New World Magic Items
Magic items made in the post-transfer world; far below YGGDRASIL in rarity and potency, but some special items cannot be reproduced in YGGDRASIL.
- Fluder says that when crafting magic items it is important to use a similar spell, e.g. [Fireball] for a flaming weapon (Vol. 10)
- Everyday magic tools are widespread: a spring faucet producing 200 liters of water a day, insulated bottles, cooling containers, linked hand bells, glow sticks, etc.
- Types that cannot be reproduced in YGGDRASIL: intelligent talking items (Orb of Death), the Crown of Wisdom, and the Dragon's Treasure ring made with Wild Magic
- Magic clothing repairs itself when torn, as long as the wearer is unharmed
- Dwarves enchant with runes, and the Baharuth Empire has a Ministry of Magic researching magic technology; adventurer ranks are named after metals such as copper, iron, silver, gold, platinum, mithril, and adamantite
- Local gear does not resize automatically like YGGDRASIL gear unless enchanted (16-005)
- Representative everyday items: insulated bottles keep a drink's temperature and quality for 1 hour (5-088); linked hand bells make the other one vibrate when one is shaken, but do not react if too far apart and have only one ring pattern (5-359, 14-364); the spring faucet makes up to 200 liters of water a day, and some large cities use bigger versions as a water source (11-460)
- Appraisal/exploration items for adventurers: Bell of Unlocking, Bell of Hidden Door Detection, Bell of Trap Disarming (3 times a day, 30-minute cooldown), given to Climb by Gagaran (5-319–323)
- Criminal organizations use magic items too: the viper tattoo makes the tattooed snake materialize to attack enemies (6-190); will-o'-wisp powder reveals the invisible but cannot fool high-tier illusions (6-162)
Notes
Adamantite, the New World's finest metal, is a "soft metal" from Nazarick's view; a level-45 metal ingot Ainz owns does not even get hot when heated in a dwarven forge.
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