Chapter 7 Economics And Equipment

Chapter 7: Economics & Equipment

“So many people simply buy the items they need at the price they are given. It’s a very sad state of affairs,
when the game is really open to all, you don’t need an invitation. And it is a game, the game of bargaining, to be
played seriously and, I hasten to add, politely.”

“The Buying Game”

T
here are a vast number of goods and services that characters might need to survive, or might encounter, during their adventures. This Chapter is concerned with the economics of the Elder Scrolls setting, as well as detailing the various items players might be interested in purchasing, and their effects.
Currency
The main currency of Tamriel in the time during and after the Septim Empire is the Septim, a golden coin around the size of a quarter. Named after the dynasty that ruled the Septim Empire, it features a bust of Tiber Septim and a depiction of Akatosh. The inscription on the front reads: “The Empire is Law. The Law is Sacred.” And the reverse reads: “Praise be, Akatosh and all the Divines.” Although many provinces issue their own provincial currencies these can all be converted to Septims. If you are running a campaign in an era before the Septim Empire, simply use an alternative name (such as “Remans”). And while we have no information on the way that the Empire handles its monetary policy, the authors are making the assumption that there are different types or denominations of currency in existence within the empire. In game terms, this means a few things:

This Chapter will use the more Era-neutral word “Drakes” for currency. “Gold” is an acceptable substitute, though the authors would prefer not to assume that every coin actually contains gold.


Rather than making players keep track of the different kinds of coins they have, it should be assumed that characters can carry as much money as they want, simply making use of more and more valuable denominations.


Likewise, it should be assumed that there are enough coins of the various denominations floating around that indi­viduals can always complete transactions accurately and receive change.

In short, don’t worry about how many of which types of coins you’re carrying. Just keep track of how many Drakes you have. This is to save time and accounting for both the players and the GM.
For groups that enjoy this sort of thing, it is easy to convert the system into one based around different types of coins. Simply use the value of a single Drake as the base for the lowest value coin and scale things up by multiples of ten for more valuable coins as you see fit.
priCinG & aCquiSition

Not all prices for one item are going to be the same: regional price variations are to be expected. Some things are simply harder to get a hold of in some places, and easier in others. Additionally, item price will vary drastically with the quality of the item itself. Obviously no price the GM determines for a given item will be perfect given the vast differences between the provinces, but these guidelines should help the GM produce prices that are acceptable for game-play purposes.
Rounding
If an item ever ends up with a fractional price for any reason, simply round to the nearest whole number.
Availability & Cost Modifiers
In order to locate an item for sale, a character must make a Commerce test. The difficulty of the test should be determined by the specific item the character is looking for. The GM should use their judgment and lore knowledge in equal measure when making their decision. The following table can provide some general guidelines to help the GM decide on the difficulty:
Availability Modifiers
Item Availability Modifier
Extremely Rare -40
Rare -30
Scarce -20
Uncommon -10
Average None
Ordinary +10
Common +20
Plentiful +30
Ubiquitous +40
Exactly what each of these categories means is left abstract, and for the GM to decide.
Item Quality Level
Items can also vary drastically in quality based on how well they were made, or some feature inherent to the item (in the event that they aren’t made, and simply occur naturally). This will modify their price and their availability. There are six qual­ity levels for most items: terrible, poor, common, expensive, extravagant, and exquisite. The table below provides price and availability suggestions based on an item’s quality. These are relative to the item’s original price and availability as determined by the GM: a “step” on the availability table is simply one level in the specified direction (either more common or rarer). The price is a simple multiplier on top of the base price of the item.
Item Quality

Terrible 2 steps more common -50%
Poor 1 step more common -25%
Common No change –
Expensive 1 step rarer +25%
Extravagant 2 steps rarer +50%
Exquisite 3 steps rarer +100%

Exactly what the quality does is relative to the type of item in question. For many items the quality level has no direct game effect and is simply tied to a character’s social standing: one does not wear poor quality clothing in the company of nobles, for example, and expect to be received favorably. There are many exceptions, however. The exact effects of each quality level on these items will be explained in the appropriate sections.
Situational Modifiers
Finally, there are a number of additional situational modifiers based on economic factors that can be applied to an item’s base availability and price. Stolen items may be cheaper than usual (if the character can find a fence), while restricted or illegal items can be much more expensive.
Situational Modifiers

Item Stolen 1 step more common -50%
Item Used 1 step more common -25%
Item Restricted 1 step rarer +25%
Item Illegal 2 steps rarer +50%

Additionally, the GM can modify the availability and price based on the source of the item in the local economy. This isn’t strictly necessary, but can be useful in many situations when the GM has a good understanding of the area the players are in and wants a more accurate price.
Item Source Modifiers

At Source 2 steps more common -25%
Neighboring City 1 step rarer +10%
Distant City 2 steps rarer +25%
Distant Province 3 steps rarer +50%
For information on pricing custom items, such as enchanted items, or custom weapons and armor, see Property & Services.

weaponS

Conflict and danger are constants in Tamriel, and it is wise for adventurers to arm themselves. Weapons in the UESRPG are divided in a number of different ways: First, there are two classes of weapons: melee and ranged. All weapons are defined by a Weapon Profile, which contains all the information necessary to use the weapon.

Weapon Qualities
Many weapons possess special rules, known as Weapon Qualities, that represent factors that set them apart from other weapons in some fashion.
Balance Qualities
If a weapon that already has a balance related quality (listed below) would gain another one, remove the existing quality instead and add the quality that is one step closer to the added quality in the order: Unwieldy, Unbalanced, (no quality), Well Balanced, Superbly Balanced.
Unwieldy
Characters make Melee Combat skill tests to Parry attacks using this weapon at a -20 modifier.
Unbalanced
Characters make Melee Combat skill tests to Parry attacks using this weapon at a -10 modifier. If a weapon that has either the Well Balanced or Superbly Balanced qualities would gain this quality, remove the original quality.
Well Balanced
The weapon is particularly well balanced and grants the wielder a +10 modifier to Combat Style tests made to Parry attacks. If a weapon that has either the Unbalanced or Unwieldy qualities would gain this quality, remove the original quality.
Superbly Balanced
The weapon is extremely well balanced and grants the wielder a +20 modifier to Melee Combat skill tests made to Parry attacks. If a weapon that has either the Unbalanced, Unwieldy, or Well Balanced qualities would gain this quality, remove the original quality.
Barbed
If a weapon with this quality is impaled in a target, it deals full rather than half damage if yanked free.
Complex
The weapon cannot be reloaded while moving.
Concealable
The weapon is small and easily hidden: the wielder may make a Subterfuge skill test to conceal the weapon.
Concussive The weapon causes heavy impacts, and can send opponents
sprawling: weapons with this quality can be used for the Bash
and Stun Location special effects.
Damaged (X)
Weapons with this quality are damaged. They gain the Primitive (11-X) quality. If they would gain this quality more than once, combine the X values into a single instance. If the X value of this quality ever reaches 11, the weapon is destroyed permanently.
Dire
Weapons with this quality are able to strike out at targets that would otherwise resist or be impervious to damage from normal weapons. These interactions will be described in the appropriate sections.
Enchanted (Cast) (Cost, Charge [max])
Weapons with this quality can be activated using the Cast Magic action to apply the stored magic components. The cost is the soul energy cost each time the effect is activated. This cost comes out of the item’s charge, which begins at (and is capped at) the maximum charge.
Enchanted (Strike) (Cost, Charge [max])
Weapons with this quality apply the stored magic components every time the weapon scores a successful hit. The cost is the soul energy cost each time the effect is applied to a target. This cost comes out of the item’s charge, which begins at (and is capped at) the maximum charge.
Enchanted (Constant)
Weapons with this quality apply their stored magic components at the beginning of each round.
Entangling
Weapons with this quality can be used to immobilize opponents with the Entangling special effect.
Entrapping
If a weapon with this quality is used to Parry an attacking weapon, that weapon is considered one size smaller than it actually is (to a minimum of small).
Flexible
Weapons with this quality impose a -10 penalty on Combat Style tests made to Block or Parry them.
Hand to Hand
Weapons with this quality are used to complement an unarmed fighting style built around a character’s natural weapons. A character must have a Combat Style which includes unarmed combat to use these weapons.
Impaling
Weapons with this quality can be used to impale or pierce targets with the Impaling and Penetrate Armor special effects.
Mounted
Weapons with this quality can only be used while mounted due to their weight and balance.
Primitive (X)
Weapons with this quality count any results on their damage dice that are higher than X as being X instead. Each X value of this quality removes that amount from instances of the Proven
(X) quality (count up in the case of removing X from Primitive).
Proven (X)
Weapons with this quality count any results on their damage dice that are lower than X as being X instead. If a weapon would receive this quality twice, simply combine the X values. Each X value of this quality removes that amount from instances of the Primitive (X) quality (count down in the case of removing X from Proven).
Stunning
The weapon can temporarily stun opponents with the Stun Location special effect.
Summoned (X)
The weapon has been temporarily summoned into this world by magic. If its master is killed, it is banished back to its realm instantly. The X value is the Willpower of the being bound into the weapon.
Sundering
Weapons with this quality can be used to damage armor with the Sundering special effect.
Sunlight
Weapons with this quality deal damage with the power of the sun: this has unique interactions that will be described in the appropriate sections.
Tearing
Weapons with this quality roll one additional d10 when calcu­lating their damage dealt, ignoring the lowest rolling die.
Thrown
This weapon can be thrown with ease. When used as a ranged weapon, its uses an alternate profile found in the Ranged Weapons section. Thrown weapons use themselves as ammo,
and when being used as ranged weapons they add the user’s Damage Bonus to the damage they deal.
Melee Weapons
There are a vast number of different melee weapons that charac­ters might encounter: different styles, cultures, and materials give rise to many combinations. Melee weapons have two aspects: the weapon’s type and material. Additionally, all melee weapons
are divided into one of three subtypes:

One Handed: These weapons can be wielded with one hand. A character may wield two one handed weapons at once, but suffers a -10 penalty to Combat Style tests to use the weapon in his off-hand.


Hand and a Half: These weapons count as one handed weapons, but are large enough that they may also be wielded in both hands for optimal effect. When they are wielded in both hands the character increases his Strength bonus by 50% (round down) for the purposes of calculating his Damage Bonus for attacks with this weapon.

• Two Handed: These weapons must be wielded with two hands.
A weapon’s Type is the physical class of weapon that it is: an axe, a dagger, a spear, and so forth. A weapon’s Material defines what the weapon is made out of, as well as encompassing some elements of the “style” of the weapon: ebony weapons, Dwemer ones, and so forth. Together, these two components allow players to create complete weapon profiles.

Damage (Dam): The damage dealt by the weapon on suc­cessful hits, and the type of damage it inflicts: R for Rending or I for Impact. All melee weapons add the Damage Bonus of the user to the damage of successful attacks.


Penetration (Pen): The weapon’s armor penetration: the amount of a target’s AR it ignores when calculating damage.


Size: Size is used to determine a weapon’s ability to impose and Parry attacks. Size categories are: (S)mall, (M)edium, (L)arge, (H)uge, and (E)normous.


Reach: Reach can affect whether an opponent lies within range of being struck. Reach categories are: (T)ouch, (S) hort, (M)edium, (L)ong, and Very Long (VL).


Qualities: Any weapon qualities the weapon might have.


Encumbrance Value (ENC): The weapon’s ENC, which counts towards total encumbrance.


Enchantment Level (EL): The item’s Enchantment Level.


Price: The price of the weapon in Drakes.

Two Handed Melee Weapon Types

Dai-katana 3d10+5 R 2 H L Impaling, Tearing 3 200 310
Glaive 2d10+10 R 5 L L Sundering, Unbalanced 3 175 250
Grand Mace 2d10+5 I 15 H L Concussive, Sundering, Unbalanced 3 175 180
Great Axe 3d10+5 R 10 H L Sundering, Unwieldy 3 200 260
Great Club 2d10 I 5 H L Concussive, Unbalanced 3 175 90
Great Flail 2d10 I 10 H L Concussive, Flexible, Unwieldy 3 175 100
Great Sword 3d10+5 R 5 H L Impaling, Sundering 4 225 300
Halberd/Poleaxe 2d10+4 R 15 L VL Sundering, Unbalanced 4 180 200
Longspear 3d10 R 10 L VL Impaling, Unwieldy 3 175 140
Maul 3d10+2 I 25 H L Concussive, Sundering, Unwieldy 4 200 230

Quarterstaff 1d10+3 I 5 M L Stunning, Well Balanced 2 200 30
Hand and a Half Melee Weapon Types

Battle Axe 2d10+6 R 10 M L Unbalanced 2 175 210
Katana 2d10+5 2 M L Impaling, Tearing 2 175 260
Longsword 2d10+5 R 5 M L Impaling 2 175 250
Warhammer 1d10+2 I 15 M M Concussive, Sundering 2 175 165

Melee Weapon Quality Melee Weapon Profiles
The quality with which a weapon is crafted can have a dramatic To create a profile for any melee weapon, simply choose a impact on how effective it is in combat. The following table weapon type from the table below, and a material from the details what each quality level does to the weapon profile. table below. Apply any changes listed by the material to the
weapon type profile, and then any changes from the weapon Melee Weapon Quality quality level.

Weapon materials provide a damage modifier, a pen modifier,
Terrible Gain Primitive (6) and Unbalanced
additional weapon qualities, an ENC multiplier (round to the
Poor Gain Primitive (8)

nearest whole number when possible, and up otherwise), and Common No change
a price multiplier. Apply all these changes to the weapon type’s Expensive Gain Proven (2) base profile.
Extravagant Gain Proven (4) and Well Balanced
Exquisite Gain Proven (6) and Superbly Balanced

One Handed Melee Weapon Types

Broadsword 2d10+2 R 5 M M Impaling 2 150 175
Claws 1d10+1 R 5 S T Hand to Hand 1 50 85
Club 1d10 I 5 M S Concussive 1 100 40
Dagger 1d10+2 R 5 S S Impaling, Thrown 1 100 70
Flail 1d10 I 10 M M Flexible, Unwieldy 1 140 50
Hatchet 2d10 R 10 S S Thrown, Unbalanced 1 125 90
Hook Sword 2d10 R 0 M M Entrapping 1 140 160
Javelin 2d10+1 R 10 M L Impaling, Thrown 1 125 80
Knuckles 1d10-1 I 5 S T Stunning, Hand to Hand 1 50 40
Lance 2d10+5 10 H VL Impaling, Mounted, Sundering, U nwieldy 3 175 150
Mace 1d10+5 I 15 M S Concussive 2 140 125

Net None -S L Entangling, Entrapping, Thrown 1 0 25
Parrying Dagger 1d5 R 2 S S Entrapping 1 50 100
Punch Dagger 1d10 R 5 S S Impaling, Hand to Hand 0 75 50
Rapier 2d10+1 R 5 M L Impaling, Well Balanced 1 140 125
Sabre 2d10+2 R 2 M M Impaling, Tearing 1 150 200
Scimitar 2d10+3 R 2 M M Unbalanced, Tearing 2 160 225
Shortspear 2d10+3 R 10 M L Impaling, Unbalanced 2 140 70
Shortsword 1d10+5 R 5 M S Impaling 1 125 125
Tanto 1d10+2 2 S S Impaling, Tearing 1 100 75
Throwing Dagger 1d10+1 R 5 S S Impaling, Thrown – 75 90
Trident 2d10+1 R 10 M L Barbed, Impaling, Unbalanced 2 150 160
Wakizashi 1d10+5 2 M S Impaling, Tearing 1 125 130
War Axe 2d10+3 R 10 M M Unbalanced 2 150 175

Melee Weapon/Ammo Materials

Adamantium 1 +5 Dire x0.9 x7.0 x5.0
Chitin -1 -5 - x0.6 x1.0 x0.7
Daedric +5 +10 Dire x1.6 x10.0 x50.0
Dragonbone +5 +7 - x1.6 x9.0 x100.0
Dwemer +1 +3 - x1.3 x4.0 x3.0
Ebony +5 +5 Dire x1.5 x9.0 x8.0
Iron -1 -5 - x1.2 x2.0 x0.5
Malachite +2 +5 Dire x0.6 x6.0 x6.0
Moonstone -
3 - x0.8 x5.0 x5.0
Orichalcum +5 - x1.2 x4.0 x2.5
Silver -1 -Dire x1.0 x3.0 x1.8
Stahlrim +3 +5 Dire x1.2 x8.0 x6.5
Steel -
- x1.0 x3.0 x1.0
Wood -5 -5 - x0.6 x0.5 x0.2
Ranged Weapons
Ranged weapons function like melee weapons in that they also have two aspects: the weapon’s type and material. Additionally, all ranged weapons are divided into two subtypes:

One Handed: These weapons can be wielded and fired or thrown with one hand. A character may wield two one handed weapons at once, but suffers a -10 penalty to Combat Style tests to use the weapon in his off-hand.


Two Handed: These weapons must be wielded and fired with two hands.

A weapon’s Type is the physical class of weapon that it is: a bow, a throwing knife, a crossbow, and so forth. A weapon’s Material defines what the weapon is made out of, as well as encompassing some elements of the “style” of the weapon: steel weapons, elven ones, and so forth. Together, these two components allow players to create complete weapon profiles, which are defined as follows:

Damage (Dam): The damage dealt by the weapon on successful hits, and the type of damage it inflicts: R for Rending or I for Impact.


Penetration (Pen): The weapon’s armor penetration: the amount of a target’s AR it ignores when calculating damage.


Impale Size (IS): The effective size of the weapon or its ammunition if it succeeds in an impaling attack. Either (S) mall, (M)edium, (L)arge, (H)uge, and (E)normous.


Range: The weapon’s range, defined by three numbers, representing the maximum Close, Effective, and Long ranges of the weapon or its ammunition. Attacking targets in Close range provides a +20 bonus to attack tests with the weapon, while attacking targets at Long range imposes a -20 penalty.


Reload (Rld): The number of actions (and thus turns) it takes to reload a weapon that fires ammunition.


Qualities: Any weapon qualities the weapon might have.


Encumbrance Value (ENC): The weapon’s ENC, which counts towards total encumbrance.


Enchantment Level (EL): The item’s Enchantment Level.


Price: The price of the weapon in Drakes.

Ranged Weapon Profiles
To create a profile for any ranged weapon, simply choose a weapon type from the table below, and a material from the table below. Apply any changes listed by the material to the weapon type profile, and then any changes from the weapon quality level. Weapon materials provide a range modifier, an ENC modifier (round to the nearest whole number when possible, and up otherwise), and a price multiplier. Apply all these changes to the weapon type’s base profile.
Ammo & Ranged Weapons
Most ranged weapons use ammo. Crossbows require bolts, bows use arrows, and slings use stones (halve range at all brackets) or lead sling bullets. A character must have ammo in order to make an attack with a ranged weapon, and each attack utilizes one shot. Ammo can also be made out of different materials, which provide a damage, pen, weight, and price modifier. These are all the same as their corresponding melee weapon material modifiers, so simply use the material table in the previous section to modify the appropriate ammo type. A single shot has an ENC of zero and an EL of 5.

A dozen arrows – 15 Drakes


A dozen bolts – 10 Drakes


A dozen lead sling bullets – 8 Drakes

Ranged Weapon Quality

Ranged Weapon Quality
Terrible Gain Primitive (6) and lose 20% range*
The quality with which a weapon is crafted can have a dramatic
Poor Gain Primitive (8)
impact on how effective it is in combat. The following table
Common No change
details what each quality level does to the weapon profile. Apply

Expensive Gain Proven (2) range changes to all range bracket values (round down).
Extravagant Gain Proven (4) and gain 20% range*
Exquisite Gain Proven (6) and gain 40% range*

Two Handed Ranged Weapon Types

Heavy Crossbow 3d10+4 R 25 S 20/150/300 4 Complex, Impaling, Sundering 2 175 350
Light Crossbow 2d10+4 R 15 S 20/100/200 3 Complex, Impaling 1 125 150
Long Bow 2d10+5 R 15 S 15/125/250 2 Impaling 1 150 200
Short Bow 1d10+5 R 5 S 15/100/200 1 Impaling 1 100 90

One Handed Ranged Weapon Types

Bolas** – - – 10/25/50 – Entangling, Thrown 1 0 14
Dagger * * S 5/10/20 – Impaling, Thrown * * *
Javelin * * M 10/20/50 – Impaling, Thrown * * *
Hatchet * * – 10/20/30 – Thrown * * *
Net * * – 3/5/10 – Entangling, Thrown * * *
Sling** 1d10+2 I 10 – 10/150/300 2 Stunning – 50 10
Throwing Dagger * * S 10/20/30 – Impaling, Thrown * * *
Throwing Dart 1d10 R 5 – 5/10/20 – Impaling, Thrown – 25 7
Throwing Star 1d10 R 5 – 5/10/20 – Thrown – 25 6

See profile in the Melee Weapons section.
*
These weapons do not benefit from materials: their complete profiles are listed here.

Ranged Weapon Materials

Chitin +5m x1.0 x1.0 x0.7
Bonemold +10m x1.0 x2.0 x0.9
Daedric +30m x2.0 x10.0 x50.0
Dragonbone +30m x2.0 x9.0 x100.0
Dwemer +10m x2.0 x4.0 x3.0
Ebony +25m x2.0 x9.0 x8.0
Malachite +20m x1.0 x6.0 x6.0
Moonstone +15m x1.0 x5.0 x5.0
Orichalcum +5m x2.0 x4.0 x2.5
Steel -x1.0 x3.0 x1.0
Wood -x1.0 x0.5 x0.5
armor

There are many styles and types of armor that the people of Tamriel use to defend themselves. A given piece of armor covers a single hit location on a character: one of their arms, their head, either of their legs, or their body. The amount of protection provided is measured by the Armor Rating (AR), which is deducted from the damage of all incoming hits to that location. Shields are armor as well, and add their AR to the character’s arm location when used in a successful Block reaction. Worn armor cannot be layered: only the highest AR applies to a given
location.
A piece of armor covers one hit location: either the body, head, left or right arm, or the left or right leg (though leg armor is not typically made separately). A given piece of armor is defined by an Armor Profile, which contains all the stats needed to use the armor:

Name: The armor’s name.


Armor Rating (AR): The AR the armor piece grants to the hit location that it covers.


Qualities: Any armor qualities the armor might have.


Encumbrance Value (ENC): The armor piece’s ENC, which counts towards total encumbrance. When worn, the armor’s ENC is halved (round down).


Price: The price of the armor piece in Drakes.

Armor Qualities
Many armor pieces possess special rules, known as Armor Qualities, that represent specific effects, or certain differences between different armor types.
Enchanted (Cast) (Cost, Charge [max])
Armor pieces with this quality can be activated using the Cast Magic action to apply the stored magic components. The cost is the soul energy cost each time the effect is activated. This cost comes out of the item’s charge, which begins at (and is capped at) the maximum charge.
Enchanted (Constant)
Armor pieces with this quality apply their stored magic com­ponents at the beginning of each round.
Fearsome
The armor is terrifying to behold, and grants the character a +10 bonus to Intimidate tests made with the Intimidating Shout
action.
Flammable
The armor is flammable: if the location it protects ever take fire damage, then the character gains the burning (1d5) condition.
Large (Shields Only)
A character using a shield with this quality receives a +10 bonus when using it to Block attacks, but suffers a -20 penalty when using it to Parry attacks. They can be used to passively Block three locations.
Medium (Shields Only)
Shields with this quality can be used to passively Block two locations.
Small (Shields Only)
A character using a shield with this quality receives a +10 bonus when using it to Parry attacks, but suffers a -20 penalty when using it to Block ranged attacks. They cannot be used to passively Block locations.
Spiked
The armor is covered in spikes. Attacks made with the character’s natural weapons while wearing armor with this quality on the limb the character is using for the attack gain the Tearing quality.
Summoned (X)
The armor has been temporarily summoned into this world by magic. If its master is killed, it is banished back to its realm instantly. The X value is the Willpower of the being bound into the weapon. Summoned armor halves its ENC (round down).
Tower (Shields Only)
A character using a shield with this quality cannot use it to Parry or Block attacks. These shields can be used to passively Block four hit locations.

Worn Armor
A given piece of worn armor has two aspects: the armor type, and the armor material. The armor Type specifies the kind of armor: mail, plate, and so forth. The armor Material tells us what it’s made out of. Together, these two parts form the armor profile.
Armor Profiles
To create a profile for any armor piece, simply choose an armor type from the table below, and a material from the table below. Apply any changes listed by the material to the armor profile, and then any changes from the armor quality level. Some materials are limited to certain armor types as specified in the armor material table.
Armor materials provide an AR modifier, an ENC modifier (round to the nearest whole number when possible, and up otherwise), additional qualities, and a price multiplier. Apply all these changes to the armor type’s base profile.

Armor Quality
Terrible Poor Common Lose 4 AR and multiply ENC by 1.1 Lose 2 AR No change -50% -25% – Armor Quality The quality with which armor is crafted can have a dramatic impact on how effective it is in combat. The following table details what each quality level does to the armor profile. When
Expensive Gain 2 AR +25% applying an ENC multiplier, round to the nearest whole number.
Extravagant Gain 4 AR +50%
Exquisite Gain 6 AR and multiply ENC by 0.9 +100%
Armor Types

Natural/Cured 5 3/1/2/2 (12) 150/75/100/100 30 (180)
Padded/Quilted 10 3/1/1/1 (8) 150/75/100/100 70 (420)
Ringmail 15 5/1/2/2 (14) 150/75/100/100 150 (900)
Scaled 18 6/2/3/4 (22) 150/75/100/100 350 (2100)
Partial Plate 20 7/2/4/5 (28) 175/100/125/125 550 (3300)
Mail 23 7/3/5/5 (30) 200/125/150/150 800 (4800)

Plated Mail 25 10/4/6/7 (40) 225/150/175/175 1300 (7800)
Full Plate 30 12/6/7/8 (48) 250/175/200/200 2500 (15000)
*Body/Head/Arm/Leg (per individual arm/leg)
Armor Materials

Adamantium +6 -Ringmail, Scaled, Partial Plate, Mail, Plated Mail, Full Plate x0.9 x7.0 x5.0
Bone -10 -Partial Plate, Plated Mail x1.3 x1.0 x0.2
Bonemold +0 -Partial Plate, Plated Mail x0.9 x2.0 x0.9
Chitin -6 -Partial Plate, Plated Mail x0.6 x1.0 x0.7
Daedric +15 Fearsome, Spiked Ringmail, Scaled, Partial Plate, Mail, Plated Mail, Full Plate x1.6 x10.0 x50.0
Dragonbone +12 -Partial Plate, Plated Mail x1.6 x9.0 x100.0
Dreugh Hide +10 – Natural/Cured, Padded/Quilted x1.5 x3.0 x6.0
Dwemer +4 – Ringmail, Scaled, Partial Plate, Mail, Plated Mail, Full Plate x1.3 x4.0 x3.0
Ebony +10 – Ringmail, Scaled, Partial Plate, Mail, Plated Mail, Full Plate x1.5 x9.0 x8.0
Fur +0 Flammable Natural/Cured, Padded/Quilted x1.4 x1.0 x1.0
Iron -6 – Ringmail, Scaled, Partial Plate, Mail, Plated Mail, Full Plate x1.2 x2.0 x0.5
Leather +0 – Natural/Cured, Padded/Quilted x1.0 x3.0 x1.5
Malachite +7 – Ringmail, Scaled, Partial Plate, Plated Mail, Full Plate x0.6 x6.0 x6.0
Moonstone +3 – Ringmail, Scaled, Partial Plate, Mail, Plated Mail, Full Plate x0.8 x5.0 x5.0
Orichalcum +5 – Ringmail, Scaled, Partial Plate, Mail, Plated Mail, Full Plate x1.2 x4.0 x2.5
Stalhrim +8 – Ringmail, Scaled, Partial Plate, Plated Mail, Full Plate x1.2 x8.0 x6.5
Steel +0 – Ringmail, Scaled, Partial Plate, Mail, Plated Mail, Full Plate x1.0 x3.0 x1.0

Shields
Shields function like armor in that they have two aspects: the shield type, and the shield material. The shield Type specifies the kind of shield: buckler, kite, and so forth. The shield Material tells us what it’s made out of. Together, these two parts form the Shield Profile. Shields function like one handed weapons (with no offhand penalty), but also count as armor.

Armor Rating (AR): The AR of the shield.


Damage (Dam): The damage dealt by the shield on suc­cessful hits. Shields are blunt weapons, and thus deal Impact damage. All shields add the Damage Bonus of the user to the damage of successful attacks.


Size: Size is used to determine a shield’s ability to impose and Parry damage. Size categories are: (S)mall, (M)edium, (L)arge, (H)uge, and (E)normous.


Reach: Reach can affect whether an opponent lies within range of being struck. Reach categories are: (T)ouch, (S) hort, (M)edium, (L)ong, and Very Long (VL).


Qualities: Any armor qualities the shield might have.


Encumbrance Value (ENC): The shield’s ENC, which counts towards total encumbrance.


Enchantment Level (EL): The item’s Enchantment Level.


Price: The price of the shield in Drakes.

Shield Quality
The quality with which a shield is crafted can have a dramatic impact on how effective it is in combat. Shields use the same
quality level table as worn armor.
Shield Profiles
To create a profile for a shield, simply choose a shield type from the table below, and an armor material from the table on the previous page (any type of shield may be made with any material). Apply any changes listed by the material to the shield profile, and then any changes from the shield quality level.
Materials provide an AR modifier, an ENC modifier (round to the nearest whole number when possible, and up otherwise), additional qualities, and a price multiplier. Apply all these changes to the shield type’s base profile.

Shield Types

Small 20 1d5-2 I S S Small 1 125 50
Medium 25 1d5 I M S Medium 2 150 150
Large 30 1d5+1 I L S Large 3 175 250

Item Quality
itemS &

equipment Terrible -50%/x0.5 Poor -25%/x1.0 This section contains prices
Common -/x2.5for all the common, everyday
Expensive +25%/x5.0
things that characters need to
Extravagant +50%/x7.0
survive, and the luxuries that separate the rich from the poor. Exquisite +100%/x10.0
Clothing & Jewelry
As with food, clothing varies drastically across Tamriel. As such the items in this section are meant to be generic, and apply regardless of culture. Higher quality clothing or jewelry looks better, or is more durable, depending on the item. Clothing is grouped into whole outfits, though if characters need to purchase an individual item simply use a fraction of the base price of the corresponding outfit. Clothing and Jewelery items have an ENC of zero. Purchasing clothing that is custom fit,
either for beast races or particularly large/small characters, costs 10% more than the usual price of the item.
Clothing & Jewelry

Boots 25 50 Shoes 25 45
Cap/Hat 25 6 Trousers/Skirt/Kilt 50 25
Coat/Cloak 75 45 Shirt/Smock/Shift 50 16
Vest/Tabard 50 20 Winter Coat/Cloak 75 75
Tunic/Dress 75 30 Undergarmets 10 10
Sandals 10 8 Ring 150 200
Robes 100 50 Necklace/Amulet 150 400

Food & Drink
The various cultures of Tamriel eat many different foods. For convenience, simply assume that food purchased reflects the food of the local culture unless the character goes out of their way to find something els. Higher quality food tastes better, but otherwise there are no game effects. Alcohol is another matter: every drink a character consumes in excess of their Endurance bonus causes them to gain a level of fatigue.
Food & Drink

Meal at a tavern or inn N/A 3
Ale/Beer for an evening N/A 2
Wine/Spirits for an evening N/A 4
Trail Rations (1 week’s worth) 3 10
Feed/Mount Rations (1 day’s worth) 1 2

Entertainment & Recreation The prices here are for books, games, and other assorted rec­
reational or entertainment focused items. Most of these have no game effect, though the GM might rule that characters can learn certain things by reading books, or give them bonuses on tests for referencing them. Higher quality might reflect nicer looking materials, or, in the case of books, that the book itself is a rare edition. The items below have an ENC of zero unless
otherwise specified.
Entertainment & Recreation

Book 16 Game Set 20
Dice 4 Show/Event Tickets 70
Cards 10 Instrument 60
Skooma (dose) 15 Moonsugar (dose) 5
A dose of Moonsugar (ingested orally) inflicts one level of fatigue on a character. A single dose of Skooma (orally or via a Skooma pipe) grants the character 10 Strength and increases his Movement Rating by 1, but reduces his Intelligence and Agility by 10 each. The effects of Skooma only last a half hour, after which the character gains 1d5-1 (min 1) levels of fatigue.

Tools & Gear
There are a number of tools or other pieces of gear that the characters might find themselves needing during the course of their adventures. Higher quality kits/tool sets provide a bonus to any tests associated with them (a +10 bonus for each step above common), while lower quality ones impose a penalty (a

-10 penalty for each steps below common).
Tools & Gear

Abacus 1 8
Pack (holds 20 ENC) 2 6
Bedroll 1 2
Bit & Bridle 1 15
Block & Tackle 1 15
Bottle 0 2
Candle 0 1
Chain (2 meters) 1 40
Chest (large, holds 30 ENC) 6 80
Chest (small, holds 15 ENC) 3 40
Cooking Pot 2 3
Craft Tools 2 75
Crowbar 1 25
Falconer’s Kit 1 30

Tools & Gear (Cont.)

First Aid Kit (10 uses of First Aid) 0 25
Fish Hooks (20) 0 1
Fishing Kit 1 15
Fishing Net 4 10
Flint and Tinder 0 1

Game Snare/Trap 1 1
Grappling Hook 0 5
Hammer/Saw/Mallet/Chisel 1 1
Healer’s Kit (10 uses of Profession [Medicine]) 1 150
Hourglass 1 20
Knife (tool, not weapon) 0 5
Ladder (rope, 3 meters) 4 2
Lantern 1 10

Lock Picks 0 75
Milling Stone 2 8
Mirror (hand, glass) 1 12
Mug/Beaker/Dish/Plate (wood – x2 ENC/Price for metal) 0 1
Nails or Tacks (50) 0 1
Oil Flask 1 1

Papyrus or Paper sheet (5) 0 1
Pickaxe 1 35
Pole (3 meters) 1 1
Quill and Ink 1 30
Quiver (30 shots) 0 2
Razor, folding 0 3
Rope (hemp, 10 meters) 2 10
Sack (large, holds 60 ENC) 1 5
Sack (small, holds 30 ENC) 0 2
Saddle (riding) 3 60
Saddle (war) 4 90
Saddlebag (holds up to 2×20 ENC) 2 20
Saw (hand) 1 1
Scythe/Sickle 2 30
Ship’s Compass 1 70
Shoes (horse) 1 10
Spade/Hoe/Pitchfork 1 25
Tent (per person capacity) 1 6

Torch (1 hour) (3) 0 1
Torch (6 hours) 1 1
Waterskin/Canteen (2 liters of liquid) 1 1
Vial (alchemical, 1 potion) 0 3

arCane itemS

Tamriel is a land of innumerable magical wonders, many of which find their way into the markets and guild halls of average Tamrielic cities. This section contains prices for a variety of magical goods.
Alchemical Ingredients & Potions
All potions are created by using alchemical ingredients. All possible ingredients fall into one of several broad types (corre­sponding to the schools of magic whose effects they can be used to reproduce). All ingredients also have an internal magicka pool known as the ingredient pool (which scales with the quality of the ingredients) that is used to determine the strength of the components created from those ingredients.
The table below contains prices for individual units of alchemical ingredients. There is no price difference between different types of ingredients, only between ingredients of different qualities.
Ingredient Quality

Terrible Ingredients () 5 3
Poor Ingredients (
) 10 6
Common Ingredients () 20 10
Expensive Ingredients (
) 40 30
Extravagant Ingredients () 80 60
Exquisite Ingredients (
) 150 180

*is the ingredient type (one of the schools of magic).
Potions
Potions are bottled liquid mixtures of magical ingredients that provide benefits to a character, or that can be used to harm their enemies. Whenever a character imbibes a potion, its magic components are applied to that character.
To determine the price of a potion with a given magic com­ponent, simply add 50% (round down) to the price of the minimum quality ingredients required to support the cost of that component. If the potion has multiple components instead of just one, then add up the costs of all the requisite units of ingredients and add 50% (round down) to the total.
Scrolls
Scrolls are single use items that have had a particular spell bound to them through the use of enchanting. By reading the magical inscription on the scroll the character can invoke the stored magic much as he would cast a normal spell, but without the usual skill test or magicka expenditure.
Scroll Price: 5 * Spell Cost
Scrolls are priced based on the magicka cost of the spell they contain. Each scroll can only contain a single spell, and both standard and non-standard spells can be used. Item quality levels do not apply to scrolls.
Blank, magically prepared scrolls for inscription cost 3 drakes.
Enchanted Items
Enchanted items can be extremely powerful, and extremely expensive. Characters can purchase enchanted items with enchantments of all types. Their cost is determined by the following formula:
Enchanted Item Price: Item + Soul Gem + Fee
The soul gem must have enough energy for the intended enchantment. If the character has either the item, the filled soul gem, or both, and is simply commissioning an enchant­ment then he doesn’t need to pay for those components. The recommended enchanting fee is based on the difficulty of the intended enchantment:
Enchantment Fee

+40 or easier 25
+30 or easier 50
+20 or easier 100
+10 or easier 250
+0 or easier 500
-10 or easier 1000
-20 or easier 1500
-30 or easier 3000
-40 or easier 5000
Harder than -40 10000
Spell Tomes & Training
Spell tomes are one of the ways that characters can learn standard spells. Spell tomes are books (despite their name, they can be fairly small) that contain the knowledge necessary to use a given spell. They not only contain practical instructions for using the spell, but a history of the evolution of the spell, alternative forms of casting, mnemonic devices, and other information that can help a character attain a full understanding of the magic they are learning to use. Characters can also learn this information from a teacher.
Spell Tome Price: 50 * Spell Level
Spell tomes are not subject to item quality levels. Each spell tome can be used to learn one spell level of one standard spell. This same value can be used as the price to hire a teacher from whom a character can learn the spell.
Soul Gems
Soul gems are naturally occurring magic crystals that can be used to capture souls so that their energy can be utilized for magical purposes. Item quality levels do not apply to soul gems. Each soul gem has a maximum amount of soul energy that it can hold.
Soul Gems (Empty)

Petty 100 50
Lesser 250 125
Common 500 250
Greater 1000 500
Grand 1500 1250
Black 1500 1750
Characters can also purchase soul gems that are completely, or only partially, full. The price of filled soul gems can be deter­mined with the following formula:
Filled Soul Gem Price:
Gem Price + (Gem Price * [% full, as decimal])
property & ServiCeS

This section contains prices for many of the various properties
and services that a character might desire. Everything from livestock and boats to private villas can be found here.
Livestock & Pets
Livestock is critical to the survival of many communities. The cost to maintain livestock (grazing is usually free, but it is important to have food stockpiled) for a week is roughly a twentieth of the animal’s price. Pets are equally common, and cost a similar amount to feed.
Livestock

Bull 1000 Calf 60
Cat 4 Cow 200
Dog (pet) 6 Dog (war trained) 100
Fowl 2 Goat 50
Guar (war trained) 1000 Guar 500
Horse (war trained) 6000 Horse (heavy draught) 2800
Horse (riding) 2000 Kwama (forager) 3
Kwama (scrib) 2 Kwama (queen) 30000
Netch (betty) 400 Netch (bull) 1200
Ox 300 Pig 60

Silt Strider (riding) 20000 Silt Strider (war trained) 25000 Sheep 40
Keep in mind that some of these animals often require additional infrastructure to make use of (Kwama prefer to reside in caves as a full colony) or are particularly rare outside of certain provinces.
Transportation
This section includes things like carts and ships that can be used for transporting people or goods. Ships do not come with crew. Higher quality transport is more reliable and incorporates more features.
Transportation

Cart (small) 100 Cart (large) 250
Rowboat 130 Sailboat 350
Ship (small) 30000 Ship (large) 50000
Warship (small) 40000 Warship (large) 60000

Shared room (night) 2
Private room (night)

5
Rented hovel/shack (week)

10
Rented cabin/cottage (week)

25
Rented house/apartment (week)

50
Rented villa/mansion (week)

250 Hovel/shack 100 Cabin/Cottage 1250 House/Apartment 5000 Villa/Mansion 50000
CraftinG

The variety of items found in this Chapter do not simply make themselves: someone has to gather the materials and create the item, and that process often happens miles away from where the item ends up being sold. This section contains rules for characters wishing to create items of all types.
Step 1: Determine Item
First, the character must choose the item they wish to create. Some items cannot be created, such as those that only occur naturally, so the GM should use discretion when determining if a character can craft an item. The character must also choose the quality of the item, if applicable. Finally, determine the price of the item given the base price and the quality chosen.
Step 2: Gather Raw Materials
Next the character must gather the raw materials necessary to create the item. Exactly what this entails will vary from item to item, but as a general rule of thumb if the character wishes to purchase all the raw materials it will cost roughly one third of the item’s price as calculated in the last step.
Step 3: Determine Test Difficulty
Third the character determines the difficulty of the crafting test. The difficulty of the crafting test for most items is based solely on the quality of the item, and modified further as the GM sees fit. When creating weapons or armor the material also provides a modifier. See the tables below for test difficulties.
Crafting Difficulty

Terrible +20
Poor +10
Common +0
Expensive -10
Extravagant -20
Exquisite -40
Material Difficulty (Smithing)

Adamantium -20 Leather +10
Bonemold -5 Malachite -20
Chitin +0 Moonstone -10
Dragonbone -40 Orichalcum -10
Dwemer -10 Silver -5
Ebony -30 Stahlrim -10
Fur +10 Steel +0
Iron +20 Wood +20
Note – Crafting Daedric Weapons & Armor
Daedric items are created by using the ritual specified in Advanced Rituals in Chapter 6.

Step 4: Make Crafting Test
Next the character makes the actual crafting test using the diffi­culty determined in the previous step. The skill that the character tests is based on the item they wish to craft. Creating weapons or armor uses the Profession [Smithing] skill, while other items will usually use some other variation of the Profession [Field] skill as appropriate. Failure produces no item, while critical success either halves the time or increases the item quality by one level.
Creating any item requires the appropriate craft tools. In the case of smithing, the character will also need access to a forge (along with the related facilities and tools) in order to complete the product. The actual act of crafting can take anywhere from a few hours to a few days (and sometimes even longer). During this time the character must be focused on creating the item. The duration required is left to the GM, and should be based on the complexity of the item in question.
Repairing Weapons & Armor
Much like people, gear does not always survive combat. In the event that a weapon or piece of armor is damaged, a character can attempt to repair it with a Profession [Smithing] skill test. This takes about an hour and requires raw materials worth five percept of the price of the item. Given a successful skill test, the character can reduce the X value of the Damaged (X) weapon quality on a given by his degrees of success, or restore missing AR on a piece of damaged armor by the same amount.

Chapter 7 Economics And Equipment

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