Equipment

Introduction
Light Armors
Heavy Armors
Weapons
Potions
Poisons

Introduction

The following tables outline the various items and their stats. Not every vendor will have every item, and some items (such as Daedric armor) will be difficult to find anywhere, and might have to be made to order.

The values of these items will change as the game is play-tested and balanced.

Light Armors

Armor Type Armor Rating Penalty Cost
Hide 3 0 25sp
Leather 4 -1 50sp
Elven 5 0 75sp
Chitin 6 -1 1gp
Scaled 7 -1 1.5gp
Glass 8 -2 2gp

Heavy Armors

Armor Type Armor Rating Penalty Cost
Iron 5 -2 20sp
Steel 6 -2 40sp
Orcish 7 -3 65sp
Steel Plate 8 -4 1gp
Dwarven 9 -5 1gp + 25sp
Ebony 10 -6 1gp + 50sp
Daedric 12 -7 2gp

Weapons

(WIP)

Potions

Potions can be consumed to regain health or magicka.

Cure Disease Potion
Quality Effect Cost
Lesser Cure all lesser diseases. 25sp
Common Cure all common and lesser diseases. 50sp
Greater Cure all diseases. 75sp
Cure Paralysis Potion
Effect Cost
Cure paralysis. 25sp
Cure Poison Potion
Effect Cost
Cure poisoning. 25sp
Healing Potion
Quality Health Recovered Cost
Lesser 1d6 + Constitution 10sp
Common 2d6 + Constitution 25sp
Greater 3d6 + Constitution 40sp
Magicka Potion
Quality Magicka Recovered Cost
Lesser 1d6 + Willpower 20sp
Common 2d6 + Willpower 35sp
Greater 3d6 + Willpower 50sp

Poisons

Poisons can be coated on your weapon to add a bonus effect the next time you land a blow. They wear off after a single use, however, so if you wish to poison more than one attack, you’ll need to use more than one poison vial.

Poison will only be effective if the attack roll is higher than the target’s defense against poison. So if someone’s natural defense is 11, but they have a +3 poison resistance, then the attack roll must be 14 or higher for the poison to take hold. (The weapon can cause its own damage even if the poison is resisted, as long as the roll is higher than the target’s defense.)

Be aware that a poisoned arrow will still be wasted even if you don’t hit your target. If you wish to recover your poisoned arrow, you’ll have to make a Perception (Searching) skill check to do so, just like with any other arrows. The difficulty of this check is up to your GM.

Many merchants refuse to sell poisons, so don’t be surprised if you have trouble buying them. You might have to make your own poisons, or find them along your journeys.

Paralysis Poison
Quality Effect Cost
Lesser Paralyze the target for 15 seconds. 15sp
Common Paralyze the target for 30 seconds. 30sp
Greater Paralyze the target for 45 seconds. 45sp
Health Poison
Quality Effect Cost
Lesser Deal 1d6 health damage per round for 60s. 25sp
Common Deal 1d6 health damage per round for 90s. 40sp
Greater Deal 2d6 health damage per round for 90s. 60sp
Magicka Poison
Quality Effect Cost
Lesser Deal 1d6 magicka damage per round for 60s. 35sp
Common Deal 1d6 magicka damage per round for 90s. 50sp
Greater Deal 2d6 magicka damage per round for 90s. 70sp

Equipment

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