The following special materials can be used to craft armor or weapons. Chunk price lists the material’s market value in raw form while ingot price is its value in pure bars of the material. Crafted price per bulk is how much value the material adds to the base item’s worth when it is crafted from this material.
Material | Chunk Price | Ingot Price | Crafted Price per Bulk1 | Material Bonus2 |
Adamantine | 500 silvers | 1,000 silvers | 350 silvers | +10 |
Cold Iron | 100 silvers | 500 silvers | 250 silvers | +7 |
Darkwood | 250 silvers | 750 silvers | 300 silvers | +5 |
Dragonhide | – | – | 350 silvers | +5 |
Mithral | 500 silvers | 1,000 silvers | 350 silvers | +7 |
Silver | 10 silvers | 100 silvers | 50 silvers | +2 |
Orichalcum | 1,000 silvers | 5,000 silvers | 500 silvers | +7 |
Truetanium | 500 silvers | 1,000 silvers | 400 silvers | +7 |
2 Material Bonus is used in determining an item’s Hardness and Toughness Scores, see Equipment Rules, for more about Breaking Objects.
Adamantine. Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge. Weapons made from adamantine treat any object they hit as if it had half as much Hardness as usual.
Cold Iron. Weapons made from cold iron are deadly to demons and fey alike. It looks just like normal iron, but it is mined from particularly pure sources and shaped with little or no heat. Weapons made from cold iron deal additional damage to creatures with weakness to cold iron and a creature with weakness to cold iron that critically fails an unarmed attack against a creature in cold iron armor becomes Sick 1 for 1 round.
Darkwood. Darkwood is an exceptionally light type of wood, dark as ebony but with a slight purple tint in places. Darkwood armor is easier to wear than normal wood or metal armor, reducing its check penalty by 1, minimum 0. In addition, a darkwood item’s Bulk is reduced by 1 or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk. The price of this material is based on the item’s normal Bulk, not its reduced Bulk for being made of darkwood.
Dragonhide. Armor smiths can work with the hides of dragons to produce armor or shields of high quality. One dragon produces enough hide for a single suit of light armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armor smith can produce one suit of medium armor for a creature two sizes smaller and one suit of heavy armor for a creature three sizes smaller. In each case, enough hide is available to produce a light or heavy shield in addition to the armor, provided that the dragon is Large or larger.
If the dragonhide comes from a dragon that had immunity to an energy type, the armor is also immune to that energy type, although this does not confer any protection to the wearer. If the armor or shield is later given the ability to protect the wearer against that energy type, the cost to add such protection is reduced by 50%.
Dragonhide cannot be bought on the market but instead must be collected in order to make the armor.
Mithral. Mithral is renowned for its lightness and durability. It has the same sheen as silvers but has a slightly lighter hue. Mithral weapons and armor are treated as if they were silvers for the purpose of damaging creatures with weakness to silvers. Mithral armor is easier to wear, reducing its check penalty by 1, minimum 0. In addition, a metal item made of mithral is lighter than one made of iron or steel. The item’s Bulk is reduced by 1 or reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk. The price of this material is based on the item’s normal Bulk, not its reduced Bulk for being made of mithral.
Silver. Silver weapons are a bane to creatures from devils to werewolves. Silver items are less durable than steel items. Items made from silvers have their Toughness values lowered by two from the normal item to a minimum of 1. Silver weapons deal additional damage to creatures with weakness to silvers, and a creature with weakness to silvers that critically fails an unarmed attack against a creature in silvers armor becomes Sick 1 for 1 round.
Orichalcum. The rarest and most valuable metal, orichalcum, commonly called sky metal, is highly sought after for its incredible magical properties related to time. It has a dull, coppery color. Orichalcum armor and weapons can have one extra rune beyond it limit imposed by the Potency Runes. Etching the Speed rune onto an orichalcum made item costs half the normal price. If you are wearing armor made of orichalcum, you gain advantage to initiative rolls, as the armor grants you an insight into the future. Finally, every 24 hours, an item made of orichalcum repairs a Dent to itself.
Truetanium. This metal is some of the most resistant to damage in existence. While not as sharp and resilient as Adamantine, it has Resistance 15 against all damage. Any armor made of Truetanium grant the wearer Resistance 5 against all damage types, this also applies to any damage that targets the armor to damage the wearer.