Metals are commonly measured in units called rods. Another common unit of measure, the ingot, is composed of two rods’ worth of metal. When alloying, each metal provides its statistics in the proportion that it is added to the project. Alloying 3 or more metals produces a concoction known colloquially as “muttsteel,” which functions in all respects as steel, while remaining an alloy for effects that care about that.

Common applications of rods:

**1 rod:** Weapons of d5 damage or lower, boots, studding for a leather helmet or shoes

**2 rods:** Weapons of d6-d7 damage, helmets, studding for leather breastplates and britches, bucklers

**3 rods:** Weapons of d8-2d5 damage, chain shirts, scale tunics, chain leggings, scale leggings, small shields

**4 rods:** Weapons of d11+ damage, light breastplates, plate leggings, large shields

**5 rods:** Medium plate breastplates, tower shields

**6 rods:** Heavy plate breastplates

(Note: polearms may substitute two billets of wood for two rods of metal to make a wooden shaft for the polearm, but this provides none of the wood’s properties to the weapon.)

Working metal requires a forge. A character may either use their own forge, or may rent the use of one from a local shop for a nominal fee, typically 10 gold per day’s use.

*Common Metals*

**Iron** - 10 gold per rod

Considered to be what all starting weapons are made of.

Follows all base attributes of weapon and armor page.

**Steel** - 50 gold per rod

**Weapons:** +1 Damage

**Armor:**

**Large:** x1.25% Base Soak , Removes .20% Evade Penalty -1 Dex Penalty

**Small:** x1.5% Base Soak , Removes .20% Evade Penalty, -1 Dex Penalty

**Silver**- 100 gold per rod

**Weapons:** +5 Damage to Undead

**Armor:**

**Large:** x1.20% Base Soak , +10% Magic Resistance Against Dark Prayers / Necromancer Magic

**Small:** x1.5% Base Soak + 2% Magic Resistance Against Dark Prayers / Necromancer Magic

**Gold**- 100 gold per rod

**Weapon:** Ignores 25% Of an opponent's Magic Resistance (Magical Shields, armors, etc)

**Armor:**

**Large:** x1.20% Base Soak. + 5% Magic Resistance

**Small:** x.1.5 Base Soak + 1% Magic Resistance

**Uncommon Metals**

**Obsidian** - 175 gold per rod

**Weapon:** +10 Damage against Holy Entities

**Armor:**

**Large:** x1.5% Base Soak / 10% Magic Resistance to Holy Magic

Removes .20% Evade Penalty -1 Dex Penalty

**Small:** x1.75% Base Soak / 2% Magic Resistance to Holy Magic

Removes .20% Evade Penalty -1 Dex Penalty

**Wolfram** - 175 gold per rod

**Weapon:** +2 Weapon Damage - Hardened, Nearly Indestructible.

**Armor:**

**Large:** x1.60% Base Soak / Resists Fire Damage by 10%

Removes .40% Evade Penalty -1 Dex Penalty

**Small:** x2.0% Base Soak / Resists Fire Damage by 2%

Removes .40% Evade Penalty -1 Dex Penalty

**Damascus** - 200 gold per rod

**Weapons:** +3 Weapon Damage

**Armor:**

**Large:** x1.45 Base Soak

Removes .40% Evade Penalty -1 Dex Penalty

**Small:** x1.75% Base Soak

Removes .40% Evade Penalty -1 Dex Penalty

**Platinum**- 225 gold per rod

**Weapon:** +2 damage and converts 15% of damage dealt, after soak, to HP. IE: 10 damage dealt after soak = 1.5, rounded up to 2, HP

**Armor:**

**Large:** x1.25% Base Soak, removes .20 Evade Penalty -1 Dex Penalty

Increases friendly healing magic used against against the wearer by 50%

** Does Not Stack - If one Item has 50%, and another has 25% - the 50% does not add to the 20% . The higher of the two is the max.*

**Small:** x1.5% Base Soak, removes .20% Evade Penalty -1 Dex Penalty

Increases friendly healing magic used against against the wearer by 25%

** Does Not Stack - If one Item has 50%, and another has 25% - the 50% does not add to the 20% . The higher of the two is the max.*

**Rare Metals**

**Orihalcon** - Not Available For Purchase

**Weapons:** +5 Weapon Damage

**Armor:**

**Large:** x1.75% Base Soak, Removes .50% Evade Penalty -2 Dex Penalty

**Small:** x2.5 Base Soak, Removes .50% Evade Penalty -2 Dex Penalty

**Mithril**- Not Available For Purchase

**Weapon:** +4 Damage

**Armor:**

**Large:** x.1.5% Base Soak , Eliminates Evade Penalties, Dex penalties, half weight item

**Small:** x2.0 Base Soak , Eliminates Evade Penalties, Dex penalties, half weight item

**Adamantine**- Not Available For Purchase

**Weapons:** +6 Damage

**Armor:**

**Large:** x2.0 Base Soak Removes .75 Evade Penalty -2 Dex Penalty

**Small:** x3.0 base Soak Removes .75 Evade Penalty - 2 Dex penalty