Your class grants proficiency in certain Weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a Longsword or a Longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while Adventuring.
Mar 04, 2016 Daggers - Ultralight one-handed weapons for close-in combat Swords - One handed steel blades meant either for paired-weapon wielding or intended for deployment in conjunction with a Shield Greatswords - Massive two handed swords, preferred by nords. These huge weapons deal the most damage out of any weapon group. (WITH A TWO-HANDED WEAPON EQUIPPED) Grants a bonus based on the type of weapon equipped: Swords increase your damage done by 6%. Axes grant your melee attacks a 16% chance to apply a bleed dealing 8206 Physical Damage over 6 seconds.
Stamina Dragonknight 2H Build for Dungeons, Arenas & Trials. Two Handed builds are amazing, great AoE and Single Target Damage. Elder Scrolls Online. Feb 01, 2017 Mace = physical resistance ignore = more damage Swords = flat +damage% Dagger = crit bonus I really think this is just the case when you have the last passive of the dual-wield skill tree or when you do two-handed with the 2nd passive. With One hand and shield I believe (but correct me) the weapon. However, the skill lines Two Handed and Dual Wield both offer passive abilities (Heavy Weapons and Twin Blade and Blunt), which grant you bonuses based on the equipped weapons. Assuming you're using a two-handed weapon or two identical one-handed weapons you'll get: Swords: +3%/5% damage done; Axes: 8%/16% chance on melee attacks to apply a 6. Which two handed weapon is the best for the heavy weapons perk? The 'Heavy Weapons' perk grants bonus damage to two handed swords, physical damage (bleeding) over time for two handed axes, and lets two handed maces ignore a percentage of target's armor. Jun 02, 2017 Skyrim One Handed Build Skill Guide – Best Perks to Get 2nd Channel: ESO Apparel: https://shop.b.
The Weapons table shows the most CommonWeapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. AEso Two Handed Weapons Dmg By Type 2
melee weapon is used to Attack a target within 5 feet of you, whereas a ranged weapon is used to Attack a target at a distance.Weapon Proficiency
Your race, class, and feats can grant you proficiency with certain Weapons or categories of Weapons. The two categories are simple and martial. Most people can use Simple Weapons with proficiency. These Weapons include clubs, maces, and other Weapons often found in the hands of commoners. Martial Weapons, including Swords, axes, and polearms, require more specialized Training to use effectively. Most warriors use Martial Weapons because these Weapons put their Fighting Style and Training to best use.Proficiency with a weapon allows you to add your Proficiency Bonus to the Attack roll for any Attack you make with that weapon. If you make an Attack roll using a weapon with which you lack proficiency, you do not add your Proficiency Bonus to the Attack roll.
Weapon Properties
Many Weapons have special properties related to their use, as shown in the Weapons table.Ammunition
You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.Finesse
When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.Heavy
Small creatures have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Loading
Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you can normally make.Range
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.Reach
This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.Special
A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.Two-Handed
This weapon requires two hands when you Attack with it.Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee Attack.Improvised Weapons
Sometimes characters don’t have their Weapons and have to Attack with whatever is at hand. An Improvised Weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead Goblin.Often, an Improvised Weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her Proficiency Bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee Attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Silvered Weapons
Some Monsters that have immunity or Resistance to nonmagical Weapons are susceptible to silver Weapons, so cautious adventurers invest extra coin to plate their Weapons with silver. You can silver a single weapon or ten pieces of Ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.Special Weapons
Weapons with special rules are described here.: You have disadvantage when you use a lance to Attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
: A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or Reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
1 sp | 1d4 bludgeoning | 2 lb. | ||
2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) | |
2 sp | 1d8 bludgeoning | 10 lb. | Two-handed | |
5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) | |
5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) | |
Light Hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
5 gp | 1d6 bludgeoning | 4 lb. | — | |
2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) | |
1 gp | 1d4 slashing | 2 lb. | ||
1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) | |
Simple Ranged Weapons | ||||
Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |
5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) | |
25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed | |
1 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) | |
Martial Melee Weapons | ||||
10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) | |
10 gp | 1d8 bludgeoning | 2 lb. | — | |
20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | |
30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed | |
50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed | |
20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | |
10 gp | 1d12 piercing | 6 lb. | Reach, special | |
15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) | |
10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed | |
15 gp | 1d8 piercing | 4 lb. | — | |
5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed | |
25 gp | 1d8 piercing | 2 lb. | Finesse | |
25 gp | 1d6 slashing | 3 lb. | Finesse, light | |
10 gp | 1d6 piercing | 2 lb. | Finesse, light | |
5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) | |
War Pick | 5 gp | 1d8 piercing | 2 lb. | — |
15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | |
2 gp | 1d4 slashing | 3 lb. | Finesse, reach | |
Martial Ranged Weapons | ||||
10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading | |
Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |
Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |
50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed | |
1 gp | — | 3 lb. | Special, thrown (range 5/15) |
Welcome to our ESO Two Handed Skill Line guide. This shows all the ESO Two Handed Skills from the Elder Scrolls Online.
Cleave
Swat enemies in front of you with a mighty swing, dealing X physical damage and causing them to bleed for an additional X physical damage over 10 seconds.
Cast time | Instant |
Target | Cone |
Radius | 7 meters |
Cost | 2872 Stamina |
Brawler
Swat enemies in front of you with a mighty swing, dealing X physical damage and causing them to bleed for an additional X physical damage over 10 seconds. Also shields you from damage for 8 seconds, absorbing up to X damage plus 100% for each enemy hit.
NEW EFFECT: Adds damage shield for each enemy hit.
Cast time | Instant |
Target | Cone |
Radius | 7 meters |
Cost | 2872 Stamina |
Carve
Swat enemies in front of you with a mighty swing, dealing X physical damage and causing them to bleed for an additional X physical damage over 10 seconds. You also gain minor heroism, granting you an extra ultimate each second for 8 seconds.
NEW EFFECT: Gain additional ultimate (minor heroism buff).
Cast time | Instant |
Target | Cone |
Radius | 7 meters |
Cost | 2872 Stamina |
Critical Charge
Launch across the earth and smash an enemy for X physical damage, always causing a critical strike.
Cast time | Instant |
Target | Enemy |
Range | 3.5-22 meters |
Cost | 3351 Stamina |
Stampede
Launch across the earth and smash an enemy for X physical damage, always causing a critical strike. Also reduces enemy movement speed 60% for 5 seconds.
NEW EFFECT: Adds snare.
Cast time | Instant |
Target | Enemy |
Range | 3.5-22 meters |
Cost | 3351 Stamina |
Critical Rush
Launch across the earth and smash an enemy for X physical damage, always causing a critical strike. Deals up to 68% bonus damage, based on distance traveled.
NEW EFFECT: Deals bonus damage based on distance traveled.
Cast time | Instant |
Target | Enemy |
Range | 3.5-22 meters |
Cost | 3351 Stamina |
Critical Charge
Slam enemy with an upward swing, dealing X physical damage and knocking them back 4 meters. Enemy is also stunned for 3.5 seconds.
Cast time | 1 second |
Target | Enemy |
Range | 7 meters |
Cost | 2872 Stamina |
Wrecking Blow
Slam enemy with an upward swing, dealing X physical damage and knocking them back 4 meters, and stunning them for 3.5 seconds. Grants you Empower for 5 seconds, increasing the damage of your next attack 20%.
NEW EFFECT: Your next attack against target deals extra damage.
Cast time | 1 second |
Target | Enemy |
Range | 7 meters |
Cost | 2872 Stamina |
Dizzying Swing
Slam enemy with an upward swing, dealing X physical damage and knocking them back 4 meters, and stunning them for 3.5 seconds. Enemy is also stunned for 3.5 seconds and afflicted with Minor Maim, reducing their damage by 15% for 10 seconds.
NEW EFFECT: Causes enemy to deal less damage.
Cast time | 1 second |
Target | Enemy |
Range | 7 meters |
Cost | 2872 Stamina |
Reverse Slash
Spin around and strike an enemy down, dealing X physical damage plus up to 300% more against wounded enemies.
Cast time | Instant |
Target | Enemy |
Range | 5 meters |
Cost | 2633 Stamina |
Executioner
Spin around and strike an enemy down, dealing X physical damage plus up to 300% more against wounded enemies. While slotted, Two Handed abilities deal 15% extra damage to low health targets.
NEW EFFECT: Weapon abilities deal more damage to low health targets.
Cast time | Instant |
Target | Enemy |
Range | 5 meters |
Cost | 2633 Stamina |
Reverse Slice
Spin around and strike an enemy down, dealing X physical damage plus up to 300% more against wounded enemies. Nearby enemies take 40% of the damage inflicted.
NEW EFFECT: Deals splash damage to nearby enemies.
Cast time | Instant |
Target | Enemy |
Range | 5 meters |
Cost | 2633 Stamina |
Momentum
Focus your strength to gain major brutality, increasing your weapon damage by 20%. Also heals you for X every 2 second.
Cast time | Instant |
Target | Self |
Range | 30 seconds |
Cost | 2633 Stamina |
Rally
Focus your strength to gain major brutality, increasing your weapon damage by 20%. Also heals you for X every 2 second and an additional X when the effect ends. The final heal is increased in proportion to the length of time Rally has been active.
NEW EFFECT: Heals when effect ends.
Cast time | Instant |
Target | Self |
Range | 30 seconds |
Cost | 2633 Stamina |
Forward Momentum
Focus your strength to gain major brutality, increasing your weapon damage by 20%. Also removes 1 snare and heals you for X every 2 seconds.
NEW EFFECT: Reduced cost and removes snares.
Cast time | Instant |
Target | Self |
Range | 30 seconds |
Cost | 1915 Stamina |
Two Handed Weapons Eso
Forceful
Allows your standard attacks to hit more than one target. Both light and heavy attacks damage up to 2 nearby enemies for (13-25%) of the damage inflicted to the primary target.
Heavy Weapons
Eso Two Handed Weapons Dmg By Type 1
Grants bonuses for different weapon types. Two handed swords deal (3-5%) extra damage. Two handed axes X physical damage extra bleeding damage over 6 seconds. Two handed maces ignore (10-20%) of your target’s armor.
Balanced Blade
Reduces the cost of Two-Handed abilities by (10-20%).
Follow Up
Gives you a (5-10%) damage bonus on the next attack after a full charged heavy attack.
Battle Rush
Boost your stamina regeneration by (15-30%) for 10 seconds after killing a target.