Materials

Materials, which can be gained through session rewards, events, and downtime foraging, is most often used to craft equipment. Each material come assigned with one or more tags, which correlate to the customizations and qualities you are able to craft into your equipment. Each tag is associated with a symbol.

Material tags can be changed with Transmutation.

Example

A Smoldering Rock gained from the volcanic ashes of the isle would perhaps have a 🔥fire tag or a 👊tough tag, which you could use to give the Resistance: Fire quality to an accessory.

Materials are situational, and will often be developed by a GM based on what makes sense for a session. For example, a session where the party fights a leviathan may provide a Water-Logged Scale 💀dark 🌠mythic.

GMs are also able to roll on the #Material Generation tables when deciding on their session rewards.

Each tag is associated with either an effect, element, or rarity. These categories can be mixed and matched, but a single material cannot have more than one tag from each category.

Example

A Mysterious Orb can be 🔮arcane + ☀️light + 🌠mythic, but it cannot be both 🪽pure and 🔮arcane effects. Similarly, the material cannot have both ☀️light and 💀dark, only one or the other element.

Material Tags

Effects

Effects are tags that are associated with mechanical changes, ex. 🔺sharp adding additional damage to a weapon. Materials should always have one of these tags.

1d9EffectAssociated Customizations & Qualities
1🔺sharpPowerful, Piercing, Weapon Up
2🎯accurateAccurate, Accuracy Up, Spell Up
3🔮arcaneElemental, Magical, Magic Up
4👊toughSwordbreaker, Resistance, Dual Resistance
5🔳solidDefense Boost, Antistatus, Bulwark
6💠multiQuick, Multi, Damage Change
7🪽pureImmunity, Perfect Health, Healing Up, Omnishield
8🔗stableMagic Defense Boost, Amulet, Vitality Up
9☣️rottenStatus, Status Plus

Elements

Elements are tags associated with a damage type, ex. ⚡bolt. These elements can also be correlated to a status effect, Dazed in the case of ☀️light. A material lacking one of these tags is considered unattuned.

1d8ElementAssociated Status
1💨air+/- HP
2⚡bolt+/- MP
3💀darkWeak
4🪨earthShaken
5🔥fireEnraged
6❄️iceSlow
7☀️lightDazed
8🍏poisonPoisoned

Rarity

Rarity tags are associated with the player tier they are attributed to, such as 🌀strange representing the second tier, levels 10-19. A material lacking one of these tags is considered common or otherwise basic. A material will be assigned its rarity based on the session's tier appropriate reward.

1d6RarityAssociated TierZenit WorthClock Segments
1commonN/AUnder 499z1
2❇️craftedTier 1 (Levels 5-9)500z to 999z2
3🌀strangeTier 2 (Levels 10-19)1000z to 1499z4
4✨enigmaticTier 3 (Levels 20-29)1500z to 1999z6
5🌠mythicTier 4 (Levels 30+)Over 2000z8
6📕artifactN/APricelessN/A
Trading Rare Materials

Rarity tags are locked to their respective tiers of play and cannot be traded to lower tiers of players.

You can sell materials to other players for whatever price you haggle down to. It is recommended to use a base price of the zenit reward of the session the material was received in.

Material Generation

These optional tables are to facilitate the creation of materials in leu of developing them ad-hoc. For example, rolling on a creature table based on the type(s) of creature(s) fought will provide you with a unique material related to the session.

Elemental Descriptors

These are raw element descriptors, based on the core game's elemental damages.

1d6AirBoltDarkEarthFireIceLightPoison
1Cerulean💨Amber⚡Amethyst💀Carved🪨Blazing🔥Arctic❄️Ethereal☀️Corrosive🍏
2Dry💨Conductive⚡Astral💀Diamond🪨Explosive🔥Azure❄️Opaline☀️Infected🍏
3Emerald💨Electrostatic⚡Colorless💀Fossil🪨Incendiary🔥Crystalline❄️Royal☀️Speckled🍏
4Green💨Magnetic⚡Fragile💀Golden🪨Ruby🔥Freezing❄️Shining☀️Streaked🍏
5Hollow💨Thundering⚡Ruined💀Iron🪨Scarlet🔥Frosty❄️Silver☀️Toxic🍏
6Light💨Yellow⚡Spectral💀Sandy🪨Stinging🔥Pale❄️Transparent☀️Violet🍏

Effect Descriptors

These are raw effect descriptors, based on the above effect tags. Use these when giving players specifically requested effects, alternatively you can use this table by rolling a 1d9 and choosing the associated column, then rolling the 1d10 for the row.

1d10SharpAccurateArcaneToughSolidMultiPureStableRotten
1Pointed🔺Precise🎯Esoteric🔮Reinforced👊Weighty🔳Several💠Refined🪽Steady🔗Decayed☣️
2Keen🔺Exact🎯Obscure🔮Rugged👊Firm🔳Twinned💠Pristine🪽Secure🔗Spoiled☣️
3Edged🔺Correct🎯Occult🔮Durable👊Unshakable🔳Dual💠Elemental🪽Balanced🔗Corroded☣️
4Razor🔺Reliable🎯Hidden🔮Resilient👊Dense🔳Verastile💠Untained🪽Reliable🔗Decomposed☣️
5Fine🔺Consistent🎯Forbidden🔮Indestructible👊Sturdy🔳Adaptable💠Clean🪽Firm🔗Putrid☣️
6Jagged🔺Calibrated🎯Ancient🔮Shockproof👊Built🔳Several💠Clear🪽Constant🔗Foul☣️
7Piercing🔺Pinpoint🎯Cryptic🔮Industrial👊Forged🔳Multiple💠Bright🪽Anchored🔗Moldy☣️
8Serrated🔺Dependable🎯Eldritch🔮Enduring👊Carved🔳Modular💠Fresh🪽Staunch🔗Rancid☣️

Substance Descriptors

These descriptors lack tags specifically to fill the gaps in a material's generation, i.e. a Pointed🔺Incendiary🔥 Crystal.

1d12ArtificialMineralPlantOther Substance
1ChainBlockAlgaeAsh
2CoreCharcoalBarkBubble
3FabricCrystalBerryEssence
4GearDustBrambleGas
5LeatherFragmentBranchMirage
6LensGemFlowerSmoke
7PlateLimestoneFruitStrand
8PropellerRockLeafVapor
9RopeSaltMossOil
10ScrapShardPetalDrop
11SpringSteleRootExtract
12ValveStoneThornFluid

Creature Descriptors.

These descriptors lack tags specifically to fill the gaps in a material's generation, i.e. a material called Several💠Freezing❄️ Eggs.

1d10ArthropodsBirdsFishMammalsMollusksReptiles
1AntennaBoneBoneClawAntennaBone
2CarapaceCraniumCartilageCraniumGlandClaw
3GlandCrestCrestFangMembraneCranium
4HornEggEggsFurSacCrest
5LegFeathersFinHornScaleEgg
6MandibleMembraneGlandRibSeashellFang
7PincerSacSacTailPsuedopodGland
8ShellTalonScaleTendonsSlimeScale
9StingerTendonSpineVertebraStingerSpine
10WebGizzardTeethWhiskersTentacleTail

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