Grades
LG = Low-Grade
SG = Standard-Grade
HG = High-Grade
Toughness
Listed per grade as:
Hardness / HP / Break Threshold
SG price ≈ 10× LG · HG ≈ 100× LG
Legend
Positive effect
Drawback or restriction
Tiers
Common · −3 to 1 Uncommon · 2 to 4 Rare · 5 to 7 Very Rare · 8 to 13
Common Uncommon Rare Very Rare & Legendary

Common Materials Levels −3 to 1

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.

MaterialLvlGradePrice (LG)Hardness/HP/BTProperties
Cotton −2LG/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 −2LG/SG/HG Market LG 1/6/3
SG 2/8/4
HG 3/12/6
Soft inferior metal. −1 to all item bonuses.
Gold −2LG/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 −2LG/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 −2LG/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 −2LG/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 −1LG/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 −1LG/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 0LG/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 1LG/SG/HG 10 gp LG 2/8/4
SG 3/12/6
HG 4/16/8
Weapons — ignores 2 points of Hardness.
VeinstoneBloodstone 1LG/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 1LG/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 1LG/SG/HG 10 gp LG 2/8/4
SG 3/12/6
HG 4/16/8
Weapons — critical hits apply stunned 1.
VoidmarbleAbysium 1LG/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.

Uncommon Materials Levels 2 to 4

Materials requiring specialist sourcing or specific regional connections. Significantly more capable than common materials, with notable magical properties.

MaterialLvlGradePrice (LG)Hardness/HP/BTProperties
Azarite 2LG/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 2LG/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 2LG/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 2LG/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 2LG/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 3LG/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 3LG/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 3LG/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 3LG/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 3LG/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 3LG/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 3LG/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 4LG/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 4LG/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 4LG/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 4LG/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 4LG/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 4LG/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 4LG/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 4LG/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.

Rare Materials Levels 5 to 7

Exceptional substances requiring connections, expeditions, or world-specific access. Transformative at their level tier.

MaterialLvlGradePrice (LG)Hardness/HP/BTProperties
Darkstone 5LG/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 5LG/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 5LG/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 5LG/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 5LG/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 5LG/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 5LG/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 5LG/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 6LG/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 6LG/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 6LG/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 6LG/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 6LG/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 6LG/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 6LG/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 6LG/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 6LG/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 7LG/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 7LG/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 7LG/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 7LG/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.

Very Rare & Legendary Levels 8 to 13

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.

MaterialLvlGradePrice (LG)Hardness/HP/BTProperties
Chronite 8LG/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 8LG/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 8LG/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 8LG/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 9LG/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 9LG/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 9LG/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 10LG/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 10LG/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 11LG/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)
VariantLvlGradePrice (LG)Hardness/HP/BTProperties
AdamantineBase alloy · adamant + iron 13LG/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 13LG/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 13LG/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 13LG/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 13LG/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 13LG/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 13LG/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.
All materials adapted and rebalanced for Pathfinder 2e use in the Estari campaign setting. Original source names listed in italics where applicable.