Swords and greatswords require less stamina to power attack. (20% and 15% respectively)
War axes and battleaxes deal more damage to staggered, unconscious, or incapacitated targets. (15% and 20% respectively)
Maces and Warhammers deal more damage with power attacks to blocking targets. (35% and 45% respectively)
Heavy bows have a 15% chance to deal a critical hit.
Light bows have a 25% greater chance to recover shot arrows.
Quarterstaffs and battlestaff deal 18% more damage when hitting the enemy with the tip of the weapon.
Daggers deal 16% more damage when striking targets from behind.
Amber weapons can penetrate 5% of enemies' armor.
Draugr weapons deal 20% more damage when wielded by an undead.
Daedric weapons do 50% more damage to daedra.
Dark weapons are slightly slower compared to similar weapons made of other materials.
Dragonbone - 25% armor penetration (separate multiplier from armor penetration)
Dwarven weapons are extremely heavy yet require 10% less stamina to use due to their expert design.
Ebony - more damage scaling with player armor rating (normal weapon damage x (1 + (armor rating x 0.00015)). Only applies to regular attacks, not power attacks.
Elven weapon enchantments drain 20% less charges per use.
Falmer weapons can apply an extra poison application per poison applied.
Glass - 10% stronger power attacks
Golden weapons are slightly faster compared to similar weapons made of other materials.
Iron weapons require 20% less stamina to swing.
Imperial weapons are designed for warfare and can easily strike through multiple targets at once.
Madness weapons can penetrate 10% of enemies' armor.
Nord hero weapons deal 50% more damage to dragons.
Nordic weapons increase spell and shout strength by 7%.
Orcish weapons decrease stamina cost of power attacks by 15%.
Silver weapons and ammunition do bonus damage to undead.
Stalhrim weapons are more receptive to being enchanted.
Steel weapons' structural integrity allows for 10% longer reach than other weapons.
Wooden weapons require 30% less stamina to swing.
The rank 2 specialization of each weapon type unlocks a lesser power. These use 40 stamina and give you unique effects based on the weapon type. Requires you to be using that same weapon type to function. The level 100 perks in the trees grant stances of that weapon category a 25% bonus.
Lacerate (Swords/Greatswords): For 15 seconds, power attacks cause 3/4.5 points of bleed damage per second for 15 seconds if not blocked. Does not affect constructs or the undead. Also causes enemies struck by power attacks to take 25%/20% more damage from normal attacks for 3/5 seconds.
Rend (War Axes/Battleaxes): For 15 seconds, power attacks reduce the targets attack damage and spell power by 4/6% for 15 seconds if not blocked.
Maim (Maces/Warhammers): For 15 seconds, power attacks reduce the targets armor rating by 40/60 for 15 seconds.
Impair (Battlestaves/Quarterstaffs): For 15 seconds, power attacks reduce the targets magic resistance by 5% for 15 seconds if not blocked.
Knife Dance (Daggers): For 15 seconds, attacks increase your dagger attack speed by 4% for 5 seconds if not blocked.
Aetherial Staff - Conjuration spells cost 15% less. Magicka regenerates 250% faster.
Daedric Staff of Abyssal Invocation - Increases your summon limit by 1.
Daedric Staff of Infernal Flames - Magicka regenerates 500% faster.
Daedric Staff of Oblivion's Veil - Increases chance to absorb magicka from hostile spells by 15%. Blocking absorbs 50% more damage. Magicka increases by 50. Stamina increases by 50.
Daedric Staff of the Souldrinker - Magicka recovers by 5 per second.
Daedric Staff of Torn Heavens - Magicka increases by 150.
Forsworn staffs - Increases the strength or duration of most spells by 5%.
Staffs of walls or runes - Increases strength or duration of most spells (magnitude varies according to quality).
Halldir's Blessing - Magicka regenerates 150% faster. Magicka increased by 50.
Hevnoraak's Staff - Alteration spells cost 15% less. Magicka recovers by 2 per second.
Melka's Staff - +50 Magicka, +50% Magicka regeneration.
Nahkriin's Staff - Destruction spells cost 15% less. Increases strength or duration of most spells by 15%.
Rahgot's Staff - Magicka regenerates 150% faster. Most spells last 15% longer. Magicka recovers by 1 per second.
Sanguine Rose - All spells cost 15% less to cast.
Skull of Corruption - Illusion spells cost 15% less, Illusion skill increased by 15, +50 Magicka.
Spider Control Rod - Magicka regenerates 200% faster.
Staff of Arcane Authority - Illusion skill increased by 10. Magicka increases by 25.
Staff of Hag's Wrath - Conjuration and Destruction spells cost 10% less. Increases strength or duration of most spells by 10%.
Staff of Jyrik Gaulderson - Magicka regenerates 75% faster. Magicka increases by 25.
Staff of Magnus - Most spells last 10% longer. Magicka increases by 100.
Staff of Ruunvald - Illusion spells cost 10% less. Magicka regenerates 75% faster. Magicka increases by 50.
Staff of Tandil - Illusion spells cost 15% less. Magicka increases by 40.
Wabbajack - Alteration spells cost 15% less. Magicka increases by 40. Spells are cast 15% faster.
Ammunition material penetration
Steel
Ancient nord
Elven
Bound
Dark
Silver
Orcish
Dwarven
Riekling spear
Nordic
Skyforge steel
Golden
Glass
Nord Hero
Ebony
Bloodcursed/Sunhallowed Elven
Mystic bound
Dragonbone
Stalhrim
Daedric
Amber
Madness
None (only silver-lined dragonbone and stalhrim)
None (only silver-lined daedric)
Steel
Elven
Orcish
Dwarven
Dwemer
Bonemold
Silver
Glass
Ebony
Stalhrim
Dragonbone
Daedric
None (only silver-lined dragonbone and stalhrim)
None (only silver-lined daedric)