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Combat damage
| Weapon skill | Weapons |
|---|---|
| Short Blade | Daggers, tantos, wakizashis and shortswords |
| Long Blade | Broadswords, sabers, longswords, katanas, claymores and dai-katanas |
| Blunt Weapon | Maces, flails, warhammers and staves |
| Axe | Both axes |
| Archery | Both bows |
See Weapons for weapon damage.
| Factor | Effect |
|---|---|
| Strength | Increases melee damage |
| Hand-to-Hand | Damage improves with the skill |
| Backstabbing | Triple damage on a successful skill roll against an enemy facing away |
| Critical strikes | Raise the chance to hit and multiply damage, up to ×2 |
| Condition | Worn weapons and armour work less well; gear wears at Daggerfall’s rate |
Materials
A weapon’s material changes its damage and chance to hit. Some monsters require a minimum material; under the default overhaul, a weaker weapon still hurts them at a heavy penalty.
| Target | Material rule | Damage effect |
|---|---|---|
| Werewolves, wereboars, ghosts, wraiths, vampires and mummies | Silver weapon | Double damage |
| Skeletons (Skeletal Warrior, Skeletal Soldier) | Blunt weapon | Half damage |
| Skeletons (Skeletal Warrior, Skeletal Soldier) | Silver weapon | Double damage |
A werebeast’s claws gain the metal of worn plate gauntlets, from Elven +1 to Daedric +6.
Sources (18)
- src/combat/formulas.js
- src/combat/playerWeapon.js
- src/characters/weapons.js
- src/systems/armorMaterials.js
- src/systems/equip.js
- bible/05-Combat/Combat.md
- bible/05-Combat/Physical-Combat-Overhaul.md
- src/combat/pcaao.js
- src/combat/pcaaoMeanerMonsters.js
- src/combat/clawMetal.js
- bible/05-Combat/Balance-Arc.md
- src/combat/twoHands/
- bible/05-Combat/Two-Hands.md
- src/combat/swingLaw.js
- src/characters/weaponStates.js
- src/systems/heroThreat.js
- src/systems/skillSoftcap.js
- src/characters/playerEntity.js