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		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:World_Interactions&amp;diff=878003</id>
		<title>Skyrim talk:World Interactions</title>
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		<updated>2012-02-05T22:43:43Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: /* Finding Volkihar Vampires */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Vampire victim ==&lt;br /&gt;
I had someone approach me claiming to have been bitten by a vampire and asking for a cure. You have the option of giving a potion, or casting the spell. If you can't do either they run off to look for a cure/temple. Can't remember if I got a reward for this but I believe I did.&lt;br /&gt;
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== Soldiers and Vigilants ==&lt;br /&gt;
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At low levels, I always saw the Vigilants of Stendarr fighting Flame Atronachs, as always posting in the discussion to make sure this isn't some odd coincidence. Also, I remember coming across a group that had killed some Imperial Soldiers and tried to get me to pay them gold for disturbing the 'investigation site'.  They were NPC's tagged as 'Soldier' and they were near the now naked corpses of Imperial Legion.  I haven't run into this again but I doubt its unique, but just in case this happened on the trail just east of Clearpine Pond, which is west of Solitude. --[[User:Affubalator|Affubalator]] 19:31, 7 December 2011 (UTC)&lt;br /&gt;
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I just saw a dead Vigilant with a damaged atronarch nearby, so I can confirm the former. [[User:Starbucksisevil|Starbucksisevil]] 19:07, 16 December 2011 (UTC)&lt;br /&gt;
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I have seen those events. I met a number of Vigilant of Stendarr usually in snowy area. A few times, I met one of them besides a dead atronarch. Most of the time, they just walk around the road killing any wild beast when the vigilant are passing through the area. For the second event, I think the so called 'soldiers' are bandit who tried to posed as Imperials to cheat your gold from you. I only encountered this once. Not sure where though since I was just doing some travelling without bothering to see where I was heading. Other events that I have seen are:&lt;br /&gt;
* A Riften guard attacking Imperials soldiers in Riften after main quest completed (always happen)&lt;br /&gt;
* A Guard fighting Imperials in Sarethi Farm (always happen)&lt;br /&gt;
* 1 or 2 Bandit Chief(s) and a few bandits walking on the road to somewhere. They will attack anyone and everything they encountered including horses. &lt;br /&gt;
* Fire mage and Ice mage (can be novice level or even up to Arch level mages) duelling each other.&lt;br /&gt;
* Imperials bringing Stormcloak prisoners, or Thalmor bringing Talos worshipper.&lt;br /&gt;
* Thieves in various establishment and getting killed by guards and Imperial soldiers when they went out to the streets.&lt;br /&gt;
* Two trolls fighting each other.&lt;br /&gt;
* An Old Orc trying to ask you to defeat him in battle so that he can die in peace. He will stand near the bridge in front of Hillgrund's Tomb (not sure if this will happen elsewhere since I came back later and still saw him there waiting after I rejected to kill him).&lt;br /&gt;
* Farmer and his wife walking on the road. They will tell you that they met a dragon and ran away. You can donate 5 golds to them. Met them near the road to Windhelm and they went to Kynesgrove's inn and dissapear.&lt;br /&gt;
* An Elf or Khajiit who will attack you if you go near them (most often encountered near Black Briar Lodge). Other encounter like Orcs, Orcs Hunter and Imperials might attack you after having conversation.&lt;br /&gt;
* A noble on a horse travelling with an Imperial soldier. The noble threaten to attack you when you speak to him. (I think this is different from the noble NPC and his wife who were named and were travelling to attend the Solitude's wedding ceremony in Dark Brotherhood Quest).&lt;br /&gt;
* Courier travelling on the road towards a certain location.&lt;br /&gt;
* A mage (novice or apprentice mage, can't remember the exact name) asking you to cast ward when he attacks with his destruction magic. He will reward you with some scrolls.&lt;br /&gt;
* Hunters or Bandits fighting with Trolls, Mammoths and/ or Giants.&lt;br /&gt;
* A criminal walking on the road (met one near Riverwood who was killed by a dragon). Even without having the Companions Quest, the criminals might still appear.&lt;br /&gt;
* Bandit asking for toll payment. One such encounter might happen in Valtheim's Tower near Whiterun.&lt;br /&gt;
* Assassin from Dark Brotherhood trying to kill you. This will stop once you join the Dark Brotherhood or after you destroyed the Dark Brotherhood.  &lt;br /&gt;
* Thief/ Bandit coming out from behind the tree and try to blackmail players for money.&lt;br /&gt;
* Hargraven fighting with a Springgan. I think this is also random cause you usually don't encounter a lone Hargraven on the road.&lt;br /&gt;
* Thugs appearing in the East Empire Office in Windhelm. I encountered this during the mission to infiltrate the East Empire Office to get evidence of their involvement with pirates. But that was when I lockpick the door, when I saw them attacking, I went out through the door. When I reenter after I recover my HP, the thugs were gone.  &lt;br /&gt;
* Three Stormcloaks on the road. They are trying to get supplies from listening to their conversation.&lt;br /&gt;
* Stormcloaks standing besides a number of Imperials corpse. From the looks, Imperials are not able to defeat the Stormcloaks. &lt;br /&gt;
* Farmer bringing a cow as an offering to the Giant. In my case, I encountered the farmer near Galduin's Rock, on the road between Whiterun and Hillgrund's Tomb. He brought the cow across the river and to the camp. This trigger the giant to attack the farmer. If player killed the giant in Galduin's Rock, the farmer will leave the cow and head towards an inn. He will continue his journey until Windhelm where he will enter the gate and disappear.&lt;br /&gt;
* Currier bringing a notice that a member of your family has died and that you inherit some gold.  (Not sure if this is random,  I did not recognize the name in the notice, but it is possible that it was the woman who I proposed to but never actually married. )  &lt;br /&gt;
[[Special:Contributions/175.145.47.83|175.145.47.83]] 03:24, 21 December 2011 (UTC)&lt;br /&gt;
: It is apparently a suicide mission for the farmer bringing the cow to a giant, even though he claims he does it every year. I followed him and watched from a distance as the giant immediately killed him, sending him flying far up into the air. When he landed, I took a cabbage off his body.&lt;br /&gt;
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When I saw the farmer with the cow, it was just west of Whiterun and the cow had magical glowing markings all over it.  Since this seemed pretty strange, I went into sneak mode and started following them.  They soon caught up to 2 giants also heading west.  Shortly, the farmer veered off to the NW and the giants continued going west.  About this time I was spotted and attacked by a thief/bandit, so I killed him but his partner was shooting at me with a bow from ahead somewhere.  I started to go after him but one of the giants ran in from the side, squashed him like a bug and went back to calmly walking west!  Talk about random events and lessons in NPC hostility reactions...  This was the singular, wierdest random event that I've experienced in Skyrim.   Lazar 22:57, 30 January 2012 (UTC)&lt;br /&gt;
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== Corpse Note on Dead Woman, no necklace. ==&lt;br /&gt;
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stumbled upon two ashe piles, one of which had this corpse note. 2 dead bandit bodies nearby, neither had any necklace. only living thing left is a horse that says ride and not steal. (i own no horses) this is xbox 1.2&lt;br /&gt;
[[User:RaW|RaW]] 05:45, 15 December 2011 (UTC)&lt;br /&gt;
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== Helm of Major Restoration ==&lt;br /&gt;
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A couple days ago, right in between Windhelm and Winterhold, a Redguard ran up to me and handed me a Helm of Major Restoration. He then said something about &amp;quot;no time to explain, just take this&amp;quot; or something like that and then got killed by a Snowy Sabercat, which might have been accidental and not part of the quest. Any thoughts? [[User:Gideon Dragontongue|Gideon Dragontongue]] 15:47, 15 December 2011 (UTC)&lt;br /&gt;
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:Sounds like the fugitive with the random equipment, the Sabercat probably is just coincidence. But you're missing the follower (unless he was killed, too, by some part of the scenery). --[[User:Ulkomaalainen|Ulkomaalainen]] 12:25, 16 December 2011 (UTC)&lt;br /&gt;
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== the Thief ==&lt;br /&gt;
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I just found one last night, except I was using the Nightingale set, instead of the normal talk, he just said(not exact words):&lt;br /&gt;
 &amp;quot;Hail nightingale, here is the payment from last time&amp;quot;.&lt;br /&gt;
Then he gave me 500 gold, and walked away.&lt;br /&gt;
Not sure if it should be mentioned in the page, so I will just left this here. [[Special:Contributions/200.144.37.3|200.144.37.3]] 11:42, 16 December 2011 (UTC)&lt;br /&gt;
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== Possible supplement ==&lt;br /&gt;
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When I came across the {{SR|Corpse Note}} incident, I found the bandits and the note, but the body was just an ash pile, and laying next to the ash pile with the body of a Vampire's Thrall. I was to the west of Fort Amol, heading south up a dirt path, in case anyone knows of a vampire nest in the area that would explain the Thrall's presence in an unrelated way. [[User:Minor Edits|Minor Edits]] 00:51, 23 December 2011 (UTC)&lt;br /&gt;
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== Two dead Redguard Warriors and a woman ==&lt;br /&gt;
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They're Deadguards... get it? Puns aside, just south of [[sr:Sarethi Farm|Sarethi Farm]], I found two dead Redguard Warriors and a living Redguard Woman. There was no bear/sabre cat/dragon anywhere nearby. I did find a dead fox nearby, however. I have absolutely no idea who or what killed them, why the unarmed Redguard woman survived, or why there were Redguard warriors wandering around The Rift in the first place. Not sure if this is a random encounter or not. I'm adding it to the main article just in case. [[User:Jak Atackka|Jak Atackka]] 06:55, 24 December 2011 (UTC)&lt;br /&gt;
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:There is a random encounter that belongs to the [[Skyrim:In My Time Of Need|In My Time of Need]] quest, where two redguard warriors interview a redguard woman. Throw in any animals in the vicinity and maybe she was the only one to survive the attack, and there should be at least a dead wolf somewhere you did not find, but it would be an explanation. Alternatively, for some reasons animals do not turn hostile to the woman, kill the redguard alik'r warriors and wander off again closer to their set location. --[[User:Ulkomaalainen|Ulkomaalainen]] 09:08, 24 December 2011 (UTC)&lt;br /&gt;
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::It specifically says &amp;quot;Redguard Warrior&amp;quot;, not &amp;quot;Alik'r Warrior&amp;quot; or &amp;quot;Redguard Alik'r Warrior&amp;quot;. That's what threw me off. [[User:Jak Atackka|Jak Atackka]] 19:39, 24 December 2011 (UTC)&lt;br /&gt;
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== Recurring Challengers? ==&lt;br /&gt;
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Do the challengers happen periodically after hitting a skill level of 50 in a magic school? Or do they only come at you one time after each level 50 you attain? --[[User:Zmedaris|Zmedaris]] 22:11, 1 January 2012 (UTC)&lt;br /&gt;
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:Since I do not know what you speak of, I guess these &amp;quot;challengers&amp;quot; aren't scripted. --[[User:Ulkomaalainen|Ulkomaalainen]] 01:51, 3 January 2012 (UTC)&lt;br /&gt;
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== Recent changes ==&lt;br /&gt;
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I am not sure about the recent changes on the page. A few I'd like to revert, but since I do not have many random encounters for whatever reason, I'd ask for a second or third opinion:&lt;br /&gt;
* Three soldiers playing highwayman: I think, if the premise of the three stripped bodies close by holds true, the naming as &amp;quot;Soldier&amp;quot; does not matter - NPCs have a name and &amp;quot;Soldier-Wannabe&amp;quot; would be too much of a giveaway in this case. Lorewise it would make sense, unnamed soldiers so far have not attacked players, so a ruse would be expected.&lt;br /&gt;
* Owned Horse in the middle of nowhere: I had it only once, but in a position close to a camp (on the northern shore). Does this happen a lot? Or is it restricted to certain places&lt;br /&gt;
* Similarily Burnt Wagon. There are a few places where you can see them, but are they a random encounter or part of the landscape?&lt;br /&gt;
Anyone any ideas on any of this? --[[User:Ulkomaalainen|Ulkomaalainen]] 01:55, 3 January 2012 (UTC)&lt;br /&gt;
:As I have been editing to the first of your three questioned bullet points and added the two last, I might have some contributions here:&lt;br /&gt;
:* First, I have been thinking about the burnt wagon, and I might have been a little bit to eager to add to check it thoroughly out. I now believe it might be a fixed object, and no random encounter, but I have not checked yet. I found it north of the Twilight Sepulcher, on the other side of the ridge. (I had to walk round the ridge.) I am not sure if there are any connection with the, at this point in the game, ragged, robbed and homeward bound Cyrodilic nobles returning from the (cancelled due to an assassination) wedding in Solitude. I just encountered them on my way round the ridge, walking along the road from the Twilight Sepulcher, just about where you can enter the road from the north side of the ridge following the road.&lt;br /&gt;
:* I am slightly more certain of the horse as a random encounter, though not absolute certain. I have encountered it twice I believe (if it is the same, that is), because there were some differences that might or might not be coincidences. The first time was on the north border of Whiterun Hold, or maybe just over the border to either The Pale or Hjaalmarch. I found some dead bodies around it, but it was sometime during the first weekend after release of Skyrim, so I did not make any notes. The other encounter was about a week ago, just north to north east of Falkreath on the road along the south bank of Lake Ilinalta. It just stood there alone, and I searched the surroundings extensively without seeing anything I could connect to the horse.&lt;br /&gt;
:* The three soldiers however is something I am sure of. It is the exact same three each time, the orc, the breton and the dunmer, just as described in the link used to the page with the three types of Soldier NPCs, and the same three dead and naked imperials. First time I encountered them were on the road just below White River Watch shortly east of Whiterun. The second time I found this team was atop the hills a bit south east of the Shrine of Mehrunes Dagon, just out of any road. As it was already mentioned in the list before I added to the information, and I found them again (and corrected the entry on basis of my observation) I am sure it is a genuine random encounter. --[[User:MortenOSlash|MortenOSlash]] 22:04, 3 January 2012 (UTC)&lt;br /&gt;
::Thanks for your reply. Yes, about the third I am also sure that it is a genuine random encounter. Here I was a little confused as of the rewording, which seemed to show them as &amp;quot;real&amp;quot; soldiers, which they apparently are not. But I think mostly I misread the change, so scrap that. --[[User:Ulkomaalainen|Ulkomaalainen]] 22:20, 3 January 2012 (UTC)&lt;br /&gt;
:::The burned out wagon seems to me to be a permanent installation now. I revisited the place to check. I have removed it. --[[User:MortenOSlash|MortenOSlash]] 09:28, 7 January 2012 (UTC)&lt;br /&gt;
::::By the way, more specifically it is found just south to south east of Bannermist tower, if anyone would like to check it out more closely. --[[User:MortenOSlash|MortenOSlash]] 09:37, 7 January 2012 (UTC)&lt;br /&gt;
: I have found owned horses in the middle of nowhere, but at least once I saw what happened. The horse was being ridden by a bandit, and the bandit got in a fight with something else. Then the horse was left by itself. Even though the bandit was dead, the horse still acted like it was owned.&lt;br /&gt;
::The first one I found might have been an owned horse left behind after its owner having been killed like you experienced, but I found no trace of any former owner on the last occasion, so I do not know for sure. --[[User:MortenOSlash|MortenOSlash]] 09:34, 7 January 2012 (UTC)&lt;br /&gt;
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== Dragon vs Giant? ==&lt;br /&gt;
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Ive been seeing alot of Dragons fighting off Giants (one on one). Would this count as a World Interaction or is this a unique occurance?- [[User:Azurome|Azurome]] 09:55, 5 January 2012 (UTC)&lt;br /&gt;
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:Actually neither. Well, it is the world interacting: dragon spawns near Giant, they are hostile to each other, so they fight. Well, the dragon fights, the Giant just runs after the flying dragon until he's dead of course. --[[User:Ulkomaalainen|Ulkomaalainen]] 11:07, 5 January 2012 (UTC)&lt;br /&gt;
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:: I just had a Dragon and a Giant simultaneously spawn right on top of each other; just *poof*. Happened right in front of me. I think it's a Random Event-type World Interaction. --[[User:Debatra|Debatra]] 03:22, 5 February 2012 (UTC)&lt;br /&gt;
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::: It's a World Interaction. Random Events always spawn in the same place. One place I keep checking is the one on the road to Whiterun from Riverwood; remember those Imperials with the Stormcloak Prisoner? That is a spot where Random Events can spawn; and I had a Dragon VS Giant Event spawn right there. Was kinda funny because of all the trees in the area and it didn't take long for Whiterun guards come rushing up the hill to fight. {{unsigned|172.162.18.160|15:48, 5 February 2012}}&lt;br /&gt;
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== Make me invisible! ==&lt;br /&gt;
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One child asked me to make him invisible while I was casting spell Transmute in Whiterun. I didn't had spell so I wasn't able to help him. There were 3 options. It looks like there isn't invisible on touch, so I am not sure what is deal here.--[[User:Aleksa|Aleksa]] 21:22, 9 January 2012 (UTC)&lt;br /&gt;
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:It's a general thing children do when seeing you cast a spell. And yes, there is no option to really use such a spell, so you can either truthfully tell them that you can't or lie to them in one way or another. It doesn't matter gameplay wise, though. --[[User:Ulkomaalainen|Ulkomaalainen]] 21:52, 9 January 2012 (UTC)&lt;br /&gt;
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== Companions ==&lt;br /&gt;
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I think it's worth noting here and on the {{SR|Companions}} page that some Companions, presumably on an assignment, may be encountered fighting things in the wilderness (and not just the first time, where you find them near Whiterun fighting a bunch of giants). I found Vilkas and Ria fighting a sabrecat in the tundra between Winterhold and Windhelm. I'm not positive, but my guess is that this won't happen until some time after completing the Companions quest line. [[User:Minor Edits|Minor Edits]] 02:22, 12 January 2012 (UTC)&lt;br /&gt;
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: I suspect this may be related to some Companion quests where they travel from Whiterun to a dungeon (and/or back). They walk the whole way 9rather than fast-traveling). I ''think'' I noticed this on one of the Silver Hand-related quests, but can't be sure. [[User:Krag|Krag]] 02:33, 12 January 2012 (UTC)&lt;br /&gt;
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::This is a possible Random Encounter. This isn't one Krag had said. All you need to do is to have a Companion Quest Active; like maybe one that requires you to go and kill an animal in some dude's house. Once you have one of those active, you can find two-three members of the Companions out fighting some sort of animal (Prolly doing their own mission). {{unsigned|172.162.18.160|15:52, 5 February 2012}}&lt;br /&gt;
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== Dark Brotherhood encounter? ==&lt;br /&gt;
Has anyone included the random encounter when a dark brotherhood assassin attacks at random in the wilderness?--[[Special:Contributions/90.199.32.213|90.199.32.213]] 16:31, 15 January 2012 (UTC)&lt;br /&gt;
:Yes, and I think I remember reading that on the page a while ago. [[User:Eric Snowmane|&amp;lt;span style=&amp;quot;font-size:20px;font-family:daedric,oblivion,SMMacro&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;DodgerBlue&amp;quot;&amp;gt;ES&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Question?&amp;lt;/font&amp;gt;]]•[[Special:EmailUser/Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Email&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Eric_Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Contribs&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 18:38, 15 January 2012 (UTC)&lt;br /&gt;
::It gets constantly removed (amongst others by me), the reason being that it is '''not''' a random encounter - it is a consequence of your previous deeds (i.e., you angered someone enough so he will send the DB after you . you'll know who when you read the contract). As such it is already referenced under &amp;quot;Consequences&amp;quot; and called &amp;quot;Revenge, Hired Thugs: Experience the consequences of killing someone (radiant quest).&amp;quot; So it's just one paragraph higher. --[[User:Ulkomaalainen|Ulkomaalainen]] 18:57, 15 January 2012 (UTC)&lt;br /&gt;
:::You don't know who hired the DB, It only says &amp;quot;somebody wants this person dead&amp;quot; or something like that. The regular thugs have a signed person who paid them though. [[User:Eric Snowmane|&amp;lt;span style=&amp;quot;font-size:20px;font-family:daedric,oblivion,SMMacro&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;DodgerBlue&amp;quot;&amp;gt;ES&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Question?&amp;lt;/font&amp;gt;]]•[[Special:EmailUser/Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Email&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Eric_Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Contribs&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 20:47, 15 January 2012 (UTC)&lt;br /&gt;
::::None the less, it is not random. The [[Skyrim:Assassin|assassin]] is scripted and the [[Skyrim:Dark Brotherhood Assassin's Note|note]] has your name dynamically merged into the text. The assassin came for me once before I joined the Dark Brotherhood myself. It was directly after I had been rude to Sibbi Black-Briar in the Riften jail, so I guess he was the one who had preformed the Black Sacrament. (Or maybe a member of the Black-Briar clan did not have to even go through the Sacrament in those days.) --[[User:MortenOSlash|MortenOSlash]] 06:12, 16 January 2012 (UTC)&lt;br /&gt;
:::::Sorry, my bad - you only get to know who, when you get the thieving hired thugs. Still, as pointed out, it does not belong in the &amp;quot;random&amp;quot; category. --[[User:Ulkomaalainen|Ulkomaalainen]] 10:54, 16 January 2012 (UTC)&lt;br /&gt;
::::::I desagree. Once, when going to Ivarstead without comiting any crime, encountered: a DB Assassin, The wandering bard, an agressive mercenary and a sabrecat. Given the heart full of anger from the AI, had to reload and then encountered: a Bandit, Faldrus, an Argonian (elemental mage) and a pair of skeevers. I Think the DB assassin may be a randon encounter, not just a consequence.&lt;br /&gt;
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== pit wolf encounter ==&lt;br /&gt;
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Several times i’ve found a dead NPC surrounded by 3 pit wolfs who we’re only aggressive when i got to close. On the NPC’s body there was a small note saying that the NPC had to collect some more pit wolfs after the last ones died and there wasn’t time to bread more &lt;br /&gt;
i can’t remember the exact wording and i wanted to double check before putting it on here [[user:dooomninja|dooomninja]] 16:38, 18/01/2012 (UTC)&lt;br /&gt;
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== Racial Enemies. ==&lt;br /&gt;
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One of the randon encounters types along the roads, are the nameless members of some race (the breton named &amp;quot;Breton&amp;quot;, the argonian named &amp;quot;Argonian&amp;quot; and so on). What kind of this folks have you found and how did they behave? Mine here:&lt;br /&gt;
Altmer - Conjurer, attacked on sight.&lt;br /&gt;
Argonian - 1H Warrior, attacked on sight; Elemental mage, attacked on sight.&lt;br /&gt;
Bosmer - Bandit archer, attacked on sight; Skooma Dealer; Conjurer archer (Witchhunter reborn?)&lt;br /&gt;
Breton - Sorcerer (heavy armor mage), Attacked on sight.&lt;br /&gt;
Khajiit - 1H Warrior, attacked on sight; Thief, asked for money like regular thief, but labeled Khajiit (who missed the Highwayman?); Skooma Dealer&lt;br /&gt;
Orc - Warrior, If talked to, conversation ends in fight; Skooma dealer, ofered to sell skooma.&lt;br /&gt;
Redguard - Warior, if talked to, conversation ends in fight; Spellsword, attacked on sight.--[[User:Elfslayerx|Elfslayerx]] 10:44, 31 January 2012 (UTC)&lt;br /&gt;
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== Unlisted Random Encounters ==&lt;br /&gt;
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There are encounters that aren't listed on list that I've found, and can confirm. I've been finding them by going back and forth between two Spawn Points where these can be found; both being near Whiterun. I'll still be doing this for awhile so I'll confirm more later.&lt;br /&gt;
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~Ones I've found~&lt;br /&gt;
1: A woman calling for help but ends up being a Vampire's Thrall with a Leveled Vampire nearby. (Night only)&lt;br /&gt;
2: A woman who is labeled as &amp;quot;Wandering Lunatic&amp;quot; and tells you to leave her be. (Night Only)&lt;br /&gt;
3: Low Level Dragon fighting a Giant (Trust me, this is a Random Encounter not a coincidence spawning; also, the dragon doesn't attack you)&lt;br /&gt;
4: Headless Horseman (Why he isn't on the list is beyond me; he can spawn anywhere in Skyrim and night only)&lt;br /&gt;
&lt;br /&gt;
~Rumored~&lt;br /&gt;
1: A werewolf fighting off a few vampires (I heard rumors of this one but hadn't confirm it)&lt;br /&gt;
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:Have anyone else ever found 2 children along the road &amp;quot;selling&amp;quot; a location on map?--[[User:Elfslayerx|Elfslayerx]] 10:46, 31 January 2012 (UTC)&lt;br /&gt;
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::Yes, for Bthardamz. I thought it wasn't random though, they were pretty near that place. --[[User:Ulkomaalainen|Ulkomaalainen]] 15:38, 31 January 2012 (UTC)&lt;br /&gt;
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:::Those Children are only for Bthardamz. I've been going back and forth between a few places where Random Encounters spawn and I NEVER got children. I did found a lot more things.&lt;br /&gt;
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::: 1. Random Group of Bandits&lt;br /&gt;
::: 2. Bandits Fighting a Giant and Mammoth (Wild/Off-Road Only)&lt;br /&gt;
::: 3. Two Leveled Necromancers (Seem to be Off-Road Only)&lt;br /&gt;
::: 4. Two Leveled Vampires (Night Only and seem to be Off-Road only)&lt;br /&gt;
::: 5. Two Spriggans fighting a Troll (Off-road only and the troll is sometimes friendly)&lt;br /&gt;
::: 6. Random Person and his horse being attacked by Bandits (Seem to be Off-Road only and the Person may or may not be dead by the time you get there)&lt;br /&gt;
::: I can't remember anymore. {{unsigned|172.162.18.160|15:44, 5 February 2012}}&lt;br /&gt;
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== Finding Volkihar Vampires ==&lt;br /&gt;
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Where are the best places or the best way to run into one of the level 48 Volkihar Vampires? I've read Ustengrav, East of Rorikstead and south of the Katariah. Ive never seen anything spawn at all anywhere near Ustengrav but I've travelled and loaded enough times at the other two places to see nearly every random encounter but no Volkihar. I've encountered random weaker vampires several times and I've seen Vigilants fighting all sorts of stuff but never a vampire. I'm a vampire myself and level 51. What am I doing wrong? I've heard people say they usually run into Volkihar and vigilants near Whiterun. What location is this? I'm starting to get a little frustrated... [[Special:Contributions/108.28.34.65|108.28.34.65]] 01:20, 5 February 2012 (UTC)&lt;br /&gt;
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:I am curious. Why are you looking for a Volkihar Vampire? And why are you asking here at the Wiki talk page, and not in the forums? --[[User:MortenOSlash|MortenOSlash]] 09:00, 5 February 2012 (UTC)&lt;br /&gt;
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I'm curious why you're answering my question with questions. You either have info to help and you're not giving it or you can't help. Either way, leave me be. [[Special:Contributions/108.28.34.65|108.28.34.65]] 22:43, 5 February 2012 (UTC)&lt;br /&gt;
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== Dawnstar ==&lt;br /&gt;
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It seems that if you fast-travel/cart-travel to Dawnstar, then move west; the game always spawns something from the Random Event list. Keeps happening for me, tested about a half-dozen times (I didn't actually count) with something popping up every time so far. This includes my above comment under the &amp;quot;Dragon vs Giant?&amp;quot; subject. --[[User:Debatra|Debatra]] 03:27, 5 February 2012 (UTC)&lt;br /&gt;
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: While testing this, I came across one that isn't on the list (as with the others, they just popped onto my screen). Two Wolves attacking two Elk. --[[User:Debatra|Debatra]] 03:40, 5 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:World_Interactions&amp;diff=877282</id>
		<title>Skyrim talk:World Interactions</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:World_Interactions&amp;diff=877282"/>
		<updated>2012-02-05T01:20:40Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: /* Finding Volkihar Vampires */ new section&lt;/p&gt;
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&lt;div&gt;== Vampire victim ==&lt;br /&gt;
I had someone approach me claiming to have been bitten by a vampire and asking for a cure. You have the option of giving a potion, or casting the spell. If you can't do either they run off to look for a cure/temple. Can't remember if I got a reward for this but I believe I did.&lt;br /&gt;
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== Soldiers and Vigilants ==&lt;br /&gt;
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At low levels, I always saw the Vigilants of Stendarr fighting Flame Atronachs, as always posting in the discussion to make sure this isn't some odd coincidence. Also, I remember coming across a group that had killed some Imperial Soldiers and tried to get me to pay them gold for disturbing the 'investigation site'.  They were NPC's tagged as 'Soldier' and they were near the now naked corpses of Imperial Legion.  I haven't run into this again but I doubt its unique, but just in case this happened on the trail just east of Clearpine Pond, which is west of Solitude. --[[User:Affubalator|Affubalator]] 19:31, 7 December 2011 (UTC)&lt;br /&gt;
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I just saw a dead Vigilant with a damaged atronarch nearby, so I can confirm the former. [[User:Starbucksisevil|Starbucksisevil]] 19:07, 16 December 2011 (UTC)&lt;br /&gt;
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I have seen those events. I met a number of Vigilant of Stendarr usually in snowy area. A few times, I met one of them besides a dead atronarch. Most of the time, they just walk around the road killing any wild beast when the vigilant are passing through the area. For the second event, I think the so called 'soldiers' are bandit who tried to posed as Imperials to cheat your gold from you. I only encountered this once. Not sure where though since I was just doing some travelling without bothering to see where I was heading. Other events that I have seen are:&lt;br /&gt;
* A Riften guard attacking Imperials soldiers in Riften after main quest completed (always happen)&lt;br /&gt;
* A Guard fighting Imperials in Sarethi Farm (always happen)&lt;br /&gt;
* 1 or 2 Bandit Chief(s) and a few bandits walking on the road to somewhere. They will attack anyone and everything they encountered including horses. &lt;br /&gt;
* Fire mage and Ice mage (can be novice level or even up to Arch level mages) duelling each other.&lt;br /&gt;
* Imperials bringing Stormcloak prisoners, or Thalmor bringing Talos worshipper.&lt;br /&gt;
* Thieves in various establishment and getting killed by guards and Imperial soldiers when they went out to the streets.&lt;br /&gt;
* Two trolls fighting each other.&lt;br /&gt;
* An Old Orc trying to ask you to defeat him in battle so that he can die in peace. He will stand near the bridge in front of Hillgrund's Tomb (not sure if this will happen elsewhere since I came back later and still saw him there waiting after I rejected to kill him).&lt;br /&gt;
* Farmer and his wife walking on the road. They will tell you that they met a dragon and ran away. You can donate 5 golds to them. Met them near the road to Windhelm and they went to Kynesgrove's inn and dissapear.&lt;br /&gt;
* An Elf or Khajiit who will attack you if you go near them (most often encountered near Black Briar Lodge). Other encounter like Orcs, Orcs Hunter and Imperials might attack you after having conversation.&lt;br /&gt;
* A noble on a horse travelling with an Imperial soldier. The noble threaten to attack you when you speak to him. (I think this is different from the noble NPC and his wife who were named and were travelling to attend the Solitude's wedding ceremony in Dark Brotherhood Quest).&lt;br /&gt;
* Courier travelling on the road towards a certain location.&lt;br /&gt;
* A mage (novice or apprentice mage, can't remember the exact name) asking you to cast ward when he attacks with his destruction magic. He will reward you with some scrolls.&lt;br /&gt;
* Hunters or Bandits fighting with Trolls, Mammoths and/ or Giants.&lt;br /&gt;
* A criminal walking on the road (met one near Riverwood who was killed by a dragon). Even without having the Companions Quest, the criminals might still appear.&lt;br /&gt;
* Bandit asking for toll payment. One such encounter might happen in Valtheim's Tower near Whiterun.&lt;br /&gt;
* Assassin from Dark Brotherhood trying to kill you. This will stop once you join the Dark Brotherhood or after you destroyed the Dark Brotherhood.  &lt;br /&gt;
* Thief/ Bandit coming out from behind the tree and try to blackmail players for money.&lt;br /&gt;
* Hargraven fighting with a Springgan. I think this is also random cause you usually don't encounter a lone Hargraven on the road.&lt;br /&gt;
* Thugs appearing in the East Empire Office in Windhelm. I encountered this during the mission to infiltrate the East Empire Office to get evidence of their involvement with pirates. But that was when I lockpick the door, when I saw them attacking, I went out through the door. When I reenter after I recover my HP, the thugs were gone.  &lt;br /&gt;
* Three Stormcloaks on the road. They are trying to get supplies from listening to their conversation.&lt;br /&gt;
* Stormcloaks standing besides a number of Imperials corpse. From the looks, Imperials are not able to defeat the Stormcloaks. &lt;br /&gt;
* Farmer bringing a cow as an offering to the Giant. In my case, I encountered the farmer near Galduin's Rock, on the road between Whiterun and Hillgrund's Tomb. He brought the cow across the river and to the camp. This trigger the giant to attack the farmer. If player killed the giant in Galduin's Rock, the farmer will leave the cow and head towards an inn. He will continue his journey until Windhelm where he will enter the gate and disappear.&lt;br /&gt;
* Currier bringing a notice that a member of your family has died and that you inherit some gold.  (Not sure if this is random,  I did not recognize the name in the notice, but it is possible that it was the woman who I proposed to but never actually married. )  &lt;br /&gt;
[[Special:Contributions/175.145.47.83|175.145.47.83]] 03:24, 21 December 2011 (UTC)&lt;br /&gt;
: It is apparently a suicide mission for the farmer bringing the cow to a giant, even though he claims he does it every year. I followed him and watched from a distance as the giant immediately killed him, sending him flying far up into the air. When he landed, I took a cabbage off his body.&lt;br /&gt;
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When I saw the farmer with the cow, it was just west of Whiterun and the cow had magical glowing markings all over it.  Since this seemed pretty strange, I went into sneak mode and started following them.  They soon caught up to 2 giants also heading west.  Shortly, the farmer veered off to the NW and the giants continued going west.  About this time I was spotted and attacked by a thief/bandit, so I killed him but his partner was shooting at me with a bow from ahead somewhere.  I started to go after him but one of the giants ran in from the side, squashed him like a bug and went back to calmly walking west!  Talk about random events and lessons in NPC hostility reactions...  This was the singular, wierdest random event that I've experienced in Skyrim.   Lazar 22:57, 30 January 2012 (UTC)&lt;br /&gt;
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== Corpse Note on Dead Woman, no necklace. ==&lt;br /&gt;
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stumbled upon two ashe piles, one of which had this corpse note. 2 dead bandit bodies nearby, neither had any necklace. only living thing left is a horse that says ride and not steal. (i own no horses) this is xbox 1.2&lt;br /&gt;
[[User:RaW|RaW]] 05:45, 15 December 2011 (UTC)&lt;br /&gt;
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== Helm of Major Restoration ==&lt;br /&gt;
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A couple days ago, right in between Windhelm and Winterhold, a Redguard ran up to me and handed me a Helm of Major Restoration. He then said something about &amp;quot;no time to explain, just take this&amp;quot; or something like that and then got killed by a Snowy Sabercat, which might have been accidental and not part of the quest. Any thoughts? [[User:Gideon Dragontongue|Gideon Dragontongue]] 15:47, 15 December 2011 (UTC)&lt;br /&gt;
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:Sounds like the fugitive with the random equipment, the Sabercat probably is just coincidence. But you're missing the follower (unless he was killed, too, by some part of the scenery). --[[User:Ulkomaalainen|Ulkomaalainen]] 12:25, 16 December 2011 (UTC)&lt;br /&gt;
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== the Thief ==&lt;br /&gt;
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I just found one last night, except I was using the Nightingale set, instead of the normal talk, he just said(not exact words):&lt;br /&gt;
 &amp;quot;Hail nightingale, here is the payment from last time&amp;quot;.&lt;br /&gt;
Then he gave me 500 gold, and walked away.&lt;br /&gt;
Not sure if it should be mentioned in the page, so I will just left this here. [[Special:Contributions/200.144.37.3|200.144.37.3]] 11:42, 16 December 2011 (UTC)&lt;br /&gt;
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== Possible supplement ==&lt;br /&gt;
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When I came across the {{SR|Corpse Note}} incident, I found the bandits and the note, but the body was just an ash pile, and laying next to the ash pile with the body of a Vampire's Thrall. I was to the west of Fort Amol, heading south up a dirt path, in case anyone knows of a vampire nest in the area that would explain the Thrall's presence in an unrelated way. [[User:Minor Edits|Minor Edits]] 00:51, 23 December 2011 (UTC)&lt;br /&gt;
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== Two dead Redguard Warriors and a woman ==&lt;br /&gt;
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They're Deadguards... get it? Puns aside, just south of [[sr:Sarethi Farm|Sarethi Farm]], I found two dead Redguard Warriors and a living Redguard Woman. There was no bear/sabre cat/dragon anywhere nearby. I did find a dead fox nearby, however. I have absolutely no idea who or what killed them, why the unarmed Redguard woman survived, or why there were Redguard warriors wandering around The Rift in the first place. Not sure if this is a random encounter or not. I'm adding it to the main article just in case. [[User:Jak Atackka|Jak Atackka]] 06:55, 24 December 2011 (UTC)&lt;br /&gt;
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:There is a random encounter that belongs to the [[Skyrim:In My Time Of Need|In My Time of Need]] quest, where two redguard warriors interview a redguard woman. Throw in any animals in the vicinity and maybe she was the only one to survive the attack, and there should be at least a dead wolf somewhere you did not find, but it would be an explanation. Alternatively, for some reasons animals do not turn hostile to the woman, kill the redguard alik'r warriors and wander off again closer to their set location. --[[User:Ulkomaalainen|Ulkomaalainen]] 09:08, 24 December 2011 (UTC)&lt;br /&gt;
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::It specifically says &amp;quot;Redguard Warrior&amp;quot;, not &amp;quot;Alik'r Warrior&amp;quot; or &amp;quot;Redguard Alik'r Warrior&amp;quot;. That's what threw me off. [[User:Jak Atackka|Jak Atackka]] 19:39, 24 December 2011 (UTC)&lt;br /&gt;
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== Recurring Challengers? ==&lt;br /&gt;
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Do the challengers happen periodically after hitting a skill level of 50 in a magic school? Or do they only come at you one time after each level 50 you attain? --[[User:Zmedaris|Zmedaris]] 22:11, 1 January 2012 (UTC)&lt;br /&gt;
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:Since I do not know what you speak of, I guess these &amp;quot;challengers&amp;quot; aren't scripted. --[[User:Ulkomaalainen|Ulkomaalainen]] 01:51, 3 January 2012 (UTC)&lt;br /&gt;
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== Recent changes ==&lt;br /&gt;
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I am not sure about the recent changes on the page. A few I'd like to revert, but since I do not have many random encounters for whatever reason, I'd ask for a second or third opinion:&lt;br /&gt;
* Three soldiers playing highwayman: I think, if the premise of the three stripped bodies close by holds true, the naming as &amp;quot;Soldier&amp;quot; does not matter - NPCs have a name and &amp;quot;Soldier-Wannabe&amp;quot; would be too much of a giveaway in this case. Lorewise it would make sense, unnamed soldiers so far have not attacked players, so a ruse would be expected.&lt;br /&gt;
* Owned Horse in the middle of nowhere: I had it only once, but in a position close to a camp (on the northern shore). Does this happen a lot? Or is it restricted to certain places&lt;br /&gt;
* Similarily Burnt Wagon. There are a few places where you can see them, but are they a random encounter or part of the landscape?&lt;br /&gt;
Anyone any ideas on any of this? --[[User:Ulkomaalainen|Ulkomaalainen]] 01:55, 3 January 2012 (UTC)&lt;br /&gt;
:As I have been editing to the first of your three questioned bullet points and added the two last, I might have some contributions here:&lt;br /&gt;
:* First, I have been thinking about the burnt wagon, and I might have been a little bit to eager to add to check it thoroughly out. I now believe it might be a fixed object, and no random encounter, but I have not checked yet. I found it north of the Twilight Sepulcher, on the other side of the ridge. (I had to walk round the ridge.) I am not sure if there are any connection with the, at this point in the game, ragged, robbed and homeward bound Cyrodilic nobles returning from the (cancelled due to an assassination) wedding in Solitude. I just encountered them on my way round the ridge, walking along the road from the Twilight Sepulcher, just about where you can enter the road from the north side of the ridge following the road.&lt;br /&gt;
:* I am slightly more certain of the horse as a random encounter, though not absolute certain. I have encountered it twice I believe (if it is the same, that is), because there were some differences that might or might not be coincidences. The first time was on the north border of Whiterun Hold, or maybe just over the border to either The Pale or Hjaalmarch. I found some dead bodies around it, but it was sometime during the first weekend after release of Skyrim, so I did not make any notes. The other encounter was about a week ago, just north to north east of Falkreath on the road along the south bank of Lake Ilinalta. It just stood there alone, and I searched the surroundings extensively without seeing anything I could connect to the horse.&lt;br /&gt;
:* The three soldiers however is something I am sure of. It is the exact same three each time, the orc, the breton and the dunmer, just as described in the link used to the page with the three types of Soldier NPCs, and the same three dead and naked imperials. First time I encountered them were on the road just below White River Watch shortly east of Whiterun. The second time I found this team was atop the hills a bit south east of the Shrine of Mehrunes Dagon, just out of any road. As it was already mentioned in the list before I added to the information, and I found them again (and corrected the entry on basis of my observation) I am sure it is a genuine random encounter. --[[User:MortenOSlash|MortenOSlash]] 22:04, 3 January 2012 (UTC)&lt;br /&gt;
::Thanks for your reply. Yes, about the third I am also sure that it is a genuine random encounter. Here I was a little confused as of the rewording, which seemed to show them as &amp;quot;real&amp;quot; soldiers, which they apparently are not. But I think mostly I misread the change, so scrap that. --[[User:Ulkomaalainen|Ulkomaalainen]] 22:20, 3 January 2012 (UTC)&lt;br /&gt;
:::The burned out wagon seems to me to be a permanent installation now. I revisited the place to check. I have removed it. --[[User:MortenOSlash|MortenOSlash]] 09:28, 7 January 2012 (UTC)&lt;br /&gt;
::::By the way, more specifically it is found just south to south east of Bannermist tower, if anyone would like to check it out more closely. --[[User:MortenOSlash|MortenOSlash]] 09:37, 7 January 2012 (UTC)&lt;br /&gt;
: I have found owned horses in the middle of nowhere, but at least once I saw what happened. The horse was being ridden by a bandit, and the bandit got in a fight with something else. Then the horse was left by itself. Even though the bandit was dead, the horse still acted like it was owned.&lt;br /&gt;
::The first one I found might have been an owned horse left behind after its owner having been killed like you experienced, but I found no trace of any former owner on the last occasion, so I do not know for sure. --[[User:MortenOSlash|MortenOSlash]] 09:34, 7 January 2012 (UTC)&lt;br /&gt;
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== Dragon vs Giant? ==&lt;br /&gt;
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Ive been seeing alot of Dragons fighting off Giants (one on one). Would this count as a World Interaction or is this a unique occurance?- [[User:Azurome|Azurome]] 09:55, 5 January 2012 (UTC)&lt;br /&gt;
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:Actually neither. Well, it is the world interacting: dragon spawns near Giant, they are hostile to each other, so they fight. Well, the dragon fights, the Giant just runs after the flying dragon until he's dead of course. --[[User:Ulkomaalainen|Ulkomaalainen]] 11:07, 5 January 2012 (UTC)&lt;br /&gt;
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== Make me invisible! ==&lt;br /&gt;
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One child asked me to make him invisible while I was casting spell Transmute in Whiterun. I didn't had spell so I wasn't able to help him. There were 3 options. It looks like there isn't invisible on touch, so I am not sure what is deal here.--[[User:Aleksa|Aleksa]] 21:22, 9 January 2012 (UTC)&lt;br /&gt;
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:It's a general thing children do when seeing you cast a spell. And yes, there is no option to really use such a spell, so you can either truthfully tell them that you can't or lie to them in one way or another. It doesn't matter gameplay wise, though. --[[User:Ulkomaalainen|Ulkomaalainen]] 21:52, 9 January 2012 (UTC)&lt;br /&gt;
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== Companions ==&lt;br /&gt;
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I think it's worth noting here and on the {{SR|Companions}} page that some Companions, presumably on an assignment, may be encountered fighting things in the wilderness (and not just the first time, where you find them near Whiterun fighting a bunch of giants). I found Vilkas and Ria fighting a sabrecat in the tundra between Winterhold and Windhelm. I'm not positive, but my guess is that this won't happen until some time after completing the Companions quest line. [[User:Minor Edits|Minor Edits]] 02:22, 12 January 2012 (UTC)&lt;br /&gt;
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: I suspect this may be related to some Companion quests where they travel from Whiterun to a dungeon (and/or back). They walk the whole way 9rather than fast-traveling). I ''think'' I noticed this on one of the Silver Hand-related quests, but can't be sure. [[User:Krag|Krag]] 02:33, 12 January 2012 (UTC)&lt;br /&gt;
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== Dark Brotherhood encounter? ==&lt;br /&gt;
Has anyone included the random encounter when a dark brotherhood assassin attacks at random in the wilderness?--[[Special:Contributions/90.199.32.213|90.199.32.213]] 16:31, 15 January 2012 (UTC)&lt;br /&gt;
:Yes, and I think I remember reading that on the page a while ago. [[User:Eric Snowmane|&amp;lt;span style=&amp;quot;font-size:20px;font-family:daedric,oblivion,SMMacro&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;DodgerBlue&amp;quot;&amp;gt;ES&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Question?&amp;lt;/font&amp;gt;]]•[[Special:EmailUser/Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Email&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Eric_Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Contribs&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 18:38, 15 January 2012 (UTC)&lt;br /&gt;
::It gets constantly removed (amongst others by me), the reason being that it is '''not''' a random encounter - it is a consequence of your previous deeds (i.e., you angered someone enough so he will send the DB after you . you'll know who when you read the contract). As such it is already referenced under &amp;quot;Consequences&amp;quot; and called &amp;quot;Revenge, Hired Thugs: Experience the consequences of killing someone (radiant quest).&amp;quot; So it's just one paragraph higher. --[[User:Ulkomaalainen|Ulkomaalainen]] 18:57, 15 January 2012 (UTC)&lt;br /&gt;
:::You don't know who hired the DB, It only says &amp;quot;somebody wants this person dead&amp;quot; or something like that. The regular thugs have a signed person who paid them though. [[User:Eric Snowmane|&amp;lt;span style=&amp;quot;font-size:20px;font-family:daedric,oblivion,SMMacro&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;DodgerBlue&amp;quot;&amp;gt;ES&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Question?&amp;lt;/font&amp;gt;]]•[[Special:EmailUser/Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Email&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Eric_Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Contribs&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 20:47, 15 January 2012 (UTC)&lt;br /&gt;
::::None the less, it is not random. The [[Skyrim:Assassin|assassin]] is scripted and the [[Skyrim:Dark Brotherhood Assassin's Note|note]] has your name dynamically merged into the text. The assassin came for me once before I joined the Dark Brotherhood myself. It was directly after I had been rude to Sibbi Black-Briar in the Riften jail, so I guess he was the one who had preformed the Black Sacrament. (Or maybe a member of the Black-Briar clan did not have to even go through the Sacrament in those days.) --[[User:MortenOSlash|MortenOSlash]] 06:12, 16 January 2012 (UTC)&lt;br /&gt;
:::::Sorry, my bad - you only get to know who, when you get the thieving hired thugs. Still, as pointed out, it does not belong in the &amp;quot;random&amp;quot; category. --[[User:Ulkomaalainen|Ulkomaalainen]] 10:54, 16 January 2012 (UTC)&lt;br /&gt;
::::::I desagree. Once, when going to Ivarstead without comiting any crime, encountered: a DB Assassin, The wandering bard, an agressive mercenary and a sabrecat. Given the heart full of anger from the AI, had to reload and then encountered: a Bandit, Faldrus, an Argonian (elemental mage) and a pair of skeevers. I Think the DB assassin may be a randon encounter, not just a consequence.&lt;br /&gt;
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== pit wolf encounter ==&lt;br /&gt;
&lt;br /&gt;
Several times i’ve found a dead NPC surrounded by 3 pit wolfs who we’re only aggressive when i got to close. On the NPC’s body there was a small note saying that the NPC had to collect some more pit wolfs after the last ones died and there wasn’t time to bread more &lt;br /&gt;
i can’t remember the exact wording and i wanted to double check before putting it on here [[user:dooomninja|dooomninja]] 16:38, 18/01/2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Racial Enemies. ==&lt;br /&gt;
&lt;br /&gt;
One of the randon encounters types along the roads, are the nameless members of some race (the breton named &amp;quot;Breton&amp;quot;, the argonian named &amp;quot;Argonian&amp;quot; and so on). What kind of this folks have you found and how did they behave? Mine here:&lt;br /&gt;
Altmer - Conjurer, attacked on sight.&lt;br /&gt;
Argonian - 1H Warrior, attacked on sight; Elemental mage, attacked on sight.&lt;br /&gt;
Bosmer - Bandit archer, attacked on sight; Skooma Dealer; Conjurer archer (Witchhunter reborn?)&lt;br /&gt;
Breton - Sorcerer (heavy armor mage), Attacked on sight.&lt;br /&gt;
Khajiit - 1H Warrior, attacked on sight; Thief, asked for money like regular thief, but labeled Khajiit (who missed the Highwayman?); Skooma Dealer&lt;br /&gt;
Orc - Warrior, If talked to, conversation ends in fight; Skooma dealer, ofered to sell skooma.&lt;br /&gt;
Redguard - Warior, if talked to, conversation ends in fight; Spellsword, attacked on sight.--[[User:Elfslayerx|Elfslayerx]] 10:44, 31 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unlisted Random Encounters ==&lt;br /&gt;
&lt;br /&gt;
There are encounters that aren't listed on list that I've found, and can confirm. I've been finding them by going back and forth between two Spawn Points where these can be found; both being near Whiterun. I'll still be doing this for awhile so I'll confirm more later.&lt;br /&gt;
&lt;br /&gt;
~Ones I've found~&lt;br /&gt;
1: A woman calling for help but ends up being a Vampire's Thrall with a Leveled Vampire nearby. (Night only)&lt;br /&gt;
2: A woman who is labeled as &amp;quot;Wandering Lunatic&amp;quot; and tells you to leave her be. (Night Only)&lt;br /&gt;
3: Low Level Dragon fighting a Giant (Trust me, this is a Random Encounter not a coincidence spawning; also, the dragon doesn't attack you)&lt;br /&gt;
4: Headless Horseman (Why he isn't on the list is beyond me; he can spawn anywhere in Skyrim and night only)&lt;br /&gt;
&lt;br /&gt;
~Rumored~&lt;br /&gt;
1: A werewolf fighting off a few vampires (I heard rumors of this one but hadn't confirm it)&lt;br /&gt;
&lt;br /&gt;
:Have anyone else ever found 2 children along the road &amp;quot;selling&amp;quot; a location on map?--[[User:Elfslayerx|Elfslayerx]] 10:46, 31 January 2012 (UTC)&lt;br /&gt;
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::Yes, for Bthardamz. I thought it wasn't random though, they were pretty near that place. --[[User:Ulkomaalainen|Ulkomaalainen]] 15:38, 31 January 2012 (UTC)&lt;br /&gt;
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== Finding Volkihar Vampires ==&lt;br /&gt;
&lt;br /&gt;
Where are the best places or the best way to run into one of the level 48 Volkihar Vampires? I've read Ustengrav, East of Rorikstead and south of the Katariah. Ive never seen anything spawn at all anywhere near Ustengrav but I've travelled and loaded enough times at the other two places to see nearly every random encounter but no Volkihar. I've encountered random weaker vampires several times and I've seen Vigilants fighting all sorts of stuff but never a vampire. I'm a vampire myself and level 51. What am I doing wrong? I've heard people say they usually run into Volkihar and vigilants near Whiterun. What location is this? I'm starting to get a little frustrated... [[Special:Contributions/108.28.34.65|108.28.34.65]] 01:20, 5 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Vampire&amp;diff=874811</id>
		<title>Skyrim talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Vampire&amp;diff=874811"/>
		<updated>2012-02-03T17:59:16Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: /* Spawn locations for Volkihar? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Inconsistency ==&lt;br /&gt;
Citation: &amp;quot;like all vampires they will turn to dust if killed&amp;quot; - they don't, only ressurected corpses do. {{Unsigned|213.155.255.148|09:17, 21 November 2011}}&lt;br /&gt;
&lt;br /&gt;
:vampires turn to dust if killed which is written in the lore, this is why you find vampire dust on them. the game mechanics prevent the vampires from actually and visually turning to dust but that is what is supposedly happening. they turn to dust when they die but in the games they are unable to make the character models actually turn to dust though i must say that bethesda could have used the same program for turning resurrected corpse to dust animation for the vampire models.&lt;br /&gt;
Mr Scryer [[Special:Contributions/86.186.126.162|86.186.126.162]] 21:26, 22 November 2011 (UTC)&lt;br /&gt;
::So, you just said in this game vampires bodies don't turn to dust. {{Unsigned|213.155.255.148|14:23, 24 November 2011}}&lt;br /&gt;
&lt;br /&gt;
in game no, in nature and lore yes, vampires turn to dust when killed but not visually in the game but you find vampire dust on them so they are supposed to be just dust on the floor with empty clothes and armour and so on. Mr Scryer[[Special:Contributions/86.186.126.162|86.186.126.162]] 14:29, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampires also located in Potema's Catacombs ==&lt;br /&gt;
&lt;br /&gt;
Staring at the back of a Volkihar Vampire in Potema's Catacombs. Vampires can also be random spawned in the world during the night. [[Special:Contributions/24.156.216.144|24.156.216.144]] 19:45, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah definitely. I've come across two or three in The Rift at night, in the more heavily forested areas. They're pretty rare but you can come across them. --[[Special:Contributions/62.30.162.142|62.30.162.142]] 08:26, 15 January 2012 (UTC)&lt;br /&gt;
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== Console Command for Vampire and turning NPCs into Vampires ==&lt;br /&gt;
&lt;br /&gt;
You can turn yourself into a vampire by typing in:&lt;br /&gt;
&amp;lt;pre&amp;gt;player.setrace nordracevampire&lt;br /&gt;
player.setrace argonianracevampire&lt;br /&gt;
player.setrace khajiitracevampire&lt;br /&gt;
player.setrace woodelfracevampire&lt;br /&gt;
etc...&lt;br /&gt;
&lt;br /&gt;
player.setrace (type in your race)racevampire&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NPCs Into Vampires:&lt;br /&gt;
&lt;br /&gt;
Click on the NPC you want to turn into a vampire and type in setrace (type in desired race)racevampire&lt;br /&gt;
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Remember 2 important things: 1. Click on the NPC first to get their &amp;quot;reference ID&amp;quot; and 2. type in setrace, not player.setrace. &lt;br /&gt;
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NPCs can be cured at any time by typing in setrace (type in desired race). {{Unsigned|99.136.224.214|04:02, 29 November 2011}}&lt;br /&gt;
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== Vampire in Riften? ==&lt;br /&gt;
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When i entered Riften for the first time, a vampire ran out from behind me and killed a guy called Aerin.&lt;br /&gt;
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Bug or is this part of something?- [[User:Azurome|Azurome]] 03:20, 6 December 2011 (UTC)&lt;br /&gt;
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:could be a random encounter as there is a few that includes vampires. [[Special:Contributions/86.179.18.163|86.179.18.163]] 15:32, 9 December 2011 (UTC)&lt;br /&gt;
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== Friendly Vampire + Thrall?! ==&lt;br /&gt;
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I was just South West of Alftand travelling North and I came across a non-hostile although also not very talkative Volkihar Vampire and his female thrall standing around on the mountain-side doing not much of anything. Neither did anything and I decided rather than leave them to jump the next wanderer to pass, I'd wipe them out. Still, I'd never encountered a friendly vampire before. [[User:The Source|The Source]] 15:57, 17 January 2012 (UTC)&lt;br /&gt;
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== Did I miss Volkihar? ==&lt;br /&gt;
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I'm looking for a Valkihar to thrall but whenever I encounter Vampires it's a bunch of lower level vampires and the boss is a Master Valkihar. I understand the boss will always be the highest level possible so have I basically missed the window to run into Valkihar vampires? [[Special:Contributions/108.28.34.65|108.28.34.65]] 00:15, 18 January 2012 (UTC)&lt;br /&gt;
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you will encounter Volkihar Vampires when you over level 30, they are more common at level 50.[[Special:Contributions/86.147.157.189|86.147.157.189]] 22:36, 19 January 2012 (UTC)&lt;br /&gt;
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Looks like I missed them. I'm level 50 and all the caves that will respawn are a bunch of Mistwalkers or whatever and a Master Volkihar Vampire. [[Special:Contributions/108.28.34.65|108.28.34.65]] 22:51, 26 January 2012 (UTC)&lt;br /&gt;
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== Spawn locations for Volkihar? ==&lt;br /&gt;
&lt;br /&gt;
Apparently you mainly meet regular Volkihar in random encounteers, either attacking you directly or fighting Vigilants or werewolves. Anyone know if there are any fixed locations any of these encounters will happen at or where they're likely to spawn.&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Artifacts&amp;diff=872889</id>
		<title>Skyrim talk:Artifacts</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Artifacts&amp;diff=872889"/>
		<updated>2012-02-01T00:14:05Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: /* Necromancers Amulet */&lt;/p&gt;
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&lt;div&gt;==Amulet of Stendarr==&lt;br /&gt;
I had found an Amulet of Stendarr in random loot from a dead nord during a quest, but then I died and lost it shortly after. I think the enchantment was to increase block but I can't remember it anymore. Would have added it to the page but couldn't remember the enchantment of it.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 07:31, 12 November 2011 (UTC)&lt;br /&gt;
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Amulet of Stendarr blocks 10% more damage with your shield.&lt;br /&gt;
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I found a gloves of the Pugulist from this fat guy in the sewers of Riften. They give +10 damage to melee (which adds on to khajiit claws nicely :D) and give about the same armor as leather bracers. Would this be counted as an artifact? and could someone not at level 11 pick up this item to see if it is a leveling item?-- Guest known as Daneruu in most online places 09:34, 12 November 2011&lt;br /&gt;
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--No, that doesn't count. That's an enchanted item, artifacts are very specific in origin (typically Daedric or Aedric as the page describes.--[[User:Alphaman|Alphaman]]&amp;lt;sup&amp;gt;•[[User_Talk:Alphaman|T]]•&amp;lt;/sup&amp;gt; 18:00, 12 November 2011 (UTC)&lt;br /&gt;
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::Khajiit can wear gloves in skyrim? Or were they bracers? --[[User:Rmag37|Rmag37]] 23:27, 14 November 2011 (UTC)&lt;br /&gt;
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:::Khajiits could wear gloves in oblivion, so I would believe that they could do so in Skyrim. [[Special:Contributions/68.109.194.141|68.109.194.141]] 04:06 24 November 2011  &lt;br /&gt;
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== Aedric Amulets ==&lt;br /&gt;
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I'm fairly certain that they are not Artifacts. I've run across a second Amulet that I already own, I think the Amulet of Kynareth. That or the Amulet of Julianos. However, I don't want to edit them out of the page in case I'm wrong somehow. Can anyone else confirm?--[[User:MadMagicMuffinMan|MadMagicMuffinMan]] 18:35, 12 November 2011 (UTC)&lt;br /&gt;
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:I would agree, I got an amulet of Akatosh from a merchant, and they don't typically sell artifacts. --[[User:Halfstache|Halfstache]] 03:17, 13 November 2011 (UTC)&lt;br /&gt;
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::I'm sure it's just a random lot, I found an amulet of Dibella in Bleak Falls or in the first mission (not sure) and I saw the amulet on a shopkeeper in Riften. [[User:OrkMan|OrkMan]] 21:29, 14 November 2011 (UTC)&lt;br /&gt;
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:::The amulets of the nine divine are just regular loot. I've seen many in the short time since Skyrim has been out. They should not be here, but they should get their own page. [[Special:Contributions/68.109.194.141|68.109.194.141]] 03:46 24 November 2011&lt;br /&gt;
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::::Plus the Amulet of Talos is technically an artifact in that it can't be disenchanted but it's far from unique. I'm come across more than one of them, though not exactly frequently. --[[User:Lyco499|&amp;lt;font color=&amp;quot;Green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;'''Lyco499'''&amp;lt;/font&amp;gt;]] ([[User talk:Lyco499|&amp;lt;font color=&amp;quot;Blue&amp;quot; size=&amp;quot;1&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]) 19:24, 12 December 2011 (UTC)&lt;br /&gt;
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== Amulets ==&lt;br /&gt;
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The man being executed when you first enter Solitude is wearing the Amulet of Talos as well, you need only walk up and loot it after he is killed. I'm not 100% sure that this is a constant source of getting this amulet, but if someone wants to check and add this into the wiki, than it would be appreciated.&lt;br /&gt;
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The Man in Riverwood who gives you the golden claw quest sold me the Amulet of Mara, which opens up marriage dialog. Prior to this i believed it could only be obtained from the merchant/priest in the tavern in Riften. {{uns|65.32.219.58|17:30, 12 November 2011}}&lt;br /&gt;
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:Confirmed. I searched his body and found it as well.--[[User:MadMagicMuffinMan|MadMagicMuffinMan]] 01:43, 13 November 2011 (UTC)&lt;br /&gt;
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::Yeah, I got the A. of Talos from the executed man as well. So I'm not sure exactly what is behind people having it..maybe it's random, but that's kind of odd amulets that seem to be more than just ordinary magic items.--[[User:Alphaman|Alphaman]]&amp;lt;sup&amp;gt;•[[User_Talk:Alphaman|T]]•&amp;lt;/sup&amp;gt; 02:41, 13 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::It seems to me that they are more like random unique enchanted items as I've had 2 Talos, 2 Arkay and had Stendarr appear at 2 random places, one of which changed due to me dying and reloading a save.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 03:59, 13 November 2011 (UTC)&lt;br /&gt;
:::: I got an Amulet of Talos from the solitude execution, Anybody know why its a quest item? I have two of them. --[[User:Rmag37|Rmag37]] 21:01, 14 November 2011 (UTC)&lt;br /&gt;
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:::::That specific Talos Amulet belonged to the man executed. It's a quest item because his wife asks to retrieve it later. -[[User:Nikomis|Nikomis]] 16:25, 18 November 2011 (UTC)&lt;br /&gt;
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:::I would argue that the amulets to the divines are not artifacts in any way, due to their widespread availability. For example, all Vigilants of Stendarr carry an amulet of Stendarr on their person. An artifact is usually a very rare (an usually one of a kind) item. I don't think these amulets constitute that. Maybe if they were headed under an 'amulets' section with special attention given to their rarity in contrast to other, more regular amulets. --[[Special:Contributions/81.102.131.70|81.102.131.70]] 14:26, 22 November 2011 (UTC) Anon&lt;br /&gt;
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== Wabbajack ==&lt;br /&gt;
&lt;br /&gt;
Someone should edit the jabberwock page/create a skyrim verision. I fail at uesp apparently. I get a lot of errors trying to load pages. --[[User:Rmag37|Rmag37]] 20:49, 14 November 2011 (UTC)&lt;br /&gt;
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Has anyone tried useing it on a Dragon? just woundering if it breaks stealing the dragon's soul&lt;br /&gt;
Lucian [[Special:Contributions/174.252.34.1|174.252.34.1]] 11:02, 21 November 2011 (UTC)&lt;br /&gt;
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I used it on a dragon, they're too high of a level for them to be transformed so it does a random form of elemental damage. If they could be transformed they would imediatey transform back after taking combat damage. (edit this so it responds to above post) 12/10/2011&lt;br /&gt;
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== Spell effects ==&lt;br /&gt;
&lt;br /&gt;
stop writing them like oblivion or morrowind effects -- it's confusing and in a lot of cases doesn't tell us anything about the item. just copy paste the description of the effect from the game [[Special:Contributions/131.194.176.13|131.194.176.13]] 21:19, 14 November 2011 (UTC)&lt;br /&gt;
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Agreed. Unlike the previous games, the artifacts in Skyrim have unique effects that bear further explanation. I think what this really means is that we need a separate page for each Daedric artifact.--[[Special:Contributions/208.75.23.11|208.75.23.11]] 23:05, 19 November 2011 (UTC)&lt;br /&gt;
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== Wuuthrad ==&lt;br /&gt;
&lt;br /&gt;
It's unclear why Wuuthrad has n/a in the object ID segment. Is it not in the game? Not currently known? Someone should really specify since it's pretty much impossible for an item like that to be &amp;quot;not applicable&amp;quot; in any game or console related terms.&lt;br /&gt;
:That was my bad. I put n/a as in not available as in I knew of the object but don't have the game on PC to check the ID. It got fixed though. [[User:Stouf761|Stouf761]] 15:27, 18 November 2011 (UTC)&lt;br /&gt;
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Does the &amp;quot;especially deadly to elves&amp;quot; effect actually do anything?&lt;br /&gt;
:It increases the damage inflicted on Altmer, Dunmer and Bosmer NPC's. One hit from Wuuthrad is enough to kill almost any elven NPC. Very useful for the main quest missions in the Thalmor Embassy and Riften. [[Special:Contributions/24.156.216.144|24.156.216.144]] 08:45, 20 November 2011 (UTC)&lt;br /&gt;
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== Damage ==&lt;br /&gt;
I just was wondering why people are putting damage there, I think we need a page for each person to put damage and then what skill level they are because my Mehrunes Razor does 27 base damage not the 11 posted here.  Before we figure out base damage it seems like we should leave it open or have a page for each person to post so we can get a feel for how the skills and perks effect the damage.--[[User:Lord.Baal|Lord.Baal]] 19:49, 15 November 2011 (UTC)&lt;br /&gt;
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:The 11 damage posted is the base damage. The 27 you see is what you get after skill levels and perks are added. [[Special:Contributions/68.109.194.141|68.109.194.141]] 03:51 24 November 2011&lt;br /&gt;
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We have to wait until the Construction Set is released for Skyrim to copy all the official data into the tables. OR if someone knows decent C++ programming he possibly could decompile and read the engines tweaks. --[[User:Carpio|Carpio]] 20:14, 15 November 2011 (UTC)&lt;br /&gt;
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I do believe that these damages are base damages of the weapon. There is a certain equation for the calculation of the displayed damage. It probably has to do with the skill level and the perks related, hmm?? --[[User:Shm0key|Shm0key]] 23:52, 23 November 2011 (UTC)&lt;br /&gt;
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== ebony blade ==&lt;br /&gt;
&lt;br /&gt;
what dose it mean when it says strengthend by the blood of decit? dose that mean i have to get married and get a bloody devorce? (lol see what i did there?)[[User:Sorrow|The sorrow]] 19:52, 15 November 2011 (UTC)&lt;br /&gt;
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:Actually you just have to kill 10 characters (giving a message every 2 kills) you've helped/befriended to increase the Absorb Life from 10 to 30. Can't say exactly who qualifies for killing, but doing the Companions quests and then killing the Companions along with some Whiterun Guards fulfilled it for me.[[Special:Contributions/98.255.42.54|98.255.42.54]] 00:32, 16 November 2011 (UTC)&lt;br /&gt;
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::I can say, that anyone you have done a favor for qualifies as improving the Ebony Blade, anybody that gives you a misc quest to do something menial, after completion of the quest they will usually like you as evidenced by their remarks to you. Kill them to improve Ebony Blade. Also, any follower will do as well, take them to a quiet part of Skyrim and kill them. An easy and (almost)moral free way is to complete the Dark Brotherhood questline and take Initiates with you, kill them and gain they improvements as the initiates will respawn.--[[Special:Contributions/81.102.131.70|81.102.131.70]] 14:35, 22 November 2011 (UTC)&lt;br /&gt;
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:::This weapon appears bugged.  It benefits from one handed weapon perks.  Combined with it's damage/weight/attack speed statistics, and the history of the artifact in previous games for whatever that is worth, it seems like there may be a design-side conflict of if it is a one-hander or a two-hander.[[User:Irrelevant Label|Irrelevant Label]] 05:03, 19 November 2011 (UTC)&lt;br /&gt;
::::I got it at game start and it levelled my Two handed skill when I used it, not my One handed, so I don't know what you mean. Also, I attacked some guy who I completed a quest for and I got a bounty, he ran away and everyone else started hating me.&lt;br /&gt;
:::::Perks, not skills. The weapon is classified as a one-handed sword for the purpose of damage boosting perks and critical hit perks. The rest of the weapon is likewise bugged, featuring impact data and sound files for one-handed weapons, in addition to Irrelevant Label's findings. It does still raise the two-handed skill, but this is tied to one of only three or so data values that point towards two-handedness. [[Special:Contributions/96.28.195.153|96.28.195.153]] 05:34, 8 December 2011 (UTC)&lt;br /&gt;
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::::::A new bug might have appeared with one of the official patches(installed all at once, so no idea which one it might be). For some reason, all followers and friendly NPC I've tried attacking have treated it as an assault. Should the fact that it isn't upgradable be considered a bug, considering the rediculously low damage for a two handed Daedric artifact? [[Special:Contributions/77.106.180.38|77.106.180.38]] 01:58, 16 December 2011 (UTC) &lt;br /&gt;
&lt;br /&gt;
:::::::I say yes. There's no apparent reason that upgrades aren't included for the Ebony Blade, as the other Artifacts can be upgraded. There seem to be quite a few of these &amp;quot;forgotten&amp;quot; upgrade entries, as evidenced by the mod community. It wouldn't be all that surprising that the Ebony Blade slipped through the cracks too. [[Special:Contributions/96.28.195.153|96.28.195.153]] 00:45, 31 December 2011 (UTC)&lt;br /&gt;
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&lt;br /&gt;
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It also seems to not like weapons plaques, it wont be placed on them.  I have not tryed weapons stands, but added the plaque bit to wiki. [[user:Preowned|preowned]]&lt;br /&gt;
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&lt;br /&gt;
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Any Daedric artifact I've put on a weapon rack ends up on the floor a few days later. This also broke that weapon rack slot :(&lt;br /&gt;
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Ebony Blade seems to get the quirks of Dual Flurry. The Two Handed page says that a Greatsword delivers 0.9 strikes per second, and I definitely swing Ebony Blade faster than that. My Two Handed is around 29, and I have Level 2 Dual Flurry perk. Can anyone confirm this?[[Special:Contributions/175.106.8.206|175.106.8.206]] 18:24, 21 December 2011 (UTC)&lt;br /&gt;
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I've just confirmed that your skill in both one-handed AND two-handed weapons will raise the Ebony Blade's power. I had a Companion train me a few times in two-handed weapons since I've noticed that my ebony blade was getting stronger but I was not raising my one-handed weapon skill. [[User:Dragofireheart|Dragofireheart]] 19:48, 28 December 2011 (UTC)&lt;br /&gt;
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:Not entirely correct. You've confirmed that two-handed skill raises the Ebony Blade's damage, but one-handed skill does not affect the Ebony Blade. It is only one-handed perks and enchantments that affect the Ebony Blade. [[Special:Contributions/96.28.195.153|96.28.195.153]] 14:18, 6 January 2012 (UTC)&lt;br /&gt;
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The page stated that the Ebony Blade employs two sets of effects, one for friendly fire, and the other for enemies. This is, however, not the case. In-game testing raised some questions about the effects, and inspection of the master file shows that the Ebony Blade has only one set of effects. There are, indeed, two copies of the Blade, but they do not share effects in any way. It is likely that this was merely a developmental shift of some sort that left two copies in the game, and someone misinterpreted the information and wrote it here. This misinformation has been traveling around the internet for a while now, leading a lot of people to ask questions about the enchantments. I have removed this misinformation from the page in hopes to put some questions to rest, as I suspect this page is the source of a lot of that confusion. [[Special:Contributions/96.28.195.153|96.28.195.153]] 05:18, 4 January 2012 (UTC)&lt;br /&gt;
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:Because of the changes, I have deleted the first Ebony Blade entry. Because one of the requirements for artifact status is to &amp;quot;only appear once in the game&amp;quot;, a sword that, despite existing, appears 0 times is not eligible to be on the page. [[Special:Contributions/96.28.195.153|96.28.195.153]] 05:25, 4 January 2012 (UTC)&lt;br /&gt;
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:Just to clarify how I tested - I took a steel sword, the Ebony Blade from Dragonsreach, and the unobtainable Ebony Blade from the test area and started attacking friends. With both the steel sword and the normal Ebony Blade, the friend turned hostile after a few hits. With the test area Blade, they did not. The test area blade also did not have the life leech of the Dragonsreach one, meaning that they each had only one enchantment, not both as it was suggested. [[Special:Contributions/96.28.195.153|96.28.195.153]] 14:18, 6 January 2012 (UTC)&lt;br /&gt;
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== Blade of Woe ==&lt;br /&gt;
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The Blade of Woe has a generic enchantment and looks like a mildly reskinned Daedric Dagger. It does not bear the same importance in this game as it did in Oblivion, so I propose that it be removed from the artifacts list and shifted to generic magic weapons.&lt;br /&gt;
[[User:BurningMan|BurningMan]] 09:56, 16 November 2011 (UTC)&lt;br /&gt;
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:The Blade of woe still has a unique appearance, appears only once, and has a useful enchantment. That qualifies it as a artifact, in addition this is it's second appearance in an Elder Scrolls game further cementing its role as an artifact.[[User:Rattigan IV|Rattigan IV]] 07:15, 20 December 2011 (UTC)&lt;br /&gt;
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::Actually this would be it's third appearance in the Elder Scrolls Game series. It is in Balmora on top of a closet. In the Morrowind installment of the Elder Scroll's Series. {{uns|184.158.13.155|00:12, 24 January 2012}}&lt;br /&gt;
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:::You mean the [[Morrowind:Sword of White Woe|Sword of White Woe]]? No that sword is not the blade of woe and there are multiple ones in morrowind. ([[user:Eddie the head|Eddie The Head]] 00:56, 24 January 2012 (UTC))&lt;br /&gt;
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== The Black Star ==&lt;br /&gt;
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Using the black star, it seems one can capture regular souls as well as black souls, contrary to the game's dialogue. I'll edit the description accordingly. Here's a screenshot of the black star holding the petty soul of a mudcrab. [http://i10.photobucket.com/albums/a141/Azukki/ScreenShot6.jpg]&lt;br /&gt;
[[Special:Contributions/64.6.121.99|64.6.121.99]] 17:52, 16 November 2011 (UTC)Azukki&lt;br /&gt;
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probobally just a lucky\unlucky bug leave it be&lt;br /&gt;
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== Smithing / Disenchanting? ==&lt;br /&gt;
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Can any of these artifacts be upgraded at a workbench/grindstone? I don't want to have to opt for a different piece of armor based on armor points alone... Or could it be possible to disenchant them onto another piece? [[User:Stouf761|Stouf761]] 15:34, 18 November 2011 (UTC)&lt;br /&gt;
:It seems to vary depending upon the item. Dawnbreaker has an upgrade option, while the Masque of Clavicus Vile, Wuuthrad, and the Shield of Ysgramor (which isn't listed on this page) don't. I haven't tried the Volsung or Morokei masks, and I don't have any other weapon or armor artifacts to try. For what it's worth, my orc has 100 smithing and all the perks except Advanced Armor and Glass Smithing, however that normally simply means the item is greyed out on the upgrade list, and says &amp;quot;You lack the skill to improve this item&amp;quot; if you try. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 16:49, 18 November 2011 (UTC)&lt;br /&gt;
::Volsung and Morokei are both upgradable, as are the rest of those masks. They require Corundum Ingots to upgrade. [[Special:Contributions/24.156.216.144|24.156.216.144]] 16:46, 19 November 2011 (UTC)&lt;br /&gt;
:::I picked up Volendrung last night, so I'll have to check later when I get home. I suspect it can be upgraded. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 16:49, 19 November 2011 (UTC)&lt;br /&gt;
:::If you upgrade the masks, can they still be used at the dragon priest altar? [[User:Zach9054|Zach9054]] 18:04, 19 November 2011 (UTC)&lt;br /&gt;
::::Even with 100 smithing and lots of smithing boost items and all smithing perks I am unable to get them to Legendary level. Maybe a bug? Weapons require Ebony Ingots meaning they must be Ebony or Daedric. Dragon masks all need conundrum. Daedric armor cannot be enhanced afaik, though Savior's Hide (non daedric) can be.&lt;br /&gt;
:::::I've been modding with several artifacts, cleaning up some bugs here and there, and as far as I can tell daedric artifacts aren't supposed to benefit from smithing perks. They are, however, all supposed to have recipes for upgrades. There are several that don't, but there are mods that fix this issue. Other artifacts follow different rules. Keening, for example, though it is bugged and doesn't have a smithing entry, has the smithing perk entry for double upgrades. Bethesda is a bit contradictory in its base, so there's really no indication which is correct and which isn't. Dragon masks don't all take corundum. They are each made of a different material, from iron to ebony. Their IDs within the editor lists them by metal type, hinting that there was to be one of each metal even before they named the masks. [[Special:Contributions/96.28.195.153|96.28.195.153]] 11:16, 11 December 2011 (UTC)&lt;br /&gt;
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:As far as I can tell Artifacts (or unique items) cannot be disenchantend - Perhaps this should be added to the criteria section --[[Special:Contributions/89.241.213.215|89.241.213.215]] 16:51, 21 November 2011 (UTC)&lt;br /&gt;
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::I can confirm that both the Mace of Molag Bal and Mehrunes Razor can be improved by using an ebony ignot and having the arcane smithing perk. However, I do not know how far they can be improved, mine are currently 'exquisite' which is all my skill in smithing allows at the moment. --[[Special:Contributions/81.102.131.70|81.102.131.70]] 14:30, 22 November 2011 (UTC) Anon&lt;br /&gt;
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:::Every Artifact that I have I've upgrade somehow (daedric artifacts usually need ebony ingots). Arcane smithing is need, however most can only be upgade to flawless at 100 smithing(unless you fortify you smithing to 200 I believe). [[Special:Contributions/68.109.194.141|68.109.194.141]] 03:57 24 November 2011&lt;br /&gt;
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::::My Morokei used moonstone to upgrade [[User:Hope|Hope]] 04:20, 14 December 2011 (UTC)&lt;br /&gt;
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== Unique items? ==&lt;br /&gt;
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I like the three part criteria for qualification as an artifact. Unfortunately, I can think of a couple items at least that pass the first two tests but fail on the third. They exist in only one place and never appear on any leveled/random list, and they have a unique appearance. But, while their enchantments may be useful, they aren't unique. The Helm of Yngol and Shield of Ysgramor come immediately to mind. The Helm doesn't share appearance with any other armor piece, is only found in Yngol Barrow, but many items give frost resistance. I've seen random items that give magic resistance, so that rules the Shield of Ysgramor out, though I can't think of anything else that gives a health boost with that magic resistance. On the [[Skyrim:Magic Items|Magic Items]] page, there is an uncreated link to Unique Items; should that page be created and such items be listed there, separately? --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:25, 18 November 2011 (UTC)&lt;br /&gt;
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:Yes, it should. There are also unique items that fail criteria #1 (unique appearance) but satisfy the other two criteria. The Longhammer is an example. Only appears once, and has an increased attack speed enchantment, but looks like a plain Orcish Warhammer. [[Special:Contributions/24.156.216.144|24.156.216.144]] 11:17, 24 November 2011 (UTC)&lt;br /&gt;
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== Ebony Mail ==&lt;br /&gt;
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The &amp;quot;muffle&amp;quot; effect on the Ebony Mail does not seem to be a sole matter of eliminating sound as a character with the heavy armor perk reducing the weight of the armor 0 still experiences a substantial increase to stealth effectiveness when wearing the armor.  It seems to behave similarly to &amp;quot;stealth field&amp;quot; effects from Fallout 3.[[User:Irrelevant Label|Irrelevant Label]] 04:54, 19 November 2011 (UTC)&lt;br /&gt;
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Also a word of warning do NOT have the Ebony Mail equipped when taking a brawl bet. It's enchantment counts as a magic attack and will turn the NPC's around you hostile. Lucian [[Special:Contributions/174.252.57.84|174.252.57.84]] 12:41, 26 November 2011 (UTC)&lt;br /&gt;
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== skeleton key ==&lt;br /&gt;
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Is there any way to complete the pilgrims path and reclaim the key? Or am I just to never complete that until i have no further use for the key?[[Special:Contributions/86.164.147.58|86.164.147.58]] 12:22, 21 November 2011 (UTC)&lt;br /&gt;
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:Seems no, better get the lockpicking perk or don't complete the quest. (You can console it back though)&lt;br /&gt;
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But there is no lockpicking perk that allows you pick locks that require a key : /&lt;br /&gt;
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== Skull of corruption  ==&lt;br /&gt;
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How to charge the skull with dreams? {{Unsigned|188.52.106.144|15:57, 22 November 2011 (UTC)}}&lt;br /&gt;
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:Try sleeping with it equipped? I don't know for sure what to do, but that sounds like a fair possibility. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 15:57, 22 November 2011 (UTC)&lt;br /&gt;
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::Just shoot it at someone who is sleeping. Good spots are the Jarls houses, lots of people napping you can get to.&lt;br /&gt;
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:::A great spot to steal dreams is the orphanage in riften, they all sleep in the same room right next to each other.  Its not like those guttersnipes will ever fulfill those dreams anyway. --[[User:Berserkenstein|Berserkenstein]] 01:35, 23 December 2011 (UTC)&lt;br /&gt;
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== Leveled? ==&lt;br /&gt;
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Are some of these leveled items? I'm '''NOT''' asking this because of the &amp;quot;incorrect&amp;quot; damages. Just wondering if there is a more powerful version as a reward for higher leveled characters.--[[User:Shm0key|Shm0key]] 23:55, 23 November 2011 (UTC)&lt;br /&gt;
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Wait for the CS (or would it be CK now?) to be released. If there are multiple IDs for the some weapon its Probably leveled. [[Special:Contributions/68.109.194.141|68.109.194.141]] 03:59 24 November 2011&lt;br /&gt;
:Nothing on this page is leveled.  [[Skyrim:Leveled Items|Leveled Items]] has a complete list of all leveled items in the game. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:27, 30 November 2011 (UTC)&lt;br /&gt;
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==Pages for artifacts==&lt;br /&gt;
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Is anyone working on pages for the artifacts? If not someone should, it would remove a large level of confusion. [[Special:Contributions/68.109.194.141|68.109.194.141]] 04:03 24 November 2011&lt;br /&gt;
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I'll do a page on the Wuuthrad. [[User:Gideon Dragontongue|Gideon Dragontongue]] 15:36, 24 November 2011 (UTC)&lt;br /&gt;
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And I can do more as I come across them. [[User:Gideon Dragontongue|Gideon Dragontongue]] 15:37, 24 November 2011 (UTC)&lt;br /&gt;
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[[Skyrim:Wuuthrad|Wuuthrad]] is finished. [[User:Gideon Dragontongue|Gideon Dragontongue]] 16:04, 27 November 2011 (UTC) &lt;br /&gt;
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:ok, I was doing some work on the page and changed how artifacts link to their corresponding page. Instead of adding it to notes I just made the title of the artifact link to it. If we could do it like that for all the new pages that would be much appreciated.--[[User:Ohnoitsmangofett|Ohnoitsmangofett]] 08:21, 1 December 2011 (UTC) &lt;br /&gt;
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== Images ==&lt;br /&gt;
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Maybe we could get some images of the artifacts?&lt;br /&gt;
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:As pages get made for the artifacts, images should appear on their page. Dawnbreaker, Mace of Molag Bal, Wabbajack, and Wuuthrad all have pics on their pages. --[[User:Ohnoitsmangofett|Ohnoitsmangofett]] 08:17, 1 December 2011 (UTC)&lt;br /&gt;
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==Sanguine Rose affected by Player level==&lt;br /&gt;
The dremora summoned by the Sanguine Rose rise in rank as you level up. By level 39, I noticed I was summoning a Dremora Markynaz. I'm note sure if they will achieve Valkynaz status but rest assured I keep leveling to see what happens. [[Special:Contributions/96.238.44.206|96.238.44.206]] 03:21, 28 November 2011 (UTC)&lt;br /&gt;
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At level 72 (almost 73) and Sanguine Rose does indeed produce a Dremora Valynaz (as spelt on the game screen).&lt;br /&gt;
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The Sanguine Rose will produce a Dremora Val(k)ynaz even before level 72, though i do not know what level is required&lt;br /&gt;
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==Targe of the Bloodedl==&lt;br /&gt;
Would this count as an artefact? It has a unique appearance, enchantment and I've only seen it drop in one place (Alftand Cathedral). Rob.&lt;br /&gt;
:Looks like it does.  Thanks for pointing out -- my artifact-identifying script wasn't finding it because technically it is not enchanted (the bashing is implemented in a different way).  It'll get added to the page in a few hours when I do a major update to all the armor on the page. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:24, 30 November 2011 (UTC)&lt;br /&gt;
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== Gauldur Amulet bug? ==&lt;br /&gt;
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Not sure if anyone else has experienced this, but if I equip the gauldur amulet and then another necklace while I'm wearing armor that prevents the necklace from being shown on my character, then they'll both be equipped and I'll get the benefits from both. But if I equip the amulet while wearing another necklace it unequips the other necklace like normal. [[Special:Contributions/76.127.240.5|76.127.240.5]] 20:50, 29 November 2011 (UTC)&lt;br /&gt;
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:Yes, 2 amulets with gauldur, but i dont think it has anything to do with armor or if the necklace is visible? --[[User:Psychomc|Psychomc]] 13:49, 23 December 2011 (UTC)&lt;br /&gt;
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This is a major benefit:  While Gaulder's Amulet is equipped, a second amulet may also be equipped.  And with a little trial-and-error, it is possible to get another amulet to take Gaulder's place.   [[User:SamiteAlchemist|SamiteAlchemist]] 03:55, 29 December 2011 (UTC)&lt;br /&gt;
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Was this fixed in the 1.3 patch for PS3? I can't seem to get the exploit to work. I started the character after the patch was installed. Or does the fact that I'm wearing clothes instead of armor make a difference? [[User:Artemis Enterei|Artemis Enterei]] 16:53, 13 January 2012 (UTC)&lt;br /&gt;
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== Some Not-Artifacts? ==&lt;br /&gt;
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Does anything make [[Skyrim:Shrouded Robes|Shrouded Robes]] special?  It seems to have exactly the same effect as the [[Skyrim:Generic Magic Apparel#of Destruction|&amp;lt;Apparel&amp;gt; of Destruction]].  In addition, the Guild Master's set doesn't have any unique effects.  They might be considered unique because some of the effects are not generally found on apparel in those slots, but the gloves don't even fit that. --[[User:Fluff|Fluff]] 06:23, 30 November 2011 (UTC)&lt;br /&gt;
:Yeah, I suppose they are all cases where the enchantment ID might be different from any other item, the actual effect of the enchantment is a duplicate.  I thought I'd already removed the Shrouded Robes (I also just added them to [[Skyrim:Unique Items|Unique Items]]), but obviously not.  As for the Guild Master's set, at first glance I thought the enchantments were stronger than generic ones, but I should have checked more closely.  I'll move them over to Unique, too.  Thanks for pointing that out before the bot started fixing their redirects. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:43, 30 November 2011 (UTC)&lt;br /&gt;
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== Morrowind Artifacts ==&lt;br /&gt;
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I see that a dagger called 'Keening' is on this page. According to [[Skyrim:Elder Scrolls Historical References|Historical References]], Lord Kagnerac's other tools will be making an appearance also. Does anyone know where these might be found so that I can start pages on them? [[User:Gideon Dragontongue|Gideon Dragontongue]] 20:00, 30 November 2011 (UTC)&lt;br /&gt;
:There are no items named Sunder or Wraithguard in Skyrim.  I'm guessing the OP was just trying to say that all three of those items where needed for MW's main quest, rather than saying that all three appear in Skyrim. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 22:00, 30 November 2011 (UTC)&lt;br /&gt;
::Darn, and those were always my favorites, too. How can you wield Keening without Wraithguard? In Morrowind that would kill you!&lt;br /&gt;
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== Chillrend ==&lt;br /&gt;
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Chillrend should be included in the unique weapons. Chillrend is a glass sword that is blue, and perhaps does not count as an artifact as its enchantments(paralyze for 2 seconds, plus 20 frost damage(at the level i found it)) can be gained and might be able to used to enchant simultaneously for enchanter skill 100. perhaps this hasnt been included because it has not been found by UESP page makers. During the thieves guild questline when one breaks into Mercer's house during {{Quest Link|The Pursuit}}. in a display case beside Mercer's plans.&lt;br /&gt;
:Chillrend is a [[Skyrim:Leveled Items|leveled item]], which is why the [[Skyrim:Chillrend|Chillrend]] link takes you to that page and its leveled stats.  Once we get to the point where items in the game all have individual pages, it will be possible to categorize an item as both leveled and an artifact.  But at the moment trying to add leveled items onto the artifact page would be too awkward. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:34, 1 December 2011 (UTC)&lt;br /&gt;
:: Maybe make a page for all the items with &amp;quot;unique&amp;quot; names -&amp;gt; named items. This page can include artifacts and leveled named items -anon&lt;br /&gt;
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We need to work on this Chillrend fufills all 3 requirements of an Artifact, and has also appeared in multiple Elder Scrolls games.[[User:Rattigan IV|Rattigan IV]] 07:22, 20 December 2011 (UTC)&lt;br /&gt;
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== Dragon Mask's Glitch ==&lt;br /&gt;
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You mention in the article that the Mask's (e.g. Morokei) causes the character's head to disappear if worn with Hooded Robes. This has happened to me before, and the only fix I found was to reload a previous save. Is there any other workaround this glitch known at the moment (as a console player)? &lt;br /&gt;
It's happened to me again and i don't have an earlier save to revert to before the glitch has occured.&lt;br /&gt;
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:Yes, the glitch is mentioned in the article. As for a fix, when I experience it taking either the hooded robe or the mask fixes it (on Xbox).--[[User:Ohnoitsmangofett|Ohnoitsmangofett]] 04:19, 3 December 2011 (UTC)&lt;br /&gt;
:Another thing I've found that works is to simply  wait it out. In my case after a few minutes gameplay it had reverted. (It may revert on Fast-Travel)).--[[User:Wilfeh|Wilfeh]]&lt;br /&gt;
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Hello, this is my first edit and I apologize for not knowing the usual conventions but I just ran across a really bad glitch with morokei that I have not seen anywhere else: I had it equipped on aranea to force her out of her robes do she would wear the heavy armour I gave her. I was fast traveling around this morning looking for some items to disenchant for + carry weight and after one particular loading screen on the way to the falkreath stormcloak camp, aranea was wearing her robes again. (She had been in armour before I fast traveled  from whiterun). When I checked her inventory the mask was gone. I have not touched her inventory at all today so I know I did not sell it by mistake. &lt;br /&gt;
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This was on the 360 version so I have no way to use the console to fix or test this further but I thought someone more knowledgeable about the pc version would be able to run some tests to verify.&lt;br /&gt;
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== Ghostblade ==&lt;br /&gt;
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Would ghostblade be counted as it looks unique has a unique enchantment and only appears in Ansilvund Excavation --[[user:dooomninja|dooomninja]] 11:06 02 december 2011 (utc)&lt;br /&gt;
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:&amp;lt;s&amp;gt;Checking it out now (never seen the ghostblade). I'll get back to you in a sec. Edit:Ok I just checked it out and it looks like it fulfills one of the requirements needed to be an artifact, a unique enchantment, however it is not a unique model. In the end I'd say add it and the quest and then see what happens. If it's ok no one will remove it.&amp;lt;/s&amp;gt; Edit2: ok I did some more research and I found that it was listed under unique items. This is where it should be as it doesn't match all the requirements to be an artifact, but it is still unique enchantment wise. --[[User:Ohnoitsmangofett|Ohnoitsmangofett]] 04:16, 3 December 2011 (UTC)&lt;br /&gt;
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== Daedric Artifacts and upgrading. ==&lt;br /&gt;
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Has anyone been able to upgrade any Daedric Artifacts other than Mehrunes Razor and the Mace of Molag Bal? I know the Masque of Clavicus Vile cannot be upgraded. [[Special:Contributions/24.156.216.144|24.156.216.144]] 13:34, 4 December 2011 (UTC)&lt;br /&gt;
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:the ebony mail can be upgraded the same as a ebony cuirass: i have it at legendary status ([[user:Eddie the head|Eddie The Head]] 13:36, 4 December 2011 (UTC))&lt;br /&gt;
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the dawnbreaker sword you get from meridia is upgradable.&lt;br /&gt;
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== Keening ==&lt;br /&gt;
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* Is keening used in any other quests? And is sunder in this game also?&lt;br /&gt;
* My instance of Keening cannot be recharged using soul gems. Is that because I tried to emulate Arniel's disappearance by hitting the flawed soul gem repeatedly with it? [[User:Tageborg|Tageborg]] 14:02, 11 December 2011 (UTC)&lt;br /&gt;
:I am unable to recharge Keening also. I don't think it's because we used up the charge, I recall only hitting the Warped Soul Gem once or twice. I think the charge was always depleted, but I am unsure why we can't recharge it. [[User:The Invisible Chocobo|The Invisible Chocobo]] 04:56, 12 December 2011 (UTC)&lt;br /&gt;
:: Is it affected by the Enchanting Perk that pulls soul from a killed target? That might do the trick.[[User:Triaxx2|Triaxx2]] 23:13, 15 December 2011 (UTC)&lt;br /&gt;
:So, Keening can't be sharpened nor filled, and its enchantment is far from being impressive. Why? It's supposed to be one of the most powerful weapon in Tamriel! [[Special:Contributions/82.243.194.53|82.243.194.53]] 19:09, 28 December 2011 (UTC)&lt;br /&gt;
:: Consider the events that occurred at the destruction of the Heart of Lorkhan. Sunder and Keening were both used in ways that they weren't meant to be used (According to [[Lore:Plan to Defeat Dagoth Ur|Plan to Defeat Dagoth Ur]]). Most likely, the use of Keening in this manner, to shatter the &amp;quot;tone shades&amp;quot; even further than was originally intended damaged Sunder, Keening, and Wraithguard, all attuned to the enchantment on the Heart, beyond use and repair. The fact that Keening was designed with a purpose far beyond that of a mere weapon, and with it's unique design and apparent material, is probably why it can't be upgraded. No mortal would know how, aside from any remaining dwarves, if there are any at all. But that's really just speculation. [[Special:Contributions/98.180.215.134|98.180.215.134]] 16:26, 10 January 2012 (UTC)&lt;br /&gt;
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== completely random artifacts/unique items ==&lt;br /&gt;
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has anyone found any completely randomly located artifacts/unique items other than the notched pickaxe? (which in my opinion is just nice to have and nothing else) i remember in Oblivion finding fingleam? underwater on a skeleton and it actually serving of some use to me but the notched pick doesn't really fit that perspective of usefulness unless your mining and you get attacked by a skeever in which case a sword would be better off anyway...&lt;br /&gt;
: The, ah, boon to Smithing, I think, was the point of that pickaxe. --[[User:DaedalusMachina|DaedalusMachina]] 01:43, 12 December 2011 (UTC)&lt;br /&gt;
yes considering the whole iron dagger thing doesn't rander that almost useless...&lt;br /&gt;
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== Necromancers Amulet ==&lt;br /&gt;
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Is this a leveled item you think? I know we need cs to find out, it just seems like such a shit item.  In Oblivion it did have downsides but it was so much better then anything u could enchant yourself and was one of the most uber items.  If those stats are correct  it is useless, I could duel enchant a necklace that gives more the same conjuration bonus and more magicka with no damaging effects.  Just seems lame, and on a side note, any word on Umbra?--[[User:Lord.Baal|Lord.Baal]] 04:25, 6 December 2011 (UTC)&lt;br /&gt;
:No it's not leveled.  [[Skyrim:Leveled Items|Leveled Items]] lists all leveled items in the game -- taken directly from the game data, so it is a complete list. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:42, 6 December 2011 (UTC)&lt;br /&gt;
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If you're a vampire with the necromage perk the Necromancer Amulet's stats increase by 25%. Also, you can uber enchant anything to be better than what you find in the game. Either role-play and enjoy the cool looking amulet or glitch yourself into a God, and enjoy the game. [[Special:Contributions/108.28.34.65|108.28.34.65]] 00:14, 1 February 2012 (UTC)&lt;br /&gt;
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== Dragon Mask artifact status ==&lt;br /&gt;
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There was a bit on the page about Rahgot and Morokei not being true artifacts because they had no unique properties. Though this value is not shown to the player, all dragon masks contain a hidden enchantment that reduces the cooldown on dragon shouts. Because of this, all the dragon masks offer a unique blend of properties that can't be found elsewhere. The source of this info is the Skyrim master file, if anyone wants to check the validity of this claim. [[Special:Contributions/96.28.195.153|96.28.195.153]] 11:27, 11 December 2011 (UTC)&lt;br /&gt;
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:Woops, apparently, I didn't look hard enough before typing this up. Apparently, not all of the masks provide this bonus. Only Morokei does. I have edited the page to reflect this. My bad. [[Special:Contributions/96.28.195.153|96.28.195.153]] 11:37, 11 December 2011 (UTC)&lt;br /&gt;
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::Double woops! Alright, I've got the right info this time. Morokei is bugged. It DOES have a unique enchantment that fortifies dragon shouts in the master file, but that enchantment is not assigned to the mask. Somebody at Bethesda screwed up. I've decided to leave a small footnote for the Morokei mask in the page to indicate this bug. [[Special:Contributions/96.28.195.153|96.28.195.153]] 11:43, 11 December 2011 (UTC)&lt;br /&gt;
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Rahgot's mask is the only item in the game that can be worn on your head that will fortify stamina. The generic items you can find in the game that do this are armor, boots, rings, and necklaces. In this sense, doesn't its uniqueness make it an artifact? After all, it would enable a character to maximize their stamina (if they were looking to do that).&lt;br /&gt;
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== Size of Soul in Black Star ==&lt;br /&gt;
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If I capture a soul into the black star, and let's say it is a petty soul. When i go to enchant something with the black star, does it consider it to be a petty soul? or a black soul? [[Special:Contributions/76.69.57.15|76.69.57.15]] 21:50, 25 November 2011 (UTC)&lt;br /&gt;
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Petty. [[Special:Contributions/209.66.120.3|209.66.120.3]] 00:53, 20 December 2011 (UTC)&lt;br /&gt;
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== Azura Star or Black Star ==&lt;br /&gt;
I'm about to complete the Azura Quest in Skyrim amd i was wondering if just the normal one could capture dremora (example dremora lords and the like) Also is there a place where black soul gems can be bought/found in Skyrim. {{unsigned|67.176.237.48|22:02, 4 December 2011}}&lt;br /&gt;
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:First of all, this actually needs to be located at the Skyrim section of the site, not Oblivion.&lt;br /&gt;
:The main thing is: the Azura Star is basically an unbreakable Grand Soul Gem, so only capable of trapping non-humanoid souls ('white souls'). The Black Star however is the unbreakable equivalent of the Black Soul Gem, with the only difference being that the Black Star can also trap non-humanoid souls, where a regular Black Soul Gem can not. This makes the Black Star superior over the Azura Star, in my opinion. &lt;br /&gt;
:Concerning the location of the Black Soul Gems: they can mostly be found as random loot or even by mining Geode Veins, but probably the easiest way is buying them from [[Skyrim:Enthir|Enthir]] at the College of Winterhold. [[User:Namira|Namira]] 12:37, 5 December 2011 (UTC)&lt;br /&gt;
:: Wait, wait. I haven't tested this, but game Dialogue with the guy in the inn surrounding this quest (sorry for the lack of info) says, rather specifically, that the Black Star will not allow white souls within. Is this not so?--[[User:DaedalusMachina|DaedalusMachina]] 01:39, 12 December 2011 (UTC)&lt;br /&gt;
::: That is correct, but also read the note on the main page -- the item can (currently) also capture regular souls. Probably a bug, but very useful until it gets fixed. [[User:Tageborg|Tageborg]] 06:23, 12 December 2011 (UTC)&lt;br /&gt;
::::Yup- I can vouch that The Black Star can hold non-humanoid souls.  It may be a bug, but it means The Black Star is *absolutely* better than Azura's Star.  Also, Grand Soul Gems are *far* more common than Black ones, so I would take The Black Star even if they changed it so that it couldn't accept White Souls.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 22:38, 12 December 2011 (UTC)&lt;br /&gt;
:::::just wondering... is a black soul gem better than a grand soul gem? (enchantment wise)&lt;br /&gt;
:::::: They're the same. --[[User:Debatra|Debatra]] 18:47, 2 January 2012 (UTC)&lt;br /&gt;
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== Konahrik ==&lt;br /&gt;
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Did anyone else notice that Konahrik's (the Dragon Priest mask you get by placing all the others on the statue in Labyrinthian) healing effect actually counts like using a Restoration spell? I forgot I was wearing it (it's enchant is inferior to my Daedric helmet but randomly decided to give it a go now that I've finished the main quest, all the guilds and a hell of a lot of random side quests) and randomly got healed by it and had my Restoration level up. I wondered what the hell had healed me for ages then the next time it happened I remembered. Rather an easy way to level up Restoration (not that it's hard) and as my magika is terribly low due to not using it and I have all the skills I use up to 100 it's a great help to actually leveling up (this combined with the fact I'm leveling up my archery just to level up and plan on doing my one handed next means that I can do 2 skills at once and not worry about my terrible terrible magika, I do find it rather funny that I'm Arch Mage and have as much magic talent as a skeever) --[[User:Lyco499|&amp;lt;font color=&amp;quot;Green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;'''Lyco499'''&amp;lt;/font&amp;gt;]] ([[User talk:Lyco499|&amp;lt;font color=&amp;quot;Blue&amp;quot; size=&amp;quot;1&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]) 19:29, 12 December 2011 (UTC)&lt;br /&gt;
Does Konahrik affect followers if the wear it?&lt;br /&gt;
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== Rahgot ==&lt;br /&gt;
There's a note that says that Rahgot shouldn't be considered an artifact because it doesn't have a unique effect and is just the same as any other helm of peerless stamina. This statement is untrue and misleading because there are no naturally occurring helms of peerless stamina. You cannot even enchant a helm with a +Stamina buff. The bonus on Rahgot is an entirely unique effect. I'm removing the note about Rahgot. The similar note about Morokei is entirely right though, as there are Dragonplate, Dragonscale, and Daedric Helms of Recovery. [[Special:Contributions/146.115.161.12|146.115.161.12]] 02:38, 14 December 2011 (UTC)&lt;br /&gt;
:You'll note that the [[Skyrim_talk:Artifacts#Some_Not-Artifacts.3F|Guildmaster's armor set was removed]] for the same reason: standard enchants in non-usual equipment slots.  Either the Guildmaster's armor set should be restored, or the note about Rahgot should stay. --[[User:Fluff|Fluff]] 02:47, 14 December 2011 (UTC)&lt;br /&gt;
:: By that same logic, should the Savior's Hide be removed too, because you can make a shield with those enchants? [[Special:Contributions/146.115.161.12|146.115.161.12]] 04:02, 14 December 2011 (UTC)&lt;br /&gt;
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== A bug of using console to add Skeleton Key ? ==&lt;br /&gt;
After completing &amp;quot;Blindsighted&amp;quot; and &amp;quot;Darkness Returns&amp;quot;, I had to give Skeleton Key back in the pilgrims path. So I used console to add a Skeleton Key (3a070), but it did not work. The Skeleton Key was in the inventory,  nonetheless when I tried to pick a lock, the ordinary lockpicks were still used. After depleting all lockpicks, I can not unlock any door.-----([[Special:Contributions/86.50.69.209|86.50.69.209]] 11:54, 14 December 2011 (UTC))&lt;br /&gt;
--------------------------------------------------&lt;br /&gt;
From official elder scrolls wiki: One must also add the 'Skeleton Key Perk' (10F13F) in order for it to work properly. -Trogdor&lt;br /&gt;
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== Archmage's Robes (hooded) and Circlets ==&lt;br /&gt;
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I can wear a circlet with the hooded version of the Archmage's robes just like the bug with Falmer helmets. Can anyone else? I use PC version with latest updates. Dragon masks seem to work as well, I tested it with Krosis and Morokei. Dragon masks also seem to glitch upon death causing the wearer's head to become invisible when both the mask and the robes are worn. [[Special:Contributions/98.199.17.21|98.199.17.21]] 01:35, 19 December 2011 (UTC)&lt;br /&gt;
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I'm wearing the Archmage's Robes, Morokei, and the Thieve's Guild Hood with 1.3.10.0. As far as I can tell, only the Thieve's Guild Hood works, others such as the Apprentice Hood do not. It must be a bug, I have to equip in this order: robe, hood, morokei, hood, robe to outfit all three together.&lt;br /&gt;
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Hmm I smell 90% spell cost reduction in all schools on my pure mage. Yes, I'm aware I can get 100% reduction in all schools without any perks, but then I wouldn't have a pure Mage.&lt;br /&gt;
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== Wooden Mask? ==&lt;br /&gt;
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Why is this under the Dragon Priest Masks section? There is neither any reference to it nor does there seem to be any link with the dragon Priests (per the description given). I personally haven't encountered it in-game, so I don't know, but if there is a relation, I think it should be noted. --[[User:Euvandinator|Euvandinator]] 01:38, 20 December 2011 (UTC)&lt;br /&gt;
:Yes, it's related.  Try reading one of the linked pages, for example [[Skyrim:Bromjunaar Sanctuary|Bromjunaar Sanctuary]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:43, 20 December 2011 (UTC)&lt;br /&gt;
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:Indeed, Also, if only there were a discussion page somewhere, where people could talk about why certain things are on a wiki page.&lt;br /&gt;
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:Alright, well mention should be made of its function in relation with the other masks on the page. --[[User:Euvandinator|Euvandinator]] 19:09, 24 December 2011 (UTC)&lt;br /&gt;
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== Morokei mask bugfix ==&lt;br /&gt;
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There is apparently a bugfix for PC that restores Morokei's intended enchantment (100% Magicka regen + 20% Fortify Shout). http://www.skyrimnexus.com/downloads/file.php?id=3329&lt;br /&gt;
[[User:Handofdarkness|Handofdarkness]] 19:03, 23 December 2011 (UTC)&lt;br /&gt;
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:I'm the author of that mod, and the person who edited the page with the bug info initially. Though the mod was out a while before I edited this page, I didn't like the idea of including a mod link right there on the page. It seems unprofessional. I do, however, want more people to experience the bug fix. What's the policy on mod linking in the pages? Any idea? [[Special:Contributions/96.28.195.153|96.28.195.153]] 08:01, 4 January 2012 (UTC)&lt;br /&gt;
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::Actually, I dug around and found it. Apparently, posting about mods is frowned upon, but bug fix mods are an exception to the rule. [[Special:Contributions/96.28.195.153|96.28.195.153]] 08:23, 4 January 2012 (UTC)&lt;br /&gt;
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== They need their own page ==&lt;br /&gt;
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Each of these items needs its own page the description doesn't &lt;br /&gt;
go into enough technical detail&lt;br /&gt;
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== why hasn't anyone made a page for sanguines rose yet? ==&lt;br /&gt;
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it seems to me that this should have had it's own page ages ago because it's one of the easiest artifacts to get(in my opinion anyway)&lt;br /&gt;
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:Why don't you create it yourself instead of complaining? [[Special:Contributions/193.253.141.64|193.253.141.64]] 14:01, 30 December 2011 (UTC)&lt;br /&gt;
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== Suggestion ==&lt;br /&gt;
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I belive this should be more like the [[Morrowind:Artifacts|Morrowind Artifact Page]] with descriptions and pictures. Also dont you think that &amp;quot;An artifact is a unique and unusually powerful magical item.&amp;quot; should be changed to &amp;quot;An artiface is an item that is only found once and is unique in appereance&amp;quot;. Because I think that [[Skyrim: Kahvozein's Fang|Kahvozein's Fang]] should be an artifact.&lt;br /&gt;
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: The images and layout changes will come in time. The definition of an artifact has previously been debated, and items like Kahvozein's Fang are categorised as &amp;quot;unique items&amp;quot; instead (e.g., [[Oblivion:Unique Items]]). --[[User:Legoless|Legoless]] 02:18, 30 December 2011 (UTC)&lt;br /&gt;
::Yes, I understand but perhaps unique items should be &amp;quot; Items Only found once but still have generic apperences&amp;quot; because some unique items I found in Oblivion were just like enchanted iron shortswords. 13:52, 30 December 2011 (UTC)&lt;br /&gt;
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:::Kahvozein's Fang isn't unique in appearance, nor does it have a unique enchantment (it doesn't have any, in fact). It's ability to cut through dragons' scales is only mentioned, it doesn't make killing them any easier [[Special:Contributions/193.253.141.65|193.253.141.65]] 13:59, 30 December 2011 (UTC)&lt;br /&gt;
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::::What apperence does it match then? [[User:Cole1|Cole1]] 14:05, 30 December 2011 (UTC)&lt;br /&gt;
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::::It has the same appearance of the Dragon Priest Dagger. --[[User:Killfetzer|Killfetzer]] 14:13, 30 December 2011 (UTC)&lt;br /&gt;
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:::::: Ah, I'll have to research more but my opinion still stands. [[User:Cole1|Cole1]] 14:15, 30 December 2011 (UTC)&lt;br /&gt;
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::::::: I completely agree with [[User:Cole1|Cole1]], the artifacts page should include any item with a unique mesh/texture. Enchantment really shouldn't matter either, I don't think. Just my opinion. [[User:Lyrian|Lyrian]] 11:19, 31 December 2011 (UTC)&lt;br /&gt;
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:::::::: &amp;lt;s&amp;gt; Except that every item with a unique appearance is already listed here, so I don't see the point of all this &amp;lt;/s&amp;gt; My mistake, Chillrend and the Helm of Yngol aren't. [[Special:Contributions/82.243.194.53|82.243.194.53]] 18:32, 3 January 2012 (UTC)&lt;br /&gt;
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== dragon masks ==&lt;br /&gt;
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Just noticed someone changed the tempering section to include the rather obvious fact you need arcane enchanting and that daedric improvement perk allows better improvement, I think that should be listed in the notes above the table because they all have the exact same info and it clutters up the small box when the most important info is what type of ingot you need to temper them not that items with enchantments needs arcane(duh). I would fix it but I dont know how to edit tables--[[User:Lord.Baal|Lord.Baal]] 18:37, 30 December 2011 (UTC)&lt;br /&gt;
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== Mehrunes Razor Conjuration? ==&lt;br /&gt;
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I just killed a Draugr with a 15x Mehrunes Razor Sneak Attack, and my Conjuration went up. Anyone know what happened? --[[User:Debatra|Debatra]] 01:26, 1 January 2012 (UTC)&lt;br /&gt;
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== Follower vanishing mask ==&lt;br /&gt;
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Specifically, Aranea Ienith (the one from Azura's quest), and Vokun. &lt;br /&gt;
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I gave her a full daedric suit and Vokun. After a short time (and 2 loading screens), I used the dismiss -&amp;gt; disable -&amp;gt; enable trick in order to max her level. Afterwards, Vokun was no longer in her inventory. I haven't tried to repeat it. Has anyone else had this happen to them? [[User:Malko050987|Malko050987]] 22:13, 3 January 2012 (UTC)&lt;br /&gt;
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@[[User:Malko050987|Malko050987]] If playing Skyrim on a PC, when standing next to Aranea, press the tilde (~) key and in the console which appears type 28AD1.showinventory to make a list of all items of Aranea's appear. It is possible that the item is on her person but for some awkward reason has become non-interactive gear, perhaps the game accidently handles the item as untouchable (much like starter equipment on a follower) as the mask is essential for a later quest and marked as important. --Saratje, 19 January 2012, 14:33CET.&lt;br /&gt;
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== Savior's Hide - Not actually Hircine's? ==&lt;br /&gt;
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According to this very site, Savior's Hide does not actually belong to Hircine. At least it didn't at first. There is a page under [[Battlespire: Savior's Hide Note]] which seems to be some sort of in-game note or perhaps dialog (I wouldn't know, I didn't play Battlespire), in which is states that:&lt;br /&gt;
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:'''''It's no ordinary mail but a captive servant of Malacath, and the trickster's mark is on it, for it led me into folly.''''', which leads me to believe that it was actually Malacath's at first. I just found this interesting, that's all. It really could be interpreted one of two ways:&lt;br /&gt;
:1.) By stating that it is a &amp;quot;captive servant of Malacath&amp;quot;, it is possible Malacath stole it. Most Daedric Artifacts are rumored to merely &amp;quot;vanish&amp;quot;, most likely meaning they have some degree of sentience. This would make sense for Malacath to steal it, for what purpose is probably unknown though. Or,&lt;br /&gt;
:2.) The &amp;quot;hide&amp;quot; is actually from a servant of Malacath. This would also make sense, since Malacath is all about strength and power, it would not be out of his reasoning to take his strongest servant's flesh and turn it into armor for his next champion, which would also line up perfectly with Hircine wanting it; It is made from flesh and that falls under the realm of hunting.&lt;br /&gt;
:1:15 AM 4, Jan 2012 (CST).&lt;br /&gt;
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: I'm not sure if infos found in Battlespire are really reliable. Also, Malacath, god of the Orcs, with a light armor? That's offensive. [[Special:Contributions/82.243.194.53|82.243.194.53]] 07:55, 5 January 2012 (UTC)&lt;br /&gt;
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:: The most logical choice is the one you missed, that is what made FROM a servant of Malacath BY Hircine.  A daedric prince killing another princes servant for their own ends and to make artifacts seems very in tune with how they act.--[[User:Lord.Baal|Lord.Baal]] 04:26, 6 January 2012 (UTC)&lt;br /&gt;
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::: Plus, Hircine, being a hunter, would naturally capture or trap his enemies and use their hides, whereas Malacath would not.&lt;br /&gt;
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== Staff Of Magnus - stops dragons from using their breath attacks? ==&lt;br /&gt;
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just got the staff of magnus and finished the mages guild questline, and was clearing a few word walls. I used the staff of magnus on the dragons and it seems that as long as you are firing it at them they cannot/will not use the fire/ice breath and so on. attempted on two different dragons at two different word walls, and seemed to work the same way on both. can anyone confirm that this happens and not just coincidence? might be useful as a tip if it actually does prevent their attacks... [[Special:Contributions/66.87.2.47|66.87.2.47]] 05:02, 7 January 2012 (UTC)&lt;br /&gt;
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:I can confirm that this does indeed seem to be the case.  Just tested it on several dragon encounters at the College of Winterhold (since there the dragons pretty much have no choice but to use their breath attack if they want to hit you), and the dragons would not use their dragon breath so long as I was firing at them.  It doesn't make them stop using their dragon breath if you fire it at them while they're already in the process of using it, though.  Also, I've found that if you're still firing at them when they die, it will prevent them from turning into a skeleton, and you can't absorb their soul. --[[User:Rhonijin|Rhonijin]] 22:45, 11 January 2012 (UTC)&lt;br /&gt;
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::I can also confirm this. I believe that it is due to the fact that although the Dragons of Skyrim are said to have it as an inate power or that it is a shout, I believe that their attacks are still based on the use of their Magicka. Therefor, since the staff Drains Magicka, it would only make sence that they would not have enough Magicka to activate their ranged magic attacks.&lt;br /&gt;
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::Remember I said this is only what I think is a logical explanation. I am not in any way saying that I have any facts to back up my theory. [[User:Azure King|Azure_King]] 00:26, 12 January 2012 (UTC)&lt;br /&gt;
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Any strong attack can stop a dragon, shouts are just shouts.--[[User:Br3admax|Br3admax]] 01:34, 12 January 2012 (UTC)&lt;br /&gt;
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:::Dragons actually use Magicka for their Breathe Attacks. Spamming Lightning Spells will stop them as well or any weapon that does Damage Magicka, Absorb Magicka, or Lightning Attack will do it too. Staff of Magnus is such a weapon.&lt;br /&gt;
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== Ring of Hircine ==&lt;br /&gt;
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Does the ring affect dialogue with companions or their questline? Also does dialogue with Signin and Hircine vary if u are werewolf or not? --[[Special:Contributions/84.248.192.31|84.248.192.31]] 19:39, 14 January 2012 (UTC)&lt;br /&gt;
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== Double mask ==&lt;br /&gt;
I somehow managed to duplicate Nahkriin with the help of my follower Erandur (the one who destroyed Skull of Corruption) by giving him both Morokei and Nahkriin. After giving him both masks, I took Nahkriin from his inventory and when I ask him to trade items again Nahkriin is still in his inventory.--[[User:AtrumVentus|AtrumVentus]] 14:37, 23 January 2012 (UTC)&lt;br /&gt;
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== Ring of Namira ==&lt;br /&gt;
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If a guard or any other NPC sees you eat a corpse, do you get a bounty? If so, how much would it be? I'm guessing around 1000 gold? [[User:Lucien LachanceDB|Lucien LachanceDB]] 06:35, 28 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Vampire&amp;diff=868510</id>
		<title>Skyrim talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Vampire&amp;diff=868510"/>
		<updated>2012-01-26T22:51:27Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: /* Did I miss Volkihar? */&lt;/p&gt;
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&lt;div&gt;== Inconsistency ==&lt;br /&gt;
Citation: &amp;quot;like all vampires they will turn to dust if killed&amp;quot; - they don't, only ressurected corpses do. {{Unsigned|213.155.255.148|09:17, 21 November 2011}}&lt;br /&gt;
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:vampires turn to dust if killed which is written in the lore, this is why you find vampire dust on them. the game mechanics prevent the vampires from actually and visually turning to dust but that is what is supposedly happening. they turn to dust when they die but in the games they are unable to make the character models actually turn to dust though i must say that bethesda could have used the same program for turning resurrected corpse to dust animation for the vampire models.&lt;br /&gt;
Mr Scryer [[Special:Contributions/86.186.126.162|86.186.126.162]] 21:26, 22 November 2011 (UTC)&lt;br /&gt;
::So, you just said in this game vampires bodies don't turn to dust. {{Unsigned|213.155.255.148|14:23, 24 November 2011}}&lt;br /&gt;
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in game no, in nature and lore yes, vampires turn to dust when killed but not visually in the game but you find vampire dust on them so they are supposed to be just dust on the floor with empty clothes and armour and so on. Mr Scryer[[Special:Contributions/86.186.126.162|86.186.126.162]] 14:29, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampires also located in Potema's Catacombs ==&lt;br /&gt;
&lt;br /&gt;
Staring at the back of a Volkihar Vampire in Potema's Catacombs. Vampires can also be random spawned in the world during the night. [[Special:Contributions/24.156.216.144|24.156.216.144]] 19:45, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah definitely. I've come across two or three in The Rift at night, in the more heavily forested areas. They're pretty rare but you can come across them. --[[Special:Contributions/62.30.162.142|62.30.162.142]] 08:26, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Console Command for Vampire and turning NPCs into Vampires ==&lt;br /&gt;
&lt;br /&gt;
You can turn yourself into a vampire by typing in:&lt;br /&gt;
&amp;lt;pre&amp;gt;player.setrace nordracevampire&lt;br /&gt;
player.setrace argonianracevampire&lt;br /&gt;
player.setrace khajiitracevampire&lt;br /&gt;
player.setrace woodelfracevampire&lt;br /&gt;
etc...&lt;br /&gt;
&lt;br /&gt;
player.setrace (type in your race)racevampire&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NPCs Into Vampires:&lt;br /&gt;
&lt;br /&gt;
Click on the NPC you want to turn into a vampire and type in setrace (type in desired race)racevampire&lt;br /&gt;
&lt;br /&gt;
Remember 2 important things: 1. Click on the NPC first to get their &amp;quot;reference ID&amp;quot; and 2. type in setrace, not player.setrace. &lt;br /&gt;
&lt;br /&gt;
NPCs can be cured at any time by typing in setrace (type in desired race). {{Unsigned|99.136.224.214|04:02, 29 November 2011}}&lt;br /&gt;
&lt;br /&gt;
== Vampire in Riften? ==&lt;br /&gt;
&lt;br /&gt;
When i entered Riften for the first time, a vampire ran out from behind me and killed a guy called Aerin.&lt;br /&gt;
&lt;br /&gt;
Bug or is this part of something?- [[User:Azurome|Azurome]] 03:20, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:could be a random encounter as there is a few that includes vampires. [[Special:Contributions/86.179.18.163|86.179.18.163]] 15:32, 9 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Friendly Vampire + Thrall?! ==&lt;br /&gt;
&lt;br /&gt;
I was just South West of Alftand travelling North and I came across a non-hostile although also not very talkative Volkihar Vampire and his female thrall standing around on the mountain-side doing not much of anything. Neither did anything and I decided rather than leave them to jump the next wanderer to pass, I'd wipe them out. Still, I'd never encountered a friendly vampire before. [[User:The Source|The Source]] 15:57, 17 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Did I miss Volkihar? ==&lt;br /&gt;
&lt;br /&gt;
I'm looking for a Valkihar to thrall but whenever I encounter Vampires it's a bunch of lower level vampires and the boss is a Master Valkihar. I understand the boss will always be the highest level possible so have I basically missed the window to run into Valkihar vampires? [[Special:Contributions/108.28.34.65|108.28.34.65]] 00:15, 18 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
you will encounter Volkihar Vampires when you over level 30, they are more common at level 50.[[Special:Contributions/86.147.157.189|86.147.157.189]] 22:36, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Looks like I missed them. I'm level 50 and all the caves that will respawn are a bunch of Mistwalkers or whatever and a Master Volkihar Vampire. [[Special:Contributions/108.28.34.65|108.28.34.65]] 22:51, 26 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Potema%27s_Catacombs&amp;diff=861578</id>
		<title>Skyrim:Potema's Catacombs</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Potema%27s_Catacombs&amp;diff=861578"/>
		<updated>2012-01-20T02:04:44Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: /* Boss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Skyrim-Places-Nordic_Ruins]] [[Category:Skyrim-Places-Vampire_Lairs]]&lt;br /&gt;
{{Place Summary&lt;br /&gt;
|type=Barrow&lt;br /&gt;
|zones=3&lt;br /&gt;
|image=&lt;br /&gt;
|imgdesc=&lt;br /&gt;
|region=Haafingar&lt;br /&gt;
|occupants=[[Skyrim:Vampire|Vampires]],[[Skyrim:Draugr|Draugr]]&lt;br /&gt;
|location=Beneath the [[Skyrim:Temple of the Divines|Temple of the Divines]]&lt;br /&gt;
|description=is a series of catacombs designed specifically for the quest [[Skyrim:The Wolf Queen Awakened|The Wolf Queen Awakened]], containing the spirit of [[Lore:Potema|Queen Potema]], a few, powerful, [[Skyrim:Vampire|vampire]] casters, and her many [[Skyrim:Draugr|Draugr]] minions.&lt;br /&gt;
|locationcode=PotemasCatacombs01, PotemasCatacombs02, PotemasCatacombs03&lt;br /&gt;
|dungeon=1&lt;br /&gt;
|alchemy=1&lt;br /&gt;
|cooking=1&lt;br /&gt;
|grindstone=1&lt;br /&gt;
}} &lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
Enter the place, watch for the vampire casters and the sneaky undead, and make your way through the mostly linear dungeon. Watch for traps, especially some fired floor tiles and a pressure pad, both early on. Solve the two puzzles, avoid the stone traps, and make your way through the boss' minions. Behind the boss chambers lie some treasure, a few more undead, and a door to the open world.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Preparation===&lt;br /&gt;
Due to the presence of many casters, it would be a good idea to come in with either sufficient ranged damage, some magical resistance, or a fast gap closer. Having all three levels of [[Skyrim:Unrelenting Force|Unrelenting Force]] is very advantageous. Some shock resistance for the final battle is also recommended.&lt;br /&gt;
&lt;br /&gt;
===First Zone===&lt;br /&gt;
You will enter, and Potema will talk to you, trying to kill you and raise you as a zombie. The first zone has a few traps in it, starting with a fired floor tile. You'll encounter some draugr ahead, but none too hard. You'll come across a vampire pretty soon, and all vampires in this dungeon are casters. When you hit a watery portion of the area, some draugr will pop out from the water to attack you. Exiting this area is a pressure-plate trap with a swing door. You'll find another vampire caster before reaching a puzzle. Just pull the lever to get the disk rotating, and when the doorway appears and the gate opens, pull the lever again. You will make your way through to the end.&lt;br /&gt;
&lt;br /&gt;
===Second Zone===&lt;br /&gt;
Kill some more draugr and vampires, and when you get to the second puzzle, treat it the same as the last. There are three disks this time, all already rotating, and you simply need to pull the right lever at the right time to open all of them. No trick here, just timing. After that, are two fire pedestal traps side-by-side, so take em out with some arrows. Head on through, finally reaching a very large room with a grate in the middle. There is a draugr deathlord and a vampire waiting for you. Kill them both, looting the third zone's key from either the vampire or from the right throne, and head through to the final zone.&lt;br /&gt;
&lt;br /&gt;
===Final Zone===&lt;br /&gt;
Pretty short here, but when you get to a room filled with draugr corpses, Potema will again speak to you. After she's done, she will raise some of the bodies and attack you. You can't hurt them while being resurrected, so just wait to kill them all. As you make you way to the boss room, which has an iron door in front of it, watch your right for some draugr alcoves, and in one of them, some resist shock potions. If you don't already have some shock resistance, these would be good. Head on in, where a big, glowy, electricy, thing will be waiting for you.&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
Here, you can't hurt Potema at all. Instead, when you reach the center, she will speak to you and then send the entire room full of draugr at you. At the same time, the glowing mass will shoot electricity at you (thus, the need for shock resistance) that won't directly target you, but will target large swaths of the room with a beam. Getting caught in one of them will, of course, drain your magicka quickly, and as the fight drags on through three rounds of draugr, can build up damage. Kill the draugr as fast as possible, using the terrain to avoid the lightning, and when you have killed everything, the lightning will stop and the door to Potema herself will open. Head on through and kill her ghost, much less threatening than her minions, taking her remains as you leave.&lt;br /&gt;
&lt;br /&gt;
===End===&lt;br /&gt;
There are still a few draugr left towards the exit, as well as some loot. Don't forget to grab the chest of stuff. You'll reach a door that leads to the open world. Enjoy! Edit - Upon exiting the door to Skyrim turn around and notice a chest on the ground on your right and (Possibly level specific) weapon leaning on wall on left.&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|The Wolf Queen Awakened}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;!-- Instructions: Notes are for miscellaneous information about the place. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Characters with sufficient sneak, archery, and conjuration abilities may enter the room enough to get Potema to speak to them, then retreat to past the entrance (beyond where the lightning reaches). A summoned creature (or companion, for that matter) will attract the attention of the Draugr directly in the middle of the chamber, allowing the player to snipe all the Draugr, some multiple times in succession. After the door to Potema's Remains opens, the player can take a few steps into the room, and execute a ranged sneak attack on the remains (use of Aura Whisper is recommended).&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Vampire&amp;diff=859466</id>
		<title>Skyrim talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Vampire&amp;diff=859466"/>
		<updated>2012-01-18T00:15:10Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Inconsistency ==&lt;br /&gt;
Citation: &amp;quot;like all vampires they will turn to dust if killed&amp;quot; - they don't, only ressurected corpses do. {{Unsigned|213.155.255.148|09:17, 21 November 2011}}&lt;br /&gt;
&lt;br /&gt;
:vampires turn to dust if killed which is written in the lore, this is why you find vampire dust on them. the game mechanics prevent the vampires from actually and visually turning to dust but that is what is supposedly happening. they turn to dust when they die but in the games they are unable to make the character models actually turn to dust though i must say that bethesda could have used the same program for turning resurrected corpse to dust animation for the vampire models.&lt;br /&gt;
Mr Scryer [[Special:Contributions/86.186.126.162|86.186.126.162]] 21:26, 22 November 2011 (UTC)&lt;br /&gt;
::So, you just said in this game vampires bodies don't turn to dust. {{Unsigned|213.155.255.148|14:23, 24 November 2011}}&lt;br /&gt;
&lt;br /&gt;
in game no, in nature and lore yes, vampires turn to dust when killed but not visually in the game but you find vampire dust on them so they are supposed to be just dust on the floor with empty clothes and armour and so on. Mr Scryer[[Special:Contributions/86.186.126.162|86.186.126.162]] 14:29, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampires also located in Potema's Catacombs ==&lt;br /&gt;
&lt;br /&gt;
Staring at the back of a Volkihar Vampire in Potema's Catacombs. Vampires can also be random spawned in the world during the night. [[Special:Contributions/24.156.216.144|24.156.216.144]] 19:45, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah definitely. I've come across two or three in The Rift at night, in the more heavily forested areas. They're pretty rare but you can come across them. --[[Special:Contributions/62.30.162.142|62.30.162.142]] 08:26, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Console Command for Vampire and turning NPCs into Vampires ==&lt;br /&gt;
&lt;br /&gt;
You can turn yourself into a vampire by typing in:&lt;br /&gt;
&amp;lt;pre&amp;gt;player.setrace nordracevampire&lt;br /&gt;
player.setrace argonianracevampire&lt;br /&gt;
player.setrace khajiitracevampire&lt;br /&gt;
player.setrace woodelfracevampire&lt;br /&gt;
etc...&lt;br /&gt;
&lt;br /&gt;
player.setrace (type in your race)racevampire&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NPCs Into Vampires:&lt;br /&gt;
&lt;br /&gt;
Click on the NPC you want to turn into a vampire and type in setrace (type in desired race)racevampire&lt;br /&gt;
&lt;br /&gt;
Remember 2 important things: 1. Click on the NPC first to get their &amp;quot;reference ID&amp;quot; and 2. type in setrace, not player.setrace. &lt;br /&gt;
&lt;br /&gt;
NPCs can be cured at any time by typing in setrace (type in desired race). {{Unsigned|99.136.224.214|04:02, 29 November 2011}}&lt;br /&gt;
&lt;br /&gt;
== Vampire in Riften? ==&lt;br /&gt;
&lt;br /&gt;
When i entered Riften for the first time, a vampire ran out from behind me and killed a guy called Aerin.&lt;br /&gt;
&lt;br /&gt;
Bug or is this part of something?- [[User:Azurome|Azurome]] 03:20, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:could be a random encounter as there is a few that includes vampires. [[Special:Contributions/86.179.18.163|86.179.18.163]] 15:32, 9 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Friendly Vampire + Thrall?! ==&lt;br /&gt;
&lt;br /&gt;
I was just South West of Alftand travelling North and I came across a non-hostile although also not very talkative Volkihar Vampire and his female thrall standing around on the mountain-side doing not much of anything. Neither did anything and I decided rather than leave them to jump the next wanderer to pass, I'd wipe them out. Still, I'd never encountered a friendly vampire before. [[User:The Source|The Source]] 15:57, 17 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Did I miss Volkihar? ==&lt;br /&gt;
&lt;br /&gt;
I'm looking for a Valkihar to thrall but whenever I encounter Vampires it's a bunch of lower level vampires and the boss is a Master Valkihar. I understand the boss will always be the highest level possible so have I basically missed the window to run into Valkihar vampires? [[Special:Contributions/108.28.34.65|108.28.34.65]] 00:15, 18 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Dawnbreaker&amp;diff=857200</id>
		<title>Skyrim talk:Dawnbreaker</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Dawnbreaker&amp;diff=857200"/>
		<updated>2012-01-15T19:39:10Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: /* Graphical Bug? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Level-dependent Damage? ==&lt;br /&gt;
I think this weapon does different damage depending on what level the player is when they find it. [[Special:Contributions/128.54.152.141|128.54.152.141]] 10:43, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If you are doing more damage with this weapon, iti s most likely because you have taken the relative perks to increase damage with one-handed weapons {{Unsigned|205.188.117.6|06:51, 30 November 2011}}&lt;br /&gt;
&lt;br /&gt;
::Weapon damage will increase as your One-Handed skill increases or if you take perks that increase your damage with One-Handed weapons.  Dawnbreaker itself is not scaled to the player's level.  The only weapons that actually scale to the player's level are Skyforge weapons, and they do so dynamically.  The introduction of smithing has made the necessity of level-dependent awards largely unnecessary.  [[User:Kastagir|Kastagir]] 16:42, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphical Bug? ==&lt;br /&gt;
&lt;br /&gt;
I've noticed on multiple, and somewhat frequent, occasions that Dawnbreaker will become blindingly bright if one performs a number of various actions. Said actions that have triggered this for me are fast traveling to an area that has enemies present, entering an interior zone that has enemies, equipping or removing equipment while in combat, and loading a save file made while in an outside location. I've narrowed it down as best as I can (being a console player) to being related to the effect attached to the weapon that causes it grow brighter when enemies are nearby. Nearly all actions that cause this graphical bug to occur involve proximity to enemies, the weapon can apparently detect enemies at a greater distance than some enemies can detect you as I discovered at Labyrinthian.&lt;br /&gt;
It basically boils down to me wondering if anyone else has encountered this graphical bug as well as I have found no mention of it elsewhere so far, and to see if it is a universal bug or perhaps just a 360 console bug. --[[User:Xenoiaos|Xenoiaos]] 00:23, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
It glows nears enemies, how is this a bug? [[Special:Contributions/108.28.34.65|108.28.34.65]] 19:39, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Buggy Breaker ==&lt;br /&gt;
&lt;br /&gt;
often when attacking (non-undead) enemies they are set on fire, and when they die they leave an ash pile- this is not that strange but additionally it seems to have a chance to resurrect nearby NPCs under somebody else's control- for example if i kill X and Y, X will be burned and turned to ash but Y will come back to life, with the name X's Y. when that person is killed again, they do not ragdoll but simply stand still, searchable, but obviously not dead. strange occurrences!&lt;br /&gt;
[[Special:Contributions/86.140.165.37|86.140.165.37]] 10:36, 4 December 2011 (UTC)&lt;br /&gt;
:I has a fire damage enchant, all enemies set on fire. As for the dead turning to ash or becoming under others control ... Sorry if this is a stupid question but ... are you fighting necromancers? [[User:Kimi the Elf|Kimi the Elf]] 19:59, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I somehow got two of these. ==&lt;br /&gt;
&lt;br /&gt;
Somehow got two Dawnbreakers. After I defeated the shades, there was one on the ground, and I picked it up. Then it told me to interact with the pedestal, and I got another one.&lt;br /&gt;
I'm able to use them both at the same time.&lt;br /&gt;
:This is a known bug in the Break of Dawn quest.  Depending on how and when you kill Malkoran, he might drop a copy the sword when he dies.  But there will always be a copy of the sword on the pedestal, so you can end up with two. [[User:Phaid|Phaid]] 16:19, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
He doesn't drop a copy. If you cast and area destruction spell at the sword it can knock it loose but the/a sword will stay on the pedestal as part of the script. [[Special:Contributions/108.28.34.65|108.28.34.65]] 19:36, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reference Bug (Or Glitch?) ==&lt;br /&gt;
&lt;br /&gt;
I seem to have run into a bug (or is it a glitch?) where Guards and other NPCs will say &amp;quot;Hey, watch the fire!&amp;quot; (The in-game acknowledgement to the sword) even when I don't have the sword at all. They didn't start saying it until I got Dawnbreaker, and now that I've had it, they make that mention. This is normal when I have it equipped, however it's been sitting in a chest for some time now in my house and every time I go past someone while using any spell in hand or wielding any enchanted weapon, doesn't matter what the spell or weapon is, they say it. I was wondering what it was a reference to. Now I know. To give an example, I've walked around with a weapon that as Frost damage on it and they say that, I've had staves and they say it, and I've even Transmuted in front of Guards and NPCs and they say it. Even Restoration Spells, as long as they are &amp;quot;readied&amp;quot; in my hands or my weapons are drawn, they say it. Not with Bows though, oddly enough. 12:24 AM 27 Dec, 2011 (CST).&lt;br /&gt;
&lt;br /&gt;
:There's no guard phrase triggered by having Dawnbreaker.  There's also no guard phrase -- or dialogue from any NPC for that matter -- containing the phrase &amp;quot;watch the fire&amp;quot;.  The closest phrase I can see is &amp;quot;Whoa, whoa, whoa! Watch the magic!&amp;quot;, which is a generic phrase guards will say any time you're casting a spell. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:37, 27 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, if you walk around with a fire spell or anything that has a fire enchantment they say something like &amp;quot;watch the fire&amp;quot; [[User:Zambam|Zambam]] 17:15, 14 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Model changes ==&lt;br /&gt;
&lt;br /&gt;
I have noticed a bug where dawn breaker will look like an ordinary ebony sword when drawn after opening saves and fast traveling. I'm not sure, but this may be due to the fact that I have improved the sword at a grind stone to exquisite level. Unequipping and re-equipping fixes this.&lt;br /&gt;
:If anyone else can confirm this, it shoud be added to the pages note section, and please remember to sign your name with four tidles on talk pages {{FC|purple|Andil the mage 20:11, 6 January 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
== Stops Dragon Soul Absorbtion? ==&lt;br /&gt;
&lt;br /&gt;
Using Dawnbreaker to kill a dragon seems to prevent the release of the dragon's soul.  The dead dragon's flesh stays fleshy rather than burning off, and no soul is absorbed.  It can still be looted.&lt;br /&gt;
&lt;br /&gt;
I'm playing on an Xbox and tested several times. Killing them by either magick or other swords yielded the expected behavior but 3 out of 3 deliberate uses of Dawnbreaker caused the faulty behavior(not to mention a few prior WTF moments before I figured this out).&lt;br /&gt;
&lt;br /&gt;
Would some additional players please confirm or deny if my experience is unique?&lt;br /&gt;
&lt;br /&gt;
[[User:Neondrmr|Neondrmr]] 22:58, 9 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Playing on PC, I killed a dragon with Dawnbreaker just now. Everything seemed to behave normally. [[Special:Contributions/99.72.240.102|99.72.240.102]] 06:16, 12 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Dawnbreaker&amp;diff=857196</id>
		<title>Skyrim talk:Dawnbreaker</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Dawnbreaker&amp;diff=857196"/>
		<updated>2012-01-15T19:36:41Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: /* I somehow got two of these. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Level-dependent Damage? ==&lt;br /&gt;
I think this weapon does different damage depending on what level the player is when they find it. [[Special:Contributions/128.54.152.141|128.54.152.141]] 10:43, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If you are doing more damage with this weapon, iti s most likely because you have taken the relative perks to increase damage with one-handed weapons {{Unsigned|205.188.117.6|06:51, 30 November 2011}}&lt;br /&gt;
&lt;br /&gt;
::Weapon damage will increase as your One-Handed skill increases or if you take perks that increase your damage with One-Handed weapons.  Dawnbreaker itself is not scaled to the player's level.  The only weapons that actually scale to the player's level are Skyforge weapons, and they do so dynamically.  The introduction of smithing has made the necessity of level-dependent awards largely unnecessary.  [[User:Kastagir|Kastagir]] 16:42, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphical Bug? ==&lt;br /&gt;
&lt;br /&gt;
I've noticed on multiple, and somewhat frequent, occasions that Dawnbreaker will become blindingly bright if one performs a number of various actions. Said actions that have triggered this for me are fast traveling to an area that has enemies present, entering an interior zone that has enemies, equipping or removing equipment while in combat, and loading a save file made while in an outside location. I've narrowed it down as best as I can (being a console player) to being related to the effect attached to the weapon that causes it grow brighter when enemies are nearby. Nearly all actions that cause this graphical bug to occur involve proximity to enemies, the weapon can apparently detect enemies at a greater distance than some enemies can detect you as I discovered at Labyrinthian.&lt;br /&gt;
It basically boils down to me wondering if anyone else has encountered this graphical bug as well as I have found no mention of it elsewhere so far, and to see if it is a universal bug or perhaps just a 360 console bug. --[[User:Xenoiaos|Xenoiaos]] 00:23, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Buggy Breaker ==&lt;br /&gt;
&lt;br /&gt;
often when attacking (non-undead) enemies they are set on fire, and when they die they leave an ash pile- this is not that strange but additionally it seems to have a chance to resurrect nearby NPCs under somebody else's control- for example if i kill X and Y, X will be burned and turned to ash but Y will come back to life, with the name X's Y. when that person is killed again, they do not ragdoll but simply stand still, searchable, but obviously not dead. strange occurrences!&lt;br /&gt;
[[Special:Contributions/86.140.165.37|86.140.165.37]] 10:36, 4 December 2011 (UTC)&lt;br /&gt;
:I has a fire damage enchant, all enemies set on fire. As for the dead turning to ash or becoming under others control ... Sorry if this is a stupid question but ... are you fighting necromancers? [[User:Kimi the Elf|Kimi the Elf]] 19:59, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I somehow got two of these. ==&lt;br /&gt;
&lt;br /&gt;
Somehow got two Dawnbreakers. After I defeated the shades, there was one on the ground, and I picked it up. Then it told me to interact with the pedestal, and I got another one.&lt;br /&gt;
I'm able to use them both at the same time.&lt;br /&gt;
:This is a known bug in the Break of Dawn quest.  Depending on how and when you kill Malkoran, he might drop a copy the sword when he dies.  But there will always be a copy of the sword on the pedestal, so you can end up with two. [[User:Phaid|Phaid]] 16:19, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
He doesn't drop a copy. If you cast and area destruction spell at the sword it can knock it loose but the/a sword will stay on the pedestal as part of the script. [[Special:Contributions/108.28.34.65|108.28.34.65]] 19:36, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reference Bug (Or Glitch?) ==&lt;br /&gt;
&lt;br /&gt;
I seem to have run into a bug (or is it a glitch?) where Guards and other NPCs will say &amp;quot;Hey, watch the fire!&amp;quot; (The in-game acknowledgement to the sword) even when I don't have the sword at all. They didn't start saying it until I got Dawnbreaker, and now that I've had it, they make that mention. This is normal when I have it equipped, however it's been sitting in a chest for some time now in my house and every time I go past someone while using any spell in hand or wielding any enchanted weapon, doesn't matter what the spell or weapon is, they say it. I was wondering what it was a reference to. Now I know. To give an example, I've walked around with a weapon that as Frost damage on it and they say that, I've had staves and they say it, and I've even Transmuted in front of Guards and NPCs and they say it. Even Restoration Spells, as long as they are &amp;quot;readied&amp;quot; in my hands or my weapons are drawn, they say it. Not with Bows though, oddly enough. 12:24 AM 27 Dec, 2011 (CST).&lt;br /&gt;
&lt;br /&gt;
:There's no guard phrase triggered by having Dawnbreaker.  There's also no guard phrase -- or dialogue from any NPC for that matter -- containing the phrase &amp;quot;watch the fire&amp;quot;.  The closest phrase I can see is &amp;quot;Whoa, whoa, whoa! Watch the magic!&amp;quot;, which is a generic phrase guards will say any time you're casting a spell. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:37, 27 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, if you walk around with a fire spell or anything that has a fire enchantment they say something like &amp;quot;watch the fire&amp;quot; [[User:Zambam|Zambam]] 17:15, 14 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Model changes ==&lt;br /&gt;
&lt;br /&gt;
I have noticed a bug where dawn breaker will look like an ordinary ebony sword when drawn after opening saves and fast traveling. I'm not sure, but this may be due to the fact that I have improved the sword at a grind stone to exquisite level. Unequipping and re-equipping fixes this.&lt;br /&gt;
:If anyone else can confirm this, it shoud be added to the pages note section, and please remember to sign your name with four tidles on talk pages {{FC|purple|Andil the mage 20:11, 6 January 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
== Stops Dragon Soul Absorbtion? ==&lt;br /&gt;
&lt;br /&gt;
Using Dawnbreaker to kill a dragon seems to prevent the release of the dragon's soul.  The dead dragon's flesh stays fleshy rather than burning off, and no soul is absorbed.  It can still be looted.&lt;br /&gt;
&lt;br /&gt;
I'm playing on an Xbox and tested several times. Killing them by either magick or other swords yielded the expected behavior but 3 out of 3 deliberate uses of Dawnbreaker caused the faulty behavior(not to mention a few prior WTF moments before I figured this out).&lt;br /&gt;
&lt;br /&gt;
Would some additional players please confirm or deny if my experience is unique?&lt;br /&gt;
&lt;br /&gt;
[[User:Neondrmr|Neondrmr]] 22:58, 9 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Playing on PC, I killed a dragon with Dawnbreaker just now. Everything seemed to behave normally. [[Special:Contributions/99.72.240.102|99.72.240.102]] 06:16, 12 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Malkoran&amp;diff=857192</id>
		<title>Skyrim talk:Malkoran</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Malkoran&amp;diff=857192"/>
		<updated>2012-01-15T19:31:42Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: &lt;/p&gt;
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&lt;div&gt;== Frost Spell ==&lt;br /&gt;
The frost spell is deadly at lvl 40 as well [[Special:Contributions/167.161.101.101|167.161.101.101]] 14:43, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Malkoran's deadly frost spell ==&lt;br /&gt;
&lt;br /&gt;
Also, too, I had 25% magic resist from Breton and 54% magic resist from items, plus the 50% elemental resist on the shield (although I don't recall if I had the shield raised when he killed me - I definitely did the next time)so his frost spell is very potent. [[Special:Contributions/167.161.101.101|167.161.101.101]] 15:08, 1 December 2011 (UTC)&lt;br /&gt;
:If this happened with the 1.2 patch installed, the deadliness may well be due to the bug introduced by the patch that causes resistances to be bypassed. --[[Special:Contributions/188.203.162.222|188.203.162.222]] 15:22, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This is completely dependent on the person. If you had only invested in health every level up and with items had say 400+ health it is not deadly at all.  If you still have 100 health and loads of magicka im sure it is very deadly. Still does not belong on the information, information would be he uses high level destruction spells.  Not that he kills you in one hit--[[User:Lord.Baal|Lord.Baal]] 05:05, 12 December 2011 (UTC)&lt;br /&gt;
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== I Can't Put My Arms Down!!! ==&lt;br /&gt;
&lt;br /&gt;
I thralled Malkoran but Meridia wouldn't transport him out of the temple and he was stuck in the room he died in. I was able to get him by walking near the locked door and waiting but now his hands are always drawn in a fighting stance no matter how many times I kill and rethrall him. Does anyone know some sort of trick to get him out of this or a way to do the mission that would avoid it? I've done the mission over and over and it's the exact same everytime. Will Malkoran ever find his own way out of the temple and join my party or do I have to go het him? I fast travelled all over the place and my follower and other thrall would always show up, but not Malk. I haven't seen anything on these pages about having to go back in to get him so how did the people who use him as a thrall get him after leaving the temple? It's a minor thing but its very annoying and I really like Malk for my Necro because of his shade. Any tips? (xbox) [[Special:Contributions/108.28.34.65|108.28.34.65]] 19:31, 15 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Conjuration&amp;diff=854042</id>
		<title>Skyrim talk:Conjuration</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Conjuration&amp;diff=854042"/>
		<updated>2012-01-12T15:15:10Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: /* share your experience?? */&lt;/p&gt;
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&lt;div&gt;==Dremora==&lt;br /&gt;
Do any of the perks affect the Dremora summoning spells?  It seems possible that the Atronach ones would, but I have no way of finding this out on my own.  Can anyone confirm?  Regardless of the answer, I think this would be a good thing to mention in the notes at the bottom of the page.[[Special:Contributions/173.89.129.21|173.89.129.21]] 11:33, 24 November 2011 (UTC)&lt;br /&gt;
:I'm not certain if the 50% stronger perk does, but the dual summoning and increased duration from the Atronach tree definitely do.  I'd say something about it being the &amp;quot;you just summon stuff&amp;quot; tree, more than Atronachs, but I don't think my Familiar summoning spell was affected by the doubled duration.  Unless it was originally 30 seconds, it's at 60 now along with the undead-related ones, while the Atronach and Dremora spells are at 120.[[User:Lovless510|Lovless510]] 18:57, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
checked with console&lt;br /&gt;
+50% stronger atronach perk doesnt affect dremora. no change in dremora level and hp.&lt;br /&gt;
&lt;br /&gt;
==Can anyone confirm?==&lt;br /&gt;
Casting soul trap on a dead body still raises your skill?&lt;br /&gt;
&lt;br /&gt;
: Yes, in fact it raises it so fast, you can easily try it out yourself and see the result&lt;br /&gt;
&lt;br /&gt;
reply, I can confirm too, the level of the corpse doenst seem to matter.  I think leveling this &lt;br /&gt;
way slows down the higher level you get in conjuration, but you can get to 100.  One problem&lt;br /&gt;
is that increasing conjuration skill seems to level you faster, making it possible to overlevel (player level), that&lt;br /&gt;
is having monsters increase in level but your armor skills and other skills and money may be too low.&lt;br /&gt;
&lt;br /&gt;
== Bit of confusion ==&lt;br /&gt;
The [[Skyrim:Summon|Summon]] page which I created says it's a skill wheras all the others are spell effects. I created the page by clicking on a red link which was under the heading of magical effects. Not really a big deal, just though I'd point it out. Also, there should be a page for bound armour or the bound weapon/armour page should be combined.{{unsigned|RIM|21:03, 24 October 2011}}&lt;br /&gt;
:That was because it used the Skill Summary template. Using the Effect Summary template it now says it's a spell effect as it should. --[[User:Alfwyn|Alfwyn]] 22:00, 24 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks.[[User:RIM|RIM]] 15:09, 25 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bound Weapon XP ==&lt;br /&gt;
&lt;br /&gt;
Somebody put a note saying that you get no XP for casting bound weapon. This is true when out of combat, but if you are near hostile enemies, you WILL get Conjuration XP for casting a bound weapons skill. I leveled conjuration nearly every time I cast bound sword in combat.&lt;br /&gt;
:I've found that you also get XP for having a bound weapon in hand when entering combat (That is, you cast Bound Weapon outside of combat and ran into enemies without sheathing your weapons)[[Special:Contributions/173.206.190.72|173.206.190.72]] 07:27, 13 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Soul Stealer ==&lt;br /&gt;
&lt;br /&gt;
Worth noting, this is double-edged, it's easy to accidentally fill your Grand Soul Gem with a Petty creature.  It will use the smallest gem possible, but you can fill them *really* quick using this.  Lately I need to leave my good Soul Gems on my companion, and fetch them quick when we find a powerful creature. --[[User:Natek|Natek]] 18:38, 14 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Drop the soul gems and they lose the soul they were filled with.&lt;br /&gt;
&lt;br /&gt;
== Incorrect Perk Tree ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure about the computer version, but I know for a fact that the perk tree displayed on this page is not the same as in the 360 version of Skyrim. Where do these perk trees images come from or how are they being made?&lt;br /&gt;
:The perk tree images were taken from pre-release demo videos of the game.  They definitely need to be replaced with final versions of the perk tree -- see the discussion at [[Skyrim talk:Block]] for more background.  If you'd like to help create those images, that would be great.  Feel free to ask me if you have any questions about how to do it. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:43, 16 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is either the Necromancy or Atronomancy stronger? ==&lt;br /&gt;
&lt;br /&gt;
This would be very useful information as it could easily run contrary to the logic of undead are stronger because you can't just summon them whenever. Especially when the perk descriptions are such crap. Greater duration vs double duration. Is greater greater than double or less?&lt;br /&gt;
&lt;br /&gt;
:I think you've answered your own question.  Necromancy may be stronger in some cases, but not all.  It depends on what there is to animate.  It is certainly less reliable, as you will sometimes come up against a boss-type creature who keeps a tidy house and doesn't leave a bunch of corpses lying around for you to use against him.  The perma-pet spell will ameliorate this drawback, but it takes a long time to get to that one unless you use an exploit. [[Special:Contributions/99.102.242.0|99.102.242.0]] 12:44, 18 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I wonder if the Necromancy perk affects conjured undead, or if &amp;quot;reanimated&amp;quot; is used as a mechanics term. I would guess the latter.Atronachs are more consistently reliable than reanimated corpses, even using Thrall spells. If an Atronach gets beaten up, you restore it by pointing anywhere with your spell. If a corpse is beaten up, you need to find it before you can get it back. Often that will be easy. Sometimes it will have been launched by a Giant. In addition, because a new conjuration supercedes an old one, moving your Atronach will be a matter of casting it to where you want it to be, while a corpse has to move there on its own. Worth noting that an Atronach still can move on its own, so that's not even special for the corpse. Finally, if for whatever reason you want to change the elemental damage of your conjuration, that's a click anywhere around you for Atronachs, but a hunt for the right kind of corpse. [[Special:Contributions/81.233.217.129|81.233.217.129]] 10:39, 21 November 2011 (UTC)&lt;br /&gt;
:::Necromancy has the chance to become a lot mor powerful then atromancy because if you choose your zombies right you can get 4 minions, for exp. if you raise 2 forsworn ravagers  they will also summon there own 2 atronach mostly frost or storm never seen them use flame. Also any summoner zombie can do this because of this necromancy has the ability of braking the game with 4 minions easily crushing an elder dragon in under 20 seconds and if dead thrall is used on the summoners you have this strategy permanently.&lt;br /&gt;
&lt;br /&gt;
::::Good point. Necromancy can provide atronachs in addition to undead. [[Special:Contributions/95.206.1.163|95.206.1.163]] 10:59, 4 December 2011 (UTC)&lt;br /&gt;
:::::Potent Atronachs are not very powerful but you can you them anywhere, anytime you want, even with flame/frost/storm thrall. Reanimated summoners like you said is very good, I admit I used to use it often until I found out, instead of taking care of enemies for me, I usually had to take care of my foes myself and then go find my minions cause they were stuck somewhere or too coward to face the risk (scared of dying the 2nd time?), and sometimes they just lost forever forcing me to find another corpse. so frustrating.[[Special:Contributions/117.5.240.74|117.5.240.74]] 16:05, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Summoning bug confirmation? ==&lt;br /&gt;
&lt;br /&gt;
I noticed that this was added:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Currently a bug exists which causes Summoning spells to fail. Your casts are checked against your own Magic Resistance, and if you successfully &amp;quot;resist&amp;quot; your own summoning spell, the atronach won't appear. This can be reproduced by obtaining resistance gear, the Atronach standing stone or the Magic Resistance Alteration perk.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Can someone fact check this? I'm not that far in and waiting for the PS3 fix. &lt;br /&gt;
&lt;br /&gt;
I did a couple google searches and couldn't find any reports of this problem on beth's forums or anywhere else, so I kinda question its validity.&lt;br /&gt;
*I'm the guy who added that. It's definitely bugged in my game, and had others confirm the problem on a forum. I did the following test: Used both Atronach stone and Magic Resistance (3) perks, and did a few dozen Summons. About 80% of the time nothing happened when I cast the spell on a completely flat surface, in casting range, etc. I switched the Atronach stone to Mage, did another few dozen casts and observed roughly 30% spell failure, which was due to the Magic Resistance perks.&lt;br /&gt;
&lt;br /&gt;
Its real, I had the same problem, but only under the atronach sign, when I changed back to the mage, it went away -with a breton plus some +magic res gear-&lt;br /&gt;
&lt;br /&gt;
:Same problem here. On a Breton, things were going just fine with no extra Resist/Absorb gear. Then I took the Atronach Stone, and now more than half the time, my Summon spells are absorbed. [[Special:Contributions/79.113.216.44|79.113.216.44]] 11:38, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Half the time, you say? Resist really should be a consistent, always-on effect, whereas I think Absorb isn't. In fact, the Atronach Stone ought to activate 50% of the time. But keep in mind that without knowing the sample size, percentage approximations aren't reliable. [[Special:Contributions/81.233.217.129|81.233.217.129]] 11:56, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Well I was stuck for at least a 10 level period with the atronach sign, wondering why would my summons fail so much, I didn't count it, but it was certainly more than half the time, with 50 absorb and the breton magic res, -and no relevant res gear- it always took 2-3 tries but sometimes I would die after the fifth failed summoning attempt.....&lt;br /&gt;
::::Still, could just be unlucky. Although I'm sure we'll have the actual coding in front of us soon enough, our best bet for the moment is to compare optimal Resist to a control of no Resist and then optimal Absorb to a control of no Absorb to rule out one or the other as the culprit. My bet is on Absorb. :D [[Special:Contributions/81.233.217.129|81.233.217.129]] 10:48, 21 November 2011 (UTC)&lt;br /&gt;
:::::I was about to suggest there's actually three variables here - Combat State (in/out), Absorb, and Resistance. I've never had a problem summoning out of combat, but I ran into a spate of bad luck just last night failing to summon in-combat. It may be due to ramps, though... --[[Special:Contributions/70.50.237.250|70.50.237.250]] 15:01, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm testing this right now on the PC, after the latest Steam patch. Breton (25% Resist), with Restoration perks (+30 Resist Magic) and Atronach perk (Absorb 30% of magicka). Not in combat, casting two Flame Atronachs at once (both hands, without Conjuration Dual Casting). &lt;br /&gt;
:Results from 25 casts: 1, 0, 1, 2, 2, 0, 2, 2, 2, 2, 1, 1, 2, 2, 0, 2, 1, 2, 1, 1, 0, 1, 1, 2, 1. This means 32/50 casts succeeded for me, or 64%.&lt;br /&gt;
:Without Atronach: 2, 2, 2, 2, 2, 2, 2, 2, 2, 2. I stopped here, this is 20/20, 100%.&lt;br /&gt;
:With Atronach and Dragonskin (50% Absorb) active: 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0. Dragonskin wore off here. That's 2/32, or 6.25% success.&lt;br /&gt;
The problem is not with Magic Resist, but Magic Absorb. --[[Special:Contributions/216.66.146.69|216.66.146.69]] 23:16, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I thank everyone here for commenting on this as I have also had a rough time conjuring after I got the Atronach Stone, which is amazing by the way. I did not count the times it failed but it was roughly 50% and it didn't start until I got the stone. If it helps anyone I can confirm that this glitch also affects master level spells (i.e. all of the thrall spells).&lt;br /&gt;
&lt;br /&gt;
on an interesting note, you will gain more manna then you spend from this absorption so if you use the 30%alt + 50% atronarch stone you can have an 20% chance to summon an atronarch (which seems to cost manna, summon him then regain most of it back it immediately) or recover a large chunk of manna by attempting to summon. My character is primarily melee so I didn't actually notice this until one of the quests had all of my gear removed from me and I had to find a way to fight naked.&lt;br /&gt;
&lt;br /&gt;
== Does One-handed, Two-handed, and Archery perks stack with conjured weapons? ==&lt;br /&gt;
Does One-handed, Two-handed, and Archery perks stack with conjured weapons?&lt;br /&gt;
&lt;br /&gt;
Well using a bound weapon does increase it's skill so probably yes.&lt;br /&gt;
&lt;br /&gt;
:I can confirm that Bound Sword benefits from Armsman (One-Handed damage perk) by looking at the inventory screen with a Bound Sword equipped. I also observed Bound Sword benefiting from Fortify One-Handed enchants. Though untested, I can't imagine why Bound Battleaxe and Bound Bow would be any different. --[[Special:Contributions/75.47.96.51|75.47.96.51]] 07:38, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Confirming that Bound Bow DOES get buffs from Archery skill tree perks as well as armor that boosts bow damage.  I have 90 Archery skill, 69 Conjuration, Mystic Binding perk (from Conjuration), 5 points in Overdraw perk (from Archery), +90% bow damage from various enchanted armor, and my bound bow does 157 damage. [[Special:Contributions/76.240.39.8|76.240.39.8]] 14:18, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bound Weapon Damage ==&lt;br /&gt;
&lt;br /&gt;
I've figured and tested all the weapon damages compared to their counterparts except for the arrow portion of the Bound Bow, without Mystic Bindings. If somebody could find out how strong the arrows are, that would be nice. Since there is no &amp;quot;Bound Arrows (mystic)&amp;quot; found in the bound weapon section nor the ammunition section of this wiki, I'm assuming all bound arrows are equivalent to Daedrics.&lt;br /&gt;
&lt;br /&gt;
==infinite mana?==&lt;br /&gt;
&amp;quot;(if you stand near the big magic well in the College of Winterhold, you can cast it repeatedly without having to wait for regen)&amp;quot; Can anyone confirm this is true? I have only just joined the College but none of the magic wells increase my magicka regen--[[User:Ewolfg1|Ewolfg1]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Ewolfg1|Talk]]•[[Special:Contributions/Ewolfg1|Contributions]]•&amp;lt;/span&amp;gt; 02:32, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My experience with the wells was this - under normal circumstances, I get nothing out of being near the wells. During the [[Skyrim:Out of Balance|Out of Balance]] quest, when I activated the well in the courtyard, my Magicka regen got very high - as soon as I stopped casting spells, it immediately filled back up. When I fast traveled away from the college and then back, the effect was gone and did not come back. This needs further testing, as it would be a great way to level Magic skills.--[[User:Aaluran|Aaluran]] 00:17, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::There is a serious glitch around this. I don't know about the very exitence of the buff, maybe it's intended the way you experienced it, but for me -and other around the web- the quest gives permanent and lasting infinite mana, essentially ruining the game, the only workaround discovered so far is bringing up the character creation screen with console, but that is also glitchy....&lt;br /&gt;
&lt;br /&gt;
:::I've run the quest two more times with different characters. The buff I get is described as &amp;quot;Fortinfy Magicka +100 for 2 hours&amp;quot;. It's duration is pretty long and waiting doesn't shorten the remaining duration correctly (waiting an hour only cuts three minutes off of it), but it does eventually end (fast traveling seems to eat away at it best). I think neither variant (mine or yours) works as intended, rather if the description is correct, you should get near infinite mana, but only for 2 hours. Hopefully they'll get around to patching this.--[[User:Aaluran|Aaluran]] 01:24, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I believe the bug in this case is in the wording. This may or may not be a bug, given the similar names (Both effects are Fortify Magic), but normal Fortify Magic effects grant you an increase in magic as described by the effect. (Magicka increased by 50 and etc., notice the lack of + sign.) This effect isn't fortifying your Magicka conventionally, but instead &amp;quot;fortifying&amp;quot; it by +25, which means that you are effectively generating 25 Magicka at all times, whether while casting or not. I believe this is why Magicka is regenerating at such absurd rates. Makes leveling Alteration through Detect Life a cinch in places such as Riften during the day. [[User:Medivh|Medivh]] 02:34, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::The duration is correct at least. Effect durations always refer to *real-time*, so it would last for two of your Earth hours if you just stood around and did nothing (i.e. no fast travel or wait). Same goes for effects you get at an alter, potions, etc. Three minutes real-time is one hour in the game, btw. --[[User:Bluedanieru|Bluedanieru]] 16:33, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is some sort of bug around those wells. I got in conflict with some winterhold guards, and the high elf just outside the door started attacking me. No matter how many hours I waited, fast travelled, she would stay hostile. So I decided to use Shadowcloak of Nocturnal and sneak by. After I got the mana regen from the wells,the effect would never end (great for a sneakt character) but upon returning into it's aura the effect ended immediately. (I'm sure on this, waited 24 hours) EDIT:By the &amp;quot;effect&amp;quot; I mean the invisinility not the regen. [[User:Broxigar|Broxigar]] 07:46, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wow, I think just found a new way to make permanent magical effects! :D&lt;br /&gt;
&lt;br /&gt;
1. Apply the desired spell (e.g stoneflesh)&lt;br /&gt;
&lt;br /&gt;
2. Walk into the mana regeneration aura of the wells&lt;br /&gt;
&lt;br /&gt;
3. Enjoy! Be careful not to step into the aura again, for the effect will end.&lt;br /&gt;
Platform: PS3&lt;br /&gt;
&lt;br /&gt;
It also works with atronachs/zombies so you can have a pet animal following you around!&lt;br /&gt;
&lt;br /&gt;
== Conjuration Dual Casting Useless ==&lt;br /&gt;
&lt;br /&gt;
Does anyone else seem to see dual casting for this field as useless as I do. Considering the fact that once you can cast the master spells they last indefinitely dual casting would have been much better if it instead increased their health and/or attack strength instead of duration.&lt;br /&gt;
&lt;br /&gt;
Reply: Yes the dual casting is a waste of a perk in my opinion. I didn't even take it initially while leveling up and had no problems at all. This could also be said about the master conjuration perk. Since they are permanent summons, the cost reduction isn't very useful.&lt;br /&gt;
&lt;br /&gt;
''On the other hand'' --- Master conjuration isn't something everyone will have and those who do have it will not have it for a long time into the game, even if it's your primary spec. Also, pets do die. So for various reasons, the perk is not worthless.&lt;br /&gt;
&lt;br /&gt;
:I have found it to be useless. Atronachs are often killed before their duration ends, and even if they survive the whole time, it's not much problem to simply summon them again -- at least not enough trouble to waste a perk on. [[User:Chris3145|Chris3145]] 04:25, 20 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's not a waste of a perk as it is a very low-priority perk, as Banish and Expel Daedra get a level boost from it. That is, Banish Daedra dual casted works on Frost Atronachs and Expel works on Dremora/Storm Atronachs. [[User:MadocComadrin|MadocComadrin]] 21:56, 29 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dremora Lord spell duration ==&lt;br /&gt;
&lt;br /&gt;
I don't think the Dremora Lord counts as an Atronach, but it does get the double duration &lt;br /&gt;
effect from the perk that allows you extended time to Atronachs.&lt;br /&gt;
&lt;br /&gt;
I'm wondering now if the increase in power of atronach perk (not sure the name), also &lt;br /&gt;
applys to the dremora lord. &lt;br /&gt;
&lt;br /&gt;
In case anyone is curious, the dremora lord is a great pet!  He talks too much but I think hes &lt;br /&gt;
more useful and smaller in size than the atronachs.  When he kills something he says, &amp;quot;That was&lt;br /&gt;
no challenge at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm not 100% certain, but I don't believe the Elemental Potency perk applies to Dremora-  after selecting the perk, my Atronachs are named &amp;quot;X's Potent Storm Atronach,&amp;quot;&lt;br /&gt;
while the Dremora is missing the &amp;quot;Potent&amp;quot; modifier.  Regardless, I summon them more than Atronachs in most cases- they do *massive* melee damage.  Now that I've gotten Master level, though, I'm enjoying Dead Thrall.  The right corpse can be even stronger than a Dremora.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:27, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anything not reanimated from dead adversaries has the atronaarch perks apply to it as they are summoned from planes of oblivion in the same manner. would like to know if these perks effect things summoned through staffs.&lt;br /&gt;
&lt;br /&gt;
Apparently everything summoned from oblivion is an atronarch.. no wait, Atronarch are technically dremora.&lt;br /&gt;
&lt;br /&gt;
== Does elemental potency enhance atronachs summoned through staffs? ==&lt;br /&gt;
&lt;br /&gt;
If you have the elemental potency perk, will this enhance an atronach summoned via a staff? (this should be easy to check through console; I only have PS3 version)&lt;br /&gt;
&lt;br /&gt;
== conjuration died but still listed as active effect ==&lt;br /&gt;
&lt;br /&gt;
I conjured a flame thrall in the open world and it died in battle but in my active effects it still listed a summoned flame atronach I tried conjuring another on but instead of replacing the effect it just added a new active effect of conjured flame atronach. So now everyone tells me to go away or how dangerous my spell is. Has anyone else experienced this problem?&lt;br /&gt;
&lt;br /&gt;
::This is a known problem with Dead Thrall-  looks like it can affect any Thrall.  It's a bug that can be fixed by the console on the PC, and (supposedly) by being sent to jail, though I haven't tested either.  I hope they fix it, as I currently have *four* of these effects in my list, and I have no desire to go to jail every time I cast a Thrall spell OR listen to even one more NPC bitch about my &amp;quot;dangerous&amp;quot; magic :-P  [[Special:Contributions/209.66.120.3|209.66.120.3]] 01:43, 13 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Soul Stealer perk bug? ==&lt;br /&gt;
&lt;br /&gt;
I noticed that whenever I kill my Summoned Familiar with a Bound Sword with the Soul Stealer perk, and the kick+hack finishing animation used for wolves takes place, it successfully lets me trap it's soul.  It only seems to work with the Bound Sword, and only when that particular animation takes place.  I'm on a PS3, and was wondering if anyone else noticed this as well.  Update:  I just tested it on a new character today, and it seems that it also requires the Oblivion Binding perk in order to work.&lt;br /&gt;
&lt;br /&gt;
== Training the Skill ==&lt;br /&gt;
I've found that casting courage on a rabbit then summoning the bound sword works far better than courting potentially lethal enemies, might be worth noting.[[Special:Contributions/71.95.129.250|71.95.129.250]]&lt;br /&gt;
&lt;br /&gt;
I just ran around casting rally while in towns selling stuff or on my follower.&lt;br /&gt;
&lt;br /&gt;
I prefer to sit in a relatively safe place and conjure and banish one of my own atronachs. It doesn't level as fast, but you don't have to be in combat nor abuse a bug. [[User:MadocComadrin|MadocComadrin]] 20:09, 27 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bound weapons and weakness to magic poison ==&lt;br /&gt;
&lt;br /&gt;
I used a weakness to magic poison and attacked an enemy with a bound bow, and it seemed to be more effective than usual. I'm not around my xbox, so I can't confirm this. Anybody want to give it a shot? [[User:Chris3145|Chris3145]] 04:23, 20 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hero: Well in staying true to context, the bound bow is techniqually a magically summoned bow. Therefore it should techniquilly count as &amp;quot; magical&amp;quot; damage in addition to the physical damage, seprate from the destruction school. Fun fact, the conjured weapon benifits from both their respective school of magic and the type of weapon. Ie: Bound Bow is assited thourgh conjuration and archery.&lt;br /&gt;
&lt;br /&gt;
== storing items on death thrall peopl ==&lt;br /&gt;
&lt;br /&gt;
It's mentioned that you need to kill your reanimation however i seem to get the reanimations inventory if i just activate them while they're alive. (currently version 1.3)&lt;br /&gt;
&lt;br /&gt;
== Can't resurrect beheaded corpses ==&lt;br /&gt;
&lt;br /&gt;
I've been raising corpses to improve my conjuration, but when I try that on a guy I beheaded, nothing seems to happen. I don't know if this is intentional or not, could somebody verify?&lt;br /&gt;
&lt;br /&gt;
:True, you can't resurrect beheaded poeple.&lt;br /&gt;
&lt;br /&gt;
:What were you expecting them to see or think with? :P Anyway, you also can't ressurect skeletons whose bones have been blasted apart.&lt;br /&gt;
&lt;br /&gt;
::Makes you wonder where all those stupid headless zombies in previous games came from, don't it? [[User:Atypicaloracle|Atypicaloracle]] 04:36, 7 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Twin Soul ==&lt;br /&gt;
&lt;br /&gt;
The description says you can have 2 zombies or atronachs, how about this work with master spell? Means if I have this perk, Ican have 2 dead thralls and 2 flame thralls (or storm, ice) at the same time?&lt;br /&gt;
&lt;br /&gt;
:Yes, it does. Very useful. --[[User:Andred|Andred]] 21:27, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::While it's one of the most useful perks in the game, it does NOT allow for a total of four summons like the OP suggested- it's 2 max.  2 undead, 2 daedra, or one of each.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:27, 27 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: OR 2 undead that can also summon 2 creature each it's own, conjurers for example. [[Special:Contributions/94.21.214.232|94.21.214.232]] 19:18, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Twin Souls note ==&lt;br /&gt;
&lt;br /&gt;
It seems the Twin Souls perk, despite specifically mentioning only atronachs and reanimated zombies, will allow ANY two summons to be active at once, regardless of the type. Should this be mentioned in the notes? --[[User:Andred|Andred]] 21:25, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Prevention of Ash Piles? ==&lt;br /&gt;
&lt;br /&gt;
My friend, who has Skyrim on the 360, was telling me that he has some item that prevents the enemy from collapsing into an ash pile when resurrected through Conjuration. He claims that is how he got his skills up to 100 (One-Handed, Two-Handed, Sneak, Pickpocket, Archery, Conjuration, Destruction) is by going to a bandit and killing them, than placing some item onto their body and resurrecting them. When they die or when their &amp;quot;time&amp;quot; expires, they fall down dead, without turning into a pile of ash, allowing him to repeat the process. I can't get into contact with him often due to schooling issues, but I was wondering if there was any item that does this and if so what is it called? Additionally, if this item DOES exist, does it also prevent enemies from turning into ash piles under the Destruction Perk: Disintegrate? Like I said, he has Skyrim only for the 360, so I am wondering if he is lying, or if this so-called &amp;quot;item&amp;quot; is just hard to find in these pages. 12:39 AM 27, Dec 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
:Almost certainly BS.  There's definitely no item that does that on purpose.  &lt;br /&gt;
:It's possible something could cause that via a glitch, but even that seems unlikely compared to gamer tall-tales.  &lt;br /&gt;
:You can, however, use this technique (repeated reanimation) on &amp;quot;naturally&amp;quot; occurring Dremora. [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:32, 27 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
If you want to acive such an effect, the ritual stone will raise all dead around you, and does not make them turn into ash. The downside being it can only be used once a day.&lt;br /&gt;
&lt;br /&gt;
== Double Spectral Arrow Damage? ==&lt;br /&gt;
&lt;br /&gt;
After adding it via the console, I was playing around with it. Does anyone else who's done this feel like enemies hit by two of these at the same time (1 from each hand) take significantly more damage than a single spectral arrow? [[User:MadocComadrin|MadocComadrin]] 20:14, 27 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Does Twin Souls work for Dremora Lords? ==&lt;br /&gt;
&lt;br /&gt;
If one has the Twin Souls perk, does it allow you to summon two Dremora Lords at once? Because that would be pretty awesome.&lt;br /&gt;
[[Special:Contributions/72.68.154.112|72.68.154.112]] 01:06, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yes, it does.  Yes, it is. :)  [[Special:Contributions/209.66.120.3|209.66.120.3]] 23:38, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== share your experience?? ==&lt;br /&gt;
&lt;br /&gt;
im new to conjuration even though i have had the game for som time. but i really want to know what to go for to get the most powerfull summons from this magic. please someone with experience explain to me and please answer some of these questions:&lt;br /&gt;
&lt;br /&gt;
what do you prefer of the two? undead or elemental summons?? im not sure wich one to go for. anyone with experience who can tell me the advantages and drawback of each type??&lt;br /&gt;
&lt;br /&gt;
For example undead summons requires a corpse while elementals can be summoned into thin air.&lt;br /&gt;
&lt;br /&gt;
and what kind of perks does the dremora summon benefit from?&lt;br /&gt;
&lt;br /&gt;
what do you think is the best summoning creature??&lt;br /&gt;
:The three elemental atronachs are probably the best overall because you can summon two of them at once with the twin souls perk, also with the conjuration master spells you can summon the elemental atronachs permanently. For pure damage the dremora is probably best though.[[User:RIM|RIM]] 22:14, 7 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dead thralls can be a bit of a pain to keep up with but the right thralls blow summons away for pure power. You can get powerhouses like Orchendor, Sebastian Lort, Illya, Beem-Ja, etc. You can also get one or two conjurers as thralls and and they'll raise and summon allies. You can also customize a follower's gear and then kill and thrall them. &lt;br /&gt;
&lt;br /&gt;
If you want to stick with summoning the Flame Atronach is good for undead, trolls and anything weak against fire. Frost and Storm Atronachs are great as spellcasters and as  barriers between you and melee opponents in tight spaces. The Dremora are very powerful melee fighters and they're best used against spellcasters or anything big that doesn't move around much. [[Special:Contributions/108.28.34.65|108.28.34.65]] 15:15, 12 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Summoner Perk ==&lt;br /&gt;
&lt;br /&gt;
So I was curious, the summoner perk mentions that it increases the distance to summon atronachs or raise undead 2 and 3 times farther away. To the best of my knowledge I can raise undead as far away as I want. I'm not entirely familiar with how it affects summoning creatures though.&lt;br /&gt;
Is this a bug? Is it purely for summoning your creatures rather than raising undead as it states to also do? - Tyler January 9, 2012&lt;br /&gt;
:I noticed it earlier that you can cast reanimate pretty far from the target being reanimated. Summoning tho is a bit different in that if you want to summon creature too far away then your crosshair turns red. I think you may feel free to update the article.--Moonraker 18:18, 9 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Clothing&amp;diff=846645</id>
		<title>Skyrim talk:Clothing</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Clothing&amp;diff=846645"/>
		<updated>2012-01-06T16:50:45Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: /* Unobtainable Items? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No separated shirts and pants ==&lt;br /&gt;
&lt;br /&gt;
What's the potential impact on modding? Seems like it's a step backward and creative combination of upper and lower parts is not possible. [[Special:Contributions/173.236.136.13|173.236.136.13]] 01:41, 18 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyone else not able to enchant the Ancient Nord Amulet?  I can see it at the enchanting table but nothing can go on it.[[Special:Contributions/97.55.116.245|97.55.116.245]] 16:52, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I dont think the impact on modding will be significant, but it will force player to have to create custom clothes as one piece which may look better. I think that it is a step backwards in one sense, but they needed to do it to optimize gameplay . . . creating more individual pieces for clothes will probably be something that returns in future games, so I am not going to get my panties in a wad over it. [[Special:Contributions/71.238.243.98|71.238.243.98]] 00:04, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Its like the Fallout Games. One outfit covers the body, much like how Skyrim is going, except Skyrim has gloves and boots as well.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 01:02, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In an interview it was explained that merging leg and torso clothes permitted displaying more NPCs at the same time. TES is getting more streamlined but I don't think it's a step backwards as it also improves the appearance and consistency of armor. Also, in Oblivion I would not have my mage wear robes because I would lose one enchanting slot, and now I don't have to worry about it.--[[Special:Contributions/190.113.147.161|190.113.147.161]] 17:20, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If we're talking vanilla Bethesda could have made the model one whole texture if it would help performance and it wouldn't matter whatsoever to the player; for the most part players don't care how the technology is implemented only the results of such efforts. However, this discussion is about modding thus the requirements are completely different. If this behavior is not alterable its definitely a step backwards for mods that implement custom clothing because the clothing optimizations are only necessary for consoles where there are severe memory limitations. Since mods will likely only appear on PCs its a moot point implement such limitations. The main issue for mods is texture duplication. Every combination of top and bottom will need its own separate texture unless it can be scripted to merge two textures in real-time; but such a function implemented in script will likely degrade performance and impact gameplay. Of course, the real impact on mods will not be known until the creation kit is released later in January.&lt;br /&gt;
&lt;br /&gt;
:: EDIT: On a side note, the PC version appears to ship with the same very low res textures that put it on par with its console counterparts. Its a shame because repacking hires textures for the PC would have literally taken Bethesda 5 seconds-- the time needed for select a different res during export. But then again they did state they wanted every version to look the same (for better or worse) [[Special:Contributions/75.80.97.155|75.80.97.155]] 10:52, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== misfire ==&lt;br /&gt;
&lt;br /&gt;
fine arm guards are light armor. --[[Special:Contributions/76.118.140.49|76.118.140.49]] 01:01, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Random Items? ==&lt;br /&gt;
&lt;br /&gt;
Do all the items on this list randomly spawn in containers? [[Special:Contributions/112.201.17.247|112.201.17.247]] 08:19, 9 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing items ==&lt;br /&gt;
&lt;br /&gt;
Where did some of the items (like Greybeard's Robes and Arm Bandages) go?&lt;br /&gt;
&lt;br /&gt;
:Yeah I'm wondering too. I've never seen any grey robes or gilded bracers. In fact, I've never seen any gloves aside from the brown one and the Thalmor ones. It's sad for mages. [[Special:Contributions/82.243.194.53|82.243.194.53]] 18:12, 13 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There's still the mythic dawn gloves, though I've only found two pair and one is flagged stolen. You can't get your hands on them till you hit level 20 though. If you play on pc, I think I read someone is working on a gloves reskin to go along with there Noctrernal arch Mage robe reskin.&lt;br /&gt;
&lt;br /&gt;
== Executioner's Gear? ==&lt;br /&gt;
&lt;br /&gt;
This can be seen on a couple of NPCs- earliest on the guy who almost beheads you during the intro.  It's listed under clothing with IDs and everything,  but is this something one can actually obtain without being on PC?  I tried pickpocketing Ahtar with Perfect Touch, but his clothes were not eligible for theft.  Can these be found anywhere/on anyone?  I'd love to wear them on assassination gigs.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:07, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unobtainable Items? ==&lt;br /&gt;
&lt;br /&gt;
I would be nice if someone could make a note next to which items you cannot get without using PC console.[[User:Kimi the Elf|Kimi the Elf]] 00:34, 23 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
-----Executioners gear and other clothing, armor, and weapons are marked/flagged unplayable, thus not obtainable nor equip-able without console or modding (ex. greybeard robes,Nocturnal's robes, ect.)&lt;br /&gt;
&lt;br /&gt;
Half of the items under clothing are unavailable without console commands it seems. Red, green, and brown robes and theit hooded versions aren't available and the page should mention that. [[Special:Contributions/108.28.34.65|108.28.34.65]] 16:50, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Brown Robes? ==&lt;br /&gt;
&lt;br /&gt;
Anyone know exactly where you can find Brown Robes? [[Special:Contributions/108.28.34.65|108.28.34.65]] 13:09, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've played this game quite a bit and I've never come across any brown, green or red robes. Someone needs to provide an explanation where these items are and if they can be equipped by the player or I'm taking them off as they don't seem to exist in the game. [[Special:Contributions/108.28.34.65|108.28.34.65]] 16:39, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Muiri's ring? ==&lt;br /&gt;
&lt;br /&gt;
Why is Muiri's ring here? It has an enchantment. --[[User:Jabies|Jabies]] 12:42, 14 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Armor or Clothing ? ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded Wristguards&amp;quot; were recently removed together with &amp;quot;Fine Armguards&amp;quot;. The former were later re-added again. Both of this seem to profit from the &amp;quot;Light Armor&amp;quot; skill (after a quick glance at the game data, no testing done). So shouldn't they be put under Light Armor on the Armor page instead ? --[[User:Alfwyn|Alfwyn]] 01:28, 1 January 2012 (UTC)&lt;br /&gt;
:I've moved them to [[Skyrim:Specialty Gear|Specialty Gear]].  I'm not sure why my script put them here in the first place.  I also checked all the other items on the page that have an armor rating and confirmed that all of the others are indeed clothing.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:49, 1 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Clothing&amp;diff=846629</id>
		<title>Skyrim talk:Clothing</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Clothing&amp;diff=846629"/>
		<updated>2012-01-06T16:39:59Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: /* Brown Robes? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No separated shirts and pants ==&lt;br /&gt;
&lt;br /&gt;
What's the potential impact on modding? Seems like it's a step backward and creative combination of upper and lower parts is not possible. [[Special:Contributions/173.236.136.13|173.236.136.13]] 01:41, 18 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyone else not able to enchant the Ancient Nord Amulet?  I can see it at the enchanting table but nothing can go on it.[[Special:Contributions/97.55.116.245|97.55.116.245]] 16:52, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I dont think the impact on modding will be significant, but it will force player to have to create custom clothes as one piece which may look better. I think that it is a step backwards in one sense, but they needed to do it to optimize gameplay . . . creating more individual pieces for clothes will probably be something that returns in future games, so I am not going to get my panties in a wad over it. [[Special:Contributions/71.238.243.98|71.238.243.98]] 00:04, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Its like the Fallout Games. One outfit covers the body, much like how Skyrim is going, except Skyrim has gloves and boots as well.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 01:02, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In an interview it was explained that merging leg and torso clothes permitted displaying more NPCs at the same time. TES is getting more streamlined but I don't think it's a step backwards as it also improves the appearance and consistency of armor. Also, in Oblivion I would not have my mage wear robes because I would lose one enchanting slot, and now I don't have to worry about it.--[[Special:Contributions/190.113.147.161|190.113.147.161]] 17:20, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If we're talking vanilla Bethesda could have made the model one whole texture if it would help performance and it wouldn't matter whatsoever to the player; for the most part players don't care how the technology is implemented only the results of such efforts. However, this discussion is about modding thus the requirements are completely different. If this behavior is not alterable its definitely a step backwards for mods that implement custom clothing because the clothing optimizations are only necessary for consoles where there are severe memory limitations. Since mods will likely only appear on PCs its a moot point implement such limitations. The main issue for mods is texture duplication. Every combination of top and bottom will need its own separate texture unless it can be scripted to merge two textures in real-time; but such a function implemented in script will likely degrade performance and impact gameplay. Of course, the real impact on mods will not be known until the creation kit is released later in January.&lt;br /&gt;
&lt;br /&gt;
:: EDIT: On a side note, the PC version appears to ship with the same very low res textures that put it on par with its console counterparts. Its a shame because repacking hires textures for the PC would have literally taken Bethesda 5 seconds-- the time needed for select a different res during export. But then again they did state they wanted every version to look the same (for better or worse) [[Special:Contributions/75.80.97.155|75.80.97.155]] 10:52, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== misfire ==&lt;br /&gt;
&lt;br /&gt;
fine arm guards are light armor. --[[Special:Contributions/76.118.140.49|76.118.140.49]] 01:01, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Random Items? ==&lt;br /&gt;
&lt;br /&gt;
Do all the items on this list randomly spawn in containers? [[Special:Contributions/112.201.17.247|112.201.17.247]] 08:19, 9 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing items ==&lt;br /&gt;
&lt;br /&gt;
Where did some of the items (like Greybeard's Robes and Arm Bandages) go?&lt;br /&gt;
&lt;br /&gt;
:Yeah I'm wondering too. I've never seen any grey robes or gilded bracers. In fact, I've never seen any gloves aside from the brown one and the Thalmor ones. It's sad for mages. [[Special:Contributions/82.243.194.53|82.243.194.53]] 18:12, 13 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There's still the mythic dawn gloves, though I've only found two pair and one is flagged stolen. You can't get your hands on them till you hit level 20 though. If you play on pc, I think I read someone is working on a gloves reskin to go along with there Noctrernal arch Mage robe reskin.&lt;br /&gt;
&lt;br /&gt;
== Executioner's Gear? ==&lt;br /&gt;
&lt;br /&gt;
This can be seen on a couple of NPCs- earliest on the guy who almost beheads you during the intro.  It's listed under clothing with IDs and everything,  but is this something one can actually obtain without being on PC?  I tried pickpocketing Ahtar with Perfect Touch, but his clothes were not eligible for theft.  Can these be found anywhere/on anyone?  I'd love to wear them on assassination gigs.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:07, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unobtainable Items? ==&lt;br /&gt;
&lt;br /&gt;
I would be nice if someone could make a note next to which items you cannot get without using PC console.[[User:Kimi the Elf|Kimi the Elf]] 00:34, 23 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
-----Executioners gear and other clothing, armor, and weapons are marked/flagged unplayable, thus not obtainable nor equip-able without console or modding (ex. greybeard robes,Nocturnal's robes, ect.)&lt;br /&gt;
&lt;br /&gt;
== Brown Robes? ==&lt;br /&gt;
&lt;br /&gt;
Anyone know exactly where you can find Brown Robes? [[Special:Contributions/108.28.34.65|108.28.34.65]] 13:09, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've played this game quite a bit and I've never come across any brown, green or red robes. Someone needs to provide an explanation where these items are and if they can be equipped by the player or I'm taking them off as they don't seem to exist in the game. [[Special:Contributions/108.28.34.65|108.28.34.65]] 16:39, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Muiri's ring? ==&lt;br /&gt;
&lt;br /&gt;
Why is Muiri's ring here? It has an enchantment. --[[User:Jabies|Jabies]] 12:42, 14 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Armor or Clothing ? ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded Wristguards&amp;quot; were recently removed together with &amp;quot;Fine Armguards&amp;quot;. The former were later re-added again. Both of this seem to profit from the &amp;quot;Light Armor&amp;quot; skill (after a quick glance at the game data, no testing done). So shouldn't they be put under Light Armor on the Armor page instead ? --[[User:Alfwyn|Alfwyn]] 01:28, 1 January 2012 (UTC)&lt;br /&gt;
:I've moved them to [[Skyrim:Specialty Gear|Specialty Gear]].  I'm not sure why my script put them here in the first place.  I also checked all the other items on the page that have an armor rating and confirmed that all of the others are indeed clothing.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:49, 1 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Sebastian_Lort&amp;diff=825165</id>
		<title>Skyrim:Sebastian Lort</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Sebastian_Lort&amp;diff=825165"/>
		<updated>2011-12-20T17:55:45Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Summary&lt;br /&gt;
|loc=&lt;br /&gt;
|refid=0001C4EA&lt;br /&gt;
|baseid=0001C4E5&lt;br /&gt;
|race=Breton&lt;br /&gt;
|gender=Male&lt;br /&gt;
|level=&lt;br /&gt;
|class=Conjurer&lt;br /&gt;
|health=&lt;br /&gt;
|magicka=&lt;br /&gt;
|faction=&lt;br /&gt;
|image=&lt;br /&gt;
|imgdesc=&lt;br /&gt;
|class_details=[[Skyrim:CombatMageConjurer|CombatMageConjurer]]&lt;br /&gt;
}}&lt;br /&gt;
'''Sebastian Lort''' is a Breton mage, possibly a necromancer, who may be found in [[Skyrim:Rimerock Burrow|Rimerock Burrow]], far west and slightly north of Solitude. During [[Skyrim:A Daedra's Best Friend|Clavicus Vile's daedric quest]], Barbas tells the player that Sebastian was a powerful wizard whose daughter worshipped Hircine. When she became a werewolf, Sebastian asked Clavicus for a cure, who gave him [[Skyrim:The Rueful Axe|The Rueful Axe]] to kill her with.&lt;br /&gt;
&lt;br /&gt;
The burrow is a small, linear cave.  There is an initial entry area, guarded by a Flame Atronach, then a work area, and in the very back down a short path is a bedroom area.  When you enter, Sebastian may be crouched over an arcane enchanter in the work area.&lt;br /&gt;
&lt;br /&gt;
You may find the Conjuration skill book [[Skyrim:2920, Hearth Fire, v9|2920, Hearth Fire, v9]], along with a small library of other books.  A chest contains leveled loot.&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|A Daedra's Best Friend}}&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Sebastian_Lort&amp;diff=825164</id>
		<title>Skyrim talk:Sebastian Lort</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Sebastian_Lort&amp;diff=825164"/>
		<updated>2011-12-20T17:54:47Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: /* What race is Lort? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Information ==&lt;br /&gt;
At level 38, I tripped over this place on the way to Northwatch Keep to free Thorald from the Falmer.  (Quest [[Skyrim:Missing in Action|Missing in Action]].  Likely to get me in trouble as I'm an Imperial, not a Stormcloak!)  The cave is VERY close to the Keep, just about due southwest.  The entry is up on the mountain over a very short bridge.  It's one of those cracks in the rocks which does not have a visible door.&lt;br /&gt;
&lt;br /&gt;
On entering, I encountered a Flame Atronach.  I killed Lort from stealth so he never got a chance to say his piece, but I'm guessing he's a necromancer from the skulls and so forth with which he had decorating his abode.  He didn't have much on him aside from Black Mage robes, but there was the skill book (at least, I assume it was a skill book, due to the cost...I must have already found it.)  In the chest, I got 188 gold, a Potion of Brief Invisibility, an Ebony Bow of Banishing, Robes of Eminent Alteration, and a Steel Battle Axe of Binding.  There's some basic food/alchemy ingredients to be found.  The bed is not owned.&lt;br /&gt;
&lt;br /&gt;
[[User:Oshaugm|Oshaugm]] 04:48, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What race is Lort? ==&lt;br /&gt;
The page header says Lort is a Breton, but I could have sworn he was a Redguard when I saw him.  Anyone else think the same?  I checked the Skyrim game guide and it doesn't say one way or another.  [[User:Oshaugm|Oshaugm]] 23:11, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have Lort and Orchendor as thralls and Lort looks like a Breton to me. BTW, Lort and Big O are an undead elemental powerhouse. [[Special:Contributions/108.28.34.65|108.28.34.65]] 17:54, 20 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Only_Cure&amp;diff=821109</id>
		<title>Skyrim talk:The Only Cure</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Only_Cure&amp;diff=821109"/>
		<updated>2011-12-17T18:48:55Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Accept No Substitutes ==&lt;br /&gt;
&lt;br /&gt;
The article now claims Kesh will accept a number of substitutes for the the flawless ruby and silver ingot. All of this appears to be false, at least on xbox. [[Special:Contributions/108.28.34.65|108.28.34.65]] 18:48, 17 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Ghostly animals?==&lt;br /&gt;
When I did this quest, I saw a ghostly dog sitting to the shrine's right, which barked a few times during my conversation with Peryite. I'm fairly certain that it was my dog Vigilant, who appeared ghostly due to the fumes. My guess is that there are no actual apparitions or manifestations of animals or people when you're on the fumes; those that players might see are just their followers or possibly Kesh. [[User:Minor Edits|Minor Edits]] 22:14, 29 November 2011 (UTC)&lt;br /&gt;
: There's definitely a ghostly dog wandering around when you are on the trip (and I don't own a dog in the game) and I'm pretty sure a ghostly bear comes along as well. Don't ask me why, though - there are Daedric Princes more associated with nature. Maybe it's just meant to be surreal or something. I'll try and take a second look tomorrow. --[[User:Krusty|Krusty]] 22:20, 29 November 2011 (UTC)&lt;br /&gt;
::Don't bother, that's good enough for me. [[User:Minor Edits|Minor Edits]] 22:31, 29 November 2011 (UTC)&lt;br /&gt;
:::I saw two ghostly skeevers there, but no dogs or bears. --[[User:Neekerisanni123|Neekerisanni123]] 17:56, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Reward ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;del&amp;gt;I didn't receive Spellbreaker as suggested by the guide. The first time I asked him I went through the dialog choices and made sure to ask about my reward. But I accidentally exited out during the speech and it became bugged-- I couldn't do anything and there were no dialog choices. The second time I didn't want to listen to him since his speech contains an excess of dramatic pauses. I simply chose to help him without choosing any other dialog selections. Although his response is the same upon quest completion, and likely scripted only one way, I got no reward after completing the dungeon.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EDIT: Looks like it was a bug, a save and load fixed it.{{uns|75.80.97.155|13:37, 3 December 2011}}&lt;br /&gt;
&lt;br /&gt;
: I also didn't get it, but I reloaded an auto save just before speaking and got it.{{uns|80.192.230.46|04:45, 10 December 2011}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flawless Ruby==&lt;br /&gt;
Flawless ruby is easy to find. Just kill some giants. They drop it. You just need to farm a bit. Robin. {{uns|84.26.124.65|22:22, 8 December 2011}}&lt;br /&gt;
&lt;br /&gt;
When I was in Shriekwind Bastion, the two rubies on the ground in the throne room were not flawless, but were regular. I was level 17 at the time. I question the validity of a fixed flawless ruby.&lt;br /&gt;
&lt;br /&gt;
I concur with the notion that the flawless ruby autospawn is.. flawed. Wasn't there for me either. Should probably take this out unless someone can confirm the precise location.&lt;br /&gt;
&lt;br /&gt;
== Starting the Quest ==&lt;br /&gt;
&lt;br /&gt;
I tried talking to Kesh the Clean with a level 10 Character, but he wouldn't speak with me. I then added the &amp;quot;Find Kesh at the Peryte Shrine&amp;quot; misc quest via console &amp;lt;code&amp;gt;player.setstage DA13Intro 0&amp;lt;/code&amp;gt;. This quest was completed when coming near the shrine and Kesh would speak to me, and I could start the quest. So it seems that waiting for the &amp;quot;Afflicted Refugee&amp;quot; to show up will be the only way to start the quest without console. Was anybody able to start the quest without having DA13Intro ?--[[User:Alfwyn|Alfwyn]] 19:53, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I started this quest without meeting the refugee. (xbox) {{uns|80.192.230.46|03:28, 10 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:: What refugee? --[[User:Dalsio|Dalsio]] 03:02, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Experimenting ==&lt;br /&gt;
&lt;br /&gt;
Krusty asked me to do him a favor, and see what happened when I talked to Kesh at level 11 and level 12. Talking with him at 11 did not enter the dialogue menu and I could not start the quest, I had not been attacked by Afflicted. But when I leveled to 12, he became a lot more amiable and I could start the quest with no issues. So the quest can be started at 10 if you're attacked by the refugees and at 12 if you seek out the shrine yourself.--&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[User:Corevette789|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#222222&amp;quot;&amp;gt;Corevette&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-30px; margin-right:0px;&amp;quot;&amp;gt;[[User:Corevette789|&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;789&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 14:33, 11 December 2011 (UTC)&lt;br /&gt;
: Yes! This means that the page is finished - the Afflicted Refugees will show up as Random Encounters at lvl 10, while Kesh himself will trigger the quest at lvl 12. Pretty unusual, maybe even a bug. But we can now get this on the Main Page. Thanks! --[[User:Krusty|Krusty]] 14:39, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ghosting Bthardamz ==&lt;br /&gt;
&lt;br /&gt;
It's probably not worth pointing out in the article, but given a decent sneak skill you can complete this quest without harming any Afflicted, though you can't avoid all the Dwemer things. You need a single arrow for distraction at the handle on the northern ledge, but that's the only tight spot. So you don't need to kill sick people in their sleep or in prayer, and can ponder what their affliction contributes to the grand order of the world - if your char is so inclined. [[Special:Contributions/77.185.106.170|77.185.106.170]] 22:35, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== making the inscence ==&lt;br /&gt;
&lt;br /&gt;
Have all of the ingredeants yet there is no dialogue option to give them to kesh even though the quest marker tells me to go directly to him --[[User:J.J.-Lopez|J.J.-Lopez]] 22:12, 16 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Barbas&amp;diff=807295</id>
		<title>Skyrim talk:Barbas</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Barbas&amp;diff=807295"/>
		<updated>2011-12-08T18:44:46Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Vile not trapped in Tamriel ==&lt;br /&gt;
&lt;br /&gt;
Vile couldn't manifest far from his shrines, so he was restrained to those areas when he chose to come to Tamriel, but he was still ruling from his plane of Oblivion and wasn't trapped in Tamriel at all. [[Special:Contributions/108.28.34.65|108.28.34.65]] 18:44, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;==Where is Barbas?==&lt;br /&gt;
Can someone give better info about where to find him? I've wandered every road that could remotely be considered around Falkreath several times, but I haven't been able to find him. And the console doesn't seem to have a good way to teleport to a specific NPC, even if I have their RefId. [[Special:Contributions/24.224.182.133|24.224.182.133]] 17:24, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There's a man you should talk to in Falkreath, who will ask you to capture Barbas so he can use him as a hunting dog. Once done, Barbas will have a marker that will lead you right to him.  He should be along with the road to the west of town; you should be able to see him within seconds of leaving the town.[[User:Minor Edits|Minor Edits]] 19:31, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The man is the blacksmith of Falkreath. ([[user:Eddie the head|Eddie The Head]] 14:14, 27 November 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Teleporting Barbas to player location? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;52535.moveto player&amp;quot; is not working for me (I expected it to work like teleporting Lydia to yourself by using &amp;quot;a2c94.moveto player&amp;quot;). Nevertheless, I can teleport to Barbas with &amp;quot;player.moveto 52535&amp;quot;.&lt;br /&gt;
Is there any way to get him to the player without moving the player to him?&lt;br /&gt;
: &amp;quot;prid 52535&amp;quot;, &amp;quot;moveto player&amp;quot;. He vanished on me within *seconds* of me telling him to wait in the Abandoned House... [[User:Aliana|Aliana]] 23:14, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to find Barbas on PS3 ==&lt;br /&gt;
&lt;br /&gt;
Activate quest, and a marker will be placed on Barbas.&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Barbas&amp;diff=807287</id>
		<title>Skyrim:Barbas</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Barbas&amp;diff=807287"/>
		<updated>2011-12-08T18:38:07Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature Summary&lt;br /&gt;
|loc=Near [[Skyrim:Falkreath|Falkreath]]&lt;br /&gt;
|refid=00052535&lt;br /&gt;
|baseid=0001BFC5&lt;br /&gt;
|type=Animals&lt;br /&gt;
|species=Dog&lt;br /&gt;
|level=&lt;br /&gt;
|class=Warrior&lt;br /&gt;
|essential=Sometimes&lt;br /&gt;
|follower=[[Skyrim:A Daedra's Best Friend|A Daedra's Best Friend]]&lt;br /&gt;
|health=&lt;br /&gt;
|magicka=&lt;br /&gt;
|faction=&lt;br /&gt;
|image=SR-creature-Barbas.jpg&lt;br /&gt;
|imgdesc=Barbas&lt;br /&gt;
|drops=&lt;br /&gt;
|soul=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Barbas is a large gray hunting dog found along the road outside [[sr:Falkreath|Falkreath]]. But don't let those baleful eyes fool you: this is no typical, lovable mongrel. Barbas is [[Lore:Clavicus Vile|Clavicus Vile's]] companion, a supernatural creature that usually takes the form of a dog. (You can also go to Falreath and accept the mission from the blacksmith then continue doing other quests, after awhile of you not going to find him he will instead come find you. Tell him you're busy and he'll go wait at entrance to Haemar's Cavern)&lt;br /&gt;
&lt;br /&gt;
As a [[sr:Followers|follower]], Barbas is very useful. While his bite is strong enough to kill weaker enemies like skeletons in one strike, his greatest contribution to fights is as a decoy: Barbas cannot be killed during the course of gameplay, meaning that [[sr:Dragon|dragons]] and other powerful foes can attack him all they wish with no result. Occasionally Barbas may sustain a tremendous amount of damage and flee to cower in a corner, but he will return to the fight immediately if healed.&lt;br /&gt;
&lt;br /&gt;
However, Barbas, like all dog companions, is also an incredibly annoying follower to have. His barking, though it will apparently not alert enemies in the area, is incessant, and often drowns out the voice of people you may be speaking with. Barbas still makes sneaking difficult, however, as it's sometimes difficult to tell whether it is him who has just &amp;quot;detected&amp;quot; you or an enemy. Most annoying of all, he bumps into you- ''a lot''. He maintains a very close proximity to you, and if you attempt to stop, he will almost certainly shove you, making it difficult to do just about anything. He will even push you off cliffs, if you get too close to an edge. He will also trap you into corners if you're not careful. Unlike other followers, he will ''not'' move out of your way if you run into him, and jumping over him is surprisingly difficult. Sometimes, striking him may be the only way to free yourself.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
The exact nature of the relationship between Barbas and Vile is open for debate. While Barbas seems to be subservient to Clavicus Vile, he also often warns people against Vile's plots, suggesting he has some discretion and free will. It is also revealed during [[sr:A Daedra's Best Friend|Vile's quest]] that Barbas is a repository for much of Vile's power: when separated from his master, Vile was actually unable to manifest in [[Lore:Tamriel (continent)|Tamriel]] unless he was near one of his shrines, with much of his influence stunted. Many theorize Barbas might not even be a separate entity from Vile at all, since they depend so much on each other, and see Barbas as Vile's &amp;quot;better&amp;quot; half: the aspect of Clavicus Vile's being that exhibits honesty and restraint.&lt;br /&gt;
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While Vile does show affection towards Barbas, he just as often shows annoyance at Barbas' meddling. According to Vile, it takes Barbas a few centuries to return if his mortal form is killed, and in the meantime Vile has his full power and no one to restrain, judge, or critique him. Indeed, Vile is willing to let the [[sr:Dovahkiin|Dragonborn]] keep [[sr:The Rueful Axe|The Rueful Axe]] in exchange for defeating Barbas. If you become fed up having Barbas as a follower and tell him to leave you alone, he will go back to Vile's shrine and wait for you to return.&lt;br /&gt;
&amp;lt;!-- Instructions: Note that quest-specific information DOES NOT belong on this page, but instead goes on the appropriate quest page.  Spoilers should be avoided. --&amp;gt;&lt;br /&gt;
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== Related Quests ==&lt;br /&gt;
* {{Quest Link|A Daedra's Best Friend}}&lt;br /&gt;
* {{Quest Link|Speak to Lod}}&lt;br /&gt;
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== Trivia ==&lt;br /&gt;
* Barbas makes his return in the series after being present as[[Oblivion:Clavicus_Vile| a statuette in Oblivion]] and (possibly) a named Scamp called [[Morrowind:Creeper|Creeper]] in [[Morrowind:Morrowind|Morrowind]].&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Clothing&amp;diff=786110</id>
		<title>Skyrim talk:Clothing</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Clothing&amp;diff=786110"/>
		<updated>2011-11-28T13:09:02Z</updated>

		<summary type="html">&lt;p&gt;108.28.34.65: &lt;/p&gt;
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&lt;div&gt;Anyone know exactly where you can find Brown Robes? [[Special:Contributions/108.28.34.65|108.28.34.65]] 13:09, 28 November 2011 (UTC)&lt;br /&gt;
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Why is Muiri's ring here? It has an enchantment. --[[User:Jabies|Jabies]] 12:42, 14 November 2011 (UTC)&lt;br /&gt;
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== No separated shirts and pants ==&lt;br /&gt;
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What's the potential impact on modding? Seems like it's a step backward and creative combination of upper and lower parts is not possible. [[Special:Contributions/173.236.136.13|173.236.136.13]] 01:41, 18 November 2011 (UTC)&lt;br /&gt;
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Anyone else not able to enchant the Ancient Nord Amulet?  I can see it at the enchanting table but nothing can go on it.[[Special:Contributions/97.55.116.245|97.55.116.245]] 16:52, 19 November 2011 (UTC)&lt;br /&gt;
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:I dont think the impact on modding will be significant, but it will force player to have to create custom clothes as one piece which may look better. I think that it is a step backwards in one sense, but they needed to do it to optimize gameplay . . . creating more individual pieces for clothes will probably be something that returns in future games, so I am not going to get my panties in a wad over it. [[Special:Contributions/71.238.243.98|71.238.243.98]] 00:04, 20 November 2011 (UTC)&lt;br /&gt;
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::Its like the Fallout Games. One outfit covers the body, much like how Skyrim is going, except Skyrim has gloves and boots as well.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 01:02, 28 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>108.28.34.65</name></author>
		
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