Weapons are typically made of a specific core material (this is usually either wood for weapons like clubs or iron for weapons like longswords). Higher quality materials exist and can be used in place of the weapon's original material, allowing it to be strengthened or be used in a different manner. Some special materials also bypass some enemies' armor.
Weapons are made of a single material for the purposes of adding a special material.
Weight reduction can only reduce a weapon down to 0 lbs. or "weightless". Integrity reduction can only bring a weapon to a minimum of 1 Integrity.
Weapons made from bone reduce the weight by 2 lbs., halve Integrity, and acquire the Fragile quality. However bone weapons cost half their normal price.
Weapons made from wood receive the Subduing quality if they didn't have it already, however they take a penalty when attempting to deal lethal damage similar to how lethal weapons take a penalty when being used nonlethally. These weapons however become susceptible to burning and take double damage from fire damage. Wood doesn't increase or decrease the base cost of the weapon.
Weapons made from obsidian reduce the weight by 5 lbs., decrease Integrity by 5, and the weapon acquires the Fragile and Deadly qualities. Only slashing and piercing weapons can be made of obsidian as bludgeoning weapons shatter immediately and aren't dense enough to deal damage. Obsidian weapons cost half their normal price.
Copper weapons decrease their Integrity by 3, however weight remains unchanged. In addition to this the increased conductivity allows electricity to travel easier; when dealing electricity damage with a copper weapon increase the damage by an additional +1d8. Copper doesn't increase or decrease the base cost of the weapon.
Bronze weapons reduce weight by 4 lbs. and decreases Integrity by 3. Bronze weapons don't increase or decrease the base cost of the weapon.
Iron weapons increase the weight by 4 lbs. and increase Integrity by 4. Most weapons however are made from iron with some weapons (such as clubs, quarterstaffs, whips, and boomerangs) being made of other materials and can be made out of iron instead. Weapons not originally made out of iron being made of iron deal an additional 2 points of damage, and increase the cost of the weapon by 5 Silver.
Cold iron weapons increase weight by 2 and Integrity by 4, and these weapons deal an additional +2d8 points of damage to Fæ. Some non-Fæ are also vulnerable to cold iron weapons. Cold iron weapons cost an additional 45 Silver.
Weapons made from meteoric iron increase Integrity by 5, and increase the cost of the weapon by 24 Silver.
Steel weapons increase the weight by 6 lbs. and Integrity by 5, as well as dealing an additional 5 points of damage. Steel weapons cost an additional 30 Silver.
Weapons made from primal steel increase Integrity by 6, weight by 5 lbs., and these weapons deal an additional +2d8 points of damage to Magical Beasts. Some non-Magical Beasts are also vulnerable to primal steel weapons. Primal steel weapons cost an additional 1 Gold.
Golden weapons reduce Integrity by 5 and grant you a +10 bonus to a single Persuasion or Etiquette check once per day. Golden weapons cost an additional 2 Gold.
Orichalcum weapons increase weight by 3 lbs., grant a +5 bonus to all Divination checks while wielded, and deal an additional +2d8 points of damage to Aberrant creatures. Some non-Aberrant creatures are also vulnerable to orichalcum weapons. Orichalcum weapons cost an additional 1 Gold and 25 Silver.
Silver weapons are popular spellcasting implements, and although they aren't naturally magical themselves they are able to hold some magic in them easier. Silver weapons don't increase or decrease Integrity or weight, but instead have a pool of Magic Points just like a character would, using their Integrity as their maximum MP. You can spend MP (and Stamina equal to half MP spent) to put MP into the weapon for it to be siphoned out later, functioning similar to a Rod.
Some creatures (such as Werewolves) take an additional +2d8 points of damage from silver weapons, listing if they are vulnerable to silver weapons. Silver weapons cost an additional 1 Gold and 25 Silver.
Mithral weapons halve their weight and deal an additional +2d8 points of damage to Outsiders. Some non-Outsiders are also vulnerable to mithral weapons. Mithral weapons cost an additional 2 Gold and 30 Silver.
Platinum weapons decrease weight by 2 lbs., increase Integrity by 3, and deals an additional +2d8 points of damage to Dragons. Some non-Dragons are also vulnerable to platinum weapons. Platinum weapons cost an additional 4 Gold.
Adamantine weapons increase the weight by 6 lbs., doubles their Integrity, and deal an additional +2d8 points of damage to Constructs. Some non-Constructs are also vulnerable to adamantine weapons. Being among some of the strongest materials out there, adamantine weapons reduce damage to Integrity by 1 and if an adamantine weapon would be reduced to 0 Integrity it is only Broken at Moderate Intensity and not Severe and they are immune to being brought to Severe Intensity. Adamantine weapons cost an additional 8 Gold and 45 Silver.
Elven-made Ritewood weapons are flexible and light, sacrificing power for speed. Reduce weapon weight by half, and the weapon acquires the Finesse property, however it loses 4 Integrity and reduces damage by 1 step (1d8 to 1d6, and so on). Ritewood weapons cost an additional 5 Gold.
This battered steel is covered in formations of rust and grit, although leaving the blade of the weapon unhindered. This can only be applied to slashing or piercing weapons. This weapon increases weight by 2 lbs., increases Integrity by 2, and acquires the Bleed weapon quality. Rotsteel weapons cost an additional 3 Gold.
Stone as tough as hardened metal, dwarves often use kraskstone as part of their buildings and weaponry. Weapons made from kraskstone increase their weight by 10 lbs., and acquire the Brutish property. Kraskstone weapons cost an additional 8 Gold.
Forged with Kendarin blacksmithing techniques where corrupted magic is infused into adamantine, carefully applying just enough to mold the metal but not enough to obliterate it outright. Blacksteel increases the weapon's weight by 2 lbs., increases Integrity by 4, and weapons made with Blacksteel deal an additional +2d4 points of corruption damage. Finally, similar to adamantine weapons, if a Blacksteel weapon would be reduced to 0 Integrity it is only Broken at Moderate Intensity and not Severe and they are immune to being brought to Severe Intensity. Blacksteel weapons cost an additional 12 Gold.