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Admantine essentially let's you get through hardness...simple enough.
Cold Iron is used for stopping certain monsters from regenerating so you can actually kill them.
Explanation - there are certain enemies that are for all intents and purposes immortal. Do as much damage as you like, they'll eventually get up (there might be limits to this, I haven't tested it). You need to stop their ability to regenerate with whatever they're weak to (like trolls and fire/acid).
edit - excuse me tired got my terms mixed up. In my defense Hardness and DR are VERY similar mechanics. Also, I'm talking about regeration of particular monsters not universal, so I AM right about that nym.
In pnp cold iron doesn't block regeneration.
False, for example the PnP rulebook entry for the Crag Linnorm lists
regeneration 10 (cold iron)
The op just cited a exerpt of the in game description for the purpose of explaining their confusion and Mauman correctly stated that only "certain" monsters would be affected.
Note that Regeneration does not prevent death from effects that can kill without doing HP damage (stat damage, instant death spells, negative levels, etc)
Then I must complain:
I have a truckload of adamantine weapons (lvl 16, after Pitax), but except one dagger +1 which I found when I had lvl 3 at Old Sycamore and a special sickle from the Bloom-campaingn I have ZERO cold iron weapons.
So, I must finally buy these +1 wepons from the dwarfen trader in my town...
Having one such weapon equipped is already enough to be able to kill the creature and for the purposes of overcoming the DR it should suffice to just have at least +3 enhancements on your weapons.
So there is probably no need for you to stock up on cold iron weapons that late in the game.
Furthermore, there are some monsters later on which are even harder to kill, though those are all unique encounters as well.
So making sure to have access to some of the other listed means is more important:
- negative damage effects like cause wounds
- negative level effects like enervation (though you would need a lot of casts)
- stacking ability damage effects (easiest when you have a rogue which can deal 2 str damage on each sneak attack)
- death effects
I reloaded after I saw that entry "Cold Iron" in the inspect-window and gave my shield master main, who usually has a falcata that old sickle and could kill the first scout.
The rest was killed by my custom monk, whose fists count as ... well, everything at that level.
At this time Valerie had the "Incorruptible Petal", a +5 Glaive but was not very successful with it.
BTW, enervation seems to be one of the "main" spells in this game. Most hard fights I win because of
"Sneak attack! Linzi drained xx levels from...." :)