Deals Slashing or Piercing damage. Some swords like Scimitars deal more Slashing damage whereas Rapiers will excel at inflicting Piercing damage. Combat styles will determine which damage type is inflicted the most, but some styles will work best with specific swords.
Deals Slashing or Piercing damage. Daggers are just like Swords, except they’re much faster but with a shorter reach. Movement speed reduction during sneak is 10% less if wielding Daggers or Unarmed.
Deals Slashing and Impact damage simultaneously; the weight of the axe imparts a certain amount of impact damage.
Deals Impact damage. Cane is the blanket term I use for any sort of ‘stick weapon’ that’s meant to batter, and batter quickly..
Unchanged. Deals Impact damage.
Deals Impact and light Piercing damage simultaneously.
Deals Impact and light Piercing damage. Longer range than Maces, Warhammers and Morningstars, but slower. Deals more damage.
Hand weapon. Boosts unarmed damage. Deals Slashing and Piercing damage.
Hand weapon. Boosts unarmed damage. Deals Impact damage.
Shields will passively grant the side of your body where it’s equipped with 20% damage resistance. Can block both physical and magical projectiles.
We all know what the Torch does, so nothing new here… except there should probably be a mechanic similar to the Pip-Boy light in Fallout 4. Hold the Tab button and your character lights the Torch. I propose to take things even further and make it a full-fledged weapon, able to be equipped in either right or left hand. You may attack with it just like you would a regular Mace, but power attacks would allow you to prod things and set them on fire. A backwards power attack could even be a fire-breath if you have the right Alchemy perks.
Contrary to popular belief, Longswords are actually two-handed weapons. They’re halfway between one-handed swords (aka Arming Swords) and Greatswords, so they exist mostly for players that want a two-handed fighter but dislike the slow, cumbersome nature of Greatswords.
Deals heavy Slashing or Piercing damage. Combat Style influence the frequency of either damage types. Also, inflicts a small portion of Impact damage.
Deals heavy Slashing and Impact damage simultaneously.
Deals heavy Impact damage.
Deals heavy Impact damage and a small measure of Piercing damage. Has a longer range than Greatswords, Greatmaces and Grandhammers, but swings slightly slower. Deals more damage.
The spear is meant to deal devastating Piercing damage at a long range but can also deal Slashing and Impact damage depending on the Combat Style. The Spear remains primarily a thrusting weapon, however, so most Combat Styles should have Piercing damage as its main damage type. For instance, with a left-click, the character jabs the weapon forward; with a right-click, the character swiftly strikes with the pole of the Spear to stagger nearby enemies, almost like a shield bash, but less effective.
The Halberd is a hybrid weapon, combining Lance and Greataxe together. Deals Slashing or Piercing damage, with a small measure of Impact damage at times, depending on the Combat Style being employed
The Quarterstaff is the Two-Handed version of the Cane and inflicts Impact damage.
Very light Thrown Weapons. Deals small amounts of damage and has a greater chance to inflict BLEEDING stacks than other thrown weapons. Can be thrown faster than Daggers can strike. Deals Slashing damage.
Light throwing weapons. Deals moderate amounts of damage and can be thrown in rapid succession. Deals Piercing damage.
Heavier version of Throwing Stars. Has the greatest chance of inflicting multiple stacks of BLEEDING. Deals Slashing damage.
One of the heavier Thrown Weapons. Useful mostly at short range as they cannot travel very far, but are lighter than javelins and can be thrown faster. Deals Impact damage.
Very high damage, short to medium range. Heaviest thrown weapon, cannot carry many. Deals Piercing damage.
Essentially, explosive flasks that you can craft by using your Alchemy skills. Of all the Thrown Weapons, grenades benefit the least from mastering Thrown Weapons as they are significant on their own. They are better suited for crowd-control, though there are smaller varieties that are more suited to single-target combat.
Besides of a shot-putt (or lobbing cannonballs with your bare hands), I don’t know what could possibly work as a two-handed ranged weapon. Maybe some sort of medieval lacrosse weapon that tosses spiked balls? Unless inspiration strikes, I’m leaving this category empty.
The Powderwand fires Bullets at short to medium ranges. It can shoot up to 5 Bullets before it needs to be reloaded.
A one-handed automatic crossbow that fires bolts at short to medium range. Deals less damage than a Shortbow, but ignores 15% armour.
Shortbows have a quick draw and are good at short to medium ranges.
Longbows can shoot much further than Shortbows and inflict much more damage. They take a longer to draw, however.
Crossbows sit between Shortbows and longbows. They can shoot as far as longbows and have an inherent 30% armour penetration to their shots, but the flat damage they inflict is less and have the longest draw time.
The Powderblaster fires bullets in a lethal spray that damage targets in a small area. Can fire 2 sprays before the Powderblaster needs to be reloaded.
Quiver of Arrows
Arrows carry the full extent of Enchantments. These are added to that of the Shortbow or Longbow.
Quiver of Bolts
Due to their smaller size, Bolts reduce the potency of Enchantments on them by 40%. The effects of Enchantments are added to that of the Crossbow or Auto-Crossbow.
Pouch of Bullets
Bullets reduce the potency of Enchantments on them by 60%. The effects of Enchantments are added to that of the Powderwand or Powderblaster.
Chest Belts can hold Throwing Stars, Throwing Knives and Grenades. Enchantments are 40% weaker on those.
Waist Belts will hold your Chakrams and Throwing Axes. Enchantments are 20% weaker on those.
Carries Javelins. Javelins carry the full extent of Enchantments.
For those who have played Soul Calibur, the Whip Sword is basically Ivy’s chain-link sword. Like all Magic Weapons, it drains Magicka on attack, but also a small measure of Stamina. It functions just the same as any other sword but has greater range and will inflict more damage depending on your Enchantment skill level. If you run out of Magicka, the Whip Sword will no longer segment and lash out but instead will function like a normal sword, which means no more bonus damage and reach (and your One-Handed skill taking over from Enchantment). This is meant to be a powerful weapon for a hybrid class like a Spellsword.
Wands shoot small Magicka missiles that evaporate after travelling a certain distance. Depending on the element of the Wand, the missiles will deal Frost, Fire, Electric, Life or Death damage. Life damage is essentially healing, so a Wand attuned to Life will restore hit points on LIVING targets, but harm the UNDEAD. If blocking, it forms a kinetic shield that slowly drains Magicka on hit instead of Stamina. If you run out of Magicka, Wand projectiles will fizzle out after travelling a few meters and will inflict 30% less damage.
Same deal as with the Whip Sword, but is influenced by Two-Handed instead of One-Handed when out of Magicka.
Functions like the Wand, but you shoot Magicka missiles from your right hand instead. The Grimoire floats above your left palm and you right hand hovers above the pages when not attacking.
Scythes increase your spellpower by 20%. Scythes deal moderate Energy damage. When out of Magicka, the damage dealt turns to Slashing and hits for 30% less.
Lantern / Graven Skull / Orb / Staff
Like Torches, the Magic Off-Hands can be ‘turned’ on and off like you would a Pip-Boy in Fallout 4. The difference is that when you attack with them, they will emit a blast of Energy damage that can apply STAGGERED to a target, similar to a shield bash, but at the cost of magicka. They do not, however, provide the same level of protection as a shield, but do increase spellpower by 10%. When out of Magicka, the damage dealt turns to Impact and hits for 30% less.