and reduces poison time dealt from monsters/environment by 75%
Storm Materia
Weak Storm Materia:
70% chance of slotting into equip
Weapon: Applys 5% extra lightning elemental attribute to all attacks
Armor: Gives 25% resistance towards lightning elemental attacks and reduces stun time by 25%
Medium Storm Materia:
50% chance of slotting into equip
Weapon: Applys 10% extra lightning elemental attribute to all attacks
Armor: Gives 50% resistance towards lightning elemental attacks and reduces stun time by 50%
Heavy Storm Materia:
30% chance of slotting into equip
Weapon: Applys 15% extra lightning elemental attribute to all attacks
Armor: Gives 75% resistance towards lightning elemental attacks and reduces stun time by 75%
Light Materia
Weak Light Materia:
70% chance of slotting into equip
Weapon: Applys 5% extra holy elemental attribute to all attacks
Armor:Gives 25% resistance towards holy elemental attacks and reduces seal time by 25%
Medium Light Materia:
50% chance of slotting into equip
Weapon: Applys 10% extra holy elemental attribute to all attacks
Armor:Gives 50% resistance towards holy elemental attacks and reduces seal time by 50%
Heavy Light Materia:
30% chance of slotting into equip
Weapon: Applys 15% extra holy elemental attribute to all attacks
Armor: Gives 75% resistance towards holy elemental attacks and reduces seal time by 75%
Dark Materia (See Warlock Job Section) (http://www.southperry.net/forums/showthread.php?t=1340)
Weak Dark Materia:
70% chance of slotting into equip
Weapon: Applys 5% extra dark elemental attribute to all attacks
Armor: Gives 25% resistance towards dark elemental attacks and reduces darkness time by 25%
Medium Dark Materia:
50% chance of slotting into equip
Weapon: Applys 10% extra dark elemental attribute to all attacks
Armor: Gives 50% resistance towards dark elemental attacks and reduces darkness time by 50%
Heavy Dark Materia:
30% chance of slotting into equip
Weapon: Applys 15% extra dark elemental attribute to all attacks
Armor: Gives 75% resistance towards dark elemental attacks and reduces darkness time by 75%
Genesis Materia (NEW EDIT)
20% chance of slotting into equip
Weapon: Applys 30% extra elemental damage to all attacks, the element is selected at random and will be stated after slotting your weapon.
Armor: Gives 80% resistance to a certain element and reduces seduce duration by 50%. The element is selected at random and will be stated after slotting your armor.
This Materia is by far the rarest out of all the elemental materia, it is currently unknown as to how it is obtained.
Buff Materia
Wind Materia
Weak Wind Materia:
70% chance of slotting into equip
Weapon: Applys +1 weapon speed on the equip (eg. Spears weapon speed will become normal instead of slow)
Armor: All attacks dealt to the player has a 10% chance that a buff will activate for 10 seconds. This buff acts like a nerfed version of haste giving +10 speed and +5 jump.
Medium Wind Materia:
50% chance of slotting into equip
Weapon: Applys +2 weapon speed on the equip (eg. Spears weapon speed will become fast instead of slow)
Armor: All attacks dealt to the player has a 15% chance that a buff will activate for 10 seconds. This buff acts like a nerfed version of haste giving +15 speed and +10 jump.
Heavy Wind Materia:
30% chance of slotting into equip
Weapon: Applys +3 weapon speed on the equip (eg. Spears weapon speed will become faster instead of slow)
Armor: All attacks dealt to the player has a 20% chance that a buff will activate for 10 seconds. This buff acts like a nerfed version of haste giving +20 speed and +15 jump.
Note that this materia is useless on some weapons namely daggers because weapon speed cannot exceed 'faster'.
Earth Materia
Weak Earth Materia:
70% chance of slotting into weapon
Weapon: All attacks have 5% chance to give a high knockback towards a mob.
Armor: All attacks dealt to the player has a 5% chance that a buff will activate for 10 seconds. This buff acts like a nerfed version of the warriors stance giving 100% resistance to knockbacks.
Medium Earth Materia:
50% chance of slotting into weapon
Weapon: All attacks have 10% chance to give a high knockback towards a mob.
Armor: All attacks dealt to the player has a 10% chance that a buff will activate for 10 seconds. The buff acts like a nerfed version of the warriors stance giving the character 100% resistance to knockbacks.
Heavy Earth Materia:
30% chance of slotting into weapon
Weapon: All attacks have 15% chance to give a high knockback towards a mob.
Armor: All attacks dealt to the player has a 15% chance that a buff will activate for 10 seconds. The buff acts like a nerfed version of the warriors stance giving the character 100% resistance to knockbacks.
Water Materia
Weak Water Materia:
70% chance of slotting into weapon
Weapon: Allows the character to stack on the mastery rate of all weapons by a further 5%.
Armor: All attacks dealt to the player has a 5% chance that a buff will activate for 10 seconds. The buff acts like a nerfed version of the clerics invincible absorbing 5% of both weapon and magic attacks dealt to monsters.
Medium Water Materia:
50% chance of slotting into weapon
Weapon: Allows the character to stack on the mastery rate of all weapons by a further 10%.
Armor: All attacks dealt to the player has a 10% chance that a buff will activate for 10 seconds. The buff acts like a nerfed version of the clerics invincible absorbing 10% of both weapon and magic attacks dealt to monsters.
Heavy Water Materia:
30% chance of slotting into weapon
Weapon: Allows the character to stack on the mastery rate of all weapons by a further 15%.
Armor: All attacks dealt to the player has a 15% chance that a buff will activate for 10 seconds. This buff acts like a nerfed version of the clerics invincible absorbing 15% of both weapon and magic attacks dealt to monsters.
http://i533.photobucket.com/albums/ee336/JezzaRules/WindMateria2.jpg
Scrolling the Wind Materia into the spear (note the symbol on the bottom right of the picture)
http://i533.photobucket.com/albums/ee336/JezzaRules/WindMateria.jpg
Scrolling the Wind Materia into the spear, it used to be fast, now it's faster!
Obtaining Materia:
First of all, you must travel to Magatia and find a new NPC there who would teach you about crafting materia. In order to make Materia, you need more than 100 of different kinds of motes which are basically fragments of the materia.
Motes are made by giving certain items to the NPC. 100 motes can be used to make Weak Materia 200 motes can be used to make Medium Materia 500 motes can be used to make Strong Materia To make motes, there are a few ways:
1. Once you talk to the NPC, he’ll give you an option of handing him level 30+ equips for different kinds of elemental motes with the players choice.
The higher level the equip, the better the quantity of the motes:
Level 30-50: 5-10 motes
Level 50-70: 10-20 motes
Level 70-90: 20-30 motes
Level 90-110: 30-40 motes
Level 110+ : 40-50 motes
2. Another way is to turn in 100 of certain etc items to forge 20 motes. Note that Light and Dark motes cannot be made with this method.
100 Cellion Tails or Firebomb Flames or Kentaurus Flame for 20 Fire Motes
100 Grupin Tails or Ice Piece or Kentaurus Marrow or Ice Shark Fins for 20 Frost Motes
100 Nepeandath Seeds or Poisonous Mushroom or Rafflesia for 20 Plant Motes
100 Lioner Tails for 20 Storm Motes
100 of (Gryphons etc drops) and Typhons Feather for 20 Wind motes
100 Stone Golem Rubble for 20 Earth Motes
100 of Bubblefish thoughts or Ink bottles for 20 water motes
3. You can also obtain motes if you’re in possession of White or Dark Versal Materia in which the NPC will give you 50 random motes for one.
4. Finally the last method into obtaining motes is to be in possession of a mote that you do not need. The NPC can give you the option on whether you want to transmute 20, 50 or 100 motes for 100k of mesos.
This is a risky method and has a certain chance of success (shown below).
Transmuting 20 motes has a 70% chance of success.
Transmuting 50 motes has a 50% chance of success.
Transmuting 100 motes has a 30% chance of success.
Also depending on the element, motes can only be converted into certain elements and thus cannot be converted into everything.
Fire cannot be converted into water, plant, light or dark.
Ice cannot be converted into wind, plant, light or dark.
Plant cannot be converted into fire, ice, light or dark.
Storm cannot be converted into earth, water, light or dark.
Wind cannot be converted into ice, earth, light or dark.
Earth cannot be converted into storm, wind, light or dark.
Water cannot be converted into fire, storm, light or dark.
As you can see from above, light and dark motes cannot be used in any transmutation.
I might add more ideas to this and also please rate my idea in the poll. Thank you for taking your time to read this =P.
Also if you spot any errors in this, please refrain yourself from pointing it out, I spent another 2-3 hours writing this up again thanks to my pineappling unicode translator >.<.
Yes this item is from the Final Fantasy Series but then the idea is simply great to my opinion (and a bit cheap in some cases). I thought "What if jobs other than mages and white knights can hit elemental damage?"
Materias are USE items that can be slotted into an equip. Most materias when slotted into a weapon, it adds a small percentage damage bonus including the elemental attribute thus boosting their damage. Armors will gain resistances (except in some cases) and will sometimes gain temporary reduced time on an unfriendly buff.
The best thing about Materias is that it does not interfere with the equips slots nor gemming making it a 3rd scrollable item. However only 1 Materia can be slotted into an equip at a time. If anoter materia is added into a slotted weapon, the old materia will simply be replaced by the new one.
Materia can only be used on Weapons, Overalls, Tops, Bottoms, Shields and Hats.
There are 10 different kinds of Materia and they are sorted into 2 different categories, Elemental and Buff. Elemental Materia adds elemental attributes to weapons and adds elemental and buff resistances towards armors. Buff Materia adds special attack bonuses to weapons whereas to armors, they add special buffs that activate when the player is hit by a monster.
Elemental Materia
Fire Materia
Weak Fire Materia:
70% chance of slotting into equip
Weapon: Applys 5% extra fire elemental attribute to all attacks
Armor: Gives 25% resistance towards fire elemental attacks and reduces weaken time by 25%.
Medium Fire Materia:
50% chance of slotting into equip
Weapon: Applys 10% extra fire elemental attribute to all attacks
Armor: Gives 50% resistance towards fire elemental attacks and reduces weaken time by 50%.
Heavy Fire Materia:
30% chance of slotting into equip
Weapon: Applys 15% extra fire elemental attribute to all attacks
Armor: Gives 75% resistance towards fire elemental attacks and reduces weaken time by 75%.
Ice Materia
Weak Ice Materia:
70% chance of slotting into equip
Weapon: Applys 5% extra ice elemental attribute to all attacks, freeze time does not stack with job skills however (eg. I/L Mages Ice Strike Freeze time will be normal)
Armor: Gives 25% resistance towards ice elemental attacks and reduces slow time by 25%
Medium Ice Materia:
50% chance of slotting into equip
Weapon: Applys 10% extra ice elemental attribute to all attacks, freeze time does not stack with job skills however (eg. I/L Mages Ice Strike Freeze time will be normal)
Armor: Gives 50% resistance towards ice elemental attacks and reduces slow time by 50%
Heavy Ice Materia:
30% chance of slotting into equip
Weapon: Applys 15% extra ice elemental attribute to all attacks, freeze time does not stack with job skills however (eg. I/L Mages Ice Strike Freeze time will be normal)
Armor: Gives 75% resistance towards ice elemental attacks and reduces slow time by 75%
Plant Materia
Weak Plant Materia:
70% chance of slotting into equip
Weapon: Applys 5% extra poison elemental attribute to all attacks and poisons the enemy
Armor: Gives 25% resistance towards poison elemental attacks and reduces poison time dealt from monsters/environment by 25%
Medium Plant Materia:
50% chance of slotting into equip
Weapon: Applys 10% extra poison elemental attribute to all attacks and poisons the enemy
Armor: Gives 50% resistance towards poison elemental attacks and reduces poison time dealt from monsters/environment by 50%
Heavy Plant Materia:
30% chance of slotting into equip
Weapon: Applys 15% extra poison elemental attribute to all attacks and poisons the enemy
Armor: Gives 75% resistance towards poison elemental attacks and reduces poison time dealt from monsters/environment by 75%
Storm Materia
Weak Storm Materia:
70% chance of slotting into equip
Weapon: Applys 5% extra lightning elemental attribute to all attacks
Armor: Gives 25% resistance towards lightning elemental attacks and reduces stun time by 25%
Medium Storm Materia:
50% chance of slotting into equip
Weapon: Applys 10% extra lightning elemental attribute to all attacks
Armor: Gives 50% resistance towards lightning elemental attacks and reduces stun time by 50%
Heavy Storm Materia:
30% chance of slotting into equip
Weapon: Applys 15% extra lightning elemental attribute to all attacks
Armor: Gives 75% resistance towards lightning elemental attacks and reduces stun time by 75%
Light Materia
Weak Light Materia:
70% chance of slotting into equip
Weapon: Applys 5% extra holy elemental attribute to all attacks
Armor:Gives 25% resistance towards holy elemental attacks and reduces seal time by 25%
Medium Light Materia:
50% chance of slotting into equip
Weapon: Applys 10% extra holy elemental attribute to all attacks
Armor:Gives 50% resistance towards holy elemental attacks and reduces seal time by 50%
Heavy Light Materia:
30% chance of slotting into equip
Weapon: Applys 15% extra holy elemental attribute to all attacks
Armor: Gives 75% resistance towards holy elemental attacks and reduces seal time by 75%
Dark Materia (See Warlock Job Section) (http://www.southperry.net/forums/showthread.php?t=1340)
Weak Dark Materia:
70% chance of slotting into equip
Weapon: Applys 5% extra dark elemental attribute to all attacks
Armor: Gives 25% resistance towards dark elemental attacks and reduces darkness time by 25%
Medium Dark Materia:
50% chance of slotting into equip
Weapon: Applys 10% extra dark elemental attribute to all attacks
Armor: Gives 50% resistance towards dark elemental attacks and reduces darkness time by 50%
Heavy Dark Materia:
30% chance of slotting into equip
Weapon: Applys 15% extra dark elemental attribute to all attacks
Armor: Gives 75% resistance towards dark elemental attacks and reduces darkness time by 75%
Genesis Materia (NEW EDIT)
20% chance of slotting into equip
Weapon: Applys 30% extra elemental damage to all attacks, the element is selected at random and will be stated after slotting your weapon.
Armor: Gives 80% resistance to a certain element and reduces seduce duration by 50%. The element is selected at random and will be stated after slotting your armor.
This Materia is by far the rarest out of all the elemental materia, it is currently unknown as to how it is obtained.
Buff Materia
Wind Materia
Weak Wind Materia:
70% chance of slotting into equip
Weapon: Applys +1 weapon speed on the equip (eg. Spears weapon speed will become normal instead of slow)
Armor: All attacks dealt to the player has a 10% chance that a buff will activate for 10 seconds. This buff acts like a nerfed version of haste giving +10 speed and +5 jump.
Medium Wind Materia:
50% chance of slotting into equip
Weapon: Applys +2 weapon speed on the equip (eg. Spears weapon speed will become fast instead of slow)
Armor: All attacks dealt to the player has a 15% chance that a buff will activate for 10 seconds. This buff acts like a nerfed version of haste giving +15 speed and +10 jump.
Heavy Wind Materia:
30% chance of slotting into equip
Weapon: Applys +3 weapon speed on the equip (eg. Spears weapon speed will become faster instead of slow)
Armor: All attacks dealt to the player has a 20% chance that a buff will activate for 10 seconds. This buff acts like a nerfed version of haste giving +20 speed and +15 jump.
Note that this materia is useless on some weapons namely daggers because weapon speed cannot exceed 'faster'.
Earth Materia
Weak Earth Materia:
70% chance of slotting into weapon
Weapon: All attacks have 5% chance to give a high knockback towards a mob.
Armor: All attacks dealt to the player has a 5% chance that a buff will activate for 10 seconds. This buff acts like a nerfed version of the warriors stance giving 100% resistance to knockbacks.
Medium Earth Materia:
50% chance of slotting into weapon
Weapon: All attacks have 10% chance to give a high knockback towards a mob.
Armor: All attacks dealt to the player has a 10% chance that a buff will activate for 10 seconds. The buff acts like a nerfed version of the warriors stance giving the character 100% resistance to knockbacks.
Heavy Earth Materia:
30% chance of slotting into weapon
Weapon: All attacks have 15% chance to give a high knockback towards a mob.
Armor: All attacks dealt to the player has a 15% chance that a buff will activate for 10 seconds. The buff acts like a nerfed version of the warriors stance giving the character 100% resistance to knockbacks.
Water Materia
Weak Water Materia:
70% chance of slotting into weapon
Weapon: Allows the character to stack on the mastery rate of all weapons by a further 5%.
Armor: All attacks dealt to the player has a 5% chance that a buff will activate for 10 seconds. The buff acts like a nerfed version of the clerics invincible absorbing 5% of both weapon and magic attacks dealt to monsters.
Medium Water Materia:
50% chance of slotting into weapon
Weapon: Allows the character to stack on the mastery rate of all weapons by a further 10%.
Armor: All attacks dealt to the player has a 10% chance that a buff will activate for 10 seconds. The buff acts like a nerfed version of the clerics invincible absorbing 10% of both weapon and magic attacks dealt to monsters.
Heavy Water Materia:
30% chance of slotting into weapon
Weapon: Allows the character to stack on the mastery rate of all weapons by a further 15%.
Armor: All attacks dealt to the player has a 15% chance that a buff will activate for 10 seconds. This buff acts like a nerfed version of the clerics invincible absorbing 15% of both weapon and magic attacks dealt to monsters.
http://i533.photobucket.com/albums/ee336/JezzaRules/WindMateria2.jpg
Scrolling the Wind Materia into the spear (note the symbol on the bottom right of the picture)
http://i533.photobucket.com/albums/ee336/JezzaRules/WindMateria.jpg
Scrolling the Wind Materia into the spear, it used to be fast, now it's faster!
Obtaining Materia:
First of all, you must travel to Magatia and find a new NPC there who would teach you about crafting materia. In order to make Materia, you need more than 100 of different kinds of motes which are basically fragments of the materia.
Motes are made by giving certain items to the NPC. 100 motes can be used to make Weak Materia 200 motes can be used to make Medium Materia 500 motes can be used to make Strong Materia To make motes, there are a few ways:
1. Once you talk to the NPC, he’ll give you an option of handing him level 30+ equips for different kinds of elemental motes with the players choice.
The higher level the equip, the better the quantity of the motes:
Level 30-50: 5-10 motes
Level 50-70: 10-20 motes
Level 70-90: 20-30 motes
Level 90-110: 30-40 motes
Level 110+ : 40-50 motes
2. Another way is to turn in 100 of certain etc items to forge 20 motes. Note that Light and Dark motes cannot be made with this method.
100 Cellion Tails or Firebomb Flames or Kentaurus Flame for 20 Fire Motes
100 Grupin Tails or Ice Piece or Kentaurus Marrow or Ice Shark Fins for 20 Frost Motes
100 Nepeandath Seeds or Poisonous Mushroom or Rafflesia for 20 Plant Motes
100 Lioner Tails for 20 Storm Motes
100 of (Gryphons etc drops) and Typhons Feather for 20 Wind motes
100 Stone Golem Rubble for 20 Earth Motes
100 of Bubblefish thoughts or Ink bottles for 20 water motes
3. You can also obtain motes if you’re in possession of White or Dark Versal Materia in which the NPC will give you 50 random motes for one.
4. Finally the last method into obtaining motes is to be in possession of a mote that you do not need. The NPC can give you the option on whether you want to transmute 20, 50 or 100 motes for 100k of mesos.
This is a risky method and has a certain chance of success (shown below).
Transmuting 20 motes has a 70% chance of success.
Transmuting 50 motes has a 50% chance of success.
Transmuting 100 motes has a 30% chance of success.
Also depending on the element, motes can only be converted into certain elements and thus cannot be converted into everything.
Fire cannot be converted into water, plant, light or dark.
Ice cannot be converted into wind, plant, light or dark.
Plant cannot be converted into fire, ice, light or dark.
Storm cannot be converted into earth, water, light or dark.
Wind cannot be converted into ice, earth, light or dark.
Earth cannot be converted into storm, wind, light or dark.
Water cannot be converted into fire, storm, light or dark.
As you can see from above, light and dark motes cannot be used in any transmutation.
I might add more ideas to this and also please rate my idea in the poll. Thank you for taking your time to read this =P.
Also if you spot any errors in this, please refrain yourself from pointing it out, I spent another 2-3 hours writing this up again thanks to my pineappling unicode translator >.<.