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Skyrim:Weapons

< Items(Redirecionado de Skyrim:Base Weapons)

Weapons in Skyrim fall into three classes, organized around the three weapon skills:

  • One-handed: daggers, maces, swords, and war axes
  • Two-handed: battleaxes, greatswords, and war hammers
  • Archery: bows and arrows, crossbows and boltsDG

Weapon Categories

This page only lists the base (unenchanted) weaponry available in Skyrim. Base weapons are considered to be those which appear in standard leveled lists and those which can be made by the player at Forges. There are several other pages that also provide information on weapons. If the weapon you are looking for is not listed on this page, you may want to check one of these other resources:

  • Skyrim-Weapons: Category listing of all the weapons available in the game.
  • Search: Type the name of the weapon into the search box on the left and click the magnifying glass icon to find the weapon.
  • Generic Magic Weapons: Magic weapons that are found in random loot.
  • Leveled Items: Magic weapons that vary depending upon your character's level (generally quest rewards).
  • Artifacts: Weapons with one-of-a-kind enchantments and unique appearances
  • Ammunition: Arrows and bolts(DG), both normal and enchanted
  • Staves: Staves are used for casting magical spells instead of physical attacks
  • Specialty Gear: Weapons and armor only obtainable from specific factions

Overview

For all of the weapons listed on this site, the provided damage values are the weapons' base damage. The actual damage your character will do with a weapon is derived from the base damage according to your character's weapon skill and any relevant skill perks. The damage can also be increased by using smithing to sharpen a weapon.

Weapon damage formula: <pre style="width:; white-space:-moz-pre-wrap; white-space:-pre-wrap; white-space:-o-pre-wrap; white-space:pre-wrap; word-wrap:break-word; ">displayed damage = (base damage + smithing increase) * (1 + skill/200) * (1 + perk effects) * (1 + item effects)
Perk Effects = .2 * Barbarian/Armsman/Overdraw rank level

Damage =

((Right Hand displayed Damage * (1 + Power Attack Bonus) * (1 + Power Attack Perk) * (1 + Dual Power Attack perk)) * Dual Power Attack Mod) + ((Left Hand displayed Damage * (1 + Power Attack Bonus) * (1 + Power Attack Perk) * (1 + Dual Power Attack perk)) * Dual Power Attack Mod)

Power Attack Bonus = 1 if power attacking
Power Attack Perk = 0.25 if power attacking and you have Savage Strike or Devastating Blow
Dual Power Attack Perk = 0.5 if power attacking with two weapons and you have Dual Savagery
Dual Power Attack Mod is 1.5 for the right (1xattack) and 3 (2xattack) for the left hand if dual power attacking (else 1)

Note on Dual Savagery, you don't have to be power attacking with both weapons. Single power attacks get this bonus as long as there is a weapon in both hands.

Weapon Materials

Weapons appear in several different materials and styles, which determine the quality of the weapon. Higher quality weapons do more damage (but are generally heavier). Which quality weapons you will find are generally determined based on your character's level.

The following table describes the standard level at which a weapon type begins to show up in randomly generated loot; lower level weapons will also randomly appear. Enchanted versions of weapons will begin to appear one level later; see Generic Magic Weapons for details. See Leveled Lists for details on how these lists are used to determine the probabilities of individual items appearing. Level of "N/A" means that the item is not available from standard leveled lists. Although daedric weapons can be found in random loot once your level is high enough, the chances of finding daedric weapons is 20 times smaller than other weapon types.

Most weapons from the list below can be created at Forges, by using the Smithing skill. The ability to make a weapon is not dependent upon your character's level, but is instead dependent upon which Smithing perks you have unlocked. All standard weapons can also be tempered at Grindstones, if you have the necessary item. Tempering is twice as effective if you have unlocked the perk necessary to forge that item. Tempering an enchanted version of the weapon (whether custom-enchanted, or generic) is similar to tempering the base version – it requires the same item, and is twice as effective if you have unlocked the forging perk – but also requires the Arcane Blacksmith perk to be unlocked.

Level Material Perk to Forge Item for Tempering
1 Iron No perk needed Iron Ingot
2 Steel Steel Smithing Steel Ingot
N/A Silver N/A N/A
6 Orcish Orcish Smithing Orichalcum Ingot
12 Dwarven Dwarven Smithing Dwarven Metal Ingot
N/A Nord Hero N/A†† Steel Ingot
N/A Skyforge Steel N/A‡‡ Steel Ingot
18 NordicDB Advanced Armors Quicksilver Ingot
19 Elven Elven Smithing Refined Moonstone
27 Glass Glass Smithing Refined Malachite
35 StalhrimDB Ebony Smithing††† Stalhrim
36 Ebony Ebony Smithing Ebony Ingot
46 Daedric Daedric Smithing Ebony Ingot
N/A DragonboneDG Dragon Armor Dragon Bone

Silver weapons (regardless of type) gain 20 base damage when used against undead or werewolves. This amount is not improved by your weapon skill, but is increased by relevant enchantments and perks. This effect is not considered an enchantment, so silver weapons can be enchanted like any normal unenchanted weapon, though they will always display the text for this effect and not for any enchantment that you may place on it.
All Daedric weapons can also be made at the Atronach Forge, in which case the Daedric Smithing perk is not needed, but instead the Sigil Stone must be obtained. Tempering weapons created at the Atronach Forge is still augmented by the Daedric Smithing perk.
†† Nord Hero weapons can only be created at the Skyforge, and only after the quest Glory of the Dead has been completed.
‡‡ Although Skyforge Steel weapons cannot be forged, tempering them is still augmented by the Steel Smithing perk.
††† Forging Stalhrim weapons also requires completion of the quest A New Source of Stalhrim.

One-handed Weapons

Swords

  • Reach: 1
  • Speed: 1
  • Stagger: 0.75
Name (ID) Weight Value Damage
  Iron Sword
00012eb7
9 25 7
  Steel Sword
00013989
10 45 8
  Orcish Sword
00013991
11 75 9
  Dwarven Sword
00013999
12 125 10
  Nord Hero Sword
00068c7b
9 135 11
  Skyforge Steel Sword
0009f25c
10 70 11
  Elven Sword
000139a1
13 235 11
48px Nordic SwordDB
xx01cdb1
12 290 11
  Glass Sword
000139a9
14 410 12
  Ebony Sword
000139b1
15 720 13
48px Stalhrim SwordDB
xx01cdb8
14 985 13
  Daedric Sword
000139b9
16 1250 14
  Dragonbone SwordDG
xx014fce
19 1500 15

War Axes

  • Reach: 1
  • Speed: 0.9
  • Stagger: 0.85
Name (ID) Weight Value Damage
  Iron War Axe
00013790
11 30 8
  Steel War Axe
00013983
12 55 9
  Orcish War Axe
0001398b
13 90 10
  Dwarven War Axe
00013993
14 165 11
  Nord Hero War Axe
00068c63
11 165 12
  Skyforge Steel War Axe
0009f260
12 80 12
  Elven War Axe
0001399b
15 280 12
48px Nordic War AxeDB
xx01cdb2
14 350 12
  Glass War Axe
000139a3
16 490 13
  Ebony War Axe
000139ab
17 865 15
48px Stalhrim War AxeDB
xx01cdb9
16 1180 15
  Daedric War Axe
000139b3
18 1500 15
  Dragonbone War AxeDG
xx014fcf
21 1700 16

Maces

  • Reach: 1
  • Speed: 0.8
  • Stagger: 1
Name (ID) Weight Value Damage
  Iron Mace
00013982
13 35 9
  Steel Mace
00013988
14 65 10
  Orcish Mace
00013990
15 105 11
  Dwarven Mace
00013998
16 190 12
  Elven Mace
000139a0
17 330 13
48px Nordic MaceDB
xx01cdb0
16 410 13
  Glass Mace
000139a8
18 575 14
  Ebony Mace
000139b0
19 1000 16
48px Stalhrim MaceDB
xx01cdb7
18 1375 16
  Daedric Mace
000139b8
20 1750 16
  Dragonbone MaceDG
xx014fcd
22 2000 17

Daggers

  • Reach: 0.7
  • Speed: 1.3
  • Stagger: 0
Name (ID) Weight Value Damage
  Iron Dagger
0001397e
2 10 4
  Steel Dagger
00013986
2.5 18 5
  Orcish Dagger
0001398e
3 30 6
  Dwarven Dagger
00013996
3.5 55 7
  Skyforge Steel Dagger
0009f25d
2.5 25 8
  Elven Dagger
0001399e
4 95 8
48px Nordic DaggerDB
xx01cdae
3.5 115 8
  Glass Dagger
000139a6
4.5 165 9
  Ebony Dagger
000139ae
5 290 10
48px Stalhrim DaggerDB
xx01cdb5
4.5 395 10
  Daedric Dagger
000139b6
6 500 11
  Dragonbone DaggerDG
xx014fcb
6.5 600 12

The Skyforge Steel Dagger cannot be tempered, because it was completely left out of the appropriate list.

Two-handed Weapons

Greatswords

  • Reach: 1.3
  • Speed: 0.7
  • Stagger: 1.1
Name (ID) Weight Value Damage
  Iron Greatsword
0001359d
16 50 15
  Steel Greatsword
00013987
17 90 17
  Orcish Greatsword
0001398f
18 75 18
  Dwarven Greatsword
00013997
19 270 19
  Nord Hero Greatsword
000a3115
16 250 20
  Skyforge Steel Greatsword
0009f25e
17 140 20
  Elven Greatsword
0001399f
20 470 20
48px Nordic GreatswordDB
xx01cdaf
19 585 20
  Glass Greatsword
000139a7
22 820 21
  Ebony Greatsword
000139af
22 1440 22
48px Stalhrim GreatswordDB
xx01cdb6
21 1970 23
  Daedric Greatsword
000139b7
23 2500 24
  Dragonbone GreatswordDG
xx014fcc
27 2725 25

Battleaxes

  • Reach: 1.3
  • Speed: 0.7
  • Stagger: 1.15
Name (ID) Weight Value Damage
  Iron Battleaxe
00013980
20 55 16
  Steel Battleaxe
00013984
21 100 18
  Orcish Battleaxe
0001398c
25 165 19
  Dwarven Battleaxe
00013994
23 300 20
  Nord Hero Battle Axe
00068c79
20 300 21
  Skyforge Steel Battleaxe
0009f25f
21 150 21
  Elven Battleaxe
0001399c
24 520 21
48px Nordic BattleaxeDB
xx01cdad
23 650 21
  Glass Battleaxe
000139a4
25 900 22
  Ebony Battleaxe
000139ac
26 1585 23
48px Stalhrim BattleaxeDB
xx01cdb4
25 2150 24
  Daedric Battleaxe
000139b4
27 2750 25
  Dragonbone BattleaxeDG
xx014fc3
30 3000 26

The Orcish Battleaxe has been left out of the standard LItemWeaponBattleAxe leveled list, although it is included in several less common battleaxe leveled lists. As a result, this axe is less likely to be found in random loot than other base weapons.

Warhammers

  • Reach: 1.3
  • Speed: 0.6
  • Stagger: 1.25
Name (ID) Weight Value Damage
  Iron Warhammer
00013981
24 60 18
  Steel Warhammer
0001398a
25 110 20
  Orcish Warhammer
00013992
26 180 21
  Dwarven Warhammer
0001399a
27 325 22
  Elven Warhammer
000139a2
28 565 23
48px Nordic WarhammerDB
xx01cdb3
27 700 23
  Glass Warhammer
000139aa
29 985 24
  Ebony Warhammer
000139b2
30 1725 25
48px Stalhrim WarhammerDB
xx01cdba
29 2850 26
  Daedric Warhammer
000139ba
31 4000 27
  Dragonbone WarhammerDG
xx014fd0
33 4275 28

Archery

Bows

All traditional bows require arrows as ammunition.

Name (ID) Weight Value Damage Speed
  Long Bow
0003b562
5 30 6

1

  Hunting Bow
00013985
7 50 7

0.9375

  Orcish Bow
0001398d
9 150 10

0.8125

  Nord Hero Bow††
00068c57
7 200 11

0.875

  Dwarven Bow
00013995
10 270 12

0.75

  Elven Bow
0001399d
12 470 13

0.6875

48px Nordic BowDB
xx026232
11 580 13

0.6875

  Glass Bow
000139a5
14 820 15

0.625

  Ebony Bow
000139ad
16 1440 17

0.5625

48px Stalhrim BowDB
xx026231
15 1800 17

0.5625

  Daedric Bow
000139b5
18 2500 19

0.5

  Dragonbone BowDG
xx0176f1
20 2725 20

0.75

The long bow cannot be created at forges. It can be tempered using firewood. Tempering is not augmented by any Smithing perks.
The hunting bow cannot be created at forges. It can be tempered using leather strips, and tempering is augmented if you have selected the Steel Smithing perk.
†† The Nord hero bow cannot be tempered. Its tempering entry (TemperWeaponSkyforgeBow) incorrectly links to the Nord hero battle axe instead of the bow.

CrossbowsDG

Crossbows are only available with the Dawnguard add-on, and any crossbow other than the basic one can only be acquired by siding with the Dawnguard (see Ancient Technology for details). Crossbows all require bolts as ammunition instead of arrows. While bolts can be manufactured at any forge, crossbows can only be crafted at Gunmar's forge in Fort Dawnguard.

  • Stagger: 0.75
Name (ID) Weight Value Damage Speed ††
  CrossbowDG
xx000801
14 120 19

1

  Enhanced CrossbowDG
xx00f19e
15 200 19

1

  Dwarven CrossbowDG
xx00b647
20 350 22

1

  Enhanced Dwarven CrossbowDG
xx00f19f
21 550 22

1

  The Enhanced versions have an additional property: Attacks with this crossbow ignore 50% of armor. This effect is not considered an enchantment, so enhanced crossbows can be enchanted like any normal unenchanted weapon, though they will only display the text for this effect and not for any enchantment that you may place on it.
††  Despite saying they have the same speed as the long bow, all crossbows fire significantly slower than most of the normal bows. Unlike with normal bows however it is possible to circumvent this by means of an exploit: unequipping the bow then re-equipping it by means of hotkeys will cause the crossbow to be reloaded.