Battlespire:Items

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This page summarizes items in Battlespire, including weapons and armor.

Weapons[edit]

Battlespire has 15 weapon types with an additional 16th type that was removed (Sling) with each being controlled by one of six skills.

The weapons skill is a factor used to determine its accuracy (hit chance) and attack speed. Hand to Hand also is used as the sole factor for determining damage bonuses for the Hand type, all other types use the weapon's material modifier.

During character creation, the player may select a disadvantage preventing equipping weapons of a specific skill and a message will be displayed if a player attempts to equip a weapon that is not allowed. Note: this does not apply to the Spear of Bitter Mercy or Broadsword of the Moon Reiver

Note: Unlike other games in the TES series, there are no creatures with immunity to specific weapons or material types, any weapon of any material is always capable of damaging any enemy.

The following table contains all weapon types in Battlespire:

Type Skill ID Weight Base Condition Base Cost Hands Base Min Damage Base Max Damage
Dagger Short Blade 0 1.0 100 20 1 2 6
Short Sword Short Blade 1 3.0 200 40 1 2 8
Long Sword Long Blade 2 5.0 400 80 1 4 10
Broad Sword Long Blade 3 8.0 500 100 1 4 12
Claymore Long Blade 4 12.0 800 160 2 8 16
Battle Axe Axe 5 9.0 600 120 1 6 10
War Axe Axe 6 11.0 700 140 2 6 14
Mace Blunt Weapon 7 7.0 500 100 1 4 10
Short Bow Missile 8 2.0 80 16 2 2 8
Long Bow Missile 9 4.0 110 22 2 6 14
Crossbow Missile 10 6.0 120 24 2 4 10
Javelin Missile 11 4.0 300 60 1 4 10
Sling* Missile 12 1.5 20 4 2 2 6
Staff Blunt Weapon 13 4.0 200 40 2 2 8
Spear Long Blade 14 5.0 200 40 1 4 10
Hand Hand to Hand 15 - - - 1 2 4

* Slings were removed from Battlespire. Because of this, the 13th weapon item type listed for purchase in the CharacterMaker is random.

Note: The WeaponID in the table above matches to the weapon's item record for all except Hand which does not have one. Additionally, the "Hands" column is an unused value leftover from before shields were removed from the game but has been included as it is both listed in the user manual and defined in the weapons table in the game's executable.

It should also be noted that the Javelin weapon type is a melee weapon despite it using the Missile skill.

Ammunition[edit]

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.

Armor[edit]

Battlespire features three armor classes which applies to all types of armor: light, medium, and heavy. The defense value of the armor determines its type.

  • Light < 4
  • Medium 4-5
  • Heavy > 5

During character creation, the player may select a disadvantage preventing equipping certain types and a message will be displayed if a player attempts to equip a piece that is not allowed.
Note: this does not apply to the Savior's Hide armor

The following table contains the types that can be found:

Type ID Weight Base Condition Base Cost Hit %
Helmet 24 2.0 50 10 10
Cuirass 25 7.0 80 16 40
Pauldron 26 5.0 60 12 20
Greaves 27 2.0 50 10 15
Boot 28 3.0 40 8 5
Gauntlet 29 2.0 40 8 10

Note: The name displayed comes from the items's image file. For armor this will set the name to Sandals for female boots when the image name ends with 463-468. This is not a different armor type, it is strictly a cosmetic display name change.

This table shows the defense value for each piece of armor for every material type. It is color coded to show the type with:

  • Light = Yellow
  • Medium = Orange
  • Heavy = Red
Type ImageFile Iron Steel Silver Elven Dwarven Mithril Adamantium Ebony Orcish Daedric
Helmet [F | M ] HLMT500 1 1 2 2 2 3 3 4 4 5
[F | M ] HLMT501 1 2 3 3 3 4 4 5 5 6
[F | M ] HLMT502 2 3 4 4 4 5 5 6 6 7
[F | M ] HLMT503 3 4 5 5 5 6 6 7 7 8
[F | M ] HLMT504 1 1 2 2 2 3 3 4 4 5
[F | M ] HLMT505 1 2 3 3 3 4 4 5 5 6
[F | M ] HLMT506 2 3 4 4 4 5 5 6 6 7
[F | M ] HLMT507 3 4 5 5 5 6 6 7 7 8
[F | M ] HLMT508 1 1 2 2 2 3 3 4 4 5
[F | M ] HLMT509 1 2 3 3 3 4 4 5 5 6
Cuirass [F | M ] BRST260 1 1 2 2 2 3 3 4 4 5
[F | M ] BRST261 1 2 3 3 3 4 4 5 5 6
[F | M ] BRST262 2 3 4 4 4 5 5 6 6 7
[F | M ] BRST263 3 4 5 5 5 6 6 7 7 8
[F | M ] BRST264 1 1 2 2 2 3 3 4 4 5
[F | M ] BRST265 1 2 3 3 3 4 4 5 5 6
[F | M ] BRST266 2 3 4 4 4 5 5 6 6 7
[F | M ] BRST267 3 4 5 5 5 6 6 7 7 8
[F | M ] BRST268 1 1 2 2 2 3 3 4 4 5
[F | M ] BRST269 1 2 3 3 3 4 4 5 5 6
Pauldron [F | M ] PLDN330 1 1 2 2 2 3 3 4 4 5
[F | M ] PLDN331 1 2 3 3 3 4 4 5 5 6
[F | M ] PLDN332 2 3 4 4 4 5 5 6 6 7
[F | M ] PLDN333 3 4 5 5 5 6 6 7 7 8
[F | M ] PLDN334 1 1 2 2 2 3 3 4 4 5
[F | M ] PLDN335 1 2 3 3 3 4 4 5 5 6
[F | M ] PLDN336 2 3 4 4 4 5 5 6 6 7
[F | M ] PLDN337 3 4 5 5 5 6 6 7 7 8
Greaves [F | M ] GREV450 1 1 2 2 2 3 3 4 4 5
[F | M ] GREV451 1 2 3 3 3 4 4 5 5 6
[F | M ] GREV452 2 3 4 4 4 5 5 6 6 7
[F | M ] GREV453 3 4 5 5 5 6 6 7 7 8
Boot [F | M ] BOOT460 1 1 2 2 2 3 3 4 4 5
[F | M ] BOOT461 1 2 3 3 3 4 4 5 5 6
[F | M ] BOOT462 2 3 4 4 4 5 5 6 6 7
[F | M ] BOOT463 3 4 5 5 5 6 6 7 7 8
[F | M ] BOOT464 1 1 2 2 2 3 3 4 4 5
[F | M ] BOOT465 1 2 3 3 3 4 4 5 5 6
[F | M ] BOOT466 2 3 4 4 4 5 5 6 6 7
[F | M ] BOOT467 3 4 5 5 5 6 6 7 7 8
[F | M ] BOOT468 1 1 2 2 2 3 3 4 4 5
Gauntlets [F | M ] GAUN340 1 1 2 2 2 3 3 4 4 5
[F | M ] GAUN341 1 2 3 3 3 4 4 5 5 6
[F | M ] GAUN342 2 3 4 4 4 5 5 6 6 7
[F | M ] GAUN343 3 4 5 5 5 6 6 7 7 8
[F | M ] GAUN344 1 1 2 2 2 3 3 4 4 5

Note: While a character limited to light or medium armor cannot wear armor with a defense value higher than 3 or 5, the material's condition bonus still applies, making the best armor for characters with restrictions ones where the image file ends in 0 or multiples of 4.

Clothing[edit]

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.

Type Female-Only
Arm Bands N
Blouse Y
Cape N
Pants N
Shirt N
Skirt Y
Thongs Y
Tunic N

Miscellaneous Items[edit]

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.

Type Weight (kg)
Large Chest 8
Sack 2
Scroll 0.5
Small Chest 5

Potions[edit]

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.

Type Potion-Only Effect
Cure Health N
Cure Poison N
Detect Invisibility N
Etherealness N
Invisibility N
Jumping N
Poison N
Restoration Y
Running Y
Shield N
Slow Fall N
Spell Absorption N
Spell Reflection N
Spell Resistance N
Teleport N
Vampiric Drain N

Special Items[edit]

Type Weight (kg) Usage
Coffer of Restoration 5 Once Only: Place any item inside to fully repair. Consumables gain 10 uses.
Sigil Amulet [x] Sigil 2 Consumable: Become ethereal for a short time. May not take or deal damage.
Sigil Amulet [x] Sigil of Entry 2 Allows the player to pass matching Sigil Wards unharmed.

Material Modifiers[edit]

This table shows the effect material has to weapon damage and armor defensive value. Additionally, it contains the internal ID number for each material which is used in multiple formulas for various things such as determining an item's condition or the cost in the CharacterMaker.

Material ID Weapon modifier Armor modifier
Iron 0 -1 -1
Steel 1 0 0
Silver 2 1 1
Elven 3 2 1
Dwarven 4 3 1
Mithril 5 4 2
Adamantium 6 5 2
Ebony 7 6 3
Orcish 8 7 3
Daedric 9 8 4

Note: Material affects armor type but is not the only factor. See the table above to determine the type.

Formulas[edit]

Condition[edit]

The weapon or armor's condition is set by the following formula:
Condition = BaseCondition + (MaterialID * Base Condition)

Note: The condition bonus appears to be irregularly set, with cases of weapon or armor having only the base condition found.

Cost[edit]

To determine the cost for a regular (non-enchanted) weapon or armor in the CharacterMaker, the following formula is used:
Cost = BaseCost + (MaterialID * (BaseCost + 50))

Enchanted weapons and armor uses the same formula for all types:
Cost = 500 + (MaterialID * 50)

Damage[edit]

A weapon's damage range is set simply by adding the material's WeaponModifier to the weapon's BaseMinDamage and BaseMaxDamage. Additionally, for ranged weapons, the material's WeaponModifier for the arrow used is also added to the weapon's BaseMinDamage and BaseMaxDamage (arrows do not have a base damage, only the material modifier is used).

For the Hand weapon type, as there is no material involved, the Hand to Hand skill is used to determine the modifier added to its BaseMinDamage and BaseMaxDamage using this formula:
DamageModifier = FLOOR(Skill / 7)

Defense[edit]

The armor's defense/protective value is determined by a combination of the armor's file name, which is randomly picked when the level is initialized, and the armor's material. The following formula is used:
Defense = 1 + (RIGHT(ImageFile, 1) % 4) + ArmorModifier

The above formula will evaluate to 0 when the file name ends with 0 or multiples of 4. In that case the defense value is set to 1.