Greyheart/Darkheart - A small, round stone of pure magical corruption that forms inside of most warped or alien beings. It is a common misconception due to the name that these are the hearts of the creatures they reside within, but they are not. These are mostly used for minor enchantments and experiments to better understand magical corruption and the invaders as they pose little threat by themselves, so long as they're not consumed. If a character swallows one they will find themselves heavily corrupted and even mutated by the experience, although not necessarily immediately harmed. Consuming too many of the stones might have severe consequences.
Pulsating Greyheart/Darkheart - A greyheart or darkheart with more concentrated corruption within it, causing anyone holding it to feel like it's pulsating in their hand, that tends to be discovered in more powerful warped creatures. These are slightly more dangerous than the less concentrated kind, but they can be used in enchantments in lieu of their lesser variants. They're also twice as corruptive and mutative when consumed.
Greybrain/Darkbrain - A round stone the size of a normal human's head that's often found in creatures of unmatched power and magical corruption. These are incredibly dangerous, as they are powerful enough to subconsciously manipulate and corrupt an unwary bearer. Not much is known about the effects of these due to the danger of experimenting on them and their rarity, but they are usable in powerful enchantments.
Slime Amber - A hard substance that looks very much like an uncut gemstone with many layers, these layers ranging from the color of the slime it was harvested from to opaque. Not only are these very pretty and capable of being cut much like gemstones and glass, but they're very resilient in comparison to more delicate materials and they hold souls and spiritual energy very well which makes them an invaluable enchanting and crafting component because of it. Even the raw form can be fed small amounts of spiritual energy for safekeeping and later drawn from.
Monster's Fangs/Horns - These come in many different shapes and sizes, though the name is always applicable. Fangs or horns cut from a monster, usually one with some innate magical properties. These tend to be sharp or otherwise viciously shaped, making them useful for primitive and improvised weaponry, and they usually are fairly durable as such. A talented blacksmith or someone with a bit of magical talent can reinforce them and make them every bit as deadly and dangerous as metal weaponry, and their properties can be siphoned by an enchanter.
Hound's Tooth - Much like Monster's Fangs and Horns, only these are taken from Hellhounds and fey Warhounds.
Faerie's Horn - Horns removed from a satyr or gruff. They tend to be less well shaped for usage in an improvised weapon, but a creative craftsman might use them for decoration or even some practical purpose. They also have natural magics present due to their fae origins which are useful to enchanters.
Shorn Nectar - Thick, blue syrup that can be coaxed out of a shorn weed's stamen which is capable of impregnating females of most any race with alraunes. To put it simply: shorn weed cum. It's thick and incredibly sweet and has mild aphrodisiac qualities. It can be sterilized and processed in order to make a safe, aphrodisiac-free version of the stuff which is usually called shorn syrup. Great as a sweetener.
Small Hide/Beast Hide - Exactly what it says on the label. These can be harvested from the uncorrupted wildlife. The corrupted wildlife tends not to have much intact hide left, having lost most of its integrity to mutations, tumors, and other oddities, and the only thing of value likely to be found on corrupted spawn are the darkhearts within. Armor made from beast hides tends to be stronger than leather made from more domestic sources.
Chameleon's Skin - Skin harvested from a creature that has either mutated or otherwise been born with a chameleon-like ability to change colors. When carefully skinned it does not lose its effect and will continue to change colors according to its environment. Non magical efforts to refine or otherwise improve the durability of this skin for use as armor, however, do tend to irreparably damage its ability to change colors. These can be used as a reagent in an enchantment to transfer some of its capabilities to a piece of armor, and it can be refined by non-magical means enough to at least make it wearable, though a set of full armor made out of it wouldn't offer much protection from an attacker.
Horror Carapace - It's a mystery to all of us.
Venom Sack/Huge Venom Sack - A large venom sac, usually around fist-sized, from a giant, venomous creature. Though it is possible to use the venom directly from the sack on a weapon or other method of delivery, it's usually nowhere near as effective as when refined or used as an enchantment reagent. A huge venom sack, as the name implies, is a larger variant comes from an even larger venomous creature, and tends to have a greater reservoir of venom.
Faerie's Blood/Demon's Blood - Blood from a faerie or a full-blooded demon. Blood from these supernatural races is innately magical and useful for enchanting. It can also be imbibed or otherwise used as a focus to heighten a mage's spells or spirit wielder's powers for a short period of time before the effect is exhausted. Overuse can cause oddities.
Angel's Feather - Though the reason is not known to mortals, an angel, fallen or not, grows one magical feather on one of their wings. Younger, weaker angels do not always have one, which might suggest that it takes time to grow or for a preexisting feather to otherwise become magical. It's unknown how long it takes to reproduce one or if it's possible at all, and may vary from angel to angel. This lone feather is an item of great magical power, and is an incredibly powerful reagent for enchanting. When its magic is expended on mundane materials, it has the odd effect of turning the metals a silvery color and everything else a pearly white. In addition, if an individual with one of these in their possession would be killed or otherwise rendered unconscious, they may call upon its power in order to bring themselves back from the brink of defeat.
Nightmare's Mane - It's a mystery to all of us.
Fiery Mantle - It's a mystery to all of us.
Giant Hide - A giant's hide. Not innately magical, but the giants have naturally thick and durable skin. Most giant hide armor still in use was handed down from the days when giants were more prevalent. Such armor is thicker and more durable than more common types of armor, but usually heavier.
Dragon Materials (Scales, Fangs, Claws, Hide) - In appearance, these vary from dragon to dragon, but one thing that is constant is their value in enchanting and crafting. They are as durable, deadly, and magical as their wielders. The scales are naturally light and pliable while still remaining nigh impenetrable. The fangs and claws are every bit as sharp as steel and even more resistant to breaking. Most of the difficulty in creating mighty dragon weapons and armor is in procuring tools strong enough to work with the raw materials.
Mountain Troll Materials (Hide, Hair, and Fangs) - Much like dragon materials, anything harvested from a mountain troll is worth its weight in denarii to an aspiring craftsman or enchanter. Usually the hair is green and the hide is brown, but from an ancient mountain troll they're stony grey. Mountain troll hide is incredibly lightweight and yet still incredibly resistant to blows and piercing. Mountain troll hair is said to be like woven iron. Their fangs aren't quite as impressive as those of a dragon, but they still make for fine weapons.
Angelforged Metal - A silvery-looking metal with unusual properties, Angelforged metal is the result of a blacksmith using an angel's magical feather as fuel for their forge. When combined with magical fire, especially the flame of intent, any ore that's smelted with the aid of the fire takes on a silvery appearance. Weapons and armor created this way are somehow more effective in the hands of those who are pure of heart and untainted by magical corruption, and heavier and less effective on those who are corrupted. No matter what type of ore is smelted in the flame, all metal produced has the same qualities, so cheaper and more widely available ores are often used in Angelforged equipment. Because of the flame's transmutational properties and the ability to greatly extend the flame's life by feeding it magical fire, so long as a blacksmith doesn't mind smelting nothing but angelforged metal, the availability of angelforged equipment is relatively high despite the prerequisite angel's feather.
Anudorian Copper - An ore found in the deserts of Anudor that was originally believed to be copper. When smelted it takes on a redder hue than traditional copper, and is incredibly soft and almost entirely useless for crafting conventional weapons and armor. It is incredibly conductive to spiritual energy however, and as such occasionally finds usage as a mage's or spirit wielder's focus weapon. It's less popular for armor and shields, as though it's less encumbering toward a mage's magics or a spirit wielder's powers it also conducts opposing mage's and spirit wielder's attacks toward the wearer and folds like paper under blows.
Darksteel - A material found primarily in Hell that smelts into a metal as black as night. Warped by immense magical exposure, items crafted from this are innately lighter and more durable than most other materials, surpassing steel. It is difficult and expensive to obtain any item made of this material due to where it comes from.
Daemonmetal - Believed to be harvested from the very core of the world by Michael himself and used to forge the weapons of the gods, thus its name. Daemonmetal is lighter, faster, and stronger than any other material known to mortalkind. It is not known where the materials to make daemonmetal are actually harvested from, and there may not be a single blacksmith still alive capable of pulling its full potential from it. The only currently known way for a new daemonmetal object to be forged is to melt down an existing one, which usually means finding one of the rare artifacts and prying it from its owner's dead hands. Then it usually takes a team of experienced craftsmen and enchanters to reforge it into its new form, which despite being a mere shadow of what Michael might have created is still enough to shatter inferior metals. Such an item is also believed to have an innate will of its own, and will soon part ways with an wielder it believes too incompetent to use it well.
Shiversteel - An alloy forged of iron and an uncommon ore found primarily in the mountains of Crolia. It has an icy blue appearance and an unusual effect of stealing the heat from the air around it. This alloy is most commonly utilized as a means of cooling objects that might otherwise overheat or catch fire, though it is has been used to craft armor as a means of doing battle in places with hot temperatures without sacrificing protection and for weapons which suck the warmth from those it cuts.
Cold Iron - Cold Iron is created through a process that leaves the finished product as pure in iron content as possible but maintains the materials at a low temperature all throughout crafting, typically requiring that the craftsman also be capable of some magics or powers. The pureness of the iron has an increased effect against magical beings, and is even more effective against the fey than regular iron or steel. Unfortunately, it doesn't hold an edge very well and is particularly soft, making it overall less effective against non-magical opponents.
Faeriegold - Despite its name, faerie gold doesn't really originate from the fey. It has been called many names, including fool's gold, but it would end up known as faeriegold due both to the discovery of another substance that mimics gold's appearance but carries a different danger, and an old, presumably false, tale about a miner who was tempted by promises of gold to trade his wife and son to a nymph only to find fool's gold instead. Faeriegold nearly indistinguishable from true gold, but is much harder to work with. Faeriegold is also innately magical, though not in any predictable manner. Due to the innate difficulty in creating anything out of it and its fickle nature, faeriegold is not particularly popular for any sort of crafting.
Dragonglass - A.k.a. Obsidian. Usually used for the cutting edge of a weapon alone with another sturdier material as the base, and not for armor at all beyond decoration, though with magics for durability some pure dragonglass weapons and armors have been forged.
Bloodcrystal - A type of crystal found in the most magic tainted areas of the Pfthirian Jungle. It looks much like normal crystal with a hue ranging from pink to dark red. It's a popular material for amazonian spears as it's much sturdier than normal crystal, even without magics, and can penetrate even steel armor without much risk of shattering. Despite its durability, it still tends to be used as the edge on another material, much like dragonglass, as it's not easily repaired when it does chip or otherwise show wear.
Orcish Pattern Steel - An alloy created from an ore found primarily in the orc mountains, though also found sparsely in the lands stretching quite a way south of the Crolian-Badarian border. Also known as Badarian Blessed Steel, though only within the former Lich King's borders, as the Badarian legend is that the Lich King himself discovered the ore, and used it to create steel that could slice through any type of metal. Neither of these is true, of course, as the appearance of Orcish Pattern Steel in the hands of exiled clanless predates its supposed discovery by the Lich King, and though it is superior to regular steel it is far from the strongest material available for crafting weapons and armor.