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Materials

Every object is made of something, and what it is made of matters. A bronze sword hits differently from a steel one, mithril mail is lighter than steel, gold is worth more than tin, and some materials stand acid, rust, and fire better than others. This page explains how.

An object is made of one or more parts, each of one material. Most objects are one material throughout, such as a steel dagger. Some have several parts: a long sword has a steel blade and a leather grip, and a gold amulet has its chain and the ruby in its setting. The first part is the main one: the material the object is mostly made of, and the one the objects table names first.

You can always see what something is made of, even a magic item you have not identified. An item’s name shows its gems and precious metals (the precious materials in the table below) when it does not already mention them. A gold amulet set with a ruby is a gold and ruby amulet, and a long sword with a ruby pommel is a ruby-pommelled long sword. Plain parts, like a leather grip, show only when you look at the item, which lists every part (see Magic items).

Gems are materials too, each with a size and a cut (see Gems). A loose gem is made of its gem alone. An item found set with a gem has it as one of its parts, and the gem’s worth is added to the item’s.

Every other material is measured against steel:

  • weight: how heavy an item of it is compared with the same item of steel. Metals go by their real densities, the rest by what an item of them weighs.
  • to hit and damage: what it does as a weapon’s blade or head. A few materials also add dice: a weapon of adamantium rolls one more die of its own size.
  • armour: how much of an armour’s Protection an armour of it keeps.
  • shield: how much of a shield’s Defence a shield of it gives.
  • worth.
  • binding: how well it holds magic. It is added to the number of enchantments an item made of it can bear: silver −2, the soft metals and knapped stone −1, gold, ivory, jade, amber, silk, and adamantium +1, mithril and the dragon stuff +2.

A material with no weapon figures cannot be a weapon’s working part, so there is no leather sword. One with no armour figure cannot be armour, so there is no flint mail.

Materials come in groups: metal, wood, bone (with horn, ivory, chitin, and dragonbone), stone, hide, cloth, glass, and resin (amber). The precious ones are marked.

MaterialGroupColourWeightWorth
Adamantiummetal#4c5a70120%×30
Aluminiummetal#d0d5db34%×8
Bendalloymetal#c9a0c8118%×6
Brassmetal#d4b04c108%×0.9
Bronzemetal#cd7f32112%×0.8
Cadmiummetal#b9c3b0110%×4
Chromiummetal#e2e8ef92%×9
Coppermetal#b87333114%×0.7
Duraluminmetal#b4bcc636%×10
Electrummetal#e6d690191%×12
Gold (precious)metal#ffd24a246%×20
Ironmetal#7a7d80100%×0.6
Mithrilmetal#c8d8e850%×20
Nicrosilmetal#9fa8a3108%×10
Pewtermetal#8e919693%×0.5
Silver (precious)metal#d9dee3134%×15
Steelmetal#a8b0b8100%×1
Tinmetal#c9ccce93%×0.4
Zincmetal#a7b4bc91%×0.6
Bonebone#e3dac960%×0.3
Chitinbone#4b5a3a45%×0.6
Dragonbonebone#d8d2b855%×25
Hornbone#8c7a5b50%×0.5
Ivorybone#fff8e765%×5
Clothcloth#c8c0a825%×0.3
Silkcloth#f2e6f018%×4
Woolcloth#cfc4a830%×0.4
Glassglass#a8d8e090%×1
Dragonscalehide#3fa36b40%×30
Furhide#a0806040%×0.8
Hardened leatherhide#6b3e1e45%×0.8
Leatherhide#8b5a2b35%×0.5
Amber (precious)resin#e0a04040%×3
Sinewsinew#c8b08830%×0.2
Flintstone#5b565080%×0.1
Jadestone#68c09085%×4
Obsidianstone#2a243375%×0.3
Stonestone#8c8a8480%×1
Hardwoodwood#6e452450%×0.4
Ironwoodwood#4a444070%×3
Woodwood#9c6b3c40%×0.2
Amethyst (precious)-#9b59d0100%×1
Diamond (precious)-#e8f4ff100%×1
Emerald (precious)-#2ea05a100%×1
Flesh-#b06848100%×1
Garnet (precious)-#8e1f2f100%×1
Heliodor (precious)-#e8d44d100%×1
Lead-#7c8088144%×0.2
Paper-#e8e0c8100%×1
Plant matter-#7fa65a100%×1
Ruby (precious)-#d3213b100%×1
Sapphire (precious)-#2f5bd3100%×1
Smokestone (precious)-#8a7f73100%×1
Topaz (precious)-#f0a830100%×1
Wax-#f0e6c8100%×1
Zircon (precious)-#5fc7d9100%×1

As arms and armour

What a weapon’s blade or head of each material does, and how much of an armour’s Protection and a shield’s Defence it keeps. A material not listed here can be neither.

MaterialWeapon (to hit / damage)ArmourShield
Adamantium+0 / +1, a die more200%200%
Aluminium+1 / −270%100%
Bendalloy+0 / −170%100%
Brass+0 / −170%100%
Bronze+0 / −180%100%
Cadmium+0 / −250%100%
Chromium+0 / +1110%100%
Copper+0 / −160%100%
Duralumin+1 / −190%100%
Electrum−1 / +060%100%
Gold−2 / +150%100%
Iron−1 / +090%100%
Mithril+1 / +0100%100%
Nicrosil+0 / +1110%100%
Pewter+0 / −240%100%
Silver−1 / −150%100%
Steel+0 / +0100%100%
Tin+0 / −240%100%
Zinc+0 / −250%100%
Bone+0 / −150%100%
Chitin+0 / −160%100%
Dragonbone+1 / +1110%100%
Horn+0 / −145%100%
Ivory−1 / −140%100%
Cloth-15%100%
Silk-20%100%
Wool-20%100%
Dragonscale-130%100%
Fur-25%100%
Hardened leather-45%100%
Leather-30%100%
Flint+0 / −1--
Obsidian+0 / +0--
Hardwood+0 / −140%100%
Ironwood+0 / +060%100%
Wood−1 / −230%100%

Wear

The chance an item of each material withstands acid, rust, and fire (see Item damage, below).

MaterialWithstands acidWithstands rustWithstands fire
Adamantiumnever damagednever damagednever damaged
Aluminium30%100%50%
Bendalloy40%90%10%
Brass40%85%75%
Bronze40%80%80%
Cadmium20%100%40%
Chromium90%95%85%
Copper30%90%70%
Duralumin30%90%60%
Electrum90%100%80%
Gold95%100%80%
Iron10%0%90%
Mithril95%100%95%
Nicrosil90%95%90%
Pewter30%100%30%
Silver85%100%80%
Steel20%10%95%
Tin30%100%30%
Zinc20%100%40%
Bone50%100%40%
Chitin50%100%40%
Dragonbone85%100%95%
Horn50%100%30%
Ivory50%100%40%
Cloth0%100%0%
Silk0%100%0%
Wool10%100%10%
Glass95%100%70%
Dragonscale100%100%100%
Fur20%100%10%
Hardened leather40%100%40%
Leather30%100%30%
Amber80%100%10%
Sinew20%100%0%
Flint80%100%100%
Jade80%100%100%
Obsidian90%100%90%
Stone70%100%100%
Hardwood70%100%20%
Ironwood80%100%40%
Wood60%100%10%
Amethyst100%100%100%
Diamond100%100%100%
Emerald100%100%100%
Flesh0%100%0%
Garnet100%100%100%
Heliodor100%100%100%
Lead20%100%20%
Paper0%100%0%
Plant matter0%100%0%
Ruby100%100%100%
Sapphire100%100%100%
Smokestone100%100%100%
Topaz100%100%100%
Wax20%100%0%
Zircon100%100%100%

Working it

The work each material adds to the difficulty of crafting with it, its binding, and the objects made of it, in part or whole.

MaterialWorkBindingObjects made of it, in part or whole
Adamantium+8+1-
Aluminium−1+0-
Bendalloy−3−1-
Brass−1+0brass keys, teapots, warming pans, candlesticks
Bronze−1+0bronze keys, minster reliquaries
Cadmium−3−1-
Chromium+2+0-
Copper−2+0copper keys, copper coins
Duralumin+0+0-
Electrum−1+1-
Gold−2+1gold rings, gold and ruby amulets, gold coins
Iron−1+0hand axes, battle axes, great axes, maces, morning stars, war hammers, mauls, javelins, spears, tridents, glaives, halberds, arrows, crossbow bolts, bucklers, tower shields, chain mail shirts, suits of scale mail, iron helms, pairs of gauntlets, pairs of iron-shod boots, iron rings, iron keys, rusty keys, skeleton keys, lanterns, pick-axes, mattocks, buckets, ladles, pieces of cutlery, cooking pots, hanging lanterns, kettles, rods of terror, rods of digging, rods of sleep, rods of teleport other, arrowheads, lumps of iron ore
Mithril+4+2-
Nicrosil+3+0-
Pewter−3−1-
Silver−1−2silver rings, silver chalices
Steel+0+0knives, stilettos, daggers, short swords, scimitars, rapiers, long swords, great swords, suits of banded mail, suits of plate armour, great helms, pieces
Tin−3−1-
Zinc−3−1-
Bone−1+0bone amulets, piles of bones
Chitin+0+0-
Dragonbone+5+2-
Horn−1+0-
Ivory+0+1-
Cloth+0+0padded coats, pairs of footwraps, patched smocks, shifts, smocks, tunics, coils of rope, scraps of torn cloth
Silk+0+1silk shirts
Wool+0+0wool cloaks, frocks, kirtles, pairs of slippers, habits, pairs of felt boots, waistcoats, robes, gowns, long coats, doublets, houppelandes, rugs
Glass+0+0murky draughts, flasks of oil, draughts of chance, flasks of brilliance, flasks of smoke, potions of healing, potions of sustenance, flasks of tar, potions of antidote, sleeping draughts, stinking flasks, flasks of enfeeblement, flasks of sloth, potions of blinking, potions of clear head, vials of acid, flasks of darkness, vials of nightmares, vials of silence, brewer’s blunders, flasks of holy water, flasks of thunder, potions of barkskin, potions of cat’s eyes, potions of mana, potions of moth’s eyes, potions of owl’s eyes, potions of sea legs, flasks of fire, flasks of frost, potions of earthing, potions of frost, potions of greater healing, potions of proofing, potions of renewal, potions of warmth, vials of troll’s blood, potions of cure disease, potions of glamour, potions of grace, potions of might, potions of presence, potions of seeing, potions of the quick, potions of vigour, potions of will, potions of wit, blasting flasks, pitch fires, potions of quickness, potions of restoration, potions of full healing, potions of the unseen, greater potions of grace, greater potions of might, greater potions of presence, greater potions of vigour, greater potions of will, greater potions of wit, elixirs of grace, elixirs of might, elixirs of presence, elixirs of vigour, elixirs of will, elixirs of wit
Dragonscale+0+2-
Fur+0+0fur cloaks
Hardened leather+0+0-
Leather+0+0long swords, slings, leather jerkins, studded leather jerkins, leather caps, travelling cloaks, pairs of leather gloves, pairs of leather boots, pairs of sandals, pairs of turnshoes, hide tunics, pairs of shoes, leather aprons, pairs of hobnailed boots, pairs of soft boots, amber amulets, books, pairs of bellows, grimoires of burning hands, grimoires of evil eye, grimoires of grave breath, grimoires of mend, grimoires of ray of frost, grimoires of spark, grimoires of light, grimoires of acid splash, grimoires of barkskin, grimoires of blessing, grimoires of cause wounds, grimoires of cure wounds, grimoires of curse of sloth, grimoires of flare, grimoires of fume, grimoires of hex of weakness, grimoires of identify, grimoires of magic missile, grimoires of nightsight, grimoires of acid arrow, grimoires of call of the wild, grimoires of grave feast, grimoires of mesmerise, grimoires of sense the quick, grimoires of slick, grimoires of water walking, grimoires of arcane bolt, grimoires of blight, grimoires of blink, grimoires of bramble, grimoires of brand, grimoires of flay, grimoires of frost, grimoires of glamour, grimoires of pitch fire, grimoires of scorching ray, grimoires of see invisible, grimoires of shatter, grimoires of sleep, grimoires of thunderclap, grimoires of unbinding, grimoires of web, grimoires of bind, grimoires of charnel burst, grimoires of renewal, grimoires of rime, grimoires of call lightning, grimoires of fear, grimoires of fire cloak, grimoires of fireball, grimoires of flame, grimoires of gale, grimoires of haste, grimoires of leech, grimoires of lightning, grimoires of mirk, grimoires of remove disease, grimoires of silence, grimoires of soulglass, grimoires of balefire, grimoires of benison, grimoires of grave spear, grimoires of rebuke, grimoires of reek, grimoires of call of the forest, grimoires of chain lightning, grimoires of cloudburst, grimoires of slumber, grimoires of beguile, grimoires of rouse the dead, grimoires of call the elements, grimoires of sunfire
Amber+1+1amber amulets
Sinew−1+0-
Flint+0−1-
Jade+2+1jade amulets
Obsidian+1−1-
Stone+0−1sling stones, black crystals, blue crystals, gold crystals, green crystals, red crystals, white crystals, essences of air, essences of earth, essences of fire, essences of ice, essences of lightning, essences of water, heart-crystals, soul-fetters, rocks, boulders
Hardwood+0+0-
Ironwood+3+1ironwood staves
Wood−1+0clubs, javelins, spears, quarterstaves, short bows, long war bows, composite bows, crossbows, heavy crossbows, brittle arrows, brittle bolts, burning arrows, arrows, crossbow bolts, flaming arrows, small shields, large shields, pairs of clogs, brooms, buckets, ladles, stools, chairs, coat stands, pairs of bellows, warming pans, wands of burning hands, wands of magic missile, wands of scorching ray, wands of sleep, wands of web, wands of shatter, wands of bind, wands of fireball, wands of lightning bolt, long-stemmed pipes, lutes
Amethyst+1+0loose gems, and items set with one
Diamond+6+0loose gems, and items set with one
Emerald+3+0loose gems, and items set with one
Flesh+0+0strips of dried meat, corpses
Garnet+1+0loose gems, and items set with one
Heliodor+2+0loose gems, and items set with one
Lead+0−1lead keys
Paper+0+0books, sealed letters, blank scrolls, scrolls of burning hands, scrolls of evil eye, scrolls of grave breath, scrolls of mend, scrolls of ray of frost, scrolls of spark, scrolls of light, scrolls of acid splash, scrolls of barkskin, scrolls of blessing, scrolls of cause wounds, scrolls of cure wounds, scrolls of curse of sloth, scrolls of flare, scrolls of fume, scrolls of hex of weakness, scrolls of identify, scrolls of magic missile, scrolls of nightsight, scrolls of acid arrow, scrolls of call of the wild, scrolls of grave feast, scrolls of mesmerise, scrolls of sense the quick, scrolls of slick, scrolls of water walking, scrolls of arcane bolt, scrolls of blight, scrolls of blink, scrolls of bramble, scrolls of brand, scrolls of flay, scrolls of frost, scrolls of glamour, scrolls of pitch fire, scrolls of scorching ray, scrolls of see invisible, scrolls of shatter, scrolls of sleep, scrolls of thunderclap, scrolls of unbinding, scrolls of web, scrolls of bind, scrolls of charnel burst, scrolls of renewal, scrolls of rime, grimoires of burning hands, grimoires of evil eye, grimoires of grave breath, grimoires of mend, grimoires of ray of frost, grimoires of spark, scrolls of call lightning, scrolls of fear, scrolls of fire cloak, scrolls of fireball, scrolls of flame, scrolls of gale, scrolls of haste, scrolls of leech, scrolls of lightning, scrolls of mirk, scrolls of remove disease, scrolls of silence, scrolls of soulglass, grimoires of light, scrolls of balefire, scrolls of benison, scrolls of grave spear, scrolls of rebuke, scrolls of reek, scrolls of restoration, scrolls of call of the forest, scrolls of chain lightning, scrolls of cloudburst, scrolls of slumber, grimoires of acid splash, grimoires of barkskin, grimoires of blessing, grimoires of cause wounds, grimoires of cure wounds, grimoires of curse of sloth, grimoires of flare, grimoires of fume, grimoires of hex of weakness, grimoires of identify, grimoires of magic missile, grimoires of nightsight, scrolls of beguile, scrolls of rouse the dead, grimoires of acid arrow, grimoires of call of the wild, grimoires of grave feast, grimoires of mesmerise, grimoires of sense the quick, grimoires of slick, grimoires of water walking, scrolls of call the elements, scrolls of sunfire, grimoires of arcane bolt, grimoires of blight, grimoires of blink, grimoires of bramble, grimoires of brand, grimoires of flay, grimoires of frost, grimoires of glamour, grimoires of pitch fire, grimoires of scorching ray, grimoires of see invisible, grimoires of shatter, grimoires of sleep, grimoires of thunderclap, grimoires of unbinding, grimoires of web, grimoires of bind, grimoires of charnel burst, grimoires of renewal, grimoires of rime, grimoires of call lightning, grimoires of fear, grimoires of fire cloak, grimoires of fireball, grimoires of flame, grimoires of gale, grimoires of haste, grimoires of leech, grimoires of lightning, grimoires of mirk, grimoires of remove disease, grimoires of silence, grimoires of soulglass, grimoires of balefire, grimoires of benison, grimoires of grave spear, grimoires of rebuke, grimoires of reek, grimoires of call of the forest, grimoires of chain lightning, grimoires of cloudburst, grimoires of slumber, grimoires of beguile, grimoires of rouse the dead, grimoires of call the elements, grimoires of sunfire
Plant matter+0+0reed kilts, brooms, handfuls of berries, handfuls of hazelnuts, mushrooms, turnips, wafers of waybread, apples, loaves of bread, food rations, angelica roots, glowcaps, sprigs of moonwort, sprigs of comfrey, sprigs of feverfew, sprigs of henbane, sprigs of bog myrtle, sprigs of eyebright, sprigs of vervain, mandrake roots
Ruby+4+0gold and ruby amulets, loose gems, and items set with one
Sapphire+4+0loose gems, and items set with one
Smokestone+0+0loose gems, and items set with one
Topaz+2+0loose gems, and items set with one
Wax+0+0wax candles
Zircon+1+0loose gems, and items set with one

Item damage

An item can be damaged in several ways, and it is always the same state. A damaged item loses its improvements and is a point worse until it is mended, at an anvil or, for wood, with a knife (Whittle), or anywhere by a craftsperson’s Make do and mend. That is the state a failed attempt at an anvil leaves it in. An item damaged again, by anything, is destroyed. Only its name tells what did it: a corroded, a rusted, a scorched, or a damaged long sword.

Some creatures harm your gear in melee:

  • The hezrou and the dretch carry acid that eats at what you wear. Each of their blows that lands has a chance (25% for the hezrou, 10% for the dretch) to reach one piece of armour or a shield you wear, picked at random.
  • The ember beetle’s acid blood eats at what strikes it. Each of your blows that lands has a 25% chance to reach the weapon or shield you struck with.
  • The black pudding’s acid does both, each way at 25%, and the rust monster rusts both ways at 50%.

Any resistance to acid halves the chance of acid. Rust has no damage type to resist.

What is reached then withstands it by its main material’s chance, in the Withstands acid, Withstands rust, and Withstands fire columns of the wear table:

  • Withstood, nothing happens. The first time for each kind you are told so: The acid runs off your mithril chain mail shirt.
  • Otherwise the item is damaged, or destroyed if it was damaged already.

Gold, silver, mithril, dragonscale, and the gems nearly always withstand everything. Adamantium is never damaged at all (see Protected items). Iron and steel rust and corrode easily but stand heat. Copper and its alloys corrode but hardly rust. The soft metals melt. Wood and cloth burn. Nothing but metal rusts. A failed attempt at an anvil is never withstood, except by adamantium. Fighting bare-handed or with a spell risks nothing.

Protected items

Some items no harm reaches at all: not acid, rust, or fire, not a failed attempt at an anvil or with the knife, and not a spell’s ruin of what lies on the floor. They are:

  • unique items;
  • items of the of Proof affix, whether or not you have identified it;
  • anything a quest asks you to bring or deliver, until that quest is done for good. What a quest gives you as its reward is an ordinary item, unless another quest asks for it.

Adamantium is never harmed either: no acid, rust, or fire damages it, a failed attempt at an anvil only fails to improve it, a spell’s ruin leaves it be, and a creature’s adamantium gear is never found damaged. Unlike the items above, you can still take it apart or set a gem in it.

Items of other materials

Most items can be found made of a material other than their usual one: a bronze long sword, a duralumin chain mail shirt, a flint spear, a dragonbone quarterstaff, a silk cloak. What an item may be made of is its construction list, shown below by group or by material. Loot and creatures never make anything outside it, so there are no leather swords or wooden chain mail. Rings and amulets may be made of any material of a group, but never paper or wax. Rocks, food, potions, scrolls, coins, gems, and keys are only ever what they are.

Compared with its usual material, an item of another one:

  • weighs more or less. Each part weighs its share of the item’s weight times its material’s weight over the usual one’s. A bronze long sword’s blade is 112% as heavy, and its leather grip stays the same.
  • strikes better or worse. To hit and damage change by the difference between the two materials’ weapon figures: a bronze long sword is +0 to hit and −1 damage against steel. This counts for every blow, throw, and shot made with it, and for arrows and bolts by their heads. A material with more dice adds that many dice of the weapon’s own size to a melee weapon, a thrown one, or a bow or crossbow. Arrows and bolts get no dice: a shot rolls its launcher’s.
  • protects more or less. Armour keeps its Protection times its material’s armour figure over the usual one’s, rounded to the nearest. An iron chain mail shirt’s Protection 3 is 1 in tin and 4 in chromium. A shield’s Defence changes the same way by the shield figure, which is 100% for every material but adamantium.
  • is worth more or less, by its parts’ shares and their materials’ worth, like any item with several parts. A gold long sword is worth about nineteen steel ones.
  • is drawn in its material’s colour. A ring set with a gem keeps its gem’s colour.

Rings and amulets change only in worth and colour.

An item’s name gives its material when it is not the usual one, after any gem and before the item: a Sharp emerald-pommelled bronze long sword of the Bear. If the name already names a material, the new one replaces it: an iron helm made of bone is a bone helm, and a pair of iron-shod boots made of bronze is a pair of bronze-shod boots. Like every material, it shows at once, identified or not. The item’s damage and Protection show when you look at the item, but its to-hit does not.

ItemMade ofMay be made of
Knifesteelany bone, any metal, any stone
Stilettosteelany bone, any metal, any stone
Daggersteelany bone, any metal, any stone
Short swordsteelany metal, dragonbone
Scimitarsteelany metal, dragonbone
Rapiersteelany metal, dragonbone
Long swordsteelany metal, dragonbone
Great swordsteelany metal, dragonbone
Hand axeironany metal, any stone
Battle axeironany metal, any stone
Great axeironany metal, any stone
Clubwoodany bone, any wood
Maceironany metal
Morning starironany metal
War hammerironany metal
Maulironany metal
Javelinironany bone, any metal, any stone
Spearironany bone, any metal, any stone
Tridentironany metal
Glaiveironany metal
Halberdironany metal
Quarterstaffwoodany wood, dragonbone
Ironwood staffironwoodany wood, dragonbone
Short bowwoodany wood, dragonbone, horn
Long war bowwoodany wood, dragonbone, horn
Composite bowwoodany wood, dragonbone, horn
Crossbowwoodany wood
Heavy crossbowwoodany wood
Brittle arrowwoodany wood
Brittle boltwoodany wood
Arrowironany bone, any metal, any stone
Crossbow boltironany bone, any metal, any stone
Bucklerironany hide, any metal, any wood, chitin
Small shieldwoodany hide, any metal, any wood, chitin
Large shieldwoodany hide, any metal, any wood, chitin
Tower shieldironany hide, any metal, any wood, chitin
Padded coatclothany cloth
Leather jerkinleatherany hide
Studded leather jerkinleatherany hide
Chain mail shirtironany metal
Suit of scale mailironany bone, any metal, dragonscale
Suit of banded mailsteelany metal
Suit of plate armoursteelany metal, chitin, dragonbone
Leather capleatherany bone, any hide, any metal
Iron helmironany bone, any hide, any metal
Great helmsteelany bone, any hide, any metal
Wool cloakwoolany cloth, fur, leather
Travelling cloakleatherany cloth, fur, leather
Fur cloakfurany cloth, fur, leather
Pair of leather glovesleatherany hide
Pair of gauntletsironany metal
Pair of leather bootsleatherany hide
Pair of iron-shod bootsironany metal
Shiftclothany cloth
Smockclothany cloth
Tunicclothany cloth
Hide tunicleatherany hide
Kirtlewoolany cloth
Leather apronleatherany hide
Waistcoatwoolany cloth
Robewoolany cloth
Gownwoolany cloth
Long coatwoolany cloth
Doubletwoolany cloth, any hide
Houppelandewoolany cloth
Iron ringironany material
Silver ringsilverany material
Gold ringgoldany material
Bone amuletboneany material
Amber amuletamberany material
Jade amuletjadeany material
Gold and ruby amuletgoldany material
Lanternironbrass, iron
Pick-axeironany metal, any stone
Mattockironany metal, any stone
Ladleironbrass, iron
Piece of cutleryironiron, pewter, silver
Chairwoodany wood
Hanging lanternironbrass, iron
Kettleironcopper, iron
Teapotbrassbrass, pewter, silver
Warming panbrassbrass, copper
Candlestickbrassbrass, iron, pewter, silver
Rugwoolsilk, wool
Arrowheadironany bone, any metal, any stone
Lump of iron oreironany metal
Piecesteelany material

How often each material is found

Most items are made of their usual material: a long sword is steel, a cloak wool. At depth 1, an item that could be made of something else is its usual material 90% of the time. The chance of another material grows by half a point with each depth, to 20% from depth 21 on. A creature’s gear, and what it drops, goes by the creature’s level instead of the depth.

When an item is made of another material, that material is picked from the item’s list by the weights in the table further down. The weights compare only the other materials, not the usual one. Primitive metals are the common ones near the surface (copper and bronze, then iron and tin), and steel becomes the common one only deeper. Some materials are worse in a fight than an item’s usual one but dearer, such as gold, silver, or aluminium on a sword, or ivory on a dagger. Such a material’s weight is 10 at most, which is very rare, whatever its own weight says. Rings and amulets are only about worth, so this never applies to them.

A material’s weight also depends on how well it suits the item. The table gives each material’s fit for weapons (anything that strikes or is shot), armour (shields too), jewellery (rings and amulets), and other items:

  • good: its weight as given;
  • poor: a tenth of it. Copper and the precious metals make poor weapons and armour, hides make poor weapons and jewellery, and wood makes poor armour;
  • odd: a hundredth of it. Tin, pewter, zinc, and cadmium make odd blades. Cloth, wool, and fur make odd weapons and odd rings.
MaterialLoot at depth 1Each depth deeperFrom depthGear at creature level 1Each level higherWeaponsArmourJewelleryOther items
Adamantium10 (very rare)+6165 (very rare)+2goodgoodgoodgood
Aluminium10 (very rare)+015 (very rare)+0poorgoodgoodgood
Bendalloy10 (very rare)+015 (very rare)+0goodgoodgoodgood
Brass100 (uncommon)+0130 (rare)+0poorgoodgoodgood
Bronze800 (very common)−401600 (very common)−25goodgoodgoodgood
Cadmium10 (very rare)+015 (very rare)+0oddpoorgoodgood
Chromium10 (very rare)+185 (very rare)+1goodgoodgoodgood
Copper800 (very common)−501600 (very common)−40poorpoorgoodgood
Duralumin10 (very rare)+015 (very rare)+0goodgoodgoodgood
Electrum10 (very rare)+015 (very rare)+0poorpoorgoodgood
Gold10 (very rare)+315 (very rare)+0poorpoorgoodgood
Iron300 (common)+01300 (common)+10goodgoodgoodgood
Mithril10 (very rare)+885 (very rare)+3goodgoodgoodgood
Nicrosil10 (very rare)+185 (very rare)+1goodgoodgoodgood
Pewter100 (uncommon)+0130 (rare)+0oddpoorgoodgood
Silver10 (very rare)+015 (very rare)+0poorpoorgoodgood
Steel300 (common)+60120 (rare)+15goodgoodgoodgood
Tin300 (common)−201200 (common)−15oddpoorgoodgood
Zinc100 (uncommon)+0130 (rare)+0oddpoorgoodgood
Bone300 (common)−101600 (very common)−30goodgoodgoodgood
Chitin100 (uncommon)+01100 (uncommon)+0goodgoodgoodgood
Dragonbone10 (very rare)+565 (very rare)+2goodgoodgoodgood
Horn100 (uncommon)+01150 (common)+0goodgoodgoodgood
Ivory40 (rare)+0110 (very rare)+0poorpoorgoodgood
Cloth800 (very common)−201800 (very common)+0oddgoododdgood
Silk40 (rare)+0110 (very rare)+0oddgoodpoorgood
Wool300 (common)+01300 (common)+0oddgoododdgood
Dragonscale10 (very rare)+565 (very rare)+2poorgoodpoorgood
Fur300 (common)+01300 (common)+0oddgoododdgood
Hardened leather300 (common)+101300 (common)+10poorgoodpoorgood
Leather800 (very common)−201800 (very common)−30poorgoodpoorgood
Amber40 (rare)+0110 (very rare)+0goodgoodgoodgood
Flint300 (common)−151600 (very common)−40goodgoodpoorgood
Jade40 (rare)+0110 (very rare)+0goodgoodgoodgood
Obsidian100 (uncommon)+01100 (uncommon)+0goodgoodgoodgood
Hardwood300 (common)+01300 (common)+0goodpoorgoodgood
Ironwood40 (rare)+3120 (rare)+3goodpoorgoodgood
Wood800 (very common)−301800 (very common)−40goodpoorgoodgood

An odd material is never ruled out, but it is very rare: a wool ring or a tin long sword is found well under once in a thousand of those items. How often a few items turn up in each kind of material, at depths 1, 10, and 21:

ItemDepthIts own materialAnother that suits itA poor fitAn odd fitLikeliest others
Long sword190%9.2%0.77%0.049%bronze 6.6%, iron 2.5%, copper 0.66%
Long sword1086%13.2%0.69%0.071%bronze 6.2%, iron 4.2%, mithril 1.2%
Long sword2180%19.6%0.35%0.074%iron 7.4%, mithril 4.2%, adamantium 3.2%
Spear190%9.9%0.056%0.048%bone 2.4%, flint 2.4%, steel 2.4%
Spear1086%13.9%0.056%0.04%steel 6.8%, bone 1.7%, flint 1.3%
Spear2180%19.9%0.05%0.025%steel 12.5%, mithril 1.4%, adamantium 1.1%
Dagger190%9.5%0.45%0.028%bronze 3.8%, bone 1.4%, flint 1.4%
Dagger1086%13.5%0.42%0.042%bronze 3.7%, iron 2.5%, bone 1.8%
Dagger2180%19.7%0.25%0.05%iron 5%, mithril 2.8%, adamantium 2.2%
Chain mail shirt190%8.6%1.4%0%steel 7.4%, tin 0.74%, aluminium 0.25%
Chain mail shirt1086%13.5%0.49%0%steel 11.2%, mithril 1.1%, chromium 0.25%
Chain mail shirt2180%19.8%0.25%0%steel 15.6%, mithril 1.8%, adamantium 1.4%
Leather jerkin190%10%0%0%hardened leather 9.7%, fur 0.32%
Leather jerkin1086%14%0%0%hardened leather 12%, dragonscale 1.7%, fur 0.31%
Leather jerkin2180%20%0%0%hardened leather 16.1%, dragonscale 3.5%, fur 0.32%
Wool cloak190%10%0%0%cloth 4.1%, leather 4.1%, fur 1.5%
Wool cloak1086%14%0%0%cloth 5.5%, leather 5.5%, fur 2.7%
Wool cloak2180%20%0%0%cloth 7%, leather 7%, fur 5.3%
Gold ring190%9.7%0.3%0.029%bronze 1.6%, copper 1.6%, wood 1.6%
Gold ring1086%13.5%0.42%0.043%steel 2.8%, wood 1.7%, bronze 1.4%
Gold ring2180%19.4%0.54%0.052%steel 7.8%, hardwood 1.6%, iron 1.6%
Bone amulet190%9.7%0.31%0.03%bronze 1.7%, copper 1.7%, wood 1.7%
Bone amulet1086%13.5%0.44%0.044%steel 2.9%, wood 1.8%, bronze 1.5%
Bone amulet2180%19.4%0.55%0.052%steel 7.8%, hardwood 1.6%, iron 1.6%

Some factions favour materials for the gear they carry and drop. Each favoured material takes its share of the picks first, for any item whose list holds it. The usual picking described above covers the rest. An orc’s spear is bone more often than not, the dead of the barrows carry bronze, and kobolds like flint, bone, and copper. A favourite never makes an item of a material it could not otherwise be made of: no tribe carries a bone long sword.

CreaturesFavoured materials
Drowsilk 30%, chitin 15%, obsidian 10%
Duergariron 30%, steel 20%
Giantsbone 25%, fur 20%, iron 20%
Goblinsbronze 30%, bone 10%, copper 10%
Koboldsbone 15%, flint 15%, copper 10%
Orcsbone 55%, iron 15%
Outlawsiron 25%
Trollsbone 30%, hardwood 20%
Undeadbronze 40%, iron 15%

Chromium, nicrosil, dragonbone, and dragonscale appear only deep. Mithril appears only from depth 20 and adamantium from depth 30 (on creatures, from levels 30 and 40).

  • Mithril is half the weight of steel and quicker in the hand (+1 to hit).
  • Adamantium is a little heavier than steel and the best metal to fight with. A weapon of it rolls one more die of its own size and bites deeper (+1 damage): a long sword’s 1d9 is 2d9+1. Armour and helmets of it have twice steel’s Protection, and a shield of it twice its Defence. It is never damaged by anything (see Protected items). It holds less magic than mithril, though (binding +1).

Neither is a precious metal, and acid runs off both. An anvil works them as it does steel. Items placed by hand in the world’s made places are always what they were placed as.

A long sword and a chain mail shirt in each metal:

MetalLong swordTo hit, damageDiceWorthChain mail shirtProtectionWorth
Adamantium2.1 kg+0 / +12d92278 gold13.2 kg712500 gold
Aluminium731 g+1 / −21d9611 gold3.7 kg23333 gold
Bendalloy2.1 kg+0 / −11d9459 gold13 kg22500 gold
Brass1.9 kg+0 / −11d972 gold11.9 kg2375 gold
Bronze2 kg+0 / −11d965 gold12.3 kg3333 gold
Cadmium2 kg+0 / −21d9307 gold12.1 kg21667 gold
Chromium1.7 kg+0 / +11d9686 gold10.1 kg43750 gold
Copper2 kg+0 / −11d957 gold12.5 kg2292 gold
Duralumin763 g+1 / −11d9762 gold4 kg34167 gold
Electrum3.3 kg−1 / +01d9914 gold21 kg25000 gold
Gold4.2 kg−2 / +11d91520 gold27.1 kg28333 gold
Iron1.8 kg−1 / +01d950 gold11 kg3250 gold
Mithril990 g+1 / +01d91520 gold5.5 kg38333 gold
Nicrosil1.9 kg+0 / +11d9762 gold11.9 kg44167 gold
Pewter1.7 kg+0 / −21d942 gold10.2 kg1208 gold
Silver2.4 kg−1 / −11d91141 gold14.7 kg26250 gold
Steel1.8 kg+0 / +01d980 gold11 kg3417 gold
Tin1.7 kg+0 / −21d935 gold10.2 kg1167 gold
Zinc1.7 kg+0 / −21d950 gold10 kg2250 gold

The common weapons, armour, helmets, and shields as usually made and in adamantium:

ItemAs madeIn adamantium
Dagger1d42d4+1
Short sword1d62d6+1
Long sword1d92d9+1
Great sword2d63d6+1
Battle axe1d82d8+1
Mace1d82d8+1
Chain mail shirtProtection 3Protection 7
Suit of scale mailProtection 4Protection 9
Suit of banded mailProtection 5Protection 10
Suit of plate armourProtection 6Protection 12
Iron helmProtection 1Protection 2
Great helmProtection 2Protection 4
Small shieldDefence 1Defence 2
Tower shieldDefence 3Defence 6

Pieces

Raw material comes in pieces: what a broken thing falls to (an animated thing that does not fall whole, for example; see Animated objects), and the stock smiths and other crafters work with, and what many creatures’ bodies leave when they die (see What creatures leave). A piece is one material, shown as , in its material’s colour, and named by its group: a steel ingot, 3 hardwood billets, a leather hide, a fur pelt, a bone shard, a length of sinew, a block of jade, a lump of amber, a bolt of wool, a lump of glass.

  • A piece weighs what 500 g of steel would weigh in that material: a wood billet 200 g, a gold ingot 1230 g. Hides and bolts of cloth are bigger: a hide is worth 8 pieces (a leather hide weighs 1400 g) and a bolt 4. The Unit column below gives this.
  • It is worth what a steel ingot (1 gold) would be worth in that material, rounded, times its unit. A tin ingot is worth nothing, and a gold one 20 gold.
  • Pieces of one material stack. They are listed under Materials. A smithy and a general store sell them, and a smithy, a weaponsmith, an armourer, a fletcher, and a general store buy them (see Shops), unless they are worth nothing, like a wood billet. In Cēaptūn the smithy has steel and iron ingots.

How many pieces a thing holds goes by weight: its weight in a material divided by one piece of it, rounded, and at least one. A dagger’s steel is one ingot, a long sword’s blade three, a great sword seven, and a quarterstaff ten wood billets.

A broken thing falls apart into the parts it was made of. A gem set in it falls loose, keeping its size and cut. Each other part becomes pieces of its material: half the part’s weight in pieces, at least one, with parts of the same material counted together. Paper, wax, and the like leave nothing. Any magic is lost. A tin dagger with a ruby pommel breaks into a tin ingot and the ruby. A steel long sword breaks into 2 steel ingots and a leather hide.

Each group is worked by one skill: metal by Metalcraft, with Strength; wood, bone, hide, and sinew by Woodcraft, with Dexterity; jade, amber, and gems by Jewelcraft, with Dexterity. Stone, flint, and obsidian are knapped by hand, so Woodcraft works them, not Jewelcraft. Cloth and glass have no crafting skill yet. Some materials are harder to work than others: the work column of the materials table is added to the difficulty of working them (steel 0, tin −3, adamantium +8). Salvage uses both: it takes an item apart into these pieces.

MaterialGroupA pieceUnitWeightWorthWorked by
Adamantiummetaladamantium ingot1600 g30 goldMetalcraft (Strength)
Aluminiummetalaluminium ingot1170 g8 goldMetalcraft (Strength)
Bendalloymetalbendalloy ingot1590 g6 goldMetalcraft (Strength)
Brassmetalbrass ingot1540 g1 goldMetalcraft (Strength)
Bronzemetalbronze ingot1560 g1 goldMetalcraft (Strength)
Cadmiummetalcadmium ingot1550 g4 goldMetalcraft (Strength)
Chromiummetalchromium ingot1460 g9 goldMetalcraft (Strength)
Coppermetalcopper ingot1570 g1 goldMetalcraft (Strength)
Duraluminmetalduralumin ingot1180 g10 goldMetalcraft (Strength)
Electrummetalelectrum ingot1955 g12 goldMetalcraft (Strength)
Goldmetalgold ingot11.2 kg20 goldMetalcraft (Strength)
Ironmetaliron ingot1500 g1 goldMetalcraft (Strength)
Mithrilmetalmithril ingot1250 g20 goldMetalcraft (Strength)
Nicrosilmetalnicrosil ingot1540 g10 goldMetalcraft (Strength)
Pewtermetalpewter ingot1465 g1 goldMetalcraft (Strength)
Silvermetalsilver ingot1670 g15 goldMetalcraft (Strength)
Steelmetalsteel ingot1500 g1 goldMetalcraft (Strength)
Tinmetaltin ingot1465 gnothingMetalcraft (Strength)
Zincmetalzinc ingot1455 g1 goldMetalcraft (Strength)
Bonebonebone shard1300 gnothingWoodcraft (Dexterity)
Chitinbonechitin shard1225 g1 goldWoodcraft (Dexterity)
Dragonbonebonedragonbone shard1275 g25 goldWoodcraft (Dexterity)
Hornbonehorn shard1250 g1 goldWoodcraft (Dexterity)
Ivoryboneivory shard1325 g5 goldWoodcraft (Dexterity)
Clothclothbolt of cloth4500 gnothing-
Silkclothbolt of silk4360 g16 gold-
Woolclothbolt of wool4600 gnothing-
Glassglasslump of glass1450 g1 gold-
Dragonscalehidedragonscale hide81.6 kg240 goldWoodcraft (Dexterity)
Furhidefur pelt81.6 kg8 goldWoodcraft (Dexterity)
Hardened leatherhidehardened leather hide81.8 kg8 goldWoodcraft (Dexterity)
Leatherhideleather hide81.4 kg8 goldWoodcraft (Dexterity)
Amberresinlump of amber1200 g3 goldJewelcraft (Dexterity)
Sinewsinewlength of sinew1150 gnothingWoodcraft (Dexterity)
Flintstoneblock of flint1400 gnothingWoodcraft (Dexterity)
Jadestoneblock of jade1425 g4 goldJewelcraft (Dexterity)
Obsidianstoneblock of obsidian1375 gnothingWoodcraft (Dexterity)
Stonestoneblock of stone1400 g1 goldWoodcraft (Dexterity)
Hardwoodwoodhardwood billet1250 gnothingWoodcraft (Dexterity)
Ironwoodwoodironwood billet1350 g3 goldWoodcraft (Dexterity)
Woodwoodwood billet1200 gnothingWoodcraft (Dexterity)

Herbs and essences

Herbs and elemental essences are listed under Materials too, but they are things of their own, not pieces: nothing is made of moonwort. Each stacks, and none lies about as loot, but hags carry henbane and elementals leave their essence when they die (What creatures leave).

  • Herbs (", 20 g each): glowcap and moonwort (5 gold), comfrey (8), feverfew and henbane (15), eyebright, bog myrtle, and vervain (25), and mandrake root (60). An alchemist always has glowcap and moonwort for sale.
  • Essences (* in their element’s colour, 50 g, 30 gold each): essence of fire, ice, lightning, air, water, and earth.

An alchemist buys herbs, essences, and pieces (see Shops). Where herbs are found is on Herbs. An alchemist brews with both: herbs for most potions, an essence for the battle flasks and a few potions (frost, earthing, sea legs).

See also: Objects and your pack, Crafting, and Forging at the anvil.