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Skyrim talk:Weapons/Archive 1

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This is an archive of past Skyrim talk:Weapons discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Base Damage

Where are we getting the base damages from?
they seem to be completely off at the moment (for example, there are no weapons with higher base damage than daedric quality weapons)
if it's not yet possible to extract the base weapon damage from the gamefiles,
can we make some sort of standardized damage measuring? (for example, measuring with 100 in all skills+all perks?) Vaag256 00:23, 15 November 2011 (UTC)

All of the base damage values have been taken from the game files. I think the equation used to calculate the in-game damage is fairly different from that in Oblivion -- it looks like the base damage is closer to the damage done at 0 skill than the damage done at 100 skill. Nevertheless, if it's the standard damage value as provided by the game data files, it's still what we should be using on the site. --NepheleTalk 03:12, 17 November 2011 (UTC)
I'm almost totally sure the base damages currently listed are wrong to at least some extent. I have 100 one-handed and some enchants that increase damage. The enchants definitely increase the shown damage of my weapons in my inventory and the smithing interface. According to the wiki, both the daedric sword and the daedric war axe get +1 base damage from their ebony counterparts, but in my smithing screen, the daedric sword gets +3 as compared to ebony, and the axe gets +0, so it's pretty clear the ebony and daedric war axes have the same base value, meaning one or both of the entries on the wiki is wrong. (Which I also think is some level of bug: Why would the daedric war axe, a weapon that takes one more perk and a rare ingredient more to craft than the ebony war axe, be objectively worse by weighing more and doing the same damage output?) --129.49.21.175 21:20, 2 December 2011 (UTC)
You are correct. Both the Ebony War Axe and Daedric War Axe have the same base damage, 15, as can be seen in this version of the page, where I attempted to post correct information about all weapons listed on the page. However, that information has now been removed from the page twice. I'll restore the correct information one more time. --NepheleTalk 21:37, 2 December 2011 (UTC)
Thanks, Nephele. I'll try and keep those numbers showing! Too many people seem to not understand that the number they see is not the base number of the weapon. --Waladil 03:04, 3 December 2011 (UTC)

I'm not sure what the base damage is on a Skyforge Steel War Axe is at 0 skill, but it is higher than regular steel for sure. My current char uses a Skyforge Steel War Axe and the base damage is higher than Dwarven and Orcish for sure, possibly a bit higher than Ebony. --206.255.89.203 11:43, 9 December 2011 (UTC)

It doesn't seem like all of these items can be had

I tried to add Karliah's bow via console, and while it executes and tells me "Karliah's Bow added", no Karliah's bow ever shows up.

Actually, while it does add the bow to your inventory, it simply won't show in your inventory page.
To see what I mean, simply run player.showinventory, pageup a few times as needed, and you should be able to see karliah's bow in there.
The same goes for a bunch of other items. Pherhaps we shouldn't show those items on this page? (ps, sign your comment)Vaag256 12:15, 15 November 2011 (UTC)

This (along with Generic Magic Weapons) is just a dump of every weapon listed in the game data files. I don't have enough information yet about the game to figure out the location of the flags that determine whether the weapons can be usedd. If you can come up with a list of weapons that can not be equipped, then potentially I can find the flag in the game data files. However, most likely we're not going to be able to identify those types of flags until the Creation Kit is released. --NepheleTalk 03:12, 17 November 2011 (UTC)
They can be equiped, they just don't show in inventory, player.equipitem <item>
e.g. player.additem deed8 1, player.equipitem deed8, player.additem bafdf 100
It's also worth noting that padding of 0's is no longer needed Mardoxx 03:27, 17 November 2011 (UTC)
Whatever the flag is called, the problem is still the same: figuring out where in the data it is stored.
Also, I'm not sure what you mean by "padding of 0's is no longer needed". Are you talking about the FormID's? If so, the initial 0's have never been needed, but nevertheless the site's tables have always provided them for consistency and to make them less confusing. --NepheleTalk 19:18, 17 November 2011 (UTC)

Maces and Clubs?

So I noticed the maces list looking a little empty, then noticed the Giant Clubs listed in Swords. Are they in the wrong section, or did the NPCs get their weapons done in a silly way? -Nikomis 17:06, 15 November 2011 (UTC)

All of this info is taken directly from the game data files. The clubs clearly have the keyword "WeapTypeSword", so that's where they're listed on the page. --NepheleTalk 03:12, 17 November 2011 (UTC)

Daggers

Here it says Bladesmen DOES affect daggers, on one-handed page it says the perk doesn't. Is there any confirmation as to which one-handed (or dual-wielding) perks affect Daggers? Does the skill level change dagger damage at all, like it would for swords, etc?--AlphamanT 23:59, 15 November 2011 (UTC)

I've tested it in game and have found that Bladesman perk indeed does not seemingly affect daggers. I compared it using Valdr's Lucky Dagger with its innate 25% chance for critical hits, which like the Archery critical attack (and likely the one-handed swords as well), reveals a message notifying me of my critical attack. Using the Bladesmans perk with a dagger, I wasn't notified at all after a minute or so of experimenting on my companion. Therefore, I removed the mention on the main page unless someone wants to further test this to make sure. On a somewhat unrelated note, from what I've heard, it seems any enchantments boosting one-handed attacks don't actually count towards daggers.
"On a somewhat unrelated note, from what I've heard, it seems any enchantments boosting one-handed attacks don't actually count towards daggers." This is true, whether or not I wear my fortify onehanded gear has no impact on the damage the dagger claims to do Vaag256 14:47, 24 November 2011 (UTC)

Skyforge Steel Greatsword

were can i find this 2H sword ? ----

Do the Companions questline --77.171.8.164 20:59, 18 November 2011 (UTC)
Or buy one from Eorland Gray-Mane.98.165.130.46 13:34, 21 January 2012 (UTC)
I believe he only starts to sell it after the 2nd quest in the Companions questline. You can also pick one up for free during that quest. Vardis 13:47, 21 January 2012 (UTC)

BEST SWORD

what is the best sword in the game?the daedra sword, or something unique like Umbra in Oblivion???

Smithing is the best sword. 81.233.217.129 16:30, 24 November 2011 (UTC)
Alchemy+Enchant Loop into smithing is the best sword. 128.61.88.80 16:56, 13 December 2011 (UTC)

I beleive this guy means the uniproved version of swords, in which case daedric is best. however, fortify smithing and a high smithing skill will always give you the better version. they can be iproved endlessly, they higher the skill, and spell effect. Broxigar 11:44, 14 December 2011 (UTC)

The 46+ level version of Chillrend has the highest base damage of any one-handed sword in the game. Rookwood 02:02, 28 December 2011 (UTC)

It's questionable how good Chillrend is. With a high enchant, you can make weapons with far more damaging enchantments. If you dual-wield, you can't take advantage of the Elemental Fury shout if you use Chillrend. You also have to wait until level 46 until you can use it. Dragofireheart 22:08, 6 January 2012 (UTC)

I suppose it's nice if you don't have a high enchant or smithing skill. Otherwise, I agree. Smithing and Enchanting even without looping makes the lowly steel sword viable. The difference between 15 points and a steel sword at 8 is huge when they are both unimproved. It's not that big of a difference when you are comparing 45 to 38. The same actually goes for comparing a two handed weapon to a one handed one. Vardis 18:05, 21 January 2012 (UTC)

Headsman's Axe

It is listed under one handed axes but it is definately a 2 hander... Yah you dont have the flags and and this is a direct copy yada yada... Just saying because I was a little disappointed when i found out. --77.171.8.164 21:02, 18 November 2011 (UTC)

It is listed under War Axe, which is correct -- it is governed by the One-handed skill and by war-axe-related perks. However, it does use both hands. For technical details, see Skyrim Mod:Mod File Format/WEAP#Notes. I've added a note to the article explaining this. --NepheleTalk 22:57, 18 November 2011 (UTC)

Daedric Mace

It lists the Daedric Mace as having a base damage of 90... This seems unlikely to be correct.— Unsigned comment by LtGt72 (talkcontribs) on 19 November 2011

It was an anonymous editor's change, and was undone soon after because it was incorrect. You can use the page history to see when/why a change was made. --NepheleTalk 18:05, 20 November 2011 (UTC)

More on Base Damage

Is it possible that the base damage is the amount dealt with a skill of 15? Gideon Dragontongue 15:42, 24 November 2011 (UTC)

+I think something is DEFINITELY wrong with base damage.
According to what I've found with battleaxes by dividing by multipliers from the damage displayed:
Iron: base 17, not 16
Steel: base 19, not 18
Dwarven: base 21, not 20
Skyforge: base 23, not 21 (-StrayFang007 Nov 2011)
The base damage is a number taken from the game files, and is the fundamental number that is used by the game when calculating the damage for a given situation. One-point type differences like those you list are probably just from rounding -- because the displayed damage you are starting from is a rounded value. Furthermore, how are you even taking into account the damage adjustments from your skill level with the weapon? I've seen nothing yet on the equation used to increase weapon damage based on skill level. --NepheleTalk 17:06, 25 November 2011 (UTC)

The damage formula seems to sit well, but you can try it out. Supposedly it is (1 + (.4)(skill)/100) for the multiplier. So level 50 skill would be 1 + (.4)(50)/(100) which is a x1.2 multiplier. I guess....it could be wrong. But based on what you said, I guess it is okay to assume those are correct, and thus derive a damage formula for it. There's only one variable (skill) so the constant shouldn't be too hard to figure out.

From testing ingame and analysing videos the skill damage part (1+0.4*skill/100) I'm pretty sure the 0.4 factor should actually be more like 0.2 (when your skill is 100 at least) but when you start using smithing improvements something isn't linear any more so I have trouble getting the formula to work. More investigations needed... /Incido 06:03, 30 November 2011 (UTC)
Here's what I get for the base damage calc. Daedric Warhammer has a base of 27, at 100 skill it gives 41 and then with 5 perks it's 81, so 100 skill is 40.5 rounded up. 40.5/27 = 1.5. So to check I do (27+0)*(1+(.5)*100/100)=40.5*2=81 which is the correct numbers for a Daedric Warhammer.
Checked with smithing improvements as well. At 0 skill my Daedric Warhammer goes from 27 to 37 for a +10 improvement, at 100 skill it's 41-56 for +15 and with 5 perks it's 81-111 for +30. Kai Heilos 07:28, 12 December 2011 (UTC)
I think what we've found is maybe different formulas for 1H and 2H damage (which makes a lot of sense)
If you look at this video http://www.youtube.com/watch?v=Ltnrl9UOdAQ
He has 100 1H skill and 5/5 Perks (and also 100 in smithing which means he gets full +10 damage when upgrading).
Daedric Dagger 26 -> 50 in formula: (11 + 0) * (1 + 0.2 * 100 / 100) * (1 + 1) = 26.4, (11 + 10) * (1 + 0.2 * 100 / 100) * (1 + 1) = 50.4
Daedric Mace 38 in formula: (16 + 0) * (1 + 0.2 * 100 / 100) * (1 + 1) = 38.4
So to me it seems like 0.2 on 1H. /Incido 00:53, 13 December 2011 (UTC)

Leveled List Info

"The following table describes the minimum level at which a weapon type begins to show up in randomly generated loot."

I got an Ebony Armor of Major Health (exact wording could be wrong) when I was level 27 or 29. I forget where I got it (from killing dragons?) Maybe mine is not randomly generated...


I concur with this. I found an Ebony helmet in a high difficulty locked chest today as well as an ebony sword in a Master lock chest. I think I read somewhere that harder containers contain better quality loot. Edit: I forgot to mention my character is about level 25 when I found these. 66.157.223.176 20:34, 29 November 2011 (UTC)

Weapons and Armor use different lists. What's more interesting is that there are a few UN-leveled enemies in the game who can provide you with Ebony weapons at level 1 - if you can find some way to kill them that early... Aliana 19:14, 21 January 2012 (UTC)

I also found an Ebony Mace at level 28 in a chest during the Daedric Quest for Meridia.

I found a Daedric Bow at level 27 in the chest behind the bar at Cragslane Cavern. I didn't notice what level lock the chest had since I had the key.

Weapon Reorganization

I went through a couple days ago and reorganized all of the weapon pages. As I've mentioned elsewhere, the information originally on this page was dumped here as quickly as possible after I got my hands on the game -- and was simply a list of all unenchanted weapons, regardless of whether the player could use them, whether they could be found in game, etc. Now that I've had a chance to go back and look at things a bit more carefully, I've been able to sort things in a more meaningful way. It's still too early after the game's release for any type of organization to be final, but nevertheless I think the reorg was an important step forward.

One component of the reorganization was changing the main weapons into a list that only contains the base weapons. This is consistent with all other games on UESP(eg., Oblivion:Weapons, Morrowind:Base Weapons). I think it's more useful, because these are by far the most common weapons available in the game, and I believe players want to be able to compare the differences between those base weapons as easily as possible -- without having to wade past weapons like the Shiv and Giant Clubs that are almost irrelevant. It is also far less likely to cause confusion similar to this problem on the armor page. Specifically, a weapon such as the Nightingale Blade that was listed on the base weapons page is not the version of the blade that the player is given -- the player's blade is a leveled weapon with different stats.

All of the weapons removed from the base weapons page have been added to other, more appropriate pages, such as Quest Items, Unique Items, and Specialty Gear. Furthermore, all of the redirects for those weapons have been updated so a reader looking, for example, for the Giant Club will no longer be directed to this page for the information.

Therefore, I'm reverting this edit that was recently made and restoring the trimmed-down version of the page. If you feel differently, please explain why. --NepheleTalk 20:32, 30 November 2011 (UTC)

For people looking to acquire the best weapons a page listing all available would be extremely helpful. All other games on UESP have such a page. If you want to link from this page to the specific pages of the item, then I suggest we go through & add those links. But, if we want a page for base weapons then we should conform to the rest of UESP (eg., Morrowind:Base Weapons) --Caitlin
But this page never contained a list of the best weapons, because it never included artifacts, unique enchanted items, etc. It's always been a list of strictly unenchanted weapons. And in the case of Morrowind, there is no article called Morrowind:Weapons -- it's just a redirect to Morrowind:Items. So Morrowind:Base Weapons is functionally equivalent to Oblivion:Weapons and Skyrim:Weapons. All three provide the same service: a list of the standard unenchanted weapons in the game. There's also no list anywhere in the Morrowind or Oblivion namespaces that gives a list of every weapon, enchanted and unenchanted, on the same page. To pretend that this page can be used to do a comparison of all weapons in the game is false advertising. --NepheleTalk 00:32, 1 December 2011 (UTC)

Light/Heavy Weapon Speeds

I haven't seen this anywhere online, but I've been trying to decide whether to take the heavy or light smithing routes, and noticed that my ebony dagger swings much slower than my elven one. I tried the same with an ebony vs. elven bow and it was less noticeable, but I'm fairly certain there was a difference. It seems like elven/glass weapons have a 20-30% speed bonus compared to dwarven/orcish/ebony/daedric. A Nord bow also seemed faster so maybe steel counts as "light". I haven't actually tested all of these, just the ebony vs elven with bows and daggers.

  • Yeah, I think there needs to be more infos about weapons' attack speed and reach. I had the same "problem" with bows; I'm pretty sure drawing an ebony or daedric bow takes longer than drawing a glass one, meaning that even though they deal more damage per shot, they were less efficient outside of sneaking 82.243.194.53 10:44, 6 December 2011 (UTC)
It also seems "better" bows have flatter arrow trajectory. 178.183.233.168 21:04, 10 December 2011 (UTC)
It doesn't apply to ebony two-hand weapons, they are the same speed as their elven counterparts, however draugr greatswords (along with honed and nord hero) are a bit faster (0.9666... vs. 0.9) than the others. Volendrung (0.9) and Longhammer (1.0) are also faster than normal hammers (0.78). --Nten 05:44, 5 January 2012 (UTC)

Silver Weapons

It seems Silver Weapons can't be upgraded. I carried one during my early levels for Draugrs and after that mainly for flavour. Is this just an error on my part or are they simply not upgradable. AzureSN 05:21, 10 December 2011 (UTC)

You're correct. They cannot be upgraded. Kai Heilos 19:06, 12 December 2011 (UTC)

Skyforge Steel weapons

Supposedly they scale with your level, can anyone confirm this? 178.183.233.168 21:05, 10 December 2011 (UTC)

Nothing scales with your level unless they're one of the unique items on the leveled items list, and they only scale until you aquire them. Kai Heilos 19:03, 12 December 2011 (UTC)
Well, that's not entirely true - for example some of enemy weapons scale with your level(Honed/Supple). But the myth that Skyforge Steel scales seems to be extremely prevalent. The "other wiki" even plainly says that the Skyforge Steel weapons do more damage depending on your level. I wonder where did this came from? I guess it's because of the relatively high damage of SSteel weapons compared to normal Steel ones? Or maybe the fact that many people didn't know inventory screen shows damage with all the bonuses applied. 178.183.234.174 18:31, 14 December 2011 (UTC)

Finishing Moves?

I'm new to this so sorry about poor formatting. Is anyone ever going to make a page on all the finishing moves in Skyrim? I thought it might be cool. Jakob 21:16, 10 December 2011

PICS or it didn't happen!

How can I evaluate all the weapons where there are no shiny pictures to help? It doesn't have to be fancy. Just put them against a background that allows us to see some detail, and post that sucker here. GIVE US PICS!

I agree, even though that can wait. Reliable datas are more important than any picture and, for the moment, we don't know everything. 82.243.194.53 18:49, 13 December 2011 (UTC)
Well those data are taking a long time to get here. Seriously, how hard is it to drop a weapon on the ground, take a screenshot, and post it? And why does every code-related detail of a weapon need to be posted before we see a picture of it? I would do it myself if my computer could run Skyrim.
Funny that those with an excuse always demand the loudest. Feel free to google some pics and place them on the page. Kai Heilos 08:39, 15 December 2011 (UTC)
No, what's really funny is that someone without the game is being asked to provide the resources. And while I could spend 30+ minutes looking for pictures and adding them here, it would only take one of you 2 seconds to delete them for whatever reason, which is exactly what would happen.
DO NOT just take pictures from google. (Eddie The Head 11:41, 23 December 2011 (UTC))
Screenshots take some work to set up and take correctly, you know. Getting the lighting right, finding a suitable background, then editing them a bit afterwards to make sure that it's a decent image that adds well to the page. I'd be happy to do the screenshots, if a user with an account can confirm that they would be an appropriate addition to the page. I'm sure it'd get pretty messy with the number of weapons there are on the page, too. EDIT: In fact, looking at the Oblivion:Weapons page, I think that'd be a nice format to follow. I can try and produce similar images but if anyone has photoshop and reckons they could do it faster, I'll be happy to email the screenshots of all the weapons. The Invisible Chocobo 11:51, 23 December 2011 (UTC)

Weapon Damage Calculation

I added one, let me know if you have any questions about it. You can find the spreadsheet I used here; [1] Kai Heilos 23:19, 13 December 2011 (UTC)

scimitars?

Why aren't scimitars listed? You can get one by killing an alik'r warrior. They're pretty good early game weapons too

They're listed in speciality gear I think. 82.243.194.53 11:30, 14 December 2011 (UTC)

Bound Weapons

You guys forgot to put Bound Weapons on this list. They ARE an option, you know.

I also think bound weapons should be in this list since bound arrows are in the ammunition list :p Hope 00:01, 23 December 2011 (UTC)

Weapon DPS charts

I made DPS charts but I doubt anyone wants to look at Excel spreadsheets, so I'll sum it up here. All values are for Legendary versions of weapons. I calculated the DPS for melee weapons using simple Attack Speed * (Damage + 10). Bows were more complicated: (Damage + 10) * 1 / [0.4 * (1 + 0.1 * weight) + 0.6]. In my calculations I haven't included skills, perks, and in case of bows arrows, because they should affect damage for all weapons of same type equally. In case of one-handed weapons, specialty perks(bladesman et al) are alltogether rather useless.

  • Bows: Top three bows are Karliah's(25.74), Daedric(16.86) and Ebony(16.46). Karliah's insane damage combined with low weight completely outclasses everything else. Of interest is Nord Hero Bow(16.41) which does only 0.45 less DPS than Daedric. Remember kids - weight of the bow matters.
  • Swords: From one-handed weapons I included only swords because even non-upgraded Dwarven sword will deal more DPS than Dwarven War Axe or Mace, and higher damage + upgrades would embarass the War Axes and Maces even further. Calculating sword DPS isn't exactly hard considering they do one attack every second and the results are pretty straightforward - top three swords are Daedric(24.00), Ebony(23.00) and Glass/Grimsever(22.00).
  • Daggers: Because daggers have 20% faster attack speed than swords, I thought they might be competetive despite the -3 relative damage. The results were surprising. Top two daggers - Blade of Woe(26.40) and Daedric Dagger(25.20) do more DPS than any sword! Ebony Dagger(24.00) is equal to Daedric Sword in DPS.
  • Greataxes: From two-handed weapons I only calculated Greataxes because they swing as fast as Greatswords but do 1 more damage. Again, DPS is pretty straightforward: Daedric(31.50), Ebony(29.70), Glass/Rueful(28.80).

178.183.234.118 11:29, 15 December 2011 (UTC)

Some warhammers/greatswords are faster. Nord Hero greatsword is 0.966... which gives it 28.99... DPS, volendrung is 0.9 which makes it tie with Daedric greataxes, and the longhammer is 1.0 which gives it 31 DPS. --Nten 05:52, 5 January 2012 (UTC)
In regards to Swords vs Daggers, an important thing to note is that one handed enchants don't boost daggers, so swords can possibly get an extra 188% damage over a dagger. Kai Heilos 08:14, 16 December 2011 (UTC)
Speciality perks aren't useless at all. When you got two swords, each with 20% critical chance, or two maces ignoring 75% of anyone's armor, the game gets really easier, especially if you got dual flurry. As for the bleeding damage, they can make a big difference since they stack, ignore armor and blocking. 82.243.194.53 21:50, 20 December 2011 (UTC)

More about base damage

I'm sorry, but there's no way Orcish weapons deal less damage than Dwarven weapons, that's just ridiculous. ThuumofReason 22:39, 23 December 2011 (UTC)

After looking through the pages some more, it seems like Orcish gear is listed as lower quality than Dwarven gear in general. That can't be right, can it? ThuumofReason 22:44, 23 December 2011 (UTC)
Dwarven armors are inferior to Orcish, and Orcish weapons inferior to Dwarven. It's odd, but nothing "ridiculous" 82.243.194.53 16:11, 24 December 2011 (UTC)

Can you improve silver weapons and armour?

I'm at a grindstone, with loads of silver bars and silver swords, but no option appears to improve them.

well orcs are more reknown for their armor skill than weapons, and the Dwemer are known for master crafting weapons but we have never seen a dwarf in armor..? it might be intentional Hope 19:23, 31 December 2011 (UTC)

Silver weapons improving

Can silver weapons and armour be improved?

I'm at a grindstone, with loads of silver bars and silver swords but no options to improve them is shown in the list.

Torch

I don't know if this is worth putting down or if everyone knows this, but you can use torches as weapons. You can be holding a torch and hit something and it will burn. Lucien LachanceDB 05:17, 28 December 2011 (UTC)

Negative, it (the Torch) is always using the shield-slot, and therefore CAN be used as a "Weapon" but the damaga should be calculated using the Blocking Skill, and not the One-Handed skill. Also, this makes it not a "one Button click swing", you have to hold block and then left click at the same time to swing.MarukiTheFaceHater 14:31, 14 February 2012 (UTC)

Skyforge Steel Dagger not upgradeable

I can't use the forge to upgrade my Skyforge Steel Dagger, although I can use it to upgrade my SSteel Sword and normal Steel Daggers. Is this normal or a bug? -Wordwyrm 15:03, 28 December 2011 (UTC)

I'm pretty sure that Skyforge Steel is one of those unique sort of things you can't upgrade, like Silver weapons. The Invisible Chocobo 15:17, 28 December 2011 (UTC)
It's not unique at all, it's an oversight 82.243.194.53 21:58, 30 December 2011 (UTC)

Falmer Bow?

Where does it stand, there isn't one listed in the bow chart? — Unsigned comment by 63.163.213.249 (talk) at 04:26 on 3 January 2012

Its listed at Specialty gear (Eddie The Head 04:34, 3 January 2012 (UTC))

Effects of certain weapon TYPES?

Where is the part on this wiki that mentions the EFFECTS of certain weapons? Certainly, Swords are just balanced weapons, that are good for fighting AND blocking, and fast. Hammers, what do they do? Looking at the predecessors of Skyrim (the other Games I mean), Hammers should crush through blocks easier? Maces, got me totally messed up. Blunt weapons used to damage stamina more (???). Axes? Obviously bleeding damage, but clicking on any article redirects here, and if you press CTRL+F and type "bleed", only some of the articles on this wiki contain "bleed" as in bleeding damage (the Axe's main feature), but not CLEARLY visible, only one that vaguely hints to that is the Article about "Skyrim:One-Handed". Daggers, well they are fast, perfect for stealth assassinations and dual-wielded allow for fast combos. Again: WHERE is the section about the BONUS effects of all the weapons???--MarukiTheFaceHater 04:02, 13 January 2012 (UTC)

There is no "bonus" effect intrinsic to the weapon, other than weapon speed, is there? Yes, you can obviously get perks to add bleed or critical damage or armor penetration, but that a perk effect, IMO. I certainly wouldn't say bleeding damage is the Axe's main feature, considering you have to waste perks on it to unlock that, and the bleed damage is pathetic compared to the damage from actually hitting someone with axe, which is not much different than the damage from a sword, which is not that different than damage from a mace. Vardis 23:01, 18 January 2012 (UTC)
Yes, I'm sorry for the misunderstanding. Looking through felt 10.000 forums, I came up with: Bleeding needs a perk, so with armor penetration, etc.; That's a bit disappointing, since it would be a fixed effect ON the weapon, so it'd theoratically be there from the get-go, and not require a special perk: like IRL, cutting some1 with an axe causes bleeding damage, no need for any perks there HAHA :)
Fun put aside, only thing that is important, is that the chance to stagger an enemy is always existant, meaning a sword will always stagger your enemy less than a mace, no perks needed for that. You are basically right: Damage, Stagger-Chance and Speed are the only "vanilla" effects to EVERY weapon, the rest comes with the perks. PS: I just remembered, 100% sure, I had no poison on the axe I used a while ago, and hit some1 and his health went down, and kept on going for about a second and a half, like there was a really weak Lingering Damage Health poison going on, but wasn't, and if there was, it'd be active for 10 seconds, and took a lot more health than just 5-10 points. That just confuses me right now.MarukiTheFaceHater 10:32, 22 January 2012 (UTC)

Add Unique Items to top-of-page bullet list

Skyrim:Unique Items has several weapons that are not listed in the generic, generic magic, leveled or artifacts lists. I wasn't even aware of the Unique list until I realized that Nettlebane wasn't on the others. Adding Unique to the bulletted list at the top of the page would make this page more comprehensive.

Variation in Draw Times Between Bows?

Sounds weird, but I just went from using a hunting bow to using a daedric bow, and the daedric bow seems to take maybe a half-second longer to fully draw. I didn't see any stats regarding draw time in the bows section, and I was just curious if anyone had any information or insight on this. If it makes any difference, I do have the Quick Shot perk.

A bow's draw time is influenced by its weight. Lighter bows take less time to draw. Because smithing and enchanting add flat numbers regardless of item quality, they can make lighter bows cause more damage per second than heavy bows, but the heavier bows will still be better for sneak attacks due to higher base damage. This information is available on the Archery page.--SushiSquid 00:09, 15 January 2012 (UTC)

NPC Damage Calculation

Are there any other damage modifiers that are applicable to NPCs? I have noticed one sample of Briarheart (on top of Hag Rock Redoubt), that does extremely high damage without any apparent modifiers (checked through console). His One Handed skill is 100, no onehandedmod or onehandedpowermod attributes. Still he does about 75 points of damage by normal attack with Forsworn Sword and power attacking with sword and axe reaches something like 750 - 850 damage (measured against unarmored player of course). It is difficult to even track down to precise number, since I have difficulty to pin down the moment he comes to power attack. This guy is arguably the single hardest melee enemy I have encountered in the game. This Briarheart is somehow buffed. Not to mention his power attacks are disproportionate to the size of his regular attack.

If I spawn different Briarheart (ID 000442dd) and give him 0 and 100 points of skill respectively, he attacks with Ebony War Axe for 20 and 50 points of damage (may be one point less, I can't seem to stop my character from healing). That would suggest skill mutliplier 1.5 and some unknown multiplier of 1.33. The above Briarheart would need the latter multiplier of about 3.

As another reference point, player equipped with 2 Forsworn axes, 5/5 Armsman, Dual Savagery and Savage Strike can power attack for 278 points of damage (that is without enchanting, smithing and potions). I tried console command tscr (toggle scripts) and looked in SkyEdit for all possible spell effects / enchantments, but still can't figure the cause of his awesomeness :) If anybody knows how this works, be kind to share the knowledge. Barastas 23:27, 16 January 2012 (UTC)

P.S. I am not whining about difficulty, actually I like tough opponents. I am simply curious about the game mechanics for modding purposes.

I think I remember the guy you're talking about, and I've seen a few more like him, where you go from 200+ health (and in roughly 2/3 DR armor) to dead instantly. I have no idea what the deal is with them, but hopefully the CK will clarify things. Aliana 08:43, 17 January 2012 (UTC)
Ok, I've figured it out. It's actually quite simple. I looked into SkyEdit to find out, that there are indeed NPC related perks (somebody mislead me earlier, that NPCs don't have perks). Tough Briarheart from Hag Rock Redoubt has a perk crExtraDamage25 (ID 103a90), which probably increases the damage to 250 percent of what would normally be the case (description says simply Extra Damage 2.5). Then it approximately holds to the equation. It may be multiplicative or added to base 1 damage (I bet simple multiplication) - as I cannot removeperk him (probably this command works only for PC), I can't do much more. There is a whole lot of similar perks ranging from reduced damage 0.5 to extra damage 6 (that is almost scary).
There are two more interesting examples of NPC related perks. 1] Both city watch guards and soldiers have a perk that increases their damage to player character (CWGuardExtraDamageToPlayer, CWSoldierExtraDamageToPlayer), though I don't know the magnitude and right now don't have time to test it. 2] Dragons have a perk crDragonResistNPCs, that has a description "Negate 50% of incoming damage, except from the Dragonborne." Both of these perks I have verified through console, first on Markarth Guard, second on spawned Blood Dragon. As I am unsure, whether it is relevant to the main page (after all its title is Weapons), I have not added it to its content. Barastas 19:55, 17 January 2012 (UTC)
The dragon one explains why a 100 1H housecarl only does 20 damage to them, so that's good to have resolved too (and yes, belongs on the dragon page rather than here). Funnily enough, I saw those Extra Damage perks recently while trying to find a workaround for Fortify 1H not working for followers: the confusion seems to be that you can't add or remove perks for NPCs via the console, but you obviously can in the CK. Aliana 15:33, 19 January 2012 (UTC)

Weapon speeds

nice to know: http://forums.bethsoft.com/topic/1340596-attack-speed-for-all-weapons/ Attack speed in seconds/attack:
Dagger ____ 0,75*
Sword _____ 0,9
Waraxe ____ 1,0
Mace ______ 1,1
Greatsword _ 1,1
Battleaxe __ 1,2
Warhammer _ 1,3
Bow ______ 2,6**

Level 1 Ebony

A few places where Ebony weapons can be obtained right from the start of the game:

  • Volskygge - 1H (appears to always be a Sword)
  • Volunruud - potentially two: a Bow always; and if the DB questline has been advanced to The Silence Has Been Broken, there will be a dead Deathlord outside Motierre's room with a 2H weapon as well

Individual Pages

I was wondering if we could start making individual pages for each item in game? Is this out of the question or..... is it allowed.....? Anyways I find myself more often going to the elder scrolls wikia than uesp; but I really like the uesp layout a lot more, which is why I want to support this site. It would also be really nice if we could get locations on maps like they have over at the wikia. I don't know, if anybody else wants to put there thought about this, please go ahead. (Also I didn't know where to put this kind of discussion, so I ended up putting it here. If anybody knows where else would be more appropriate to put this kind of over-haul proposal, please tell me....I feel stupid) >:| Tehuberleetmaster 07:52, 4 February 2012 (UTC)

Displayed Damage Formula

Is the displayed damage formula really correct? I do get that damage result when I apply it to my weapons but only if I completely discount the 15% Smithing bonus I get from the Ancient Knowledge ability. Was it known that the Ancient Knowledge ability did something totally different from its description when this formula was developed?--DagmarH 05:23, 17 February 2012 (UTC)


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