Master Ledger of Middle-earth
Weapon Balancing
This archive tracks how TAOM weapon quality is tuned across cultures, from Bannerlord's underlying damage simulation to the craftsmanship modifiers that separate Noldorin masterwork from crude orc-forged iron.
▼ Overview
TAOM includes 300 custom melee weapons across 13 cultures (with 3 more planned). Each weapon has unique blade weight, damage factors and crafting pieces. Cultural weapon modifiers adjust damage_factor values to complete the balance triangle alongside troop skills and armor protection. This analysis computes estimated damage using the full TaleWorlds physics simulation.
Weapon quality reflects each culture's craftsmanship. Noldor elves forge the finest blades (+10 points above average), while crude orc-work from Dol Guldur sits at the bottom (-3 points). Isengard's industrial forges serve as the baseline (0 points). Hero/legendary weapons are exempt from cultural modifiers.
▶ How Bannerlord Calculates Damage (fair warning: this is very math and nerdy)
Bannerlord doesn't use simple stat tables — it runs a full physics simulation for every weapon. The damage numbers you see in-game are the result of a multi-step pipeline extracted from decompiled game code (v1.3.12). Our calculations match in-game values to within 1-2 points.
Weapon Assembly
Each crafted weapon is built from 4 pieces (blade, guard, handle, pommel). The engine computes the weapon's total weight, reach, center of mass, and moment of inertia using the parallel axis theorem — just like real physics.
Itotal = Σ(Ipiece + mpiece × d²) where d = distance from piece center to weapon center of mass Swing & Thrust Speed
Speed is calculated via a 3-layer muscle torque simulation. Each layer models a muscle group (shoulder, arm, wrist) applying torque against the weapon's inertia with drag.
torque = min(power / speed, max_torque) - speed × drag Iterated at 0.01s timesteps until target angle/distance is reached Two-handed weapons get +40% arm inertia and +50% stopping torque from the second hand. Polearms (wide grip) get additional multipliers on top of that. This is why the same blade deals different damage in one-handed vs two-handed mode.
Energy Transfer (Swing)
Swing damage uses rotational kinetic energy transfer at the impact point. The engine computes KE before and after the collision:
magnitude = 0.067 × (KEbefore - KEafter) KE = ½mv² + ½Iω² (translational + rotational) The game sweeps across 5 impact points near the blade tip (0.93 to sweet spot) and takes the maximum — simulating the optimal hit zone on the blade.
Energy Transfer (Thrust)
Thrust uses linear kinetic energy with the arm's weight added to the weapon mass:
magnitude = 0.125 × ½ × (weight + 2.5) × speed² The 2.5 kg represents arm mass behind the thrust Damage Factor
The physics magnitude is multiplied by the blade's damage factor — a float value set per crafting piece that represents the blade's cutting/piercing efficiency.
displayed damage = round(magnitude × damage_factor) This is the number you see in the inventory screen Armor Reduction (Combat)
During combat, raw damage is reduced by armor using damage-type-specific formulas:
reduction = 50 / (50 + armor)damage = blunt_component + sharp_component Cut: 10% blunt pass-through, 50% armor threshold · Pierce: 25% / 33% · Blunt: 60% / 20% Cut damage is most affected by armor (only 10% passes through as blunt). Blunt damage ignores armor the most (60% pass-through). Pierce is in between.
Weapon Description Modes
Some crafting templates produce multiple weapon modes. For example, the TwoHandedSword template creates 3 descriptions: OneHandedBastardSword, TwoHandedSword, and OneHandedBastardSwordAlternative. The game checks each description in order — the first one where all blade pieces are registered becomes the primary mode shown in the inventory. This is why Anduril (a bastard sword) shows one-handed stats despite being on a two-handed template.
▶ Quick Comparison
| Culture | Melee | Ranged | Avg Melee | Avg Ranged | Melee % |
|---|---|---|---|---|---|
| Gondorians | 37 | — | 70 | — | 103% |
| Rohirrim | 17 | — | 67 | — | 99% |
| Longbeards | 36 | — | 74 | — | 109% |
| Noldorin | 20 | — | 78 | — | 115% |
| Silvan | 2 | — | 66 | — | 97% |
| Sindar | 4 | — | 70 | — | 103% |
| Uruk-Hai | 11 | — | 68 | — | 100% |
| Mordor Orcs | 41 | — | 67 | — | 99% |
| Gundabad Orcs | 14 | — | 68 | — | 100% |
| Dol Guldur Orcs | 19 | — | 65 | — | 96% |
| Haruze | 8 | — | 68 | — | 100% |
| Easterlings | 53 | — | 69 | — | 101% |
| Dunlending | 38 | — | 66 | — | 97% |
| Umbarean | — | — | — | — | — |
| Arnorians | — | — | — | — | — |
| Variags | — | — | — | — | — |
110-130% — Above average >130% — Potentially overpowered 70-90% — Below average <70% — Potentially underpowered
▶ Balance Concerns
At 115% (+10 points) — highest weapon quality in game
By design: Noldorin master-smiths forge the finest blades. Combined with elite skills and armor, Rivendell is intentionally the strongest but most expensive faction.
At 96% (-3 points) — lowest weapon quality in game
By design: crude orc-work with worst troops (+5 skills) and poor armor. Dol Guldur compensates through cheap, disposable units.
All 4 weapons are hero weapons (exempt from +9 modifier)
Modifier applies to no current pieces — will activate when regular Lothlorien weapons are added
Only 2 melee weapons (both hero weapons, exempt from +4)
Add woodland blades and spears — modifier will activate for new weapons
Only 8 melee weapons — small arsenal limits variety
Add curved swords and cavalry weapons
▶ Culture Details
Gondorians
Gondorian weaponry reflects Numenorean craftsmanship heritage — well-forged swords with balanced damage and excellent thrust capability. At +3 points above average, the armouries of Minas Tirith produce weapons suited to disciplined infantry. One-handed swords dominate, with polearms for defensive positions.
Strengths
- Sword Variety 18 types Largest 1H sword roster
- 2H Axe Damage 146 avg swing Numenorean great-axes
- 2H Sword Damage 127 avg swing Strong great-swords
Weaknesses
- Polearm Damage 36 avg thrust Thrust-only defensive spears
- 1H Axe Damage 65 avg swing Limited axe options
Gondor at +3 points (103% of average). Numenorean smithcraft produces weapons above average quality but below elven mastery. Polearms are thrust-only defensive spears with lower damage output.
Rohirrim
Rohirrim weaponry is built for mounted warfare — lances, spears and cavalry swords dominate their arsenal. At baseline quality (0 points), Rohirric smithcraft is functional. Polearms receive a +3 point bonus reflecting superior lance and spear construction for cavalry charges.
Strengths
- 1H Sword Damage 95 avg swing Solid cavalry swords
- 2H Axe Damage 150 avg swing Powerful great-axes
- Polearm Bonus +3 points Superior cavalry lances
Weaknesses
- Weapon Variety 17 melee Smaller roster
- 1H Axe Damage 44 avg swing Weak hand-axe
- Polearm Swing 17/47 swing/thrust Low swing on lance-type polearms
Rohan at 0 points (99% of average). Light armor (-2 prot, 0.90x weight) is compensated by superior cavalry skills (+20 Riding). Polearms receive +3 bonus points for cavalry lance superiority. Hero swords (Theoden, Eomer, Eowyn) keep original values.
Longbeards
Dwarven weapons from the forges of Erebor are masterfully crafted — heavy axes and war-hammers of exceptional quality. At +5 points above average, dwarven smithcraft ranks among the finest in Middle-earth, surpassed only by elven weaponsmiths. Heavy two-handed weapons dominate their arsenal.
Strengths
- 2H Mace Damage 92 avg swing Masterwork war-hammers
- 2H Axe Damage 90 avg swing Legendary dwarven axe-craft
- 1H Axe Damage 54 avg swing Solid 1H axes
- Troop Skills +20 2H, +10 all melee Best melee skill bonuses
Weaknesses
- Polearm Damage 25/27 swing/thrust Few polearm options
- Weapon Speed 78 avg Slowest weapons overall
Erebor at +5 points (109% of average). Dwarven forges produce the finest non-elven weapons in Middle-earth, combined with elite melee skills (+20 2H) and heavy armor (+4 prot). Weapon speed remains the main drawback of heavy dwarven arms.
Noldorin
Noldorin blades are the finest weapons in Middle-earth — forged by master-smiths with millennia of craft. At +10 points above average, every Noldorin sword is a masterwork of balance and edge. Combined with elite skills (+35-40) and supreme armor (+6 prot), Rivendell is the most powerful faction in the game.
Strengths
- Weapon Quality +10 points Finest weapons in Middle-earth
- Troop Skills +35-40 all Highest skill bonuses in game
- Thrust Capability 71 avg thrust Excellent thrust across all weapons
Weaknesses
- No Axes/Maces 0 types Elves disdain crude weapons
- Small Arsenal 20 melee Elite but limited variety
- Polearm Swing 46 avg swing Thrust-focused polearms
Rivendell at +10 points (115% of average). Noldorin master-smiths forge the finest blades in Middle-earth. Combined with the highest skill bonuses (+35-40 all) and best armor (+6 prot, 0.70x weight), Rivendell is intentionally the strongest faction — balanced by very high unit cost and few numbers.
Silvan
Silvan elves carry finely crafted woodland blades at +4 points above average. Their melee arsenal is small but their combat superiority comes from unmatched ranged skills (+50 Bow) and excellent melee technique (+40-45 skills). Hero weapons (Legolas, Thranduil) keep their original values.
Strengths
- Troop Skills +50 Bow, +40 melee Best ranged skills in game
- Weapon Speed 92 avg Fastest weapons overall
- Armor +5 prot, 0.65x weight Lightest armor in game
Weaknesses
- Melee Variety 2 weapons Minimal melee options
- No Heavy Weapons 0 types No axes, maces or 2H
Mirkwood at +4 points (97% of average). Hero weapons (Legolas, Thranduil) keep original values. New Mirkwood weapons will receive the +4 point craftsmanship bonus. Their dominance comes from unmatched ranged skills (+50) and light armor, not melee damage.
Sindar
Sindar blades of Lothlorien are masterworks of elven craft — at +9 points, second only to Noldorin weaponsmiths. Every current weapon is a named hero blade of exceptional quality. When regular Lothlorien weapons are added, they will inherit the +9 point craftsmanship bonus.
Strengths
- Weapon Quality +9 points Second finest weaponsmiths
- 1H Sword Swing 89 avg swing Highest 1H sword swing in game
- 1H Sword Thrust 52 avg thrust Strong thrust capability
Weaknesses
- Total Weapons 4 only Smallest arsenal
- No Ranged 0 bows Bows not yet implemented
- No Variety 1 class Swords only
Lothlorien at +9 points (103% of average). All 4 current weapons are hero-exempt (Galadriel, Aranruth variants), so the craftsmanship bonus applies to no current pieces. When regular Lothlorien weapons are added, they will receive the Sindar quality bonus.
Uruk-Hai
Uruk-hai weaponry is forged in the pits of Orthanc — industrial quality, functional and mass-produced. At 0 points (baseline), Isengard weapons are the benchmark of average quality. Two-handed axes dominate for raw damage, with pikes providing tactical versatility.
Strengths
- 2H Axe Damage 150 avg swing Devastating Uruk great-axes
- 2H Sword Damage 80/26 swing/thrust Heavy cleaving sword
- Pike Thrust 65 avg thrust Strong pike wall capability
Weaknesses
- 1H Sword Damage 79/24 swing/thrust Below-average swords
- Polearm Swing 38 avg swing Low swing damage on polearms
- Weapon Speed 68 avg Second slowest arsenal
Isengard at 0 points (100% of average) — the baseline culture. Solid troops (+10-15 skills) with good armor (+2 prot) and average-quality weapons. Their heavy weapon speed penalty reflects the brutal Uruk-hai fighting style.
Mordor Orcs
Orc weaponry from Mordor is crude and mass-produced. At -2 points below average, orc blades lack the quality of human or elven craft. Mordor relies on numbers and weight of arms to overwhelm — individually weak troops with poor weapons, but devastating in mass.
Strengths
- Weapon Count 41 melee Largest roster overall
- Polearm Damage 119 avg swing Heavy orc halberds
- 2H Mace Damage 86 avg swing Heavy war-clubs
Weaknesses
- Weapon Quality -2 points Crude orc-forged arms
- Troop Skills -5 most skills Weakest troops after Dol Guldur
- 1H Sword Damage 60/34 swing/thrust Poor quality orc swords
Mordor at -2 points (99% of average). Crude orc weapons reflect poor craftsmanship. Hero weapons (Sauron's Mace, Witch-King, Nazgul swords) keep original values. Mordor compensates through sheer numbers and weight of arms.
Gundabad Orcs
Gundabad weapons are crude mountain-orc armaments. At -1 point below average, their smithcraft is slightly inferior to baseline. Their maces are powerful blunt weapons and their polearms have both swing and thrust capability. A small but varied arsenal including javelins.
Strengths
- Polearm Damage 134/59 swing/thrust Strong polearm swing
- Mace Damage 101 avg swing Heavy blunt weapons
- Weapon Speed 91 avg Fast, aggressive weapons
Weaknesses
- 1H Sword Damage 60/15 swing/thrust Weak swords with poor thrust
- Small Roster 14 melee Limited variety
- No 2H Weapons 0 types No two-handed options
Gundabad at -1 point (100% of average). Slightly crude mountain-orc weapons combined with the worst armor in the game (-2 protection, 1.15x weight penalty). Polearms (134 avg swing) remain strong, while weak swords (60/15) keep the average in check.
Dol Guldur Orcs
Dol Guldur weapons are the crudest in Middle-earth — at -3 points, the lowest quality of any faction. Forged in dark pits with little skill, these weapons rely on weight rather than edge. Dol Guldur troops are weak in all three balance axes: skills, armor, and now weapons.
Strengths
- Polearm Damage 119 avg swing Heavy halberds still hit hard
- 2H Axe Damage 77 avg swing Crude but heavy great-axes
- Weapon Count 19 melee Decent roster variety
Weaknesses
- Weapon Quality -3 points Worst craftsmanship in game
- 1H Sword Damage 42/25 swing/thrust Terrible orc blades
- Mace Damage 42 avg swing Crude 1H maces
Dol Guldur at -3 points (96% of average). The worst weapon quality in the game combined with the weakest troop skills (+5 only) and poor armor. Dol Guldur compensates through numbers and cheap units rather than individual combat quality.
Haruze
Haradrim weapons are designed for desert warfare — curved swords and light spears for mounted combat. At 0 points (baseline quality), Haradrim smithcraft is competent. Light, quick weapons suited to speed rather than heavy blows.
Strengths
- 1H Sword Damage 78/58 swing/thrust Fine curved swords
- Polearm Thrust 45 avg thrust Decent cavalry spear thrust
- Weapon Speed 83 avg Quick desert weapons
Weaknesses
- Melee Variety 8 weapons Very small arsenal
- Polearm Swing 78 avg swing Moderate polearm swing
- 2H Sword Damage 60/42 swing/thrust Single weak great-sword
Harad at 0 points (100% of average). Baseline quality weapons with the worst armor protection in the game (-3) and cavalry-focused skills. Appropriate for a culture that relies on mounted archery and numbers.
Easterlings
Easterling weaponry is the most numerous in the game — from lacquered Loke-rim blades to heavy war-maces. At +2 points above average, Easterling smithcraft is decent. The massive roster (53 melee weapons) and heavy two-handed weapons anchor their arsenal.
Strengths
- 2H Mace Damage 146 avg swing Devastating war-maces
- 2H Axe Damage 119 avg swing Heavy great-axes
- Weapon Count 53 melee Largest arsenal in game
Weaknesses
- 1H Sword Damage 65/37 swing/thrust Many light swords dilute average
- Polearm Swing 82/46 swing/thrust Only 3 polearms
Rhun at +2 points (101% of average). Decent Easterling smithcraft with the largest weapon roster in the game. Their two-handed weapons (119-146 avg swing) are strong but many light one-handed swords (26 total) keep the overall average modest. A balanced cavalry culture.
Dunlending
Dunlending weapons are rough tribal armaments. At -2 points below average, hill-folk craft lacks the refinement of civilized peoples. Spears dominate the arsenal — functional but unsophisticated. Heavy axes and great-swords provide some punch for their skirmisher troops.
Strengths
- 2H Axe Damage 123 avg swing Solid great-axes
- 2H Sword Damage 98/59 swing/thrust Decent great-sword
- Polearm Count 29 spears Large spear roster
Weaknesses
- Weapon Quality -2 points Crude tribal craft
- Polearm Swing 0 avg swing 29 thrust-only spears
- No Ranged 0 bows No bows or crossbows
Dunland at -2 points (97% of average). Rough tribal weapons combined with poor armor (-2 protection, 0.95x weight) and skirmisher-only troop skills. Dunlendings rely on numbers, ambush tactics, and athletic skirmishing (+20 Athletics) rather than weapon quality.
Umbarean
Corsair weaponry is planned but not yet implemented. Cutlasses, boarding axes, throwing knives and naval weapons will form the arsenal of Umbar when the faction is completed.
Umbar weapons are planned but not yet implemented.
Arnorians
Arnorian weaponry is planned but not yet implemented. At +2 points above average, ancient Numenorean-forged swords and spears will form the arsenal of the Northern Dunedain when the faction is completed.
Arnor weapons are planned but not yet implemented.
Variags
Variag weaponry is planned but not yet implemented. Chariot lances, curved swords and war-maces will form the arsenal of Khand when the faction is completed.
Khand weapons are planned but not yet implemented.
▶ Weapon Class Averages
Cross-culture average estimated damage per weapon class after cultural modifiers. These represent the global baseline for each weapon type.
| Weapon Class | Avg Swing | Avg Thrust | Cultures | Notes |
|---|---|---|---|---|
| One-Handed Sword | 69 | 43 | 13 | Most common weapon type (94 weapons) |
| Two-Handed Sword | 102 | 53 | 6 | Balanced swing/thrust (14 weapons) |
| One-Handed Axe | 62 | — | 7 | Swing-only, no thrust (25 weapons) |
| Two-Handed Axe | 120 | — | 7 | Highest swing damage class (34 weapons) |
| Mace | 71 | — | 4 | Blunt damage, swing-only (17 weapons) |
| Two-Handed Mace | 118 | — | 4 | Highest raw damage class (25 weapons) |
| Polearm | 52 | 38 | 11 | Wide variance by culture (87 weapons) |
| Pike | 40 | 55 | 1 | Thrust-focused (2 weapons) |
| Javelin | — | 39 | 1 | Thrown weapons (2 weapons) |
▶ Damage Distribution
Expected damage hierarchy based on weapon physics. Two-handed weapons should deal roughly 1.5-2x the damage of their one-handed counterparts due to higher blade weight and longer swing arcs.
| Tier | Weapon Types | Expected Range | Current Avg | Status |
|---|---|---|---|---|
| Tier 1 — Light | 1H Swords, 1H Axes | 50-90 | 62-69 | OK |
| Tier 2 — Medium | 2H Swords, Polearms | 70-110 | 52-102 | Low (polearms) |
| Tier 3 — Heavy | 2H Axes, Maces | 90-140 | 71-120 | OK |
| Tier 4 — Crushing | 2H Maces | 100-160 | 118 | OK |
| Thrust-Focused | Pikes | 40-70 | 40/55 swing/thrust | OK |