This section summarizes all base weapons found in Battlespire. See the material modifiers at the bottom of the page to see how damage varies depending on what a weapon is made of. Unlike other games of TES series, no creatures require weapons of a certain material to be harmed; iron is sufficient to harm any opponent.
|Type||Base Damage||Weight (kg)||Skill|
|Short Sword||2-8||3||Short Blade|
|Broad Sword||4-12||8||Long Blade|
|Long Sword||4-10||5||Long Blade|
Arrows are needed to operate any type of ranged weapon. An arrow may add or remove an additional attack bonus to the weapon's own penetrating power, depending on the material the arrow is crafted from. Take a look at the material modifier section at the bottom of the page for further information.
Battlespire features three type of armor classes: light, medium, and heavy.
The material an armor piece is made of defines whether it is a light, medium, or heavy armor. Most classes have armor restrictions, thus one gets a message on equipping an armor type one is not allowed to wear. The armor type influences its durability and the protection it grants to its wearer.
The following armor pieces can be found:
There are many articles of clothing throughout Battlespire. Any article may be enchanted from the same pool as armor. Clothing always has a weight of 3.
This table shows the modifications a certain material causes to a weapon's base damage and type of armor an armor piece crafted from this material belongs to.
|Material||To Hit Damage||Armor Type|
Various items found in the world. The containers may be picked up and carried, as well as used for sorted storage. Rarely, a scroll may hold a spell for the player to learn.
Potions are one-use consumables, unless placed into a Coffer of Restoration. Some effects are potion-only; they may not be cast by player spells.
|Coffer of Restoration||5||Once Only: Place any item inside to fully repair. Consumables gain 10 uses.|
|Sigil Amulet||2||Consumable: Become ethereal for a short time. May not take or deal damage.|
|Sigil of Entry||2||Allows the player to pass matching Sigil Wards unharmed.|