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
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
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.
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|
|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|
|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.
‡The Orcish Battleaxe has been left out of the standard
- Reach: 1.3
- Speed: 0.6
- Stagger: 1.25
All traditional bows require arrows as ammunition.
- Stagger: 0 (50% chance for 0.25 with Power Shot)
|Nord Hero Bow††
† 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.
- This bug is fixed by version 18.104.22.168.8 of the Official Skyrim Patch.
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)||Speed ††|
|Enhanced CrossbowDG †
|Enhanced Dwarven CrossbowDG †