Weapon Attributes

Weapon Attributes

All weapons have most of these attributes associated with them:

Damage (Dam)

The damage dealt by the weapon. Typically expressed as a die roll to which a value may be added.

Handeness

How many hands the weapon requires.

One-Handed (Weapon Attribute)

Weapon can be wielded in one hand.

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Hand and a Half (Weapon Attribute)

Weapon may be used with one or two hands (cannot be dual wielded). When using it in two hands, use the larger damage value (in parenthesis).

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Two Handed (Weapon Attribute)

Weapon requires the use of two hands.

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Reach

A melee weapon’s range in meters. Represents effective threat range and not merely the length of the weapon. Weapons with a minimum range (such as 2-3m) cannot attack targets below their minimum range.

Range

A ranged weapon’s short, medium, and long ranges. Attacking targets in close range provides a +10 bonus to attack tests with the weapon, while attacking targets at long range imposes a -20 penalty.

ENC

The weapon’s Encumbrance Value value.

Qualities

Any Weapon Qualities the weapon has.

Price

The base price of the weapon in Drakes.

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Weapon Materials

Every weapon is made of something, and the material of a weapon can dramatically improve its effectiveness. When picking a weapon from either the ranged or melee weapon tables, you must pick a material for that weapon as well from the appropriate table below.

A weapon’s material determines…

  • Enchantment Level: The maximum soul energy of any enchantment that can be placed on the weapon.
  • Price Modifier: Modifies the base price of the weapon to determine the final cost (quality modifies this value).
  • Any modifiers to damage or range the weapon receives.
  • Any additional qualities the weapon has.

Weapon Quality Level

The overall quality with which a weapon is crafted can have a dramatic impact on how effective it is in combat. The following table details what each quality level does to the weapon profile.

Item QualityProfile ChangesPrice
InferiorWeapon gains Primitive (Weapon Quality)-50%
CommonNo change-
SuperiorWeapon gains Proven (Weapon Quality)+200%

Melee Weapons

Exotic Weapons

TypeDamHReachQualitiesENCPrice
Dai-Katana1d122H3mSlashing, Shield-Splitter4350
Tanto1d41H1mSlashing, Exploit Weakness, Dueling Weapon, Small175
Katana1d6 (1d8)1.5H2mSlashing, Exploit Weakness2200
Wakizashi1d4 (1d6)1.5H1mSlashing, Exploit Weakness190
Punch DaggerUses Nat. Weapon1H1mSlashing (1), Exploit Weakness, Hand to Hand, Small145
War TalonsUses Nat. Weapon1H1mSlashing (1), Exploit Weakness, Hand to Hand, Small145
CestusUses Nat. Weapon1H1mCrushing (1), Hand to Hand, Small145
Hook Sword1d61H1mSlashing (1), Dueling Weapon, Hooked185
Bill Hook1d102H2-3mSplitting, Hooked, Unwieldy3120

Melee Weapon Materials

NameDam ModQualitiesENCEnchant LvlPrice Mod
Chitin---1000.8 x Price
Iron---2000.8 x Price
Silver-Silvered-5501.3 x Price
Steel+1--3001.0 x Price
Dwemer+2Magic-4006.0 x Price
Moonstone+2Magic-5005.0 x Price
Orichalcum+2--4004.0 x Price
Adamantium+3--10008.0 x Price
Malachite+3Magic-2007.0 x Price
Stalhrim+3Magic-100012.0 x Price
Daedric+4Magic+1150015.0 x Price
Ebony+4Magic+1125010.0 x Price
Dragonbone+5Magic+1150030.0 x Price

Special Melee Weapon Materials

  • Wood (0.5 x price, 0 EL): No modifier for Quarterstaffs and Maces. Halves damage of all other weapons.
  • Bone (0.5 x price, 0 EL): Weapon deals half damage.

Special Melee Weapon Qualities Certain extra qualities that can be used to enhance an existing weapon. Often only provided by skilled craftsmen. Price modifiers are based on the final price of the weapon after material modifiers.

  • Runed (+20% Price): Gains Magic.
  • Silvered (+30% Price): Gains Magic, counts as silver for damage purposes.
  • Spell Focus (+50% Price): Gains Focus.

Utility Weapons

TypeDamHReach/RangeQualitiesENCPrice
Net-1H2mEntangling, Thrown (3/4/5)110
Bola-1H-Thrown (5/10/15), Snare130
Sling1d41H5/25/50Reload (1), Small, Sling015

Sling Materials

NameDam ModEnchant LvlPrice Mod
Cloth-501.0 x Price
Hemp+11002.0 x Price
Leather Straps+21503.0 x Price
Netch L. Straps+32005.0 x Price
Silk+425010.0 x Price
Dreugh Hide+530015.0 x Price

Ranged Weapons

TypeDamHRangeQualitiesENCPrice
Arbalest1d122H20/150/300Complex, Reload (4, min 1), Crushing (6)2700
Crossbow1d102H20/100/250Complex, Reload (2, min 1), Crushing (4)1500
Longbow1d82H10/250/350Reload (2), Unwieldy2200
Shortbow1d62H20/100/200Reload (1)1100
Throwing Star1d41H5/10/15Thrown, Small (Weapon Quality)010
Dart1d41H5/10/15Thrown, Small (Weapon Quality)010

Special Ranged Weapon Qualities

Certain extra qualities that can be used to enhance an existing weapon. Often only provided by skilled craftsmen.

Thrown Ranged Weapons

Ranged weapons with the Thrown quality count as melee weapons for the purposes of determining weapon material.

Ranged Weapon Materials

NameRange ModELENCPrice Mod
Wood-100-1.0 x P
Bonemold+5m all ranges300-1.5 x P
Chitin+5m all ranges200-1.25 x P
Dwemer+5m all ranges800-6.0 x P
Orichalcum+5m all ranges400-4.0 x P
Moonstone+10m all ranges500-5.0 x P
Daedric+15m all ranges1500+115.0 x P
Ebony+15m all ranges1250+110.0 x P
Malachite+15m all ranges200-7.0 x P
Dragonbone+20m all ranges1500+130.0 x P

Ammunition

Most ranged weapons use ammunition to reload: either arrows (bows) or bolts (crossbows). The material of the ammunition modifies the damage of the weapon on the shot it’s used for. The material of the ammunition can also impart certain qualities to the attack and determines the enchantment level of the ammunition. Ammunition is priced per 10 shots, and each shot is ENC 0 (so 10 shots is ENC 1).

Bolts have no unique rules associated with them, and their rules are built into the profile of the crossbows above. Arrows, on the other hand, come in one of two different types, each corresponding with the way that type inflicts damage. There are no cost differences between these types: Arrow Types

Ammunition Materials

NameDam ModQualitiesELPrice per 10 shots
Chitin--20016
Iron--20016
Silver+1Silvered55026
Steel+1-30020
Dwemer+2Magic400120
Moonstone+2Magic500100
Orichalcum+2-40080
Adamantium+3-1000160
Malachite+3Magic200140
Stalhrim+3Magic1000240
Daedric+4Magic1500300
Ebony+4Magic1250200
Dragonbone+5Magic1500600