Complete crafting material reference for all item levels. All materials rebalanced and named for the Estari campaign setting.
Foundational materials available throughout the system. Standard iron, steel, and wood are the assumed baseline for all items — these materials represent notable variants with special properties or drawbacks.
| Material | Lvl | Grade | Price (LG) | Hardness/HP/BT | Properties |
|---|---|---|---|---|---|
| Cotton | −2 | LG/SG/HG | Market | LG 1/4/2 SG 1/6/3 HG 2/8/4 |
Inferior textile. ✧ −2 to attack/damage (weapons); −1 to AC (armor). |
| Copper | −2 | LG/SG/HG | Market | LG 1/6/3 SG 2/8/4 HG 3/12/6 |
Soft inferior metal. ✧ −1 to all item bonuses. |
| Gold | −2 | LG/SG/HG | Market | LG 1/6/3 SG 2/8/4 HG 3/12/6 |
Decorative metal. ✧ −1 to all item bonuses; purely ceremonial. |
| Lead | −2 | LG/SG/HG | Market | LG 1/6/3 SG 2/8/4 HG 3/12/6 |
Dense, poor-quality metal. ✧ −1 to all item bonuses; not suitable for standard weapons. |
| RoughstoneStone | −2 | LG/SG/HG | Market | LG 3/12/6 SG 4/16/8 HG 6/20/10 |
Crude stone. ✧ −1 to all item bonuses; brittle at edges. |
| Tin | −2 | LG/SG/HG | Market | LG 1/6/3 SG 2/8/4 HG 3/12/6 |
Soft inferior metal with no special properties. Adequate for containers and coatings. |
| BeastboneBone | −1 | LG/SG/HG | 1 gp | LG 2/8/4 SG 3/12/6 HG 4/16/8 |
Lightweight, abundant. ✧ −1 to all item bonuses. Common on worlds with scarce metals. |
| Witchwood Resin | −1 | LG/SG/HG | 5 gp | LG 3/12/6 SG 5/18/9 HG 6/24/12 |
Weapons — on crit, target makes Reflex DC (5 + item level) or drops a held item. ✧ Armor — takes twice as long to remove. Shields — immunity to Disarm attempts. |
| Silk | 0 | LG/SG/HG | 1 gp | LG 2/8/4 SG 3/12/6 HG 4/16/8 |
Fine decorative textile. No special properties; suitable for garments and accessories. |
| Bronze | 1 | LG/SG/HG | 10 gp | LG 2/8/4 SG 3/12/6 HG 4/16/8 |
✦ Weapons — ignores 2 points of Hardness. |
| VeinstoneBloodstone | 1 | LG/SG/HG | 10 gp | LG 2/8/4 SG 3/12/6 HG 4/16/8 |
✦ Weapons — deals 1 persistent bleed damage on every hit. Deep crimson mineral found near ley lines. |
| Silver | 1 | LG/SG/HG | 10 gp | LG 2/8/4 SG 3/12/6 HG 4/16/8 |
✦ Weapons — treated as silver; bypasses silver vulnerability (lycanthropes, certain fiends). |
| Sisterstone | 1 | LG/SG/HG | 10 gp | LG 2/8/4 SG 3/12/6 HG 4/16/8 |
✦ Weapons — critical hits apply stunned 1. |
| VoidmarbleAbysium | 1 | LG/SG/HG | 12 gp | LG 2/8/4 SG 3/12/6 HG 5/20/10 |
✦ Weapons — increases target's spell save DC by 1. Armor — creatures that deal damage to the wearer gain enfeebled 1. Found near Void-adjacent sites. |
Materials requiring specialist sourcing or specific regional connections. Significantly more capable than common materials, with notable magical properties.
| Material | Lvl | Grade | Price (LG) | Hardness/HP/BT | Properties |
|---|---|---|---|---|---|
| Azarite | 2 | LG/SG/HG | 20 gp | LG 3/12/6 SG 4/16/8 HG 5/20/10 |
✦ Armor — immunity to electricity damage. Shields — resistance 10 to electricity. |
| Blackwood | 2 | LG/SG/HG | 20 gp | LG 3/12/6 SG 4/16/8 HG 5/20/10 |
✦ Weapons — critical hits deal 1d6 additional piercing damage. Dense dark hardwood. |
| Electrum | 2 | LG/SG/HG | 20 gp | LG 3/12/6 SG 4/16/8 HG 5/20/10 |
✦ Weapons — deals 1d4 electricity damage on each hit. |
| Inubrex | 2 | LG/SG/HG | 20 gp | LG 3/12/6 SG 4/16/8 HG 5/20/10 |
✦ Armor — liquids and moisture cannot adhere to the wearer. Favored on aquatic worlds. |
| Peachwood | 2 | LG/SG/HG | 20 gp | LG 3/12/6 SG 4/16/8 HG 5/20/10 |
✦ Weapons — crits blind target 1 round (Fort DC = 10 + item level negates). Armor — +1 circumstance to saves vs spells. |
| ArcanewoodArcane Wood | 3 | LG/SG/HG | 30 gp | LG 3/12/6 SG 4/16/8 HG 6/24/12 |
✦ All magical bonuses on this item increase by 1 tier. Saturated with ambient arcane energy. |
| AshglassObsidian | 3 | LG/SG/HG | 30 gp | LG 3/12/6 SG 4/16/8 HG 6/24/12 |
✦ Weapons — critical hits inflict frightened 1 for 1 round. Volcanic glass with a mirror-black edge. |
| Cold Iron | 3 | LG/SG/HG | 30 gp | LG 4/16/8 SG 5/20/10 HG 7/28/14 |
✦ Weapons — treated as cold iron; exploits the vulnerability of fey and demons. |
| Duskwood | 3 | LG/SG/HG | 30 gp | LG 3/12/6 SG 4/16/8 HG 6/24/12 |
✦ Weapons — critical hits inflict enfeebled 1 for 1 round. Harvested from twilight-cycle forests. |
| Mortal Wood | 3 | LG/SG/HG | 30 gp | LG 3/12/6 SG 4/16/8 HG 6/24/12 |
✦ Weapons — crits inflict sickened 1. Armor — +1 circumstance to saves against plant effects. Ancient heartwood from pre-5th Era groves. |
| Plague SteelAbyssal Steel | 3 | LG/SG/HG | 30 gp | LG 4/18/9 SG 5/24/12 HG 8/36/18 |
✦ Crits inflict sickened 1. Armor — creatures that crit the wearer become sickened 1. Shields — crit blockers sicken the attacker. |
| Titanium | 3 | LG/SG/HG | 30 gp | LG 4/16/8 SG 6/24/12 HG 8/34/17 |
✦ Armor — acid resistance 5 (light), 10 (medium), 15 (heavy). Shields — resistance 10 to acid. |
| Essence CrystalEssence Stones | 4 | LG/SG/HG | 50 gp | LG 4/16/8 SG 5/20/10 HG 7/28/14 |
✦ Weapons — deals 1d4 radiant damage. Armor — +1 circumstance to saves against spells. |
| Glacial IronFrostforged Iron | 4 | LG/SG/HG | 50 gp | LG 4/16/8 SG 5/20/10 HG 7/28/14 |
✦ Weapons — deals 1d6 cold damage. Armor — resistance 10 to cold. Shields — resistance 10 to cold. |
| Pale IroncrystalIron Crystal, White | 4 | LG/SG/HG | 50 gp | LG 4/16/8 SG 5/20/10 HG 7/28/14 |
✦ Weapons — deals 1d4 cold damage. Armor and Shields — resistance 5 to cold. |
| Shadowglass | 4 | LG/SG/HG | 50 gp | LG 4/16/8 SG 5/20/10 HG 7/28/14 |
✦ Weapons — critical hits conceal the target for 1 round. Armor — +2 circumstance bonus to Stealth checks. |
| ShardglassCrystal Sands | 4 | LG/SG/HG | 50 gp | LG 4/16/8 SG 6/24/12 HG 8/32/16 |
✦ Weapons — deals 1d6 additional slashing damage on every hit. Razor-edged crystalline sand fused into blades. |
| Sovereign Steel | 4 | LG/SG/HG | 50 gp | LG 8/32/16 SG 11/44/22 HG 14/56/28 |
✦ Weapons — treated as cold iron vs fiends and fey; crits inflict stupefied 1. Armor — +1 AC vs spell attacks; casters struck must pass DC 5 flat check or lose their spell. |
| VenomgoldToxic Gold | 4 | LG/SG/HG | 50 gp | LG 4/16/8 SG 5/24/12 HG 7/28/14 |
✦ Weapons — on hit, target makes Fortitude DC 14 or becomes poisoned. |
| Warpglass | 4 | LG/SG/HG | 50 gp | LG 7/36/18 SG 8/40/20 HG 12/48/24 |
✦ Weapons — critical hits trigger a warpwave on the target (automatic save failure). Unstable translucent mineral. |
Exceptional substances requiring connections, expeditions, or world-specific access. Transformative at their level tier.
| Material | Lvl | Grade | Price (LG) | Hardness/HP/BT | Properties |
|---|---|---|---|---|---|
| Darkstone | 5 | LG/SG/HG | 100 gp | LG 5/20/10 SG 7/28/14 HG 9/36/18 |
✦ Weapons — critical hits blind the target for 1 round. Stone quarried from light-starved deep deposits. |
| Dawnsilver | 5 | LG/SG/HG | 100 gp | LG 5/20/10 SG 6/24/12 HG 8/32/16 |
✦ Weapons — deals 1d4 radiant damage. Armor — when hit, reaction grants +2 circumstance bonus to AC. Silver refined in proximity to stellar light. |
| DispelstoneRedstone | 5 | LG/SG/HG | 100 gp | LG 5/20/10 SG 6/24/12 HG 8/32/16 |
✦ Weapons — crits can dispel active spells on the target (GM adjudication). Armor — spells that score a critical hit against the wearer are automatically dispelled. |
| Feyweave | 5 | LG/SG/HG | 100 gp | LG 5/20/10 SG 6/24/12 HG 8/32/16 |
✦ Weapons — treated as cold iron and good-aligned against fey. Armor — +1 circumstance to AC against fey. Woven from fey-realm botanicals. |
| Mortal Steel | 5 | LG/SG/HG | 100 gp | LG 5/20/10 SG 6/24/12 HG 8/32/16 |
✦ Weapons — treated as cold iron against fiends and fey. A refined alloy developed during the 6th Era; limited production since. |
| Orcium | 5 | LG/SG/HG | 100 gp | LG 5/20/10 SG 6/24/12 HG 8/32/16 |
✦ Weapons — damage dice increase one step against orcs. Armor — +1 circumstance to AC against orcs. Shields — +1 circumstance to AC against orc attacks. |
| Refined ArcanumPure Arcanum | 5 | LG/SG/HG | 100 gp | LG 5/18/9 SG 6/24/12 HG 8/36/18 |
✦ All magical bonuses on this item increase by 1 tier. Rare crystallized arcane matter; more potent than Arcanewood. |
| VeilsilkEthereal Silk | 5 | LG/SG/HG | 100 gp | LG 5/20/10 SG 6/24/12 HG 8/32/16 |
✦ Weapons — gains the ghost touch property (affects incorporeal creatures). Armor — 1 action: become invisible for 1 round (ends if you attack or cast a spell). Woven from void-adjacent threads. |
| Darkveil Glass | 6 | LG/SG | 150 gp | LG 6/24/12 SG 8/32/16 HG 10/40/20 |
✦ Weapons — crits conceal the target for 1 round. Armor — when hit, attacker makes Will DC (10 + item level) or becomes concealed for 1 round. Sourced near dimensional rift sites. |
| Fiend LeatherDemon Hide | 6 | LG/SG/HG | 150 gp | LG 6/24/12 SG 8/32/16 HG 10/40/20 |
✦ Treated as evil-aligned against creatures with weakness to evil. Armor — resistance 10 to good damage. Shields — resistance 10 to good. ✧ Cannot be worn by good-aligned creatures without penalty. |
| Mystic Weave | 6 | LG/SG/HG | 150 gp | LG 6/24/12 SG 8/32/16 HG 10/40/20 |
✦ Weapons — gains the spell-storing property. Armor — +1 circumstance bonus to spell attack rolls. Threaded with condensed spell-lattice. |
| Platinum | 6 | LG/SG/HG | 150 gp | LG 6/24/12 SG 8/32/16 HG 10/40/20 |
✦ Weapons — deals 1d4 radiant damage. Armor — +1 circumstance bonus to all saving throws. |
| Sacred SilverHoly Silver | 6 | LG/SG/HG | 150 gp | LG 6/24/12 SG 8/32/16 HG 10/40/20 |
✦ Treated as good-aligned against creatures with weakness to good. Armor — resistance 10 to evil damage. Shields — resistance 10 to evil. Blessed silver refined via divine ritual. |
| Siccatite | 6 | LG/SG/HG | 150 gp | LG 6/24/12 SG 8/32/16 HG 10/40/20 |
✦ Weapons — bypasses one energy resistance per strike. Armor — resistance 10 to any two chosen energy damage types. Shields — resistance 10 to one energy type. |
| Soulglass | 6 | LG/SG/HG | 150 gp | LG 6/24/12 SG 8/32/16 HG 10/40/20 |
✦ Weapons — damage dealt cannot be healed by mundane or magical means except Ki or Fragment-touched magic. Armor — undead wearers gain resistance 10 to positive energy. |
| Starlight Quartz | 6 | LG/SG/HG | 150 gp | LG 6/24/12 SG 8/32/16 HG 10/40/20 |
✦ Weapons — crits blind target 1 round (Fort negates) and deal 1d6 additional radiant damage. Armor — immunity to magical blindness. Grows near the Fragment's orbital path. |
| TidesteelOcean Steel | 6 | LG/SG/HG | 150 gp | LG 6/24/12 SG 8/32/16 HG 10/40/20 |
✦ Weapons — water-dependent property. Armor — breathe underwater; gain a Swim Speed equal to your land Speed. Smelted with deep-ocean minerals on Veshari. |
| Darksteel | 7 | LG/SG/HG | 250 gp | LG 6/24/12 SG 8/32/16 HG 10/40/20 |
✦ Weapons — deals 1d8 cold damage. Armor — resistance 15 to cold damage. Shields — resistance 15 to cold. Forged under extreme pressure in void-cold environments. |
| Djezet | 7 | LG/SG/HG | 250 gp | LG 6/24/12 SG 8/32/16 HG 10/40/20 |
✦ Spell resistance = 15 + item level (applies to weapons, armor, and shields). A liquid metal that solidifies into shape. ✧ Requires specialist alchemist to form. |
| Noqual | 7 | LG/SG/HG | 250 gp | LG 6/24/12 SG 8/32/16 HG 10/40/20 |
✦ Spell resistance = 15 + item level. ✧ Non-attuned magic items stored alongside noqual gear suppress their magical properties. |
| VeilsteelShadowsteel / Shadowsilk | 7 | LG/SG/HG | 250 gp | LG 6/24/12 SG 8/32/16 HG 10/40/20 |
✦ Weapons — critical hits render the target invisible for 1 round. Armor — 1 action: gain the invisible condition while in dim light or darkness. Void-touched alloy with a deep matte surface. |
The pinnacle of crafting materials. Each requires extraordinary effort to obtain and represents a significant investment. Some are accessible only through specific worlds, factions, or events.
| Material | Lvl | Grade | Price (LG) | Hardness/HP/BT | Properties |
|---|---|---|---|---|---|
| Chronite | 8 | LG/SG/HG | 500 gp | LG 7/28/14 SG 9/36/18 HG 11/44/22 |
✦ Weapons — critical hits inflict slowed 1 for 1 round. Faint temporal resonance; hums subtly near Orichalcum. |
| DragonscaleDragon Scale | 8 | LG/SG/HG | 500 gp | LG 7/28/14 SG 9/36/18 HG 11/44/22 |
✦ Armor — resistance 10 to the energy type of the source dragon. Shields — matching resistance 10. Energy type is fixed at crafting. |
| Sorrow SteelSinister Steel | 8 | LG/SG/HG | 500 gp | LG 7/28/14 SG 9/36/18 HG 11/44/22 |
✦ Weapons — critical hits grant the target weakness 5 to all damage for 1 round. Armor — attackers that deal damage to the wearer become sickened 1. |
| Warden StoneKeep Stone | 8 | LG/SG/HG | 500 gp | LG 7/28/14 SG 9/36/18 HG 11/44/22 |
✦ Weapons — crits paralyze target 1 round (Fort DC = 10 + item level negates). Armor — +2 circumstance bonus to AC. Ancient stone quarried from pre-6th Era fortresses. |
| Astral Crystal | 9 | LG/SG/HG | 800 gp | LG 8/32/16 SG 10/40/20 HG 13/52/26 |
✦ Weapons — deals 1d4 radiant damage. Armor — +1 circumstance bonus to AC. Crystallized stellar matter recovered from deep-space mining operations. |
| Celestial Steel | 9 | LG/SG/HG | 800 gp | LG 8/32/16 SG 10/40/20 HG 13/52/26 |
✦ Treated as good-aligned against creatures with weakness to good. Armor — resistance 10 to evil damage. Shields — resistance 10 to evil. Refined through 40-day divine annealing rites. |
| Hellforge SteelInfernal Steel | 9 | LG/SG/HG | 800 gp | LG 8/32/16 SG 10/40/20 HG 13/52/26 |
✦ Treated as evil-aligned against creatures with weakness to evil. Armor — resistance 10 to good damage. Shields — resistance 10 to good. Forged in environments of sustained infernal heat. |
| Mythreal | 10 | LG/SG/HG | 1,500 gp | LG 9/36/18 SG 11/44/22 HG 14/56/28 |
✦ Weapons — critical hit range expands by 4; critical hits deal an additional 1d6 damage. Rare moon-refined alloy with exceptional edge retention. |
| Solarsteel | 10 | LG/SG/HG | 1,500 gp | LG 9/36/18 SG 11/44/22 HG 14/56/28 |
✦ Weapons — deals 2d6 radiant damage. Armor — immunity to blinded and dazzled conditions. Forged from ore recovered near Sol's orbital path. |
| Orichalcum | 11 | LG/SG/HG | 3,000 gp | LG 9/36/18 SG 12/48/24 HG 15/60/30 |
✦ Weapons — damage dice increase one step. Armor — +2 status bonus to AC. Shields — Hardness increases by 2. Faint temporal resonance; wielders gain +1 to Initiative. Rarest ore in the system. |
On Adamant and Adamantine Alloys — Adamant is a pink crystal found in deep mineral deposits on select worlds. In its raw form it has limited use, but powdered and alloyed with a base metal, it bonds at the molecular level to produce what smiths across the system call adamantine. Every adamantine alloy shares the same extraordinary base hardness. The variant properties — poison, fascination, flame, shadow — emerge from the specific base metal used in the alloying process, not from the adamant itself. All adamantine items carry a subtle metallic sparkle visible in direct light: the signature of adamant crystal throughout the grain.
| ADAMANTINE ALLOYS — All Level 13 · LG/SG/HG Available · Base Price 8,000 gp (LG) | |||||
|---|---|---|---|---|---|
| Variant | Lvl | Grade | Price (LG) | Hardness/HP/BT | Properties |
| AdamantineBase alloy · adamant + iron | 13 | LG/SG/HG | 8,000 gp | LG 10/40/20 SG 15/60/30 HG 30/120/60 |
✦ Weapons — damage dice increase one step; ignores the Hardness of most materials. Armor — +2 status bonus to AC. Shields — Hardness increases by 2. |
| Voidmantle AdamantineAdamantine, Black · adamant + void-iron | 13 | LG/SG/HG | 8,000 gp | LG 10/40/20 SG 15/60/30 HG 30/120/60 |
✦ Weapons — deals 1d6 poison damage on each hit. Armor — resistance 10 to poison damage. Deep black with a faint iridescent sheen. |
| Mesmer AdamantineAdamantine, Blue · adamant + azurite-iron | 13 | LG/SG/HG | 8,000 gp | LG 10/40/20 SG 15/60/30 HG 30/120/60 |
✦ Weapons — on hit, target becomes fascinated for 1 round. Armor — when the wearer is critically hit, the attacker's weapon cannot score critical hits until repaired. Deep cobalt blue with the adamant sparkle. |
| Verdant AdamantineAdamantine, Green · adamant + copper-iron | 13 | LG/SG/HG | 8,000 gp | LG 10/40/20 SG 15/60/30 HG 30/120/60 |
✦ Weapons — critical hits force a Fortitude save (DC = 10 + item level) or sickened 1. Armor — grants immunity to disease. Dark verdigris green with the characteristic pink-crystal sparkle. |
| Ember AdamantineAdamantine, Red · adamant + fire-tempered iron | 13 | LG/SG/HG | 8,000 gp | LG 10/40/20 SG 15/60/30 HG 30/120/60 |
✦ Weapons — critical hit range increases by 2. Armor — when the wearer is critically missed, the attacker's weapon takes damage equal to the armor's Hardness. Deep red-brown with a fiery sparkle. |
| Nightveil AdamantineAdamantine, Silver · adamant + silver-iron | 13 | LG/SG/HG | 8,000 gp | LG 10/40/20 SG 15/60/30 HG 30/120/60 |
✦ Weapons — ignore MAP for additional attacks while in dim light or darkness. Armor — in dim light or darkness: gain +10 ft Speed and the invisible condition. Silver-grey with a faint pink shimmer. |
| Ironwall AdamantineAdamantine, Yellow · adamant + dense-iron | 13 | LG/SG/HG | 8,000 gp | LG 10/40/20 SG 15/60/30 HG 30/120/60 |
✦ Weapons — use your Constitution modifier instead of Strength or Dexterity for attack and damage rolls if it is higher. Armor — use your Constitution modifier instead of Dexterity to determine your AC bonus. Dull amber-gold with dense grain. |