I've had a closer look at the materials information and believe it should be formatted like this (just an extract from the riftseekers zone)
	Code:
	cieling
	e_fShininess0		
	Di_ct_pyrilen_ceiling_c.dds	e_TextureDiffuse0
 	Di_ct_pyrilen_ceiling_8_n.dds	e_TextureNormal0
	Opaque_MaxCBSG1.fx
wall high
	e_fShininess0
	Di_ct_pyrilen_wall_high_c.dds	e_TextureDiffuse0
	Di_ct_pyrilen_wall_8_n.dds	e_TextureNormal0
	Opaque_MaxCBSG1.fx
red potion
	ra_crystowlava01_e.dds		e_TextureDiffuse0
	ra_crystow_water_n.dds		e_TextureNormal0
	ra_crystow_water_e.dds		e_TextureEnvironment0
	e_fFresnelBias
	e_fFresnelPower
	e_fWaterColor1
	e_fWaterColor2
	e_fReflectionAmount
	e_fReflectionColor
	Opaque_MaxWater.fx
silver
	e_fShininess0
	Di_ct_gelidran_silvermetal.dds		e_TextureDiffuse0
	Di_ct_gelidran_silvermetal_spec_8_n.dds	e_TextureNormal0
	Opaque_MaxCBS1.fx
 It seems to start with a name and end with an 
effect and contain a number of effect parameters start with e_ which may or may not have a parameter 
before them in the file. Pretty much what you had except that there seems to be an e_TextureDiffuse0 texture for all of them which I guess will do as a base texture for the material for simple rendereing.
The effects exist as files in the RenderEffects directory on disk. I would guess that they might be encoded directx effects files and the material information in the TER file describes the parameters to them.