ABCDEFGHIJ
1
Material AvailabilityCostWeightAC ModifierSpeed ModifierTo Hit ModifierDamage ModifierSavesNotes
2
AdamantineVery Very Rare×500×0.75-10+3+1Metal+3
3
ArandurVery Rare×50-000+1Metal+2Shields reduce magic missile damage by 1d2 per missile
4
ArjaleVery Very Very Rare×200×0.80-1-1+10Metal +1
5
BloodsteelVery Very Very Rare×300×0.85-1-1+2+1Metal+2
6
BoneCommon×0.33×0.50+10-1-1Bone
7
BrassCommon-×1.100000Metal+20% to take any fire enchantments
8
BronzeCommon×0.8-+1000Metal
9
ChromiumRare×20×1.100000Metal
10
CinnibrylRare×20×0.500000Metal2oz or more in skin contact provides +2 save vs. curses
Can only hold weapon enchantments
███████████████████████████
11
CopperCommon×0.75×0.75+200-1Metal-2
12
CranorVery Very Very Rare×100×0.75-10+10Metal (+5 vs. Electricity)
13
DarjavvaVery Very Very Rare×250×0.90-2-1+1+1Metal+2
14
DarksteelVery Very Rare×300×0.90-10+3+1Metal+2 (+4 vs. Lightning)Retains enchantments if reforged
15
DlarunRare×20×0.900000Metal
1lb or more in skin contact provides +1 save vs. enchantments, charms, illusions, and psionics
16
DurangUncommon×10×0.900-1+10Metal (+1 vs. Acid & Fire)+5% to be enchanted
17
ElectrumUncommon×75×1.25+100-1Metal
18
GodsteelVery Very Very Rare
×1000
×0.75-4-1+3+2Metal+4
19
GoldCommon×100×2+4+20-2Metal-2
20
HizagkuurVery Very Very Rare×500×2+4+20-2
Metal (Passes all saving throws for mundane fire, cold, and electricity; +6 vs. magical fire and lightning; +1 vs. acid, crushing blow, fall, and disintegration)
Deals 2d12 electrical damage by touch
Reflects all magic cast on it back to the caster
21
IronCommon×0.8×1.20+100Metal
22
LaenVery Very Very Rare×400×0.80-20+2+1Metal+2 (+5 vs. Fire)
23
LeadCommon-×2+5+2-1-3Metal (-3 vs. fire; -6 vs. magical fire, -2 vs. falls)Cannot be enchanted
Magic and psionics cannot pass through
24
MaillechortUncommon×0.80-+1000Metal-10% to be enchanted
25
Meteoric IronRare×100×1.20-1+1+1+1Metal+1
26
MindsteelVery Very Very Rare×500×0.90-30+2+1Metal+3Can be used to make armor that does not prevent psionic use
27
MithrilRare×250×0.75-10+2+1Metal+1 (+5 vs. Crushing Blow)Armor provides +1 save vs. magic
28
MordakurVery Very Rare×250×0.750000MetalSkin contact requires save vs. poison once per day or suffer mummy rot
29
ObsidianVery Rare×0.50×0.75+10-2-1Rock, crystal
30
PlatinumUncommon×100×1.25+100-1Metal
31
PurpureRare×5-0000Metal
32
SilverCommon×20-+200-1Metal-1
33
Silver-IronRare×20-0000Metal
34
SolbarVery Very Rare×10-0000Metal+1+15% to take any electrical enchantments
35
SteelCommon--0000Metal
36
TantulhorVery Very Very Rare×500×0.90-20+2+1 (+2 vs. good)Metal+3
37
TelstangRare--0000Metal (+2 vs. acid, disintegration, magical fire, and lightning; automatic saves vs. normal fire, cold, and electricity)Skin contact with 1 lb. prevents all shapechanging and state changes
38
TungstenRare×25×2-1+1+1+1Metal (-1 vs. Crushing Blow, +1 vs. Acid, +3 vs. Fire)
39
ZardazilVery Rare×25×0.50----Special
40
ZincCommon×1.25×1.25+100-1Metal