to dark iron arms and armor only as the newly forged item cools to just the right temperature and consistency. Once the item is complete, no further enhancements or enchantments can be added. Such attempts simply fail, wasting any ingredients used in the attempt. For obvious reasons, magic dark iron items must be created at the time they are forged, and no retry is permitted on any Craft checks involved.

Items made of dark iron are a shadowy gray color. They appear more like charcoal than metal, and if struck give a flat, dull tone instead of a metallic clang. Although they have a fragile appearance, dark iron items are exceptionally tough and resilient in battle.

Weapons forged of dark iron ignore the first 10 points of damage reduction or hardness on any target struck, regardless of type. They also provide the wielder with a +4 bonus when the weapon is used in a sunder attempt.

Armor made of dark iron provides its wearer with fire resistance; 3 for light armor, 6 for medium and 9 for heavy.

These abilities are not without cost. Dark iron is frightfully expensive, owing to its rarity and the difficulty involved in working with it. Weapons increase their cost by 20,000 gp. Armor adds 7,000 gp for light armor, 14,000 for medium armor and 21,000 for heavy types. Only items normally constructed of metal can be made of dark iron.

Dark iron has hardness 20 and 40 hit points per inch of thickness.

Elementium: This metal is extremely rare, found only in some of the most remote regions of Azeroth. It is believed by archaeologists to have been formed during the prehistoric reign of the Old Gods, in places where there were high concentrations of elemental creatures. In fact, elementium isn't native to Azeroth, and is found only near high concentrations of elemental creatures because they bring it from the Elemental Plane where it is actually quite common.

The unique properties of elementium allow it to absorb and channel elemental forces. Skilled smiths temper elementium in blistering forges, adding to the quality of the item. All such objects are masterwork quality and are immune to cold, fire and electricity damage. They take only one-quarter damage from acid and sonic attacks. Elementium is the hardest known metal, and has 100 hit points per inch of thickness and hardness 40. Using elementium doubles the masterwork cost of an object, so for example a weapon costs +600 gp instead of +300 gp. Elementium is so heavy that to craft armor from it would leave the wearer virtually immobile, so the metal is usually only used to craft weapons. Only items normally constructed of metal can be made of elementium.

Elementium has no market price. It's too rare to be available. It's not something you buy — it's something you go get.

Lightforge Iron: This exceptionally light and flexible metal is highly sought after by paladins and templars of all types. According to legend, the ore is formed when touched by the Holy Light. Logically, then, the material is divinely intended for use against the forces of darkness. Although the truth of this is not known, lightforge iron definitely seems to be blessed by some higher power, though it is not inherently good or evil. Even demons have been known to use the material, often out of spite.

Lightforge iron is almost never found deep within the earth. Instead, it appears in clusters of ordinary iron that find their way to the surface during earthquakes or eruptions. Sometimes the ore bubbles up from underground streams or gas pockets that erupt in swamps or moors. This tendency only lends credence to the myriad lightforge iron legends. Deposits have been seen all over the face of Azeroth, but most commonly appear in Dustwallow Marsh, Desolace and the Searing Gorge.

Items crafted of lightforge iron are unnaturally shiny. They gleam brightly in ordinary light, and seem to take on an unnatural radiance when exposed to the full glare of the sun. Even when dirty or dusty they still somehow seem regal in nature.

Crafting lightforge iron requires an exceptionally clean environment, almost as though the material expects to be handled in a manner befitting its divine status. The ore must also be precisely purified, or the resulting item will quickly fracture wherever any impurities lie. Most smiths simply do not have the patience to work with such a temperamental material.

Weapons crafted of lightforge iron gather up ambient light and throw it back in an unnatural shine, producing light equal to that of a torch at all times, except in total darkness. They deal +1 points of holy damage ( + 2 against undead and demons). Lightforge weapons are always considered good for purposes of overcoming an opponent's damage reduction.

Armor made of lightforge iron provides its wearer with DR 1/evil for light armor, 2/evil for medium armor and 3/ evil for heavy armor. Lightforge iron armor also negates the first 2 points of damage dealt by spells with the evil and/or fel descriptors, while medium armor negates the first 3 such points, and heavy armor blocks the first 4 such points.

Lightforge items are expensive, most of the cost coming from the extreme difficulty involved in crafting it. Weapons cost an extra 13,000 gp, while light armor costs an additional 10,000 gp, medium 20,000 and heavy 30,000. Furthermore, the time required to craft such items is doubled. Only items normally constructed of metal can be made of lightforge iron.

Lightforge iron has hardness 13 and 30 hit points per inch of thickness.

Truesilver: Found anywhere silver can be mined, truesilver is also called "perfect silver" or "puresilver." Veins of this rare material are almost unknown. When found, truesilver deposits are usually situated deep within an exceptionally dense collection of ordinary silver. The substance can be immediately identified by its azure color, in striking contrast to the duller ore around it.

Like lightforge iron, truesilver must be smelted in such a way that all impurities are removed. However, the material is much more forgiving. Still, there are additional difficulties inherent in using truesilver. Once it cools, it solidifies permanently and cannot be re-used. Attempts to reheat it simply turn it into a liquid state similar to that of mercury — and it never solidifies again. Thus, items forged of truesilver must be completed the first time, with no retries possible. A failed Craft check destroys the material entirely. Thus, while truesilver is the most common of the rare materials presented in this book, it is perhaps the most frustrating to work with. The floors of blacksmith shops across Azeroth are littered with truesilver junk.

Once forged, truesilver resembles ordinary silver except for a faint azure sheen. Identifying the item's true nature requires a DC 15 Appraise check. A truesilver item is treated as silver except as noted in these rules, and overcomes the corresponding damage reduction.

Truesilver possesses an unnatural attunement to the arcane. Magic items crafted of this material are relatively easy to make, reducing their XP cost by 25%. However, truesilver items cost an additional one-half the base gold piece cost — and this increase also applies to all costs for magic enhancements. For example, an arcanist creating a + 1 longsword normally pays 1,315 gp and 80 XP To create a truesilver + 1 longsword, he instead pays 1,972 gp, 5 sp, and 60 XP.

Weapons made of truesilver have an almost supernatural ability to slip through magical defenses. Deflection bonuses to AC are ineffective against truesilver weapons.

Armor made of truesilver has an arcane spell failure chance only half that of standard armor of its type. Spells cast while wearing magical truesilver armor increase their saving throw DCs by +1.

Truesilver items must be magic; the fluid nature of the metal requires an enchantment of some sort to stabilize it. Truesilver has hardness 10 and 15 hit points per inch of thickness.

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