Magical Materials

Universal Effects

  • Jade: Due to its abundance, Jade weapons are generally easier to craft and buy, reducing their effective Resource to Artifact cost by 1 (to a total of +2). All Jade items are easier to attune to, reducing the motes required to commit by 2.

Weapons

Melee and Martial Arts

Material Effect
Orichalcum +1 Accuracy, +1 Defense.
Moonsilver +2 Accuracy
Starmetal +1 Accuracy, +1 Damage
Jade -1 Speed to Draw/Ready
Soulsteel +1 Accuracy. Every point of damage dealt drains one mote from a living creature or two motes if the weapon has the ‘2’ tag.
Adamant +2 Defense

Ranged Weapons

Material Effect
Orichalcum +1 Accuracy, +1 Damage. +50 Yards of Range for Bows and Crossbows, +10 Yards for Thrown, Energy and Flame Weapons
Moonsilver +1 Accuracy. +100 Yards of Range for Bows and Crossbows, +20 Yards for Thrown, Energy and Flame Weapons
Starmetal +1 Accuracy, +2 Damage
Jade +1 Accuracy. -1 Speed to Draw or Load.
Soulsteel +2 Accuracy and +2 Damage against living targets
Adamant Attacks gain Piercing Tag. Energy Weapons instead gain +2 damage

Armor

Note: Armor Tiers are described as follows:
1. Light
2. Medium
3. Heavy
4. Super Heavy
5. Vehicle (War Striders, Ships, etc)

Thus if an effect from a material gives a bonus based off armor tier, you would increase it based off the value to the left of the tier. Thus an Orichalcum Breastplate (light) would receive +1 Lethal and Bashing Soak over normal, while an Orichalcum Super Heavy Plate would receive +4 Lethal and Bashing Soak over normal.

Material Effect
Orichalcum +1 Lethal and Bashing Soak, +1 Lethal and Bashing Hardness per Armor Tier
Moonsilver -1 Mobility Penalty per Armor Tier
Starmetal +1 Bashing Soak Per Armor Tier. Reduces an attackers damage rolls by a -1 external penalty (to a minimum of 0).
Jade -1 Fatigue Value per Armor Tier. Reduces damage from Environmental effects by 1 per Armor Tier.
Soulsteel +1 Lethal and Bashing Soak, +1 Lethal and Bashing Hardness per Armor Tier
Adamant +1 Lethal and Bashing Soak per Armor Tier. Prevents up to 1 point of armor piercing from the Piercing or Energy Tag per Armor Tier

Magical Materials

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