Pure IronThe most common metal in the material plane, iron is used for all kind of tools and equipment. When fashioned into weapons or armor, its purpose is quite simple, to hurt and avoid getting hurt. Pure Iron can be used for crafting any item of non-special metals, like steel equipment.
Weapon: A Pure Iron weapon's critical threat increases by 1 for every 4 Bab you have, plus it ignores any miss chances from its target on a natural 20 (including mirror image and similar). It can score critical hits on elementals.
Masterwork-As base, plus you can re-roll one missed attack or critical confirmation per round.
Relicwork-As Masterwork, plus you can cripple an opponent's limb of your choice as a standard action basic attack or as a charge attack(the attack still deals normal damage, only one attack) unless they succeed on a Fort save with DC 5+Bab (including eyes to make them blind, mouth to make them unable to speak, ears to make them deaf).The limb can't be used until the target receives regeneration or a Heal check with DC 20+Bab as a full-round action. A crippled leg reduces speed by half, stacking until no legs are left, in which case the creature can only crawl at speed 5 feet, while a crippled wing makes flight impossible. A crippled head instantly kills the target, but they get a +5 bonus on their Fort save on that case. Increase the DC by 5 if you're wielding the weapon with all your hands.
Artifactwork-As Relicwork, plus whenever it hits a target, that target takes a -1 cumulative penalty to AC and saves until they heal the damage dealt.
Phantasmwork-As Artifactwork, plus increase its critical multiplier by 1 and it automatically confirms critical hits. Against creatures immune to critical hits, then roll to confirm and if you succeed, it deals the extra critical damage anyway.
Armor/Shield: Pure Iron armor grant an increased bonus to AC depending on its category (light +1, medium +2, heavy +4). Pure Iron Shields similarly grant an increased bonus to AC depending on its category(light+1, heavy +2, tower+4). Those increased bonus count towards the hardness and touch AC granted by being a pure metal item.
Masterwork-As base, plus you gain Fortification 25% (light armor)/ 50% (medium armor)/ 75% (heavy armor). A pure iron shield increases that fortification by 5%(Light Shield)/15%(Heavy Shield)/25%(Tower Shield).
Relicwork-As Artifactwork, plus while wearing pure iron armor you ignore any ill effects on a sucessful reflex save. If it is medium armor, Fort saves as well. If it is heavy armor, on Fort and Will saves as well. Plus while wielding a pure iron shield you can add half its Shield bonus to all your saves as a resistance bonus.
Artifactwork-As Relicwork, plus 1/4 the damage you take becomes nonlethal. If you have equiped both pure iron armor and shield, half the damage you take becomes nonlethal instead.
Phantasmwork-As Masterwork, plus natural 20s don't automatically hit you anymore. If you have equiped pure iron armor and shield, natural 2s, 3s and 4s automatically miss you (or just natural 1s and 2s automatically miss you in case the attacker didn't automatically miss on an 1 already).
Special: Pure Iron also has the ability to stablize reality all around, making it impossible to breach the barriers between planes, so that Pure Iron coat of arms are placed in important locations to ward against magic intrusion. In an 1-hour process, you can set one suit of Pure Iron armor, shield and two weapons as a coat of arms that blocks all planar travel in and out of a radius of 20 feet(basic), 100 feet (masterwork), 500 feet (relicwork), 1 mile (artifactwork), 10 miles (phantasmwork). This includes any and all rooms of buildinds inside the radius. Removing one of the pieces of the coat of arms is enough to ruin this protection however.
Pure SilverIn its refined state, silver is the bane of the undead and other unnatural things that stalk the night.
Weapon: A basic pure silver weapons benefits from a non-magical Ghost Touch effect and can inflict critical hits on undead.
Masterwork-As base, plus it inflicts an extra d6 of damage for every 4 Bab you have against evil creatures and counts as Good for bypassing DR.
Relicwork-As Masterwork, plus you can cripple an opponent's limb of your choice as a standard action basic attack or as a charge attack(the attack still deals normal damage, only one attack) unless they succeed on a Fort save with DC 5+Bab(including eyes to make them blind, mouth to make them unable to speak, ears to make them deaf). The limb can't be used until the target receives regeneration or a Heal check with DC 20+Bab as a full-round action. A crippled leg reduces speed by half, stacking until no legs are left, in which case the creature can only crawl at speed 5 feet, while a crippled wing makes flight impossible. A crippled head instantly kills the target, but they get a +5 bonus on their Fort save on that case. Even undead can be affected by this. Increase the DC by 5 if you're wielding the weapon with all your hands.
Artifactwork-As Relicwork, plus increase by 50% the bonus granted by your Bab to attack rolls and damage rolls against creatures with the same number of HD or more than you.
Phantasmwork-As Artifactwork, plus creatures hit by it must succeed on a Fort save with DC 15+Bab or become fatigued. If they're already fatigued they become exhausted. If they're already exhausted they're rendered helpless for 1 hour. Even undead can be affected by this. In addition it bypasses all regeneration.
Armor:/Shield:While wearing a Pure Silver armor or shield, against natural attacks double the hardness granted by your armor/shield against natural attacks. If you have both a Pure Silver armor and Shield, you become immune to disease, and also immune to curses if either the armor is heavy and/or the shield is tower.
Masterwork-As base, plus immunity to energy drain (light armor or shield), immunity to energy drain and negative energy effects (medium armor or heavy shield), or a nonmagic Deathward effect (heavy armor or tower shield). If you're equiped with both pure silver armor and shield, you also become immune to ability damage, plus immunity to energy drain if either the armor is heavy or the shield is tower.
Relicwork-As Masterwork, plus you become immune to fear while equiped with either a Pure Silver armor or Shield. Not even immunity-ignoring effects can bypass this protection, and you gain a morale bonus to attack and damage rolls equal to half your armor+shield bonus for as long as the Fear effect would normally last, plus an extra +1 for each fear degree (shaken +1, frightened +2, panicked +3) and another +1 for medium armor/heavy shield or +2 for heavy armor or tower shield. If you're wearing both a Pure Silver armor and shield, double any morale bonus you gain.
Artifactwork-As Relicwork, plus nonhumanoid creatures with darkvision looking at you from inside their darkvision range must suceed on a Will save with DC 10+Bab or become Blinded for 1 round, such pure is its quality (no more than 1 save per round). Increase the DC by 1 for Medium armor or Heavy Shield, or increase the DC by 2 for heavy armor or tower shield. If you have a pure silver shield and armor, the concentrated amount of highly refined pure silver overwhelms any blindsight, scent, blindsense, mindsense or similar, making you invisible to that kind of senses.
Phantasmwork-As Artifactwork, plus you don't suffer any ill effects besides damage when hit by a melee or ranged physical attack unless it beats your AC by 5 or more. If you have equiped both pure silver armor and shield, only if it beats your AC by 10 or more.
Special: Pure Silver weapons double as precious medical instruments, able to acelerate natural healing of beings and cleanse diseases and other maladies. A basic weapon can cure 1 HP as a fullround action or 1 ability damage as a 1 Hour process. A masterwork weapon can replicate a lesser restoration as a 1 Hour Process or Remove Dissease/Blindness/Deafness as as 8 Hours process. A relicwork weapon can replicate Remove Curse as a 24 hours process or Restoration as a 8 Hour process. An artifactwork weapon can replicate Hallow as a 24 hour process or. Heal as a 1 hour process. A phantasmwork weapon can replicate Greater Restoration as a 8 hour process or Regenerate as a 1 week process. None of those options can be used by anyone able to cast spells/manifest powers/similar or craft magic items, their bodies and minds too tainted by magic to be able to heal things by nonmagical means.
Pure Cold IronThe very essence of logic crystallized, pure cold iron is the bane of tricksters and charlatans.
Weapon: Creatures can't cast/SLA/manifest/PLA/similar defensively while threatened by a Pure Cold Iron weapon. Damage dealt by Pure Cold Iron weapons count as ongoing for concentration purposes, and increase the DC of any concentration checks inflicted by Pure Cold Iron weapons by your Bab, and ignores any miss chances (including mirror image and similar) on the target when it threatens a critical hit In addition it can score critical hits on plants.
Masterwork-As base, plus it inflicts an extra d6 of damage for every 4 Bab you have against chaotic creatures and counts as Lawful for bypassing DR.
Relicwork-As Masterwork, plus you can cripple an oponnent's limb of your choice as a standard action basic attack or as a charge attack(the attack still deals normal damage, only one attack) unless they suceed on a Fort save with DC 5+Bab(including eyes to make them blind, mouth to make them unable to speak, ears to make them deaf). The limb can't be used until the target receives regeneration or a Heal check with DC 20+Bab as a fullround action. A crippled leg reduces speed by half, stacking until no legs are left, in which case the creature can only crawl at speed 5 feet, while a crippled wing makes flight impossible. A crippled head instantly kills the target, but they get a +5 bonus on their Fort save on that case. In the case of a plant, you may try to sever its roots to instantly destroy it instead, but they gain a +5 bonus on their Fort save as well. Increase the DC by 5 if you're wielding the weapon with all your hands.
Artifactwork-As Relicwork, plus it now ignores all miss chances all the time, including mirror image and similar. If it threatens a critical, it also automatically dispels all spells/powers/similar (but not magic items) on the target if it deals damage.
Phantasmwork-As Relicwork, plus whenever it threatens a critical hit on the attack roll, the target is treated as they had no ongoing spells/powers/similar ongoing on them for that strike, meaning for example that contigencies don't trigger, ignore any bonus to AC coming from those sources, can strike ethereal creatures, etc.
Armor/Shield: Pure Cold Iron armor and shields grant the wielder SR equal to 11+HD, which can be raised or dropped at any time as a free action even if it isn't your turn. If the wearer already has SR, increase the higher of them by two. If you have equiped both a suit of pure Cold Iron armor and pure Cold Iron shield, increase it by another 4. Increase it by a further 1 for medium armor or heavy shield, or increase it by 2 for heavy armor or tower shield.
Masterwork-As base, plus magic weapons strike you as if they were nonmagic. If you have equiped medium armor or a heavy shield, in addition non-instantaneous area effects never limit your movement ability if you don't want to, so for example you can perfectly move trough an entangle/web/black tentacles/wall of force/ solid fog, but you would still need to save against the entanglement or resist grapple checks as apropriate. If you have heavy armor or a tower shield, in addition you add 1/4 said armor/shield's bonus on all related saves/checks. If you have both armor and shield, any such magic areas you pass over become normal again after you pass.
Relicwork-As Masterwork, plus grants a permanent Mindblank effect. If you're equiped with both pure cold iron armor and shield, you can choose to let yourself be affected by benefical mind-affecting effects of your choice.
Artifactwork-As Relicwork, plus you can as a swift action project or end a permanent nonmagic AMF with CL=Bab and radius 10 feet (light armor or shield), 15 feet (medium armor or heavy shield) or 20 feet (heavy armor or tower shield). You can project a smaller radius than max if you want, and change it as a swift action. If you have both Pure Cold Iron armor and Shield, add the radius of the AMF togheter.
Phantasmwork-As Artifactwork, plus you benefit from a permanent nonmagic Spell Turning effect on yourself, that renews itself automatically at the start of your turn. If you have medium armor or heavy shield, add +2 to the total of spell levels that are turned. If you have heavy armor or tower shield, instead add +6 to the total of spell levels that are turned. If you have both Pure Cold Iron armor and shield, you can choose to let benefical effects pass trough.
Special: Pure Cold Iron left in an area makes for an effective ward against more subtle magics In an 1-hour process, you can set one suit of Pure Cold Iron armor, shield and two weapons as a coat of arms that blocks all divination effects (including scrying) in and out of a radius of 20 feet(basic), 100 feet (masterwork), 500 feet (relicwork), 1 mile (artifactwork), 10 miles (phantasmwork). This includes any and all rooms of buildinds inside the radius. Removing one of the pieces of the coat of arms is enough to ruin this protection however.
Pure MythrilWhen purified, Mythril becomes truly as light as feather. Pure Mytril equipment weights virtually nothing, if not actually making you lighter yourself. Weapons strike at incredible speeds, while armor allows you to move with exceptional grace.
Weapon: While wielding a mytril weapon double the normal number of Aoos you have per turn, and any Aoo you perform automatically threatens a critical hit. In addition it can critical hit oozes.
Masterwork-As base, plus it inflicts an extra d6 of damage for every 4 Bab you have against lawful creatures and counts as Chaotic for bypassing DR.
Relicwork-As Masterwork, plus you can cripple an oponnent's limb of your choice as a standard action basic attack or as a charge attack(the attack still deals normal damage, only one attack) unless they suceed on a Fort save with DC 5+Bab(including eyes to make them blind, mouth to make them unable to speak, ears to make them deaf). The limb can't be used until the target receives regeneration or a Heal check with DC 20+Bab as a fullround action. A crippled leg reduces speed by half, stacking until no legs are left, in which case the creature can only crawl at speed 5 feet, while a crippled wing makes flight impossible. A crippled head instantly kills the target, but they get a +5 bonus on their Fort save on that case. Increase the DC by 5 if you're wielding the weapon with all your hands.
Artifactwork-As Relicwork, plus you gain an extra attack at your highest Bab on a full attack or at the end of a charge (two extra if you charge and have pounce).
Phantasmwork-As Artifactwork, plus no immediate, free or triggered actions (such as contigency or a fire elemental's heat ability) may be taken against attacks from this weapon.
Armor/Shield: Pure Mythril armor has no max Dex limit and never slows down your movement speed. Pure Mytrhril Light and Heavy Shields still grant you their bonus if you use the respective arm for something else. Pure Mytrhil Tower Shields don't give you a penalty on attack rolls.
Masterwork-As base, plus grants a Freedom of Movement effect. If both armor and shield are equiped, you also gain a permanent nonmagic Haste effect on yourself.
Relicwork-As Masterwork, plus you gain a permanent nonmagic Air Walk effect on you. If you have both a Mythril Armor and Shield, double your land speed.
Artifactwork-As Relicwork, plus you gain an extra move action per turn. If you have pure mytril armor and shield, you gain an extra standard action per turn instead.
Phantasmwork-As Artifactwork, plus you can block any single attack (as defined by the Sanctuary spell) targeted at you or an adjacent ally as an immediate action. If you have both pure Mytril armor and shield, also instantly block the first sucessful attack against you each round.
Special: Pure Mytril weapons allows one to cut at the magic layers that hide the natural passages inside and between the planes, finding old forgoten paths to almost anywhere. With a basic one, as a week-long process you can replicate a teleport with CL=Bab. With a masterwork one, it can do the same as a 8 hour process. With a relicwork one, it can replicate a planeshift as a 8 hour process with CL=Bab. With an artifact one, Greater Teleport or Plane Shift either as a 1 hour process with CL=Bab. With a Phantasmwork one, a Greater Teleport or Plane Shift as a fullround action with CL=HD. Any DCs are 10+Bab.
Pure AdamantinePure adamantine is an exceptionally strong material, weapons of this material punching trough all defences while armors make the wearer an almost unstopable juggernaut.
Weapon: A Pure adamantine weapons ignores half of any DR. In addition it can critical hit constructs and objects.
Masterwork-As base, plus it inflicts an extra d6 of damage for every 4 Bab you have against good creatures and counts as Evil for bypassing DR.
Relicwork-As Masterwork, plus you can cripple an oponnent's limb of your choice as a standard action basic attack or as a charge attack(the attack still deals normal damage, only one attack) unless they suceed on a Fort save with DC 10+Bab(including eyes to make them blind, mouth to make them unable to speak, ears to make them deaf). The limb can't be used until the target receives regeneration or a Heal check with DC 20+Bab as a fullround action. A crippled leg reduces speed by half, stacking until no legs are left, in which case the creature can only crawl at speed 5 feet, while a crippled wing makes flight impossible. A crippled head instantly kills the target, but they get a +5 bonus on their Fort save on that case. This can affect even constructs.
Artifactwork-As Relicwork, plus enemies hit must suceed on a Fort save with DC 10+Bab or be dazed for 1 round. Multiple hits on the same turn don't force multiple saves, instead the DC increases by +2 for each extra hit beyond the first.
Phantasmwork-As Artifactwork, plus it ignores all bonus to AC except Dex, Dodge, natural Armor, Size, Shield and Armor, and it still ignores half the Armor, Shield and Natural Armor of the target.
Armor/Shield: Pure Adamantine armor grants extra hardness to the wearer depending on the grade (light +3, medium +6, heavy +9). Pure Adamantine shields grant extra hardness to the wearer depending on the grade (light +2, heavy +4, tower +6).
Masterwork-As base, plus you can add your pure adamantine armor/shield bonus to grapple, bullrush, disarm, trip and overrun attempts.
Relicwork-As Masterwork, plus when you move you can crush your way trough any physical obstacles on your path by suceeding on a Str check to break them as a free action, and then using any leftover movement to keep moving. You can also push aside creatures out of your path by suceeding on a Str check against them as a free action, in which case they're moved away to the closest empty square of their choice. If you fail any of those Str checks your movement instantly ends. You add your pure adamantine armor/shield bonus to those Str checks.
Artifactwork-As Relicwork, plus double the hardness granted by your pure adamantine armor/shield, and effects that ignore hardness only ignore half the hardness granted to you by pure adamantine armor/shields (so basically they still have to deal with your “normal” hardness).
Phantasmwork-As Artifactwork, plus reduce all damage you receive by half, before applying hardness. If you have both pure adamantine armor and shield, instead reduce all damage you receive to ¼, before applying hardness.
Special: Even a relatively small piece of refined pure adamantine can greatly reinforce a bigger structure. In an 1-hour process, you can set one suit of Pure Adamantine Iron armor, shield or weapon makes a continuous structure (but not a piece of equipment) of metal/stone count as made of pure adamantine for hardness, HP and Break DC purposes, and how it interacts with spells. The size affected is 20 cubic feet(basic), 50 cubic feet (masterwork), 100 cubic feet (relicwork), 200 cubic feet (artifactwork), 500 cubic feet miles (phantasmwork). In addition such warded structures also block the passage of ethereal/incorporeal creatures and similar. Removing the piece is enough to ruin this protection however.
Pure GoldEven when purified, gold just isn't very suited to make armors or weapons when compared to other metals. However, it is second to none when it comes to inspiring others, being a favored material for leaders both in war and peace.
The base cost for a pure gold item is 10 times as much as an equivalent pure silver item (no increase to upgrading to masterwork or higher), it weights twice as much, and double all armor skill check penalties.
Weapon: A Pure Gold weapon allows you to add your Bab to Intimidate and Feint checks.
Masterwork-As base, plus enemies adjacent to you take a -2 penalty on all saves and skill checks unless they have equiped a piece of equipment more valuable than your Pure Gold weapon.
Relicwork-As Masterwork, plus you can cripple an oponnent's limb of your choice as a standard action basic attack or as a charge attack(the attack still deals normal damage, only one attack) unless they suceed on a Fort save with DC 5+Bab (including eyes to make them blind, mouth to make them unable to speak, ears to make them deaf).The limb can't be used until the target receives regeneration or a Heal check with DC 20+Bab as a fullround action. A crippled leg reduces speed by half, stacking until no legs are left, in which case the creature can only crawl at speed 5 feet, while a crippled wing makes flight impossible. A crippled head instantly kills the target, but they get a +5 bonus on their Fort save on that case. Increase the DC by 5 if you're wielding the weapon with all your hands. Increase the DC by an extra 1 if the Pure Gold weapon is worth more than any single piece of equipment of the target.
Artifactwork-As Relicwork, plus whenever you hit an opponent with it, for 1 round your allies that can view you gain a morale bonus on attack rolls and damage rollsequal to 1/5 the damage you dealt with that blow. Multiple blows over the same round don't stack, count just the higher one.
Phantasmwork-As Artifactwork, plus whenever you threaten a critical, allies that can see you can take an extra move or swift action or supress an ill non-instantaneous non-permanent effect from themselves other than damage for 1 round. Once this ability has triggered in a round, it cannot trigger again on the same round for any other Pure Gold Phantasmwork weapons on view (altough the same phantasmwork can trigger multiple times in the same round).
Armor/Shield: Pure Gold armor grants a bonus to Diplomacy and resisting Feinting and Demoralizing checks equal to half the AC bonus they grant you. It can also shed light as a torch by polishing it as a move action. This light can be “turned off” by dirtying the armor a bit as another move action.
Masterwork-As base, plus allies adjacent to you gain a bonus on all saves and skill checks unless they have equiped a piece of equipment more valuable than your Pure Gold Armor or Shield. The bonus depends on the armor/shield grade (+1 for light, +2 for medium armor/heavy shield, +3 for heavy armor/tower shield), stacking one suit of armor and one shield.
Relicwork-As Artifactwork, plus as a move action you can polish it enough to make it give out light as a Daylight spell with a radius of 10 feet (light), 20 feet (medium armor/heavy shield) or 30 feet (heavy armor or tower shield), stacking one suit of armor and one shield. Regardless, as long as this light is active, whenever you make a save against an area effect or a defensive check, your allies inside the light can choose to automatically suceed against it as well. However if you do fail a save or defensive check, the light goes automatically out and you must spend a new move action.
Artifactwork-As Relicwork, plus enemies wishing to enter the light area or to attack (as the Sanctuary spell) from outside someone inside the radius must suceed on a Will save with DC 10+Bab or lose the action.
Phantasmwork-As Masterwork, plus you can freely share any and all of your immunities and resistances with your allies inside your armor's light radius.
Special: Pure Gold is the ultimate show of status. In an 1-hour process, you can set one suit of Pure Gold armor, shield and two weapons as a coat of arms that makes all creatures one step friendlier towards you and your adjacent allies in a radius of 20 feet(basic), 100 feet (masterwork), 500 feet (relicwork), 1 mile (artifactwork), 10 miles (phantasmwork). This includes any and all rooms of buildinds inside the radius. Removing one of the pieces of the coat of arms is enough to ruin this protection however.
Other pratical applicationsVial of Powdered Pure Metal: This grenadelike weapon costs as much as 1/10th of a dagger of the respective material. It affects all creatures inside a 10-feet radius and its effects depend on the pure metal inside (trying to mix diferent pure metals inside a single vial simply renders them both inert). The effects last until the affected creatures spend two fullround actions (which don't need to be consecutive) scraping the powder off, which causes attacks of opportunity.
Pure Iron-Creatures affected cannot perform planar travel of any kind.
Pure Silver-Creatures affected are forced back into their original form unless they suceed on a Will save with DC 10+Bab. If they have more than one, then they're forced into the other. Either way, they can't willingly change into any other form until they scrape off the Pure Silver.
Pure Cold Iron-Creatures affected lose any sort of invisibility they have.
Pure Mytril-The powdered Mytril reacts with the air and produces a sudden flash that blinds creatures inside the radius unless they suceed on a Ref save with DC 10+Bab. In addition any charm/domination/command/compulsion effects on creatures inside the area are automatically ended. Summoned and called creatures break free as well and will do as they wish, not following orders from anyone anymore.
Pure Adamantine-Extremely toxic and specialy effective at jamming the cogs of constructs and undead bones, creatures inside the radius are Nauseated unless they suceed on a Fort save with DC 10+Bab and then sickened until the powder is scrapped off. Even constructs and undeads can be affected by this.
Pure Gold-The promise of riches can corrupt the strongest hearts. Creatures inside the radius are Fascinated unless they suceed on a Will save with DC 10+Bab. If they fail by 5 or more they're charmed for 1 hour, then fascinated. If they fail by 10 or more they're Dominated, but can attempt a new save against it every round until they suceed, after which they're charmed for 1 hour and then fascinated.
Binding Shackes: chains specially designed to quickly immobilize a target.
Each costs as much as a spiked chain of the respective material and must be whitin 1 size category of the one to be bound. Applying them demands a melee touch attack as a standard action and winning a Str+Bab check against the target, including size penalties/bonus as in a regular combat maneuver. The one being shackled takes a -2 penalty on this check for each 5% HP of their max HP they're missing. If sucessful, the target is treated as pinned. The escape artist is 20+Bab and Break DC is 25 (already taking in account the extra DC for pure materials). Depending on the material used, additional effects may apply. You can apply multiple binding shackles in a single target, stacking the effects. They're lost as soon as the creature is able to act normally again. Freedom of Movement does nothing against Binding Shackles.
Another adjacent person may adapt the shackles to allow a certain degree of movement as a fullround action:
-Just move at any speed from 5 feet to normal speed, including disabling certain movement speeds while allowing others.
-Entangled.
-Able to act mostly normally, except the specific pure material penalties still apply.
Pure Iron- Those shackles can affect incorporeal/ethereal creatures, and if sucessful they become material. Creatures shackled by Pure Iron cannot perform planar travel of any kind as well.
Pure Silver-Creatures affected are forced back into their original form. If they have more than one, then they're forced into the other. Either way, they can't willingly change into any other form until they break free.
Pure Cold Iron-Creatures affected cannot use spells/powers/SLAs/PLAs/similar.
Pure Mytril-The shackled's creature weight is reduced by 10.
Pure Adamantine-Add your Bab to the Break DC of this shackles. If multiple shackles are applied, the target must first break free of the Pure Adamantine ones before trying to break any of the others.
Pure Gold-The shacked creature becomes one step friendlier towards you, stacking with other such effects. Popular as jewelery "presents".