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Skyrim:Weapons

< Skyrim: Items

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:

  • Weapons (All): All weapons on one page for easy comparison.
  • 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.
  • 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.

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:

displayed damage = Round[ (base damage + smithing increase) * (1 + skill/200) * (1 + perk effects) * (1 + item effects) * (1 + potion effect) * (1 + Seeker of Might bonus) ]
* Smithing Increase should use the unrounded value based on this formula.
* Perk Effects = .2 * Barbarian/Armsman/Overdraw rank level
* Blessing of Auriel is additive with item effects while Blessing of Boethiah is additive with potion effect

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)      
  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
  Golden SwordCC
(xx000822)
11 250 11
  Nordic SwordDB
(xx01cdb1)
12 290 11
Dark Seducer SwordCC
(xx000823)
11 250 12
[[File:(?)|48px]] Remnant ScimitarCC
(FExxx805)
10.5 325 12
  Glass Sword
(000139a9)
14 410 12
  Ebony Sword
(000139b1)
15 720 13
  Stalhrim SwordDB
(xx01cdb8)
14 985 13
  Daedric Sword
(000139b9)
16 1250 14
  Ebony ScimitarCC
(xx000E38)
14 800 15
  Dragonbone SwordDG
(xx014fce)
19 1500 15
[[File:(?)|48px]] Amber SwordCC
(xx000BE0)
14 1600 15
[[File:(?)|48px]] Madness SwordCC
(xx000BE9)
20 250 16

War Axes

  • Reach: 1
  • Speed: 0.9
  • Stagger: 0.85
Name (ID)      
  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
Golden Saint War AxeCC
(xx00080A)
13 320 12
  Nordic War AxeDB
(xx01cdb2)
14 350 12
  Irkngthand War AxeCC
(xx07aed6)
16 265 13
Dark Seducer War AxeCC
(xx000829)
13 320 13
  Glass War Axe
(000139a3)
16 490 13
  Ebony War Axe
(000139AB)
17 865 14
  Stalhrim War AxeDB
(xx01cdb9)
16 1180 15
  Daedric War Axe
(000139b3)
18 1500 15
  Dragonbone War AxeDG
(xx014fcf)
21 1700 16
Amber War AxeCC
(xx000BE1)
16 1800 16
Madness War AxeCC
(xx000BEA)
22 1900 17
The Ebony War Axe originally had an incorrect damage value of 15, the same as the Daedric War Axe, rather than 14.

Maces

  • Reach: 1
  • Speed: 0.8
  • Stagger: 1
Name (ID)      
  Iron Mace
(00013982)
13 35 9
  Steel Mace
(00013988)
14 65 10
  Orcish Mace
(00013990)
15 105 11
  Dwarven Mace
(00013998)
16 190 12
  Nord Hero MaceCC
(xx08A1E5)
13 195 13
  Elven Mace
(000139a0)
17 330 13
Golden Saint MaceCC
(xx000827)
15 370 13
  Nordic MaceDB
(xx01cdb0)
16 410 13
Dark Seducer MaceCC
(xx000824)
15 370 14
  Glass Mace
(000139a8)
18 575 14
  Ebony Mace
(000139b0)
19 1000 15
  Stalhrim MaceDB
(xx01cdb7)
18 1375 16
  Daedric Mace
(000139b8)
20 1750 16
  Ebony MaceCC
(xx000E37)
19 1000 17
  Dragonbone MaceDG
(xx014fcd)
22 2000 17
Amber MaceCC
(xx000BDF)
18 2100 17
Madness MaceCC
(xx000BE8)
23 2200 18
The Ebony Mace originally had an incorrect damage of 16 rather than 15, and a critical damage of 8 rather than 7.

Daggers

  • Reach: 0.7
  • Speed: 1.3
  • Stagger: 0
Name (ID)      
  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
  Nord Hero DaggerCC
(xx08A1E4)
2 55 8
  Elven Dagger
(0001399e)
4 95 8
Golden Saint DaggerCC
(xx00080E)
3 105 8
  Nordic DaggerDB
(xx01cdae)
3.5 115 8
Dark Seducer DaggerCC
(xx000821)
3 105 9
  Glass Dagger
(000139a6)
4.5 165 9
  Ebony Dagger
(000139ae)
5 290 10
  Stalhrim DaggerDB
(xx01cdb5)
4.5 395 10
  Daedric Dagger
(000139b6)
6 500 11
  Dragonbone DaggerDG
(xx014fcb)
6.5 600 12
[[File:(?)|48px]] Amber DaggerCC
(xx000BDD)
4.5 700 12
[[File:(?)|48px]] Madness DaggerCC
(xx000BE6)
7 800 13
The Skyforge Steel Dagger cannot be tempered, because it was completely left out of the appropriate list.
Stalhrim melee weapons that are not daggers have +0.1 stagger.

Two-handed Weapons

Greatswords

Name (ID)      
  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
  Nordic GreatswordDB
(xx01cdaf)
19 585 20
Dark Seducer GreatswordCC
(xx000825)
18 510 20
Golden Saint GreatswordCC
(xx000826)
18 510 21
  Glass Greatsword
(000139a7)
22 820 21
  Ebony Greatsword
(000139af)
22 1440 22
  Stalhrim GreatswordDB
(xx01cdb6)
21 1970 23
  Daedric Greatsword
(000139b7)
23 2500 24
  Dragonbone GreatswordDG
(xx014fcc)
27 2725 25
Amber GreatswordCC
(xx000BDE)
22 2925 25
Madness GreatswordCC
(xx000BE7)
28 3100 26

Battleaxes

  • Reach: 1.3
  • Speed: 0.7
  • Stagger: 1.15
Name (ID)      
  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
  Nordic BattleaxeDB
(xx01cdad)
23 650 21
Dark Seducer BattleaxeCC
(xx000839)
22 575 21
Golden Saint BattleaxeCC
(xx000810)
22 575 22
  Glass Battleaxe
(000139a4)
25 900 22
  Ebony Battleaxe
(000139ac)
26 1585 23
  Stalhrim BattleaxeDB
(xx01cdb4)
25 2150 24
  Daedric Battleaxe
(000139b4)
27 2750 25
Amber BattleaxeCC
(xx000810)
24 1600 26
  Dragonbone BattleaxeDG
(xx014fc3)
30 3000 26
Madness BattleaxeCC
(xx000BE4)
31 3300 27
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)      
  Iron Warhammer
(00013981)
24 60 18
  Ancient Nord WarhammerCC
(0001398A)
26 42 20
  Steel Warhammer
(0001398A)
25 110 20
  Orcish Warhammer
(00013992)
26 180 21
  Dawnguard WarhammerDG
(xx00DD55)
26 110 22
  Dwarven Warhammer
(0001399A)
27 325 22
  Nord Hero WarhammerCC
(xx08A1E6)
24 350 23
  Honed Ancient Nord WarhammerCC
(xx08A1EF)
29 76 23
  Elven Warhammer
(000139A2)
28 565 23
Dark Seducer WarhammerCC
(xx000828)
26 620 23
  Nordic WarhammerDB
(xx01CDB3)
27 700 23
Golden WarhammerCC
(xx000809)
26 620 24
  Glass Warhammer
(000139AA)
29 985 24
  Ebony Warhammer
(000139B2)
30 1725 25
  Stalhrim WarhammerDB
(xx01CDBA)
29 2850 26
  Daedric Warhammer
(000139BA)
31 4000 27
  Dragonbone WarhammerDG
(xx014FD0)
33 4275 28
Amber WarhammerCC
(xx000BE2)
29 4475 28
Madness WarhammerCC
(xx000BEB)
34 4600 29
Stalhrim melee weapons that are not daggers have +0.1 stagger.

Archery

Bows

All traditional bows require arrows as ammunition.

Name (ID)       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
[[File:(?)|48px]] Golden BowCC
(xx00080F)
10 495 11 0.5
  Dwarven Bow
(00013995)
10 270 12 0.75
  Elven Bow
(0001399d)
12 470 13 0.6875
  Nordic BowDB
(xx026232)
11 580 13 0.6875


[[File:(?)|48px]] Dark Seducer BowCC
(xx000802)
10 495 13 0.5
  Glass Bow
(000139a5)
14 820 15 0.625
  Ebony Bow
(000139ad)
16 1440 17 0.5625
  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.

CrossbowsDGCC

Crossbows are only available with the Dawnguard add-on and Creation Club, and the Dwarven crossbow can only be acquired by siding with the Dawnguard (see Ancient Technology for details). The Elven and Ebony Crossbows require the completion of the quest Night Hunter, while other types of Crossbows can be purchased from the Fletcher in Solitude. Crossbows all require bolts as ammunition instead of arrows. While all other types of crossbows and all bolts can be manufactured at any forge, regular and Dwarven crossbows can only be crafted at Gunmar's forge in Fort Dawnguard or at the All Forge in the Myrwatch Creation. Forging Elven and Ebony Crossbows require the completion of the quest Night Hunter, and other crossbows will need to be acquired from loot or merchants first before they can be crafted. Crafting Stahlrim Crossbows also requires the completion of A New Source of Stalhrim.

  • Stagger: 0.75
Name (ID)       Speed ††
  CrossbowDG
(xx000801)
14 120 19 1
  Enhanced CrossbowDG
(xx00f19e)
15 200 19 1
  Imperial CrossbowCC
(FExxx80b)
14 200 20 1
  Enhanced Imperial CrossbowCC
(FExxx817)
14 400 20 1
  Silver CrossbowCC
(FExxx80E)
14 600 21 1
  Enhanced Silver CrossbowCC
(FExxx81A)
14 700 21 1
  Dwarven CrossbowDG
(xx00b647)
20 350 22 1
  Enhanced Dwarven CrossbowDG
(xx00f19f)
21 550 22 1
  Orcish CrossbowCC
(FExxx80D)
15 500 22 1
  Enhanced Orcish CrossbowCC
(FExxx819)
15 700 22 1
  Elven CrossbowCC
(FExxx801)
21 480 23 1
  Enhanced Elven CrossbowCC
(FExxx809)
22 630 23 1
  Nordic CrossbowCC
(FExxx80C)
15 700 23 1
  Enhanced Nordic CrossbowCC
(FExxx818)
15 900 23 1
  Ebony CrossbowCC
(FExxx8A6)
23 610 25 1
  Enhanced Ebony CrossbowCC
(FExxx8AE)
24 870 25 1
  Glass CrossbowCC
(FExxx80A)
16 800 25 1
  Enhanced Glass CrossbowCC
(FExxx816)
16 1000 25 1
  Stalhrim CrossbowCC
(FExxx80F)
18 1100 27 1
  Enhanced Stalhrim CrossbowCC
(FExxx81B)
18 1300 27 1
  Daedric CrossbowCC
(FExxx808)
20 1400 28 1
  Enhanced Daedric CrossbowCC
(FExxx814)
20 1700 28 1
  Dragonbone CrossbowCC
(FExxx809)
22 1500 30 1
  Enhanced Dragonbone CrossbowCC
(FExxx815)
22 2000 30 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.