Treasures

Exotic Weapons and Enchantments - by T.A. Saunders ©2013 v1.0

Materials Primary Materials

Leatherworking
Bashrah Leather +10% to hit, 25% chance to stun for 1d4+1 rounds.
Lasher Leather +10 to hit, +15% armor rating penalty vs. target.
Stoneworking
Quantyr +10% to hit, +10% to wearer's spell hit percentage.
Ghaltarium +15% to-hit, 50% chance to cause a life draining effect
Vocorian Obsidian +10% to overall hit percentage, +
Carpentry
Ashwood +5% to overall hit percentage
Hirsalis +15% to overall hit percentage, +15% to divine spell hit, 15% resistance to breakage.
Taijuni Ambrawood +10% overall hit percentage, +15% to-hit out of phase and incorporeal beings, 25% resistance to breakage.
Kassoa +10% to overall hit percentage.
Fogora +5% to overall hit percentage, 15% resistance to breakage.
Quivyni Snakewood +10% to overall hit percentage, +10% mystic/arcane spell hit.
Shalzaari Yew +5% to overall hit percentage, +20% ranged hit percentage.
Smithing (Including Gunsmithing)
Aranium +25% to overall hit percentage, 85% resistance to breakage.  50% chance to cleave (checked once per round.)
Blacksilver +10% vs. Vampire/Extraplanar creatures.
Blacksteel +7% to hit, 14% vs. Fire Elemental/Fire-Born Creatures, conveys 20% Magical Fire Resistance.
Boromandite +5% to hit, +10% to hit vs. Fire Elemental/Fire-Born Creatures.
Divinium +15% vs. Undead and Infernal Creatures. 50% resist weapon breakage.
Dracothyrium +12% to overall hit percentage, +24% to hit vs Dragons and dragon-kin.  52% resist breakage.
Etherium

+10 to hit, +20% Armor Rating Penalty vs. target. Weapon color can be altered.

Glanthium +15% to overall hit percentage, 55% resist breakage.  Self repairing in 1d4 days.
Infernium +15% vs. Fae and Divine Creatures. 50% to resist weapon breakage.  Wounds can only be healed by mystic or arcane means.
Indarium +18% to overall hit percentage, +36% vs undead or infernal beings.  55% resist breakage.  65% chance to burn infernals/undead with divine fire for 1d4 rounds, checked once per round.
Iradium +20% vs Will-Shapers. 75% chance to negate Will-Shaping for 1d4+1 rounds (checked once per round).
Kaalcite +12% to hit, 25% resist to weapon breakage.
Lisyrium +30% to overall hit percentage, 25% resistance to breakage.  Can deflect targeted magic back at caster using wielders base block/deflection score.
Niraethecite +12% to overall hit percentage, 24% vs Niraethian creatures.  52% resist breakage.  75% chance to halt niraethian regeneration.
Quantyr +10% to hit, +10% to wearer's spell hit percentage.
Starmetal +20% vs Arcane/Mystic casters. 75% chance to negate Arcane/Mystic for 1d4+1 rounds (checked once per round).
Thilidiym (Moonsteel) +15% to hit, 30% chance to reflect spells on Deflect/Block/Parry/Riposte.
Vocorium +25% to hit, 50% resist weapon breakage.
Xirorym +40% to hit , +75% armor rating penalty on a successful hit (check once per round), 75% resist to armor damage.
Xosium +18% to overall hit percentage, +36 vs celestials and fae, 55% resistant to breakage.  Wounds can only be healed by arcane means.