<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=216.243.60.171</id>
	<title>UESPWiki - User Contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=216.243.60.171"/>
	<link rel="alternate" type="text/html" href="https://en.uesp.net/wiki/Special:Contributions/216.243.60.171"/>
	<updated>2026-06-09T12:10:41Z</updated>
	<subtitle>User Contributions</subtitle>
	<generator>MediaWiki 1.32.6</generator>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Alduin%27s_Bane&amp;diff=983867</id>
		<title>Skyrim:Alduin's Bane</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Alduin%27s_Bane&amp;diff=983867"/>
		<updated>2012-07-08T07:54:35Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Notes */ Confirmed on the PS3, latest patch.  Lightning Storm with 100% Fortify Destruction used on Alduin for several seconds repeatedly; animation shows he's being hit but his health remains same&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=Multiple&lt;br /&gt;
|checkedBy=[[User:Gideon Dragontongue|Gideon Dragontongue]]&lt;br /&gt;
|objectivesChecked=RobinHood70&lt;br /&gt;
|reward=Gideon Dragontongue&lt;br /&gt;
|rewardChecked=Kiz&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Paarthurnax_(dragon)|Paarthurnax]]&lt;br /&gt;
|Reward=[[Skyrim:Dragonrend|Dragonrend]] shout &amp;amp; Progress in storyline&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=[[Skyrim:Elder Knowledge|Elder Knowledge]]&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=[[Skyrim:The Fallen|The Fallen]]&lt;br /&gt;
|Loc=[[SR:Throat of the World|Throat of the World]]&lt;br /&gt;
|Image=SR-quest-Alduin's Bane.jpg&lt;br /&gt;
|ImgDesc=The Nord heroes battle Alduin in a vision produced by an Elder Scroll&lt;br /&gt;
|description=Exploit the Time-Wound to learn [[Skyrim:Dragonrend|Dragonrend]] and defeat [[Skyrim:Alduin|Alduin]] at the [[Skyrim:Throat of the World|Throat of the World]].&lt;br /&gt;
|ID=MQ206&lt;br /&gt;
|Icon=SR-qico-Main.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Read the [[Skyrim:Elder Scroll|Elder Scroll]] at the Throat of the World.&lt;br /&gt;
# Learn how to use the [[Skyrim:Dragonrend|Dragonrend]] shout.&lt;br /&gt;
# Defeat [[Skyrim:Alduin|Alduin]].&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===A Glimpse into the Past===&lt;br /&gt;
Upon arriving back at the [[Skyrim:Throat_of_the_World|Throat of the World]], [[Skyrim:Paarthurnax (dragon)|Paarthurnax]] will tell you he sees something different in you, that you must have the [[Skyrim:Elder_Scroll|Elder Scroll]] now. He'll then tell you to go to the Time Wound and read The Elder Scroll.&lt;br /&gt;
&lt;br /&gt;
Upon viewing the Elder Scroll, you will see a vision of the past, where the prior heroes who defeated [[Skyrim:Alduin|Alduin]] stand ready for Alduin to attack. When he does, they will use the [[Skyrim:Dragonrend|Dragonrend]] shout, teaching the shout to you in the process. Watch them fight Alduin in their time.&lt;br /&gt;
&lt;br /&gt;
===Alduin===&lt;br /&gt;
[[File:SR-quest-Alduin's Bane 02.jpg|thumb|Alduin battles Paarthurnax at the Throat of the World]]&lt;br /&gt;
Directly after the cutscene, when you arrive back in the present, Alduin will appear at the Throat of the World. Paarthurnax and Alduin will take flight, attacking each other in the air. Paarthurnax tells you to use your Dragonrend shout if you can, and indeed, when the chance arises, use Dragonrend on Alduin, forcing him to the ground. It can be rather difficult distinguishing between the two dragons if the battle is done at night or while it is snowing.  The quest arrow on your compass always points to Alduin, so use that to distinguish the two.&lt;br /&gt;
&lt;br /&gt;
When Alduin is grounded, you must attack him as much as you can before he takes flight again ([[Skyrim:Marked for Death|Marked for Death]] is pretty helpful). This may take a few tries, since he has a huge health pool and does reasonable damage. Be wary of Alduin's &amp;quot;Dragon Storm Call&amp;quot; shout, which causes fiery meteors to rain from the sky, causing both fire and physical damage. Note that Clear Skies will cancel the meteor shower, and has such a short recharge time that it won't interfere with using Dragonrend on him. In particular, using Dragonrend immediately when it recharges will keep Alduin grounded for the whole fight. When Alduin's health drops to zero, he tells you he underestimated you, but no one can defeat him, not even Dovahkiin. He will then fly off, completing the quest.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*It is not possible to harm Alduin while he's in the air.  He is immune to all forms of damage except when he's under the Dragonrend shout effect (i.e. grounded).  Therefore, you cannot defeat Alduin without using Dragonrend on him, regardless of how powerful your weapons and spells might be.&lt;br /&gt;
&lt;br /&gt;
*An easy way to defeat Alduin is by fast traveling to the Throat of the World while riding [[Skyrim:Shadowmere|Shadowmere]]. Alduin's attacks cannot harm Shadowmere, so he will tank the entire battle. If your Destruction and Lightning Specialization are powerful enough, you can stun lock Alduin without using Dragonrend more than once. This is effective as it allows Marked for Death to be cast. If a specialized mage, a dual-cast Lightning-Bolt will stun-lock him and do the highest damage for the lowest magicka cost, though it is rather ineffective until Marked for Death has been applied.&lt;br /&gt;
&lt;br /&gt;
*The sword [[Skyrim:Dragonbane|Dragonbane]] helps tremendously in this battle, particularly in conjunction with a handful of Magicka/Potent Magicka poisons (4-5 should do the trick quite nicely). &lt;br /&gt;
&lt;br /&gt;
*The spell [[Skyrim:Lightning_Storm|Lightning Storm]] is also very effective.&lt;br /&gt;
&lt;br /&gt;
*Inadvertently using Dragonrend on Paarthurnax and therefore grounding him often makes Alduin hover in one place in the air while attacking Paarthurnax, thus making it easier to strike him with Dragonrend, although it is better to ground Alduin alone.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{cleanup|All of these need to be checked.}}&lt;br /&gt;
{{Bug|If you obtain the Elder Scroll before first meeting Paarthurnax, and use the dialog option &amp;quot;I have the Elder Scroll&amp;quot; immediately after receiving a quest to get the Scroll, you will advance the quest but the time anomaly will not be present and the quest marker will not appear. You have to leave by foot or fast travel and return once the quest marker appears at the Throat of the World.|vn=1}}&lt;br /&gt;
{{Bug|During this quest, if you attack Alduin before the initial speech is completed, you can no longer deal damage to Alduin, regardless of attacks.|vn=1}}&lt;br /&gt;
**{{Xbox22}}{{Ps22}} Restart the system or reset the cache, then load a save. The game should function normally again.&lt;br /&gt;
**{{Pc22}} Attacking Alduin while invisible should fix this on the PC.&lt;br /&gt;
{{Bug|After the scene when the ancient Nord heroes banish Alduin with the Elder Scroll, you are returned to the present to defeat Alduin. Sometimes, this does not occur.|vn=1}}&lt;br /&gt;
** {{Pc22}} Type the following in the console to advance the quest: &amp;lt;code&amp;gt;setstage mq206 70&amp;lt;/code&amp;gt; and then &amp;lt;code&amp;gt;setstage mq206 100&amp;lt;/code&amp;gt;. These will, in turn, give you the Dragonrend shout, and end the vision and transport you back to the present.&lt;br /&gt;
{{Bug|After using Dragonrend on either Paarthurnax or Alduin, that dragon will no longer fight or speak, though the other will function normally. Reload an earlier save to fix this.|vn=1}}&lt;br /&gt;
{{Bug|Sometimes, after you read the Elder Scroll, you will see into the past but nothing will happen. Your character will just stand there looking down a rocky path towards the red sky. You will hear and feel the dragons flying around but no dragon will land, no fighting will occur and there will be no dialogue. This may occur after the three Nord heroes talk about the Elder Scroll and say Alduin is coming. Alduin will fly around but not land making it impossible to continue. Restarting the game seems to fix this.|vn=1}}&lt;br /&gt;
{{Bug|If you take a follower to the fight with you before you read the Elder Scroll, when you come back to the present, your follower can get &amp;quot;stuck&amp;quot; in the past.|vn=1}}&lt;br /&gt;
**{{pc22}} This can be fixed by typing into the console &amp;lt;code&amp;gt;prid &amp;lt;follower refID&amp;gt;&amp;lt;/code&amp;gt; and then &amp;lt;code&amp;gt;enable&amp;lt;/code&amp;gt;.&lt;br /&gt;
{{Bug|If you save during Alduin's dialogue, he will just continue to flap his wings and hover. Nothing with happen and you cannot continue the quest. A fix is to load the autosave from coming out of the past and the scene will play out as normal.|vn=1}}&lt;br /&gt;
{{Bug|{{pc22}}When you are teleported to the past, Alduin won't show up. A workaround for this is to attempt reading the Elder Scroll a few times prior to reading it at the time warp area. This bug might be connected to your camera view and/or your standing position when opening the scroll.|vn=1}}&lt;br /&gt;
* {{Ps22}} After defeating Alduin, Paarthurnax may become hostile to your follower/horse. &lt;br /&gt;
**Loading a savefile seems to fix this.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||I've located the Elder Scroll that was used to cast Alduin forward into our time by the Nord heroes of old. If Paarthurnax is right, if I read it near the Time-Wound I will get a vision of the past, when the ancient Nords used the Dragonrend Shout against Alduin.&amp;lt;br/&amp;gt;{{Quest Comment|Objective is assigned}}: Read the Elder Scroll at the Time-Wound&lt;br /&gt;
|20||{{Quest Comment|Objective is assigned}}: Learn the &amp;quot;Dragonrend&amp;quot; Shout from the Nord heroes&lt;br /&gt;
|100||I read the Elder Scroll near the Time-Wound, and learned the Dragonrend Shout in a vision of the Nord heroes fighting Alduin in the distant past. Now I need to use Dragonrend to defeat Alduin in the present time.&amp;lt;br/&amp;gt;{{Quest Comment|Objective is assigned}}: Defeat Alduin&lt;br /&gt;
|220|Yes|I read the Elder Scroll near the Time-Wound, and learned the Dragonrend Shout in a vision of the Nord heroes fighting Alduin in the distant past. When I returned from the vision, Alduin attacked me, and I used Dragonrend to bring him down and defeat him.&lt;br /&gt;
|missing=0, 1, 5, 15, 30, 32, 33, 35, 40, 42, 48, 50, 52, 60, 70, 75, 80, 82, 85, 87, 88, 89, 90, 120, 140, 160, 180, 200, 230, 240&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Quest Footer|Prev=[[Skyrim:Elder Knowledge|Elder Knowledge]]|Next=[[Skyrim:The Fallen|The Fallen]]|Up=[[Skyrim:Main Quest|Main Quest]]}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;diff=983367</id>
		<title>Skyrim talk:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;diff=983367"/>
		<updated>2012-07-07T06:47:28Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Nov 2011 – Dec 2011&lt;br /&gt;
|Archive 2||Dec 2011 – Jan 2012&lt;br /&gt;
|Archive 3||Jan 2012 – Feb 2012&lt;br /&gt;
|Archive 4||Feb 2012 – Mar 2012&lt;br /&gt;
|Archive 5||Feb 2012 - May 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Generic Followers? ==&lt;br /&gt;
&lt;br /&gt;
In Oblivion, one thing I really enjoyed doing was grabbing a generic &amp;quot;Knight of the Nine&amp;quot; follower and sending him/her to die on some ridiculous suicide mission while I sat there with 100% chameleon, watching the amusing spectacle.  I'd also do this for mages and Dark Brotherhood followers.&lt;br /&gt;
&lt;br /&gt;
In Skyrim, however, it seems like virtually every single follower in the game is named; i.e. if s/he dies, s/he does not respawn.  Therefore, I could theoretically run out of pawns to fulfill my oddly psychotic little in-game hobby.&lt;br /&gt;
&lt;br /&gt;
The article mentions two Dark Brotherhood assassins that are generic.  Are there any others?  For example, any wandering mercenaries simply named &amp;quot;Mercenary&amp;quot; or something similar?  [[Special:Contributions/216.243.60.171|216.243.60.171]] 06:47, 7 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can Followers use racial Powers? ==&lt;br /&gt;
&lt;br /&gt;
I use Janessa (a lot!), but I've never seen her use Ancestor's Wrath.  Does anyone know if followers will use racial powers?--[[Special:Contributions/24.43.87.114|24.43.87.114]] 17:18, 19 April 2012 (UTC)&lt;br /&gt;
:If they can, I've never seen it. [[User:ThuumofReason|ThuumofReason]] 17:19, 19 April 2012 (UTC)&lt;br /&gt;
::No, they unfortunately do not. I believe the only exception to the &amp;quot;racial powers&amp;quot; might be the Argonian follower, who can use Waterbreathing. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 17:25, 9 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fortify Healing Rate (Magicka/Stamina) ==&lt;br /&gt;
{{Good Question|Apr 2012}}&lt;br /&gt;
Does giving a follower an item with &amp;quot;Fortify Healing Rate&amp;quot; or Fortify Magicka Rate&amp;quot; work or does it have no effect like fortify combat skill/carry weight/etc...? The list specifies that followers can use &amp;quot;Fortify Health&amp;quot; or &amp;quot;Fortify Magicka&amp;quot; but says nothing about an item with an increased regeneration factor. (In my particular case, I made a Silver Amethyst Ring with &amp;quot;Health regenerates 100% faster &amp;amp; Magicka regenerates 200% faster&amp;quot;). The same question obviously applies to Fortify Stamina Rate as well, I was simply referring to my particular case. If this is already answered then I apologize ahead of time. [[User:The G00D Job|The G00D Job]] 20:34, 21 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I checked it using the console (getav healrate, staminarate, magickarate) and it didn't show any changes. It's 0.7, 5, 3 always, no matter the level or follower. I looked at level 15 Faendal and level 30 Uhtgerd, and showed the same numbers. [[Special:Contributions/217.121.86.187|217.121.86.187]] 00:23, 2 May 2012 (UTC)&lt;br /&gt;
:: I understand the rate stays the same regardless of the level, I'm asking if the rate changes when given an item with a Fortify Healing Rate (or magicka/stamina) enchantment. [[User:The G00D Job|The G00D Job]] 06:51, 4 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I don't believe it changes. Tested this with Lydia, Jenassa, and Erik, noticed no increase whatsoever. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 17:27, 9 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::When I used getavinfo magickaratemult on Brelyna while she had the archmages robe equipped it did show her regen rate for magicka was modded by the 150% as it should. Whether this was called correctly in game I don't know (zimmo67) - not registered with wiki&lt;br /&gt;
&lt;br /&gt;
== Follower Bow's ==&lt;br /&gt;
&lt;br /&gt;
I feel it would be useful to note which followers start with their own bow that they will (seemingly random) use over any bow you give them. It states that it does happen, but not which followers are known to have problems (Aela, Faendal, Jenassa). I think many people may seek out this information, along with which followers are guaranteed to use any bow you supply. [[User:The G00D Job|The G00D Job]] 15:00, 23 April 2012 (UTC)&lt;br /&gt;
:The item code for the hidden followers bow is 10e2dd.  This can be removed from your followers inventory by opening the console, selecting the follower with the mouse and using removeitem 10e2dd 1 [[Special:Contributions/75.166.152.55|75.166.152.55]] 23:39, 21 May 2012 (UTC) Puntarelli&lt;br /&gt;
::Multiple people report that the bow respawns after a time if you do this. [[User:The Silencer|The Silencer has spoken]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 23:50, 21 May 2012 (UTC)&lt;br /&gt;
:::I've found that the bow doesn't respawn when I use the removeallitems command which also deals with the encumbrance bug.  The only time the bow respawns is if I strip a follower of all weapons.--[[User:DagmarH|DagmarH]] 06:00, 25 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::ChefDom on Bethesda Forum observed that all followers will reliably equip certain types of bows, namely Steel Based Bows (Imperial, Forsworn, Ancient, and Supple) and Dwarven Bows. My own playing experience with Faendal and Lydia confirms this. I will update relevant section in a few days if counterexample is not found. This is an exciting new finding 7 months after the game has been released. Source: http://forums.bethsoft.com/topic/1378689-bows-and-followers/ --[[User:Abacus707|Abacus707]] 23:06, 3 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Question about starting cells.  ==&lt;br /&gt;
What exactly is considered a cell. Example if I go to Whiterun is Jenassa's level set, or is it set as soon as I go into the Drunken Huntsman? Same for J'zargo, go to College, or is entering the Hall of Elements where his stats get locked? Thanks in advance. {{uns2|19:35, 6 June 2012|15.203.233.84}}&lt;br /&gt;
:This is a good question. I've always assumed that the cells, when dealing with a follower, were considered to be the room the follower existed it, but this does bring me to wonder if it's the room or the area as a whole that you enter that set's their stats. On a similar note, what about followers such as Kharjo who exist in the wilderness of Skyrim? Are they set upon the first time you get near them, or upon the first time you enter the wilderness, (Aka: When you exit Helgen the first time)? I think this does need some clarification..... ---Gamer3427 22:37, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The KEY WORD here is cell, as such the world of skyrim is made up of cells or squares or whatever you want to call it. Safe to say If your in there vacinity, Which is a decent distance then it spawns the npc. Which also sets there level. {{unsigned2|10:57, 20 June 2012|68.238.152.79}}&lt;br /&gt;
&lt;br /&gt;
== Another way to update followers - Tested firsthand ==&lt;br /&gt;
&lt;br /&gt;
Got Jenassa very early on (level 4, if i remember correctly). When i hit level 10, i changed Jenassa's class, then changed it back, and it updated her.&lt;br /&gt;
&lt;br /&gt;
Here's what i did, in more detail:&lt;br /&gt;
Looked up Jenassa's and Lydia's Class Ref IDs (meaning the fighting class they fall in, not their NPC ID). 13181 and 13176, respectively.&lt;br /&gt;
Went into game, selected Jenassa and typed getav Health. It showed 190.&lt;br /&gt;
Typed setclass 13176.&lt;br /&gt;
Typed getav Health. Still showed 190.&lt;br /&gt;
Typed setclass 13181.&lt;br /&gt;
Typed getav Health. Health changed to 205.&lt;br /&gt;
&lt;br /&gt;
Mind you, my health was at 130, so it could not have been showing my own health. Also, i had not selected any other Ref IDs once i started the game, only Jenassa's. Did i miss something in my logic, or is this, possibly, a less aggravating way to update followers via the console? [[User:VycDarkshadow|Vyc Ðarkshådøw]] 17:36, 9 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I did notice, however, that when i use this method, it fixed the &amp;quot;unlimited arrows&amp;quot; glitch, causing Jenassa to run out of arrows and, therefore, never use her bow. I would, therefore, only suggest this method of upgrading if you do not care about a follower's bow attacks, such as a mage or perhaps even a warrior/housecarl class. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 05:58, 11 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Different Skill Trees Than Player? ==&lt;br /&gt;
&lt;br /&gt;
I've noticed an inconsistency with the skills of Kharjo. I've noticed that when he and I were sneaking and he was nearly killed, when he recovered from the &amp;quot;downed&amp;quot; state, he preformed a &amp;quot;stealth roll&amp;quot;. The roll is only available via the sneak skill tree for the player, and a prerequisite skill for the roll is the one that prevents the player from setting off pressure plates. Since a pressure plate trap is what caused Kharjo to go down, that led me to realize that one of two things was going on. Either A) Followers are able to obtain certain skills without obtaining the prerequisite skill(s), or B) Followers will set off pressure plates no matter the circumstance or skills they posses. The second option is merely a continued inconvenience, as we have been playing as though that already existed as fact anyhow, but the first possibility could have some implications. I did test his ability to roll multiple times, and he would preform it every time I was far enough away from him and in stealth mode when he got up from a downed status. While this may seem unimportant to some people, I for one would like to know, (simply for curiosity's sake), wether followers have a separate skill tree than the player is presented with. I would like to note for anyone attempting to replicate this that I am playing on the X-Box version with patch 1.5.26.0.5 installed..... ---Gamer3427 05:32, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think this was covered on another's question. They don't use a separate skill tree, for they don't use a skill tree at all. They will, however, mimic your movements. If you use a Silent Roll, they will (sometimes) too. On occasion (noticed this firsthand), they will use it even when you don't, as long as you're sneaking. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 05:56, 11 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remotely Opening Doors ==&lt;br /&gt;
&lt;br /&gt;
I would like to get someone else to test this glitch before posting it in the bugs section. I have found that if you have set the Tower Stone as your stone, (It lets you unlock an expert level or lower lock once a day), then by telling your follower to do something and selecting a distant locked door you get the normal menu for picking the lock when you have the Tower Stone. I've found that either picking the lock or using the the stone's power will cause the door to open and transition to the next area as it would if you normally unlocked the door. I would like for someone to test this again, and also test whether or not this can be used to unlock other locked objects such as chests. I would like to note that when I did this it was a few months ago, and on the X-Box version of the game...... ---Gamer3427 05:41, 11 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fortify Health has no effect on Lydia! ==&lt;br /&gt;
&lt;br /&gt;
I created an armor with a fairly substantial fortify health effect that worked perfectly when I wore it. However, when she wears it, her health does not increase at all as far as I can tell. I even tried it with a massive fortify health of roughly 3 million points and she still died after a single hit from my sword. This happens on the PS3.&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, none of the enchanted items I've given her to wear have had any effect whatsoever even though she is wearing them. I can't really confirm it on the other things since I don't have a console on the PS3 obviously, but I can at least confirm that it's not working with fortify health.&lt;br /&gt;
&lt;br /&gt;
Has anyone else had this problem? I went ahead and added it to the bugs section pending confirmation and additional discussion. [[Special:Contributions/216.243.60.171|216.243.60.171]] 07:37, 13 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Never had a problem with Fortify Health. Lydia is usually found at a low level, so hitting her when you're at a high level, even with her having lots of health, can KO her quickly. I can confirm on the console that Fortify Health does, indeed, work on Lydia and any others, and the enchantments that do not work are listed on this page already. Try putting Heavy Armor and Health enchantments on her if you want her to survive a hit from you. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 16:30, 20 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've since confirmed that this is in fact a separate bug in which overpowered &amp;quot;fortify&amp;quot; enchantments do not take effect (the item will also remain at its unenchanted value, but the graphic/text will reflect the enchantment still).  That appears to be what happened with Lydia's fortify health enchantment.  This bug can be resolved by saving the game, rebooting the console, then reloading the save.  Once I did that, without changing anything else, I was no longer able to kill Lydia.  The item value had also increased considerably.&lt;br /&gt;
&lt;br /&gt;
::Is this bug documented anywhere already?  [[Special:Contributions/216.243.60.171|216.243.60.171]] 06:41, 7 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Did a new patch cause followers to update properly? ==&lt;br /&gt;
&lt;br /&gt;
Tested on Jenassa yesterday, got her when i was at level 6, and made a note of her health and one-handed skill. At level 17, i checked them again, and both had upgraded themselves. I changed her class, then changed it back, and no additional upgrade upon the switch back, although she was still above what she was when i first found her. Her health had increased by like 20-25 points, and her one-handed had almost doubled before i tried the setclass to upgrade her, and i had no enchantments on her. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 16:32, 20 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think your on to something, I noticed just today that I think Eola was leveling with me because I went to wabbajack update her at level 31 and I didn't notice any changes when I tested it on the 360, I think she was in the low teens level wise when I got her. --[[Special:Contributions/209.105.146.99|209.105.146.99]] 13:55, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I sure hope so, we've been screaming for this since launch. Glad to know i'm not the only one noticing this occurring. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 05:10, 23 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've been wondering the same thing. I got Lydia at level 3 and now at level 23 she's still holding her own in battle. In previous characters I would have had to retire her by now. I'm on 360 so can't use console commands to check stats so I might go and re-hire Sven as I originally got him at level 1. If he still holds his own in battle then maybe the patch changed something. [[User:Falnor|Falnor]] 09:54, 24 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've always used Lydia on my Orc Warrior, and she always done well in combat as long as she didn't get in my way.  And now at lvl 81 she is barely taking dmg when I accidentally hit her, and on Master Difficulty I usually kill everything cept dragons in 2 hits.  Although i do remember that she was a lot weaker before Dawnguard Update.  BTW I'm on 360. [[User:Warrof|Warrof]] 14:02, 28 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Followers Now Use Bows Correctly? ==&lt;br /&gt;
&lt;br /&gt;
I just saw the Shock dmg Effect from a bow I put in Lydia's inventory on a dragon I was fighting.  Also found 1 daidric arrow and when I turned around to look she was weilding the Dragonbone bow with a paralyze and shock enchantment on it that I made and put on her.  Can anyone else check to see if Followers who start with bows will equip the one you give them in combat?  BTW I'm on the 360 with dawnguard.  [[User:Warrof|Warrof]] 13:57, 28 June 2012 (UTC)&lt;br /&gt;
:Confirmed: I just watched her shoot a bandit with a Lengedary Dragonbone Bow that is enchanted with Paralyze for 5 Seconds and Shock dmg for 29 points.  YAY!!!!!!  Still other people should check this out just to be sure. [[User:Warrof|Warrof]] 14:10, 28 June 2012 (UTC)&lt;br /&gt;
::Confirmed, to an extend: Seems to work with any follower but only with items from the dlc. Tested it with housecarls, Mjoll and Aela. They all refused to use anything but their hunting bows when given vanilla items like ebony or daedric but would happily switch to the crossbow and dragonbone bow provided they had arrows/bolts to spare.--[[Special:Contributions/86.140.47.47|86.140.47.47]] 00:51, 1 July 2012 (UTC)&lt;br /&gt;
:::I've had followers using the correct bow around the same time i noticed followers leveling up correctly. Jenassa started using her enchanted Daedric Bow instead of her Hunting Bow around the same time. Wonder if they fixed both issues at once? Then again, i'm on PC, and i can't remember if i removed her Hunting Bow or not. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 03:01, 1 July 2012 (UTC)&lt;br /&gt;
::::I have found (PS3) that all followers, even with starting bows, will use the &amp;quot;Nord hero bow&amp;quot; and the &amp;quot;Drainspell Bow&amp;quot; but nothing else. Haven't got dawnguard. [[User:KingK|KingK]] 17:07, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Enchanted Follower Equipment ==&lt;br /&gt;
&lt;br /&gt;
Do they benefit from the items which provide faster health regeneration? For example, I gave [[Skyrim:Marcurio|Marcurio]] an elven armor with - ''Health regenerates 30% faster'' - enchantment. Does it work on him or not? --[[User:Arkhon|Arkhon]] 03:54, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Wait Time ==&lt;br /&gt;
&lt;br /&gt;
Will they wait where I told them to forever? or will they eventually go back to where their home is {{uns2|19:36, 1 July 2012|Jpalmss}}&lt;br /&gt;
:They will go back to their home eventually. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 20:00, 1 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;diff=983363</id>
		<title>Skyrim talk:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;diff=983363"/>
		<updated>2012-07-07T06:41:10Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Fortify Health has no effect on Lydia! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Nov 2011 – Dec 2011&lt;br /&gt;
|Archive 2||Dec 2011 – Jan 2012&lt;br /&gt;
|Archive 3||Jan 2012 – Feb 2012&lt;br /&gt;
|Archive 4||Feb 2012 – Mar 2012&lt;br /&gt;
|Archive 5||Feb 2012 - May 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Can Followers use racial Powers? ==&lt;br /&gt;
&lt;br /&gt;
I use Janessa (a lot!), but I've never seen her use Ancestor's Wrath.  Does anyone know if followers will use racial powers?--[[Special:Contributions/24.43.87.114|24.43.87.114]] 17:18, 19 April 2012 (UTC)&lt;br /&gt;
:If they can, I've never seen it. [[User:ThuumofReason|ThuumofReason]] 17:19, 19 April 2012 (UTC)&lt;br /&gt;
::No, they unfortunately do not. I believe the only exception to the &amp;quot;racial powers&amp;quot; might be the Argonian follower, who can use Waterbreathing. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 17:25, 9 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fortify Healing Rate (Magicka/Stamina) ==&lt;br /&gt;
{{Good Question|Apr 2012}}&lt;br /&gt;
Does giving a follower an item with &amp;quot;Fortify Healing Rate&amp;quot; or Fortify Magicka Rate&amp;quot; work or does it have no effect like fortify combat skill/carry weight/etc...? The list specifies that followers can use &amp;quot;Fortify Health&amp;quot; or &amp;quot;Fortify Magicka&amp;quot; but says nothing about an item with an increased regeneration factor. (In my particular case, I made a Silver Amethyst Ring with &amp;quot;Health regenerates 100% faster &amp;amp; Magicka regenerates 200% faster&amp;quot;). The same question obviously applies to Fortify Stamina Rate as well, I was simply referring to my particular case. If this is already answered then I apologize ahead of time. [[User:The G00D Job|The G00D Job]] 20:34, 21 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I checked it using the console (getav healrate, staminarate, magickarate) and it didn't show any changes. It's 0.7, 5, 3 always, no matter the level or follower. I looked at level 15 Faendal and level 30 Uhtgerd, and showed the same numbers. [[Special:Contributions/217.121.86.187|217.121.86.187]] 00:23, 2 May 2012 (UTC)&lt;br /&gt;
:: I understand the rate stays the same regardless of the level, I'm asking if the rate changes when given an item with a Fortify Healing Rate (or magicka/stamina) enchantment. [[User:The G00D Job|The G00D Job]] 06:51, 4 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I don't believe it changes. Tested this with Lydia, Jenassa, and Erik, noticed no increase whatsoever. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 17:27, 9 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::When I used getavinfo magickaratemult on Brelyna while she had the archmages robe equipped it did show her regen rate for magicka was modded by the 150% as it should. Whether this was called correctly in game I don't know (zimmo67) - not registered with wiki&lt;br /&gt;
&lt;br /&gt;
== Follower Bow's ==&lt;br /&gt;
&lt;br /&gt;
I feel it would be useful to note which followers start with their own bow that they will (seemingly random) use over any bow you give them. It states that it does happen, but not which followers are known to have problems (Aela, Faendal, Jenassa). I think many people may seek out this information, along with which followers are guaranteed to use any bow you supply. [[User:The G00D Job|The G00D Job]] 15:00, 23 April 2012 (UTC)&lt;br /&gt;
:The item code for the hidden followers bow is 10e2dd.  This can be removed from your followers inventory by opening the console, selecting the follower with the mouse and using removeitem 10e2dd 1 [[Special:Contributions/75.166.152.55|75.166.152.55]] 23:39, 21 May 2012 (UTC) Puntarelli&lt;br /&gt;
::Multiple people report that the bow respawns after a time if you do this. [[User:The Silencer|The Silencer has spoken]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 23:50, 21 May 2012 (UTC)&lt;br /&gt;
:::I've found that the bow doesn't respawn when I use the removeallitems command which also deals with the encumbrance bug.  The only time the bow respawns is if I strip a follower of all weapons.--[[User:DagmarH|DagmarH]] 06:00, 25 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::ChefDom on Bethesda Forum observed that all followers will reliably equip certain types of bows, namely Steel Based Bows (Imperial, Forsworn, Ancient, and Supple) and Dwarven Bows. My own playing experience with Faendal and Lydia confirms this. I will update relevant section in a few days if counterexample is not found. This is an exciting new finding 7 months after the game has been released. Source: http://forums.bethsoft.com/topic/1378689-bows-and-followers/ --[[User:Abacus707|Abacus707]] 23:06, 3 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Question about starting cells.  ==&lt;br /&gt;
What exactly is considered a cell. Example if I go to Whiterun is Jenassa's level set, or is it set as soon as I go into the Drunken Huntsman? Same for J'zargo, go to College, or is entering the Hall of Elements where his stats get locked? Thanks in advance. {{uns2|19:35, 6 June 2012|15.203.233.84}}&lt;br /&gt;
:This is a good question. I've always assumed that the cells, when dealing with a follower, were considered to be the room the follower existed it, but this does bring me to wonder if it's the room or the area as a whole that you enter that set's their stats. On a similar note, what about followers such as Kharjo who exist in the wilderness of Skyrim? Are they set upon the first time you get near them, or upon the first time you enter the wilderness, (Aka: When you exit Helgen the first time)? I think this does need some clarification..... ---Gamer3427 22:37, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The KEY WORD here is cell, as such the world of skyrim is made up of cells or squares or whatever you want to call it. Safe to say If your in there vacinity, Which is a decent distance then it spawns the npc. Which also sets there level. {{unsigned2|10:57, 20 June 2012|68.238.152.79}}&lt;br /&gt;
&lt;br /&gt;
== Another way to update followers - Tested firsthand ==&lt;br /&gt;
&lt;br /&gt;
Got Jenassa very early on (level 4, if i remember correctly). When i hit level 10, i changed Jenassa's class, then changed it back, and it updated her.&lt;br /&gt;
&lt;br /&gt;
Here's what i did, in more detail:&lt;br /&gt;
Looked up Jenassa's and Lydia's Class Ref IDs (meaning the fighting class they fall in, not their NPC ID). 13181 and 13176, respectively.&lt;br /&gt;
Went into game, selected Jenassa and typed getav Health. It showed 190.&lt;br /&gt;
Typed setclass 13176.&lt;br /&gt;
Typed getav Health. Still showed 190.&lt;br /&gt;
Typed setclass 13181.&lt;br /&gt;
Typed getav Health. Health changed to 205.&lt;br /&gt;
&lt;br /&gt;
Mind you, my health was at 130, so it could not have been showing my own health. Also, i had not selected any other Ref IDs once i started the game, only Jenassa's. Did i miss something in my logic, or is this, possibly, a less aggravating way to update followers via the console? [[User:VycDarkshadow|Vyc Ðarkshådøw]] 17:36, 9 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I did notice, however, that when i use this method, it fixed the &amp;quot;unlimited arrows&amp;quot; glitch, causing Jenassa to run out of arrows and, therefore, never use her bow. I would, therefore, only suggest this method of upgrading if you do not care about a follower's bow attacks, such as a mage or perhaps even a warrior/housecarl class. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 05:58, 11 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Different Skill Trees Than Player? ==&lt;br /&gt;
&lt;br /&gt;
I've noticed an inconsistency with the skills of Kharjo. I've noticed that when he and I were sneaking and he was nearly killed, when he recovered from the &amp;quot;downed&amp;quot; state, he preformed a &amp;quot;stealth roll&amp;quot;. The roll is only available via the sneak skill tree for the player, and a prerequisite skill for the roll is the one that prevents the player from setting off pressure plates. Since a pressure plate trap is what caused Kharjo to go down, that led me to realize that one of two things was going on. Either A) Followers are able to obtain certain skills without obtaining the prerequisite skill(s), or B) Followers will set off pressure plates no matter the circumstance or skills they posses. The second option is merely a continued inconvenience, as we have been playing as though that already existed as fact anyhow, but the first possibility could have some implications. I did test his ability to roll multiple times, and he would preform it every time I was far enough away from him and in stealth mode when he got up from a downed status. While this may seem unimportant to some people, I for one would like to know, (simply for curiosity's sake), wether followers have a separate skill tree than the player is presented with. I would like to note for anyone attempting to replicate this that I am playing on the X-Box version with patch 1.5.26.0.5 installed..... ---Gamer3427 05:32, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think this was covered on another's question. They don't use a separate skill tree, for they don't use a skill tree at all. They will, however, mimic your movements. If you use a Silent Roll, they will (sometimes) too. On occasion (noticed this firsthand), they will use it even when you don't, as long as you're sneaking. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 05:56, 11 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remotely Opening Doors ==&lt;br /&gt;
&lt;br /&gt;
I would like to get someone else to test this glitch before posting it in the bugs section. I have found that if you have set the Tower Stone as your stone, (It lets you unlock an expert level or lower lock once a day), then by telling your follower to do something and selecting a distant locked door you get the normal menu for picking the lock when you have the Tower Stone. I've found that either picking the lock or using the the stone's power will cause the door to open and transition to the next area as it would if you normally unlocked the door. I would like for someone to test this again, and also test whether or not this can be used to unlock other locked objects such as chests. I would like to note that when I did this it was a few months ago, and on the X-Box version of the game...... ---Gamer3427 05:41, 11 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fortify Health has no effect on Lydia! ==&lt;br /&gt;
&lt;br /&gt;
I created an armor with a fairly substantial fortify health effect that worked perfectly when I wore it. However, when she wears it, her health does not increase at all as far as I can tell. I even tried it with a massive fortify health of roughly 3 million points and she still died after a single hit from my sword. This happens on the PS3.&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, none of the enchanted items I've given her to wear have had any effect whatsoever even though she is wearing them. I can't really confirm it on the other things since I don't have a console on the PS3 obviously, but I can at least confirm that it's not working with fortify health.&lt;br /&gt;
&lt;br /&gt;
Has anyone else had this problem? I went ahead and added it to the bugs section pending confirmation and additional discussion. [[Special:Contributions/216.243.60.171|216.243.60.171]] 07:37, 13 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Never had a problem with Fortify Health. Lydia is usually found at a low level, so hitting her when you're at a high level, even with her having lots of health, can KO her quickly. I can confirm on the console that Fortify Health does, indeed, work on Lydia and any others, and the enchantments that do not work are listed on this page already. Try putting Heavy Armor and Health enchantments on her if you want her to survive a hit from you. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 16:30, 20 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've since confirmed that this is in fact a separate bug in which overpowered &amp;quot;fortify&amp;quot; enchantments do not take effect (the item will also remain at its unenchanted value, but the graphic/text will reflect the enchantment still).  That appears to be what happened with Lydia's fortify health enchantment.  This bug can be resolved by saving the game, rebooting the console, then reloading the save.  Once I did that, without changing anything else, I was no longer able to kill Lydia.  The item value had also increased considerably.&lt;br /&gt;
&lt;br /&gt;
::Is this bug documented anywhere already?  [[Special:Contributions/216.243.60.171|216.243.60.171]] 06:41, 7 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Did a new patch cause followers to update properly? ==&lt;br /&gt;
&lt;br /&gt;
Tested on Jenassa yesterday, got her when i was at level 6, and made a note of her health and one-handed skill. At level 17, i checked them again, and both had upgraded themselves. I changed her class, then changed it back, and no additional upgrade upon the switch back, although she was still above what she was when i first found her. Her health had increased by like 20-25 points, and her one-handed had almost doubled before i tried the setclass to upgrade her, and i had no enchantments on her. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 16:32, 20 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think your on to something, I noticed just today that I think Eola was leveling with me because I went to wabbajack update her at level 31 and I didn't notice any changes when I tested it on the 360, I think she was in the low teens level wise when I got her. --[[Special:Contributions/209.105.146.99|209.105.146.99]] 13:55, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I sure hope so, we've been screaming for this since launch. Glad to know i'm not the only one noticing this occurring. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 05:10, 23 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've been wondering the same thing. I got Lydia at level 3 and now at level 23 she's still holding her own in battle. In previous characters I would have had to retire her by now. I'm on 360 so can't use console commands to check stats so I might go and re-hire Sven as I originally got him at level 1. If he still holds his own in battle then maybe the patch changed something. [[User:Falnor|Falnor]] 09:54, 24 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've always used Lydia on my Orc Warrior, and she always done well in combat as long as she didn't get in my way.  And now at lvl 81 she is barely taking dmg when I accidentally hit her, and on Master Difficulty I usually kill everything cept dragons in 2 hits.  Although i do remember that she was a lot weaker before Dawnguard Update.  BTW I'm on 360. [[User:Warrof|Warrof]] 14:02, 28 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Followers Now Use Bows Correctly? ==&lt;br /&gt;
&lt;br /&gt;
I just saw the Shock dmg Effect from a bow I put in Lydia's inventory on a dragon I was fighting.  Also found 1 daidric arrow and when I turned around to look she was weilding the Dragonbone bow with a paralyze and shock enchantment on it that I made and put on her.  Can anyone else check to see if Followers who start with bows will equip the one you give them in combat?  BTW I'm on the 360 with dawnguard.  [[User:Warrof|Warrof]] 13:57, 28 June 2012 (UTC)&lt;br /&gt;
:Confirmed: I just watched her shoot a bandit with a Lengedary Dragonbone Bow that is enchanted with Paralyze for 5 Seconds and Shock dmg for 29 points.  YAY!!!!!!  Still other people should check this out just to be sure. [[User:Warrof|Warrof]] 14:10, 28 June 2012 (UTC)&lt;br /&gt;
::Confirmed, to an extend: Seems to work with any follower but only with items from the dlc. Tested it with housecarls, Mjoll and Aela. They all refused to use anything but their hunting bows when given vanilla items like ebony or daedric but would happily switch to the crossbow and dragonbone bow provided they had arrows/bolts to spare.--[[Special:Contributions/86.140.47.47|86.140.47.47]] 00:51, 1 July 2012 (UTC)&lt;br /&gt;
:::I've had followers using the correct bow around the same time i noticed followers leveling up correctly. Jenassa started using her enchanted Daedric Bow instead of her Hunting Bow around the same time. Wonder if they fixed both issues at once? Then again, i'm on PC, and i can't remember if i removed her Hunting Bow or not. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 03:01, 1 July 2012 (UTC)&lt;br /&gt;
::::I have found (PS3) that all followers, even with starting bows, will use the &amp;quot;Nord hero bow&amp;quot; and the &amp;quot;Drainspell Bow&amp;quot; but nothing else. Haven't got dawnguard. [[User:KingK|KingK]] 17:07, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Enchanted Follower Equipment ==&lt;br /&gt;
&lt;br /&gt;
Do they benefit from the items which provide faster health regeneration? For example, I gave [[Skyrim:Marcurio|Marcurio]] an elven armor with - ''Health regenerates 30% faster'' - enchantment. Does it work on him or not? --[[User:Arkhon|Arkhon]] 03:54, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Wait Time ==&lt;br /&gt;
&lt;br /&gt;
Will they wait where I told them to forever? or will they eventually go back to where their home is {{uns2|19:36, 1 July 2012|Jpalmss}}&lt;br /&gt;
:They will go back to their home eventually. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 20:00, 1 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Thane&amp;diff=980643</id>
		<title>Skyrim:Thane</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Thane&amp;diff=980643"/>
		<updated>2012-07-03T06:15:18Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Notes */  That was incorrect.  Quests completed prior to the &amp;quot;Thane of....&amp;quot; quest will still count towards the helping people of the hold prerequisite.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Trail|Quests}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
'''Thane''' is an honorary title presented by the [[sr:Jarl|Jarl]] of a [[sr:Holds|hold]] to individuals of high esteem. The bestowed title is one of both recognition and prestige. Thanes may be chosen due to their importance to the city or for their heroic deeds. It is possible for the player to become the Thane of every hold regardless of which side in the [[Lore:Stormcloak Rebellion|Civil War]] is chosen. Each jarl has their own requirements for the title and may bestow the honor on multiple people.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Being a Thane==&lt;br /&gt;
*Grants the player a personal [[sr:Followers#Housecarls|Housecarl follower]] (if available). &lt;br /&gt;
*Grants the player a symbolic weapon of the city.&lt;br /&gt;
*Guards will forgive a player's bounty up to 3000 gold (once per hold).&lt;br /&gt;
&lt;br /&gt;
==Becoming a Thane==&lt;br /&gt;
The general process for becoming a Thane can be fairly complex or simple depending on the hold, but it comes down to a relatively general formula:&lt;br /&gt;
# The player befriends the Jarl through a quest or favors.&lt;br /&gt;
# The Jarl asks the player to demonstrate their value to the hold by assisting the people.&lt;br /&gt;
# The Jarl asks the player to purchase a house in the city (if available).&lt;br /&gt;
# The Jarl grants the title of Thane and all that comes with it.&lt;br /&gt;
&lt;br /&gt;
Each individual Jarl has their own twists and turns to the process and may require more or less than other holds. The Thane quests and their general pieces are related below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=text-align:center&lt;br /&gt;
!Quest&lt;br /&gt;
!Jarl&lt;br /&gt;
!Favors &amp;amp; Quests&lt;br /&gt;
!Residence&lt;br /&gt;
!Housecarl&lt;br /&gt;
!Honorary Weapon †&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|'''[[Skyrim:Thane of Eastmarch|Thane of Eastmarch]]'''&lt;br /&gt;
|bgcolor=&amp;quot;87CEEB&amp;quot;|'''[[Skyrim:Ulfric Stormcloak|Ulfric Stormcloak]]'''&lt;br /&gt;
|[[sr:Rescue from Fort Neugrad|Rescue from Fort Neugrad]]&lt;br /&gt;
|rowspan=2|[[sr:Hjerim|Hjerim]]&lt;br /&gt;
|rowspan=2|[[sr:Calder|Calder]]&lt;br /&gt;
|rowspan=2|Axe of Eastmarch&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;FA8072&amp;quot;|[[Skyrim:Brunwulf Free-Winter|Brunwulf Free-Winter]]&lt;br /&gt;
|[[sr:Battle for Windhelm|Battle for Windhelm]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|'''[[Skyrim:Thane of Falkreath|Thane of Falkreath]]'''&lt;br /&gt;
|bgcolor=&amp;quot;FA8072&amp;quot;|'''[[Skyrim:Siddgeir|Siddgeir]]'''&lt;br /&gt;
|[[sr:Rare Gifts|Rare Gifts]], [[sr:Kill the Bandit Leader|Kill the Bandit Leader]]&lt;br /&gt;
|rowspan=2|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|rowspan=2|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|rowspan=2|Blade of Falkreath&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;87CEEB&amp;quot;|[[Skyrim:Dengeir of Stuhn|Dengeir of Stuhn]]&lt;br /&gt;
|[[sr:Rescue from Fort Neugrad|Rescue from Fort Neugrad]], [[sr:Kill the Bandit Leader|Kill the Bandit Leader]]&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Skyrim:Thane of Haafingar|Thane of Haafingar]]'''&lt;br /&gt;
|bgcolor=&amp;quot;FA8072&amp;quot;|'''[[Skyrim:Elisif the Fair|Elisif the Fair]]'''&lt;br /&gt;
|[[sr:The Man Who Cried Wolf|The Man Who Cried Wolf]], [[sr:Elisif's Tribute|Elisif's Tribute]]&lt;br /&gt;
|[[sr:Proudspire Manor|Proudspire Manor]]&lt;br /&gt;
|[[sr:Jordis the Sword-Maiden|Jordis the Sword-Maiden]]&lt;br /&gt;
|Blade of Haafingar&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|'''[[Skyrim:Thane of Hjaalmarch|Thane of Hjaalmarch]]'''&lt;br /&gt;
|bgcolor=&amp;quot;FA8072&amp;quot;|'''[[Skyrim:Idgrod Ravencrone|Idgrod Ravencrone]]'''&lt;br /&gt;
|[[sr:Laid to Rest|Laid to Rest]]&lt;br /&gt;
|rowspan=2|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|rowspan=2|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|rowspan=2|Blade of Hjaalmarch&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;87CEEB&amp;quot;|[[Skyrim:Sorli the Builder|Sorli the Builder]]&lt;br /&gt;
|[[sr:The Battle for Fort Snowhawk|The Battle for Fort Snowhawk]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|'''[[Skyrim:Thane of the Pale|Thane of the Pale]]'''&lt;br /&gt;
|bgcolor=&amp;quot;87CEEB&amp;quot;|'''[[Skyrim:Skald|Skald]]'''&lt;br /&gt;
|[[sr:Kill the Giant (Jarl)|Kill the Giant]]&lt;br /&gt;
|rowspan=2|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|rowspan=2|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|rowspan=2|Blade of the Pale&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;FA8072&amp;quot;|[[Skyrim:Brina Merilis|Brina Merilis]]&lt;br /&gt;
|[[sr:The Battle for Fort Dunstad|The Battle for Fort Dunstad]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|'''[[Skyrim:Thane of the Reach|Thane of the Reach]]'''&lt;br /&gt;
|bgcolor=&amp;quot;FA8072&amp;quot;|'''[[Skyrim:Igmund|Igmund]]'''&lt;br /&gt;
|[[sr:Dungeon Delving (Jarl - Hagravens)|Find Hrolfdir's Shield]]&lt;br /&gt;
|rowspan=2|[[sr:Vlindrel Hall|Vlindrel Hall]]&lt;br /&gt;
|rowspan=2|[[sr:Argis the Bulwark|Argis the Bulwark]]&lt;br /&gt;
|rowspan=2|Blade of the Reach&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;87CEEB&amp;quot;|[[Skyrim:Thongvor Silver-Blood|Thongvor Silver-Blood]]&lt;br /&gt;
|[[sr:The Battle for Fort Sungard|The Battle for Fort Sungard]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|'''[[Skyrim:Thane of the Rift|Thane of the Rift]]'''&lt;br /&gt;
|bgcolor=&amp;quot;87CEEB&amp;quot;|'''[[Skyrim:Laila Law-Giver|Laila Law-Giver]]'''&lt;br /&gt;
|[[sr:The Raid|The Raid]], [[sr:Supply and Demand|Supply and Demand]]&lt;br /&gt;
|rowspan=2|[[sr:Honeyside|Honeyside]]&lt;br /&gt;
|rowspan=2|[[sr:Iona|Iona]]&lt;br /&gt;
|rowspan=2|Blade of the Rift&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;FA8072&amp;quot;|[[Skyrim:Maven Black-Briar|Maven Black-Briar]]&lt;br /&gt;
|[[sr:The Battle for Fort Greenwall (Imperial)|The Battle for Fort Greenwall]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|'''[[Skyrim:Thane of Whiterun|Thane of Whiterun]]'''&lt;br /&gt;
|bgcolor=&amp;quot;FA8072&amp;quot;|'''[[Skyrim:Balgruuf the Greater|Balgruuf the Greater]]'''&lt;br /&gt;
|[[sr:Dragon Rising|Dragon Rising]]&lt;br /&gt;
|rowspan=2|[[sr:Breezehome|Breezehome]]&lt;br /&gt;
|rowspan=2|[[sr:Lydia|Lydia]]&lt;br /&gt;
|rowspan=2|Axe of Whiterun&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;87CEEB&amp;quot;|[[Skyrim:Vignar Gray-Mane|Vignar Gray-Mane]]&lt;br /&gt;
|[[sr:Battle for Whiterun (Stormcloaks)|Battle for Whiterun]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|'''[[Skyrim:Thane of Winterhold|Thane of Winterhold]]'''&lt;br /&gt;
|bgcolor=&amp;quot;87CEEB&amp;quot;| '''[[Skyrim:Korir|Korir]]'''&lt;br /&gt;
|[[sr:Dungeon Delving (Jarl - Caves)|Find the Helm of Winterhold]]&lt;br /&gt;
|rowspan=2|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|rowspan=2|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|rowspan=2|Blade of Winterhold&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=&amp;quot;FA8072&amp;quot;|[[Skyrim:Kraldar|Kraldar]]&lt;br /&gt;
|[[sr:Rescue from Fort Kastav|Rescue from Fort Kastav]]&lt;br /&gt;
|}&lt;br /&gt;
'''† Note''': All honorary weapons listed are randomly assigned enchanted melee weapons. More info can be found on [[Skyrim:Leveled Lists#Enchanted Weapons|this page]].&lt;br /&gt;
&lt;br /&gt;
==NPC Thanes==&lt;br /&gt;
[[File:SR-npc-Erikur.jpg|thumb|200px|right|Thane Erikur of Haafingar]]&lt;br /&gt;
NPCs that are Thanes are typically identified through dialogue. There is no specific faction marking for Thanes only, but all of them are contained in the same faction as Jarls: [[sr:JobJarlFaction|JobJarlFaction]]. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!Name !! Hold !! House !! class=unsortable|Notes&lt;br /&gt;
|-&lt;br /&gt;
||[[Skyrim:Bryling|Bryling]]||[[sr:Haafingar|Haafingar]]||[[sr:Bryling's House|Bryling's House]]||Owns [[sr:Stonehills|Stonehills]] settlement and [[sr:Rockwallow Mine|Rockwallow Mine]]&lt;br /&gt;
|-&lt;br /&gt;
||[[Skyrim:Dengeir of Stuhn|Dengeir of Stuhn]] || [[sr:Falkreath Hold|Falkreath Hold]] || [[sr:Dengeir's House|Dengeir's House]] || Former Jarl of Falkreath, deposed by his nephew [[sr:Siddgeir|Siddgeir]]. Siding with the Stormcloaks will allow him to regain the title of Jarl.&lt;br /&gt;
|-&lt;br /&gt;
||[[Skyrim:Erikur|Erikur]]||[[sr:Haafingar|Haafingar]]||[[sr:Erikur's House|Erikur's House]]||Sister is the steward [[sr:Gisli|Gisli]].&lt;br /&gt;
|-&lt;br /&gt;
||[[sr:Hrongar|Hrongar]]||[[sr:Whiterun Hold|Whiterun Hold]]||[[sr:Dragonsreach|Dragonsreach]]||Brother of Jarl [[sr:Balgruuf the Greater|Balgruuf the Greater]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[sr:Mjoll the Lioness|Mjoll the Lioness]] is declared by [[sr:The Rift|The Rift]]'s Jarl, [[sr:Laila Law-Giver|Laila Law-Giver]], to be a Champion of the People. Her virtue and heroic nature are extolled by Laila, but this only represents one facet of being a Thane.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* It is preferable to do all the Thane quests prior to joining the [[Skyrim:Imperial Legion|Imperial Legion]] or [[Skyrim:Stormcloaks|Stormcloaks]], due to the removal of key quest givers and bugs associated with Jarl changes. The exception is Eastmarch, where Thaneship is only granted after certain Civil War quests.&lt;br /&gt;
* If the Jarl that granted you Thane is replaced through the events of the Civil War you will lose the title. New Jarls are willing to grant it back for helping them become Jarl. The exceptions are Haafingar, where Elisif does not get replaced, and Falkreath Hold.&lt;br /&gt;
* In addition, using the [[Skyrim:Investor|Investor]] perk to invest in local merchants counts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skyrim-NPCs]]&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Raldbthar&amp;diff=976765</id>
		<title>Skyrim talk:Raldbthar</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Raldbthar&amp;diff=976765"/>
		<updated>2012-06-29T06:12:49Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* the gears */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== the gears ==&lt;br /&gt;
&lt;br /&gt;
ive been through here once befor and cleard all the things out i removed the bones and proceded through how ever when i returnd a while later i couldent get that damn bridge down the gears where stuck again only nothing was stuck in the gears....makeing it impossible to continue as theres nothing to remove so the gears are still stuck [[User:Sorrow|The sorrow]] 20:04, 21 November 2011 (UTC)&lt;br /&gt;
:I'm playing on the PC and encountered the same problem after the dungeon was reset.[[Special:Contributions/184.59.139.152|184.59.139.152]] 03:49, 30 November 2011 (UTC)&lt;br /&gt;
::Possibly related on PS3, only the spine was visible in the right far corner gear. All other gears had the relevant part on the floor next to the gear, but you could still activate and 'remove' them. --[[User:Shadowgm|Shadowgm]] 18:47, 29 November 2011 (UTC)&lt;br /&gt;
:::I have had the same glitch on 360. The great lift is closed, while I left it open and the button to lower the gate in the deep market is without power, while all the blockages are on the floor and cannot be interacted with.&lt;br /&gt;
:::[[Special:Contributions/77.249.235.60|77.249.235.60]] 20:05, 2 December 2011 (UTC)&lt;br /&gt;
::::Same here, I wonder if there is a console command to activate this back for PC users.&lt;br /&gt;
&lt;br /&gt;
{{od}}any one know if a recent patch fixes this at all? [[User:Sorrow|The sorrow]] 15:05, 6 January 2012 (UTC)&lt;br /&gt;
:For PC users you can use TCL to turn on no clipping mode to walk through the gate and then just disable it to get to drop down at the door. You can activate the bridge guard with the use key. --[[User:Cdevine|Cdevine]] 16:26, 6 January 2012 (UTC)&lt;br /&gt;
::You can also use the console to disable the bridge and then leap across the gap with whirlwind sprint. -cerin&lt;br /&gt;
&lt;br /&gt;
:::'''Update''':The bug with the gears has not yet been patched, as of ver 1.5.26.0.5. The simplest work-around for PC players is to use no-clipping mode to cross the gap and pass through the bridge.&lt;br /&gt;
:::I tried using the Whirlwind Sprint trick to pass it, but never glitched through the bridge. Can anybody try it now to see if it still works? --[[User:Xyzzy|Xyzzy]] 01:09, 3 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just tried to glitch through using the whirlwind sprint on the 360, doesn't work.&lt;br /&gt;
[[Special:Contributions/72.77.253.92|72.77.253.92]] 18:28, 24 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Confirmed, doesn't work on the PS3, either.  In fact, can anybody confirm that this &amp;quot;glitch&amp;quot; trick has ever worked anywhere?  I can't find any corroboration.  Starting to sound like a hoax, in which case it should be removed from the article altogether. [[Special:Contributions/216.243.60.171|216.243.60.171]] 06:12, 29 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Merchants&amp;diff=973389</id>
		<title>Skyrim:Merchants</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Merchants&amp;diff=973389"/>
		<updated>2012-06-23T23:01:33Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Markarth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Services}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
This page summarizes all of the '''merchants''' available in Skyrim.&lt;br /&gt;
&lt;br /&gt;
The amount listed under &amp;quot;Gold&amp;quot; is the base amount of gold that the merchant has available to purchase items from the player.  Merchants will generally have 3-40 gold more than listed, because their personal pocket change is added to the merchant-specific gold.  Gold is reset each time the merchant's inventory is reset or every 48 hours.  Merchant gold can be increased in several ways:&lt;br /&gt;
* The [[Skyrim:Master Trader|Master Trader]] perk increases nearly all merchants' gold by 1000.  The merchants who do ''not'' have more gold are all identified in the notes of the following tables.&lt;br /&gt;
* The [[Skyrim:Investor|Investor]] perk allows you to invest 500 gold in certain merchants, after which that merchant will permanently have 500 more gold available.  Some merchants are bugged -- they have the dialogue allowing you to pay them 500 gold, but doing so does not result in any permanent change in the merchant's available gold. These merchants are ''not'' listed with &amp;quot;Can Invest&amp;quot; in the following tables, but instead the bug is noted on the individual merchant page.&lt;br /&gt;
&lt;br /&gt;
The merchandise column provides information on what type of merchandise each merchant will buy and sell. In those cases where merchants are not in a typical category, full details are provided on the specific item types they will buy and sell.  However, for most merchants, one of the following categories is provided:&lt;br /&gt;
* '''Apothecaries''' are merchants who buy and sell [[Skyrim:Alchemy|Alchemy]]-related merchandise:&lt;br /&gt;
** [[Skyrim:Animal Parts|Animal Parts]], [[Skyrim:Food|Food]], [[Skyrim:Ingredients|Ingredients]], [[Skyrim:Poisons|Poisons]], [[Skyrim:Potions|Potions]], [[Skyrim:Raw Food|Raw Food]], [[Skyrim:Recipes|Recipes]]&lt;br /&gt;
* '''[[Skyrim:Blacksmith|Blacksmith]]s''' buy and sell:&lt;br /&gt;
** [[Skyrim:Animal Hides|Animal Hides]], [[Skyrim:Armor|Armor]], [[Skyrim:Ammunition|Arrows]], [[Skyrim:Ore|Ore]]/[[Skyrim:Ingots|Ingots]], [[Skyrim:Tools|Tools]], [[Skyrim:Weapons|Weapons]]&lt;br /&gt;
* '''[[Skyrim:Fence (merchant)|Fences]]''' are [[Skyrim:Thieves Guild (faction)|Thieves Guild]] fences, and are only available to people who have joined the guild.  In most cases, a [[Skyrim:Thieves Guild (faction)#Fences|quest]] must also be completed to make the fence available.  Fences originally only have 1000 merchant gold, but that can be increased to 1500, 2250, 3000, and then ultimately 4000 gold by [[Skyrim:Thieves_Guild_(faction)#Improving the Thieves Guild|improving the guild]].  Fences are the only merchants who will normally purchase stolen goods (unless the [[Skyrim:Fence (perk)|Fence]] perk is unlocked).&lt;br /&gt;
** Fences buy any items&lt;br /&gt;
***''Note:'' Fences cannot be invested in, but are affected by the Master Trader perk&lt;br /&gt;
* '''General''' Goods traders will buy any items, and sell a variety of items.&lt;br /&gt;
* '''Innkeepers''' buy and sell:&lt;br /&gt;
** [[Skyrim:Food|Food]], [[Skyrim:Raw Food|Raw Food]]&lt;br /&gt;
***''Note:'' Innkeepers can never be invested in&lt;br /&gt;
* '''Jewelers''' buy and sell:&lt;br /&gt;
** [[Skyrim:Gems|Gems]]; [[Skyrim:Jewelry|Jewelry]]; [[Skyrim:Ore|Ore]]/[[Skyrim:Ingots|Ingots]]; [[Skyrim:Tools|Tools]]&lt;br /&gt;
***''Note:'' Jewelers can never be invested in, and the Master Trader perk does not affect their gold amount&lt;br /&gt;
* '''Spell''' vendors buy and sell [[Skyrim:magic|magic]]-related merchandise: [[Skyrim:Spells|spell]] books, [[Skyrim:Soul Gem|Soul Gem]]s, mage apparel, and the like. Additionally, they will buy jewelry, clothing (but not armor), and staves, regardless of whether or not they are enchanted.&lt;br /&gt;
** [[Skyrim:Books|Books]], [[Skyrim:Clothing|Clothing]], [[Skyrim:Artifacts|Daedric Artifacts]], [[Skyrim:Jewelry|Jewelry]], [[Skyrim:Scrolls|Scrolls]], [[Skyrim:Soul Gem|Soul Gems]], [[Skyrim:Spell Tomes|Spell Tomes]], [[Skyrim:Staves|Staves]]&lt;br /&gt;
If the [[Skyrim:Merchant_(perk)|Merchant perk]] is unlocked, all merchants will purchase all types of items.  The perk also makes some additional items available for purchase.  All vendors will sell you items from their personal inventory, possibly including food, lockpicks, and gems.  They will also sell you any bugged items that are in their merchant chests.  Most notably, apothecary merchants will sell a dozen ingredients that normally they are unable to sell.&lt;br /&gt;
&lt;br /&gt;
Whenever two merchants are listed together in the following tables, it means that the two merchants share the same [[Skyrim:Merchant Chest|merchant chest]].  Therefore, the merchants will always provide the exact same list of items, and share the same merchant gold.  If one of the people is listed in parentheses, that person only takes over the store if the first person dies.&lt;br /&gt;
&lt;br /&gt;
==[[Skyrim:Eastmarch|Eastmarch]]==&lt;br /&gt;
===[[Skyrim:Windhelm|Windhelm]]===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Ambarys Rendar|Ambarys Rendar]]&lt;br /&gt;
| [[Skyrim:New Gnisis Cornerclub|New Gnisis Cornerclub]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Aval Atheron|Aval Atheron]]&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| General&lt;br /&gt;
| 750&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Elda Early-Dawn|Elda Early-Dawn]] ([[Skyrim:Nils|Nils]])&lt;br /&gt;
| [[Skyrim:Candlehearth Hall|Candlehearth Hall]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Hillevi Cruel-Sea|Hillevi Cruel-Sea]]&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2| [[Skyrim:Niranye|Niranye]]&lt;br /&gt;
| [[Skyrim:Niranye's House|Niranye's House]]&lt;br /&gt;
| Fence&lt;br /&gt;
| 1000-4000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| General&lt;br /&gt;
| 750&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Nurelion|Nurelion]] ([[Skyrim:Quintus Navale|Quintus Navale]])&lt;br /&gt;
| [[Skyrim:The White Phial (place)|The White Phial]]&lt;br /&gt;
| Apothecary&lt;br /&gt;
| 500&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Oengul War-Anvil|Oengul War-Anvil]] ([[Skyrim:Hermir Strong-Heart|Hermir Strong-Heart]])&lt;br /&gt;
| [[Skyrim:Blacksmith Quarters|Blacksmith Quarters]]&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 1000&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Revyn Sadri|Revyn Sadri]]&lt;br /&gt;
| [[Skyrim:Sadri's Used Wares|Sadri's Used Wares]]&lt;br /&gt;
| General&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]]&lt;br /&gt;
| [[Skyrim:Palace of the Kings|Palace of the Kings]]&lt;br /&gt;
| Spells&lt;br /&gt;
| 500&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Outside Towns===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Bolar|Bolar]]&lt;br /&gt;
| &lt;br /&gt;
| Apothecary&lt;br /&gt;
| 500&lt;br /&gt;
| At [[Skyrim:Mauhulakh's Longhouse|Mauhulakh's Longhouse]] in [[Skyrim:Narzulbur|Narzulbur]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Dushnamub|Dushnamub]]&lt;br /&gt;
| &lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 400&lt;br /&gt;
| At [[Skyrim:Mauhulakh's Longhouse|Mauhulakh's Longhouse]] in [[Skyrim:Narzulbur|Narzulbur]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Iddra|Iddra]]&lt;br /&gt;
| [[Skyrim:Braidwood Inn|Braidwood Inn]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| In [[Skyrim:Kynesgrove|Kynesgrove]]; no [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Skyrim:Falkreath Hold|Falkreath Hold]]==&lt;br /&gt;
===[[Skyrim:Falkreath|Falkreath]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Babette|Babette]]&lt;br /&gt;
| &lt;br /&gt;
| Apothecary (also buys [[Skyrim:Tools|Tools]])&lt;br /&gt;
| 500&lt;br /&gt;
| In the [[Skyrim:Dark Brotherhood Sanctuary|Dark Brotherhood Sanctuary]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Solaf|Solaf]]&lt;br /&gt;
| [[Skyrim:Gray Pine Goods|Gray Pine Goods]]&lt;br /&gt;
| General; sells [[Skyrim:Blue Mage Robes|Blue Mage Robes]]&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Lod|Lod]]&lt;br /&gt;
| [[Skyrim:Lod's House|Lod's House]]&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Valga Vinicia|Valga Vinicia]]&lt;br /&gt;
| [[Skyrim:Dead Man's Drink|Dead Man's Drink]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| No [[Skyrim:Master Trader|Master Trader]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Zaria|Zaria]]&lt;br /&gt;
| [[Skyrim:Grave Concoctions|Grave Concoctions]]&lt;br /&gt;
| Apothecary&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Skyrim:Haafingar|Haafingar]]==&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Solitude|Solitude]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Addvar|Addvar]] ([[Skyrim:Greta|Greta]])&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Angeline Morrard|Angeline Morrard]] ([[Skyrim:Vivienne Onis|Vivienne Onis]])&lt;br /&gt;
| [[Skyrim:Angeline's Aromatics|Angeline's Aromatics]]&lt;br /&gt;
| Apothecary&lt;br /&gt;
| 500&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Beirand|Beirand]]&lt;br /&gt;
| [[Skyrim:Solitude Blacksmith|Solitude Blacksmith]]&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 1000&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Corpulus Vinius|Corpulus Vinius]]&lt;br /&gt;
| [[Skyrim:The Winking Skeever|The Winking Skeever]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Endarie|Endarie]]; [[Skyrim:Taarie|Taarie]]&lt;br /&gt;
| [[Skyrim:Radiant Raiment|Radiant Raiment]]&lt;br /&gt;
| [[Skyrim:Clothing|Clothing]], [[Skyrim:Jewelry|Jewelry]]&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Evette San|Evette San]]&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Fihada|Fihada]] ([[Skyrim:Jawanan|Jawanan]])&lt;br /&gt;
| [[Skyrim:Fletcher (place)|Fletcher]]&lt;br /&gt;
| [[Skyrim:Armor|Armor]], [[Skyrim:Arrows|Arrows]], [[Skyrim:Tools|Tools]], [[Skyrim:Weapons|Weapons]]&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Gulum-Ei|Gulum-Ei]]&lt;br /&gt;
| [[Skyrim:The Winking Skeever|The Winking Skeever]]&lt;br /&gt;
| Fence&lt;br /&gt;
| 1000-4000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Jala|Jala]]&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Sayma|Sayma]]&lt;br /&gt;
| [[Skyrim:Bits and Pieces|Bits and Pieces]]&lt;br /&gt;
| General&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Sybille Stentor|Sybille Stentor]]&lt;br /&gt;
| [[Skyrim:Blue Palace|Blue Palace]]&lt;br /&gt;
| Spells&lt;br /&gt;
| 500&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Locations===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Faida|Faida]]&lt;br /&gt;
| [[Skyrim:Four Shields Tavern|Four Shields Tavern]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| In [[Skyrim:Dragon Bridge|Dragon Bridge]]; no [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Skyrim:Hjaalmarch|Hjaalmarch]]==&lt;br /&gt;
===[[Skyrim:Morthal|Morthal]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Falion|Falion]]&lt;br /&gt;
| [[Skyrim:Falion's House|Falion's House]]&lt;br /&gt;
| Spells; sells 1 [[Skyrim:Black Soul Gem|Black Soul Gem]]&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Jonna|Jonna]]&lt;br /&gt;
| [[Skyrim:Moorside Inn|Moorside Inn]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| No [[Skyrim:Master Trader|Master Trader]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Lami|Lami]]&lt;br /&gt;
| [[Skyrim:Thaumaturgist's Hut|Thaumaturgist's Hut]]&lt;br /&gt;
| Apothecary&lt;br /&gt;
| 500&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Skyrim:The Pale|The Pale]]==&lt;br /&gt;
===[[Skyrim:Dawnstar|Dawnstar]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Frida|Frida]]&lt;br /&gt;
| [[Skyrim:The Mortar and Pestle|The Mortar and Pestle]]&lt;br /&gt;
| Apothecary&lt;br /&gt;
| 500&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Thoring|Thoring]] ([[Skyrim:Karita (bard)|Karita]])&lt;br /&gt;
| [[Skyrim:Windpeak Inn|Windpeak Inn]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| No [[Skyrim:Master Trader|Master Trader]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Madena|Madena]]&lt;br /&gt;
| [[Skyrim:The White Hall|The White Hall]]&lt;br /&gt;
| Spells&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Rustleif|Rustleif]]; [[Skyrim:Seren|Seren]]&lt;br /&gt;
| [[Skyrim:Rustleif's House|Rustleif's House]]&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 1000&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Locations===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Hadring|Hadring]]&lt;br /&gt;
| [[Skyrim:Nightgate Inn|Nightgate Inn]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| No [[Skyrim:Master Trader|Master Trader]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Skyrim:The Reach|The Reach]]==&lt;br /&gt;
===[[Skyrim:Markarth|Markarth]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Anton Virane|Anton Virane]]&lt;br /&gt;
| &lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| In [[Skyrim:Understone Keep|Understone Keep]]; no [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Bothela|Bothela]] ([[Skyrim:Muiri|Muiri]])&lt;br /&gt;
| [[Skyrim:The Hag's Cure|The Hag's Cure]]&lt;br /&gt;
| Apothecary&lt;br /&gt;
| 500&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Calcelmo|Calcelmo]]&lt;br /&gt;
| &lt;br /&gt;
| Spells&lt;br /&gt;
| 500&lt;br /&gt;
| In [[Skyrim:Understone Keep|Understone Keep]]; [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Kleppr|Kleppr]] ([[Skyrim:Frabbi|Frabbi]])&lt;br /&gt;
| [[Skyrim:Silver-Blood Inn|Silver-Blood Inn]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| No [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Endon|Endon]]&lt;br /&gt;
| [[Skyrim:Endon's House|Endon's House]]&lt;br /&gt;
| Fence&lt;br /&gt;
| 1000-4000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Ghorza gra-Bagol|Ghorza gra-Bagol]] ([[Skyrim:Tacitus Sallustius|Tacitus Sallustius]])&lt;br /&gt;
| &lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 1000&lt;br /&gt;
| At the forge near [[Skyrim:The Hag's Cure|The Hag's Cure]] or in [[Skyrim:Understone Keep|Understone Keep]]; Due to a bug, you can initiate invest dialogue, but then the only option is to cancel; therefore, you cannot invest with this NPC.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Hogni Red-Arm|Hogni Red-Arm]]&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 50&lt;br /&gt;
| No [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Kerah|Kerah]]&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| Jeweler&lt;br /&gt;
| 50&lt;br /&gt;
| No [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Lisbet|Lisbet]] ([[Skyrim:Imedhnain|Imedhnain]])&lt;br /&gt;
| [[Skyrim:Arnleif and Sons Trading Company|Arnleif and Sons Trading Company]]&lt;br /&gt;
| General&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Moth gro-Bagol|Moth gro-Bagol]]&lt;br /&gt;
| &lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 500&lt;br /&gt;
| In [[Skyrim:Understone Keep|Understone Keep]]; [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Locations===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Gharol|Gharol]]&lt;br /&gt;
|&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 400&lt;br /&gt;
| At [[Skyrim:Burguk's Longhouse|Burguk's Longhouse]] in [[Skyrim:Dushnikh Yal|Dushnikh Yal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Eydis|Eydis]] ([[Skyrim:Leontius Salvius|Leontius Salvius]])&lt;br /&gt;
| [[Skyrim:Old Hroldan Inn|Old Hroldan Inn]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| No [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Murbul|Murbul]]&lt;br /&gt;
| &lt;br /&gt;
| Apothecary&lt;br /&gt;
| 500&lt;br /&gt;
| At [[Skyrim:Burguk's Longhouse|Burguk's Longhouse]] in [[Skyrim:Dushnikh Yal|Dushnikh Yal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Sharamph|Sharamph]]&lt;br /&gt;
| &lt;br /&gt;
| Apothecary&lt;br /&gt;
| 500&lt;br /&gt;
| At [[Skyrim:Larak's Longhouse|Larak's Longhouse]] in [[Skyrim:Mor Khazgur|Mor Khazgur]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Shuftharz|Shuftharz]]&lt;br /&gt;
|&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 400&lt;br /&gt;
| at [[Skyrim:Larak's Longhouse|Larak's Longhouse]] in [[Skyrim:Mor Khazgur|Mor Khazgur]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Skyrim:The Rift|The Rift]]==&lt;br /&gt;
===[[Skyrim:Riften|Riften]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Arnskar Ember-Master|Arnskar Ember-Master]]&lt;br /&gt;
| [[Skyrim:The Ragged Flagon|The Ragged Flagon]]&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Balimund|Balimund]] ([[Skyrim:Asbjorn Fire-Tamer|Asbjorn Fire-Tamer]])&lt;br /&gt;
| [[Skyrim:The Scorched Hammer|The Scorched Hammer]]&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 1000&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Bersi Honey-Hand|Bersi Honey-Hand]] ([[Skyrim:Drifa|Drifa]])&lt;br /&gt;
| [[Skyrim:Pawned Prawn|Pawned Prawn]]&lt;br /&gt;
| General&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Brand-Shei|Brand-Shei]]&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| General&lt;br /&gt;
| 750&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Vekel the Man|Vekel the Man]] ([[Skyrim:Dirge|Dirge]])&lt;br /&gt;
| [[Skyrim:The Ragged Flagon|The Ragged Flagon]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| No [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Elgrim|Elgrim]]; [[Skyrim:Hafjorg|Hafjorg]]&lt;br /&gt;
| [[Skyrim:Elgrim's Elixirs|Elgrim's Elixirs]]&lt;br /&gt;
| Apothecary&lt;br /&gt;
| 500&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Grelka|Grelka]]&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| General&lt;br /&gt;
| 750&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Herluin Lothaire|Herluin Lothaire]]&lt;br /&gt;
| [[Skyrim:The Ragged Flagon|The Ragged Flagon]]&lt;br /&gt;
| Apothecary&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Ungrien|Ungrien]]&lt;br /&gt;
| [[Skyrim:Black-Briar Meadery|Black-Briar Meadery]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| No [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Keerava|Keerava]]; [[Skyrim:Talen-Jei|Talen-Jei]]&lt;br /&gt;
| [[Skyrim:The Bee and Barb|The Bee and Barb]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| no [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Madesi|Madesi]]&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| Jeweler&lt;br /&gt;
| 750&lt;br /&gt;
| No [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Marise Aravel|Marise Aravel]]&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| General&lt;br /&gt;
| 50&lt;br /&gt;
| no [[Skyrim:Master Trader|Master Trader]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Syndus|Syndus]]&lt;br /&gt;
| [[Skyrim:The Ragged Flagon|The Ragged Flagon]]&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Tonilia|Tonilia]]&lt;br /&gt;
| [[Skyrim:The Ragged Flagon|The Ragged Flagon]]&lt;br /&gt;
| Fence&lt;br /&gt;
| 1000-4000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Vanryth Gatharian|Vanryth Gatharian]]&lt;br /&gt;
| [[Skyrim:The Ragged Flagon|The Ragged Flagon]]&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Wylandriah|Wylandriah]]&lt;br /&gt;
| &lt;br /&gt;
| Spells&lt;br /&gt;
| 500&lt;br /&gt;
| in [[Skyrim:Mistveil Keep|Mistveil Keep]]; [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Locations===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Atub|Atub]]&lt;br /&gt;
| &lt;br /&gt;
| Apothecary&lt;br /&gt;
| 500&lt;br /&gt;
| At [[Skyrim:Largashbur Longhouse|Largashbur Longhouse]] in [[Skyrim:Largashbur|Largashbur]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Filnjar|Filnjar]]&lt;br /&gt;
| [[Skyrim:Filnjar's House|Filnjar's House]]&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 500&lt;br /&gt;
| In [[Skyrim:Shor's Stone|Shor's Stone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Wilhelm|Wilhelm]]&lt;br /&gt;
| [[Skyrim:Vilemyr Inn|Vilemyr Inn]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| In [[Skyrim:Ivarstead|Ivarstead]]; no [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Skyrim:Whiterun Hold|Whiterun Hold]]==&lt;br /&gt;
===[[Skyrim:Riverwood|Riverwood]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Alvor|Alvor]]&lt;br /&gt;
| [[Skyrim:Blacksmith Quarters|Blacksmith Quarters]]&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 500&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Orgnar|Orgnar]]&lt;br /&gt;
| [[Skyrim:Sleeping Giant Inn|Sleeping Giant Inn]]&lt;br /&gt;
| Innkeeper (also buys [[Skyrim:Ingredients|Ingredients]])&lt;br /&gt;
| 100&lt;br /&gt;
| no [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Lucan Valerius|Lucan Valerius]] ([[Skyrim:Camilla Valerius|Camilla Valerius]])&lt;br /&gt;
| [[Skyrim:Riverwood Trader|Riverwood Trader]]&lt;br /&gt;
| General; sells [[Skyrim:Blue Mage Robes|Blue Mage Robes]], several Spell Tomes&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can invest]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Whiterun|Whiterun]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Adrianne Avenicci|Adrianne Avenicci]]; [[Skyrim:Ulfberth War-Bear|Ulfberth War-Bear]]&lt;br /&gt;
| [[Skyrim:Warmaiden's|Warmaiden's]]&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 1000&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Anoriath|Anoriath]]&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 50&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Arcadia|Arcadia]]&lt;br /&gt;
| [[Skyrim:Arcadia's Cauldron|Arcadia's Cauldron]]&lt;br /&gt;
| Apothecary&lt;br /&gt;
| 500&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Belethor|Belethor]]&lt;br /&gt;
| [[Skyrim:Belethor's General Goods|Belethor's General Goods]]&lt;br /&gt;
| General&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Carlotta Valentia|Carlotta Valentia]]&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Elrindir|Elrindir]]&lt;br /&gt;
| [[Skyrim:The Drunken Huntsman|The Drunken Huntsman]]&lt;br /&gt;
| [[Skyrim:Armor|Armor]], [[Skyrim:Arrows|Arrows]], [[Skyrim:Food|Food]], [[Skyrim:Tools|Tools]], [[Skyrim:Weapons|Weapons]]&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Eorlund Gray-Mane|Eorlund Gray-Mane]]&lt;br /&gt;
| [[Skyrim:Skyforge|Skyforge]]&lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Farengar Secret-Fire|Farengar Secret-Fire]]&lt;br /&gt;
| [[Skyrim:Dragonsreach|Dragonsreach]]&lt;br /&gt;
| Spells&lt;br /&gt;
| 500&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Fralia Gray-Mane|Fralia Gray-Mane]]&lt;br /&gt;
| Marketplace Stall&lt;br /&gt;
| Jeweler&lt;br /&gt;
| 50&lt;br /&gt;
| No [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Hulda|Hulda]]; [[Skyrim:Saadia|Saadia]]&lt;br /&gt;
| [[Skyrim:The Bannered Mare|The Bannered Mare]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Mallus Maccius|Mallus Maccius]]&lt;br /&gt;
| [[Skyrim:Honningbrew Meadery|Honningbrew Meadery]]&lt;br /&gt;
| Fence&lt;br /&gt;
| 1000-4000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Sabjorn|Sabjorn]]&lt;br /&gt;
| [[Skyrim:Honningbrew Meadery|Honningbrew Meadery]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| No [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Locations===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Mralki|Mralki]]&lt;br /&gt;
| [[Skyrim:Frostfruit Inn|Frostfruit Inn]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
| In [[Skyrim:Rorikstead|Rorikstead]]; no [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Skyrim:Winterhold (region)|Winterhold]]==&lt;br /&gt;
===[[Skyrim:Winterhold (city)|Winterhold]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Name!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Birna|Birna]]&lt;br /&gt;
| [[Skyrim:Birna's Oddments|Birna's Oddments]]&lt;br /&gt;
| General&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Dagur|Dagur]]; [[Skyrim:Haran|Haran]]&lt;br /&gt;
| [[Skyrim:The Frozen Hearth|The Frozen Hearth]]&lt;br /&gt;
| Innkeeper&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Nelacar|Nelacar]]&lt;br /&gt;
| [[Skyrim:The Frozen Hearth|The Frozen Hearth]]&lt;br /&gt;
| Spells&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:College_of_Winterhold_(place)|College of Winterhold]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Location!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Colette Marence|Colette Marence]]&lt;br /&gt;
| [[Skyrim:Hall of Countenance|Hall of Countenance]]&lt;br /&gt;
| Spells (Restoration)&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Drevis Neloren|Drevis Neloren]]&lt;br /&gt;
| [[Skyrim:Hall of Countenance|Hall of Countenance]]&lt;br /&gt;
| Spells (Illusion)&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2| [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|rowspan=2| [[Skyrim:Hall of Attainment|Hall of Attainment]]&lt;br /&gt;
| General&lt;br /&gt;
| 500&lt;br /&gt;
| Stocks a [[Skyrim:Black Soul Gem|Black Soul Gem]] and 2 [[Skyrim:Daedra Heart|Daedra Heart]]s&lt;br /&gt;
|-&lt;br /&gt;
| Fence&lt;br /&gt;
| 1000-4000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Faralda|Faralda]]&lt;br /&gt;
| [[Skyrim:Hall of Countenance|Hall of Countenance]]&lt;br /&gt;
| Spells (Destruction)&lt;br /&gt;
| 500&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Phinis Gestor|Phinis Gestor]]&lt;br /&gt;
| [[Skyrim:Hall of Countenance|Hall of Countenance]]&lt;br /&gt;
| Spells (Conjuration)&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Tolfdir|Tolfdir]]&lt;br /&gt;
| [[Skyrim:Hall of Attainment|Hall of Attainment]]&lt;br /&gt;
| Spells (Alteration)&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Urag gro-Shub|Urag gro-Shub]]&lt;br /&gt;
| [[Skyrim:The Arcanaeum|The Arcanaeum]]&lt;br /&gt;
| [[Skyrim:Books|Books]]&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Not Specific to One Hold==&lt;br /&gt;
===Khajiit Traders===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Location!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Ahkari|Ahkari]]&lt;br /&gt;
|&lt;br /&gt;
| General; Sells [[Skyrim:Moon Sugar|Moon Sugar]] and [[Skyrim:Skooma|Skooma]]&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can Invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Atahbah|Atahbah]]&lt;br /&gt;
|&lt;br /&gt;
| Fence&lt;br /&gt;
| 1000-4000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Ma'dran|Ma'dran]]&lt;br /&gt;
|&lt;br /&gt;
| General; Sells [[Skyrim:Moon Sugar|Moon Sugar]] and [[Skyrim:Skooma|Skooma]]&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can Invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Ma'jhad|Ma'jhad]]&lt;br /&gt;
| &lt;br /&gt;
| Fence&lt;br /&gt;
| 1000-4000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Ri'saad|Ri'saad]]&lt;br /&gt;
|&lt;br /&gt;
| General; Sells [[Skyrim:Moon Sugar|Moon Sugar]] and [[Skyrim:Skooma|Skooma]]&lt;br /&gt;
| 750&lt;br /&gt;
| [[Skyrim:Investor|Can Invest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Zaynabi|Zaynabi]]&lt;br /&gt;
| &lt;br /&gt;
| Fence&lt;br /&gt;
| 1000-4000&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Merchant Name!!Store Location!!Merchandise!!Gold!!Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Imperial Quartermaster|Imperial Quartermaster]]&lt;br /&gt;
| &lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
* Found in most [[Skyrim:Imperial|Imperial]] [[Skyrim:Military Camps|camp]]s&lt;br /&gt;
* No [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Stormcloak Quartermaster|Stormcloak Quartermaster]]&lt;br /&gt;
| &lt;br /&gt;
| Blacksmith&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
* Found in most [[Skyrim:Stormcloaks|Stormcloaks]] [[Skyrim:Military Camps|camp]]s&lt;br /&gt;
* No [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Hunter|Hunter]]&lt;br /&gt;
| &lt;br /&gt;
| Meat, Hides&lt;br /&gt;
| random&lt;br /&gt;
|&lt;br /&gt;
* Found randomly anywhere in the wilderness&lt;br /&gt;
* Amount of gold is a random value: minimum 3, maximum 36&lt;br /&gt;
* No [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Peddler|Peddler]]&lt;br /&gt;
|&lt;br /&gt;
| General Goods&lt;br /&gt;
| random&lt;br /&gt;
|&lt;br /&gt;
* Found randomly anywhere in the wilderness (being attacked by bandits or Forsworn)&lt;br /&gt;
* Have 50-77 merchant gold&lt;br /&gt;
* No [[Skyrim:Master Trader|Master Trader]] bonus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Merchants who are also [[Skyrim:Trainers|Trainers]] add the gold you pay them for training to the gold they use to barter with.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Restoring from a savegame does not restore a merchant's gold or inventory. If you initiate trading with the merchant's gold at 750, trade him/her down to 20 gold, then load a saved game, the merchant's gold will be at 20. Any items you bought before reloading will also be gone from his/her inventory.&lt;br /&gt;
* You can restock merchants when they are not due to restock. Save your game, kill a merchant (or force an essential trader into the recovery position) and then reload your save. This will cause a vendor to restock even if the game loaded shouldn't have done so.&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Dawnguard&amp;diff=972767</id>
		<title>Skyrim talk:Dawnguard</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Dawnguard&amp;diff=972767"/>
		<updated>2012-06-22T06:24:27Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{notice|align=center|message=The wiki is reserved for verifiable facts only, and '''this talk page should only be used to discuss the contents of the article itself'''.&amp;lt;br&amp;gt;Please keep all speculation, wishlists, etc. restricted to the forums.&amp;lt;br&amp;gt;Any content of this sort ''will'' be removed promptly.&amp;lt;br&amp;gt;[http://forums.uesp.net/viewforum.php?f=35 UESP Skyrim Forum]&amp;lt;br&amp;gt;[http://forums.bethsoft.com/index.php?/forum/118-skyrim-general-discussion/ Official Bethesda Skyrim Forum]}}&lt;br /&gt;
&lt;br /&gt;
==Save Compatibility?==&lt;br /&gt;
Does anybody know if existing saves will be compatible?  I.e. if I played original Skyrim (without Dawnguard) on my PS3, saved my game, then installed the Dawnguard expansion; would I then be able to load that save and play Dawnguard with the game I saved?  Or will it require you to start a new game from scratch? [[Special:Contributions/216.243.60.171|216.243.60.171]] 06:24, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Dawnguard's Topic Predictions==&lt;br /&gt;
Why do I get an eerie feeling that this is going to be about zombies in Dawnstar? It's probably not true, but after all of these franchises turning to zombies-You never know. And the glowing eyes...Meh. Hopefully it's something cooler. What do you all think? [[User:SlyKhajiit|SlyKhajiit]] 17:06, 1 May 2012&lt;br /&gt;
&lt;br /&gt;
:Whatever it's about, any speculation should be avoided, if possible. I only included the note about the potential new content as that is the only genuine hint about what this could be about, besides the name and image (which is less informative). Please discuss this in the [http://forums.uesp.net/ forums] if you wish to speculate on what this could be about. --[[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; 21:15, 1 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well I don't want to speculate or anything like that but considering that the fans complained immensely about the vampirism and how weak it was this time around and the combination of the glowing RED eyes of the dragonborn and the title &amp;quot;dawnguard&amp;quot; i say vampires or vampirism are going to play a part in this DLC. Question, was there any indication that this may have already be part of the game and locked and hidded within the files?  as some crafty game companies don't make DLC but simply charge people into unlocking &amp;quot;new&amp;quot; content which was already in the game all along but locked. [[User:Mr.Scryer.|Mr.Scryer.]] 17:49, 2 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'm fairly sure someone would've discovered it. On the [http://content3.uesp.net/oblivion/cs/cslist.php?game=sr CSList], which lists all of the game data, there is no record whatsoever of Dawnguard, the Snow Prince (besides the [[sr:Fall of the Snow Prince|related book]]), and crossbows (except for one that Dwemer Spheres wield and the player can't use). Anyone can speculate, and I personally think that they will improve vampirism, but that type of discussion belongs on the forums. • [[User:Jak Atackka|&amp;lt;span title=&amp;quot;Jak Atackka&amp;quot; style=&amp;quot;line-height:1.0; font-size:16px; font-family:DragonscriptRegular; color:#4faf4f;&amp;quot;&amp;gt;JA&amp;lt;/span&amp;gt;]][[User talk:Jak Atackka|&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;]] 17:56, 2 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think that Dawnguard is definitely something to do with Vampires, for starters there is the image and the interesting files found in the latest patch... --[[User:Quill and Inkwell|Quill and Inkwell]] 09:26, 5 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Quill, what files would you be talking about? '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 14:33, 5 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::They're listed on the [[Skyrim:Patch|Patch]] page in a collapsible table. [[User:The Silencer|The Silencer has spoken]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 14:44, 5 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Ah, thanks for that, Silencer. Of course they're on the Patch page. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 14:50, 5 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Maybe it has something to do with Meridia. Morrowind had an expansion which had stuff related to Hircine and Oblivion had a whole expansion relating to Sheogorath and Jyggalag. Meh, just a thought. -[[User:Malus X|Lord Malus DCLXVI]] 23:07, 8 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have two theories:&lt;br /&gt;
&lt;br /&gt;
:First Theory&lt;br /&gt;
:Two of the preceding games had DLC focused on a Deadric Lord, Herecine in the Bloodmoon and Sheogorath int he Shivering Ilse. Azura, The Queen of Dusk and Dawn, could be involved in this DLC, hence the name 'Dawnguard'. This is a bit of a long shot considering you can totally piss her off by corrupting her Star during her Deadric quest.&lt;br /&gt;
&lt;br /&gt;
:Second Theory&lt;br /&gt;
:A screen shot of a Falmer statue has been released. Because the Mer were created first, this could have something to do with the Dawn Era and the creation of Tamriel. This seems more plausible than my first theory, but it's still a little far fetched. I have my doubts that Bethesda will ever give us any real solid information on what exactly happened in the Dawn to Mythic eras. {{uns2|16:55, May 23, 2012|173.225.230.210}}&lt;br /&gt;
&lt;br /&gt;
::Take it to the {{forums}}, please. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 21:13, 23 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor change in last paragraph  ==&lt;br /&gt;
&lt;br /&gt;
Regarding the purpose of the Vampire Lord (Narrating Character of the trailer) gathering the Elder Scrolls: I hardly doubt he wants to 'destroy' the sun. You can see in the trailer a blood-red like fog blocking the sun.&lt;br /&gt;
&lt;br /&gt;
== Semi- the page? ==&lt;br /&gt;
&lt;br /&gt;
I was curious, since I have been seeing plenty of Dawnguard references being reversed (typically of the same things, (Falmer, crossbows, etc.)), whether or not it would be worth while to semi-protect the article with a &amp;lt;s&amp;gt;notice to speculate on the forums or post on the talk page verifiable sources.&amp;lt;/s&amp;gt; ('''Edit''': Exists on talk page) Just a little suggestion to help with the constant reversions of the same type of information. [[User:Eric Snowmane|Eric Snowmane]] ([[User talk:Eric Snowmane|Talk]] | [[Special:Contributions/Eric Snowmane|Contribs]] | [[User:Eric Snowmane/BlockUser|Block]]) 19:17, 1 June 2012 (UTC)&lt;br /&gt;
:It's a bit late now because E3 is only a few days away. However there will be a lot of rumors in those few days, so maybe a Very short protection until then, if thats possible. [[User:The Silencer|The Silencer has spoken]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 20:10, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dawnguard Beta for Xbox 360 ==&lt;br /&gt;
&lt;br /&gt;
Don't know where to put this, so here: [http://www.gametrailers.com/side-mission/2012/06/01/bethesdas-dawnguard-beta-announced-for-xbox-360-now-accepting-applications/ link]. Bethesda is giving Xbox 360 Skyrim players the chance to gain access to a beta of Dawnguard before its official release. The beta includes the entire Dawnguard expansion and achievements, so if you get accepted you're getting Dawnguard early and for free.[[Special:Contributions/76.181.65.128|76.181.65.128]] 19:47, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New info ==&lt;br /&gt;
Wait wait wait.... wait. Whered all this new info? can someone chuck a link my way? [[User:Vos|Vos]] 22:33, 3 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:it comes from the new game informer issue {{uns|108.33.35.140|23:39, 4 June 2012 (GMT)}}&lt;br /&gt;
&lt;br /&gt;
::Right, that explains a lot, a tip of the hat to you, my unsigned chappie. [[User:Vos|Vos]] 05:02, 5 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Siding ==&lt;br /&gt;
&lt;br /&gt;
The page says you can side with the vampires. Does that mean you CAN indeed block/destroy the sun as a vampire and block allmost all those annoying disadvantages away? (I said block because you see a red fog BEFORE the sun)&lt;br /&gt;
:In the trailer it looks like you can but nobody can say for sure until it comes out, unless more info is released at E3.[[User:RIM|RIM]] 17:42, 5 June 2012 (UTC)&lt;br /&gt;
::They're supposed to talk about it in the E3 segment starting at 4pm EST today. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 17:50, 5 June 2012 (UTC)&lt;br /&gt;
:::I forgot that is this week, thanks for reminding me! I guess we should expect a lot of new info soon then... [[User:RIM|RIM]] 17:53, 5 June 2012 (UTC)&lt;br /&gt;
::::TES Online is also tomorrow at 6pm EST, I think. And I'm pretty sure the Dawnguard beta comes out next week... either that or participants are chosen. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 17:57, 5 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Previews ==&lt;br /&gt;
&lt;br /&gt;
Here are a couple previews from E3 2012 demos that I found informative:&lt;br /&gt;
&lt;br /&gt;
http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim_-_dawnguard/b/pc/archive/2012/06/05/hands-on-with-the-elder-scrolls-v-skyrim-dawnguard.aspx&lt;br /&gt;
&lt;br /&gt;
http://www.ign.com/articles/2012/06/06/e3-2012-skyrim-for-vampires&lt;br /&gt;
&lt;br /&gt;
One of them mentions that Harkan needs Auriel's Bow for his ritual, but I wasn't sure if that was enough to add the bow to the items section.[[Special:Contributions/65.189.34.199|65.189.34.199]] 22:12, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
&lt;br /&gt;
Are the werewolf / vampire perks achieved through an overall amount of kills, therefore being there every time u become one again the perks remain? Or is it every kill you get in your current &amp;quot;transformation&amp;quot; adds to the perks, and then resets when you &amp;quot;detransform&amp;quot;? {{uns|Jpalmss|20:26, 8 June 2012}}&lt;br /&gt;
:I don't know, and no one else will until the beta is released, but I'm fairly certain that it goes by overall kills, so you don't have to stay transformed 24/7 to keep your perks (which is very difficult to do). • [[User:Jak Atackka|&amp;lt;span title=&amp;quot;Jak Atackka&amp;quot; style=&amp;quot;line-height:1.0; font-size:16px; font-family:DragonscriptRegular; color:#4faf4f;&amp;quot;&amp;gt;JA&amp;lt;/span&amp;gt;]][[User talk:Jak Atackka|&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;]] 20:32, 8 June 2012 (UTC)&lt;br /&gt;
==New Perks==&lt;br /&gt;
Ive added the perks from The Elder Scrolls 5: Skyrim - Dawnguard Extended E3 Gameplay Preview. ([[User:Darco|Darco]] 01:38, 9 June 2012 (UTC))&lt;br /&gt;
&lt;br /&gt;
:Shouldnt the perks be listed in the werewolf and vampire lord pages instead? I thought this was supposed to be a hub article, if we list every little thing here it clutters up the page.[[Special:Contributions/65.189.34.199|65.189.34.199]] 17:03, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Since Dawnguard is unrelesed and there is only a little information about it, it would be more conventional to have these things on a page. When dawnguard is relesed and there is much more information we can start categorizing things better... but right now its good to keep things together. On the werewolf page and vampire lord page the perks can be descrbed in detail instead of just being listed.--[[User:Cole1|Cole1]] 20:05, 10 June 2012 (UTC)&lt;br /&gt;
:::I agree, anyway, since DG is out in like 3 weeks it's not a huge deal anyway. [[User:RIM|RIM]] 20:24, 10 June 2012 (UTC)&lt;br /&gt;
::::They both have their own page now, so it is unneccessary to duplicate them here. [[User:The Silencer|The Silencer speaks]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 20:48, 10 June 2012 (UTC)&lt;br /&gt;
:::::My opinion still stands but theres no use in arguing about such petty things.--[[User:Cole1|Cole1]] 20:55, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== removing the sun ==&lt;br /&gt;
&lt;br /&gt;
Well, i am a big fan of vampires... more than i should let you all know... but i want to ask, if you team up with the vampires is the sun REALLY removed from the day? I mean yes the vampires do hate the sun.... but the sun is the thing keeping their meal alive, blood... So can anybody tell me, if you team up with the vampires is the sun removeed from the game? {{uns2|08:54, June 11, 2012|72.182.42.124}}&lt;br /&gt;
:Nobody knows at this point, and nobody will know until Dawnguard is played through. Once it is, that information will be added to the appropriate quest pages. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:47, 11 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nobody even knows yet. --[[User:JIGSAW 4|JIGSAW 4]] 17:31, 11 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-	&lt;br /&gt;
Well here is a little spoiler...if it is true of course, so don't read if you don't want to know (again i am not sure if it is true, just read it from someone who had the privilege of playing some of it) that even if you choose the vampires you still have to kill harken because he plans on sacrificing his daughter, serena. Her mother supposedly tells you something and promises to give you the elder scroll if you deal with him. so either way, the sun still shines. [[Special:Contributions/217.137.157.197|217.137.157.197]] 23:26, 11 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How would you know? Do you work for bethesda?--[[User:Cole1|Cole1]] 23:31, 11 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Read it from someone who played it early, bethesda apparently gave a few people a limited time to play it and one person typed about it, again I only said &amp;quot;IF IT&amp;quot;s true and even then, one must have to believe the person played it. I will reserve my opinions on it when I myself actually play it. [[Special:Contributions/217.137.157.197|217.137.157.197]] 23:36, 11 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Solstheim ==&lt;br /&gt;
&lt;br /&gt;
Where is this information coming from? Beta users?--[[User:Cole1|Cole1]] 23:19, 11 June 2012 (UTC)&lt;br /&gt;
:Beta's not out yet. Nobody online knows the term ''Abriilok''; Google gives four results, none in English. I don't see how Falmer armor could be samurai-like. Nowhere online, except in speculation, do I see mentions of Solstheim with Dawnguard. I very strongly doubt the validity of the information, as much as I would like it to be true. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 23:25, 11 June 2012 (UTC)&lt;br /&gt;
::Yeah, I searched but i was just making sure i didnt miss anything.--[[User:Cole1|Cole1]] 23:30, 11 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Release for PC/PS3 ==&lt;br /&gt;
&lt;br /&gt;
Bethesda has a 30-day exclusivity agreement with Microsoft for this content, from what I can see on Google. That means that the ''earliest'' Dawnguard can come out on PC/PS3 is July 26th. This does not mean that we should assume that to be the release date. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 16:36, 12 June 2012 (UTC)&lt;br /&gt;
:Agreed, the official line is ''at least 30 days later''. [[User:The Silencer|The Silencer speaks]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 16:38, 12 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Beta Info ==&lt;br /&gt;
&lt;br /&gt;
I assume that no one who edits this site got a beta invitation? I haven't seen anything added about the dlc since the beta went up.{{Unsigned|Jpalmss|11:27, 13 June 2012 (GMT)}}&lt;br /&gt;
&lt;br /&gt;
:That's because if they release any info they can be sued by Bethesda for breach of the contract they had to sign to be able to get the beta. That is why there is a private forum set up for the beta testers to discuss the DLC. By rights, if anyone posted info from the beta on this site Bethesda would be legally able to either have this site completely disbanded and shut down or no new info being allowed to be posted ever.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 11:33, 13 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::There is no way Bethesda could shut this site down for something like that. --[[Special:Contributions/62.49.114.165|62.49.114.165]] 11:08, 14 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Legally they can for the site disclosing classified information to the public. They fired some guy for leaking information once, and all the person did was post a couple of pictures from an unreleased game. They take things very seriously over there.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 11:14, 14 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::This site has not agreed to anything, so how can it be held liable? The &amp;quot;classified information&amp;quot; isn't government secrets - it's updates about a game. Last time I checked WikiLeaks is still going. If anyone will get into trouble, it would be the beta tester himself. --[[Special:Contributions/62.49.114.165|62.49.114.165]] 11:54, 14 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I've seen plenty of cases of such things happening. A company can sue any place that harbours information they do not wish to be released. And then, either the site has to pay a large amount of cash or they have to shut down. The site doesn't have to agree to anything for it to be held liable for releasing private information. As long as Bethesda has a non-disclosure agreement with anyone the information cannot be released except with full consent by the company.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 12:03, 14 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Shouts from wikia leak ==&lt;br /&gt;
I was under the impression we were not adding new info from the beta? Why did RIM add the new shouts?&lt;br /&gt;
--[[Special:Contributions/62.49.114.165|62.49.114.165]] 11:03, 15 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Pretty sure they were seen in some gameplay videos from before the beta was released.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 11:38, 15 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I can absolutely guarantee that Drain Vitality and Summon Durnehviir were not in any of the E3 or preview videos. --[[Special:Contributions/62.49.114.165|62.49.114.165]] 12:07, 15 June 2012 (UTC)&lt;br /&gt;
:::Oh sorry, I didn't know they were from a leaked source, I just read about them in a few different articles. In my opinion, they (along with a lot of other info) are now all over the internet and in many online articles so it's not exactly a secret anymore, but I could have sworn that I read about them in Xbox official magazine online (or whatever it's called). I don't see any point in removing them now. [[User:RIM|RIM]] 12:34, 15 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Durnehviir. ==&lt;br /&gt;
&lt;br /&gt;
I read online that Durnehviir means &amp;quot;Curse&amp;quot; &amp;quot;Never&amp;quot; &amp;quot;Dying&amp;quot; as the words of power for the dragon shout.--[[User:JIGSAW 4|JIGSAW 4]] 21:44, 15 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Also, a bit random, but there is an article online that talks about and shows the new Dragonbone weapons in case anybody didn't know.--[[User:JIGSAW 4|JIGSAW 4]] 13:58, 16 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: We don't want this kind of content on the wiki, as Bethesda is strictly asking for the testers not to release information. Please refrain from posting it until at least June 26th. —[[User:Legoless|Legoless]] 15:04, 16 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I'm not a tester...--[[User:JIGSAW 4|JIGSAW 4]] 16:19, 16 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::It sounds like something that was release online by a tester. If you can find the article it's from, we could check that better--if it was printed in a magazine or shared at E3, for example. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 16:27, 16 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: {{ec}} I wasn't implying that you were. Who do you think released the information publicly? We want to stay on Bethesda's good side, not follow the news outlets. —[[User:Legoless|Legoless]] 16:28, 16 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, whatever but it was from some article that i can't be bothered to look for right now, i'll post a link in the morning sometime...--[[User:JIGSAW 4|JIGSAW 4]] 23:05, 16 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If an article calls it &amp;quot;leaked information&amp;quot; and has Xbox (photographed from a tv) images rather than PC screenshots, it's probably best not to bring that info onto the wiki. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:42, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::So, you mean i can't even post it anywhere? it's not like i took the photos is it? --[[User:JIGSAW 4|JIGSAW 4]] 17:02, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::If the information's not supposed to be out--aka anything in the Dawnguard beta that developers haven't told us--we don't want to host it and get in trouble for having any of the content on here, as a site or as individual users. It's legal stuff. I'm pretty sure we've already got everything we're allowed to have on the wiki by now. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 17:08, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Oh well, still good info though...--[[User:JIGSAW 4|JIGSAW 4]] 17:16, 18 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crossbow access? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if the access and use of crossbows will be limited to those who join the Dawnguard faction? As in, if someone joins the vampire lords will they still be able to use crossbows throughout the game? please explain when beta is out. {{uns2|00:53, 22 June 2012|74.45.46.149}}&lt;br /&gt;
&lt;br /&gt;
:Beta is already out, however no one who has beta will be able to tell you the answer. They all had to sign an NDA. &amp;lt;B&amp;gt;&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;[[User:Kimi the Elf|— Kimi the Elf]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;(&amp;lt;font color=&amp;quot;DeepSkyBlue&amp;quot;&amp;gt;[[User talk:Kimi the Elf|talk]]&amp;lt;/font&amp;gt; &amp;amp;#124; &amp;lt;font color=&amp;quot;DeepSkyBlue&amp;quot;&amp;gt;[[Special:Contributions/Kimi_the_Elf|contribs]]&amp;lt;/font&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;/B&amp;gt; 01:01, 22 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Pickpocket&amp;diff=972764</id>
		<title>Skyrim:Pickpocket</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Pickpocket&amp;diff=972764"/>
		<updated>2012-06-22T06:10:53Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Skill Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Pickpocket.png&lt;br /&gt;
|Special=Stealth&lt;br /&gt;
|ExTrail=[[Skyrim:Stealth|Stealth]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Pickpocket''' skill allows you to steal items off of a person. As perks are gained in this skill, you gain abilities that make pickpocketing attempts more likely or guaranteed to succeed, silently kill people with poisons, increase your maximum encumbrance, and the ability to steal equipped items. The Pickpocket skill tree has a total of 8 perks, requiring a total of 12 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The stealthy art of picking an unsuspecting target's pockets. A skilled pickpocketer is less likely to be caught and is more likely to loot valuables.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|328|862|Light Fingers|mark_alt=Light Fingers (5 ranks): 0/20/40/60/80 Pickpocket. Pickpocketing bonus of 20/40/60/80/100%. Item weight and value reduce pickpocketing odds.|position=bottom}}&lt;br /&gt;
{{Image Mark|442|631|Night Thief|mark_alt=Night Thief: 30 Pickpocket. +25% chance to pickpocket if the target is asleep.|position=bottom}}&lt;br /&gt;
{{Image Mark|540|359|Cutpurse|mark_alt=Cutpurse: 40 Pickpocket. Pickpocketing gold is 50% easier.|position=bottom}}&lt;br /&gt;
{{Image Mark|422|268|Keymaster|mark_alt=Keymaster: 60 Pickpocket. Pickpocketing keys almost always works.|position=topleft}}&lt;br /&gt;
{{Image Mark|587|120|Misdirection|mark_alt=Misdirection: 70 Pickpocket. Can pickpocket equipped weapons.|position=left}}&lt;br /&gt;
{{Image Mark|676|83|Perfect Touch|mark_alt=Perfect Touch: 100 Pickpocket. Can pickpocket equipped items.|position=topright}}&lt;br /&gt;
{{Image Mark|682|358|Extra Pockets|mark_alt=Extra Pockets: 50 Pickpocket. Carrying capacity is increased by 100.|position=topright}}&lt;br /&gt;
{{Image Mark|385|369|Poisoned|mark_alt=Poisoned: 40 Pickpocket. Silently harm enemies by placing poisons in their pockets.|position=left}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Light Fingers}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|000be124}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Pickpocketing bonus of 40%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|00018e6a}}&lt;br /&gt;
| 20 Pickpocket&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Pickpocketing bonus of 60%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|00018e6b}}&lt;br /&gt;
| 40 Pickpocket&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Pickpocketing bonus of 80%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|00018e6c}}&lt;br /&gt;
| 60 Pickpocket&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Pickpocketing bonus of 100%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|00018e6d}}&lt;br /&gt;
| 80 Pickpocket&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Night Thief}}''&lt;br /&gt;
| +25% chance to pickpocket if the target is asleep.&lt;br /&gt;
| {{ID|00058202}}&lt;br /&gt;
| 30 Pickpocket&lt;br /&gt;
| Light Fingers&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Cutpurse}}''&lt;br /&gt;
| Pickpocketing gold is 50% easier.&lt;br /&gt;
| {{ID|00058204}}&lt;br /&gt;
| 40 Pickpocket&lt;br /&gt;
| Night Thief&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Keymaster}}''&lt;br /&gt;
| Pickpocketing keys almost always works.&lt;br /&gt;
| {{ID|000d79a0}}&lt;br /&gt;
| 60 Pickpocket&lt;br /&gt;
| Cutpurse&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Misdirection}}''&lt;br /&gt;
| Can pickpocket equipped weapons.&lt;br /&gt;
| {{ID|00058201}}&lt;br /&gt;
| 70 Pickpocket&lt;br /&gt;
| Cutpurse&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Perfect Touch}}''&lt;br /&gt;
| Can pickpocket equipped items.&lt;br /&gt;
| {{ID|00058205}}&lt;br /&gt;
| 100 Pickpocket&lt;br /&gt;
| Misdirection&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Extra Pockets}}''&lt;br /&gt;
| Carrying capacity is increased by 100.&lt;br /&gt;
| {{ID|00096590}}&lt;br /&gt;
| 50 Pickpocket&lt;br /&gt;
| Night Thief&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Poisoned}}''&lt;br /&gt;
| Silently harm enemies by placing poisons in their pockets.&lt;br /&gt;
| {{ID|00105f28}}&lt;br /&gt;
| 40 Pickpocket&lt;br /&gt;
| Night Thief&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Usage==&lt;br /&gt;
If you are [[Skyrim:sneak|sneak]]ing when you approach a person, you will be given the option of viewing the person's inventory.  Simply viewing an inventory is not considered to be a [[Skyrim:crime|crime]].&lt;br /&gt;
&lt;br /&gt;
The chance of successfully pickpocketing an item is computed as follows:  &lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor !! Effect on pickpocket chance&lt;br /&gt;
|-&lt;br /&gt;
| Base chance || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Pickpocketer's Pickpocket skill || +1% per point&lt;br /&gt;
|-&lt;br /&gt;
| Target's Pickpocket skill || -0.25% per point&lt;br /&gt;
|-&lt;br /&gt;
| Pickpocketer is hidden || +25%&lt;br /&gt;
|-&lt;br /&gt;
| Item's gold value || -0.1% per point&lt;br /&gt;
|-&lt;br /&gt;
| Item's weight || -4% per point&lt;br /&gt;
|-&lt;br /&gt;
| Perks || add the perk percentage&lt;br /&gt;
|-&lt;br /&gt;
| Alchemy || multiply chance by 100% + total alchemy bonus percentage&lt;br /&gt;
|-&lt;br /&gt;
| Enchantments || multiply chance by 100% + total enchantment bonus percentage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maximum chance for success is 90%.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of gold pickpocketable on an awake target is 3,102 (1% chance on a 15 Pickpocket skill target). 1,500 of this comes from perks. If you want the maximum chance (90%) of success, reduce the amount by 890 gold. Alchemy and Enchantments will increase the chances of a successful Pickpocket, but will not allow you to pickpocket more gold at small chances.&lt;br /&gt;
&lt;br /&gt;
If you have the Poisoned perk activated, you can reverse-pickpocket a paralysis potion into the target's inventory, which the target will subsequently drink.  The character will become stiff and fall to the ground for the duration of the effect, during which time you will be unable to interact with them (save for attacking of course).  As the effect wears off and the character starts to get up, immediately pickpocket them again.  Though the % probability displayed will be the same, the game will treat it as a corpse looting instead of a pickpocket, which means the actual success rate will be 100% for all items and all gold amounts and you won't run any risk of incurring a bounty.  This is especially useful for training skills at higher levels and getting all your money back.&lt;br /&gt;
&lt;br /&gt;
If you fail, the target will detect you and you will receive a [[Skyrim:Bounty|bounty]]. Even if successful, there is also a chance that the target will [[Skyrim:Hired Thug|hire thugs]] to kill you.&lt;br /&gt;
&lt;br /&gt;
After investing in the ''Poisoned'' perk you can reverse-pickpocket poisons onto targets to damage them. Giving multiple poisons to a target will make them &amp;quot;take&amp;quot; the poisons until they are either all gone or the target dies. Remaining poisons will be left on the corpse and are retrievable.&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
===Character Creation===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Pickpocket:&lt;br /&gt;
* +5 bonus: [[Skyrim:Argonian|Argonian]], [[Skyrim:Bosmer|Bosmer]], [[Skyrim:Khajiit|Khajiit]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Silda the Unseen|Silda the Unseen]] in [[Skyrim:Windhelm|Windhelm]] (Expert)&lt;br /&gt;
* [[Skyrim:Vipir the Fleet|Vipir the Fleet]] of the Thieves Guild (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:Aevar Stone-Singer|Aevar Stone-Singer]]''&lt;br /&gt;
* ''[[Skyrim:Beggar (book)|Beggar]]''&lt;br /&gt;
* ''[[Skyrim:Guide to Better Thieving|Guide to Better Thieving]]''&lt;br /&gt;
* ''[[Skyrim:Purloined Shadows|Purloined Shadows]]''&lt;br /&gt;
* ''[[Skyrim:Thief (book)|Thief]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Pickpocket reward (as well as +1 to all other stealth skills) from [[Skyrim:Inge_Six_Fingers|Inge Six Fingers]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Finn's_Lute|Finn's Lute]].&lt;br /&gt;
* +5 Pickpocket reward (as well as +5 to all other stealth skills) by selecting &amp;quot;The Path of Shadow&amp;quot; from the [[Skyrim:Oghma_Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* Pickpocket skill gains are based on value of stolen items.&lt;br /&gt;
* Training Pickpocket must be planned carefully, as it levels extremely fast, potentially advancing your character level too far at low levels. It's easily possible to max out Pickpocketing on your first visit to Riverwood, leaving you at level 20 or so without any combat skills.&lt;br /&gt;
* Easy ways of training your Pickpocket skill include:&lt;br /&gt;
** Stealing jewelry; high success rate (low weight), big skill gains (high value).&lt;br /&gt;
** Trainer pickpocketing: Pay a Trainer to train a skill, steal your gold back, pay again, and repeat for as long as you're able to &amp;quot;buy&amp;quot; new levels of training. This way, you can gain as many levels of the skill as you wish to learn from the trainer, and gain levels of Pickpocket with a net cost of 0 gold. With a high Pickpocket skill, you can train up to level 50 without Pickpocket perks, or to 75 with all of the perks. After this, the gold cost becomes too expensive to Pickpocket back.&lt;br /&gt;
** Reverse pickpocketing: Reverse-pickpocket gold onto someone and steal it back. The bound NPCs found during the quest [[SR:With Friends Like These...|With Friends Like These...]] will not report you for any crime for the duration of the quest and are thus excellent targets.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* There is a maximum percentage chance to steal displayed in game of 90%.&lt;br /&gt;
* The ''Misdirection'' and ''Perfect Touch'' perks will only work if you are attempting to pickpocket while not detected by your target.  It is sometimes possible to steal equipped items while still being &amp;quot;detected&amp;quot; by a different NPC.&lt;br /&gt;
* The difficulty of pickpocketing gold is proportional to the amount of gold you are attempting to steal.&lt;br /&gt;
* You gain more experience when you steal higher value items.&lt;br /&gt;
* Characters that are recovering from events such as [[Skyrim:Paralyze|paralysis]] or [[Skyrim:Ice_Form|being frozen]] experience a moment of complete susceptibility to pickpocketing while they are getting up. This means that a player that pickpockets a character while they recover from said events will be able to take ''anything'' that character holds (even if the chance of pickpocketing is 0%). However, this has been remedied by patches released.&lt;br /&gt;
* After unsuccessfully attempting to pickpocket an NPC, the NPC cannot be pickpocketed again for 2 days. The NPC will not reset if the player waits two days in the same room.  This can also be reset if your unsuccessful attempt causes you to be approached by a guard and you are able to make them go away quietly ([[Skyrim:Speech#Bribe|Bribe,]] [[Skyrim:Thane#Benefits_of_Being_a_Thane|announcing your &amp;quot;status&amp;quot;,]] or [[Skyrim:Thieves_Guild_(faction)#Advantages|paying them as &amp;quot;part of the Guild&amp;quot;.]])&lt;br /&gt;
* The Cutpurse perk says &amp;quot;Pickpocketing gold is 50% easier&amp;quot;.  This can be a little misleading, as the bonus you gain can be much higher than half of your &amp;quot;chance to steal&amp;quot;.  What it actually means, is that Cutpurse adds the number 50 to your &amp;quot;chance to steal&amp;quot;, although the number will still max out at 90%. At Pickpocketing level 100, trying to steal 1250 gold from an NPC trainer increased from 6% to 56% with the Cutpurse perk.  &lt;br /&gt;
* Reverse pickpocketing a poison using the ''Poisoned'' perk does not count as a crime, even if the magical effect of the poison (e.g. &amp;quot;damage health&amp;quot;) would otherwise be considered a criminal act if applied any other way.  This makes it entirely possible to kill or weaken innocent enemies, right in front of everyone, without incurring a bounty.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|The odds of pickpocketing may change when you scroll items in NPC's inventory that you want to loot, therefore it is sometimes better to scroll the inventory until the displayed chances for the item you want to steal satisfies you the most.|vn=1}} &lt;br /&gt;
{{Bug|A character might face a bug with Pickpocket after taking Rank 5 of the ''Light Fingers'' perk. Instead of raising the stealing chance this perk can instead drop it to zero when trying to steal large amounts of gold (around 1600-1700). For example, if you use a trainer to train Archery from 57 to 58, you can use Pickpocket to get your money back. When you have Rank 4 of the ''Light Fingers'' perk the odds are about 62% but if you take Rank 5 they suddenly drop to zero!|fixedby=OSP|fixversion=1.1}}&lt;br /&gt;
{{Bug|Fortify pickpocketing bonuses from apparel and potions may reduce pickpocketing chance rather than increasing it|vn=1}}&lt;br /&gt;
{{Bug|On rare occasions, the player may be unable to pickpocket all of the NPCs in an area with no clear cause, receiving the message received when trying to pickpocket someone who has already caught them. Waiting 48 hours in a different location seems to fix this issue.}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Pickpocket&amp;diff=972763</id>
		<title>Skyrim:Pickpocket</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Pickpocket&amp;diff=972763"/>
		<updated>2012-06-22T06:09:55Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Skill Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Pickpocket.png&lt;br /&gt;
|Special=Stealth&lt;br /&gt;
|ExTrail=[[Skyrim:Stealth|Stealth]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Pickpocket''' skill allows you to steal items off of a person. As perks are gained in this skill, you gain abilities that make pickpocketing attempts more likely or guaranteed to succeed, silently kill people with poisons, increase your maximum encumbrance, and the ability to steal equipped items. The Pickpocket skill tree has a total of 8 perks, requiring a total of 12 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The stealthy art of picking an unsuspecting target's pockets. A skilled pickpocketer is less likely to be caught and is more likely to loot valuables.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|328|862|Light Fingers|mark_alt=Light Fingers (5 ranks): 0/20/40/60/80 Pickpocket. Pickpocketing bonus of 20/40/60/80/100%. Item weight and value reduce pickpocketing odds.|position=bottom}}&lt;br /&gt;
{{Image Mark|442|631|Night Thief|mark_alt=Night Thief: 30 Pickpocket. +25% chance to pickpocket if the target is asleep.|position=bottom}}&lt;br /&gt;
{{Image Mark|540|359|Cutpurse|mark_alt=Cutpurse: 40 Pickpocket. Pickpocketing gold is 50% easier.|position=bottom}}&lt;br /&gt;
{{Image Mark|422|268|Keymaster|mark_alt=Keymaster: 60 Pickpocket. Pickpocketing keys almost always works.|position=topleft}}&lt;br /&gt;
{{Image Mark|587|120|Misdirection|mark_alt=Misdirection: 70 Pickpocket. Can pickpocket equipped weapons.|position=left}}&lt;br /&gt;
{{Image Mark|676|83|Perfect Touch|mark_alt=Perfect Touch: 100 Pickpocket. Can pickpocket equipped items.|position=topright}}&lt;br /&gt;
{{Image Mark|682|358|Extra Pockets|mark_alt=Extra Pockets: 50 Pickpocket. Carrying capacity is increased by 100.|position=topright}}&lt;br /&gt;
{{Image Mark|385|369|Poisoned|mark_alt=Poisoned: 40 Pickpocket. Silently harm enemies by placing poisons in their pockets.|position=left}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Light Fingers}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|000be124}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Pickpocketing bonus of 40%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|00018e6a}}&lt;br /&gt;
| 20 Pickpocket&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Pickpocketing bonus of 60%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|00018e6b}}&lt;br /&gt;
| 40 Pickpocket&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Pickpocketing bonus of 80%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|00018e6c}}&lt;br /&gt;
| 60 Pickpocket&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Pickpocketing bonus of 100%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|00018e6d}}&lt;br /&gt;
| 80 Pickpocket&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Night Thief}}''&lt;br /&gt;
| +25% chance to pickpocket if the target is asleep.&lt;br /&gt;
| {{ID|00058202}}&lt;br /&gt;
| 30 Pickpocket&lt;br /&gt;
| Light Fingers&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Cutpurse}}''&lt;br /&gt;
| Pickpocketing gold is 50% easier.&lt;br /&gt;
| {{ID|00058204}}&lt;br /&gt;
| 40 Pickpocket&lt;br /&gt;
| Night Thief&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Keymaster}}''&lt;br /&gt;
| Pickpocketing keys almost always works.&lt;br /&gt;
| {{ID|000d79a0}}&lt;br /&gt;
| 60 Pickpocket&lt;br /&gt;
| Cutpurse&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Misdirection}}''&lt;br /&gt;
| Can pickpocket equipped weapons.&lt;br /&gt;
| {{ID|00058201}}&lt;br /&gt;
| 70 Pickpocket&lt;br /&gt;
| Cutpurse&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Perfect Touch}}''&lt;br /&gt;
| Can pickpocket equipped items.&lt;br /&gt;
| {{ID|00058205}}&lt;br /&gt;
| 100 Pickpocket&lt;br /&gt;
| Misdirection&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Extra Pockets}}''&lt;br /&gt;
| Carrying capacity is increased by 100.&lt;br /&gt;
| {{ID|00096590}}&lt;br /&gt;
| 50 Pickpocket&lt;br /&gt;
| Night Thief&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Poisoned}}''&lt;br /&gt;
| Silently harm enemies by placing poisons in their pockets.&lt;br /&gt;
| {{ID|00105f28}}&lt;br /&gt;
| 40 Pickpocket&lt;br /&gt;
| Night Thief&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Usage==&lt;br /&gt;
If you are [[Skyrim:sneak|sneak]]ing when you approach a person, you will be given the option of viewing the person's inventory.  Simply viewing an inventory is not considered to be a [[Skyrim:crime|crime]].&lt;br /&gt;
&lt;br /&gt;
The chance of successfully pickpocketing an item is computed as follows:  &lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor !! Effect on pickpocket chance&lt;br /&gt;
|-&lt;br /&gt;
| Base chance || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Pickpocketer's Pickpocket skill || +1% per point&lt;br /&gt;
|-&lt;br /&gt;
| Target's Pickpocket skill || -0.25% per point&lt;br /&gt;
|-&lt;br /&gt;
| Pickpocketer is hidden || +25%&lt;br /&gt;
|-&lt;br /&gt;
| Item's gold value || -0.1% per point&lt;br /&gt;
|-&lt;br /&gt;
| Item's weight || -4% per point&lt;br /&gt;
|-&lt;br /&gt;
| Perks || add the perk percentage&lt;br /&gt;
|-&lt;br /&gt;
| Alchemy || multiply chance by 100% + total alchemy bonus percentage&lt;br /&gt;
|-&lt;br /&gt;
| Enchantments || multiply chance by 100% + total enchantment bonus percentage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maximum chance for success is 90%.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of gold pickpocketable on an awake target is 3,102 (1% chance on a 15 Pickpocket skill target). 1,500 of this comes from perks. If you want the maximum chance (90%) of success, reduce the amount by 890 gold. Alchemy and Enchantments will increase the chances of a successful Pickpocket, but will not allow you to pickpocket more gold at small chances.&lt;br /&gt;
&lt;br /&gt;
If you have the Poisoned perk activated, you can reverse-pickpocket a paralysis potion into the target's inventory, which the target will subsequently drink.  The character will become stiff and fall to the ground for the duration of the effect.  As the effect wears off and the character starts to get up, immediately pickpocket them again.  Though the % probability displayed will be the same, the game will treat it as a corpse looting instead of a pickpocket, which means the actual success rate will be 100% for all items and all gold amounts and you won't run any risk of incurring a bounty.  This is especially useful for training skills at higher levels and getting all your money back.&lt;br /&gt;
&lt;br /&gt;
If you fail, the target will detect you and you will receive a [[Skyrim:Bounty|bounty]]. Even if successful, there is also a chance that the target will [[Skyrim:Hired Thug|hire thugs]] to kill you.&lt;br /&gt;
&lt;br /&gt;
After investing in the ''Poisoned'' perk you can reverse-pickpocket poisons onto targets to damage them. Giving multiple poisons to a target will make them &amp;quot;take&amp;quot; the poisons until they are either all gone or the target dies. Remaining poisons will be left on the corpse and are retrievable.&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
===Character Creation===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Pickpocket:&lt;br /&gt;
* +5 bonus: [[Skyrim:Argonian|Argonian]], [[Skyrim:Bosmer|Bosmer]], [[Skyrim:Khajiit|Khajiit]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Silda the Unseen|Silda the Unseen]] in [[Skyrim:Windhelm|Windhelm]] (Expert)&lt;br /&gt;
* [[Skyrim:Vipir the Fleet|Vipir the Fleet]] of the Thieves Guild (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:Aevar Stone-Singer|Aevar Stone-Singer]]''&lt;br /&gt;
* ''[[Skyrim:Beggar (book)|Beggar]]''&lt;br /&gt;
* ''[[Skyrim:Guide to Better Thieving|Guide to Better Thieving]]''&lt;br /&gt;
* ''[[Skyrim:Purloined Shadows|Purloined Shadows]]''&lt;br /&gt;
* ''[[Skyrim:Thief (book)|Thief]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Pickpocket reward (as well as +1 to all other stealth skills) from [[Skyrim:Inge_Six_Fingers|Inge Six Fingers]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Finn's_Lute|Finn's Lute]].&lt;br /&gt;
* +5 Pickpocket reward (as well as +5 to all other stealth skills) by selecting &amp;quot;The Path of Shadow&amp;quot; from the [[Skyrim:Oghma_Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* Pickpocket skill gains are based on value of stolen items.&lt;br /&gt;
* Training Pickpocket must be planned carefully, as it levels extremely fast, potentially advancing your character level too far at low levels. It's easily possible to max out Pickpocketing on your first visit to Riverwood, leaving you at level 20 or so without any combat skills.&lt;br /&gt;
* Easy ways of training your Pickpocket skill include:&lt;br /&gt;
** Stealing jewelry; high success rate (low weight), big skill gains (high value).&lt;br /&gt;
** Trainer pickpocketing: Pay a Trainer to train a skill, steal your gold back, pay again, and repeat for as long as you're able to &amp;quot;buy&amp;quot; new levels of training. This way, you can gain as many levels of the skill as you wish to learn from the trainer, and gain levels of Pickpocket with a net cost of 0 gold. With a high Pickpocket skill, you can train up to level 50 without Pickpocket perks, or to 75 with all of the perks. After this, the gold cost becomes too expensive to Pickpocket back.&lt;br /&gt;
** Reverse pickpocketing: Reverse-pickpocket gold onto someone and steal it back. The bound NPCs found during the quest [[SR:With Friends Like These...|With Friends Like These...]] will not report you for any crime for the duration of the quest and are thus excellent targets.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* There is a maximum percentage chance to steal displayed in game of 90%.&lt;br /&gt;
* The ''Misdirection'' and ''Perfect Touch'' perks will only work if you are attempting to pickpocket while not detected by your target.  It is sometimes possible to steal equipped items while still being &amp;quot;detected&amp;quot; by a different NPC.&lt;br /&gt;
* The difficulty of pickpocketing gold is proportional to the amount of gold you are attempting to steal.&lt;br /&gt;
* You gain more experience when you steal higher value items.&lt;br /&gt;
* Characters that are recovering from events such as [[Skyrim:Paralyze|paralysis]] or [[Skyrim:Ice_Form|being frozen]] experience a moment of complete susceptibility to pickpocketing while they are getting up. This means that a player that pickpockets a character while they recover from said events will be able to take ''anything'' that character holds (even if the chance of pickpocketing is 0%). However, this has been remedied by patches released.&lt;br /&gt;
* After unsuccessfully attempting to pickpocket an NPC, the NPC cannot be pickpocketed again for 2 days. The NPC will not reset if the player waits two days in the same room.  This can also be reset if your unsuccessful attempt causes you to be approached by a guard and you are able to make them go away quietly ([[Skyrim:Speech#Bribe|Bribe,]] [[Skyrim:Thane#Benefits_of_Being_a_Thane|announcing your &amp;quot;status&amp;quot;,]] or [[Skyrim:Thieves_Guild_(faction)#Advantages|paying them as &amp;quot;part of the Guild&amp;quot;.]])&lt;br /&gt;
* The Cutpurse perk says &amp;quot;Pickpocketing gold is 50% easier&amp;quot;.  This can be a little misleading, as the bonus you gain can be much higher than half of your &amp;quot;chance to steal&amp;quot;.  What it actually means, is that Cutpurse adds the number 50 to your &amp;quot;chance to steal&amp;quot;, although the number will still max out at 90%. At Pickpocketing level 100, trying to steal 1250 gold from an NPC trainer increased from 6% to 56% with the Cutpurse perk.  &lt;br /&gt;
* Reverse pickpocketing a poison using the ''Poisoned'' perk does not count as a crime, even if the magical effect of the poison (e.g. &amp;quot;damage health&amp;quot;) would otherwise be considered a criminal act if applied any other way.  This makes it entirely possible to kill or weaken innocent enemies, right in front of everyone, without incurring a bounty.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|The odds of pickpocketing may change when you scroll items in NPC's inventory that you want to loot, therefore it is sometimes better to scroll the inventory until the displayed chances for the item you want to steal satisfies you the most.|vn=1}} &lt;br /&gt;
{{Bug|A character might face a bug with Pickpocket after taking Rank 5 of the ''Light Fingers'' perk. Instead of raising the stealing chance this perk can instead drop it to zero when trying to steal large amounts of gold (around 1600-1700). For example, if you use a trainer to train Archery from 57 to 58, you can use Pickpocket to get your money back. When you have Rank 4 of the ''Light Fingers'' perk the odds are about 62% but if you take Rank 5 they suddenly drop to zero!|fixedby=OSP|fixversion=1.1}}&lt;br /&gt;
{{Bug|Fortify pickpocketing bonuses from apparel and potions may reduce pickpocketing chance rather than increasing it|vn=1}}&lt;br /&gt;
{{Bug|On rare occasions, the player may be unable to pickpocket all of the NPCs in an area with no clear cause, receiving the message received when trying to pickpocket someone who has already caught them. Waiting 48 hours in a different location seems to fix this issue.}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Pickpocket&amp;diff=972762</id>
		<title>Skyrim:Pickpocket</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Pickpocket&amp;diff=972762"/>
		<updated>2012-06-22T06:08:46Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Skill Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Pickpocket.png&lt;br /&gt;
|Special=Stealth&lt;br /&gt;
|ExTrail=[[Skyrim:Stealth|Stealth]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Pickpocket''' skill allows you to steal items off of a person. As perks are gained in this skill, you gain abilities that make pickpocketing attempts more likely or guaranteed to succeed, silently kill people with poisons, increase your maximum encumbrance, and the ability to steal equipped items. The Pickpocket skill tree has a total of 8 perks, requiring a total of 12 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The stealthy art of picking an unsuspecting target's pockets. A skilled pickpocketer is less likely to be caught and is more likely to loot valuables.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|328|862|Light Fingers|mark_alt=Light Fingers (5 ranks): 0/20/40/60/80 Pickpocket. Pickpocketing bonus of 20/40/60/80/100%. Item weight and value reduce pickpocketing odds.|position=bottom}}&lt;br /&gt;
{{Image Mark|442|631|Night Thief|mark_alt=Night Thief: 30 Pickpocket. +25% chance to pickpocket if the target is asleep.|position=bottom}}&lt;br /&gt;
{{Image Mark|540|359|Cutpurse|mark_alt=Cutpurse: 40 Pickpocket. Pickpocketing gold is 50% easier.|position=bottom}}&lt;br /&gt;
{{Image Mark|422|268|Keymaster|mark_alt=Keymaster: 60 Pickpocket. Pickpocketing keys almost always works.|position=topleft}}&lt;br /&gt;
{{Image Mark|587|120|Misdirection|mark_alt=Misdirection: 70 Pickpocket. Can pickpocket equipped weapons.|position=left}}&lt;br /&gt;
{{Image Mark|676|83|Perfect Touch|mark_alt=Perfect Touch: 100 Pickpocket. Can pickpocket equipped items.|position=topright}}&lt;br /&gt;
{{Image Mark|682|358|Extra Pockets|mark_alt=Extra Pockets: 50 Pickpocket. Carrying capacity is increased by 100.|position=topright}}&lt;br /&gt;
{{Image Mark|385|369|Poisoned|mark_alt=Poisoned: 40 Pickpocket. Silently harm enemies by placing poisons in their pockets.|position=left}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Light Fingers}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|000be124}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Pickpocketing bonus of 40%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|00018e6a}}&lt;br /&gt;
| 20 Pickpocket&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Pickpocketing bonus of 60%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|00018e6b}}&lt;br /&gt;
| 40 Pickpocket&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Pickpocketing bonus of 80%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|00018e6c}}&lt;br /&gt;
| 60 Pickpocket&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Pickpocketing bonus of 100%. Item weight and value reduce pickpocketing odds.&lt;br /&gt;
| {{ID|00018e6d}}&lt;br /&gt;
| 80 Pickpocket&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Night Thief}}''&lt;br /&gt;
| +25% chance to pickpocket if the target is asleep.&lt;br /&gt;
| {{ID|00058202}}&lt;br /&gt;
| 30 Pickpocket&lt;br /&gt;
| Light Fingers&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Cutpurse}}''&lt;br /&gt;
| Pickpocketing gold is 50% easier.&lt;br /&gt;
| {{ID|00058204}}&lt;br /&gt;
| 40 Pickpocket&lt;br /&gt;
| Night Thief&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Keymaster}}''&lt;br /&gt;
| Pickpocketing keys almost always works.&lt;br /&gt;
| {{ID|000d79a0}}&lt;br /&gt;
| 60 Pickpocket&lt;br /&gt;
| Cutpurse&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Misdirection}}''&lt;br /&gt;
| Can pickpocket equipped weapons.&lt;br /&gt;
| {{ID|00058201}}&lt;br /&gt;
| 70 Pickpocket&lt;br /&gt;
| Cutpurse&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Perfect Touch}}''&lt;br /&gt;
| Can pickpocket equipped items.&lt;br /&gt;
| {{ID|00058205}}&lt;br /&gt;
| 100 Pickpocket&lt;br /&gt;
| Misdirection&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Extra Pockets}}''&lt;br /&gt;
| Carrying capacity is increased by 100.&lt;br /&gt;
| {{ID|00096590}}&lt;br /&gt;
| 50 Pickpocket&lt;br /&gt;
| Night Thief&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Poisoned}}''&lt;br /&gt;
| Silently harm enemies by placing poisons in their pockets.&lt;br /&gt;
| {{ID|00105f28}}&lt;br /&gt;
| 40 Pickpocket&lt;br /&gt;
| Night Thief&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Usage==&lt;br /&gt;
If you are [[Skyrim:sneak|sneak]]ing when you approach a person, you will be given the option of viewing the person's inventory.  Simply viewing an inventory is not considered to be a [[Skyrim:crime|crime]].&lt;br /&gt;
&lt;br /&gt;
The chance of successfully pickpocketing an item is computed as follows:  &lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor !! Effect on pickpocket chance&lt;br /&gt;
|-&lt;br /&gt;
| Base chance || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Pickpocketer's Pickpocket skill || +1% per point&lt;br /&gt;
|-&lt;br /&gt;
| Target's Pickpocket skill || -0.25% per point&lt;br /&gt;
|-&lt;br /&gt;
| Pickpocketer is hidden || +25%&lt;br /&gt;
|-&lt;br /&gt;
| Item's gold value || -0.1% per point&lt;br /&gt;
|-&lt;br /&gt;
| Item's weight || -4% per point&lt;br /&gt;
|-&lt;br /&gt;
| Perks || add the perk percentage&lt;br /&gt;
|-&lt;br /&gt;
| Alchemy || multiply chance by 100% + total alchemy bonus percentage&lt;br /&gt;
|-&lt;br /&gt;
| Enchantments || multiply chance by 100% + total enchantment bonus percentage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maximum chance for success is 90%.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of gold pickpocketable on an awake target is 3,102 (1% chance on a 15 Pickpocket skill target). 1,500 of this comes from perks. If you want the maximum chance (90%) of success, reduce the amount by 890 gold. Alchemy and Enchantments will increase the chances of a successful Pickpocket, but will not allow you to pickpocket more gold at small chances.&lt;br /&gt;
&lt;br /&gt;
If you have the Poisoned perk activated, you can reverse-pickpocket a paralysis potion into the target's inventory, which the target will subsequently drink.  The character will become stiff and fall to the ground for the duration of the effect.  As the effect wears off and the character starts to get up, immediately pickpocket them again.  Though the % probability displayed will be the same, the game will treat it as a corpse looting instead of a pickpocket, which means the actual success rate will be 100% for all items and all gold amounts and you won't run any risk of incurring a bounty.&lt;br /&gt;
&lt;br /&gt;
If you fail, the target will detect you and you will receive a [[Skyrim:Bounty|bounty]]. Even if successful, there is also a chance that the target will [[Skyrim:Hired Thug|hire thugs]] to kill you.&lt;br /&gt;
&lt;br /&gt;
After investing in the ''Poisoned'' perk you can reverse-pickpocket poisons onto targets to damage them. Giving multiple poisons to a target will make them &amp;quot;take&amp;quot; the poisons until they are either all gone or the target dies. Remaining poisons will be left on the corpse and are retrievable.&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
===Character Creation===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Pickpocket:&lt;br /&gt;
* +5 bonus: [[Skyrim:Argonian|Argonian]], [[Skyrim:Bosmer|Bosmer]], [[Skyrim:Khajiit|Khajiit]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Silda the Unseen|Silda the Unseen]] in [[Skyrim:Windhelm|Windhelm]] (Expert)&lt;br /&gt;
* [[Skyrim:Vipir the Fleet|Vipir the Fleet]] of the Thieves Guild (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:Aevar Stone-Singer|Aevar Stone-Singer]]''&lt;br /&gt;
* ''[[Skyrim:Beggar (book)|Beggar]]''&lt;br /&gt;
* ''[[Skyrim:Guide to Better Thieving|Guide to Better Thieving]]''&lt;br /&gt;
* ''[[Skyrim:Purloined Shadows|Purloined Shadows]]''&lt;br /&gt;
* ''[[Skyrim:Thief (book)|Thief]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Pickpocket reward (as well as +1 to all other stealth skills) from [[Skyrim:Inge_Six_Fingers|Inge Six Fingers]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Finn's_Lute|Finn's Lute]].&lt;br /&gt;
* +5 Pickpocket reward (as well as +5 to all other stealth skills) by selecting &amp;quot;The Path of Shadow&amp;quot; from the [[Skyrim:Oghma_Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* Pickpocket skill gains are based on value of stolen items.&lt;br /&gt;
* Training Pickpocket must be planned carefully, as it levels extremely fast, potentially advancing your character level too far at low levels. It's easily possible to max out Pickpocketing on your first visit to Riverwood, leaving you at level 20 or so without any combat skills.&lt;br /&gt;
* Easy ways of training your Pickpocket skill include:&lt;br /&gt;
** Stealing jewelry; high success rate (low weight), big skill gains (high value).&lt;br /&gt;
** Trainer pickpocketing: Pay a Trainer to train a skill, steal your gold back, pay again, and repeat for as long as you're able to &amp;quot;buy&amp;quot; new levels of training. This way, you can gain as many levels of the skill as you wish to learn from the trainer, and gain levels of Pickpocket with a net cost of 0 gold. With a high Pickpocket skill, you can train up to level 50 without Pickpocket perks, or to 75 with all of the perks. After this, the gold cost becomes too expensive to Pickpocket back.&lt;br /&gt;
** Reverse pickpocketing: Reverse-pickpocket gold onto someone and steal it back. The bound NPCs found during the quest [[SR:With Friends Like These...|With Friends Like These...]] will not report you for any crime for the duration of the quest and are thus excellent targets.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* There is a maximum percentage chance to steal displayed in game of 90%.&lt;br /&gt;
* The ''Misdirection'' and ''Perfect Touch'' perks will only work if you are attempting to pickpocket while not detected by your target.  It is sometimes possible to steal equipped items while still being &amp;quot;detected&amp;quot; by a different NPC.&lt;br /&gt;
* The difficulty of pickpocketing gold is proportional to the amount of gold you are attempting to steal.&lt;br /&gt;
* You gain more experience when you steal higher value items.&lt;br /&gt;
* Characters that are recovering from events such as [[Skyrim:Paralyze|paralysis]] or [[Skyrim:Ice_Form|being frozen]] experience a moment of complete susceptibility to pickpocketing while they are getting up. This means that a player that pickpockets a character while they recover from said events will be able to take ''anything'' that character holds (even if the chance of pickpocketing is 0%). However, this has been remedied by patches released.&lt;br /&gt;
* After unsuccessfully attempting to pickpocket an NPC, the NPC cannot be pickpocketed again for 2 days. The NPC will not reset if the player waits two days in the same room.  This can also be reset if your unsuccessful attempt causes you to be approached by a guard and you are able to make them go away quietly ([[Skyrim:Speech#Bribe|Bribe,]] [[Skyrim:Thane#Benefits_of_Being_a_Thane|announcing your &amp;quot;status&amp;quot;,]] or [[Skyrim:Thieves_Guild_(faction)#Advantages|paying them as &amp;quot;part of the Guild&amp;quot;.]])&lt;br /&gt;
* The Cutpurse perk says &amp;quot;Pickpocketing gold is 50% easier&amp;quot;.  This can be a little misleading, as the bonus you gain can be much higher than half of your &amp;quot;chance to steal&amp;quot;.  What it actually means, is that Cutpurse adds the number 50 to your &amp;quot;chance to steal&amp;quot;, although the number will still max out at 90%. At Pickpocketing level 100, trying to steal 1250 gold from an NPC trainer increased from 6% to 56% with the Cutpurse perk.  &lt;br /&gt;
* Reverse pickpocketing a poison using the ''Poisoned'' perk does not count as a crime, even if the magical effect of the poison (e.g. &amp;quot;damage health&amp;quot;) would otherwise be considered a criminal act if applied any other way.  This makes it entirely possible to kill or weaken innocent enemies, right in front of everyone, without incurring a bounty.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|The odds of pickpocketing may change when you scroll items in NPC's inventory that you want to loot, therefore it is sometimes better to scroll the inventory until the displayed chances for the item you want to steal satisfies you the most.|vn=1}} &lt;br /&gt;
{{Bug|A character might face a bug with Pickpocket after taking Rank 5 of the ''Light Fingers'' perk. Instead of raising the stealing chance this perk can instead drop it to zero when trying to steal large amounts of gold (around 1600-1700). For example, if you use a trainer to train Archery from 57 to 58, you can use Pickpocket to get your money back. When you have Rank 4 of the ''Light Fingers'' perk the odds are about 62% but if you take Rank 5 they suddenly drop to zero!|fixedby=OSP|fixversion=1.1}}&lt;br /&gt;
{{Bug|Fortify pickpocketing bonuses from apparel and potions may reduce pickpocketing chance rather than increasing it|vn=1}}&lt;br /&gt;
{{Bug|On rare occasions, the player may be unable to pickpocket all of the NPCs in an area with no clear cause, receiving the message received when trying to pickpocket someone who has already caught them. Waiting 48 hours in a different location seems to fix this issue.}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Lydia&amp;diff=972761</id>
		<title>Skyrim:Lydia</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Lydia&amp;diff=972761"/>
		<updated>2012-06-22T06:02:18Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Summary&lt;br /&gt;
|city=[[Skyrim:Whiterun|Whiterun]]&lt;br /&gt;
|house=[[Skyrim:Breezehome|Breezehome]]&lt;br /&gt;
|race=Nord&lt;br /&gt;
|gender=Female&lt;br /&gt;
|class=[[Skyrim:Warrior (class)|Warrior]]&lt;br /&gt;
|faction={{Faction|HousecarlWhiterunCrimeFaction}}; {{Faction|PlayerFaction}}; {{Faction|PlayerHousecarlFaction}}; {{Faction|PotentialFollowerFaction}}; {{Faction|PotentialMarriageFaction}}; {{Faction|TownWhiterunFaction}}&lt;br /&gt;
|refid=000A2C94&lt;br /&gt;
|baseid=000A2C8E&lt;br /&gt;
|image=SR-npc-Lydia.jpg&lt;br /&gt;
|level=PC&amp;amp;times;1 (range&amp;amp;#061;6-50)&lt;br /&gt;
|imgdesc=Lydia in the Dragonsreach main hall.&lt;br /&gt;
|follower=Yes&lt;br /&gt;
|marry=Yes&lt;br /&gt;
|class_details=[[Skyrim:CombatWarrior1H|CombatWarrior1H]]&lt;br /&gt;
|skills='''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]&lt;br /&gt;
|aggress=Aggressive&lt;br /&gt;
|moral=Any Crime&lt;br /&gt;
|health=100+(PC-1)&amp;amp;times;11.7&lt;br /&gt;
|magicka=50&lt;br /&gt;
|stamina=50+(PC-1)&amp;amp;times;3.3&lt;br /&gt;
}}&lt;br /&gt;
'''Lydia''' is a female [[Skyrim:Nord|Nord]] living in [[Skyrim:Whiterun|Whiterun]]. She is likely to be the player's first housecarl, and she becomes housecarl after you are titled [[Skyrim:Thane|Thane]] of Whiterun upon completion of the [[Skyrim:Dragon Rising|Dragon Rising]] quest. If she is not following you, she resides in the main hall of [[Skyrim:Dragonsreach|Dragonsreach]], although if you purchase [[Skyrim:Breezehome|Breezehome]], she will move there. Lydia starts with [[Skyrim:Steel_Armor#Steel_Armor|steel armor]] with a [[Skyrim:Weapons#Steel_Sword|steel sword]] and [[Skyrim:Steel_Armor#Steel_Shield|shield]] and a [[Skyrim:Weapons#Hunting_Bow|hunting bow]], but will change into any better equipment you give to her later on. You cannot take the starting armor, shield or bow from her because they are not visible in her inventory trade window.  However, these items can be pickpocketed if you have the requisite perks activated.&lt;br /&gt;
&lt;br /&gt;
If she is automatically replaced as your follower, for example by [[Skyrim:Farkas|Farkas]] during the [[Skyrim:Companions|Companions]] quest line, she will return to [[Skyrim:Dragonsreach|Dragonsreach]], or, of course, [[Skyrim:Breezehome|Breezehome]]. If she has been recruited into the blades, she will be at Sky Haven Temple. When Lydia is dismissed or replaced by another follower, she will keep all the items you put in her inventory, and you can access them when you've asked her to follow you again. When Lydia returns home, she will dress in her default armor and equip her default weapon. Give or take a single piece of armor or weaponry from her inventory, and she will once again equip the best available gear.&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Dragon Rising}}&lt;br /&gt;
* {{Quest Link|The Bonds of Matrimony}}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{bug|Although Lydia is in the PotentialMarriageFaction, she must be added to that faction manually with a console command &amp;lt;code&amp;gt;addfac 19809 1&amp;lt;/code&amp;gt; in order to enable the marriage dialog.|OSP|1.5}}&lt;br /&gt;
{{bug|When in Breezehome, she sometimes gets stuck in a loop of sitting down in the chair in the bedroom and then standing up.|vn=1}} You can break this loop by sitting in the chair yourself when she gets up, or asking her to follow you when she stands up.&lt;br /&gt;
{{bug|When dismissed after completing the Civil War quest (Stormcloaks) [[Skyrim:Battle_for_Whiterun_(Stormcloaks)|Battle for Whiterun]], Lydia will not appear at Dragonsreach again.|vn=1}}&lt;br /&gt;
:*To avoid this, speak to the new Jarl about becoming a thane BEFORE visiting your house for the first time after the quest.  Since you were already a thane before, you'll have already met the qualifications.  After he makes you thane of Whiterun, go to your house and you'll find Lydia there as if nothing happened.&lt;br /&gt;
{{bug|If Lydia is recruited by the Blades, she may reappear in Whiterun (wearing Blades armor) during the Battle for Whiterun Imperial quest. She then returns to her residence from before she was recruited.|vn=1}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Military_Camps&amp;diff=972704</id>
		<title>Skyrim talk:Military Camps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Military_Camps&amp;diff=972704"/>
		<updated>2012-06-22T02:24:09Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Respawning ==&lt;br /&gt;
Do military camps respawn? After the civil war? {{Uns|12.184.144.30|5 December 2011}}&lt;br /&gt;
&lt;br /&gt;
==Attacking Imperial Camps==&lt;br /&gt;
How are you supposed to be helping Ulfric by attacking the camps at will or whatever he said? I hit a couple camps to kill some time traveling to Mehrunes' Shrine and I noticed the Legates are essential, so you can't clear them out. Is there something I am missing here? [[User:Eric Snowmane|&amp;lt;span style=&amp;quot;font-size:20px;font-family:daedric,oblivion,SMMacro&amp;quot;&amp;gt;ES&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Eric Snowmane|&amp;lt;font color=&amp;quot;BlueViolet&amp;quot;&amp;gt;T&amp;lt;/font&amp;gt;]]•[[Special:EmailUser/Eric Snowmane|&amp;lt;font color=&amp;quot;BlueViolet&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Eric_Snowmane|&amp;lt;font color=&amp;quot;BlueViolet&amp;quot;&amp;gt;C&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 23:07, 23 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I was thinking the same thing. Possibly, after the civil war is over, the legates will no longer be essential. Someone should test that out. [[User:Blade Hero|Blade Hero]] 18:25, 7 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I only starting randomly attacking Legionnaires after the War, I did a non stop play from start to end of Stormcloaks line. So the Legates are definitely essential after the quests. [[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;T&amp;lt;/font&amp;gt;]]•[[Special:EmailUser/Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Eric_Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;C&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:35, 7 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Same issue here.  This appears to be a bug.  The legates are forever essential, thus preventing you from ever being able to clear out any of the Imperial camps. [[Special:Contributions/216.243.60.171|216.243.60.171]] 02:21, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Documented here:  https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs/210289 [[Special:Contributions/216.243.60.171|216.243.60.171]] 02:24, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tactic map ==&lt;br /&gt;
&lt;br /&gt;
i don't know where should i post this request, so i post it here. I think we can add a image for  the tactic map use by them and have sign  on it([[User:Vvardfell|Vvardfell]] 03:10, 28 December 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Aggresive imperials or stormcloacks at camps ==&lt;br /&gt;
&lt;br /&gt;
After played for a while and had no problem moving around any of the camps from both sides but I just noticed at one point that imperials become hostile. They say something like: move along, non of your business here and if I stay they attack. When I noticed this I had the crown from stormcloacks side mission but didn't give it in but also it was just after I installed patch 1.4 (I believe I visited imperials after started that quest but before patch, but I may be wrong). I presumed it might have been reputation cause I used to free stormcloack prisoners from those random encounters killing the guards but I have no problem in other places with imps (Castle Dour for example) and if I give the crown to the imperial general the situation reverses: stormcloacks warn me and become aggressive and imperials don't.&lt;br /&gt;
So, does anyone knows the game rules regarding this aggressiveness? Is it civil war line? how exactly? Is it the patch? [[User:LukeH|LukeH]] 07:28, 14 February 2012 (UTC)&lt;br /&gt;
:The answer is quite simple. When you give the crown to one of the two sides, you join that side, so the other side becomes hostile to you. :) {{uns2|21:40, 23 May 2012|178.128.192.41}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Military_Camps&amp;diff=972701</id>
		<title>Skyrim talk:Military Camps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Military_Camps&amp;diff=972701"/>
		<updated>2012-06-22T02:21:12Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Attacking Imperial Camps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Respawning ==&lt;br /&gt;
Do military camps respawn? After the civil war? {{Uns|12.184.144.30|5 December 2011}}&lt;br /&gt;
&lt;br /&gt;
==Attacking Imperial Camps==&lt;br /&gt;
How are you supposed to be helping Ulfric by attacking the camps at will or whatever he said? I hit a couple camps to kill some time traveling to Mehrunes' Shrine and I noticed the Legates are essential, so you can't clear them out. Is there something I am missing here? [[User:Eric Snowmane|&amp;lt;span style=&amp;quot;font-size:20px;font-family:daedric,oblivion,SMMacro&amp;quot;&amp;gt;ES&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Eric Snowmane|&amp;lt;font color=&amp;quot;BlueViolet&amp;quot;&amp;gt;T&amp;lt;/font&amp;gt;]]•[[Special:EmailUser/Eric Snowmane|&amp;lt;font color=&amp;quot;BlueViolet&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Eric_Snowmane|&amp;lt;font color=&amp;quot;BlueViolet&amp;quot;&amp;gt;C&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 23:07, 23 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I was thinking the same thing. Possibly, after the civil war is over, the legates will no longer be essential. Someone should test that out. [[User:Blade Hero|Blade Hero]] 18:25, 7 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I only starting randomly attacking Legionnaires after the War, I did a non stop play from start to end of Stormcloaks line. So the Legates are definitely essential after the quests. [[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;T&amp;lt;/font&amp;gt;]]•[[Special:EmailUser/Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Eric_Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;C&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:35, 7 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Same issue here.  This appears to be a bug.  The legates are forever essential, thus preventing you from ever being able to clear out any of the Imperial camps. [[Special:Contributions/216.243.60.171|216.243.60.171]] 02:21, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tactic map ==&lt;br /&gt;
&lt;br /&gt;
i don't know where should i post this request, so i post it here. I think we can add a image for  the tactic map use by them and have sign  on it([[User:Vvardfell|Vvardfell]] 03:10, 28 December 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Aggresive imperials or stormcloacks at camps ==&lt;br /&gt;
&lt;br /&gt;
After played for a while and had no problem moving around any of the camps from both sides but I just noticed at one point that imperials become hostile. They say something like: move along, non of your business here and if I stay they attack. When I noticed this I had the crown from stormcloacks side mission but didn't give it in but also it was just after I installed patch 1.4 (I believe I visited imperials after started that quest but before patch, but I may be wrong). I presumed it might have been reputation cause I used to free stormcloack prisoners from those random encounters killing the guards but I have no problem in other places with imps (Castle Dour for example) and if I give the crown to the imperial general the situation reverses: stormcloacks warn me and become aggressive and imperials don't.&lt;br /&gt;
So, does anyone knows the game rules regarding this aggressiveness? Is it civil war line? how exactly? Is it the patch? [[User:LukeH|LukeH]] 07:28, 14 February 2012 (UTC)&lt;br /&gt;
:The answer is quite simple. When you give the crown to one of the two sides, you join that side, so the other side becomes hostile to you. :) {{uns2|21:40, 23 May 2012|178.128.192.41}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Whiterun_Imperial_Camp&amp;diff=972699</id>
		<title>Skyrim:Whiterun Imperial Camp</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Whiterun_Imperial_Camp&amp;diff=972699"/>
		<updated>2012-06-22T02:19:34Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Imperial Camp&lt;br /&gt;
|zones=1&lt;br /&gt;
|image=&lt;br /&gt;
|imgdesc=&lt;br /&gt;
|region=Whiterun Hold&lt;br /&gt;
|occupants=[[Skyrim:Imperial_Soldier|Imperials]]&lt;br /&gt;
|description=a small Imperial camp east of [[Skyrim:Rorikstead|Rorikstead]].&lt;br /&gt;
|dungeon=&lt;br /&gt;
|marker_id=Imperial Camp&lt;br /&gt;
}} [[Category:Skyrim-Places-Military_Camps]] [[File:SR-npc-Legate Quentin Cipius 04.jpg|thumb|right|A bugged Legate Cipius, alone in the wilderness where the camp should be]]&lt;br /&gt;
The commanding officer of this camp is [[skyrim:Legate Quentin Cipius|Legate Quentin Cipius]]. Upon approaching the soldiers, they will draw their weapons and tell you to leave if you are a member of the Stormcloaks. If you linger for too long, they will attack you. Unlike most military encampments, there is no [[Skyrim:Imperial_Quartermaster|quartermaster]].&lt;br /&gt;
&lt;br /&gt;
You can find a [[skyrim:Cooking|cooking spit]], [[Skyrim:Anvil|anvil]] and a [[Skyrim:Grindstone|grindstone]] alongside the large pond. An [[Skyrim:Alchemy Lab|alchemy lab]] can be found next to a medical tent housing three wounded soldiers. Next to the medical tent is the Legate's tent, with a [[Skyrim:Workbench|workbench]] to the side. The Legate's tent contains a bed, a chest and an end table. Next to this tent are three one-man tents that are free to sleep in. Next to the small tents there is a large tent containing a map of Skyrim and an end table.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
==Bugs==&lt;br /&gt;
* {{Bug|At the very beginning of the game, Quentin Cipius spawns where the camp is supposed to be, standing in the wilderness. If the player joins the Stormcloaks and take over Whiterun, the camp will be set up and Quentin will find a purpose in the wilderness. If you side with the Imperials and defend Whiterun, Quentin will show up in Dragonsreach and the camp will never be build. Oddly, a duplicate of Quentin will still exist in the wilderness, even if Quentin is in Dragonsreach.|confirmed=1}}&lt;br /&gt;
&lt;br /&gt;
{{Stub|Place}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=968660</id>
		<title>Skyrim:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Followers&amp;diff=968660"/>
		<updated>2012-06-13T07:40:53Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|NPCs}}{{TOCright}}&lt;br /&gt;
Various NPCs and creatures can follow you while you're playing the game and be your ally. These followers can fight at your side; some can also carry your equipment and perform other tasks. Followers can be divided into those who follow you indefinitely (until they die or are dismissed), and those who follow you temporarily (for example, during a quest).&lt;br /&gt;
&lt;br /&gt;
'''Permanent followers''' usually become available after you complete a [[Skyrim:Quests|quest]] of some kind. You can also find mercenaries for hire in the cities and recruit certain [[#Dogs|dogs]] in the game.  You can have at most one permanent NPC follower and one dog follower at any time.&lt;br /&gt;
&lt;br /&gt;
Some NPCs follow you '''temporarily''' for the duration of a quest.  If you avoid completing the quest and go somewhere else, they may follow you around.  As many of these NPCs are unkillable, and you can have several followers at the same time, you can use them to fight difficult enemies in a different questline.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
You can interact with permanent followers by talking with them (outside of combat). You will then be able to exchange items with them, or give a command, depending on their abilities. You can also start commanding your follower quickly, even from some distance away, by pointing at them and ''holding'' the activate/use control.&lt;br /&gt;
&lt;br /&gt;
'''Orders that can be given to followers:'''&lt;br /&gt;
&lt;br /&gt;
* Attack another NPC or creature&lt;br /&gt;
* Wait at a given location&lt;br /&gt;
* Follow the player again&lt;br /&gt;
* Use an object, such as a lever or a chair&lt;br /&gt;
* Activate a [[Skyrim:Shrines|Shrine]] for its [[Skyrim:Blessings|blessing]], but not a Standing Stone&lt;br /&gt;
* [[Skyrim:Lockpicking|Open]] a locked door or container&lt;br /&gt;
* Pick up items&lt;br /&gt;
* Loot containers&lt;br /&gt;
* Sleep in a bed (useful for [[Skyrim:Vampirism|Vampires]])&lt;br /&gt;
* Use staffs and scrolls&lt;br /&gt;
* Fill soul gems including The Black Star and Azura's Star (if a soultrap or fiery soultrap weapon is equipped)&lt;br /&gt;
* Chop wood/mine ore. The benefit of this is that you can avoid the animation and your follower does not get encumbered.&lt;br /&gt;
* Leave your service (The follower will return to their normal home and routine.)&lt;br /&gt;
&lt;br /&gt;
Two of these commands have secondary benefits in certain situations:&lt;br /&gt;
* Followers do not need lockpicks to open containers.&lt;br /&gt;
* A follower can pick up a &amp;quot;placed&amp;quot; skill book, which you can then take from their inventory without having to read it first, allowing you to save it for later.&lt;br /&gt;
&lt;br /&gt;
Also, followers can use a torch (only one is needed, it will never deplete). Temporary, quest-specific followers usually do not take orders; if they do, they will only take limited orders, like the &amp;quot;wait&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
If your follower is left to wait for a long time, a message will appear that the follower has grown tired of waiting and will start walking to their originating location.&lt;br /&gt;
&lt;br /&gt;
You can trade items with some of your followers to equip them with better items or store excess loot. Sometimes they will refuse to equip the items you give them.  Pickpocketing the items you wish them to replace with the improved items can help fix this. It can also allow you to do this with NPCs who will not trade their equipped items with you. However, it requires the Misdirection (for weapons) and Perfect Touch (for armor) perks to achieve this. &lt;br /&gt;
&lt;br /&gt;
Giving a non-essential follower any of your custom enchanted weapons or shields, letting them die, then looting directly from their corpse, is the only way to remove those enchantments on the items. This only works with weapons and shields that are custom-enchanted by the player; it will not remove the enchantment on artifacts or generic enchanted gear found or bought.&lt;br /&gt;
&lt;br /&gt;
===Morality===&lt;br /&gt;
Morality determines whether or not an NPC will commit various crimes, and controls whether or not a follower will agree to do certain requested actions.  There are four possible values for morality:&lt;br /&gt;
* '''0''': Any Crime.  NPC is willing to commit any requested crime.&lt;br /&gt;
* '''1''': Violence Against Enemies.  NPC is willing to commit violence against enemies, as well as property crimes.  NPC is not willing to attack innocent people.&lt;br /&gt;
* '''2''': Property Crime Only.  The only crimes the NPC will commit are property crimes (e.g., theft).&lt;br /&gt;
* '''3''': No Crime.  NPC is not willing to commit any crimes.  Followers with this morality will still not report crimes that they witness you committing (with the exception of crimes against them, such as stealing items owned by the follower).&lt;br /&gt;
&lt;br /&gt;
If you ask a follower with sufficient morality to perform an illegal activity, you may be held responsible for the [[Skyrim:Crime|crime]], and your bounty will increase accordingly. This will also occur if they see you committing a crime. If you are [[Skyrim:Sneak|hidden]], most crimes you command your follower to commit will go unnoticed. You may not be able to interact in any way with your follower while you are trespassing and the follower will reply with ''&amp;quot;You're not supposed to be in here.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Follower Stats ==&lt;br /&gt;
&lt;br /&gt;
A follower's skills, health, and other stats are set when they are first created (which is typically when you enter their starting cell, become a Thane, and so on) and ''never'' improve from that point, outside of a handful of special cases. &amp;lt;!-- NOTE: don't get confused just because getlevel says their level matches yours still even after a levelup. For all practical purposes, they haven't changed at all. --&amp;gt; Each follower has a maximum level (which varies for each), and a specific set of primary skills, which are dictated by their [[Skyrim:Classes|class]].&lt;br /&gt;
&lt;br /&gt;
If you have an attachment to a certain follower and wish to continue to use them after they have become obsolete, you can use the [[Skyrim:Wabbajack|Wabbajack]] to force their stats to be updated. Simply save your game, dismiss your follower, and use the Wabbajack on them until they turn into a rabbit, chicken, mudcrab or invisible. You will be able to tell if it worked if they have reverted to their default gear upon turning back into their normal selves.&lt;br /&gt;
&lt;br /&gt;
If you don't have the Wabbajack, you may also be able to update your follower by having the follower leave your service, then use the console to disable, and then close and reopen the console and enable the follower.&lt;br /&gt;
&lt;br /&gt;
== Follower Death ==&lt;br /&gt;
&lt;br /&gt;
The game treats permanent followers in a similar way to [[Skyrim:Essential NPCs|essential NPCs]], but still allowing the possibility of their death.  When your follower would die due to an enemy attack or a trap, they will be incapacitated for some time and begin to recover their [[Skyrim:Health|health]], just like essential NPCs; enemies will stop attacking or targeting them during this time.  However, if they lose all their health again during this period, they will die for good.  Thus, you should try to move the fight away from them, so that they are not hit by a stray arrow or area-effect spell.  They can also die if hit with a damage-over-time poison that is stronger than their health recovery. They can also die from enemy power-attacks, as well as your attacks.&lt;br /&gt;
&lt;br /&gt;
If you strike your follower dead, on the other hand, there is no recovery.  Attack carefully when your follower is low on health. Follower death caused by you, even accidentally, counts as murder on your crimes list.&lt;br /&gt;
&lt;br /&gt;
Many temporary followers are &amp;quot;essential&amp;quot;, so they cannot be killed, only incapacitated for a while.  Non-essential ones will die immediately when struck down, just as ordinary NPCs.&lt;br /&gt;
&lt;br /&gt;
To ensure follower healing, make sure you give them healing potions to carry in their inventory. This way, once a follower is &amp;quot;wounded&amp;quot; they may heal almost immediately and return to the battle. If a follower isn't carrying any healing items, you may have to wait until all enemies in the area are removed before they recover. You may also use a restoration spell like [[Skyrim:Spells#Healing_Hands|Healing Hands]] or [[Skyrim:Spells#Heal_Other|Heal Other]] on your follower, which is beneficial to you as well since you will gain experience in Restoration. It should be noted, however, that followers will not always drink healing potions if they have any in their inventory, even if they are kneeling and recovering health, so the best bet would be to have Healing Hands ready for use.&lt;br /&gt;
&lt;br /&gt;
Followers do not take Water Damage, and cannot drown.&lt;br /&gt;
&lt;br /&gt;
==Follower Equipment==&lt;br /&gt;
Permanent followers have the ability to trade money and goods. This gives the player free access to anything the follower is carrying, with the exception of certain default items that are hidden from the player, and allows the player to manage the follower's inventory.  There is no penalty for taking anything the follower has, including gold, jewels, and enchanted items.&lt;br /&gt;
&lt;br /&gt;
Followers will make their own decision however about which equipment they use, given the choices that they have in their inventory. If they have multiple items of the same type (e.g. an Iron Sword and a Steel Sword), they will try to choose the &amp;quot;best&amp;quot; item from their choices (Steel Sword).  Sometimes this doesn't work as expected and inferior equipment gets used instead. This normally happens with different grades of the same item that have been improved through Smithing or Enchantment (e.g. a Steel Sword being used instead of a Flawless Steel Sword). Players cannot force a follower to use the &amp;quot;right&amp;quot; item other than by removing all the wrong ones that they prefer from their inventory.  The item must also be &amp;quot;better&amp;quot; than the default item the follower started with.  Giving a follower who started with Steel Armor a set of Banded Iron Armor will have no effect because it isn't as &amp;quot;good&amp;quot; as the Steel.  Note: since all the different types of mage robes are classified as cloth armor, giving a mage follower who starts with apprentice robes a new set of master robes has no effect because it's not seen as an improvement on the class of armor.&lt;br /&gt;
&lt;br /&gt;
One exception to the behavior outlined above is that followers who start with any kind of bow in their inventory are bugged so that placing a different bow in their inventory will have no effect.  It may look as if they equipped the new bow, but the follower will switch back to their default bow as soon as combat starts, even if that bow was removed from their inventory.  On the plus side however, those same followers who start with archery equipment can shoot a neverending supply of arrows of whatever type they are given. Remove all the arrows from their inventory, then add a single arrow of the type you want them to shoot and they will reuse that arrow repeatedly. However, the arrow may or may not disappear eventually, so monitoring their arrow supply may be necessary if you employ this tactic. For followers that don't start with archery equipment, equipping a bow works normally and they run out of arrows normally. &lt;br /&gt;
&lt;br /&gt;
===Enchanted Follower Equipment===&lt;br /&gt;
Followers will only gain benefits from the following enchantment effects on their apparel and armor:&lt;br /&gt;
*Fortify Health&lt;br /&gt;
*Fortify Heavy Armor&lt;br /&gt;
*Fortify Light Armor&lt;br /&gt;
*Fortify Magicka&lt;br /&gt;
*Fortify Stamina&lt;br /&gt;
*Fortify Unarmed&lt;br /&gt;
*Muffle&lt;br /&gt;
*Resist Fire&lt;br /&gt;
*Resist Frost&lt;br /&gt;
*Resist Magic&lt;br /&gt;
*Resist Poison&lt;br /&gt;
*Resist Shock&lt;br /&gt;
*Waterbreathing (Followers can't drown anyway, but this stops them surfacing for air.)&lt;br /&gt;
&lt;br /&gt;
All other enchantments on apparel and armor do not actually have an effect for followers, even if they should. Notably, this means:&lt;br /&gt;
*Fortify &amp;lt;Combat Skill&amp;gt; does not increase the amount of damage they do.&lt;br /&gt;
*Fortify &amp;lt;Magic School&amp;gt; does not reduce enchanted weapon usage cost at all, or remove it at values of 100%.&lt;br /&gt;
**There are reports that this effect does work for some followers, but very few. See the [[Skyrim_talk:Followers|discussion page]] for more information.&lt;br /&gt;
*Fortify Carry Weight does not increase the maximum carry weight. {{VN|section=Fortify_Carry_Weight}}&lt;br /&gt;
&lt;br /&gt;
==Follower Trainers==&lt;br /&gt;
Followers who are also [[Skyrim:Trainers|trainers]] can train you for &amp;quot;free&amp;quot;. They will still charge you, but leave profit from training in their inventory. Simply request to see their inventory while they are an active follower, and take your gold back from any training sessions. This can be done with the following NPCs:&lt;br /&gt;
&lt;br /&gt;
*[[Skyrim:Companions|Companions]] members&lt;br /&gt;
**[[Skyrim:Aela_the_Huntress|Aela the Huntress]] (Archery - up to 75)&lt;br /&gt;
**[[Skyrim:Athis|Athis]] (One-handed - up to 75)&lt;br /&gt;
**[[Skyrim:Farkas|Farkas]] (Heavy Armor - up to 90)&lt;br /&gt;
**[[Skyrim:Njada_Stonearm|Njada Stonearm]] (Block - up to 75)&lt;br /&gt;
**[[Skyrim:Vilkas|Vilkas]] (Two-handed - up to 90)&lt;br /&gt;
&lt;br /&gt;
*Other NPCs&lt;br /&gt;
**[[Skyrim:Faendal|Faendal]] (Archery - up to 50)&lt;br /&gt;
&lt;br /&gt;
==Permanent Followers==&lt;br /&gt;
=== College of Winterhold Followers ===&lt;br /&gt;
Once enrolled as a member of the [[Skyrim:College of Winterhold (faction)|College of Winterhold]], your fellow students can join you, but you must first complete their specific quest. Simply talk to them and they’ll tell you what you must do. &lt;br /&gt;
&lt;br /&gt;
These followers wear robes as their default apparel, so they will accept any armor given to them; however, they will not equip any other robes, since all robes have an armor rating of &amp;quot;0&amp;quot;. They will accept weapons and shields, but they will immediately switch back to dual-wielding spells when an enemy is encountered. Once their Magicka runs out, they will resort to using their bare hands until it recharges.&lt;br /&gt;
&lt;br /&gt;
*All College of Winterhold followers have a Morality value of '''0''': Any Crime. NPC is willing to commit any requested crime.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Description&lt;br /&gt;
!Primary Skills&lt;br /&gt;
!Prerequisite Quest&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Max Level&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Marriageable|[[Skyrim:Marriage|Marry]]}}&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Can Join Blades|[[Skyrim:Rebuilding_the_Blades|Blades]]}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Brelyna Maryon|Brelyna Maryon]]||A female Dunmer [[Skyrim:CombatMystic|Mystic]].||'''[[Skyrim:Alteration|Alteration]]''', '''[[Skyrim:Illusion|Illusion]]''', [[Skyrim:Conjuration|Conjuration]], [[Skyrim:Sneak|Sneak]]||[[Skyrim:Brelyna's_Practice|Brelyna's Practice]]||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:J'zargo|J'zargo]]||A male Khajiit [[Skyrim:CombatSorcerer|Sorcerer]].||'''[[Skyrim:Destruction|Destruction]]''', '''[[Skyrim:Illusion|Illusion]]''', [[Skyrim:Heavy Armor|Heavy Armor]], [[Skyrim:One-handed|One-handed]]||[[Skyrim:J'zargo's_Experiment|J'zargo's Experiment]]||style=&amp;quot;text-align:center&amp;quot;|None||||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Onmund|Onmund]]||A Nord male Sorcerer.||'''[[Skyrim:Destruction|Destruction]]''', '''[[Skyrim:Illusion|Illusion]]''', [[Skyrim:Heavy Armor|Heavy Armor]], [[Skyrim:One-handed|One-handed]]||[[Skyrim:Onmund's_Request|Onmund's Request]]||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Companions Followers ===&lt;br /&gt;
All of these followers can be located at [[Skyrim:Jorrvaskr|Jorrvaskr]], the [[Skyrim:Companions|Companions]] faction headquarters in Whiterun. You must join the Companions and complete the quest line before they can be recruited as followers. &lt;br /&gt;
&lt;br /&gt;
*Members of the Circle have a maximum level of '''50'''. Other Companions have maximum levels of '''25'''.&lt;br /&gt;
* All followers from the Companions faction have a Morality value of '''3''': No Crime.  NPC is not willing to commit any crimes.  Followers with this morality will still not report crimes that they witness you committing (with the exception of crimes against them, such as stealing items owned by the follower).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Description&lt;br /&gt;
!Primary Skills&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Max Level&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Marriageable|[[Skyrim:Marriage|Marry]]}}&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Can Join Blades|[[Skyrim:Rebuilding_the_Blades|Blades]]}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aela the Huntress|Aela the Huntress]]||A Nord female [[Skyrim:TrainerMarksmanExpert|Thief]] and expert [[Skyrim:archery|Archery]] trainer.||'''[[Skyrim:Archery|Archery]]''', '''[[Skyrim:Light Armor|Light Armor]]''', '''[[Skyrim:Sneak|Sneak]]''', [[Skyrim:One-handed|One-handed]], [[Skyrim:Speech|Speech]]||style=&amp;quot;text-align:center&amp;quot;|50||style=&amp;quot;text-align:center&amp;quot;|{{yes}}||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Athis|Athis]]||A male Dunmer [[Skyrim:TrainerOneHandedExpert|Warrior]] (1H) and expert [[Skyrim:one-handed|One-handed]] trainer.||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]||style=&amp;quot;text-align:center&amp;quot;|25||style=&amp;quot;text-align:center&amp;quot;|{{yes}}||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Farkas|Farkas]]||A male Nord of the [[Skyrim:TrainerHeavyArmorMaster|Blacksmith]] class, and master [[Skyrim:Heavy Armor|Heavy Armor]] trainer.||'''[[Skyrim:Smithing|Smithing]]''', '''[[Skyrim:Speech|Speech]]''', [[Skyrim:One-handed|One-handed]], [[Skyrim:Pickpocket|Pickpocket]]||style=&amp;quot;text-align:center&amp;quot;|50||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;| {{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Njada Stonearm|Njada Stonearm]]||A female Nord [[Skyrim:TrainerBlockExpert|Warrior]] (1H) and expert [[Skyrim:block|Block]] trainer.||'''[[Skyrim:Block|Block]]''', '''[[Skyrim:One-handed|One-handed]]''', '''[[Skyrim:Speech|Speech]]''', [[Skyrim:Pickpocket|Pickpocket]]||style=&amp;quot;text-align:center&amp;quot;|25||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;| {{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ria|Ria]]||A female Imperial [[Skyrim:CombatWarrior1H|Warrior]] (1H).||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]||style=&amp;quot;text-align:center&amp;quot;|25||style=&amp;quot;text-align:center&amp;quot;|{{yes}}||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Torvar|Torvar]]||A male Nord [[Skyrim:CombatWarrior1H|Warrior]] (1H).||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]||style=&amp;quot;text-align:center&amp;quot;|25||style=&amp;quot;text-align:center&amp;quot;|{{yes}}||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vilkas|Vilkas]]||A male Nord [[Skyrim:TrainerTwoHandedMaster|Warrior]] (2H) and master [[Skyrim:two-handed|Two-handed]] trainer.||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:Two-handed|Two-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]||style=&amp;quot;text-align:center&amp;quot;|50||style=&amp;quot;text-align:center&amp;quot;|{{yes}}||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Brotherhood Followers ===&lt;br /&gt;
Complete all the quests for the Dark Brotherhood to allow these followers to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Primary Skills&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Max Level&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Morality Value|Moral}}&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Marriageable|[[Skyrim:Marriage|Marry]]}}&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Can Join Blades|[[Skyrim:Rebuilding_the_Blades|Blades]]}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cicero|Cicero]]||A male Imperial Assassin found at the [[Skyrim:Dawnstar_Sanctuary|Dawnstar Sanctuary]].||'''[[Skyrim:One-handed|One-handed]]''', '''[[Skyrim:Sneak|Sneak]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Light Armor|Light Armor]]||style=&amp;quot;text-align:center&amp;quot;|50||style=&amp;quot;text-align:center&amp;quot; |0||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Dark_Brotherhood_Initiate|Dark Brotherhood Initiate]] (female)||A Nord Assassin found at the Dawnstar Sanctuary.||'''[[Skyrim:One-handed|One-handed]]''', '''[[Skyrim:Sneak|Sneak]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Light Armor|Light Armor]]||style=&amp;quot;text-align:center&amp;quot;|100||||||&lt;br /&gt;
|-&lt;br /&gt;
|Dark Brotherhood Initiate (male)||A Nord Assassin found at the Dawnstar Sanctuary.||'''[[Skyrim:One-handed|One-handed]]''', '''[[Skyrim:Sneak|Sneak]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Light Armor|Light Armor]]||style=&amp;quot;text-align:center&amp;quot;|100||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Followers ===&lt;br /&gt;
You will have to complete the quest associated with each follower in order for them to join you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Primary Skills&lt;br /&gt;
!Prerequisite Quest&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Max Level&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Morality Value|Moral}}&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Marriageable|[[Skyrim:Marriage|Marry]]}}&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Can Join Blades|[[Skyrim:Rebuilding_the_Blades|Blades]]}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erandur|Erandur]]||A male Dunmer [[Skyrim:Priest|Priest]] found in [[Skyrim:Dawnstar|Dawnstar]]||'''[[Skyrim:Restoration|Restoration]]''', '''[[Skyrim:Speech|Speech]]''', [[Skyrim:Alchemy|Alchemy]], [[Skyrim:Conjuration|Conjuration]], [[Skyrim:Smithing|Smithing]]|| [[Skyrim:Waking_Nightmare|Waking Nightmare]]||style=&amp;quot;text-align:center&amp;quot;|50||style=&amp;quot;text-align:center&amp;quot; |3||||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Golldir|Golldir]]||A Nord male [[Skyrim:CombatWarrior1H|Warrior]](1H) found in [[Skyrim:Hillgrund's Tomb|Hillgrund’s Tomb]].||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]||[[Skyrim:Ancestral_Worship|Ancestral Worship]]||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3||||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Illia|Illia]]||An Imperial female [[Skyrim:CombatMageElemental|Fire/Frost/Shock Mage]] found in [[Skyrim:Darklight Tower|Darklight Tower]]||'''[[Skyrim:Destruction|Destruction]]''', '''[[Skyrim:Restoration|Restoration]]''', [[Skyrim:Alteration|Alteration]], [[Skyrim:Conjuration|Conjuration]]||[[Skyrim:Repentance|Repentance]]||style=&amp;quot;text-align:center&amp;quot;|40||style=&amp;quot;text-align:center&amp;quot;|3||||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hirelings ===&lt;br /&gt;
Hirelings are mercenaries; you’ll need to hire them for a set price of 500 gold. They are usually found in taverns. They’ll stick around until they’re dismissed, at which point they'll return to their starting location and you’ll need to pay the fee again to get them back unless they're particularly fond of you or you only dismissed them a short time ago, in which case they rejoin your service free of charge. &lt;br /&gt;
&lt;br /&gt;
*The maximum level of all hirelings is '''40'''. &lt;br /&gt;
*All hirelings have a Morality value of '''0''': Any Crime. NPC is willing to commit any requested crime.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Primary Skills&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Marriageable|[[Skyrim:Marriage|Marry]]}}&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Can Join Blades|[[Skyrim:Rebuilding_the_Blades|Blades]]}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Belrand|Belrand]]|| A Nord male [[Skyrim:NPCclassBelrand|Spellsword]] found in the [[Skyrim:The Winking Skeever|Winking Skeever]] in [[Skyrim:Solitude|Solitude]].||'''[[Skyrim:Destruction|Destruction]]''', '''[[Skyrim:Light Armor|Light Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Restoration|Restoration]]||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Erik the Slayer|Erik the Slayer]]|| A Nord male [[Skyrim:Barbarian|Barbarian]] found in [[Skyrim:Rorikstead|Rorikstead]] at the [[Skyrim:Frostfruit Inn|Frostfruit Inn]] after completing [[Skyrim:Erik_the_Slayer_(quest)|his quest]].||'''[[Skyrim:Light Armor|Light Armor]]''', '''[[Skyrim:Two-handed|Two-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]|| ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jenassa|Jenassa]]|| A female Dunmer [[Skyrim:CombatRanger|Ranger]] found inside the [[Skyrim:The Drunken Huntsman|Drunken Huntsman]] in [[Skyrim:Whiterun|Whiterun]]. ||'''[[Skyrim:Archery|Archery]]''', '''[[Skyrim:Light Armor|Light Armor]]''', [[Skyrim:Block|Block]], [[Skyrim:One-handed|One-handed]]||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Marcurio|Marcurio]]||A male Imperial [[Skyrim:CombatMageDestruction|Destruction Mage]] found at [[Skyrim: The Bee and Barb|The Bee and the Barb]] in [[Skyrim: Riften|Riften]].|| '''[[Skyrim:Destruction|Destruction]]''', '''[[Skyrim:Restoration|Restoration]]''', [[Skyrim:Alteration|Alteration]], [[Skyrim:Sneak|Sneak]]||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Stenvar|Stenvar]]|| A Nord male [[Skyrim:CombatWarrior2H|Warrior]] (2H) in [[Skyrim:Windhelm|Windhelm]] (usually on the second floor of [[Skyrim:Candlehearth Hall|Candlehearth Hall]]). ||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:Two-handed|Two-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vorstag|Vorstag]]||A Nord male [[Skyrim:CombatWarrior1H|Warrior]] (1H) found at the [[Skyrim:Silver-Blood Inn|Silver-Blood Inn]] in [[Skyrim:Markarth|Markarth]].||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Housecarls ===&lt;br /&gt;
[[Skyrim:Housecarl|Housecarls]] are bodyguards of noblemen. After completing a quest for the Jarl of each major hold, they will proclaim you a Thane of their land and give you a personal housecarl. These housecarls won't exist in the game until you become Thane. &lt;br /&gt;
&lt;br /&gt;
*All player personal housecarls are [[Skyrim:CombatWarrior1H|Warriors]] who specialize in [[Skyrim:One-handed|One-handed]] weapons.&lt;br /&gt;
*Their primary skills are: '''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]].&lt;br /&gt;
*The maximum level of all housecarls is '''50'''. &lt;br /&gt;
*All housecarls have a Morality value of '''0''': Any Crime. NPC is willing to commit any requested crime.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Name&lt;br /&gt;
!Description&lt;br /&gt;
!Prerequisite quest&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Marriageable|[[Skyrim:Marriage|Marry]]}}&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Can Join Blades|[[Skyrim:Rebuilding_the_Blades|Blades]]}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Argis the Bulwark|Argis the Bulwark]]||A male Nord found in [[sr:Markarth|Markarth]].|| [[Skyrim:Thane_of_the_Reach|Become Thane of the Reach]] ||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;| {{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Calder|Calder]]||A male Nord found in [[sr:Windhelm|Windhelm]].|| [[Skyrim:Thane_of_Eastmarch|Become Thane of Eastmarch]] ||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;| {{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Iona|Iona]]||A female Nord found in [[sr:Riften|Riften]].|| [[Skyrim:Thane_of_the_Rift|Become Thane of the Rift]] ||style=&amp;quot;text-align:center&amp;quot;| {{yes}} ||style=&amp;quot;text-align:center&amp;quot;| {{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Jordis the Sword-Maiden|Jordis the Sword-Maiden]]||A female Nord found in [[sr:Solitude|Solitude]].|| [[Skyrim:Thane_of_Haafingar|Become Thane of Haafingar]] ||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Lydia|Lydia]]||A female Nord found in [[sr:Whiterun|Whiterun]].||[[Skyrim:Dragon Rising|Dragon Rising]] ||style=&amp;quot;text-align:center&amp;quot;|{{Yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Followers ===&lt;br /&gt;
To convince these followers to join you, you’ll need to complete their short quests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:140px&amp;quot;|Name&lt;br /&gt;
!Description&lt;br /&gt;
!style=&amp;quot;width:260px&amp;quot;|Primary Skills&lt;br /&gt;
!style=&amp;quot;width:160px&amp;quot;|Prerequisite Quest&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Max Level&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Morality Value|Moral}}&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Marriageable|[[Skyrim:Marriage|Marry]]}}&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Can Join Blades|[[Skyrim:Rebuilding_the_Blades|Blades]]}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim: Adelaisa_Vendicci|Adelaisa Vendicci]]||A female Imperial who works for the [[Skyrim:East_Empire_Company_(place)|East Empire Company]].||'''[[Skyrim:Alchemy|Alchemy]]''', '''[[Skyrim:Enchanting|Enchanting]]''', '''[[Skyrim:Smithing|Smithing]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Light Armor|Light Armor]], [[Skyrim:One-handed|One-handed]], [[Skyrim:Sneak|Sneak]], [[Skyrim:Speech|Speech]]||[[Skyrim:Rise in the East|Rise in the East]]||style=&amp;quot;text-align:center&amp;quot;|25||style=&amp;quot;text-align:center&amp;quot; |3|| ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ahtar|Ahtar]]||A male Redguard Warrior who is found in [[Skyrim:Solitude|Solitude]].||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:Two-handed|Two-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]||[[Skyrim:Kill_the_Bandit_Leader|Kill the Bandit Leader]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3|| ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Annekke Crag-Jumper|Annekke Crag-Jumper]]||A female Nord Ranger found in [[Skyrim:Darkwater_Crossing|Darkwater Crossing]].||'''[[Skyrim:Archery|Archery]]''', '''[[Skyrim:Light Armor|Light Armor]]''', [[Skyrim:Block|Block]], [[Skyrim:One-handed|One-handed]]||Kill the Bandit Leader&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3 || ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Aranea Ienith|Aranea Ienith]]||A female Dunmer Conjuration Mage found at the [[Skyrim:Shrine_of_Azura|Shrine of Azura]].||'''[[Skyrim:Destruction|Destruction]]''', '''[[Skyrim:Restoration|Restoration]]''', [[Skyrim:Alteration|Alteration]], [[Skyrim:Conjuration|Conjuration]]||[[Skyrim:The Black Star|The Black Star]] (in her favor)||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |0|| ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Benor|Benor]]|| A male Nord Warrior found in [[Skyrim:Morthal|Morthal]].||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:Two-handed|Two-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]||[[Skyrim:Fight!_Fight!|Fight! Fight!]]||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |0||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Borgakh the Steel Heart|Borgakh the Steel Heart]]||A female Orc Warrior found in [[Skyrim:Mor_Khazgur|Mor Khazgur]].||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Sneak|Sneak]]||Pay her dowry or pass a persuade check.||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Cosnach|Cosnach]]||An alcoholic male Breton Warrior found in [[Skyrim:Markarth|Markarth]].||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]||[[Skyrim:Quest_all_Drunks_Have|Quest all Drunks Have]] (''or'') Fight! Fight!||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Derkeethus|Derkeethus]]||A male Argonian Ranger found in [[Skyrim:Darkwater_Pass|Darkwater Pass]].||'''[[Skyrim:Archery|Archery]]''', '''[[Skyrim:Light Armor|Light Armor]]''', [[Skyrim:Block|Block]], [[Skyrim:One-handed|One-handed]]||[[Skyrim:Extracting_an_Argonian|Extracting an Argonian]]||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;|{{yes}}||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Eola|Eola]]||A female Breton Warlock found in Markarth's [[Skyrim:Hall_of_the_Dead_(Markarth)|Hall of the Dead]].||'''[[Skyrim:Destruction|Destruction]]''', '''[[Skyrim:Sneak|Sneak]]''', [[Skyrim:Alteration|Alteration]], [[Skyrim:One-handed|One-handed]]||Obtain the [[Skyrim:Ring of Namira|Ring of Namira]] in [[Skyrim:The Taste of Death|The Taste of Death]].||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |0|| ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Faendal|Faendal]]||A male Bosmer Thief found in [[Skyrim:Riverwood|Riverwood]].&amp;lt;br&amp;gt; He is a common Archery trainer.||'''[[Skyrim:Archery|Archery]]''', '''[[Skyrim:Light Armor|Light Armor]]''', '''[[Skyrim:Sneak|Sneak]]''', [[Skyrim:One-handed|One-handed]], [[Skyrim:Speech|Speech]]||[[Skyrim:A_Lovely_Letter|A Lovely Letter]] (in his favor)||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3|| ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ghorbash the Iron Hand|Ghorbash the Iron Hand]]||A male Orc Ranger found in [[Skyrim:Dushnikh_Yal|Dushnikh Yal]].||'''[[Skyrim:Archery|Archery]]''', '''[[Skyrim:Light Armor|Light Armor]]''', [[Skyrim:Block|Block]], [[Skyrim:One-handed|One-handed]]||Convince him (via brawl, persuade check, or bribe).||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;| {{Yes}}||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Kharjo|Kharjo]]||A male Khajiit Warrior traveling between cities in a Khajiit caravan.||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]||[[Skyrim:Amulet_of_the_Moon|Amulet of the Moon]]||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3|| ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Lob|Lob]]||A male Orc Ranger found in [[Skyrim:Largashbur|Largashbur]].||'''[[Skyrim:Archery|Archery]]''', '''[[Skyrim:Light Armor|Light Armor]]''', [[Skyrim:Block|Block]], [[Skyrim:One-handed|One-handed]]||[[Skyrim:The_Cursed_Tribe|The Cursed Tribe]]||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3|| ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Mjoll the Lioness|Mjoll the Lioness]]||A female Nord Warrior found in [[Skyrim:Riften|Riften]].||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:Two-handed|Two-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]||[[Skyrim:Grimsever's_Return|Grimsever's Return]]||style=&amp;quot;text-align:center&amp;quot;|40||style=&amp;quot;text-align:center&amp;quot; |0||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ogol|Ogol]]||A male Orc Warrior found in Largashbur.||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Sneak|Sneak]]||The Cursed Tribe||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3|| ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Roggi Knot-Beard|Roggi Knot-Beard]]||A male Nord Warrior found in [[Skyrim:Kynesgrove|Kynesgrove]].||'''[[Skyrim:Alchemy|Alchemy]]''', '''[[Skyrim:Enchanting|Enchanting]]''', '''[[Skyrim:Smithing|Smithing]]''', [[Skyrim:Archery|Archery]], [[Skyrim:One-handed|One-handed]], [[Skyrim:Two-handed|Two-handed]]||[[Skyrim:Dungeon_Delving_(Caves)|Dungeon Delving (Caves)]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;||style=&amp;quot;text-align:center&amp;quot;|20||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Sven|Sven]]|| A male Nord Bard found in Riverwood.||'''[[Skyrim:Alchemy|Alchemy]]''', '''[[Skyrim:Enchanting|Enchanting]]''', '''[[Skyrim:Smithing|Smithing]]''', [[Skyrim:Archery|Archery]], [[Skyrim:One-handed|One-handed]], [[Skyrim:Two-handed|Two-handed]]||[[Skyrim:A_Lovely_Letter|A Lovely Letter]] (in his favor)||style=&amp;quot;text-align:center&amp;quot;|20||style=&amp;quot;text-align:center&amp;quot; |2|| ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ugor|Ugor]]||A female Orc Ranger in Largashbur.||'''[[Skyrim:Archery|Archery]]''', '''[[Skyrim:Light Armor|Light Armor]]''', [[Skyrim:Block|Block]], [[Skyrim:One-handed|One-handed]]||The Cursed Tribe||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3||  ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Uthgerd the Unbroken|Uthgerd the Unbroken]]||A female Nord Warrior found in [[Skyrim:The_Bannered_Mare|The Bannered Mare]] in [[Skyrim:Whiterun|Whiterun]].||'''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]||Fight! Fight!||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;Only one quest of this type can be active at a time.&lt;br /&gt;
&lt;br /&gt;
===Dogs===&lt;br /&gt;
In addition to NPC followers, certain dogs are also recruitable. You can have at most one permanent NPC follower and one dog follower at any time.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:80px&amp;quot;|Name&lt;br /&gt;
!Recruitment&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|Max Level&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Meeko|Meeko]]||Can be found at [[Skyrim:Meeko's Shack|Meeko's Shack]].||style=&amp;quot;text-align:center&amp;quot;|25&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vigilance|Vigilance]]||Can be purchased from [[Skyrim:Banning|Banning]] at the Markarth stables for 500 septims. As with the hirelings, if you dismiss Vigilance, he will return to Banning and you must pay the 500 septims again to get him back.||style=&amp;quot;text-align:center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Stray Dog|Stray Dog]]|| These can be found in a random encounter in the wilderness. If you talk to one, it will become your follower. Note: Will disappear if told to wait and you enter a dungeon.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Glitches ====&lt;br /&gt;
* The &amp;quot;body box&amp;quot; of dog followers is larger than their appearance suggests, thus ranged attacks will sometimes hit a dog even though you have a visually clear path towards your target.&lt;br /&gt;
&lt;br /&gt;
== Quest Followers ==&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
Some NPCs follow you until a quest is completed or an event occurs.  Quest followers will not give you access to their inventory. Generally they are marked as essential so they cannot die and may be useful to have around before finishing their related quest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:120px&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:140px&amp;quot;|Quest(s)&lt;br /&gt;
!Notes&lt;br /&gt;
!Max Level&lt;br /&gt;
!style=&amp;quot;width:1px&amp;quot;|{{hover|Morality Value|Moral}}&lt;br /&gt;
!Essential&lt;br /&gt;
!Usable in Other Quests&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Avulstein_Gray-Mane|Avulstein Grey-Mane]]||[[Skyrim:Missing_In_Action|Missing in Action]]|| ||style=&amp;quot;text-align:center&amp;quot;|100||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;|{{yes}}||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Brother Verulus|Brother Verulus]]||[[Skyrim:The Taste of Death|The Taste of Death]]|| ||style=&amp;quot;text-align:center&amp;quot;|6||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Delphine|Delphine]]||[[Skyrim:Alduin's_Wall|Alduin's Wall]]|| ||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;|{{yes}}||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Esbern|Esbern]]||[[Skyrim:A Cornered Rat|A Cornered Rat]]&amp;lt;br&amp;gt;[[Skyrim:Alduin's_Wall|Alduin's Wall]]||||style=&amp;quot;text-align:center&amp;quot;|30||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;|{{yes}}||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Geirlund|Geirlund]]||[[Skyrim:Missing_In_Action|Missing in Action]]||He meets up with you when you meet Avulstein Grey-Mane outside of [[Skyrim:Northwatch_Keep|Northwatch Keep]] (if you agreed to have him along to help you).||style=&amp;quot;text-align:center&amp;quot;|1||style=&amp;quot;text-align:center&amp;quot; |3|| ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Hadvar|Hadvar]]||[[Skyrim:Unbound|Unbound]]||Accompanies you if you chose him during the opening sequence in [[Skyrim:Helgen|Helgen]]||style=&amp;quot;text-align:center&amp;quot;|50||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;|{{yes}}||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Mercer_Frey|Mercer Frey]]||[[Skyrim:Speaking_With_Silence|Speaking With Silence]]||Follows after helping you break into Snow Veil Sanctum.||style=&amp;quot;text-align:center&amp;quot;|50||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Ralof|Ralof]]||[[Skyrim:Unbound|Unbound]]||Accompanies you if you chose him during the opening sequence in Helgen||style=&amp;quot;text-align:center&amp;quot;|50||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;|{{yes}}||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Sinding|Sinding]]||[[Skyrim:Ill_Met_By_Moonlight|Ill Met By Moonlight]]||Briefly follows you for the duration of the quest, if you choose to spare him and turn the tables on the hunters. He will be in [[Skyrim:Werewolf|Werewolf]] form, and is capable of flinging opponents across distances much like a player Werewolf, although his throw attack is not fatal.||style=&amp;quot;text-align:center&amp;quot;|1||style=&amp;quot;text-align:center&amp;quot; |3|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Thonnir|Thonnir]]||[[Skyrim:Laid_to_Rest|Laid to Rest]]|| ||style=&amp;quot;text-align:center&amp;quot;|3||style=&amp;quot;text-align:center&amp;quot; |3||style=&amp;quot;text-align:center&amp;quot;|{{yes}} ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Thorald_Gray-Mane|Thorald Grey-Mane]]||[[Skyrim:Missing_In_Action|Missing in Action]]||If he dies, you will fail the quest.  Avulstein Grey-Mane, Geirlund, and Vidrald will also stop following you.||style=&amp;quot;text-align:center&amp;quot;|50||style=&amp;quot;text-align:center&amp;quot; |3|| ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Vidrald|Vidrald]]||[[Skyrim:Missing_In_Action|Missing in Action]]||He meets up with you when you meet Avulstein Grey-Mane outside of Northwatch Keep (if you agreed to have him along to help you).||||style=&amp;quot;text-align:center&amp;quot;|3|| ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=7|Animal Followers&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Barbas|Barbas]]||[[Skyrim:A Daedra's Best Friend|A Daedra's Best Friend]]||Barbas is the only ''temporary'' dog follower in the game. He also barks, whines, and pushes you incessantly if you drag him away from his quest, however he is invincible and will continue to follow and fight for you no matter where you bring him.||style=&amp;quot;text-align:center&amp;quot;|45||style=&amp;quot;text-align:center&amp;quot; | ||style=&amp;quot;text-align:center&amp;quot;|{{yes}}||style=&amp;quot;text-align:center&amp;quot;|{{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Skyrim:Gleda the Goat|Gleda the Goat]]||[[Skyrim:A Night To Remember|A Night To Remember]]||Gleda will not fight, and can not be spoken to. She will follow you until you return her to [[Skyrim:Ennis|Ennis]].||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Followers are not affected by [[Skyrim:Disease|diseases]].&lt;br /&gt;
* It can be quite easy to outpace most followers and lose track of them (e.g. light armor wearers with heavy armor followers).&lt;br /&gt;
* Pathfinding can make followers difficult to manage. They cannot jump up or across anything, though they will jump down if there is no other path. If you jump up a small hill, be prepared to see your follower take an extremely long path around. Quite often a follower will get stuck with no path to you. In these circumstances, it appears they are supposed to simply teleport near you, but this can take a very long time to trigger if it triggers at all. The only known guaranteed ways to get them to appear are to fast-travel, change zones (loading screen) or to wait.&lt;br /&gt;
* You can pickpocket your follower's starting items with the [[Skyrim:Misdirection|Misdirection]] and [[Skyrim:Perfect_Touch|Perfect Touch]] perks if they are not following you.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Bug|The Fortify Health enchantment has no effect on Lydia.  It is also possible that, in fact, no custom enchantments at all can be applied to her.  It appears as though they are ignored.|vn=1}}&lt;br /&gt;
{{Bug|Lydia has a low-level bow in her inventory but it is hidden along with her standard armor.  However, unlike with the armor, giving her a superior bow will have no effect; she'll just continue using the lower-level bow regardless of how much more powerful the other one is.  There is no known workaround for this.|vn=1}}&lt;br /&gt;
{{Bug|If you give a follower a single arrow of any type that is better than their standard equipment, they will continue to fire arrows without using up the ones in their inventory. Their misses and kills still show up on the ground and in the loot window and can be picked up. However, the arrows you put in their inventory may eventually disappear after an unspecified number of shots.|vn=1}}&lt;br /&gt;
** This is only applicable to followers that start with a bow and the standard 15 arrows; it appears to skip decrementing the arrow stack even if not using the built-in arrows. Followers that do not start with a bow, like mages, will consume arrows normally.&lt;br /&gt;
{{Bug|If you place items in a container and then command the follower to &amp;quot;take all items&amp;quot;, the items they take from the container will now carry the &amp;quot;Stolen&amp;quot; tag.|vn=1}}&lt;br /&gt;
{{Bug|Followers can and will attack your horse, summons, thralls, and other temporary followers. If they are hit enough by any of these, they will become hostile. This is a common problem when escorting a temporary mage follower or with [[SR:Atronach|Atronachs]].|vn=1}}&lt;br /&gt;
{{Bug|Followers will also leave your service and attack you if they are damaged badly enough by rockfalls triggered by the player.  Usually you can yield to them and rehire.|vn=1}}&lt;br /&gt;
{{Bug|Followers' carry limit is exploitable past the threshold if you command them to pick up items off the ground. They can carry an infinite amount of items this way and their movement speed does not appear to be affected. However, there are several other problems associated with this exploit:|vn=1}}&lt;br /&gt;
** Do not drop a stack of six or more items and ask them to pick it up. They will only pick up one of the item, and the rest will be lost. They can ''hold'' 6 or more, but need to pick the items up individually.&lt;br /&gt;
** When ordering your follower to pick up a piece of armor, sometimes you will not be able to take it back. This is because the armor they pick up is classified as starting armor, and if you try to take it from their inventory it will say, ''&amp;quot;You cannot take your follower's starting items&amp;quot;''. It is unknown why this happens and currently has no known fix. Killing your follower will allow you to get the items back, but they will be marked as stolen. Putting them on a mannequin in your home will result in the same bug as with the follower, leaving you unable to get your armor back.&lt;br /&gt;
** Often, when you retrieve the items picked up by your follower through the inventory exchange dialogue, those items will be marked with a &amp;quot;[[Skyrim:Crime#Stolen_Items|Stolen]]&amp;quot; tag, even when they are not stolen.&lt;br /&gt;
***One way of dealing with this is, to make sure you first pick up all items yourself from the place you found them. Then, drop them on the ground one by one and ask your follower to pick them up. Finally, when you get the items back again, drop them on the ground and pick them up yourself one last time.&amp;lt;br/&amp;gt;&lt;br /&gt;
***Another much easier way is using the [[Skyrim:console|console]] on any container and enter &amp;quot;setownership&amp;quot;. All items, even those that were wrongly marked as stolen, placed in this container (before or after the command), can be picked up safely and &amp;quot;clean&amp;quot; by the follower. However, as it also removes the stolen flag on actual stolen items, it should be used with care as not to spoil the gaming experience.&lt;br /&gt;
** When encumbered past their limit by using the exploit, there have been instances when the follower would seem incapable of drawing his or her weapon in battle. They will still attempt to attack the enemy, still charging up to the fray when equipped with a melee weapon, but will be incapable of doing anything except take a beating because their weapon won't draw.&lt;br /&gt;
*** This issue can sometimes be resolved by entering a new area that requires loading.&lt;br /&gt;
{{Bug|If you and your follower enter an unauthorized area (where your presence is considered [[Skyrim:Crime|trespassing]]), they may refuse to speak to you, instead simply repeating the phrase ''&amp;quot;You're not supposed to be in here.&amp;quot;'' This can also be triggered if you have your follower go to a specific location with the command menu, at which point you will be unable to get them to follow you again until they leave your services and return to their original location, as you cannot enter dialogue with them.|vn=1}}&lt;br /&gt;
{{Bug|It is possible for a follower to enter combat mode when a random brawl is started or when an NPC carries out an act that could be seen as aggressive towards you (as with the [[Skyrim:Magic Student|Magic Student]] random encounter). |vn=1}}&lt;br /&gt;
{{Bug|Sometimes after a fight, the follower will be partially disabled, i.e., will not regenerate health, will not move or follow, will not sheath weapon when you do, will not have conversation menu, but will verbally respond to being healed. Using the console kill command seems to fix his or her state without actually killing him or her.|vn=1}}&lt;br /&gt;
** The [[SR:Unrelenting Force|Unrelenting Force]] [[SR:Shout|Shout]] will sometimes break them out from being stuck. Fast traveling nearby sometimes works as well.&lt;br /&gt;
{{Bug|Dog followers can be possessed by Spriggans. To fix this, kill the Spriggan and have the dog be downed by something other than your weapon; when it gets back up, the problem should be resolved.|vn=1}}&lt;br /&gt;
{{Bug|Followers may lose carry weight after being dismissed and then rehired. This is due to their receiving extra copies of hidden equipment upon rehiring, which can be removed with the console.}}&lt;br /&gt;
{{bug|Potential followers may say that you already have a follower even when you do not. This can cause problems when doing quests that require you to have a follower accompany you.}}&lt;br /&gt;
** This can be caused by having an active quest which uses a follower; in some cases the quest follower may occupy the follower slot until the quest is completed. For example, in the [[SR:Proving Honor|Proving Honor]] quest, [[SR:Farkas|Farkas]] will occupy the follower slot even if the player has not yet gone to meet him at [[SR:Dustman's Cairn|Dustman's Cairn]]. The slot can be freed again simply by completing this quest so that Farkas will leave your service.&lt;br /&gt;
{{bug|Some followers may refuse to mine.}}&lt;br /&gt;
{{Bug|While giving orders to a follower, the player can move distant objects by holding the Use button.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* Spreadsheet with selected stats for followers: [https://docs.google.com/spreadsheet/ccc?key=0Aly8njaU3H1adGJYTlJaUnRxRUN2RnM5MkxPaU1mQkE Follower Stats]&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;diff=968659</id>
		<title>Skyrim talk:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;diff=968659"/>
		<updated>2012-06-13T07:37:17Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Nov 2011 – Dec 2011&lt;br /&gt;
|Archive 2||Dec 2011 – Jan 2012&lt;br /&gt;
|Archive 3||Jan 2012 – Feb 2012&lt;br /&gt;
|Archive 4||Feb 2012 – Mar 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Fortify Health has no effect on Lydia! ==&lt;br /&gt;
&lt;br /&gt;
I created an armor with a fairly substantial fortify health effect that worked perfectly when I wore it.  However, when she wears it, her health does not increase at all as far as I can tell.  I even tried it with a massive fortify health of roughly 3 million points and she still died after a single hit from my sword.  This happens on the PS3.&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, none of the enchanted items I've given her to wear have had any effect whatsoever even though she is wearing them.  I can't really confirm it on the other things since I don't have a console on the PS3 obviously, but I can at least confirm that it's not working with fortify health.&lt;br /&gt;
&lt;br /&gt;
Has anyone else had this problem?  I went ahead and added it to the bugs section pending confirmation and additional discussion.  [[Special:Contributions/216.243.60.171|216.243.60.171]] 07:37, 13 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== CAN followers really MINE ore?  ==&lt;br /&gt;
&lt;br /&gt;
'''- Chop wood/mine ore. The benefit of this is that you can avoid the animation and your follower does not get encumbered -'''&lt;br /&gt;
&lt;br /&gt;
Seems pretty clear to me, and I've read elsewhere on particular websites for Skyrim tips that it's supposed to work, but every follower I've ever had is only able to chop wood?&lt;br /&gt;
Every time I try one to mine ore anywhere at all, cave, in the wild, wherever I try, it doesn't work? They just say &amp;quot;No. Not possible&amp;quot; or something.&lt;br /&gt;
'''Does this really work for other people? Can followers actually mine ore?''' [[Special:Contributions/108.5.152.170|108.5.152.170]] 15:05, 9 February 2012 (UTC)&lt;br /&gt;
:I have never been able to get the few I have used to mine (even with followers who work mines like Derkeethus), chopping wood works for me though. [[Special:Contributions/69.204.41.246|69.204.41.246]] 11:47, 4 March 2012 (UTC)&lt;br /&gt;
:: Just a thought, but do they need a pickaxe in their inventory for it to work?[[Special:Contributions/209.184.52.182|209.184.52.182]] 14:39, 20 April 2012 (UTC)&lt;br /&gt;
::: Never worked for me, neither with pickaxe in their inventory nor without, tried recently with Lydia and Argis {{uns2|12:29, 30 April 2012|87.7.65.178}}&lt;br /&gt;
&lt;br /&gt;
==follower levels ==&lt;br /&gt;
do they level with us now or is it still broken?~~ {{uns2|04:25, 4 March 2012|24.38.223.147}}&lt;br /&gt;
:They still level as you level, though their stats, i believe, are still stuck. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 03:44, 14 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==followers recovery stage ==&lt;br /&gt;
you know how when they get hurt enough they drop to 1 knee and recover while attackers back off?(they can still be killed if down just nothing tries, mostly die by aoe spells or me) &lt;br /&gt;
is there a way to use the console commands to flag npc as this?&lt;br /&gt;
ex: i want to change essential npc so they can be killed its just harder to than others. {{uns2|04:25, 4 March 2012|24.38.223.147}}&lt;br /&gt;
:Check the Console page on this forum for your answer. {{uns2|03:50, 11 April 2012|VycDarkshadow}}&lt;br /&gt;
::I believe [[Skyrim:Console#Targeted_Commands|this section]] in particular may have what you're looking for. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 03:56, 11 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can Followers use poisons? ==&lt;br /&gt;
&lt;br /&gt;
This is not mentioned anywhere in either the Followers page or in this discussion page, so can someone check to see if giving a follower poisons will cause them to use them? {{unsigned|99.246.16.26|21 March 2012}}&lt;br /&gt;
{{Good Question|Mar 2012}}&lt;br /&gt;
&lt;br /&gt;
:I tested this with Mjoll the Lioness, I put a few different kinds of poisons in her inventory and then went to fight falmers. I checked her inventory after the fight and all but 2 kinds of poisons had been used. They were both kinds of damage health poisons, so I believe that followers do indeed use poisons, but only certain ones.Xbox 360 [[User:Chronic|Chronic]] 00:33, 10 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Followers sneak-rolling? ==&lt;br /&gt;
&lt;br /&gt;
Inside of the [[Skyrim:Mzulft|Mzulft]] Boilery, just after defeating a falmer and a Chaurus, my follower, [[Skyrim:Uthgerd the Unbroken|Uthgerd the Unbroken]] had done the &amp;quot;silent forward roll&amp;quot; exactly as the player does with the &amp;quot;[[Skyrim:Silent Roll|Silent Roll]]&amp;quot; perk at 50 Sneak skill. Now, the thing that got me thinking, does Uthgerd have more than 50 Sneak and the appropriate perks, or is she somehow using the trick of being able to silent-roll before getting the perk? --RandomPlayer268 23:29, 24 March 2012 (UTC)&lt;br /&gt;
:Your follower will visually mimic your movements so if you do a silent roll then they will too.  It is not indicative of any actual perk.  Generally speaking, console testing indicates that they don't have perks and cannot be given perks.--[[User:DagmarH|DagmarH]] 18:16, 26 March 2012 (UTC)&lt;br /&gt;
::Actually, I've had several followers perform the Silent Roll when sneaking even when I did not have or use the perk, and this was the case on multiple characters. So it isn't necessarily them mimicking your movements. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 18:04, 7 April 2012 (UTC)&lt;br /&gt;
:::None of the above, I expect: [[Skyrim:Sneak#Bugs]] lists some of the cases that can cause it for a player, and NPCs likely have the same issues (and quite possibly more). [[User:Aliana|Aliana]] 04:32, 11 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Followers can not unlock doors. ==&lt;br /&gt;
&lt;br /&gt;
I have tried with a half a dozen of them, and not one would unlock a door ever.--[[User:RumblePen|RumblePen]] 13:02, 28 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The only time i tried it was with J'Zargo, and he was able to unlock expert doors.  So yes, it is possible depending on the follower's stats it would seem {{unsigned|24.18.70.26|1 May 2012}}&lt;br /&gt;
&lt;br /&gt;
== Additional info on stolen tag and encumbered followers ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;pick up and drop&amp;quot; method to solve the stolen tag problem does not work in some places. Places like Sky Haven Temple (be4 completing the Paarthunaax quest) and Orcs strongholds. Perhaps it has something to do with most things there originally cannot be taken. Once you drop something there, it is considered &amp;quot;owned&amp;quot; if picked up by followers (If you drop a thing in these places without picking it up, leave and return after a while, it is considered owned.).&lt;br /&gt;
&lt;br /&gt;
Another fix for the encumbered followers who are incapable of drawing their weapons is to use the Unrelenting Force to &amp;quot;send them flying&amp;quot;. Once they get back up, they can draw weapons again. {{unsigned|210.187.221.33|29 March 2012}}&lt;br /&gt;
&lt;br /&gt;
== Wabbajack causing unsolvable Encumberment problems for Follower ==&lt;br /&gt;
&lt;br /&gt;
XBOX:- Using the wabbajack to transform Lydia, I can confirm her better combat skills...BUT this is causing unsolvable problems with her carrying capacity.She had a full set of Dwarven armor from me. When after `levelling her` using the Wabbajack, I took back her armor and weapon to upgrade via smithing. When I tried to give her all back, she couldn't carry the weapon anymore. I dropped it, and ordered her to take it, which she did, and then seemed ok with using it in combat. However, next time I `levelled` her with the Wabbajack, following the same procedure, she couldn't even carry her armor. This has got progressively worse with each upgrade, and she no longer wears the armor even when forced to pick it up. It basically breaks her (or any) follower upgraded in this manner.&lt;br /&gt;
        &lt;br /&gt;
Maybe some kind PC user could look into what is causing this...[[User:Drewski|Drewski]] 12:38, 4 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I don't think that's Wabbajack doing that, from what I know, followers have their base items re-added to their inventory, on top of their old equipment when they reset, meaning they will recieve multiple copies of weapons and armor you have no way of taking from them. ([[User:Eddie the head|Eddie The Head]] 12:40, 4 April 2012 (UTC))&lt;br /&gt;
::That's what I feared was happening, and makes sense in this context. So even the wabbajack method of `upgrading` doesn't work, if you plan to rearm a semi-perm follower. Thanks Eddie..[[User:Drewski|Drewski]] 12:45, 4 April 2012 (UTC)&lt;br /&gt;
:::Yes, resetting an NPC doesn't take away inventory and if you dismiss a follower and recruit them later most will generate an additional set of their default armor and their default armor is not visible in their inventory window so you can't take it from them using normal game mechanics.  If you haven't been doing that then resetting the NPC is probably also causing the same thing.  On the PC this wouldn't be noticeable because most players who use console commands to reset followers also use the removeallitems command to deal with the encumbrance bug, which has the added beneficial effect of ensuring that a follower wont use an inferior default bow over a better bow, which is another common follower bug.  Doing that will also remove the follower glitch of having unlimited arrows.--[[User:DagmarH|DagmarH]] 03:44, 13 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Race/Sex demographics ==&lt;br /&gt;
&lt;br /&gt;
28 male&lt;br /&gt;
18 female&lt;br /&gt;
&lt;br /&gt;
of those 46&lt;br /&gt;
&lt;br /&gt;
24 Nord&lt;br /&gt;
5 imperial&lt;br /&gt;
5 dunmer&lt;br /&gt;
5 orc&lt;br /&gt;
2 breton&lt;br /&gt;
2 Khajiit&lt;br /&gt;
1 redguard&lt;br /&gt;
1 bosmer&lt;br /&gt;
1 argonian&lt;br /&gt;
&lt;br /&gt;
of those 46&lt;br /&gt;
&lt;br /&gt;
18 warriors&lt;br /&gt;
1 barbarian&lt;br /&gt;
6 rangers&lt;br /&gt;
2 thiefs (thieves)&lt;br /&gt;
&lt;br /&gt;
I'm too lazy to catalogue the rest using the information on the page much less the ACTUAL GAME.&lt;br /&gt;
&lt;br /&gt;
would love to design my own follower, sex/race/class...I feel trapped with the choices here. [[User:Theindividual|Theindividual]] 08:31, 7 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Confused on the &amp;quot;Trapped&amp;quot; comment. All you really need is something to help you kill, that gets out of your way when you attack. Plenty of choices in-game for this. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 03:48, 14 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smithing by Followers ==&lt;br /&gt;
&lt;br /&gt;
I was able to command lydia to use the workbench, grindstone, etc....but I don't feel like spending the time getting her (or Farkas who has high smithing skill) to improve armor and weapons much less actually make armor.&lt;br /&gt;
&lt;br /&gt;
Also...how do I find out which perks the followers have? Anyone figure how to find out?  --[[User:Theindividual|Theindividual]] 08:39, 7 April 2012 (UTC)&lt;br /&gt;
:If you are on the PC you can use the creation kit, I think, and on some NPC pages it lists the perks they have. Eventually all of that kind of stuff will be added. [[User:RIM|RIM]] 09:42, 7 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Equipment bug? ==&lt;br /&gt;
&lt;br /&gt;
The dwarven weapons (Mace and bow) that I gave to Lydia seem to have disappeared. Not sure if this happens with other equipment, has anyone else encountered this, or have any ideas on how to avoid it? {{uns2|15:37, 7 April 2012|81.99.240.101}}&lt;br /&gt;
&lt;br /&gt;
:This question is probably more appropriate for the forums: http://forums.uesp.net/viewforum.php?f=34&lt;br /&gt;
:My understanding of these discussion pages on the wiki is that they are for promotion of accuracy and completeness of the articles.&lt;br /&gt;
:[[Special:Contributions/98.125.35.233|98.125.35.233]] 06:02, 14 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Disable/Enable Method to Update Followers ==&lt;br /&gt;
&lt;br /&gt;
I've discovered through a YouTube video (http://www.youtube.com/watch?v=F7VcOxGK3M0 at the 3:10 mark, to cite my source) an alternate way to update followers, particularly essential followers, through the disable/enable on the console. I've tried this (using disable, then closing and reopening the console and using enable), but i'm not 100% certain how to make sure the follower truly updated, as before AND after the update, the follower was the same level as me, and had the same gear before the disable/enable as afterwards (since i had removed her default weapon).&lt;br /&gt;
&lt;br /&gt;
1: Can someone tell me an alternate way to ensure the follower truly leveled up?&lt;br /&gt;
&lt;br /&gt;
2: Can someone verify this alternate method works? My source has numerous &amp;quot;Skyrim Followers&amp;quot; videos, and seems to know what he's talking about, but it never hurts to double-check.&lt;br /&gt;
&lt;br /&gt;
Thanks. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 04:22, 14 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
*It does really work:) Although, wait for the follower to finish talking, after dismissing the follower, and then do disable/enable. Because there's a delay, and it's possible to end up with the same stats on your follower as before you gave the command.&lt;br /&gt;
:Here are some follower commands:&lt;br /&gt;
:getlevel (mind that followers have a level cap)&lt;br /&gt;
:getav health, stamina or magicka&lt;br /&gt;
:getav &amp;quot;skill&amp;quot; (type the skill without quotes)&lt;br /&gt;
:Check the [[Skyrim:Console Commands|Console Commands]] article in this wiki for detailed list. [[Special:Contributions/217.121.86.187|217.121.86.187]] 19:03, 28 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Commands not working. ==&lt;br /&gt;
&lt;br /&gt;
Uh, for some reason, none of my followers seem to do anything I ask them to, whether it's waiting somewhere, picking something up, or attacking anything. They say something like &amp;quot;anything else?&amp;quot;, but they never do anything I ask with the command option. [[Special:Contributions/130.108.238.175|130.108.238.175]] 06:58, 15 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;''Talk pages are intended to be open forums, where all editors can contribute their opinion about the content or style of the site. ... If you want to chat with other users about ______, please consider using the UESP forums instead.&amp;quot;&lt;br /&gt;
:Skyrim general index: http://forums.uesp.net/viewforum.php?f=34&lt;br /&gt;
:'''Skyrim help forum:''' http://forums.uesp.net/viewforum.php?f=40&lt;br /&gt;
:[[Special:Contributions/174.124.140.241|174.124.140.241]] 06:23, 16 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Werewolf followers  ==&lt;br /&gt;
&lt;br /&gt;
Ok you now how after you do the companions quest line you can get the werewolf people to follow you do they ever turn into werewolves {{uns2|04:06, 17 April 2012|173.55.184.189}}&lt;br /&gt;
:They do not. [[User:Varus2319|Varus2319]] 06:11, 17 April 2012 (UTC)&lt;br /&gt;
::That Sucks it would be so cool to have a werewolf follow u hey Pc modders is there a mod to get people to turn into werewolves it wouldn't help me because I play on the ps3 so someone please add to this because it would be good to know {{uns2|03:32, 18 April 2012|173.55.184.189}}&lt;br /&gt;
&lt;br /&gt;
== addfac 5c84d ==&lt;br /&gt;
Some NPCS seem to resist the effects of addfac 5c84d, and I'm just wondering if anyone knows why.  You can remove them from all factions, add them to follower, set their disposition as high as you like, and they still won't follow you.  Any thoughts?&lt;br /&gt;
&lt;br /&gt;
Case in point: Elisif the Fair  [[User:Varus2319|Varus2319]] 06:13, 17 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is just a wild guess, but maybe it has to do with recorded dialogue? [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 23:27, 11 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I believe Nephele, and possibly one or two others, have a bot that can go through the game stats for various purposes, so if there are other NPCs who are also affected by this, and we can find out some of them, it should be simple enough to check and see what differences they have from all NPCs that it does work on, but not each other, and thus get a pretty good idea of what's going on. (Says the person on the PS3 with not bot experience...)--&amp;lt;span style=&amp;quot;font-family:Serif; color: #000; #f20&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;[[User:TheAlbinoOrc|'''Ghurhak gro-Demril''' &amp;lt;sub&amp;gt;or TAO&amp;lt;/sub&amp;gt;]]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User_talk:TheAlbinoOrc|&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;Yes?]]&amp;lt;/font color=midnightblue&amp;gt;&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt; 08:56, 12 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There are two conditions that the follower quest checks and must be met in order for the follower dialogue to appear.  The first is the voice type.  The NPC must have a voice type that is a Default NPC Voice Type (which is why the command won't work on any of the unique voice NPCs).  The second condition is that they cannot be a Jarl (JobJarlFaction = 0).  Addfac 5c84d will not work if an NPC fails either one of these two conditions.  –[[User:kryptopyr|kryptopyr]] 15:05, 23 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can Followers use racial Powers? ==&lt;br /&gt;
&lt;br /&gt;
I use Janessa (a lot!), but I've never seen her use Ancestor's Wrath.  Does anyone know if followers will use racial powers?--[[Special:Contributions/24.43.87.114|24.43.87.114]] 17:18, 19 April 2012 (UTC)&lt;br /&gt;
:If they can, I've never seen it. [[User:ThuumofReason|ThuumofReason]] 17:19, 19 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quest Followers table section need to be update ==&lt;br /&gt;
&lt;br /&gt;
I've found two more Quest Followers that needs to be add and one Quest Follower should be edit in the table content section&lt;br /&gt;
&lt;br /&gt;
First two I've found are related to the quest 'Blindsighted'. I have both Karliah and Brynjolf followed me out of Irkngthand and doing other quests in Skyrim. When meeting up with them for the first time in Irkngthand, pick the option &amp;quot;Let's go&amp;quot; and walk SLOWLY back to the elevator lever. Once reaching the first level lead them slowly to the exit. &lt;br /&gt;
 &lt;br /&gt;
Also, Ralof CAN be used on other missions. This can be done by starting the civil war storyline on stormcloak side and completing it up until the quest 'Rescue from Fort Neugrad'. When meeting up with the rebels, ask him to 'follow you' instead of 'wait in the courtyard'. He will be following your character where ever you go. NOTE: he is very aggressive to any Guards/NPC who are with ImperialFaction and can caused several quest to be delayed if he is present in the same cell as imperialFaction quest giver.&lt;br /&gt;
 &lt;br /&gt;
All three of them are essential npc&lt;br /&gt;
 &lt;br /&gt;
I've tested these on my Xbox360 and it is 1.5 patch version&lt;br /&gt;
&lt;br /&gt;
--[[User:Talos5262|Talos5262]] 11:23, 20 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Brynjolf can also be used as a follower during the quest &amp;quot;Trinity Restored&amp;quot;. Right after you meet with him and Karliah at the Nightingale Hall she will tell you to follow her. At this point, Brynjolf will follow you, and can be used as a follower. I tested this by fast traveling to Shor's Stone. He will follow you, but you will be unable to give him commands, even to tell him to wait. He also won't enter sneak mode, and will only repeat the same two lines when you attempt to talk to him. ---Gamer3427 21:41, 30 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fortify Healing Rate (Magicka/Stamina) ==&lt;br /&gt;
{{Good Question|Apr 2012}}&lt;br /&gt;
Does giving a follower an item with &amp;quot;Fortify Healing Rate&amp;quot; or Fortify Magicka Rate&amp;quot; work or does it have no effect like fortify combat skill/carry weight/etc...? The list specifies that followers can use &amp;quot;Fortify Health&amp;quot; or &amp;quot;Fortify Magicka&amp;quot; but says nothing about an item with an increased regeneration factor. (In my particular case, I made a Silver Amethyst Ring with &amp;quot;Health regenerates 100% faster &amp;amp; Magicka regenerates 200% faster&amp;quot;). The same question obviously applies to Fortify Stamina Rate as well, I was simply referring to my particular case. If this is already answered then I apologize ahead of time. [[User:The G00D Job|The G00D Job]] 20:34, 21 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I checked it using the console (getav healrate, staminarate, magickarate) and it didn't show any changes. It's 0.7, 5, 3 always, no matter the level or follower. I looked at level 15 Faendal and level 30 Uhtgerd, and showed the same numbers. [[Special:Contributions/217.121.86.187|217.121.86.187]] 00:23, 2 May 2012 (UTC)&lt;br /&gt;
:: I understand the rate stays the same regardless of the level, I'm asking if the rate changes when given an item with a Fortify Healing Rate (or magicka/stamina) enchantment. [[User:The G00D Job|The G00D Job]] 06:51, 4 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved ==&lt;br /&gt;
&lt;br /&gt;
Hey all I found if you give your follower fortify carry enchantment on their amour (I have given her 4 items with this encantment) it appears not to work as Lydia can only carry like 60kg as I have given her dadric amour ect, However after you give her what she can carry, you press red to get back to the option I need to trade something with you &amp;amp; press green to go back to her inventory, you can than give her more items.. The only downside is you can only give 1 item at at time, but as many of that 1 item as you want up untill she use all the weight from the enchantments.. So i suggest giving all your single items till she is full, than when you can only give 1 item at a time, give all your items the your have many of eg. leather amour*10. I have not tested with anyone else but thought every one should now as it really helps with items if your follower can carrying like 250kg and have the the best amour &amp;amp; weapons equipped.. {{Uns|60.241.40.152|01:36, 22 April 2012}}&lt;br /&gt;
:Moved from article as it is advice and most of it is stated already. [[User:The Silencer|The Silencer has spoken]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 01:44, 22 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower leveling via disable/enable or Wabbajack fails - workaround ==&lt;br /&gt;
&lt;br /&gt;
I was unable to level up my followers via &amp;quot;disable&amp;quot; and &amp;quot;enable&amp;quot; commands, nor with converting them with Wabbajack.&lt;br /&gt;
After doing this, I checked them with GetAVinfo Health, and their Health was still low.&lt;br /&gt;
&lt;br /&gt;
One workaround I have found is to disable-&amp;gt;kill-&amp;gt;resurrect-&amp;gt;enable a follower, or kill him manually, then resurrect via console. But this makes game consider the follower &amp;quot;dead&amp;quot;, providing &amp;quot;inheritance&amp;quot; to the player and disabling any quests the follower might have (i.e. companions are no longer quest targets for &amp;quot;speak with Companions' leaders for work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
But, I 've found yet another way - to use &amp;quot;setlevel 1000 0 1 X&amp;quot; command (where X is the max. level of he follower (25, 30, 50). It seems to update them properly and does not cause anything unpleasant. Or, maybe, I did not yet discover unpleasantries... Sergio [[Special:Contributions/87.228.59.6|87.228.59.6]] 12:48, 22 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Found out that command should be applied twice in a row, otherwise health of the follower (maybe magicka and stamina too)   go too high (to player's level (was 63 in my case), not to follower's max. level provided as &amp;quot;X&amp;quot;). On the other hand, skills seem to behave correctly on the first application of command. Sergio [[Special:Contributions/87.228.59.6|87.228.59.6]] 14:54, 22 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Bow's ==&lt;br /&gt;
&lt;br /&gt;
I feel it would be useful to note which followers start with their own bow that they will (seemingly random) use over any bow you give them. It states that it does happen, but not which followers are known to have problems (Aela, Faendal, Jenassa). I think many people may seek out this information, along with which followers are guaranteed to use any bow you supply. [[User:The G00D Job|The G00D Job]] 15:00, 23 April 2012 (UTC)&lt;br /&gt;
:The item code for the hidden followers bow is 10e2dd.  This can be removed from your followers inventory by opening the console, selecting the follower with the mouse and using removeitem 10e2dd 1 [[Special:Contributions/75.166.152.55|75.166.152.55]] 23:39, 21 May 2012 (UTC) Puntarelli&lt;br /&gt;
::Multiple people report that the bow respawns after a time if you do this. [[User:The Silencer|The Silencer has spoken]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 23:50, 21 May 2012 (UTC)&lt;br /&gt;
:::I've found that the bow doesn't respawn when I use the removeallitems command which also deals with the encumbrance bug.  The only time the bow respawns is if I strip a follower of all weapons.--[[User:DagmarH|DagmarH]] 06:00, 25 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
ChefDom on Bethesda Forum observed that all followers will reliably equip certain types of bows, namely Steel Based Bows (Imperial, Forsworn, Ancient, and Supple) and Dwarven Bows. My own playing experience with Faendal and Lydia confirms this. I will update relevant section in a few days if counterexample is not found. This is an exciting new finding 7 months after the game has been released. Source: http://forums.bethsoft.com/topic/1378689-bows-and-followers/ --[[User:Abacus707|Abacus707]] 23:06, 3 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Successfully Removing The Stolen Flag (PC Only) ==&lt;br /&gt;
&lt;br /&gt;
Ever let you're follower take all your heavy stuff from a container and found that it was suddenly flagged as stolen? Don't worry!&lt;br /&gt;
&lt;br /&gt;
I've seen a lot of posts of people asking how to get rid of the stolen flag and i never found a quick and good solution. Until i browsed the console commands article in this wiki, and found a very easy way to get rid of the damned stolen flag.&lt;br /&gt;
&lt;br /&gt;
'''PLEASE SHARE THIS KNOWLEDGE'''&lt;br /&gt;
&lt;br /&gt;
I only tested it this way, and on a empty barrel. Normally items i put in there, and let my follower pick up, would be flagged as stolen.&lt;br /&gt;
:1. Open the console.&lt;br /&gt;
:2. Click the barrel and type in &amp;quot;setownership&amp;quot; [without quotes].&lt;br /&gt;
:3. Press enter and close the console.&lt;br /&gt;
:4. Drop anything, with stolen flag or not, in the barrel.&lt;br /&gt;
:5. Order your follower to pick up the goodies from the barrel.&lt;br /&gt;
:6. Take those items back from her/his inventory.&lt;br /&gt;
:7. HAPPY SELLING!!!&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Also works with actual stolen items.&lt;br /&gt;
*May duplicate the default gear worn by your follower. (Not sure how that happens but in this case i got 66 Steel Plate sets from Uthgerd. She was loaded with lots of different armor pieces including a set of normal Steel Plate, which probably interfered with her default Steel Plate set.)&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/217.121.86.187|217.121.86.187]] 15:13, 27 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Followers AI and equipment choice ==&lt;br /&gt;
&lt;br /&gt;
I've noticed my follower (Uthgerd) to change weapons during a fight. She went from sword/shield to two-handed sword. Is there a smart AI going on?&lt;br /&gt;
&lt;br /&gt;
Also when i gave her a basic orcish armor she would NOT equip it, but after i upgraded it she did. Boots, helmet and gauntlets she equipped right away. Is her steel armor a modified/upgraded type?&lt;br /&gt;
&lt;br /&gt;
Her favorite weapon choice is a bit vague, and seems to depend on the material of the weapon... Iron 1Hand: Mace&amp;gt;Axe&amp;gt;Sword, Iron 2Hand: Axe&amp;gt;Hammer&amp;gt;Sword, Elven 1Hand: Sword&amp;gt;Axe&amp;gt;Mace, Elven 2Hand: Axe&amp;gt;Sword&amp;gt;Hammer, Orcish 1hand: Axe&amp;gt;Sword&amp;gt;Mace, Orcish 2Hand: Axe&amp;gt;Hammer&amp;gt;Sword. Haven't tested it further.&lt;br /&gt;
&lt;br /&gt;
Any bright people that can shine a light here? Thx. [[Special:Contributions/217.121.86.187|217.121.86.187]] 04:55, 2 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:All of this is already answered on the Follower page and you can find more specific answers (in most cases) on the particular characters page. Basically, all followers automatically equip the best possible choices. Uthgerd comes standard with Steel Plate armor, which is stronger the both Steel and Orcish, which explains why she wouldn't change to the Orcish until you upgraded it. Followers equipment also depends on their particular skill, not yours, which can effect armor/weapon selections. [[User:The G00D Job|The G00D Job]] 06:50, 4 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::really... so followers use different skills than me??? wow i did not know that! yes, i forgot about the steel plate being better. but what is NOT answered (almost like you didn't read my question) is the fact she would switch weapons depending opponent! equip the best possible choice when you give her weapons has nothing to do with that. that's skill and the fact she would be better with axe OR sword... again read the question. her weapon choice is NOT based on skill but based on material! favorite iron weapon = mace, yet favorite elven = sword, and favorite orcish = axe ! that's not skill that material! and is NOT explained ANYWHERE on this wiki so think before you say something please. [[Special:Contributions/217.121.86.187|217.121.86.187]] 20:14, 5 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I read your question fully and thought more than enough about it before I answered. Rather than directly answer your question my main goal was to point you towards the Follower wiki, the individual character wiki, and the weapon/armor/spell pages as well. Either way, most followers determine the armor and weapon that will provide them with the highest protection as well as highest damage output (just as you would chose an Elven sword over an Iron Mace). This is also the case when determining spells/staves, when to use potions, and I'm sure there are many more scenarios. Different NPCs in Skyrim not only have different skills, levels, health/magic/stamina than you but also different perks as well. Also remember that the material, damage, weight, and skill usage from each weapon are all considered. Hopefully this answer is more satisfying. If not I would be glad to help you more if you'd like to contact me on my talk page.[[User:The G00D Job|The G00D Job]] 03:11, 9 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Bows ==&lt;br /&gt;
&lt;br /&gt;
''moved from article'':&lt;br /&gt;
&lt;br /&gt;
It should be noted that some followers, such as Aela, will let you take their default, almost always obsolete bow, which you can then upgrade (a Hunting Bow, with Fortify Smithing equipment or potions, can be upgraded to be nearly as strong as the Ebony and Daedric Bows; doing this with Aela's makes her vastly more effective).--[[User:Timfever|Timfever]] 23:57, 14 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can u get the Caller as a Follower ==&lt;br /&gt;
with Console Commands that would beast and OP and be a BOSS MOVE&lt;br /&gt;
&lt;br /&gt;
== Added Resist Poison... ==&lt;br /&gt;
&lt;br /&gt;
Added Resist Poison to the list of enchantments that followers can use. Tested it with a follower and when the follower had a 100% resist poison necklace on paralyze and slow potions no longer affected her. This is particularly useful when fighting Falmer and Chaurus as their poison can have a tendency to kill followers.--[[User:Valadez|Valadez]] 18:58, 30 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fortify Carry Weight ==&lt;br /&gt;
&lt;br /&gt;
The main page says:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fortify Carry Weight does not increase the maximum carry weight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is incorrect. At least, on the PS3 Cicero can benefit from Fortify Carry Weight. I assume other followers can too.&lt;br /&gt;
&lt;br /&gt;
Cicero could carry 148 Iron Daggers with nothing else in his inventory (thus nothing else equipped). (He couldn't carry 149 Iron Daggers.)&lt;br /&gt;
&lt;br /&gt;
Cicero was then given an enchanted ring with +24 carrying capacity, he was then able to carry 160 Iron Daggers.&lt;br /&gt;
&lt;br /&gt;
Note: If you want to test this out yourself - after giving Cicero the +carrying capacity item, you have to exit the follower menu for the enchantment to register, you can then go into his inventory and give him items that weigh the +carrying capacity amount.&lt;br /&gt;
&lt;br /&gt;
It should be easy to test, which is why I'm surprised the error was on the main page, I'm guessing whoever tested it didn't exit out of the conversation before trying to add more stuff. {{uns2|20:38, 29 May 2012|86.29.142.112}}&lt;br /&gt;
&lt;br /&gt;
:It seems that the user who made [http://www.uesp.net/w/index.php?title=Skyrim:Followers&amp;amp;diff=next&amp;amp;oldid=879305 that edit] to the article had written [http://www.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;amp;diff=prev&amp;amp;oldid=879304 a post] on the talk page (now [[Skyrim_talk:Followers/Archive_3|archived]]) explaining their own experience in which the Fortify Carry Weight didn't work for their follower. While one user's experience may not be a legitimate reason to edit the article (especially if other users have different experiences), there was also [http://www.uesp.net/w/index.php?title=Skyrim_talk:Followers&amp;amp;diff=prev&amp;amp;oldid=871563 another post] (also archived) about issues with the Fortify Carry Weight enchantment for followers, made by [[User:Arcanist|Arcanist]]. I've personally had the same experience as Arcanist, with multiple followers in multiple walkthroughs. Since there are mixed reports about this, and there's nothing in the Patch notes about it to show that it's been fixed in an update, I'm going to reword the note on the page slightly, and add a VN tag so more users can contribute to the discussion and we can get to the bottom of this. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 02:38, 30 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Fortify_Barter&amp;diff=967620</id>
		<title>Skyrim:Fortify Barter</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Fortify_Barter&amp;diff=967620"/>
		<updated>2012-06-10T22:50:41Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: See talk.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Effects Summary&lt;br /&gt;
|image=OB-icon-Fortify.png&lt;br /&gt;
|school=Restoration&lt;br /&gt;
|type=Defensive&lt;br /&gt;
|alchid=0003eb23&lt;br /&gt;
|alchcost=2&lt;br /&gt;
|alchsyntax=You haggle for &amp;lt;mag&amp;gt;% better prices for &amp;lt;dur&amp;gt; seconds.&lt;br /&gt;
|enchid=0007a104&lt;br /&gt;
|enchcost=39&lt;br /&gt;
|enchitem=Neck&lt;br /&gt;
|enchsyntax=Prices are &amp;lt;mag&amp;gt;% better.&lt;br /&gt;
|avail=[[Skyrim:Generic Magic Apparel#Fortify Barter|Apparel]]&amp;lt;br/&amp;gt;[[Skyrim:Potions#Fortify Barter|Built-In Potions]]&amp;lt;br/&amp;gt;[[Skyrim:Blessing of Zenithar|Blessing of Zenithar]]&lt;br /&gt;
|alchdur=30&lt;br /&gt;
|alchmag=1&lt;br /&gt;
}}&lt;br /&gt;
'''Fortify Barter''' increases your barter ability, i.e., it increases the amount of money you receive when selling items and decreases the amount you have to pay to buy items.  Fortify Barter does not have any effect on other [[Skyrim:Speech|Speech]] activities (e.g., persuasion and intimidation checks).&lt;br /&gt;
&lt;br /&gt;
The Fortify Barter effect cannot exceed a maximum value of 50% (i.e. you can buy items for half the price).  Anything over that maximum cap is simply ignored.&lt;br /&gt;
&lt;br /&gt;
A separate effect, [[Skyrim:Fortify Persuasion|Fortify Persuasion]], increases your overall Speech skill, which means it also improves your barter ability.  Strictly in terms of barter ability, Fortify Persuasion is less effective than a Fortify Barter effect with the same magnitude.  However, to maximize your barter ability you will want to include any Fortify Persuasion effects that add to your active effects without replacing a Fortify Barter effect — most notably [[Skyrim:The Gift of Charity|The Gift of Charity]] [[Skyrim:Blessings|blessing]].&lt;br /&gt;
&lt;br /&gt;
It is not currently known whether the Fortify Barter 50% cap can be exceeded by stacking it with Fortify Persuasion or to what extent.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
The following alchemy ingredients can be used to create a potion of Fortify Barter:&lt;br /&gt;
* [[Skyrim:Butterfly Wing|Butterfly Wing]] (2)&lt;br /&gt;
* [[Skyrim:Dragon's Tongue|Dragon's Tongue]] (2)&lt;br /&gt;
* [[Skyrim:Hagraven Claw|Hagraven Claw]] (4)&lt;br /&gt;
* [[Skyrim:Tundra Cotton|Tundra Cotton]] (4)&lt;br /&gt;
&lt;br /&gt;
==Enchanting==&lt;br /&gt;
The following items use this effect.  You can learn how to enchant custom items with Fortify Barter if you find one of the following items and disenchant it:&lt;br /&gt;
* All Necklaces ''[[Skyrim:Generic Magic Apparel#Fortify Barter|of Haggling]]''&lt;br /&gt;
** Includes the enchantments ''of Minor Fortify Barter'', ''of Major Fortify Barter'', ''of Extreme Fortify Barter'' ''of Eminent Fortify Barter'', and ''of Peerless Fortify Barter.''&lt;br /&gt;
Artifacts and unique items that use the effect but cannot be disenchanted include:&lt;br /&gt;
* [[Skyrim:Amulet of Zenithar|Amulet of Zenithar]]&lt;br /&gt;
* [[Skyrim:Cicero's Clothes|Cicero's Clothes]]&lt;br /&gt;
* [[Skyrim:Guild Master's Hood|Guild Master's Hood]]&lt;br /&gt;
* [[Skyrim:Jester's Clothes|Jester's Clothes]]&lt;br /&gt;
* [[Skyrim:Masque of Clavicus Vile|Masque of Clavicus Vile]]&lt;br /&gt;
* [[Skyrim:Shahvee's Amulet of Zenithar|Shahvee's Amulet of Zenithar]]&lt;br /&gt;
* [[Skyrim:Thieves Guild Hood|Thieves Guild Hood]]&lt;br /&gt;
* [[Skyrim:Volsung (item)|Volsung]]&lt;br /&gt;
Although custom and generic Fortify Barter enchantments can only be used for necklaces, several of these items are worn elsewhere (clothes: Cicero's Clothes, Jester's Clothes; head: Guild Master's Hood, Masque of Clavicus Vile, Thieves Guild Hood, Volsung).  These items provide the only way to wear multiple Fortify Barter-enchanted items at once.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
* The [[Skyrim:Blessing of Zenithar|Blessing of Zenithar]] also provides a 10% Fortify Barter effect.&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Fortify_Barter&amp;diff=967618</id>
		<title>Skyrim talk:Fortify Barter</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Fortify_Barter&amp;diff=967618"/>
		<updated>2012-06-10T22:46:54Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disenchant Amulet of Zenithar ==&lt;br /&gt;
Any reason why I can't disenchant Amulet of Zenitar? (PS3) {{Unsigned|124.150.86.226|06:36, 28 November 2011}}&lt;br /&gt;
&lt;br /&gt;
: None of the Amulets of the Divines can be disenchanted. --[[Special:Contributions/72.182.124.196|72.182.124.196]] 14:46, 2 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How are the seconds counted?  ==&lt;br /&gt;
&lt;br /&gt;
If I use a Potion of Fortify Barter, I assume that I use the potion, then open the transaction dialogue with a merchant. Is the &amp;quot;clock&amp;quot; stopped while, for example, I am being asked to specify how many items I want to sell, etc. Is it even possible that the clock stops for the entire period that I have the buying/selling dialogue box open? [[Special:Contributions/175.98.82.21|175.98.82.21]] 15:51, 15 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not 100% certain, but I'm pretty sure the clock keeps running, but the effect won't wear off until you exit the dialog.  If I drink a potion and speak to a merchant, the price of a given item stays the same no matter how long the window is open, but if I exit and re-enter the conversation, the prices are back up to &amp;quot;normal&amp;quot; levels. [[Special:Contributions/209.66.120.3|209.66.120.3]] 21:47, 15 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fortify Barter 100%=free items?? ==&lt;br /&gt;
&lt;br /&gt;
Is this true? [[User:Broxigar|Broxigar]] 10:07, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No.  Using degenerate exploits, I made a Necklace of Fortify Barter over 5,000,000%, and there is clearly a cap on the price reduction.  &lt;br /&gt;
:I can't verify with 100% certainty, but it appears to roughly max out at buying items for half what they would normally go for.&lt;br /&gt;
:I ''can'' verify that this allows you to sell items for their full, listed value, so you can buy an item and resell it for essentially the same price.  That's as good as it gets.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 20:35, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I can confirm it.  I created an enchantment that fortifies barter by over 1,000,000%.  However, when I wear it, prices are only about half what they are if I'm not wearing it.  Therefore, it appears to max out at 50%, which is '''SUPER LAME!!'''  That's way too low of a cap IMHO, but it is what it is.  I'll update the article to reflect this now that it's been confirmed. [[Special:Contributions/216.243.60.171|216.243.60.171]] 22:46, 10 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Oghma_Infinium&amp;diff=967614</id>
		<title>Skyrim talk:Oghma Infinium</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Oghma_Infinium&amp;diff=967614"/>
		<updated>2012-06-10T22:37:55Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Multi-Read Bug Still Exists (Confirmed on PS3) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Multi-Read Bug Still Exists (Confirmed on PS3) ==&lt;br /&gt;
I just now discovered this purely by random chance.  Basically, it's already been established that, prior to the official patch, you could &amp;quot;re-read&amp;quot; the Oghma Infinium an infinite amount of times by going through a convoluted series of steps (see Bugs section in article).  That bug was fixed in the official patch so that, if you read it again, it will show you the pages but will not give you the &amp;quot;path of _____&amp;quot; selection dialogue to raise skill levels.&lt;br /&gt;
&lt;br /&gt;
Or so we thought.  After reading the book and choosing Path of Might, I immediately dropped the book then picked it back up so that it would not disappear from my inventory (I just wanted to be able to keep it so I could have it sitting on one of my book shelves).  Some of the skills (like heavy armor) were already at 100.  My character is a male Imperial at level 78.&lt;br /&gt;
&lt;br /&gt;
Anyway, I placed the book on the top floor book shelf at my house in Windhelm.  Just for shits and giggles, I read the book and looked at the groovy design work within.  Then, just for the hell of it, I tried turning to the next page.  It turned to a blank page; then, surprisingly, it gave me the &amp;quot;choose a path&amp;quot; dialogue again!  I selected &amp;quot;do not read&amp;quot; and saved the game just to be safe.  Then I tried it again.  Same thing.&lt;br /&gt;
&lt;br /&gt;
I haven't actually tested beyond that yet, but will post a follow-up when I have the results.  I'm going to see if I can do infinite skill increases by reading the book from the book shelf and turning the page.  This is on the PS3 with the latest patches/updates installed.&lt;br /&gt;
&lt;br /&gt;
Could you guys attempt to repro this for me?  Here's the rough steps:&lt;br /&gt;
&lt;br /&gt;
# Drop Oghma Infinium to the ground immediately after reading it and selecting a path for the first time.&lt;br /&gt;
# Put it back into your inventory.&lt;br /&gt;
# Place it on a book shelf.&lt;br /&gt;
# Read it again.&lt;br /&gt;
# Turn to the next page.&lt;br /&gt;
# At this point, the pages should be blank and it should give you the path selection dialogue again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's possible that the steps can be simplified as well.  Either way, please post your results here.  [[Special:Contributions/216.243.60.171|216.243.60.171]] 10:25, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It worked!  It will disappear again, even if read from the bookshelf, unless you have it in your inventory and drop it.  However, here's where it gets strange:  When I picked it up and read it, I immediately got the &amp;quot;choose your path&amp;quot; prompt again.  Didn't have to turn the page, put the book on a shelf, or anything else for that matter!  So I chose a path, got the skill increases, and dropped the book again.  Then when I read it off the floor, right away I got the prompt again.  I selected &amp;quot;do not read&amp;quot; and put it in my inventory so I'd be able to drop it again.  Then read it again, got the prompt, skill increases, and dropped it.  Rinse an repeat ad infinitum.&lt;br /&gt;
&lt;br /&gt;
:I'd REALLY like to know if anyone else was able to repro this!  As it stands right now, I can't confirm that this isn't simply some other anomaly in my game save file.  Has anyone tried this yet?  Post here when you do!  [[Special:Contributions/216.243.60.171|216.243.60.171]] 22:36, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oh and again, '''this is on the PS3 with the latest official patch installed!'''  I.e. the patch that supposedly &amp;quot;fixed&amp;quot; this exploit.  [[Special:Contributions/216.243.60.171|216.243.60.171]] 22:37, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Above Level 81 with Oghma Infinium? ==&lt;br /&gt;
Could someone test getting a character up to 100 skill points everywhere with console commands, and then using the Oghma Infinitum?&lt;br /&gt;
I'm curious to know if it can get you above level 81.&lt;br /&gt;
:Won't work, I'm certain. I picked it up last night, took the Path of Might (combat skills) and already had a Smithing of 100; I got no increase to smithing. It won't push skills past 100, so you wouldn't get anything if you did that. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 13:20, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Origins of the rune charm on the second page ==&lt;br /&gt;
&lt;br /&gt;
The rune charm on the second page of Skyrim's Oghma Infinitum is a known Icelandic charm in the real world. Here is a page for reference :&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/Vegv%C3%ADsir&lt;br /&gt;
&lt;br /&gt;
== bound in flesh? ==&lt;br /&gt;
I think the Oghma Infinium, at least in Skyrim, is bound in flesh, specifically, Altmer, orc, redgard, and (in the top left portion) Dunmer, as well as two portions of Caucasian skin which might be either Imperial, Nord, Bosmer or Breton.--[[Special:Contributions/87.177.10.216|87.177.10.216]] 21:31, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Breaks Bookshelves ==&lt;br /&gt;
&lt;br /&gt;
Using the same bookshelf multiple times will effectively break it, making it unusable.  If you're like me and enjoy showing off books in your shelves, use a follower instead.  Trade the OI to follower, trade back, use, drop, repeat. Also, not sure if it's a bug, but after patch 1.3, I now have to trade to follower, trade from follower, DROP IT, read it, select &amp;quot;do not read&amp;quot;, take it, then read it, repeat. I've confirmed it among 4 different saves on the 360.  --[[Special:Contributions/166.128.203.22|166.128.203.22]] 10:12, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Text? ==&lt;br /&gt;
Is the text in the book known? Or translatable? [[User:Ice|Ice]] 20:39, 30 January 2012 (UTC)&lt;br /&gt;
:I couldn't find anything about it on the oblivion [[Oblivion:Oghma Infinium|page]] although it is very similar the the Mysterium Xarxes.[[User:RIM|RIM]] 21:05, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is it possible to get the oghma infinium back after being read? ==&lt;br /&gt;
{{Discussion moved|Oghma Infinium|Is it possible to get the oghma infinium back after being read?|Oblivion talk|from}}&lt;br /&gt;
I am on my first play through on Skyrim and was unaware of the Oghma Infinium glitch. I believe i read the bood when i did this quest and ws wondering is there anyway ro get it again at all? {{Uns2|02:51, 5 February 2012|99.30.240.33}}&lt;br /&gt;
&lt;br /&gt;
:Please sigh you're post. unless you use console commands then no, you're only option is to go back to another save. [[User:John142|John142]] 02:56, 5 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I was able to get the Oghma Infinium back. I just happened to search the books that the Riverwood Trader had. I was shocked to see he had it. {{Uns2|17:41, 25 February 2012|67.71.131.84}}&lt;br /&gt;
&lt;br /&gt;
:::You can IF you immediately drop it from your inventory after reading; i.e. before it has a chance to remove it.  You can then pick it back up and keep it.  [[Special:Contributions/216.243.60.171|216.243.60.171]] 10:29, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Oblivion Walker ==&lt;br /&gt;
&lt;br /&gt;
Even though it is removed after reading, does it still count to Oblivion walker? [[Special:Contributions/88.192.7.225|88.192.7.225]] 17:02, 26 March 2012 (UTC)&lt;br /&gt;
:Yes. [[User:Wolok gro-Barok|Wolok gro-Barok]] 17:19, 26 March 2012 (UTC)&lt;br /&gt;
::{{ec}} Here's the [[Skyrim:Oblivion_Walker#Achievements|link]] for it ;).  –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 17:21, 26 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trail Error ==&lt;br /&gt;
&lt;br /&gt;
The trail is not working properly. If you look at the page's code, you'll notice it's supposed to trail to both Artifacts and Books, not just Books. I believe that the template for the book summary is to blame here, though I could be wrong. Is there any available work around to fix this? --[[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; 17:15, 23 April 2012 (UTC)&lt;br /&gt;
: Fixed. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:47, 23 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Oghma_Infinium&amp;diff=967612</id>
		<title>Skyrim talk:Oghma Infinium</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Oghma_Infinium&amp;diff=967612"/>
		<updated>2012-06-10T22:36:14Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Multi-Read Bug Still Exists (Confirmed on PS3) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Multi-Read Bug Still Exists (Confirmed on PS3) ==&lt;br /&gt;
I just now discovered this purely by random chance.  Basically, it's already been established that, prior to the official patch, you could &amp;quot;re-read&amp;quot; the Oghma Infinium an infinite amount of times by going through a convoluted series of steps (see Bugs section in article).  That bug was fixed in the official patch so that, if you read it again, it will show you the pages but will not give you the &amp;quot;path of _____&amp;quot; selection dialogue to raise skill levels.&lt;br /&gt;
&lt;br /&gt;
Or so we thought.  After reading the book and choosing Path of Might, I immediately dropped the book then picked it back up so that it would not disappear from my inventory (I just wanted to be able to keep it so I could have it sitting on one of my book shelves).  Some of the skills (like heavy armor) were already at 100.  My character is a male Imperial at level 78.&lt;br /&gt;
&lt;br /&gt;
Anyway, I placed the book on the top floor book shelf at my house in Windhelm.  Just for shits and giggles, I read the book and looked at the groovy design work within.  Then, just for the hell of it, I tried turning to the next page.  It turned to a blank page; then, surprisingly, it gave me the &amp;quot;choose a path&amp;quot; dialogue again!  I selected &amp;quot;do not read&amp;quot; and saved the game just to be safe.  Then I tried it again.  Same thing.&lt;br /&gt;
&lt;br /&gt;
I haven't actually tested beyond that yet, but will post a follow-up when I have the results.  I'm going to see if I can do infinite skill increases by reading the book from the book shelf and turning the page.  This is on the PS3 with the latest patches/updates installed.&lt;br /&gt;
&lt;br /&gt;
Could you guys attempt to repro this for me?  Here's the rough steps:&lt;br /&gt;
&lt;br /&gt;
# Drop Oghma Infinium to the ground immediately after reading it and selecting a path for the first time.&lt;br /&gt;
# Put it back into your inventory.&lt;br /&gt;
# Place it on a book shelf.&lt;br /&gt;
# Read it again.&lt;br /&gt;
# Turn to the next page.&lt;br /&gt;
# At this point, the pages should be blank and it should give you the path selection dialogue again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's possible that the steps can be simplified as well.  Either way, please post your results here.  [[Special:Contributions/216.243.60.171|216.243.60.171]] 10:25, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It worked!  It will disappear again, even if read from the bookshelf, unless you have it in your inventory and drop it.  However, here's where it gets strange:  When I picked it up and read it, I immediately got the &amp;quot;choose your path&amp;quot; prompt again.  Didn't have to turn the page, put the book on a shelf, or anything else for that matter!  So I chose a path, got the skill increases, and dropped the book again.  Then when I read it off the floor, right away I got the prompt again.  I selected &amp;quot;do not read&amp;quot; and put it in my inventory so I'd be able to drop it again.  Then read it again, got the prompt, skill increases, and dropped it.  Rinse an repeat ad infinitum.&lt;br /&gt;
&lt;br /&gt;
:I'd REALLY like to know if anyone else was able to repro this!  As it stands right now, I can't confirm that this isn't simply some other anomaly in my game save file.  Has anyone tried this yet?  Post here when you do!  [[Special:Contributions/216.243.60.171|216.243.60.171]] 22:36, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Above Level 81 with Oghma Infinium? ==&lt;br /&gt;
Could someone test getting a character up to 100 skill points everywhere with console commands, and then using the Oghma Infinitum?&lt;br /&gt;
I'm curious to know if it can get you above level 81.&lt;br /&gt;
:Won't work, I'm certain. I picked it up last night, took the Path of Might (combat skills) and already had a Smithing of 100; I got no increase to smithing. It won't push skills past 100, so you wouldn't get anything if you did that. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 13:20, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Origins of the rune charm on the second page ==&lt;br /&gt;
&lt;br /&gt;
The rune charm on the second page of Skyrim's Oghma Infinitum is a known Icelandic charm in the real world. Here is a page for reference :&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/Vegv%C3%ADsir&lt;br /&gt;
&lt;br /&gt;
== bound in flesh? ==&lt;br /&gt;
I think the Oghma Infinium, at least in Skyrim, is bound in flesh, specifically, Altmer, orc, redgard, and (in the top left portion) Dunmer, as well as two portions of Caucasian skin which might be either Imperial, Nord, Bosmer or Breton.--[[Special:Contributions/87.177.10.216|87.177.10.216]] 21:31, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Breaks Bookshelves ==&lt;br /&gt;
&lt;br /&gt;
Using the same bookshelf multiple times will effectively break it, making it unusable.  If you're like me and enjoy showing off books in your shelves, use a follower instead.  Trade the OI to follower, trade back, use, drop, repeat. Also, not sure if it's a bug, but after patch 1.3, I now have to trade to follower, trade from follower, DROP IT, read it, select &amp;quot;do not read&amp;quot;, take it, then read it, repeat. I've confirmed it among 4 different saves on the 360.  --[[Special:Contributions/166.128.203.22|166.128.203.22]] 10:12, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Text? ==&lt;br /&gt;
Is the text in the book known? Or translatable? [[User:Ice|Ice]] 20:39, 30 January 2012 (UTC)&lt;br /&gt;
:I couldn't find anything about it on the oblivion [[Oblivion:Oghma Infinium|page]] although it is very similar the the Mysterium Xarxes.[[User:RIM|RIM]] 21:05, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is it possible to get the oghma infinium back after being read? ==&lt;br /&gt;
{{Discussion moved|Oghma Infinium|Is it possible to get the oghma infinium back after being read?|Oblivion talk|from}}&lt;br /&gt;
I am on my first play through on Skyrim and was unaware of the Oghma Infinium glitch. I believe i read the bood when i did this quest and ws wondering is there anyway ro get it again at all? {{Uns2|02:51, 5 February 2012|99.30.240.33}}&lt;br /&gt;
&lt;br /&gt;
:Please sigh you're post. unless you use console commands then no, you're only option is to go back to another save. [[User:John142|John142]] 02:56, 5 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I was able to get the Oghma Infinium back. I just happened to search the books that the Riverwood Trader had. I was shocked to see he had it. {{Uns2|17:41, 25 February 2012|67.71.131.84}}&lt;br /&gt;
&lt;br /&gt;
:::You can IF you immediately drop it from your inventory after reading; i.e. before it has a chance to remove it.  You can then pick it back up and keep it.  [[Special:Contributions/216.243.60.171|216.243.60.171]] 10:29, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Oblivion Walker ==&lt;br /&gt;
&lt;br /&gt;
Even though it is removed after reading, does it still count to Oblivion walker? [[Special:Contributions/88.192.7.225|88.192.7.225]] 17:02, 26 March 2012 (UTC)&lt;br /&gt;
:Yes. [[User:Wolok gro-Barok|Wolok gro-Barok]] 17:19, 26 March 2012 (UTC)&lt;br /&gt;
::{{ec}} Here's the [[Skyrim:Oblivion_Walker#Achievements|link]] for it ;).  –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 17:21, 26 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trail Error ==&lt;br /&gt;
&lt;br /&gt;
The trail is not working properly. If you look at the page's code, you'll notice it's supposed to trail to both Artifacts and Books, not just Books. I believe that the template for the book summary is to blame here, though I could be wrong. Is there any available work around to fix this? --[[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; 17:15, 23 April 2012 (UTC)&lt;br /&gt;
: Fixed. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:47, 23 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Oghma_Infinium&amp;diff=967354</id>
		<title>Skyrim talk:Oghma Infinium</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Oghma_Infinium&amp;diff=967354"/>
		<updated>2012-06-10T10:29:21Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Is it possible to get the oghma infinium back after being read? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Multi-Read Bug Still Exists (Confirmed on PS3) ==&lt;br /&gt;
I just now discovered this purely by random chance.  Basically, it's already been established that, prior to the official patch, you could &amp;quot;re-read&amp;quot; the Oghma Infinium an infinite amount of times by going through a convoluted series of steps (see Bugs section in article).  That bug was fixed in the official patch so that, if you read it again, it will show you the pages but will not give you the &amp;quot;path of _____&amp;quot; selection dialogue to raise skill levels.&lt;br /&gt;
&lt;br /&gt;
Or so we thought.  After reading the book and choosing Path of Might, I immediately dropped the book then picked it back up so that it would not disappear from my inventory (I just wanted to be able to keep it so I could have it sitting on one of my book shelves).  Some of the skills (like heavy armor) were already at 100.  My character is a male Imperial at level 78.&lt;br /&gt;
&lt;br /&gt;
Anyway, I placed the book on the top floor book shelf at my house in Windhelm.  Just for shits and giggles, I read the book and looked at the groovy design work within.  Then, just for the hell of it, I tried turning to the next page.  It turned to a blank page; then, surprisingly, it gave me the &amp;quot;choose a path&amp;quot; dialogue again!  I selected &amp;quot;do not read&amp;quot; and saved the game just to be safe.  Then I tried it again.  Same thing.&lt;br /&gt;
&lt;br /&gt;
I haven't actually tested beyond that yet, but will post a follow-up when I have the results.  I'm going to see if I can do infinite skill increases by reading the book from the book shelf and turning the page.  This is on the PS3 with the latest patches/updates installed.&lt;br /&gt;
&lt;br /&gt;
Could you guys attempt to repro this for me?  Here's the rough steps:&lt;br /&gt;
&lt;br /&gt;
# Drop Oghma Infinium to the ground immediately after reading it and selecting a path for the first time.&lt;br /&gt;
# Put it back into your inventory.&lt;br /&gt;
# Place it on a book shelf.&lt;br /&gt;
# Read it again.&lt;br /&gt;
# Turn to the next page.&lt;br /&gt;
# At this point, the pages should be blank and it should give you the path selection dialogue again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's possible that the steps can be simplified as well.  Either way, please post your results here.  [[Special:Contributions/216.243.60.171|216.243.60.171]] 10:25, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Above Level 81 with Oghma Infinium? ==&lt;br /&gt;
Could someone test getting a character up to 100 skill points everywhere with console commands, and then using the Oghma Infinitum?&lt;br /&gt;
I'm curious to know if it can get you above level 81.&lt;br /&gt;
:Won't work, I'm certain. I picked it up last night, took the Path of Might (combat skills) and already had a Smithing of 100; I got no increase to smithing. It won't push skills past 100, so you wouldn't get anything if you did that. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 13:20, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Origins of the rune charm on the second page ==&lt;br /&gt;
&lt;br /&gt;
The rune charm on the second page of Skyrim's Oghma Infinitum is a known Icelandic charm in the real world. Here is a page for reference :&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/Vegv%C3%ADsir&lt;br /&gt;
&lt;br /&gt;
== bound in flesh? ==&lt;br /&gt;
I think the Oghma Infinium, at least in Skyrim, is bound in flesh, specifically, Altmer, orc, redgard, and (in the top left portion) Dunmer, as well as two portions of Caucasian skin which might be either Imperial, Nord, Bosmer or Breton.--[[Special:Contributions/87.177.10.216|87.177.10.216]] 21:31, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Breaks Bookshelves ==&lt;br /&gt;
&lt;br /&gt;
Using the same bookshelf multiple times will effectively break it, making it unusable.  If you're like me and enjoy showing off books in your shelves, use a follower instead.  Trade the OI to follower, trade back, use, drop, repeat. Also, not sure if it's a bug, but after patch 1.3, I now have to trade to follower, trade from follower, DROP IT, read it, select &amp;quot;do not read&amp;quot;, take it, then read it, repeat. I've confirmed it among 4 different saves on the 360.  --[[Special:Contributions/166.128.203.22|166.128.203.22]] 10:12, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Text? ==&lt;br /&gt;
Is the text in the book known? Or translatable? [[User:Ice|Ice]] 20:39, 30 January 2012 (UTC)&lt;br /&gt;
:I couldn't find anything about it on the oblivion [[Oblivion:Oghma Infinium|page]] although it is very similar the the Mysterium Xarxes.[[User:RIM|RIM]] 21:05, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is it possible to get the oghma infinium back after being read? ==&lt;br /&gt;
{{Discussion moved|Oghma Infinium|Is it possible to get the oghma infinium back after being read?|Oblivion talk|from}}&lt;br /&gt;
I am on my first play through on Skyrim and was unaware of the Oghma Infinium glitch. I believe i read the bood when i did this quest and ws wondering is there anyway ro get it again at all? {{Uns2|02:51, 5 February 2012|99.30.240.33}}&lt;br /&gt;
&lt;br /&gt;
:Please sigh you're post. unless you use console commands then no, you're only option is to go back to another save. [[User:John142|John142]] 02:56, 5 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I was able to get the Oghma Infinium back. I just happened to search the books that the Riverwood Trader had. I was shocked to see he had it. {{Uns2|17:41, 25 February 2012|67.71.131.84}}&lt;br /&gt;
&lt;br /&gt;
:::You can IF you immediately drop it from your inventory after reading; i.e. before it has a chance to remove it.  You can then pick it back up and keep it.  [[Special:Contributions/216.243.60.171|216.243.60.171]] 10:29, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Oblivion Walker ==&lt;br /&gt;
&lt;br /&gt;
Even though it is removed after reading, does it still count to Oblivion walker? [[Special:Contributions/88.192.7.225|88.192.7.225]] 17:02, 26 March 2012 (UTC)&lt;br /&gt;
:Yes. [[User:Wolok gro-Barok|Wolok gro-Barok]] 17:19, 26 March 2012 (UTC)&lt;br /&gt;
::{{ec}} Here's the [[Skyrim:Oblivion_Walker#Achievements|link]] for it ;).  –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 17:21, 26 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trail Error ==&lt;br /&gt;
&lt;br /&gt;
The trail is not working properly. If you look at the page's code, you'll notice it's supposed to trail to both Artifacts and Books, not just Books. I believe that the template for the book summary is to blame here, though I could be wrong. Is there any available work around to fix this? --[[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; 17:15, 23 April 2012 (UTC)&lt;br /&gt;
: Fixed. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:47, 23 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Oghma_Infinium&amp;diff=967353</id>
		<title>Skyrim talk:Oghma Infinium</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Oghma_Infinium&amp;diff=967353"/>
		<updated>2012-06-10T10:25:20Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Multi-Read Bug Still Exists (Confirmed on PS3) ==&lt;br /&gt;
I just now discovered this purely by random chance.  Basically, it's already been established that, prior to the official patch, you could &amp;quot;re-read&amp;quot; the Oghma Infinium an infinite amount of times by going through a convoluted series of steps (see Bugs section in article).  That bug was fixed in the official patch so that, if you read it again, it will show you the pages but will not give you the &amp;quot;path of _____&amp;quot; selection dialogue to raise skill levels.&lt;br /&gt;
&lt;br /&gt;
Or so we thought.  After reading the book and choosing Path of Might, I immediately dropped the book then picked it back up so that it would not disappear from my inventory (I just wanted to be able to keep it so I could have it sitting on one of my book shelves).  Some of the skills (like heavy armor) were already at 100.  My character is a male Imperial at level 78.&lt;br /&gt;
&lt;br /&gt;
Anyway, I placed the book on the top floor book shelf at my house in Windhelm.  Just for shits and giggles, I read the book and looked at the groovy design work within.  Then, just for the hell of it, I tried turning to the next page.  It turned to a blank page; then, surprisingly, it gave me the &amp;quot;choose a path&amp;quot; dialogue again!  I selected &amp;quot;do not read&amp;quot; and saved the game just to be safe.  Then I tried it again.  Same thing.&lt;br /&gt;
&lt;br /&gt;
I haven't actually tested beyond that yet, but will post a follow-up when I have the results.  I'm going to see if I can do infinite skill increases by reading the book from the book shelf and turning the page.  This is on the PS3 with the latest patches/updates installed.&lt;br /&gt;
&lt;br /&gt;
Could you guys attempt to repro this for me?  Here's the rough steps:&lt;br /&gt;
&lt;br /&gt;
# Drop Oghma Infinium to the ground immediately after reading it and selecting a path for the first time.&lt;br /&gt;
# Put it back into your inventory.&lt;br /&gt;
# Place it on a book shelf.&lt;br /&gt;
# Read it again.&lt;br /&gt;
# Turn to the next page.&lt;br /&gt;
# At this point, the pages should be blank and it should give you the path selection dialogue again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's possible that the steps can be simplified as well.  Either way, please post your results here.  [[Special:Contributions/216.243.60.171|216.243.60.171]] 10:25, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Above Level 81 with Oghma Infinium? ==&lt;br /&gt;
Could someone test getting a character up to 100 skill points everywhere with console commands, and then using the Oghma Infinitum?&lt;br /&gt;
I'm curious to know if it can get you above level 81.&lt;br /&gt;
:Won't work, I'm certain. I picked it up last night, took the Path of Might (combat skills) and already had a Smithing of 100; I got no increase to smithing. It won't push skills past 100, so you wouldn't get anything if you did that. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 13:20, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Origins of the rune charm on the second page ==&lt;br /&gt;
&lt;br /&gt;
The rune charm on the second page of Skyrim's Oghma Infinitum is a known Icelandic charm in the real world. Here is a page for reference :&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/Vegv%C3%ADsir&lt;br /&gt;
&lt;br /&gt;
== bound in flesh? ==&lt;br /&gt;
I think the Oghma Infinium, at least in Skyrim, is bound in flesh, specifically, Altmer, orc, redgard, and (in the top left portion) Dunmer, as well as two portions of Caucasian skin which might be either Imperial, Nord, Bosmer or Breton.--[[Special:Contributions/87.177.10.216|87.177.10.216]] 21:31, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Breaks Bookshelves ==&lt;br /&gt;
&lt;br /&gt;
Using the same bookshelf multiple times will effectively break it, making it unusable.  If you're like me and enjoy showing off books in your shelves, use a follower instead.  Trade the OI to follower, trade back, use, drop, repeat. Also, not sure if it's a bug, but after patch 1.3, I now have to trade to follower, trade from follower, DROP IT, read it, select &amp;quot;do not read&amp;quot;, take it, then read it, repeat. I've confirmed it among 4 different saves on the 360.  --[[Special:Contributions/166.128.203.22|166.128.203.22]] 10:12, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Text? ==&lt;br /&gt;
Is the text in the book known? Or translatable? [[User:Ice|Ice]] 20:39, 30 January 2012 (UTC)&lt;br /&gt;
:I couldn't find anything about it on the oblivion [[Oblivion:Oghma Infinium|page]] although it is very similar the the Mysterium Xarxes.[[User:RIM|RIM]] 21:05, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is it possible to get the oghma infinium back after being read? ==&lt;br /&gt;
{{Discussion moved|Oghma Infinium|Is it possible to get the oghma infinium back after being read?|Oblivion talk|from}}&lt;br /&gt;
I am on my first play through on Skyrim and was unaware of the Oghma Infinium glitch. I believe i read the bood when i did this quest and ws wondering is there anyway ro get it again at all? {{Uns2|02:51, 5 February 2012|99.30.240.33}}&lt;br /&gt;
&lt;br /&gt;
:Please sigh you're post. unless you use console commands then no, you're only option is to go back to another save. [[User:John142|John142]] 02:56, 5 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I was able to get the Oghma Infinium back. I just happened to search the books that the Riverwood Trader had. I was shocked to see he had it. {{Uns2|17:41, 25 February 2012|67.71.131.84}}&lt;br /&gt;
&lt;br /&gt;
== Oblivion Walker ==&lt;br /&gt;
&lt;br /&gt;
Even though it is removed after reading, does it still count to Oblivion walker? [[Special:Contributions/88.192.7.225|88.192.7.225]] 17:02, 26 March 2012 (UTC)&lt;br /&gt;
:Yes. [[User:Wolok gro-Barok|Wolok gro-Barok]] 17:19, 26 March 2012 (UTC)&lt;br /&gt;
::{{ec}} Here's the [[Skyrim:Oblivion_Walker#Achievements|link]] for it ;).  –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 17:21, 26 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trail Error ==&lt;br /&gt;
&lt;br /&gt;
The trail is not working properly. If you look at the page's code, you'll notice it's supposed to trail to both Artifacts and Books, not just Books. I believe that the template for the book summary is to blame here, though I could be wrong. Is there any available work around to fix this? --[[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; 17:15, 23 April 2012 (UTC)&lt;br /&gt;
: Fixed. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:47, 23 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Eorlund_Gray-Mane&amp;diff=966341</id>
		<title>Skyrim talk:Eorlund Gray-Mane</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Eorlund_Gray-Mane&amp;diff=966341"/>
		<updated>2012-06-08T07:27:09Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Dialogue for Training Missing (PS3) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Random Death?==&lt;br /&gt;
Eorlund just uped and died on me, this happen to anyone else? I had finished all the quests he was involved with and now it seams he's dead. [[User:Macilnar|Macilnar]] 18:12, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:yup happened to me to :( {{unsigned|173.214.231.223|00:46, 28 November 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
::Where did your Eorlund die? I found his corpse in the watery part going up to dragonsreach- [[User:Azurome|Azurome]] 06:21, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Has a dragon attacked Whiterun recently? If so, there is a known bug where Eorlund can be killed when attacked by a dragon. --[[User:Pushasha|Pushasha]] 21:51, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::after finishing the game i can't find him anywhere. unless he died during the civil war or compainions questline. when you go into beast form he'll fight along side you. maybe he died while that happened but i can't even find his body.--[[Special:Contributions/64.126.90.132|64.126.90.132]] 00:25, 6 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I was just told he died by the other Whiterun blacksmith. He wasn't dead a few days ago, and nothing's happened in Whiterun. I'm nowhere near the civil war story arc, haven't finished all of the Companion's quests (but I did just finish the Purity quest line and found Valkas randomly in Winterhold booking it back to Whiterun). Sad. [[User:Bryteline|Bryteline]] 04:10, 9 February 2012 (UTC)&lt;br /&gt;
::::::I went back to a save three hours of play earlier, and Eorlund is alive and well. This is very frustrating. I hate it when my favorite NPCs die for no reason in these games. [[User:Bryteline|Bryteline]] 04:16, 9 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::As a player of the xbox and user of macbook, I don't have the Creation Kit; I am curious if there are factors creating a probability for death due to &amp;quot;natural causes&amp;quot;, because of the 'age' of the NPC. In other words, as game-days go on the &amp;quot;chance&amp;quot; for Eorlund to die when the PC enters Whiterun will increase. The developers had certain characters that would replace the duties of an NPC that died. Perhaps they added variables effecting the probability that 'aged' NPC's will eventually 'pass away'. Perhaps a player skilled in use of the Creation Kit could find a reason.--[[User:Skober|Skober]] 06:48, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::::This just happened to me too and I think I know what happened. I did the final quest for The Companions, but I never talked to Eorlund afterward. I cured my own lycanthropy before leaving Ysgramor's tomb, which revoked my access to the underforge, the last place I saw him. Just now, I used the console to move myself to his location just to see where he was, and it moved me underneath the Skyforge, right where the underforge should be. He was just lying there dead. I think curing my lycanthropy and revoking my access to the underforge while he was still in it killed him. &lt;br /&gt;
::::::::I had also started and finished the quest to rescue his son from the Thalmor, after the last Companion quest but before realizing he was dead. I don't know if that had any effect on this. --[[Special:Contributions/97.73.64.143|97.73.64.143]] 20:39, 28 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just a guess. Eorlund's sudden death perhaps has something to do with the Thalmor. His death never happens to my character. My character has not done the Civil War Quests yet. Try this: Finish the Companions quest, and save his son from the Thalmor by killing them all. I never see Eorlund's death after having done this, with 3 different characters already.{{unsigned|210.195.246.206|30 March 2012}}&lt;br /&gt;
&lt;br /&gt;
:As far as I can tell in the Creation Kit, there are no scripted deaths for Eorlund, so it seems likely that he's dying while doing something else. What that something else might be remains a mystery, though. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 05:02, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::From Leonydas:&lt;br /&gt;
::I dont think its a random event or a glitch. I think its part of the game. If you go into the Hall of the Dead in Whiterun, in the very back you'll find a uniquely colored burial urn. Hovering over it reveals the option to &amp;quot;Steal from Eorland Grey-Mane's Burial Urn&amp;quot;...  maybe there's a related quest no ones found yet..? {{unsigned|166.181.3.108|00:49, 8 May 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:::As far as I understand an NPC can have its personalised burial urn even if the death is not related to any quest or a scripted death. --[[User:MortenOSlash|MortenOSlash]] 04:54, 8 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Merchant Chest==&lt;br /&gt;
{{Discussion moved|Whiterun|Merchant Chest|Skyrim talk|from}}  [[User:The Silencer|The Silencer]] 13:11, 27 March 2012 (UTC)&lt;br /&gt;
We shouldn't allow these annoying glitch exploits on articles, especially when we have more than enough  problems with &amp;quot;supposed bugs&amp;quot; in this game. Moving it here, not for now, but forever:&lt;br /&gt;
*An out-of-bounds merchant chest beneath the city can be reached by jumping over the city walls. Firstly, travel to Whiterun. Upon arrival take an immediate right up a flight of stairs and take the next right afterwards. Secondly, jump up onto the barrel and jump up onto the wall on the right side. After you've gotten onto the wall jump off. You should now be outside the city limits of Whiterun. Now turn left and follow the city walls until you see a large hole in the terrain caused by missing graphics. Walk over it and look into the corner. You should fall beneath the terrain, and are free to walk under the city. By now you should see the chest; try to jump underneath it if you can't reach it. This chest belongs to [[Skyrim:Eorlund Gray-Mane|Eorlund Gray-Mane]]. It can be replenished by waiting two days and bartering with Eorlund. (Verified 360) ''by [[User:DevilsAdvocate]] 21:44, 8 January 2012''&lt;br /&gt;
--[[User:Krusty|Krusty]] 21:31, 17 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Shouldn't this be [http://www.uesp.net/wiki/Skyrim:Glitches here] ?&lt;br /&gt;
::--[[User:Jng|Jng]] 12:42, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I can confirm this. The talk page sign is to stop the glitch from being put on the main page. [[User:The Silencer|The Silencer]] 13:49, 27 March 2012 (UTC)&lt;br /&gt;
{{od}}{{ec}}I don't see a problem with including exploit-type bugs on articles, since that's information a lot of players might want.  I ''do'', however, have an issue with it being split between the two pages (as it stands now, there's a blurb on the article linking to the full description of the bug on the talk page).  If it's going to be included, it should all be on the main page.  If not, the blurb should be removed too. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 13:51, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I dont care either way. The info is relevant to here more than whiterun general page, so I moved it. I added the original poster to clarify. There are a few reachable merchants chests so I might put them all on the glitches page, as Jng suggests. [[User:The Silencer|The Silencer]] 14:02, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you for keeping this glitch somewhere. With the apparently common random death of Eorlund it would be useful to still be able to get Skyforge weapons from his merchant's chest. I have simpler method of getting to it. Hold a plate or object out in front of you and sprint into the side of Jorrvaskr. In the right place you'll clip through building and end up underneath the ground. Head over to beneath the Skyforge and claim your loot. I even got stuff without any of it counting as stealing. Although that might be because I'm a Companion. {{unsigned|75.205.251.252|16:12, 23 May 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:It should be contained in the &amp;quot;Bugs&amp;quot; section of the appropriate article.  The fact that it's an exploit is irrelevant.  Unless the exploit is an intentional Easter egg, it is, by definition, a bug.  That being said, moving it to this article was a good move since it's more relevant to the topic. [[Special:Contributions/216.243.60.171|216.243.60.171]] 06:40, 5 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
I`m level 46 at Smithing but now if i train with him money gets remoived but no level added. {{unsigned2|11:11, 3 May 2012|77.166.160.62}}&lt;br /&gt;
&lt;br /&gt;
:I've encountered this myself, and the only (temporary) fix I've found is to go to the [[Skyrim:Ghorza gra-Bagol|common]] and [[Skyrim:Balimund|expert level]] trainers and train with them before going back to Eorlund for master level training. Sometimes it works, sometimes it doesn't. [[User:Kitkat1749|Kitkat]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 11:26, 3 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Dialogue for Training Missing (PS3)==&lt;br /&gt;
On my latest run to Whiterun to get my smithing trained, I talked to Eorlund and all the dialogue options were available EXCEPT for the smithing training.  I am a member of the companions and have received training from him numerous times.  The skill is in the mid-90s now so he's the only one who can train me any further.&lt;br /&gt;
&lt;br /&gt;
The ONLY thing I can think of is that I've just started the quest where they ask me to become a werewolf.  I haven't answered them yet.  My guess would be that, for some strange reason, that particular quest at that particular stage causes the training dialogue for Eorlund to become unavailable.  If that's the case, then this would definitely be a bug as there's really no rational reason why he should refuse to train me at that point but still be willing to sell me shit.&lt;br /&gt;
&lt;br /&gt;
Could someone attempt to repro this for me?  Thanks!  [[Special:Contributions/216.243.60.171|216.243.60.171]] 06:34, 5 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If your skill is in the mid-90s, he can no longer train you. No [[Skyrim:Trainers|trainers]] will train past level 90. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 11:26, 5 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Are you certain of that?!  I'm pretty sure I remember getting training past level 90 in other areas.  Besides, even if they can no longer train you, isn't the dialogue option supposed to still be there?  They'll just say something to the effect of &amp;quot;I've already taught you all I know.&amp;quot;  The dialogue option itself isn't supposed to just disappear, so either way this would be a bug. [[Special:Contributions/216.243.60.171|216.243.60.171]] 07:27, 8 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Lydia&amp;diff=966338</id>
		<title>Skyrim:Lydia</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Lydia&amp;diff=966338"/>
		<updated>2012-06-08T07:20:55Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Summary&lt;br /&gt;
|city=[[Skyrim:Whiterun|Whiterun]]&lt;br /&gt;
|house=[[Skyrim:Breezehome|Breezehome]]&lt;br /&gt;
|race=Nord&lt;br /&gt;
|gender=Female&lt;br /&gt;
|class=[[Skyrim:Warrior (class)|Warrior]]&lt;br /&gt;
|faction={{Faction|HousecarlWhiterunCrimeFaction}}; {{Faction|PlayerFaction}}; {{Faction|PlayerHousecarlFaction}}; {{Faction|PotentialFollowerFaction}}; {{Faction|PotentialMarriageFaction}}; {{Faction|TownWhiterunFaction}}&lt;br /&gt;
|refid=000A2C94&lt;br /&gt;
|baseid=000A2C8E&lt;br /&gt;
|image=SR-npc-Lydia.jpg&lt;br /&gt;
|level=PC&amp;amp;times;1 (range&amp;amp;#061;6-50)&lt;br /&gt;
|imgdesc=Lydia in the Dragonsreach main hall.&lt;br /&gt;
|follower=Yes&lt;br /&gt;
|marry=Yes&lt;br /&gt;
|class_details=[[Skyrim:CombatWarrior1H|CombatWarrior1H]]&lt;br /&gt;
|skills='''[[Skyrim:Heavy Armor|Heavy Armor]]''', '''[[Skyrim:One-handed|One-handed]]''', [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]]&lt;br /&gt;
|aggress=Aggressive&lt;br /&gt;
|moral=Any Crime&lt;br /&gt;
|health=100+(PC-1)&amp;amp;times;11.7&lt;br /&gt;
|magicka=50&lt;br /&gt;
|stamina=50+(PC-1)&amp;amp;times;3.3&lt;br /&gt;
}}&lt;br /&gt;
'''Lydia''' is a female [[Skyrim:Nord|Nord]] living in [[Skyrim:Whiterun|Whiterun]]. She is likely to be the player's first housecarl, and she becomes housecarl after you are titled [[Skyrim:Thane|Thane]] of Whiterun upon completion of the [[Skyrim:Dragon Rising|Dragon Rising]] quest. If she is not following you, she resides in the main hall of [[Skyrim:Dragonsreach|Dragonsreach]], although if you purchase [[Skyrim:Breezehome|Breezehome]], she will move there. Lydia starts with [[Skyrim:Steel_Armor#Steel_Armor|steel armor]] with a [[Skyrim:Weapons#Steel_Sword|steel sword]] and [[Skyrim:Steel_Armor#Steel_Shield|shield]] and a [[Skyrim:Weapons#Hunting_Bow|hunting bow]], but will change into any better equipment you give to her later on. You cannot take the starting armor, shield or bow from her because they are not visible in her inventory trade window.&lt;br /&gt;
&lt;br /&gt;
If she is automatically replaced as your follower, for example by [[Skyrim:Farkas|Farkas]] during the [[Skyrim:Companions|Companions]] quest line, she will return to [[Skyrim:Dragonsreach|Dragonsreach]], or, of course, [[Skyrim:Breezehome|Breezehome]]. If she has been recruited into the blades, she will be at Sky Haven Temple. When Lydia is dismissed or replaced by another follower, she will keep all the items you put in her inventory, and you can access them when you've asked her to follow you again. When Lydia returns home, she will dress in her default armor and equip her default weapon. Give or take a single piece of armor or weaponry from her inventory, and she will once again equip the best available gear.&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Dragon Rising}}&lt;br /&gt;
* {{Quest Link|The Bonds of Matrimony}}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{bug|Although Lydia is in the PotentialMarriageFaction, she must be added to that faction manually with a console command &amp;lt;code&amp;gt;addfac 19809 1&amp;lt;/code&amp;gt; in order to enable the marriage dialog.|OSP|1.5}}&lt;br /&gt;
{{bug|When in Breezehome, she sometimes gets stuck in a loop of sitting down in the chair in the bedroom and then standing up.|vn=1}} You can break this loop by sitting in the chair yourself when she gets up, or asking her to follow you when she stands up.&lt;br /&gt;
{{bug|When dismissed after completing the Civil War quest (Stormcloaks) [[Skyrim:Battle_for_Whiterun_(Stormcloaks)|Battle for Whiterun]], Lydia will not appear at Dragonsreach again.|vn=1}}&lt;br /&gt;
:*To avoid this, speak to the new Jarl about becoming a thane BEFORE visiting your house for the first time after the quest.  Since you were already a thane before, you'll have already met the qualifications.  After he makes you thane of Whiterun, go to your house and you'll find Lydia there as if nothing happened.&lt;br /&gt;
{{bug|If Lydia is recruited by the Blades, she may reappear in Whiterun (wearing Blades armor) during the Battle for Whiterun Imperial quest. She then returns to her residence from before she was recruited.|vn=1}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:A_Daedra%27s_Best_Friend&amp;diff=966317</id>
		<title>Skyrim:A Daedra's Best Friend</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:A_Daedra%27s_Best_Friend&amp;diff=966317"/>
		<updated>2012-06-08T05:18:43Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=Krusty&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail2|Quests|Daedric|link2=Daedric Quests}}{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Barbas|Barbas]]&lt;br /&gt;
|Reward=[[Skyrim:The Rueful Axe|The Rueful Axe]] or&amp;lt;br&amp;gt; [[Skyrim:Masque of Clavicus Vile|The Masque of Clavicus Vile]].&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Skyrim:Falkreath|Falkreath]], [[Skyrim:Haemar's Shame|Haemar's Shame]], [[Skyrim:Rimerock Burrow|Rimerock Burrow]]&lt;br /&gt;
|Image=SR-place-Shrine of Clavicus Vile.jpg&lt;br /&gt;
|ImgDesc=The Shrine of Clavicus Vile&lt;br /&gt;
|description=Help [[Skyrim:Barbas|Barbas]] reunite with his [[Lore:Clavicus Vile|master]].&lt;br /&gt;
|ReqLevel=10&lt;br /&gt;
|ID=DA03&lt;br /&gt;
|Icon=SR-qico-Daedric.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
#Talk to [[Skyrim:Lod|Lod]] in [[Skyrim:Falkreath|Falkreath]].&lt;br /&gt;
#Track down [[Skyrim:Barbas|Barbas]].&lt;br /&gt;
#Travel with [[Skyrim:Barbas|Barbas]] to [[Skyrim:Haemar's Shame|Haemar's Shame]]. &lt;br /&gt;
#Retrieve [[Skyrim:The Rueful Axe|The Rueful Axe]] for [[Skyrim:Clavicus Vile|Clavicus Vile]].&lt;br /&gt;
#Give the Rueful Axe to Clavicus Vile ''or'' kill Barbas.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Man's Best Friend===&lt;br /&gt;
Once you reach the required level, a trip to [[Skyrim:Falkreath|Falkreath]] will net you an encounter with a [[Skyrim:Falkreath Guard|guard]] asking a rather unusual question, namely if you have seen a stray dog running around outside town. Regardless of your answer, he will then point you to local blacksmith [[Skyrim:Lod|Lod]] who can be found working his smithy during the day. When approached he will only show interest in one specific dog, a 'fine, strong creature that's been wandering near town'. You can either accept his request to chase down the dog or attempt to persuade to pay you part of the gold up-front. He will give you some [[Skyrim:Food#Fresh Meat|fresh meat]] for bait. &lt;br /&gt;
&lt;br /&gt;
Travel along the road a short distance southwest of town. A dog will approach and enthusiastically address you, saying ''&amp;quot;You are exactly what I was looking for&amp;quot;''. He will introduce himself as [[Skyrim:Barbas|Barbas]] and will ask for your help. Choose the second option for a bit of background explanation. Barbas will proceed to describe a fallout that he had with his master, and say that he needs someone who can settle the disagreement. Taunting Barbas will make him reveal his master to be Daedric Prince [[Skyrim:Clavicus Vile|Clavicus Vile]]; he will proceed to tell you about a cult of worshippers living near [[Skyrim:Haemar's Shame|Haemar's Shame]]. Barbas will then be on his way towards this cavern, and you will have to follow him on a long journey. &lt;br /&gt;
&lt;br /&gt;
Note that traveling with Barbas can be avoided by postponing his request during the second set of dialogue responses. This will make Barbas travel to Haemar's Shame alone. If you chose that, continue from [[#Haemar's Shame|this section]].&lt;br /&gt;
&lt;br /&gt;
===A Long Journey===&lt;br /&gt;
Haemar's Shame is located a long way from [[Skyrim:Falkreath|Falkreath]], at the foot of the [[Skyrim:Throat of the World|Throat of the World]], straight east from the ruined city of [[Skyrim:Helgen|Helgen]]. Following Barbas can be difficult as Barbas tends to get lost on occasion, so keep an eye on the map marker. The first distraction comes when you and Barbas face an unmarked bridge guarded by [[Skyrim:Bandit|bandits]], just west of Falkreath. Barbas can not be killed by anyone but the player, so just fight the opposition and keep an eye on the dog, who may wander off. Follow Barbas past [[Skyrim:Pinewatch|Pinewatch]] and up the mountain towards Helgen. The trip goes through the destroyed town, now occupied by bandits, so help Barbas fight them. When all is said and done, Barbas will open the eastern gate himself and continue towards the Throat of the World. When you finally reach Haemar's Shame, Barbas will enter right away so follow him inside.&lt;br /&gt;
&lt;br /&gt;
===Haemar's Shame===&lt;br /&gt;
Clavicus Vile obviously suffered the same fate as many other daedric princes, and his shrine is now hidden away in a damp tomb. His worshippers consists of leveled [[Skyrim:Vampire|vampires]] and, even if they all regret their condition, they will protect their shrine with their lives. The first room offers an enemy guarding the wooden structure and a chest. Barbas will have wandered off, so you are on your own. Take the eastern tunnel and beware the [[Skyrim:Traps#Spike_Wall|spike wall]] trap ahead. The next chamber contains a campfire and a charred [[Skyrim:Creatures#Skeever|skeever]] guarded by two vampires. Dispose of them and investigate the wooden structure for an [[Skyrim:Alchemy Lab|alchemy lab]] and another chest. Take the only available tunnel to a chamber in two levels, with several enemies to fight. Take a detour to the southern chamber for some loot, and examine the table on your way down for the [[Skyrim:Destruction|Destruction]] skill book ''[[Skyrim:Response to Bero's Speech|Response to Bero's Speech]]'', then pick the northern tunnel and exit Haemar's Cavern. &lt;br /&gt;
&lt;br /&gt;
In the next zone, Haemar's Shame, head through the tunnel and kill the residing [[Skyrim:Creatures#Frostbite Spider|frostbite spider]]. An [[Skyrim:Arcane Enchanter|arcane enchanter]] can be found in the next room, along with  soul gem and common books. Head downstream and fight the opposition until you reach the Shrine of [[Skyrim:Clavicus Vile|Clavicus Vile]], guarded by a boss-leveled vampire. Evident by his barking, Barbas will already be there, busy fighting the boss. After the fight, Barbas will sit in front of the statue with nothing to say but the occasional ''&amp;quot;Woof&amp;quot;''. Head up to the statue, activate it, and ask Clavicus Vile for a request. You will then hear a voice from beyond, saying, ''&amp;quot;By all means, let's hear it. It's the least I could do, since you already helped me grant one final wish for my last worshippers... They were suffering so from vampirism, and begged me for a cure. Then you came and ended their misery! I couldn't have planned it better myself. So, what's your heart's desire? What kind of deal can we strike?&amp;quot;'' You can mention Barbas, ask for world peace or invulnerability, but Clavicus is only interested in one thing, the [[Skyrim:The Rueful Axe|Rueful Axe]], an axe powerful enough for Clavicus to have ‘quite a bit of fun’. Clavicus then explains that the axe is located in [[Skyrim:Rimerock Burrow|Rimerock Burrow]] and will ask you to take his mutt with you. Talking to Barbas will provide a bit of background information on the axe; ''&amp;quot;One of Clavicus's little jests. A wizard named [[Skyrim:Sebastian Lort|Sebastian Lort]] had a daughter who worshipped Hircine. When the daughter became a werewolf it drove Sebastian over the edge. He couldn't stand to see his little girl take on such a bestial form. The wizard wished for the ability to end his daughter's curse. Clavicus gave him an axe.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Rimerock Burrow===&lt;br /&gt;
Located on the hillside in the northernmost corner of the map. Rimerock Burrow can be tricky to find, especially if you approach it from the wrong angle. Take the road leading south from [[Skyrim:Lost Echo Cave|Lost Echo Cave]] and follow it as it twists and turns. At the crossroads, take the snowy path leading northwest and you will get straight to the entrance. &lt;br /&gt;
&lt;br /&gt;
Inside, you will encounter a hostile [[Skyrim:Flame Atronach|flame]] or [[Skyrim:Frost Atronach|frost atronach]], presumably created by [[Skyrim:Sebastian Lort|Sebastian Lort]] as an extra guardian. Sebastian himself can be found in the next room, equally hostile and will not hesitate to use his [[Skyrim:Conjuration|conjuration]] spells. After the battle, claim the [[Skyrim:The Rueful Axe|Rueful Axe]] from the table and examine the room for a bit of loot, an [[Skyrim:Alchemy Lab|alchemy lab]] and, on Sebastian’s night stand, the Conjuration [[Skyrim:Skill Books|skill book]] ''[[Skyrim:2920,_Hearth_Fire,_v9|2920, Hearth Fire, v9]]''. It is now time to return to Clavicus Vile in Haemar's Shame.&lt;br /&gt;
&lt;br /&gt;
===Put him out of our misery!===&lt;br /&gt;
Back at Haemar's Shame, the map marker will point towards the cavern entrance, which will force you to travel through the entire cave system once again. To circumvent this, head north up the road until the path bends. A pine rests against the mountain wall, so with a bit of climbing, you will be able to reach the back entrance easily. Inside the cavern, Barbas will once again sit in front of his master. When approached, Clavicus Vile has one final prank to play and will give you a choice: you can keep the Rueful Axe if you use it to kill Barbas. The dog will understandably jump up and try to tell you that it is not the only option available. Speak to Barbas and Clavicus Vile for further elaboration and make a decision. Kill Barbas and keep the Rueful Axe, or hand the axe to Clavicus Vile and receive his true daedric artifact, namely the [[Skyrim:Masque of Clavicus Vile|Masque of Clavicus Vile]]. Note that both items are unique, but only the Masque of Clavicus Vile counts towards the [[Skyrim:Achievements|Oblivion Walker]] achievement, so it is recommended to keep Barbas alive. Regardless of your choice, Barbas and Clavicus Vile will be reunited and you will receive your reward. Finally, return to [[Skyrim:lod|Lod]] in Falkreath for a small amount of gold and his gratitude.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Prior to the quest, a leveled conjurer will inhabit Rimerock Barrow. When the quest is started, that conjurer will be renamed to Sebastian Lort. &lt;br /&gt;
*If you don't care about the Masque of Clavicus Vile or the Rueful Axe, simply don't finish the quest. You can keep Barbas as an immortal partner.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|If you decide not to kill Barbas, and talk to him before he gets turned into stone, the whole statue of Clavicus Vile will disappear and Barbas will remain in the room forever. He will no longer follow you or respond to you in any way but remains stuck in your party restricting your ability to recruit any dog companions thereafter.|confirmed=1}}&lt;br /&gt;
{{Bug|Telling Barbas to wait inside Rimerock Barrow may cause him to disappear at the moment you take the axe. If you choose to kill Barbas, it is possible to follow the map marker and find him drifting around in the wilderness. Use the axe to kill him and the quest will proceed as normal.|vn=1}}&lt;br /&gt;
{{Bug|The blacksmith, Lod, may be dead, but the introductory objective may still show up.|vn=1}}&lt;br /&gt;
{{Bug|If you tell Barbas to stop following you and then fast travel, he may disappear and not be where he was supposed to be when you return.  This will occur even if you simply tell him to stay while at a landmark then immediately open the map and fast travel to that landmark.  The best way to avoid this is to simply make sure Barbas is following you before you fast travel anywhere.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|id=DA03Start&lt;br /&gt;
|name=Introduction&lt;br /&gt;
|5||A guard outside Falkreath mentioned the Blacksmith Lod is looking for a Dog and offering a reward. &amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Speak to Lod&lt;br /&gt;
|10||{{Quest Comment|Objective is assigned}}: Find the Dog outside Falkreath&lt;br /&gt;
|20|Yes|&lt;br /&gt;
|!|A Daedra's Best Friend|DA03&lt;br /&gt;
|20||{{Quest Comment|Objective is assigned}}: Talk with Barbas&lt;br /&gt;
|25||I ran in to a talking dog named Barbas who said he wanted my help. He's waiting outside Haemar's Shame.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Join Barbas outside Haemar's Shame&lt;br /&gt;
|50||I ran in to a talking dog named Barbas who said he had a falling out with his master and wanted my help. He's waiting outside Haemar's Shame.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Travel with Barbas to the shrine of Clavicus Vile&lt;br /&gt;
|70||I ran in to a talking dog named Barbas who had a falling out with his master Clavicus Vile. Clavicus has agreed to take Barbas back if Barbas and I retrieve the Rueful Axe.&lt;br /&gt;
|75||{{Quest Comment|Objective is assigned}}: Join Barbas outside Rimerock Burrow&lt;br /&gt;
|100||{{Quest Comment|Objective is assigned}}: Retrieve the Rueful Axe with Barbas&lt;br /&gt;
|105||{{Quest Comment|Objective is assigned}}: Join Barbas outside Haemar's Shame&lt;br /&gt;
|110||{{Quest Comment|Objective is assigned}}: Return to the shrine of Clavicus Vile with Barbas and the Rueful Axe&lt;br /&gt;
|150||I ran in to a talking dog named Barbas who had a falling out with his master Clavicus Vile. I've retrieved the Rueful axe for Clavicus. I can keep the axe if I kill Barbas or I can return the axe, reunite Barbas and Clavicus Vile and receive the Masque of Clavicus Vile.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Give the Rueful Axe to Clavicus Vile OR kill Barbas with the Rueful Axe&lt;br /&gt;
|155||I ran in to a talking dog named Barbas who had a falling out with his master Clavicus Vile. I've retrieved the Rueful Axe for Clavicus who offered me a deal. I decided to kill Barbas and keep the Rueful Axe.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Speak to Clavicus Vile&lt;br /&gt;
|200|Yes|I ran in to a talking dog named Barbas who had a falling out with his master Clavicus Vile. I've retrieved the Rueful Axe for Clavicus who offered me a deal. I decided to reunite Barbas and Vile and received the Masque of Clavicus Vile.&lt;br /&gt;
|205|Yes|&lt;br /&gt;
}}&lt;br /&gt;
* The following empty quest stages were omitted from the first table: 0, 15, 200&lt;br /&gt;
* The following empty quest stages were omitted from the second table: 0, 5, 7, 10, 15, 27, 60, 77, 90, 107, 151, 152&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Elisif%27s_Tribute&amp;diff=965268</id>
		<title>Skyrim:Elisif's Tribute</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Elisif%27s_Tribute&amp;diff=965268"/>
		<updated>2012-06-06T07:01:52Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail2|Quests|Miscellaneous}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Elisif the Fair|Elisif the Fair]]&lt;br /&gt;
|Loc=[[Skyrim:Blue Palace|Blue Palace]]&lt;br /&gt;
|Reward=&lt;br /&gt;
|Image=SR-quest-Elisif's Tribute.jpg&lt;br /&gt;
|Imgdesc=Torygg's war horn in place at the Shrine of Talos&lt;br /&gt;
|description=Take Torygg's war horn to the Shrine of Talos.&lt;br /&gt;
|ID=SolitudeFreeform07&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Speak to [[Skyrim:Elisif the Fair|Elisif the Fair]].&lt;br /&gt;
# Place [[Skyrim:Torygg's_War_Horn|Torygg's War Horn]] at the shrine of Talos.&lt;br /&gt;
# Return to Elisif.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
Talk to Elisif, Jarl of Solitude, after completing [[Skyrim:The Man Who Cried Wolf|The Man Who Cried Wolf]]. Elisif will ask you to take her deceased husband Torygg's [[Skyrim:Torygg's_War_Horn|War Horn]] to a shrine of Talos near Whiterun.&lt;br /&gt;
&lt;br /&gt;
The shrine is east of Whiterun along the northern bank of the river underneath an overhang behind some trees. It is north-northeast of the Ritual Stone and Graywatch, and southeast of Shimmermist Cave. It can be hard to see because of the trees and hilly terrain. The grotto opens to the south, so it is best approached from that direction (i.e., from the river), perhaps in daylight.&lt;br /&gt;
&lt;br /&gt;
When you turn the quest into Elisif, you will then be able to purchase property in Solitude.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Once the horn is placed at the Shrine of Talos, you can pick up the horn before returning to Elisif and still complete the quest.&lt;br /&gt;
* The horn needs to be placed in the right hand corner of the base of the statue, from the front.&lt;br /&gt;
* Prior to completing the prerequisite quest, the horn can be pickpocketed from the Jarl of Solitude.  It will be marked as a quest item and cannot be removed from your inventory before completing Elisif's Tribute.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|10||{{Quest Comment|Objective is assigned}}: Take &amp;lt;Alias&amp;amp;#61;Item&amp;gt; to the Shrine of Talos for &amp;lt;Alias&amp;amp;#61;Questgiver&amp;gt;.&lt;br /&gt;
|20||{{Quest Comment|Objective is assigned}}: Talk to Elisif&lt;br /&gt;
|30||&lt;br /&gt;
|200||&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Thieves_Guild_(faction)&amp;diff=965180</id>
		<title>Skyrim talk:Thieves Guild (faction)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Thieves_Guild_(faction)&amp;diff=965180"/>
		<updated>2012-06-06T02:12:53Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table &lt;br /&gt;
|Archive 1||Nov 2011 - Jan 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Safe&amp;quot; After 125 Jobs ==&lt;br /&gt;
&lt;br /&gt;
Could somebody clarify what exactly that is?  The word &amp;quot;safe&amp;quot; is EXTREMELY vague and ambiguous in this context.  For example, do you mean &amp;quot;safe&amp;quot; as in a locking box where money is stored, or &amp;quot;safe&amp;quot; as in that it's a safe container that never respawns?&lt;br /&gt;
&lt;br /&gt;
Better yet, just specify how frequently (if ever) this &amp;quot;safe&amp;quot; respawns.  I.e. is it 2 days, 30 days, never, etc?  That's really critical information for anyone trying to decide if doing the 125 jobs necessary to acquire it is really worth the time and effort.  Right now the article is not helpful at all in this regard.  [[Special:Contributions/216.243.60.171|216.243.60.171]] 02:12, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Karliah ==&lt;br /&gt;
&lt;br /&gt;
Does she ever go back to Twilight Sepulcher like she says? I've gone back many times and I never see her.[[User:HisK|HisK]] 00:30, 17 November 2011 (UTC)&lt;br /&gt;
:Once you've completed the additional quests and restored the guild she'll show up in the Theive's Guild. As far as I know she doesn't go back to Twilight Sepulecher. --[[User:Vertigo|Vertigo]] 20:42, 21 November 2011 (UTC)&lt;br /&gt;
::In my case, she went and got stuck in Snow Veil Sanctum, didn't return to the Guild, didn't return to Nightingale Hall. The latter is a real disappointment since she wouldn't shut up about making it her new home. --[[User:Lauriy|Lauriy]] 11:21, 23 November 2011 &lt;br /&gt;
:::Just ran to the Hall and Twilight Sepulcher, she's at neither and the key is gone/ebonmere is closed @_@ Do we actually get calls to go defend it or was that merely flavor text? {{uns2|02:42, 3 December 2011|75.71.114.55}}&lt;br /&gt;
::::I have completed all of the Thieves Guild quests and at one point all of them restarted.  I have found Karliah back in the basement of &amp;quot;The Frozen Hearth&amp;quot; in Winterhold. She resends me on quests that I have already completed for Mercer Fray and the Nightengales (spelling) {{uns2|16:37, 12 March 2012|75.179.184.84}}&lt;br /&gt;
:::::Ran into her at Snow Veil Sanctum as well. Her dialogue seems to imply that she thinks she's in Nightingale Hall. {{uns2|02:48, 21 March 2012|Yopparai}}&lt;br /&gt;
&lt;br /&gt;
== Vault Door in cistern bugged ==&lt;br /&gt;
&lt;br /&gt;
in my 1st walkthrough the door was opened long before it was supposed to be. (ofc i didn't open it with console). any1 can confrim this? [[User:Sanguin|Sanguin]] 11:03, 30 November 2011 (UTC)&lt;br /&gt;
:I encountered this too (and wondered why it was full of empty chests), though when it got to the point where they look in it was closed again, and now after restoring the guild it's permanently locked. -- Guest {{uns2|16:55, 1 December 2011|86.13.211.200}}&lt;br /&gt;
::I've restored the guild, and the room is still open. Looks like a bug, since the other player on my PC is ok, and did not experience it. 09/01/2011 {{uns2|06:34, 9 January 2012|216.221.62.92}} &lt;br /&gt;
:::I also completed all the quests for the thieves guild and the door remains locked. 2-6-2012 18:04 [[User:MrOlaf|MrOlaf]]&lt;br /&gt;
&lt;br /&gt;
== Paying off bounty ==&lt;br /&gt;
&lt;br /&gt;
How does one pay off their bounty through the Thieves Guild? I was told by Astrid in the Dark Brotherhood that this was possible, yet I have yet to find out how, was she lying or what? ~ [[User:Dwarfmp|Dwarfmp]] 22:39, 3 December 2011 (UTC)&lt;br /&gt;
: If you are an active member of the Thieves Guild, when a guard tries to arrest you, you have a Dialog option &amp;quot;I'm a member of the guild, perhaps we can forget about this?&amp;quot; with a small fee, which removes your bounty with that guard.[[User:Llwynn|Llwynn]] 19:33, 5 December 2011 (UTC)&lt;br /&gt;
::The cost is half of your resulting bounty (Including stolen items on you at the time) and, unlike bribing or persuading, eliminates your bounty across the hold. I need to test if you must have done a special mission for the area beforehand though (It works in holds w/o special quests but at this point I am Guildmaster and have done them all, thus I don't know if that affects it) [[User:Ikthyace|Ikthyace]] 19:16, 5 December 2011 &lt;br /&gt;
:::Ah that's what they were talking about. Of course... I thought it was simply a way to bribe them into leaving you alone at the time, not that it would remove the bounty. Thanks for clearing that up ~ [[User:Dwarfmp|Dwarfmp]] 17:56, 6 December 2011 (UTC)&lt;br /&gt;
::::I think there's a bug in regards to paying your bounty. Because I remember that I had to pay a fine of 1 gold (it happened when that Weylin in Markarth was about to attack Margaret). However, when I mentioned I was with the guild, the cost was enormous. For a one gold fine, I offered to bribe the guard for 417 gold. Does anyone know why this happens? {{uns2|05:37, 2 March 2012|130.157.32.235}}&lt;br /&gt;
:::::As already mentioned by Ikthyace in an earlier post the cost of all stolen items is added up in your inventory as part of paying off your bounty. I think that for now until someone looks into this further a basic formula for calculating the price for bribing is:&lt;br /&gt;
&lt;br /&gt;
:::::Bribe Cost = (Current Bounty + total value of PC's stolen items) / 2&lt;br /&gt;
&lt;br /&gt;
:::::I think that's roughly correct. If anyone has a better more applicable formula, please add it to the talk page.--[[User:HardAdriano1|HardAdriano1]] 17:31, 16 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is it possible to remove quest for this faction? ==&lt;br /&gt;
&lt;br /&gt;
I've read through all the discussion here, but my question is how to remove the quest from my journal. I do not want to join the guild, and am annoyed with the quest constantly being in my journal. Anyway this is possible with using the setstage commands? [[Special:Contributions/98.222.100.81|98.222.100.81]] 00:25, 4 December 2011 (UTC)&lt;br /&gt;
:I don't know, but if it grates on your nerves that much, you probably have some anger issues. The interface is pretty sleek and I can easily ignore some quests I have no intention of doing.[[User:Zydrate|'''&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;-Zydrate[][]&amp;lt;/strong&amp;gt;&amp;lt;/span&amp;gt;''']] 19:13, 5 December 2011 (UTC)&lt;br /&gt;
::the only way to remove it is by completing it. There is no reason not to join the guild... [[User:Pandora|Pandora]] 02:31, 6 December 2011 (UTC)&lt;br /&gt;
:::There's plenty of reason not to join, depending on the character concept.[[User:Zydrate|'''&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;-Zydrate[][]&amp;lt;/strong&amp;gt;&amp;lt;/span&amp;gt;''']] 00:27, 8 December 2011 (UTC)&lt;br /&gt;
::::If you're playing a good-aligned character, there's reason to not join. The Thieves Guild in Skyrim are total jerks.{{unsigned|114.77.6.119|00:06, 14 December 2011}}&lt;br /&gt;
::::: Yes, and it is especially annoying because if you do the main quest you must talk to Brynjolf (at least that's what Delphine says) and then you will be stucked with this quest even though you'd never meet them.{{unsigned|88.132.45.92|13:08, 16 December 2011}}&lt;br /&gt;
&lt;br /&gt;
{{od}}It is possible to complete the quest without doing anything. Tell him you failed. I don't know if you can end this quest without automatically picking up the followup quest. Try Aborting the conversation when he starts his &amp;quot;I should have expected this with our luck&amp;quot; spiel. [[User:NFR|NFR]] 19:43, 16 December 2011 (UTC)&lt;br /&gt;
:I am not doing the thieves guild quests.  I would quit this game first because I would not enjoy doing them.  The thieves guild are a bunch of stupid, gangsta thugs and not entertaining at all and it is massively annoying that the game practically obligates you to become a stupid thug too.    I might break the game but not going to do them.{{unsigned|67.142.168.23|19:15, 22 January 2012}}&lt;br /&gt;
::the main questline from the thieves guild does not have you stealing you are doing other missions, they are really good and being thugs and all this is BS you KILL PEOPLE. {{unsigned|64.126.90.132|15:33, 8 February 2012}}&lt;br /&gt;
&lt;br /&gt;
== Wiping out the Thieves Guild ==&lt;br /&gt;
&lt;br /&gt;
Unless I'm mistaken, you can't wipe out the Thieves Guild.  You also can't avoid having their quests show up in your log, since you have to talk with Bryn during the course of the main quest.  I think this is wrong.  You get the choice to join or wipe out the Brotherhood.  I see no reason why we shouldn't be able to wipe out the Thieves Guild as well.  I tried to kill everyone in the tavern, but they're all essential.  It also appears as if there is no 'FAILED' option in the quest stages.  Any ideas?  [[Special:Contributions/24.211.186.125|24.211.186.125]] 17:00, 20 December 2011 (UTC)&lt;br /&gt;
:You answered your own question. They're all essential. For one, the main quests takes you to the Ragged Flagon. Second, Delvin is involved in a couple of Dark Brotherhood quests. That's about it.[[User:Zydrate|'''&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;-Zydrate[][]&amp;lt;/strong&amp;gt;&amp;lt;/span&amp;gt;''']] 18:07, 1 January 2012 (UTC)&lt;br /&gt;
::You can avoid having their quests during main quest, [[Skyrim_talk:A_Cornered_Rat#Not_a_Thief.3F]]. Also, if you're on PC, you can use console command to make them non-essential, thus allowing you to kill them.--[[User:AtrumVentus|AtrumVentus]] 10:12, 29 January 2012 (UTC)&lt;br /&gt;
:::The thing is it depends on how many objects you have stolen {{uns2|04:16, 4 March 2012|108.90.114.195}}&lt;br /&gt;
&lt;br /&gt;
== Bounty removal not working ==&lt;br /&gt;
&lt;br /&gt;
I went to Riften to join the Thieves Guild so that I could remove my Windhelm bounty.  I've joined, and I'm able to pay off the guards in Riften for half of my bounty because I'm a member of the Thieves guild, but it won't let me do the same in Windhelm.  Why am I only receiving this benefit in certain places but not others? {{uns2|21:57, 22 December 2011|74.138.157.17}}&lt;br /&gt;
:You have to complete 5 jobs from Vex/Devlin in Windhelm.  Then Devlin will give you a special mission there.  When you've completed that mission, the bounty option will be available in Windhelm. {{Uns|71.229.111.150|17:34, 23 December 2011}}&lt;br /&gt;
::I have killed the thieves in the cistern except brynolf. {{uns2|01:41, 3 February 2012|184.32.54.116}}&lt;br /&gt;
&lt;br /&gt;
== Quest counter bug ==&lt;br /&gt;
&lt;br /&gt;
It seems that if you cancel a job given by Vex or Delvin, the number of quests completed actually goes down. They weren't giving me any jobs for my last city after dozens of useless jobs in the other 3 cities, so I started canceling the jobs, took a good while before both of them gave me the jobs I needed, and when I checked my quests completed, it was in the negatives! (PC) Doesn't seem to have any other effects.{{uns2|08:30, 17 January 2012|76.100.233.236}}&lt;br /&gt;
:Does the same thing on the xbox 360 as well, as I did the same thing you did in my game. {{uns2|01:46, 14 February 2012|209.193.52.79}}&lt;br /&gt;
&lt;br /&gt;
== fences won't sell to or buy from me ==&lt;br /&gt;
&lt;br /&gt;
I'm currently guild master and finished everything but the only fence that'll sell to me is the one in the ragged flagon she has 4000 gold all the other fences either don't have the dialouge or don't even respond is this a glitch or did I mess up somewhere in the main quest :s {{unsigned|68.171.231.81|23:44, 23 January 2012}}&lt;br /&gt;
:Once you finish ALL the Thieves Guild quests and become Guild Master, Tonilia should have 5000 gold (sometimes just a little over, she usually has about 5011 or 5009 for me), and at that point, the Guild fences should all be carrying roughly 4000-5000 give or take.  Tonilia orignally starts out with around 1000 gold, so when all 4 vendors move in at the Ragged Flagon, she ends up with 5000 gold (1000 per each vendor).  Hope this helps.  Try retracing your steps.  Not sure if some of the specials from Delvin get discounted if you do jail time before you turn in his quests, or maybe having completed the Crown of Barenziah might have an impact; not sure.  Also make sure you have done the quest from Tonilia to talk to Ri'saad; she will give you Moon Sugar to bribe him with, and then after that he and all the other Kahjit vendors become fences. {{unsigned|69.108.13.101|04:37, 8 February 2012}}&lt;br /&gt;
::You don't have to complete all of the Thieves Guild quests.  All Fences have ~4,000 gold after completing all the capital city quests to improve the Thieves Guild, including Tonila (her gold does not increase to 5,000).  Ri'saad and the other Khajiit Traders do not become Fences for the Thieves Guild after completing the Thieves Guild Caravan Fence Quest. A different Khajiit in each of the three caravans will become the Fence for that caravan (Ma'jhad, Zaynabi and Atahbah).--[[User:DagmarH|DagmarH]] 20:42, 10 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thieves Guild  ==&lt;br /&gt;
&lt;br /&gt;
How do you know if you have gained a city from completed jobs for Vex or Delvin {{unsigned|CheeseBurger|18:44, 25 January 2012}}&lt;br /&gt;
:Delvin is the one to give out the special jobs to gain a city.  It is completely randomized, as I have sometimes spent several days doing small jobs for him and not advancing to a special, and on other characters gotten 2 specials right in a row.  It is initiated 1 of 2 ways, either he will tell you about it when you approach him, or the dialog option opens when you turn in a smaller job. {{unsigned|69.108.13.101|04:42, 8 February 2012}}&lt;br /&gt;
::MINOR SPOILER: if you've been asked to do a special job you should keep track of the city you do it in. you gain a vender for each city you gain. simply look and see which of the 4 venders you have or don't have to determine the city you need. {{unsigned|64.126.90.132|15:03, 8 February 2012}}&lt;br /&gt;
&lt;br /&gt;
== Main Quest Help... ==&lt;br /&gt;
&lt;br /&gt;
Ok, now from what everyone is saying you have to do the story quest before you can become Guild Master. BUT HOW!!!!&lt;br /&gt;
Iv done the first ones up to Dampended Spirits and even got all 4 city quest done, but i cant go any further then that...&lt;br /&gt;
when i try to talk with Mercer or the guild master they just say they are busy. i have also talked to Maven to get the quest but nothing happens...so now i dont know what to do.&lt;br /&gt;
im guessing its some kind of bug, but whatever it is i want to fix it, and if its impossible to fix i still want to know so im not killing myself trying to find a way to fix it... {{uns2|05:05, 26 January 2012|108.9.22.223}}&lt;br /&gt;
:You have to do the main quest and 5 side quests per MAIN city (except Riften). Whiterun, Windhelm, Solitude, and Markarth. Once you do five of the side quests for a certain city, a &amp;quot;special&amp;quot; quest will be triggered. Once you complete the quest, you will receive a fence for that city. {{uns2|00:48, 17 February 2012|97.113.103.195}}&lt;br /&gt;
::You only get Fences for Markarth and Windhelm after completing the Reputation Quests.  You get the Fences for Whiterun and Solitude by completing the quests Dampened Spirits and Scoundrel's Folly respectively from the main quest line for the Thieves Guild.--[[User:DagmarH|DagmarH]] 20:49, 10 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cache ==&lt;br /&gt;
&lt;br /&gt;
Is it worth adding the Thieves Cache locations to this page? Or are they somewhere else {{uns2|18:26, 30 January 2012|99.198.64.214}}&lt;br /&gt;
:I think an entirely new page for Shadowmarks in Skyrim would be nice, especially if every location for them is marked. However, with the Shadowmarks chart as it is, I don't think it would hurt to add cache locations. --[[User:Velyanthe|Velyanthe]] 20:52, 30 January 2012 (UTC)&lt;br /&gt;
::I don't think the caches are static. I've tripped over a few (in Markarth, near Vlindrel hall; a total of three) that I could swear weren't there before (and can't find the ones I previously ran into along that upper walkway). Noting possible locations might be useful, but an exhaustive list is going to be a nightmare to make with only in-game experience, and it won't be as helpful as might be expected. --[[User:Shurhaian|Shurhaian]] 23:09, 10 March 2012 (UTC)&lt;br /&gt;
The caches are static. Even the cache beside Honeyside is there before you purchase it. Also, the cache in Irkngthand on the page has (no items?) on it. There IS an item. It is a health potion. Sometimes it falls or is knocked off in the fight below it. Many people miss it because it isn't in a chest like the other caches. [[User:Kaisar Dragon|Kaisar Dragon]] 15:46, 22 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The locaionts of the caches are static, but they won't appear until after you've done certain Thieves Guild quests. Right now, we've only got minimal detail on them on the related quest pages ([[Skyrim:Loud and Clear|Loud and Clear]], [[Skyrim:Silver Lining|Silver Lining]], [[Skyrim:The Dainty Sload|The Dainty Sload]], [[Skyrim:Imitation Amnesty|Imitation Amnesty]], [[Skyrim:Summerset Shadows|Summerset Shadows]]). I think it might be worth doing a better write-up of their exact locations. After all, we can't have &amp;quot;the other wiki&amp;quot; outdoing us now, can we? ;) &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 19:48, 22 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quest Counter ==&lt;br /&gt;
&lt;br /&gt;
Since 1.4.21 hit, my quest counter under the &amp;quot;statistics&amp;quot; tabs reads &amp;quot;-2&amp;quot; under &amp;quot;thief guild&amp;quot;. It should be &amp;quot;2&amp;quot;, given I just completed &amp;quot;Loud and Clear&amp;quot;. Anybody else experiencing this? {{uns2|19:33, 4 February 2012|94.36.84.210}}&lt;br /&gt;
:P.s. I'm quite sure this is not due to canceling Vex's or Delvin's jobs, because I didn't cancel any of them. {{uns2|20:43, 4 February 2012|94.36.84.210}}&lt;br /&gt;
::My thieves guild quest counter reads &amp;quot;-24&amp;quot;.  I canceled several of Vex's quests, so it wouldn't surprise me if that's the reason for the ridiculous number.(PS3 user)[[Special:Contributions/71.224.13.163|71.224.13.163]] 03:25, 17 February 2012 (UTC)Marcus&lt;br /&gt;
I am stuck at 23. When I take a new job from either Vex or Delvin the counter goes to 22. When I complete the mission it goes back to 23. I did a truck load of missions before I realized I was getting nowhere. I was doing 2 missions at a time from both Vex and Delvin. I tried switching to just one mission at a time. Same results. I finished the main mission 200 hrs before now if it matters. Also on PS3 with latest patch. Just for fun I took a mission and then quit that mission and repeated this over and over utill I was at negative 3. Then I completed a mission and when I started a new one it went backwards again...&lt;br /&gt;
&lt;br /&gt;
::: My quest counter reads &amp;quot;10&amp;quot; for the Thieves Guild, however, I still see the golden objects behind the guildmaster's desk (first two) and have been offered one of the special quests unique to the capital cities. So the players quest counter MAY not be an accurate dipiction of how many quests you have completed. (PS3) &lt;br /&gt;
== &amp;quot;Talk to Brynjolf about joining the Thieves Guild&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The Miscellaneous Objective &amp;quot;Talk to Brynjolf about joining the Thieves Guild&amp;quot; will not go away and is impossible to complete for my character! It appears to be one of the tasks from the &amp;quot;A Chance Arrangement&amp;quot; quest, but remains as a Misc Objective long after I have completed that quest. I have already successfully joined the Thieves Guild; I received my Thieves Guld Armor, I was able to progress in the storyline and go on to complete several other quests for the Thieves Guild, I have sidejobs from Vex and Delvin, etc. and I have every indication that the game has recognized that I have already joined the Thieves Guild (the Xbox achievement &amp;quot;Taking Care of Business&amp;quot; is unlocked, the quest A Chance Arrangement shows as completed, and so far it appears I am able to progress in the questline), however there appears to be nothing I can do to satisfy this Misc Objective.&lt;br /&gt;
&lt;br /&gt;
I activated this objective to see if the questmarker would lead me somewhere to, at last, tie up this loose end, but to no avail. The quest marker leads me to the secret entrance to the Ragged Flagon Cistern, and occasionally a quest marker will actually appear over Brynjolf's head, which gives me false hope that there will be a dialogue option that completes the objective, but every time I talk to him, there are no new dialogue options and he will only reiterate his comments regarding the current quest.&lt;br /&gt;
&lt;br /&gt;
I have seen this problem reported on other obscure websites by players using the PC version, and respective suggestions for fixes using Console Command, but I am playing on Xbox 360 and cannot use console command.&lt;br /&gt;
&lt;br /&gt;
This persistent problem is quite annoying, but if there is nothing that can be done I will concede to defeat, deactivate the misc obj, and try my best to ignore it. I have already done so much after the quest &amp;quot;A Chance Arrangement,&amp;quot; that I am not interested in going back and starting over from that point. I was worried that this possible bug might affect my ability to complete other quests in the future (so far, so good?),and hoping that someone had experienced the same problem and/or had a suggestion for how to get rid of the objective. Thank you to all who read this! [[Special:Contributions/166.250.33.224|166.250.33.224]] 07:11, 27 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sadly, that kind of glitch is quite common. I have the exact same thing as you, except with &amp;quot;Investigate the [[sr:Bards College|Bards College]]&amp;quot;. There seems to be no fix. Sorry. At least it's only minor :) • &amp;lt;font color=&amp;quot;#4faf4f&amp;quot;&amp;gt;[[User:Jak Atackka|&amp;lt;span style=&amp;quot;line-height:1.0&amp;quot; title=&amp;quot;Jak Atackka&amp;quot;&amp;gt;&amp;lt;font face=&amp;quot;DragonscriptRegular&amp;quot; size=&amp;quot;3&amp;quot;&amp;gt;JA&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;[[User talk:Jak Atackka|Talk]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 07:22, 27 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Confirmed Fix (Worked for me)&lt;br /&gt;
::hit tilde (~) to bring up the console window and enter the line below:&lt;br /&gt;
::SetStage TG00MaulHandler 200&lt;br /&gt;
::this will cause the miscellaneous bugged quest which states &amp;quot;Talk to brynjolf about joining the thieves guild&amp;quot; to complete itself, and removes it from your quest log / journal.&lt;br /&gt;
::Source(s):&lt;br /&gt;
::Worked for me, seen elsewhere on the web as well {{Uns2|22:16, 5 March 2012|178.203.14.220}}&lt;br /&gt;
&lt;br /&gt;
== Shadowmarks ==&lt;br /&gt;
&lt;br /&gt;
If anybody's feeling ambitious and has the Construction Kit, I suspect we can generate nearly a complete list of shadowmarks. (And if nobody's feeling ambitious, then this note will serve as a reminder several months from now when I find time once again.) If you open the CK, expand Miscellaneous, then TextureSet, then filter for ShadowMark. This lists all the shadowmarks that are texture-based, and you can right-click on them to bring up the list of locations where they're used. That should give us nearly a complete list of shadowmarks, though there will still be some where it'll have to be user-reported. The graveyard in Riften is a good example here, where the shadowmarks are built into the mausoleum's architecture rather than being textures in their own right. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 01:36, 12 March 2012 (UTC)&lt;br /&gt;
:I was wondering if it was possible to find them in the CK. I'll get to work on what I can. --[[User:Velyanthe|Velyanthe]] 02:02, 12 March 2012 (UTC)&lt;br /&gt;
::I'll track down all the Thieves' Cache barrels. Their shadowmarks are part of their texture, so they won't show using the above method. -[[User:Tremayne|Tremayne]] 20:18, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Clever, though I thought some of the barrels had it placed on them... &lt;br /&gt;
:::For anyone else reading this, I have gotten all the shadowmarks from Robin Hood's technique. --[[User:Velyanthe|Velyanthe]] 20:34, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Yeah, I suspected there'd be a few that were missed as a result of being part of another texture instead of a single texture in their own right. Unless they've named them consistently in the CK with something like &amp;quot;BarrelWithShadowmark&amp;quot;, we'll have to rely on user reports to track them all down. As Tremayne says, though, once we've got one instance of a specific shadowmark being used, it's easy enough to track that down and see if there are others using the same container/item/whatever. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 21:31, 18 March 2012 (UTC)&lt;br /&gt;
:::::I might revert my edits regarding the caches. I went in-game on my Guildmaster thief to double-check the locations and found that only the caches in Riften and Markarth were enabled. Is this a bug on my end, or is it the same for everyone? (scripting bug from Beth.) - I also removed the cache location from Ysolda's house which I shouldn't have. (the mark is there, although there is no cache outside or inside her house). -[[User:Tremayne|Tremayne]] 22:08, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}}It's worth noting where the marks are, even if there is no loot there. I don't know about those extra cache locations you're looking at, though. --[[User:Velyanthe|Velyanthe]] 22:17, 18 March 2012 (UTC)&lt;br /&gt;
:I think it would also be worth noting when a mark is apparently erroneous. [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:24, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Armor upgrades ==&lt;br /&gt;
&lt;br /&gt;
So during the main quest, I had Tonilia offer to upgrade one piece of my Guild armor. How do I convince her to upgrade the other 3 pieces? --[[Special:Contributions/67.248.246.4|67.248.246.4]] 20:06, 13 March 2012 (UTC)&lt;br /&gt;
:You only get one such upgrade.  Once you're Guild Master, you get a full set of armor that's even better than the upgraded piece, though.  --[[User:Darth l33t|Darth l33t]] 04:34, 22 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
yeah, and once you've got that master armor you will just want to abandon the original set in the wilderness, like me. oh and for a sneek peek of the armor just type in on google search or chrome or what ever you use, just type in nightinggall armor in skyrim. and ckick at the thing at the top of the search resultes.&lt;br /&gt;
&lt;br /&gt;
== Side Quests ==&lt;br /&gt;
Larceny quest never started. I have all the objects but can't sell them do Delvin.&lt;br /&gt;
I've finished the guild's main quest and neither Delvin or Vex will give me a job (exept &amp;quot;No Stone Unturned&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Also Tonilia has never offered to upgrade my Thieves guild Armor {{uns2|19:13, 19 March 2012|46.193.131.17}}&lt;br /&gt;
&lt;br /&gt;
:Getting all items has stopped it working. Once the seventh item is picked up the quest marks itself complete. [[User:The Silencer|The Silencer has spoken]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 02:59, 22 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Improving the guild before finishing the questline ==&lt;br /&gt;
&lt;br /&gt;
Is there a final word on when you can improve the guild, relative to the questline?  Some sources say you can't even get the special jobs from Delvin until you finish Darkness Returns.  Others say you can get them immediately once you've completed the required small jobs, but they're not clear on whether this improves the guild HQ or gives fences more gold if you haven't completed the quests yet.  And if Darkness Returns is a prerequisite, do the small jobs you've done before then count? --[[User:Darth l33t|Darth l33t]] 04:39, 22 March 2012 (UTC)&lt;br /&gt;
:I answered my own question through testing.  I'll add notes to the article. --[[User:Darth l33t|Darth l33t]] 21:38, 26 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No dialogue option to avoid conflict with thieves encountered on the roads ==&lt;br /&gt;
I am guildmaster and finished all quests for thieves guild but I have no dialogue option to avoid conflict with thieves encountered on the roads, later upgraded to such thieves paying you tributes. {{uns2|08:36, 26 March 2012|176.14.48.27}}&lt;br /&gt;
:If your speech skill isn't high enough to persaude them to leave you alone then they will turn hostile with all the remaining options. [[User:The Silencer|The Silencer has spoken]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 03:01, 22 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem with items not appearing after doing the requisite amount of side jobs. ==&lt;br /&gt;
{{Good Question|Apr 2012}}&lt;br /&gt;
Hi, as the subject title says I've been doing the various side jobs (ie. Numbers Jobs, Burglary Jobs, etc.) and managed to get up to the Jeweled Flagon upon completing 55 jobs. I kept doing them, keeping track manually of how many I'd completed, working my way up to 75 for the Jeweled Pitcher. However even after reaching that number it didn't show up. My question is: Is anybody else having this problem? And would the safe unlock if I just kept doing jobs regardless of the pitcher not showing up? I'm on the 360 otherwise I could just easily use the console to put it there, but alas I can't. Any help would be much appreciated.--[[Special:Contributions/68.222.13.10|68.222.13.10]] 00:04, 12 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
having the same problem, also on a 360. any known fix w/out a console command? cant do those on x-box.&lt;br /&gt;
&lt;br /&gt;
== TGREnablerHandler ==&lt;br /&gt;
&lt;br /&gt;
Quest ID of the quest that adds the jeweled items and the safe to the guild hall. new item is added at stage 10, 20, 30, 40, 50, 60, 70, and finally the safe at 80. After you setstage 80, the quest automatically jumps forward to 200. Useful for people who don't want to run around and do a hundred otherwise pointless quests to decorate their guild. {{unsigned|65.128.39.122|13 April 2012}}&lt;br /&gt;
&lt;br /&gt;
== Will quiting a job hurt me overall? ==&lt;br /&gt;
&lt;br /&gt;
I was told to trigger the special quest you need to pull a job 5 times in each city. So if I get one for Riften or one for a city I all ready have a fencer in I quit it. Dose that hurt you over all?&lt;br /&gt;
{{Uns|74.109.45.191|01:48, 14 April 2012}}&lt;br /&gt;
:Quitting a job only has two negative outcomes. You do not get paid and the giver, Devlin or Vex, makes a disparaging remark about you. There are no other negative consequences. [[User:The Silencer|The Silencer has spoken]] 01:57, 14 April 2012 (UTC)&lt;br /&gt;
::I also end up quitting those jobs for the same reason, and I never really thought much of the consequences. Recently, though, I was looking through my quest statistics, and for the number of Thieves Guild quests completed, it said &amp;quot;-15&amp;quot;. So it seems that quitting one of those quests actually subtracts from the number of quests completed. I'm guessing this is just a bug or an oversight on the part of Bethesda. So, to answer your question, &amp;quot;does that hurt you overall?&amp;quot;, it really just depends on your definition of hurt. As far as gameplay is concerned, the things mentioned by The Silencer seem to be the only negative consequences, as well as the fact that the quest shows up on your quest screen as failed. But if you like tracking your statistics, then it can be kind of annoying.--[[User:Kolensk|Kolensk]] 18:27, 28 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fences won't give me gold for items I sell ==&lt;br /&gt;
&lt;br /&gt;
Right now, my character is the Guild Master for the Thieves Guild, has the Crown of Barenziah, and most of the treasures. But whenever I sell an item (such as jewels and stolen trinkets) I don't receive the gold that I was supposed to get. Now I have to add up the respective gold I was supposed to earn and add it in via console commands. Can someone please explain to me why this happens and/or how to fix it? {{unsigned2|16:39, 21 April 2012|98.157.86.52}}&lt;br /&gt;
&lt;br /&gt;
== REJUVINATING THE THEIVES GUILD ==&lt;br /&gt;
&lt;br /&gt;
CAN YOU FIX UP THE THEIVES GUILD LIKE YOU CAN WITH THE DAWNSTAR SANCUARY AND YOUR HOUSES??? IF YOU CAN PLEASE TELL ME HOW, WHERE, AND WHEN. {{unsigned|72.182.42.124|24 April 2012}}&lt;br /&gt;
:You can, yes.  [[Skyrim:Thieves_Guild_(faction)#Special Job Quests|this section]] will help a bit, and [[Skyrim:Under_New_Management#Improving the Thieves Guild|this quest page]] should be helpful too. &amp;lt;b&amp;gt;[[User:Eshe|&amp;lt;font color=&amp;quot;navy&amp;quot;&amp;gt;eshe&amp;lt;/font&amp;gt;]]&amp;lt;/b&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Eshe|&amp;lt;font color=&amp;quot;navy&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 17:53, 25 April 2012 (UTC)&lt;br /&gt;
::You cannot buy new furnishings like you can with Houses and the Dawnstar Sanctuary, the only thing that changes is a statue of Nocturnal appears at the end of the quest line. There is also a collection special items you have stolen on the shelves behind the desk. &amp;lt;B&amp;gt;&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;[[User:Kimi the Elf|— Kimi the Elf]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;(&amp;lt;font color=&amp;quot;DeepSkyBlue&amp;quot;&amp;gt;[[User talk:Kimi the Elf|talk]]&amp;lt;/font&amp;gt; &amp;amp;#124; &amp;lt;font color=&amp;quot;DeepSkyBlue&amp;quot;&amp;gt;[[Special:Contributions/Kimi_the_Elf|contribs]]&amp;lt;/font&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;/B&amp;gt; 18:17, 25 April 2012 (UTC)&lt;br /&gt;
:::New shops open up in The Ragged Flagon too, but Kimi's right--there's no upgrades to purchase like you would have for a house. &amp;lt;b&amp;gt;[[User:Eshe|&amp;lt;font color=&amp;quot;navy&amp;quot;&amp;gt;eshe&amp;lt;/font&amp;gt;]]&amp;lt;/b&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Eshe|&amp;lt;font color=&amp;quot;navy&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:25, 25 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proper console comands to finish a job ==&lt;br /&gt;
&lt;br /&gt;
I have some mod related to guild jobs and here is something I found that may be useful. There are quests for each job but there is another hidden quest called TGRShell that controls them and the dialogues with Vex and Delvin. So, if for some reason you get your job stuck because of a mod bug, mod incompatibility, vanilla issue, etc. here is what you can try to finish it and ensure proper cleanup and everything is done:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;setstage TGRShell ###&amp;quot; where ### is from the following table based on quest and if it should succed or fail:&amp;lt;br&amp;gt;&lt;br /&gt;
Quest                    Success Fail&amp;lt;br&amp;gt;&lt;br /&gt;
Break &amp;amp; Enter (Burglary)  90      95&amp;lt;br&amp;gt;&lt;br /&gt;
Frame Up (Shill)         100     105&amp;lt;br&amp;gt;&lt;br /&gt;
Forgery (Numbers)        110     115&amp;lt;br&amp;gt;&lt;br /&gt;
Fishing                  120     125&amp;lt;br&amp;gt;&lt;br /&gt;
Houseclean (Sweep)       130     135&amp;lt;br&amp;gt;&lt;br /&gt;
Night in Town (Bedlam)   140     145&amp;lt;br&amp;gt;&lt;br /&gt;
Shoplifting (Heist)      150     155&amp;lt;br&amp;gt;&lt;br /&gt;
Whiterun                 165&amp;lt;br&amp;gt;&lt;br /&gt;
Solitude                 175&amp;lt;br&amp;gt;&lt;br /&gt;
Windhelm                 185&amp;lt;br&amp;gt;&lt;br /&gt;
Markarth                 195&amp;lt;br&amp;gt;&lt;br /&gt;
DO NOT try to abuse this in order to complete a quest that you failed or anything like that (or do it on your own risk, not because I say this might work). Things are complicated enough by having the quests for the jobs controled by another hidden quest. And always remember to save game before using console! [[User:LukeH|LukeH]] 07:15, 23 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Eorlund_Gray-Mane&amp;diff=964755</id>
		<title>Skyrim talk:Eorlund Gray-Mane</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Eorlund_Gray-Mane&amp;diff=964755"/>
		<updated>2012-06-05T06:40:51Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Merchant Chest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dialogue for Training Missing (PS3)==&lt;br /&gt;
On my latest run to Whiterun to get my smithing trained, I talked to Eorlund and all the dialogue options were available EXCEPT for the smithing training.  I am a member of the companions and have received training from him numerous times.  The skill is in the mid-90s now so he's the only one who can train me any further.&lt;br /&gt;
&lt;br /&gt;
The ONLY thing I can think of is that I've just started the quest where they ask me to become a werewolf.  I haven't answered them yet.  My guess would be that, for some strange reason, that particular quest at that particular stage causes the training dialogue for Eorlund to become unavailable.  If that's the case, then this would definitely be a bug as there's really no rational reason why he should refuse to train me at that point but still be willing to sell me shit.&lt;br /&gt;
&lt;br /&gt;
Could someone attempt to repro this for me?  Thanks!  [[Special:Contributions/216.243.60.171|216.243.60.171]] 06:34, 5 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Random Death?==&lt;br /&gt;
Eorlund just uped and died on me, this happen to anyone else? I had finished all the quests he was involved with and now it seams he's dead. [[User:Macilnar|Macilnar]] 18:12, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:yup happened to me to :( {{unsigned|173.214.231.223|00:46, 28 November 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
::Where did your Eorlund die? I found his corpse in the watery part going up to dragonsreach- [[User:Azurome|Azurome]] 06:21, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Has a dragon attacked Whiterun recently? If so, there is a known bug where Eorlund can be killed when attacked by a dragon. --[[User:Pushasha|Pushasha]] 21:51, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::after finishing the game i can't find him anywhere. unless he died during the civil war or compainions questline. when you go into beast form he'll fight along side you. maybe he died while that happened but i can't even find his body.--[[Special:Contributions/64.126.90.132|64.126.90.132]] 00:25, 6 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I was just told he died by the other Whiterun blacksmith. He wasn't dead a few days ago, and nothing's happened in Whiterun. I'm nowhere near the civil war story arc, haven't finished all of the Companion's quests (but I did just finish the Purity quest line and found Valkas randomly in Winterhold booking it back to Whiterun). Sad. [[User:Bryteline|Bryteline]] 04:10, 9 February 2012 (UTC)&lt;br /&gt;
::::::I went back to a save three hours of play earlier, and Eorlund is alive and well. This is very frustrating. I hate it when my favorite NPCs die for no reason in these games. [[User:Bryteline|Bryteline]] 04:16, 9 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::As a player of the xbox and user of macbook, I don't have the Creation Kit; I am curious if there are factors creating a probability for death due to &amp;quot;natural causes&amp;quot;, because of the 'age' of the NPC. In other words, as game-days go on the &amp;quot;chance&amp;quot; for Eorlund to die when the PC enters Whiterun will increase. The developers had certain characters that would replace the duties of an NPC that died. Perhaps they added variables effecting the probability that 'aged' NPC's will eventually 'pass away'. Perhaps a player skilled in use of the Creation Kit could find a reason.--[[User:Skober|Skober]] 06:48, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::::This just happened to me too and I think I know what happened. I did the final quest for The Companions, but I never talked to Eorlund afterward. I cured my own lycanthropy before leaving Ysgramor's tomb, which revoked my access to the underforge, the last place I saw him. Just now, I used the console to move myself to his location just to see where he was, and it moved me underneath the Skyforge, right where the underforge should be. He was just lying there dead. I think curing my lycanthropy and revoking my access to the underforge while he was still in it killed him. &lt;br /&gt;
::::::::I had also started and finished the quest to rescue his son from the Thalmor, after the last Companion quest but before realizing he was dead. I don't know if that had any effect on this. --[[Special:Contributions/97.73.64.143|97.73.64.143]] 20:39, 28 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just a guess. Eorlund's sudden death perhaps has something to do with the Thalmor. His death never happens to my character. My character has not done the Civil War Quests yet. Try this: Finish the Companions quest, and save his son from the Thalmor by killing them all. I never see Eorlund's death after having done this, with 3 different characters already.{{unsigned|210.195.246.206|30 March 2012}}&lt;br /&gt;
&lt;br /&gt;
:As far as I can tell in the Creation Kit, there are no scripted deaths for Eorlund, so it seems likely that he's dying while doing something else. What that something else might be remains a mystery, though. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 05:02, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::From Leonydas:&lt;br /&gt;
::I dont think its a random event or a glitch. I think its part of the game. If you go into the Hall of the Dead in Whiterun, in the very back you'll find a uniquely colored burial urn. Hovering over it reveals the option to &amp;quot;Steal from Eorland Grey-Mane's Burial Urn&amp;quot;...  maybe there's a related quest no ones found yet..? {{unsigned|166.181.3.108|00:49, 8 May 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:::As far as I understand an NPC can have its personalised burial urn even if the death is not related to any quest or a scripted death. --[[User:MortenOSlash|MortenOSlash]] 04:54, 8 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Merchant Chest==&lt;br /&gt;
{{Discussion moved|Whiterun|Merchant Chest|Skyrim talk|from}}  [[User:The Silencer|The Silencer]] 13:11, 27 March 2012 (UTC)&lt;br /&gt;
We shouldn't allow these annoying glitch exploits on articles, especially when we have more than enough  problems with &amp;quot;supposed bugs&amp;quot; in this game. Moving it here, not for now, but forever:&lt;br /&gt;
*An out-of-bounds merchant chest beneath the city can be reached by jumping over the city walls. Firstly, travel to Whiterun. Upon arrival take an immediate right up a flight of stairs and take the next right afterwards. Secondly, jump up onto the barrel and jump up onto the wall on the right side. After you've gotten onto the wall jump off. You should now be outside the city limits of Whiterun. Now turn left and follow the city walls until you see a large hole in the terrain caused by missing graphics. Walk over it and look into the corner. You should fall beneath the terrain, and are free to walk under the city. By now you should see the chest; try to jump underneath it if you can't reach it. This chest belongs to [[Skyrim:Eorlund Gray-Mane|Eorlund Gray-Mane]]. It can be replenished by waiting two days and bartering with Eorlund. (Verified 360) ''by [[User:DevilsAdvocate]] 21:44, 8 January 2012''&lt;br /&gt;
--[[User:Krusty|Krusty]] 21:31, 17 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Shouldn't this be [http://www.uesp.net/wiki/Skyrim:Glitches here] ?&lt;br /&gt;
::--[[User:Jng|Jng]] 12:42, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I can confirm this. The talk page sign is to stop the glitch from being put on the main page. [[User:The Silencer|The Silencer]] 13:49, 27 March 2012 (UTC)&lt;br /&gt;
{{od}}{{ec}}I don't see a problem with including exploit-type bugs on articles, since that's information a lot of players might want.  I ''do'', however, have an issue with it being split between the two pages (as it stands now, there's a blurb on the article linking to the full description of the bug on the talk page).  If it's going to be included, it should all be on the main page.  If not, the blurb should be removed too. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 13:51, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I dont care either way. The info is relevant to here more than whiterun general page, so I moved it. I added the original poster to clarify. There are a few reachable merchants chests so I might put them all on the glitches page, as Jng suggests. [[User:The Silencer|The Silencer]] 14:02, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you for keeping this glitch somewhere. With the apparently common random death of Eorlund it would be useful to still be able to get Skyforge weapons from his merchant's chest. I have simpler method of getting to it. Hold a plate or object out in front of you and sprint into the side of Jorrvaskr. In the right place you'll clip through building and end up underneath the ground. Head over to beneath the Skyforge and claim your loot. I even got stuff without any of it counting as stealing. Although that might be because I'm a Companion. {{unsigned|75.205.251.252|16:12, 23 May 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:It should be contained in the &amp;quot;Bugs&amp;quot; section of the appropriate article.  The fact that it's an exploit is irrelevant.  Unless the exploit is an intentional Easter egg, it is, by definition, a bug.  That being said, moving it to this article was a good move since it's more relevant to the topic. [[Special:Contributions/216.243.60.171|216.243.60.171]] 06:40, 5 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
I`m level 46 at Smithing but now if i train with him money gets remoived but no level added. {{unsigned2|11:11, 3 May 2012|77.166.160.62}}&lt;br /&gt;
&lt;br /&gt;
:I've encountered this myself, and the only (temporary) fix I've found is to go to the [[Skyrim:Ghorza gra-Bagol|common]] and [[Skyrim:Balimund|expert level]] trainers and train with them before going back to Eorlund for master level training. Sometimes it works, sometimes it doesn't. [[User:Kitkat1749|Kitkat]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 11:26, 3 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Eorlund_Gray-Mane&amp;diff=964754</id>
		<title>Skyrim talk:Eorlund Gray-Mane</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Eorlund_Gray-Mane&amp;diff=964754"/>
		<updated>2012-06-05T06:40:37Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Random Death? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dialogue for Training Missing (PS3)==&lt;br /&gt;
On my latest run to Whiterun to get my smithing trained, I talked to Eorlund and all the dialogue options were available EXCEPT for the smithing training.  I am a member of the companions and have received training from him numerous times.  The skill is in the mid-90s now so he's the only one who can train me any further.&lt;br /&gt;
&lt;br /&gt;
The ONLY thing I can think of is that I've just started the quest where they ask me to become a werewolf.  I haven't answered them yet.  My guess would be that, for some strange reason, that particular quest at that particular stage causes the training dialogue for Eorlund to become unavailable.  If that's the case, then this would definitely be a bug as there's really no rational reason why he should refuse to train me at that point but still be willing to sell me shit.&lt;br /&gt;
&lt;br /&gt;
Could someone attempt to repro this for me?  Thanks!  [[Special:Contributions/216.243.60.171|216.243.60.171]] 06:34, 5 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Random Death?==&lt;br /&gt;
Eorlund just uped and died on me, this happen to anyone else? I had finished all the quests he was involved with and now it seams he's dead. [[User:Macilnar|Macilnar]] 18:12, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:yup happened to me to :( {{unsigned|173.214.231.223|00:46, 28 November 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
::Where did your Eorlund die? I found his corpse in the watery part going up to dragonsreach- [[User:Azurome|Azurome]] 06:21, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Has a dragon attacked Whiterun recently? If so, there is a known bug where Eorlund can be killed when attacked by a dragon. --[[User:Pushasha|Pushasha]] 21:51, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::after finishing the game i can't find him anywhere. unless he died during the civil war or compainions questline. when you go into beast form he'll fight along side you. maybe he died while that happened but i can't even find his body.--[[Special:Contributions/64.126.90.132|64.126.90.132]] 00:25, 6 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I was just told he died by the other Whiterun blacksmith. He wasn't dead a few days ago, and nothing's happened in Whiterun. I'm nowhere near the civil war story arc, haven't finished all of the Companion's quests (but I did just finish the Purity quest line and found Valkas randomly in Winterhold booking it back to Whiterun). Sad. [[User:Bryteline|Bryteline]] 04:10, 9 February 2012 (UTC)&lt;br /&gt;
::::::I went back to a save three hours of play earlier, and Eorlund is alive and well. This is very frustrating. I hate it when my favorite NPCs die for no reason in these games. [[User:Bryteline|Bryteline]] 04:16, 9 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::As a player of the xbox and user of macbook, I don't have the Creation Kit; I am curious if there are factors creating a probability for death due to &amp;quot;natural causes&amp;quot;, because of the 'age' of the NPC. In other words, as game-days go on the &amp;quot;chance&amp;quot; for Eorlund to die when the PC enters Whiterun will increase. The developers had certain characters that would replace the duties of an NPC that died. Perhaps they added variables effecting the probability that 'aged' NPC's will eventually 'pass away'. Perhaps a player skilled in use of the Creation Kit could find a reason.--[[User:Skober|Skober]] 06:48, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::::This just happened to me too and I think I know what happened. I did the final quest for The Companions, but I never talked to Eorlund afterward. I cured my own lycanthropy before leaving Ysgramor's tomb, which revoked my access to the underforge, the last place I saw him. Just now, I used the console to move myself to his location just to see where he was, and it moved me underneath the Skyforge, right where the underforge should be. He was just lying there dead. I think curing my lycanthropy and revoking my access to the underforge while he was still in it killed him. &lt;br /&gt;
::::::::I had also started and finished the quest to rescue his son from the Thalmor, after the last Companion quest but before realizing he was dead. I don't know if that had any effect on this. --[[Special:Contributions/97.73.64.143|97.73.64.143]] 20:39, 28 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just a guess. Eorlund's sudden death perhaps has something to do with the Thalmor. His death never happens to my character. My character has not done the Civil War Quests yet. Try this: Finish the Companions quest, and save his son from the Thalmor by killing them all. I never see Eorlund's death after having done this, with 3 different characters already.{{unsigned|210.195.246.206|30 March 2012}}&lt;br /&gt;
&lt;br /&gt;
:As far as I can tell in the Creation Kit, there are no scripted deaths for Eorlund, so it seems likely that he's dying while doing something else. What that something else might be remains a mystery, though. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 05:02, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::From Leonydas:&lt;br /&gt;
::I dont think its a random event or a glitch. I think its part of the game. If you go into the Hall of the Dead in Whiterun, in the very back you'll find a uniquely colored burial urn. Hovering over it reveals the option to &amp;quot;Steal from Eorland Grey-Mane's Burial Urn&amp;quot;...  maybe there's a related quest no ones found yet..? {{unsigned|166.181.3.108|00:49, 8 May 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:::As far as I understand an NPC can have its personalised burial urn even if the death is not related to any quest or a scripted death. --[[User:MortenOSlash|MortenOSlash]] 04:54, 8 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Merchant Chest==&lt;br /&gt;
{{Discussion moved|Whiterun|Merchant Chest|Skyrim talk|from}}  [[User:The Silencer|The Silencer]] 13:11, 27 March 2012 (UTC)&lt;br /&gt;
We shouldn't allow these annoying glitch exploits on articles, especially when we have more than enough  problems with &amp;quot;supposed bugs&amp;quot; in this game. Moving it here, not for now, but forever:&lt;br /&gt;
*An out-of-bounds merchant chest beneath the city can be reached by jumping over the city walls. Firstly, travel to Whiterun. Upon arrival take an immediate right up a flight of stairs and take the next right afterwards. Secondly, jump up onto the barrel and jump up onto the wall on the right side. After you've gotten onto the wall jump off. You should now be outside the city limits of Whiterun. Now turn left and follow the city walls until you see a large hole in the terrain caused by missing graphics. Walk over it and look into the corner. You should fall beneath the terrain, and are free to walk under the city. By now you should see the chest; try to jump underneath it if you can't reach it. This chest belongs to [[Skyrim:Eorlund Gray-Mane|Eorlund Gray-Mane]]. It can be replenished by waiting two days and bartering with Eorlund. (Verified 360) ''by [[User:DevilsAdvocate]] 21:44, 8 January 2012''&lt;br /&gt;
--[[User:Krusty|Krusty]] 21:31, 17 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Shouldn't this be [http://www.uesp.net/wiki/Skyrim:Glitches here] ?&lt;br /&gt;
::--[[User:Jng|Jng]] 12:42, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I can confirm this. The talk page sign is to stop the glitch from being put on the main page. [[User:The Silencer|The Silencer]] 13:49, 27 March 2012 (UTC)&lt;br /&gt;
{{od}}{{ec}}I don't see a problem with including exploit-type bugs on articles, since that's information a lot of players might want.  I ''do'', however, have an issue with it being split between the two pages (as it stands now, there's a blurb on the article linking to the full description of the bug on the talk page).  If it's going to be included, it should all be on the main page.  If not, the blurb should be removed too. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 13:51, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I dont care either way. The info is relevant to here more than whiterun general page, so I moved it. I added the original poster to clarify. There are a few reachable merchants chests so I might put them all on the glitches page, as Jng suggests. [[User:The Silencer|The Silencer]] 14:02, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you for keeping this glitch somewhere. With the apparently common random death of Eorlund it would be useful to still be able to get Skyforge weapons from his merchant's chest. I have simpler method of getting to it. Hold a plate or object out in front of you and sprint into the side of Jorrvaskr. In the right place you'll clip through building and end up underneath the ground. Head over to beneath the Skyforge and claim your loot. I even got stuff without any of it counting as stealing. Although that might be because I'm a Companion. {{unsigned|75.205.251.252|16:12, 23 May 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
I`m level 46 at Smithing but now if i train with him money gets remoived but no level added. {{unsigned2|11:11, 3 May 2012|77.166.160.62}}&lt;br /&gt;
&lt;br /&gt;
:I've encountered this myself, and the only (temporary) fix I've found is to go to the [[Skyrim:Ghorza gra-Bagol|common]] and [[Skyrim:Balimund|expert level]] trainers and train with them before going back to Eorlund for master level training. Sometimes it works, sometimes it doesn't. [[User:Kitkat1749|Kitkat]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 11:26, 3 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Eorlund_Gray-Mane&amp;diff=964753</id>
		<title>Skyrim talk:Eorlund Gray-Mane</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Eorlund_Gray-Mane&amp;diff=964753"/>
		<updated>2012-06-05T06:40:18Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Random Death? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dialogue for Training Missing (PS3)==&lt;br /&gt;
On my latest run to Whiterun to get my smithing trained, I talked to Eorlund and all the dialogue options were available EXCEPT for the smithing training.  I am a member of the companions and have received training from him numerous times.  The skill is in the mid-90s now so he's the only one who can train me any further.&lt;br /&gt;
&lt;br /&gt;
The ONLY thing I can think of is that I've just started the quest where they ask me to become a werewolf.  I haven't answered them yet.  My guess would be that, for some strange reason, that particular quest at that particular stage causes the training dialogue for Eorlund to become unavailable.  If that's the case, then this would definitely be a bug as there's really no rational reason why he should refuse to train me at that point but still be willing to sell me shit.&lt;br /&gt;
&lt;br /&gt;
Could someone attempt to repro this for me?  Thanks!  [[Special:Contributions/216.243.60.171|216.243.60.171]] 06:34, 5 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Random Death?==&lt;br /&gt;
Eorlund just uped and died on me, this happen to anyone else? I had finished all the quests he was involved with and now it seams he's dead. [[User:Macilnar|Macilnar]] 18:12, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:yup happened to me to :( {{unsigned|173.214.231.223|00:46, 28 November 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
::Where did your Eorlund die? I found his corpse in the watery part going up to dragonsreach- [[User:Azurome|Azurome]] 06:21, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Has a dragon attacked Whiterun recently? If so, there is a known bug where Eorlund can be killed when attacked by a dragon. --[[User:Pushasha|Pushasha]] 21:51, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::after finishing the game i can't find him anywhere. unless he died during the civil war or compainions questline. when you go into beast form he'll fight along side you. maybe he died while that happened but i can't even find his body.--[[Special:Contributions/64.126.90.132|64.126.90.132]] 00:25, 6 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I was just told he died by the other Whiterun blacksmith. He wasn't dead a few days ago, and nothing's happened in Whiterun. I'm nowhere near the civil war story arc, haven't finished all of the Companion's quests (but I did just finish the Purity quest line and found Valkas randomly in Winterhold booking it back to Whiterun). Sad. [[User:Bryteline|Bryteline]] 04:10, 9 February 2012 (UTC)&lt;br /&gt;
::::::I went back to a save three hours of play earlier, and Eorlund is alive and well. This is very frustrating. I hate it when my favorite NPCs die for no reason in these games. [[User:Bryteline|Bryteline]] 04:16, 9 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::As a player of the xbox and user of macbook, I don't have the Creation Kit; I am curious if there are factors creating a probability for death due to &amp;quot;natural causes&amp;quot;, because of the 'age' of the NPC. In other words, as game-days go on the &amp;quot;chance&amp;quot; for Eorlund to die when the PC enters Whiterun will increase. The developers had certain characters that would replace the duties of an NPC that died. Perhaps they added variables effecting the probability that 'aged' NPC's will eventually 'pass away'. Perhaps a player skilled in use of the Creation Kit could find a reason.--[[User:Skober|Skober]] 06:48, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::::This just happened to me too and I think I know what happened. I did the final quest for The Companions, but I never talked to Eorlund afterward. I cured my own lycanthropy before leaving Ysgramor's tomb, which revoked my access to the underforge, the last place I saw him. Just now, I used the console to move myself to his location just to see where he was, and it moved me underneath the Skyforge, right where the underforge should be. He was just lying there dead. I think curing my lycanthropy and revoking my access to the underforge while he was still in it killed him. &lt;br /&gt;
::::::::I had also started and finished the quest to rescue his son from the Thalmor, after the last Companion quest but before realizing he was dead. I don't know if that had any effect on this. --[[Special:Contributions/97.73.64.143|97.73.64.143]] 20:39, 28 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just a guess. Eorlund's sudden death perhaps has something to do with the Thalmor. His death never happens to my character. My character has not done the Civil War Quests yet. Try this: Finish the Companions quest, and save his son from the Thalmor by killing them all. I never see Eorlund's death after having done this, with 3 different characters already.{{unsigned|210.195.246.206|30 March 2012}}&lt;br /&gt;
&lt;br /&gt;
:As far as I can tell in the Creation Kit, there are no scripted deaths for Eorlund, so it seems likely that he's dying while doing something else. What that something else might be remains a mystery, though. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 05:02, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::From Leonydas:&lt;br /&gt;
::I dont think its a random event or a glitch. I think its part of the game. If you go into the Hall of the Dead in Whiterun, in the very back you'll find a uniquely colored burial urn. Hovering over it reveals the option to &amp;quot;Steal from Eorland Grey-Mane's Burial Urn&amp;quot;...  maybe there's a related quest no ones found yet..? {{unsigned|166.181.3.108|00:49, 8 May 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:::As far as I understand an NPC can have its personalised burial urn even if the death is not related to any quest or a scripted death. --[[User:MortenOSlash|MortenOSlash]] 04:54, 8 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It should be contained in the &amp;quot;Bugs&amp;quot; section of the appropriate article.  The fact that it's an exploit is irrelevant.  Unless the exploit is an intentional Easter egg, it is, by definition, a bug.  That being said, moving it to this article was a good move since it's more relevant to the topic. [[Special:Contributions/216.243.60.171|216.243.60.171]] 06:40, 5 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Merchant Chest==&lt;br /&gt;
{{Discussion moved|Whiterun|Merchant Chest|Skyrim talk|from}}  [[User:The Silencer|The Silencer]] 13:11, 27 March 2012 (UTC)&lt;br /&gt;
We shouldn't allow these annoying glitch exploits on articles, especially when we have more than enough  problems with &amp;quot;supposed bugs&amp;quot; in this game. Moving it here, not for now, but forever:&lt;br /&gt;
*An out-of-bounds merchant chest beneath the city can be reached by jumping over the city walls. Firstly, travel to Whiterun. Upon arrival take an immediate right up a flight of stairs and take the next right afterwards. Secondly, jump up onto the barrel and jump up onto the wall on the right side. After you've gotten onto the wall jump off. You should now be outside the city limits of Whiterun. Now turn left and follow the city walls until you see a large hole in the terrain caused by missing graphics. Walk over it and look into the corner. You should fall beneath the terrain, and are free to walk under the city. By now you should see the chest; try to jump underneath it if you can't reach it. This chest belongs to [[Skyrim:Eorlund Gray-Mane|Eorlund Gray-Mane]]. It can be replenished by waiting two days and bartering with Eorlund. (Verified 360) ''by [[User:DevilsAdvocate]] 21:44, 8 January 2012''&lt;br /&gt;
--[[User:Krusty|Krusty]] 21:31, 17 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Shouldn't this be [http://www.uesp.net/wiki/Skyrim:Glitches here] ?&lt;br /&gt;
::--[[User:Jng|Jng]] 12:42, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I can confirm this. The talk page sign is to stop the glitch from being put on the main page. [[User:The Silencer|The Silencer]] 13:49, 27 March 2012 (UTC)&lt;br /&gt;
{{od}}{{ec}}I don't see a problem with including exploit-type bugs on articles, since that's information a lot of players might want.  I ''do'', however, have an issue with it being split between the two pages (as it stands now, there's a blurb on the article linking to the full description of the bug on the talk page).  If it's going to be included, it should all be on the main page.  If not, the blurb should be removed too. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 13:51, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I dont care either way. The info is relevant to here more than whiterun general page, so I moved it. I added the original poster to clarify. There are a few reachable merchants chests so I might put them all on the glitches page, as Jng suggests. [[User:The Silencer|The Silencer]] 14:02, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you for keeping this glitch somewhere. With the apparently common random death of Eorlund it would be useful to still be able to get Skyforge weapons from his merchant's chest. I have simpler method of getting to it. Hold a plate or object out in front of you and sprint into the side of Jorrvaskr. In the right place you'll clip through building and end up underneath the ground. Head over to beneath the Skyforge and claim your loot. I even got stuff without any of it counting as stealing. Although that might be because I'm a Companion. {{unsigned|75.205.251.252|16:12, 23 May 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
I`m level 46 at Smithing but now if i train with him money gets remoived but no level added. {{unsigned2|11:11, 3 May 2012|77.166.160.62}}&lt;br /&gt;
&lt;br /&gt;
:I've encountered this myself, and the only (temporary) fix I've found is to go to the [[Skyrim:Ghorza gra-Bagol|common]] and [[Skyrim:Balimund|expert level]] trainers and train with them before going back to Eorlund for master level training. Sometimes it works, sometimes it doesn't. [[User:Kitkat1749|Kitkat]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 11:26, 3 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Eorlund_Gray-Mane&amp;diff=964752</id>
		<title>Skyrim talk:Eorlund Gray-Mane</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Eorlund_Gray-Mane&amp;diff=964752"/>
		<updated>2012-06-05T06:34:53Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dialogue for Training Missing (PS3)==&lt;br /&gt;
On my latest run to Whiterun to get my smithing trained, I talked to Eorlund and all the dialogue options were available EXCEPT for the smithing training.  I am a member of the companions and have received training from him numerous times.  The skill is in the mid-90s now so he's the only one who can train me any further.&lt;br /&gt;
&lt;br /&gt;
The ONLY thing I can think of is that I've just started the quest where they ask me to become a werewolf.  I haven't answered them yet.  My guess would be that, for some strange reason, that particular quest at that particular stage causes the training dialogue for Eorlund to become unavailable.  If that's the case, then this would definitely be a bug as there's really no rational reason why he should refuse to train me at that point but still be willing to sell me shit.&lt;br /&gt;
&lt;br /&gt;
Could someone attempt to repro this for me?  Thanks!  [[Special:Contributions/216.243.60.171|216.243.60.171]] 06:34, 5 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Random Death?==&lt;br /&gt;
Eorlund just uped and died on me, this happen to anyone else? I had finished all the quests he was involved with and now it seams he's dead. [[User:Macilnar|Macilnar]] 18:12, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:yup happened to me to :( {{unsigned|173.214.231.223|00:46, 28 November 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
::Where did your Eorlund die? I found his corpse in the watery part going up to dragonsreach- [[User:Azurome|Azurome]] 06:21, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Has a dragon attacked Whiterun recently? If so, there is a known bug where Eorlund can be killed when attacked by a dragon. --[[User:Pushasha|Pushasha]] 21:51, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::after finishing the game i can't find him anywhere. unless he died during the civil war or compainions questline. when you go into beast form he'll fight along side you. maybe he died while that happened but i can't even find his body.--[[Special:Contributions/64.126.90.132|64.126.90.132]] 00:25, 6 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I was just told he died by the other Whiterun blacksmith. He wasn't dead a few days ago, and nothing's happened in Whiterun. I'm nowhere near the civil war story arc, haven't finished all of the Companion's quests (but I did just finish the Purity quest line and found Valkas randomly in Winterhold booking it back to Whiterun). Sad. [[User:Bryteline|Bryteline]] 04:10, 9 February 2012 (UTC)&lt;br /&gt;
::::::I went back to a save three hours of play earlier, and Eorlund is alive and well. This is very frustrating. I hate it when my favorite NPCs die for no reason in these games. [[User:Bryteline|Bryteline]] 04:16, 9 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::As a player of the xbox and user of macbook, I don't have the Creation Kit; I am curious if there are factors creating a probability for death due to &amp;quot;natural causes&amp;quot;, because of the 'age' of the NPC. In other words, as game-days go on the &amp;quot;chance&amp;quot; for Eorlund to die when the PC enters Whiterun will increase. The developers had certain characters that would replace the duties of an NPC that died. Perhaps they added variables effecting the probability that 'aged' NPC's will eventually 'pass away'. Perhaps a player skilled in use of the Creation Kit could find a reason.--[[User:Skober|Skober]] 06:48, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::::This just happened to me too and I think I know what happened. I did the final quest for The Companions, but I never talked to Eorlund afterward. I cured my own lycanthropy before leaving Ysgramor's tomb, which revoked my access to the underforge, the last place I saw him. Just now, I used the console to move myself to his location just to see where he was, and it moved me underneath the Skyforge, right where the underforge should be. He was just lying there dead. I think curing my lycanthropy and revoking my access to the underforge while he was still in it killed him. &lt;br /&gt;
::::::::I had also started and finished the quest to rescue his son from the Thalmor, after the last Companion quest but before realizing he was dead. I don't know if that had any effect on this. --[[Special:Contributions/97.73.64.143|97.73.64.143]] 20:39, 28 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just a guess. Eorlund's sudden death perhaps has something to do with the Thalmor. His death never happens to my character. My character has not done the Civil War Quests yet. Try this: Finish the Companions quest, and save his son from the Thalmor by killing them all. I never see Eorlund's death after having done this, with 3 different characters already.{{unsigned|210.195.246.206|30 March 2012}}&lt;br /&gt;
&lt;br /&gt;
:As far as I can tell in the Creation Kit, there are no scripted deaths for Eorlund, so it seems likely that he's dying while doing something else. What that something else might be remains a mystery, though. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 05:02, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::From Leonydas:&lt;br /&gt;
::I dont think its a random event or a glitch. I think its part of the game. If you go into the Hall of the Dead in Whiterun, in the very back you'll find a uniquely colored burial urn. Hovering over it reveals the option to &amp;quot;Steal from Eorland Grey-Mane's Burial Urn&amp;quot;...  maybe there's a related quest no ones found yet..? {{unsigned|166.181.3.108|00:49, 8 May 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:::As far as I understand an NPC can have its personalised burial urn even if the death is not related to any quest or a scripted death. --[[User:MortenOSlash|MortenOSlash]] 04:54, 8 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Merchant Chest==&lt;br /&gt;
{{Discussion moved|Whiterun|Merchant Chest|Skyrim talk|from}}  [[User:The Silencer|The Silencer]] 13:11, 27 March 2012 (UTC)&lt;br /&gt;
We shouldn't allow these annoying glitch exploits on articles, especially when we have more than enough  problems with &amp;quot;supposed bugs&amp;quot; in this game. Moving it here, not for now, but forever:&lt;br /&gt;
*An out-of-bounds merchant chest beneath the city can be reached by jumping over the city walls. Firstly, travel to Whiterun. Upon arrival take an immediate right up a flight of stairs and take the next right afterwards. Secondly, jump up onto the barrel and jump up onto the wall on the right side. After you've gotten onto the wall jump off. You should now be outside the city limits of Whiterun. Now turn left and follow the city walls until you see a large hole in the terrain caused by missing graphics. Walk over it and look into the corner. You should fall beneath the terrain, and are free to walk under the city. By now you should see the chest; try to jump underneath it if you can't reach it. This chest belongs to [[Skyrim:Eorlund Gray-Mane|Eorlund Gray-Mane]]. It can be replenished by waiting two days and bartering with Eorlund. (Verified 360) ''by [[User:DevilsAdvocate]] 21:44, 8 January 2012''&lt;br /&gt;
--[[User:Krusty|Krusty]] 21:31, 17 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Shouldn't this be [http://www.uesp.net/wiki/Skyrim:Glitches here] ?&lt;br /&gt;
::--[[User:Jng|Jng]] 12:42, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I can confirm this. The talk page sign is to stop the glitch from being put on the main page. [[User:The Silencer|The Silencer]] 13:49, 27 March 2012 (UTC)&lt;br /&gt;
{{od}}{{ec}}I don't see a problem with including exploit-type bugs on articles, since that's information a lot of players might want.  I ''do'', however, have an issue with it being split between the two pages (as it stands now, there's a blurb on the article linking to the full description of the bug on the talk page).  If it's going to be included, it should all be on the main page.  If not, the blurb should be removed too. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 13:51, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I dont care either way. The info is relevant to here more than whiterun general page, so I moved it. I added the original poster to clarify. There are a few reachable merchants chests so I might put them all on the glitches page, as Jng suggests. [[User:The Silencer|The Silencer]] 14:02, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you for keeping this glitch somewhere. With the apparently common random death of Eorlund it would be useful to still be able to get Skyforge weapons from his merchant's chest. I have simpler method of getting to it. Hold a plate or object out in front of you and sprint into the side of Jorrvaskr. In the right place you'll clip through building and end up underneath the ground. Head over to beneath the Skyforge and claim your loot. I even got stuff without any of it counting as stealing. Although that might be because I'm a Companion. {{unsigned|75.205.251.252|16:12, 23 May 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
I`m level 46 at Smithing but now if i train with him money gets remoived but no level added. {{unsigned2|11:11, 3 May 2012|77.166.160.62}}&lt;br /&gt;
&lt;br /&gt;
:I've encountered this myself, and the only (temporary) fix I've found is to go to the [[Skyrim:Ghorza gra-Bagol|common]] and [[Skyrim:Balimund|expert level]] trainers and train with them before going back to Eorlund for master level training. Sometimes it works, sometimes it doesn't. [[User:Kitkat1749|Kitkat]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 11:26, 3 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Trouble_in_Skyrim&amp;diff=963513</id>
		<title>Skyrim:Trouble in Skyrim</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Trouble_in_Skyrim&amp;diff=963513"/>
		<updated>2012-06-03T06:12:32Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail2|Quests|Companions|Radiant}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Farkas|Farkas]]&lt;br /&gt;
|Reward=300 [[Skyrim:Gold|Gold]]&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=[[Skyrim:Take Up Arms|Take Up Arms]]&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Skyrim:Whiterun|Whiterun]], [[Skyrim:Jorrvaskr|Jorrvaskr]]&lt;br /&gt;
|Image=&lt;br /&gt;
|ImgDesc=&lt;br /&gt;
|description=Fulfill a contract for the [[Skyrim:Companions|Companions]] to clear out a troublesome area.&lt;br /&gt;
|ID=CR05&lt;br /&gt;
|Icon=&lt;br /&gt;
|radiant=yes&lt;br /&gt;
}}&lt;br /&gt;
==Radiant Options==&lt;br /&gt;
This is a radiant quest which you can only receive from the following person.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! QuestGiver&lt;br /&gt;
! QuestGiverHome&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Farkas|Farkas]] || [[Skyrim:Jorrvaskr Living Quarters|Jorrvaskr Living Quarters]] ([[Skyrim:Whiterun|Whiterun]]) &lt;br /&gt;
|}&lt;br /&gt;
The target location is randomly chosen from 118&amp;lt;!-- Yes, this is 118, not 119, because one location is both Forsworn Camp and Hagraven Next--&amp;gt; possible locations, amounting to a majority of the [[Skyrim:Dungeons|dungeons]] that contain boss-type enemies.  The location will be limited to holds that you have previously visited, so early in the game you may only receive destinations within Whiterun Hold, but later in the game there are many more possible destinations.  Possible types of locations are: &lt;br /&gt;
* A [[Skyrim:Bandit|Bandit]] Camp or Bandit-Occupied Fort: 28 possible locations ([[:Category:Skyrim-Places-Bandit Camps|Bandit Camps category]])&lt;br /&gt;
* A [[Skyrim:Falmer|Falmer]] Hive: 12 possible locations ([[:Category:Skyrim-Places-Falmer Hives|Falmer Hives category]])&lt;br /&gt;
* A [[Skyrim:Forsworn|Forsworn]] Camp: 8 possible locations ([[:Category:Skyrim-Places-Forsworn Camps|Forsworn Camps category]])&lt;br /&gt;
* A [[Skyrim:Giant|Giant]] Camp: 12 possible locations  ([[:Category:Skyrim-Places-Giant Camps|Giant Camps category]])&lt;br /&gt;
* A [[Skyrim:Hagraven|Hagraven]] Nest: 11 possible locations  ([[:Category:Skyrim-Places-Hagraven Nests|Hagraven Nests category]])&lt;br /&gt;
* A [[Skyrim:Vampire|Vampire]] Lair: 6 possible locations  ([[:Category:Skyrim-Places-Vampire Lairs|Vampire Lairs category]])&lt;br /&gt;
* A [[Skyrim:Warlock|Warlock]] Lair: 17 possible locations ([[:Category:Skyrim-Places-Warlock Lairs|Warlock Lairs category]])&lt;br /&gt;
* A [[Skyrim:Spriggan|Spriggan]] Grove: 8 possible locations  ([[:Category:Skyrim-Places-Spriggan Groves|Spriggan Groves category]])&lt;br /&gt;
* A [[Skyrim:Draugr|Draugr]] Crypt: 17 possible locations  ([[:Category:Skyrim-Places-Draugr Crypts|Draugr Crypts category]])&lt;br /&gt;
(Note that the provided categories list all locations with the given type of occupant, including locations that do ''not'' have a boss-type enemy and therefore cannot be possible destinations for this quest).&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions:  Provide a point-by-point list of the key tasks that need to be completed for this quest.  Spoilers should be avoided in the quick walkthrough. --&amp;gt;&lt;br /&gt;
# Kill the leader of the assigned location.&lt;br /&gt;
# Return to Farkas.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions: The detailed walkthrough should provide full information about the quest, organized into paragraphs.  Spoilers belong in this section.--&amp;gt;&lt;br /&gt;
Farkas has received a contract to clear out a troublesome area. You need to travel there and kill the leader. The quest is randomized and repeatable.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|If you have already killed the target prior to obtaining the quest, the quest marker may point to the target's dead body. You may find that Farkas never provides the option to complete the quest.  Consequently, other Companions will not allow you to start new tasks, thereby making further progression with the Companions impossible.|confirmed=1}}&lt;br /&gt;
:*If you are on the XBOX 360 or PS3, there is currently no way to fix this bug.  Other than reloading an older save from before you accepted the quest or &amp;quot;pre-killed&amp;quot; the intended target, you will not be able to advance the Companions quest line, period.    However, this bug ''can'' be ''prevented'' very easily:  '''Always save your game prior to starting this quest!  Keep that save intact for the duration of the quest!'''&lt;br /&gt;
::*Because the random seed is ''not'' preserved, if you end up getting one of these &amp;quot;already cleared&amp;quot; quests, simply reload the save you made just before receiving the quest and try again.  You'll get a new random quest; most likely a different one.  Keep repeating this until you've received a quest that can actually be completed.&lt;br /&gt;
::*This is currently the ONLY way to work around this bug without using the console!&lt;br /&gt;
:*Waiting for 30 days to reset the area may resolve this. {{VN|didn't work on PS3 and Xbox360}}&lt;br /&gt;
:*You may use the console to manually enable the next stage in the &amp;quot;main&amp;quot; quest line.  First enter the command &amp;lt;code&amp;gt;setstage C01 0&amp;lt;/code&amp;gt;; then, speak to Skjor.  This seems to work, though other issues may or may not arise later (has not been thoroughly tested).&lt;br /&gt;
:**If you are using either of these workarounds, it's worth deselecting the quest beforehand; if you do not, the quest may remain highlighted, leaving a permanent quest marker on your map.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|1||&lt;br /&gt;
|10||A group of bandits has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of draugr has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of Falmer has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of the Forsworn has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of giants has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of hagravens has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of spriggans has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of vampires has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of warlocks has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Kill the leader of &amp;lt;Alias&amp;amp;#61;Location&amp;gt;&lt;br /&gt;
|20||I cleared out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;, so &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt; is now a bit safer.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Return to &amp;lt;Alias&amp;amp;#61;Questgiver&amp;gt;&lt;br /&gt;
|100||&lt;br /&gt;
|200|Yes|&lt;br /&gt;
|250||&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Trouble_in_Skyrim&amp;diff=963511</id>
		<title>Skyrim:Trouble in Skyrim</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Trouble_in_Skyrim&amp;diff=963511"/>
		<updated>2012-06-03T06:10:25Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail2|Quests|Companions|Radiant}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Farkas|Farkas]]&lt;br /&gt;
|Reward=300 [[Skyrim:Gold|Gold]]&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=[[Skyrim:Take Up Arms|Take Up Arms]]&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Skyrim:Whiterun|Whiterun]], [[Skyrim:Jorrvaskr|Jorrvaskr]]&lt;br /&gt;
|Image=&lt;br /&gt;
|ImgDesc=&lt;br /&gt;
|description=Fulfill a contract for the [[Skyrim:Companions|Companions]] to clear out a troublesome area.&lt;br /&gt;
|ID=CR05&lt;br /&gt;
|Icon=&lt;br /&gt;
|radiant=yes&lt;br /&gt;
}}&lt;br /&gt;
==Radiant Options==&lt;br /&gt;
This is a radiant quest which you can only receive from the following person.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! QuestGiver&lt;br /&gt;
! QuestGiverHome&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Farkas|Farkas]] || [[Skyrim:Jorrvaskr Living Quarters|Jorrvaskr Living Quarters]] ([[Skyrim:Whiterun|Whiterun]]) &lt;br /&gt;
|}&lt;br /&gt;
The target location is randomly chosen from 118&amp;lt;!-- Yes, this is 118, not 119, because one location is both Forsworn Camp and Hagraven Next--&amp;gt; possible locations, amounting to a majority of the [[Skyrim:Dungeons|dungeons]] that contain boss-type enemies.  The location will be limited to holds that you have previously visited, so early in the game you may only receive destinations within Whiterun Hold, but later in the game there are many more possible destinations.  Possible types of locations are: &lt;br /&gt;
* A [[Skyrim:Bandit|Bandit]] Camp or Bandit-Occupied Fort: 28 possible locations ([[:Category:Skyrim-Places-Bandit Camps|Bandit Camps category]])&lt;br /&gt;
* A [[Skyrim:Falmer|Falmer]] Hive: 12 possible locations ([[:Category:Skyrim-Places-Falmer Hives|Falmer Hives category]])&lt;br /&gt;
* A [[Skyrim:Forsworn|Forsworn]] Camp: 8 possible locations ([[:Category:Skyrim-Places-Forsworn Camps|Forsworn Camps category]])&lt;br /&gt;
* A [[Skyrim:Giant|Giant]] Camp: 12 possible locations  ([[:Category:Skyrim-Places-Giant Camps|Giant Camps category]])&lt;br /&gt;
* A [[Skyrim:Hagraven|Hagraven]] Nest: 11 possible locations  ([[:Category:Skyrim-Places-Hagraven Nests|Hagraven Nests category]])&lt;br /&gt;
* A [[Skyrim:Vampire|Vampire]] Lair: 6 possible locations  ([[:Category:Skyrim-Places-Vampire Lairs|Vampire Lairs category]])&lt;br /&gt;
* A [[Skyrim:Warlock|Warlock]] Lair: 17 possible locations ([[:Category:Skyrim-Places-Warlock Lairs|Warlock Lairs category]])&lt;br /&gt;
* A [[Skyrim:Spriggan|Spriggan]] Grove: 8 possible locations  ([[:Category:Skyrim-Places-Spriggan Groves|Spriggan Groves category]])&lt;br /&gt;
* A [[Skyrim:Draugr|Draugr]] Crypt: 17 possible locations  ([[:Category:Skyrim-Places-Draugr Crypts|Draugr Crypts category]])&lt;br /&gt;
(Note that the provided categories list all locations with the given type of occupant, including locations that do ''not'' have a boss-type enemy and therefore cannot be possible destinations for this quest).&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions:  Provide a point-by-point list of the key tasks that need to be completed for this quest.  Spoilers should be avoided in the quick walkthrough. --&amp;gt;&lt;br /&gt;
# Kill the leader of the assigned location.&lt;br /&gt;
# Return to Farkas.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions: The detailed walkthrough should provide full information about the quest, organized into paragraphs.  Spoilers belong in this section.--&amp;gt;&lt;br /&gt;
Farkas has received a contract to clear out a troublesome area. You need to travel there and kill the leader. The quest is randomized and repeatable.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|If you have already killed the target prior to obtaining the quest, the quest marker may point to the target's dead body. You may find that Farkas never provides the option to complete the quest.  Consequently, other Companions will not allow you to start new tasks, thereby making further progression with the Companions impossible.|confirmed=1}}&lt;br /&gt;
:*If you are on the XBOX 360 or PS3, there is currently no way to fix this bug.  You will never be able to advance the Companions questline without reloading an earlier save, period.  However, this bug ''can'' be ''prevented'' very easily:  '''Always save your game prior to starting this quest!  Keep that save intact for the duration of the quest!'''&lt;br /&gt;
::*Because the random seed is ''not'' preserved, if you end up getting one of these &amp;quot;already cleared&amp;quot; quests, simply reload the save you made just before receiving the quest and try again.  You'll get a new random quest; most likely a different one.  Keep repeating this until you've received a quest that can actually be completed.&lt;br /&gt;
::*This is currently the ONLY way to work around this bug without using the console!&lt;br /&gt;
:*Waiting for 30 days to reset the area may resolve this. {{VN|didn't work on PS3 and Xbox360}}&lt;br /&gt;
:*You may use the console to manually enable the next stage in the &amp;quot;main&amp;quot; quest line.  First enter the command &amp;lt;code&amp;gt;setstage C01 0&amp;lt;/code&amp;gt;; then, speak to Skjor.  This seems to work, though other issues may or may not arise later (has not been thoroughly tested).&lt;br /&gt;
:**If you are using either of these workarounds, it's worth deselecting the quest beforehand; if you do not, the quest may remain highlighted, leaving a permanent quest marker on your map.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|1||&lt;br /&gt;
|10||A group of bandits has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of draugr has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of Falmer has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of the Forsworn has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of giants has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of hagravens has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of spriggans has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of vampires has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of warlocks has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Kill the leader of &amp;lt;Alias&amp;amp;#61;Location&amp;gt;&lt;br /&gt;
|20||I cleared out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;, so &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt; is now a bit safer.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Return to &amp;lt;Alias&amp;amp;#61;Questgiver&amp;gt;&lt;br /&gt;
|100||&lt;br /&gt;
|200|Yes|&lt;br /&gt;
|250||&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Trouble_in_Skyrim&amp;diff=963510</id>
		<title>Skyrim:Trouble in Skyrim</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Trouble_in_Skyrim&amp;diff=963510"/>
		<updated>2012-06-03T06:09:34Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail2|Quests|Companions|Radiant}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Farkas|Farkas]]&lt;br /&gt;
|Reward=300 [[Skyrim:Gold|Gold]]&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=[[Skyrim:Take Up Arms|Take Up Arms]]&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Skyrim:Whiterun|Whiterun]], [[Skyrim:Jorrvaskr|Jorrvaskr]]&lt;br /&gt;
|Image=&lt;br /&gt;
|ImgDesc=&lt;br /&gt;
|description=Fulfill a contract for the [[Skyrim:Companions|Companions]] to clear out a troublesome area.&lt;br /&gt;
|ID=CR05&lt;br /&gt;
|Icon=&lt;br /&gt;
|radiant=yes&lt;br /&gt;
}}&lt;br /&gt;
==Radiant Options==&lt;br /&gt;
This is a radiant quest which you can only receive from the following person.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! QuestGiver&lt;br /&gt;
! QuestGiverHome&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Farkas|Farkas]] || [[Skyrim:Jorrvaskr Living Quarters|Jorrvaskr Living Quarters]] ([[Skyrim:Whiterun|Whiterun]]) &lt;br /&gt;
|}&lt;br /&gt;
The target location is randomly chosen from 118&amp;lt;!-- Yes, this is 118, not 119, because one location is both Forsworn Camp and Hagraven Next--&amp;gt; possible locations, amounting to a majority of the [[Skyrim:Dungeons|dungeons]] that contain boss-type enemies.  The location will be limited to holds that you have previously visited, so early in the game you may only receive destinations within Whiterun Hold, but later in the game there are many more possible destinations.  Possible types of locations are: &lt;br /&gt;
* A [[Skyrim:Bandit|Bandit]] Camp or Bandit-Occupied Fort: 28 possible locations ([[:Category:Skyrim-Places-Bandit Camps|Bandit Camps category]])&lt;br /&gt;
* A [[Skyrim:Falmer|Falmer]] Hive: 12 possible locations ([[:Category:Skyrim-Places-Falmer Hives|Falmer Hives category]])&lt;br /&gt;
* A [[Skyrim:Forsworn|Forsworn]] Camp: 8 possible locations ([[:Category:Skyrim-Places-Forsworn Camps|Forsworn Camps category]])&lt;br /&gt;
* A [[Skyrim:Giant|Giant]] Camp: 12 possible locations  ([[:Category:Skyrim-Places-Giant Camps|Giant Camps category]])&lt;br /&gt;
* A [[Skyrim:Hagraven|Hagraven]] Nest: 11 possible locations  ([[:Category:Skyrim-Places-Hagraven Nests|Hagraven Nests category]])&lt;br /&gt;
* A [[Skyrim:Vampire|Vampire]] Lair: 6 possible locations  ([[:Category:Skyrim-Places-Vampire Lairs|Vampire Lairs category]])&lt;br /&gt;
* A [[Skyrim:Warlock|Warlock]] Lair: 17 possible locations ([[:Category:Skyrim-Places-Warlock Lairs|Warlock Lairs category]])&lt;br /&gt;
* A [[Skyrim:Spriggan|Spriggan]] Grove: 8 possible locations  ([[:Category:Skyrim-Places-Spriggan Groves|Spriggan Groves category]])&lt;br /&gt;
* A [[Skyrim:Draugr|Draugr]] Crypt: 17 possible locations  ([[:Category:Skyrim-Places-Draugr Crypts|Draugr Crypts category]])&lt;br /&gt;
(Note that the provided categories list all locations with the given type of occupant, including locations that do ''not'' have a boss-type enemy and therefore cannot be possible destinations for this quest).&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions:  Provide a point-by-point list of the key tasks that need to be completed for this quest.  Spoilers should be avoided in the quick walkthrough. --&amp;gt;&lt;br /&gt;
# Kill the leader of the assigned location.&lt;br /&gt;
# Return to Farkas.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions: The detailed walkthrough should provide full information about the quest, organized into paragraphs.  Spoilers belong in this section.--&amp;gt;&lt;br /&gt;
Farkas has received a contract to clear out a troublesome area. You need to travel there and kill the leader. The quest is randomized and repeatable.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|If you have already killed the target prior to obtaining the quest, the quest marker may point to the target's dead body. You may find that Farkas never provides the option to complete the quest.  Consequently, other Companions will not allow you to start new tasks, thereby making further progression with the Companions impossible.|confirmed=1}}&lt;br /&gt;
:*If you are on the XBOX 360 or PS3, there is currently no way to fix this bug.  You will never be able to advance the Companions questline, period.  However, this bug ''can'' be ''prevented'' very easily:  '''Always save your game prior to starting this quest!  Keep that save intact for the duration of the quest!'''&lt;br /&gt;
::*Because the random seed is ''not'' preserved, if you end up getting one of these &amp;quot;already cleared&amp;quot; quests, simply reload the save you made just before receiving the quest and try again.  You'll get a new random quest; most likely a different one.  Keep repeating this until you've received a quest that can actually be completed.&lt;br /&gt;
::*This is currently the ONLY way to work around this bug without using the console!&lt;br /&gt;
:*Waiting for 30 days to reset the area may resolve this. {{VN|didn't work on PS3 and Xbox360}}&lt;br /&gt;
:*You may use the console to manually enable the next stage in the &amp;quot;main&amp;quot; quest line.  First enter the command &amp;lt;code&amp;gt;setstage C01 0&amp;lt;/code&amp;gt;; then, speak to Skjor.  This seems to work, though other issues may or may not arise later (has not been thoroughly tested).&lt;br /&gt;
:**If you are using either of these workarounds, it's worth deselecting the quest beforehand; if you do not, the quest may remain highlighted, leaving a permanent quest marker on your map.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|1||&lt;br /&gt;
|10||A group of bandits has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of draugr has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of Falmer has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of the Forsworn has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of giants has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of hagravens has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of spriggans has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of vampires has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;. '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A group of warlocks has been causing trouble in &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt;. I've been asked to clear out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Kill the leader of &amp;lt;Alias&amp;amp;#61;Location&amp;gt;&lt;br /&gt;
|20||I cleared out &amp;lt;Alias&amp;amp;#61;Location&amp;gt;, so &amp;lt;Alias&amp;amp;#61;LocationHold&amp;gt; is now a bit safer.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Return to &amp;lt;Alias&amp;amp;#61;Questgiver&amp;gt;&lt;br /&gt;
|100||&lt;br /&gt;
|200|Yes|&lt;br /&gt;
|250||&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Resist_Poison&amp;diff=962665</id>
		<title>Skyrim talk:Resist Poison</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Resist_Poison&amp;diff=962665"/>
		<updated>2012-06-02T04:24:09Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Does the en chant exist ingame? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 100% Resist Poison Not 100% ==&lt;br /&gt;
100% Resist Poison does not nullify poison damage - you can confirm by wearing Hevnoraak and fighting a few chaurus reapers. You will still get the message &amp;quot;You have been poisoned&amp;quot; and poison damage will show up under Active Effects, though lessened to 1pt/second. Not sure if this is a bug with Hevnoraak or if there's a Resist Poison cap like with Resist Magic... can any PC players use the console to figure that out? {{Uns|71.131.15.109|05:56, 16 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:I've been trying to pin down some oddities with poisons, and it turns out that most of the Falmer &amp;quot;poisons&amp;quot; ''aren't'' actually poisons at all: they're generic &amp;quot;special&amp;quot; spells, and nearly all of them are miscategorised (as are the Chaurus ones). The easiest way to see it in action is to just go through a Dwemer Ruin with a Poison Immunity necklace: Centurion (Poison Gas) Breath is correctly completely blocked, but almost everything else will do either 1pt of damage (with its normal duration, for DOT effects), or (thankfully rarely) full damage (also with full duration, if it's DOT). The &amp;quot;it's capped at 85%&amp;quot; note is, I think, almost certainly wrong given the Centurion case, and it's simply that a huge number of &amp;quot;poison&amp;quot; effects just aren't &amp;quot;fully&amp;quot; so, and as a result the &amp;quot;spell&amp;quot; bypasses what should be a &amp;quot;0 magnitude via immunity&amp;quot; first test; then the actual poison ''MGEF'' gets applied, and when its magnitude gets calculated it comes out as 0 and is rounded up (hacked to) 1 to avoid a division-by-zero error. I haven't had a chance to really dig into it yet, but that's my first impression of things, rather than that there ''is'' a deliberate cap or that it's the Centurion Breath that's wrong. I'm sure Kivan will get to it someday if I can't figure it out. [[User:Aliana|Aliana]] 03:59, 11 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Does the en chant exist ingame? ==&lt;br /&gt;
&lt;br /&gt;
I cant find it and google only returns threads about people who cant find it and no one claims to have this enchant on a disenchantable piece {{Uns|85.56.32.125|23:01, 21 April 2012}}&lt;br /&gt;
:Yes, not being sarcy but that's why there is a section on disenchantable items. That being said I don't think I've had an enemy drop one, they are sold by merchants, usually general merchants. [[User:The Silencer|The Silencer has spoken]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 23:15, 21 April 2012 (UTC)&lt;br /&gt;
::Generally, when someone starts a comment with &amp;quot;[I'm] not being ____&amp;quot;, they're being _____.  That said, I think what OP is asking is whether or not there are any GUARANTEED locations for any of these generic items instead of having to wander aimlessly looking for a random spawn.  Unfortunately, I'm not aware of any that exist. [[Special:Contributions/216.243.60.171|216.243.60.171]] 04:23, 2 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Resist_Poison&amp;diff=962664</id>
		<title>Skyrim talk:Resist Poison</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Resist_Poison&amp;diff=962664"/>
		<updated>2012-06-02T04:23:51Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Does the en chant exist ingame? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 100% Resist Poison Not 100% ==&lt;br /&gt;
100% Resist Poison does not nullify poison damage - you can confirm by wearing Hevnoraak and fighting a few chaurus reapers. You will still get the message &amp;quot;You have been poisoned&amp;quot; and poison damage will show up under Active Effects, though lessened to 1pt/second. Not sure if this is a bug with Hevnoraak or if there's a Resist Poison cap like with Resist Magic... can any PC players use the console to figure that out? {{Uns|71.131.15.109|05:56, 16 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:I've been trying to pin down some oddities with poisons, and it turns out that most of the Falmer &amp;quot;poisons&amp;quot; ''aren't'' actually poisons at all: they're generic &amp;quot;special&amp;quot; spells, and nearly all of them are miscategorised (as are the Chaurus ones). The easiest way to see it in action is to just go through a Dwemer Ruin with a Poison Immunity necklace: Centurion (Poison Gas) Breath is correctly completely blocked, but almost everything else will do either 1pt of damage (with its normal duration, for DOT effects), or (thankfully rarely) full damage (also with full duration, if it's DOT). The &amp;quot;it's capped at 85%&amp;quot; note is, I think, almost certainly wrong given the Centurion case, and it's simply that a huge number of &amp;quot;poison&amp;quot; effects just aren't &amp;quot;fully&amp;quot; so, and as a result the &amp;quot;spell&amp;quot; bypasses what should be a &amp;quot;0 magnitude via immunity&amp;quot; first test; then the actual poison ''MGEF'' gets applied, and when its magnitude gets calculated it comes out as 0 and is rounded up (hacked to) 1 to avoid a division-by-zero error. I haven't had a chance to really dig into it yet, but that's my first impression of things, rather than that there ''is'' a deliberate cap or that it's the Centurion Breath that's wrong. I'm sure Kivan will get to it someday if I can't figure it out. [[User:Aliana|Aliana]] 03:59, 11 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Does the en chant exist ingame? ==&lt;br /&gt;
&lt;br /&gt;
I cant find it and google only returns threads about people who cant find it and no one claims to have this enchant on a disenchantable piece {{Uns|85.56.32.125|23:01, 21 April 2012}}&lt;br /&gt;
:Yes, not being sarcy but that's why there is a section on disenchantable items. That being said I don't think I've had an enemy drop one, they are sold by merchants, usually general merchants. [[User:The Silencer|The Silencer has spoken]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 23:15, 21 April 2012 (UTC)&lt;br /&gt;
::Generally, when someone starts a comment with &amp;quot;not being ____&amp;quot;, they're being _____.  That said, I think what OP is asking is whether or not there are any GUARANTEED locations for any of these generic items instead of having to wander aimlessly looking for a random spawn.  Unfortunately, I'm not aware of any that exist. [[Special:Contributions/216.243.60.171|216.243.60.171]] 04:23, 2 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Enchanting_Effects&amp;diff=961922</id>
		<title>Skyrim:Enchanting Effects</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Enchanting_Effects&amp;diff=961922"/>
		<updated>2012-06-01T05:42:36Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Trail|Skills}}{{#addtotrail:Enchanting}}{{#addtotrail:Magical Effects|separator=' / '}}&lt;br /&gt;
This page documents the '''[[Skyrim:Magical Effects|Magical Effects]]''' that can be used for '''[[Skyrim:Enchanting|Enchanting]]''' items.&lt;br /&gt;
==Enchantment Effects==&lt;br /&gt;
Enchantment effects can only be put on items that are equipped to certain locations.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
===Apparel Effects===&lt;br /&gt;
Base magnitude is the number shown when you hover over an enchantment without selecting it. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot; | Apparel Effect&lt;br /&gt;
!width=&amp;quot;60&amp;quot;| Head !! width=&amp;quot;60&amp;quot;| Neck !!width=&amp;quot;60&amp;quot; | Chest !! width=&amp;quot;60&amp;quot;| Hands !! width=&amp;quot;60&amp;quot;| Finger !! width=&amp;quot;60&amp;quot;| Feet !!width=&amp;quot;60&amp;quot;| Shield&lt;br /&gt;
!Base Magnitude !! Base Cost&amp;lt;ref&amp;gt;Rounded down.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan = &amp;quot;12&amp;quot; | Fortify Skill&lt;br /&gt;
! [[Skyrim:Fortify Alchemy|Alchemy]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +8% potion strength || 167&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Archery|Archery]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +13% damage || 352&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Barter|Barter]]&lt;br /&gt;
|         || {{Yes}} ||         ||         ||         ||         ||&lt;br /&gt;
| Prices improved by 8% || 206&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Block|Block]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +13% damage blocked || 235&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Heavy Armor|Heavy Armor]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +8 skill || 157&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Light Armor|Light Armor]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +8 skill || 137&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Lockpicking|Lockpicking]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +13% || 168&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify One-handed|One-handed]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% damage || 369&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Pickpocket|Pickpocket]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% multiplier to success chance || 184&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Smithing|Smithing]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +8% tempering strength || 231&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Sneak|Sneak]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% || 672&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Two-handed|Two-handed]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% damage || 369&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;6&amp;quot; | Fortify Attribute&lt;br /&gt;
! [[Skyrim:Fortify Magicka|Magicka]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +20 || 188&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Regenerate Magicka|Regen Magicka]]&lt;br /&gt;
| {{Yes}} ||         || {{Yes}} ||         || {{Yes}} ||         ||&lt;br /&gt;
| +20% || 53&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Health|Health]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +20 || 202&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Regenerate_Health|Regen Health]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         ||  &lt;br /&gt;
| +10% || 251&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Stamina|Stamina]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +20 || 161&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Regenerate Stamina|Regen Stamina]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         ||         || {{Yes}} || &lt;br /&gt;
| +10% || 125&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;6&amp;quot; | Resist&lt;br /&gt;
! [[Skyrim:Resist Fire|Fire]]&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
| +15% || 176&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist Frost|Frost]]&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
| +15% || 186&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist_Disease|Disease]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +25% || 55&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist_Magic|Magic]]&amp;lt;ref name=&amp;quot;TwoVersions&amp;quot;&amp;gt;There are two versions of this effect, allowing it to be applied twice.  The second version is from the [[Skyrim:Leveled_Items#Shield_of_Solitude|Shield of Solitude]] and has a base magnitude of 10%.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +8% || 187&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist_Poison|Poison]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +15% || 39&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist Shock|Shock]]&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
| +15% || 196&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;6&amp;quot; | Other&lt;br /&gt;
! [[Skyrim:Fortify_Carry_Weight|Carry Weight]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +15 || 393&lt;br /&gt;
|-&lt;br /&gt;
! Fortify (Magic School)&lt;br /&gt;
| {{Yes}} || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || &lt;br /&gt;
| -8% casting cost || 206-256&lt;br /&gt;
|-&lt;br /&gt;
! Fortify (Magic School)&amp;lt;/br&amp;gt; and Magicka Regen&lt;br /&gt;
|         ||         || {{Yes}} ||         ||         ||         || &lt;br /&gt;
| -5% casting cost&amp;lt;/br&amp;gt;10% Magicka Regen&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 176-205&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Unarmed Damage|Fortify Unarmed]]&lt;br /&gt;
|         ||         ||         || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +5 damage || 88&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Muffle (effect)|Muffle]]&lt;br /&gt;
|         ||         ||         ||         ||         || {{Yes}} ||         &lt;br /&gt;
| n/a || 105&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Water_Breathing|Waterbreathing]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         ||         || {{Yes}} ||         || &lt;br /&gt;
| n/a || 100&lt;br /&gt;
|-&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot; | Apparel Effect&lt;br /&gt;
!width=&amp;quot;60&amp;quot;| Head !! width=&amp;quot;60&amp;quot;| Neck !!width=&amp;quot;60&amp;quot; | Chest !! width=&amp;quot;60&amp;quot;| Hands !! width=&amp;quot;60&amp;quot;| Finger !! width=&amp;quot;60&amp;quot;| Feet !!width=&amp;quot;60&amp;quot;| Shield&lt;br /&gt;
!Base Magnitude !! Base Cost&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon Effects===&lt;br /&gt;
Base magnitude is the number shown when you hover over an enchantment without selecting it, if you have no perks. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks. Base uses is defined the same way but cannot be seen directly without the use of the console.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weapon Effect || School || Base Magnitude || Base Cost&amp;lt;ref&amp;gt;Rounded down.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;3&amp;quot; | Absorb&lt;br /&gt;
! [[Skyrim:Absorb_Health|Health]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 8 || 31&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Absorb_Magicka|Magicka]]&amp;lt;ref name=&amp;quot;DuplicateEffect&amp;quot;&amp;gt;There are two versions of this effect, allowing it to be applied twice.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 21&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Absorb_Stamina|Stamina]]&amp;lt;ref name=&amp;quot;DuplicateEffect&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 22&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;8&amp;quot; | Damage&lt;br /&gt;
! [[Skyrim:Briarheart_Geis_(effect)|Briarheart Geis]]&amp;lt;ref name =&amp;quot;BriarheartGeis&amp;quot;&amp;gt;This effect is found on the Briarheart Geis, a weapon that cannot be found in game.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || +5 damage vs. Nords || 0&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fire_Damage|Fire]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 11&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Frost_Damage|Frost]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10&amp;lt;br/&amp;gt;50% slow for 2s&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 13&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Huntsman's Prowess|Huntsman's Prowess]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || +3 damage vs. Animals || 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Damage_Magicka|Magicka]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 15 || 15&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Shock_Damage|Shock]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Silent Moons Enchant|Silent Moons Enchant]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || +10 damage under moonlight || 5&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Damage_Stamina|Stamina]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 15 || 29&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;3&amp;quot; | Repel&lt;br /&gt;
! [[Skyrim:Banish|Banish]]&lt;br /&gt;
| [[Skyrim:Conjuration|Conjuration]] || Level 10 || 113&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fear|Fear]]&lt;br /&gt;
| [[Skyrim:Illusion|Illusion]] ||Level 10 || 16&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Turn_Undead|Turn Undead]]&lt;br /&gt;
| [[Skyrim:Restoration|Restoration]] || Level 10 || 29&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Apply Effect&lt;br /&gt;
! [[Skyrim:Paralyze|Paralyze]]&lt;br /&gt;
| [[Skyrim:Alteration|Alteration]] || 25% chance for 2s || 34&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Soul_Trap|Soul Trap]]&lt;br /&gt;
| [[Skyrim:Conjuration|Conjuration]] || 4s || 9&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Special&lt;br /&gt;
! [[Skyrim:Soul_Trap|Fiery Soul Trap]]&lt;br /&gt;
| [[Skyrim:Conjuration|Conjuration]] || 5s&amp;lt;br/&amp;gt;10 fire damage&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 11&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Smithing Expertise|Smithing Expertise]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 5 shock damage&amp;lt;br/&amp;gt;+5 Smithing&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skill and Perk Interaction ====&lt;br /&gt;
* Elemental effects are affected by the appropriate [[Skyrim:Destruction|Destruction]] perks. If you have an elemental effect and the corresponding Destruction perk(s), and a second effect, the perk(s) affect both effects. If you have two  elemental effects and their corresponding Destruction  perks, both perks apply multiplicatively to both effects, giving up to a x2.25 multiplier. &lt;br /&gt;
* [[Skyrim:Stability|Stability]] affects the duration of [[Skyrim:Paralyze|Paralyze]] effects.&lt;br /&gt;
* [[Skyrim:Kindred Mage|Kindred Mage]] affects the level of [[Skyrim:Fear|Fear]] effects against appropriate NPCs.&lt;br /&gt;
* [[Skyrim:Aspect of Terror|Aspect of Terror]] does NOT affect the level of [[Skyrim:Fear|Fear]] effects.&lt;br /&gt;
* [[Skyrim:Necromage (perk)|Necromage]] affects the magnitude (damage or level) of all effects used against undead targets. In particular, this allows [[Skyrim:Turn Undead|Turn Undead]] effects of level 40 or higher to work on [[Skyrim:Dragon Priest|Dragon Priests]] (level 50). &lt;br /&gt;
* Necromage also improves the enchantments on items by 25% if the player is a Vampire.&lt;br /&gt;
* The total number of charges is increased by magicka cost reducing equipment and a high skill level in the respective magic school, but not by the Novice-Master perks.&lt;br /&gt;
* Damage Stamina is affected by both [[Skyrim:Fire Enchanter|Fire Enchanter]] and [[Skyrim:Augmented Flames|Augmented Flames]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Many Fortify Skill enchantments actually affect the action directly instead of increasing your skill.&lt;br /&gt;
* Fortify Archery, One-Handed, and Two-Handed are the most powerful offensive enchantments. At 100 Enchanting and with the appropriate perks, if you have the maximum four items enchanted with these, you will do +160% damage. Drinking a &amp;quot;+32% Fortify Enchanting&amp;quot; potion while enchanting further increases this to +188%. For comparison, the difference between having zero perks for a weapon and having all perks for a weapon is +100% damage.&lt;br /&gt;
* Resist Magic is probably the most powerful defensive enchantment, as it protects from a wide range of attacks. With the maximum of 85% Resist Magic you can ignore elemental traps and stand in a dragons breath attack without taking significant damage.&lt;br /&gt;
* If you are mass enchanting your items, it is more profitable to do so with weapons.  Weapon enchant prices are calculated by base uses; the fewer base uses an enchant has, the more expensive the enchantment will be.  The Banish enchantment is by far the most profitable weapon enchantment.&lt;br /&gt;
* If you wish to mass enchant armor, the most profitable armor enchant at the petty gem level is Waterbreathing, which can be applied to helms, rings, and necklaces. (Waterbreathing has no magnitude or duration, so it is just as effective and valuable with a petty gem as it would be with a grand one.) If you use at least lesser soul gems, Fortify Sneak will surpass it.  However, no armor enchants are as profitable as the above-mentioned weapon ones.&lt;br /&gt;
* Nearly all enchantments are available at level 1. One known exception is Banish (level 22).&lt;br /&gt;
&lt;br /&gt;
== Effect Charges and Strength ==&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
&lt;br /&gt;
The net magnitude of the effect follows this formula:&lt;br /&gt;
&lt;br /&gt;
 net magnitude = base magnitude * soul multiplier * skill multiplier * (1 + Enchanter perk) * (1 + specific perk modifier)&lt;br /&gt;
&lt;br /&gt;
Soul multiplier is as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Grand || x1&lt;br /&gt;
|-&lt;br /&gt;
| Greater || x2/3&lt;br /&gt;
|-&lt;br /&gt;
| Common || x1/3&lt;br /&gt;
|-&lt;br /&gt;
| Lesser || x1/6&lt;br /&gt;
|-&lt;br /&gt;
| Petty || x1/12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Skill multiplier is approximately 1 + (skill/100) * (skill/100 - 0.14) / 3.4. Overall, 100 skill points will grant 25% increase over the base magnitude. &lt;br /&gt;
The potions will increase your skill in the formula by their given percentage.&lt;br /&gt;
Maximum possible natural (without potions) multiplier with 100 Enchanting, 5 levels in Enchanter, appropriate +25% perk and Grand soul is 3.125x. With potions (without exploiting fortify restoration effect) the maximum is 3.65x.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
For weapons, you can select the magnitude of the effect up to a maximum. The maximum magnitude is similar to apparel, but not affected by the soul used:&lt;br /&gt;
&lt;br /&gt;
 maximum magnitude = effect's base magnitude * skill multiplier * (1 + Enchanter perk) * (1 + specific Enchanting perk modifier)&lt;br /&gt;
                   * (1 + elemental Destruction perk modifier)&lt;br /&gt;
                   + effect's base magnitude * skill multiplier * (1 + Enchanter perk) * (Potion effect)&lt;br /&gt;
&lt;br /&gt;
The number of uses does depend on the soul used, but not on perks (assuming maximum magnitude is used):&lt;br /&gt;
&lt;br /&gt;
 number of charges = soul capacity&lt;br /&gt;
 charges per use = 3 * (effect base cost * magnitude / maximum magnitude)&amp;lt;sup&amp;gt;1.1&amp;lt;/sup&amp;gt; * skill cost multiplier&lt;br /&gt;
 skill cost multiplier = (1 - skill/200) / (1 + sqrt(skill/200))&lt;br /&gt;
 net number of uses = number of charges / charges per use&lt;br /&gt;
&lt;br /&gt;
Soul capacities are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! Capacity&lt;br /&gt;
|-&lt;br /&gt;
| Grand || 3000&lt;br /&gt;
|-&lt;br /&gt;
| Greater || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Common || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Lesser || 500&lt;br /&gt;
|-&lt;br /&gt;
| Petty || 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the weapon has two effects, the charges per use are added together, resulting in fewer uses.&lt;br /&gt;
&lt;br /&gt;
The soul multiplier is the same as for apparel.&lt;br /&gt;
&lt;br /&gt;
A graph of the net use multiplier by Enchanting skill level:&lt;br /&gt;
&lt;br /&gt;
[[File:Skyrim enchantment net uses graph.png]]&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* The exponent of 1.1 in the number of charges consumed per use means that weapons are more efficient if a lower magnitude is picked. However, the effect is quite weak--halving the magnitude of an effect only improves the efficiency by about 7%. Therefore, for most enchantments it is best to use the maximum magnitude. Possible exceptions are enchantments which apply effects with a duration--since you can swing/fire your weapon fairly quickly, using a duration of more than a couple seconds is usually overkill and will drain your weapon much faster.&lt;br /&gt;
* The number of uses formula has an asymptote at 200 skill. For example, if you could get up to 199 Enchanting, your weapon would have x399.5 charges.&lt;br /&gt;
* The formula is based on the displayed number when enchanting the weapon. It is possible this does not work as advertised--see the talk page.&lt;br /&gt;
* The number of uses and charges per use is not fixed at the time of the enchanting. If you use a Fortify Enchanting by 99% potion with 100 enchanting skill to enchant a weapon with a powerful enchant, and then use it later (while not under effect of said potion), it will run out of charges very fast, because number of charges per use is calculated at the moment of the usage. &lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* {{Bug|Waterbreathing - The probability of finding a disenchantable item of waterbreathing is extremely low.  Because it's a &amp;quot;fixed&amp;quot; affect that does not scale with your level, the probability is further reduced as your character advances in level.  This is due to the fact that items with &amp;quot;more valuable&amp;quot; enchantments are given increasingly dominant odds.  As a result, if you haven't obtained a waterbreathing item by level 70, you will never be able to obtain one because the probability is so small that it rounds down to zero.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
:* There is currently no fix for this bug.  You can, however, get around it by manually adding such an item via the console.  Unfortunately, because this is only available to PC users, players on the PS3 and XBOX 360 will be completely unable to obtain this enchantment at higher levels.&lt;br /&gt;
&lt;br /&gt;
:* Furthermore, there are no guaranteed locations for items of waterbreathing, despite some common rumors to the contrary.  It can only be found via merchants or random loot.  There is a dragon mask that's enchanted with waterbreathing, but it cannot be disenchanted.&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Enchanting_Effects&amp;diff=961919</id>
		<title>Skyrim:Enchanting Effects</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Enchanting_Effects&amp;diff=961919"/>
		<updated>2012-06-01T05:40:02Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Trail|Skills}}{{#addtotrail:Enchanting}}{{#addtotrail:Magical Effects|separator=' / '}}&lt;br /&gt;
This page documents the '''[[Skyrim:Magical Effects|Magical Effects]]''' that can be used for '''[[Skyrim:Enchanting|Enchanting]]''' items.&lt;br /&gt;
==Enchantment Effects==&lt;br /&gt;
Enchantment effects can only be put on items that are equipped to certain locations.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
===Apparel Effects===&lt;br /&gt;
Base magnitude is the number shown when you hover over an enchantment without selecting it. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot; | Apparel Effect&lt;br /&gt;
!width=&amp;quot;60&amp;quot;| Head !! width=&amp;quot;60&amp;quot;| Neck !!width=&amp;quot;60&amp;quot; | Chest !! width=&amp;quot;60&amp;quot;| Hands !! width=&amp;quot;60&amp;quot;| Finger !! width=&amp;quot;60&amp;quot;| Feet !!width=&amp;quot;60&amp;quot;| Shield&lt;br /&gt;
!Base Magnitude !! Base Cost&amp;lt;ref&amp;gt;Rounded down.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan = &amp;quot;12&amp;quot; | Fortify Skill&lt;br /&gt;
! [[Skyrim:Fortify Alchemy|Alchemy]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +8% potion strength || 167&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Archery|Archery]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +13% damage || 352&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Barter|Barter]]&lt;br /&gt;
|         || {{Yes}} ||         ||         ||         ||         ||&lt;br /&gt;
| Prices improved by 8% || 206&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Block|Block]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +13% damage blocked || 235&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Heavy Armor|Heavy Armor]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +8 skill || 157&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Light Armor|Light Armor]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +8 skill || 137&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Lockpicking|Lockpicking]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +13% || 168&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify One-handed|One-handed]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% damage || 369&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Pickpocket|Pickpocket]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% multiplier to success chance || 184&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Smithing|Smithing]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +8% tempering strength || 231&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Sneak|Sneak]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% || 672&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Two-handed|Two-handed]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% damage || 369&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;6&amp;quot; | Fortify Attribute&lt;br /&gt;
! [[Skyrim:Fortify Magicka|Magicka]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +20 || 188&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Regenerate Magicka|Regen Magicka]]&lt;br /&gt;
| {{Yes}} ||         || {{Yes}} ||         || {{Yes}} ||         ||&lt;br /&gt;
| +20% || 53&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Health|Health]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +20 || 202&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Regenerate_Health|Regen Health]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         ||  &lt;br /&gt;
| +10% || 251&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Stamina|Stamina]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +20 || 161&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Regenerate Stamina|Regen Stamina]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         ||         || {{Yes}} || &lt;br /&gt;
| +10% || 125&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;6&amp;quot; | Resist&lt;br /&gt;
! [[Skyrim:Resist Fire|Fire]]&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
| +15% || 176&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist Frost|Frost]]&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
| +15% || 186&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist_Disease|Disease]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +25% || 55&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist_Magic|Magic]]&amp;lt;ref name=&amp;quot;TwoVersions&amp;quot;&amp;gt;There are two versions of this effect, allowing it to be applied twice.  The second version is from the [[Skyrim:Leveled_Items#Shield_of_Solitude|Shield of Solitude]] and has a base magnitude of 10%.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +8% || 187&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist_Poison|Poison]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +15% || 39&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist Shock|Shock]]&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
| +15% || 196&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;6&amp;quot; | Other&lt;br /&gt;
! [[Skyrim:Fortify_Carry_Weight|Carry Weight]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +15 || 393&lt;br /&gt;
|-&lt;br /&gt;
! Fortify (Magic School)&lt;br /&gt;
| {{Yes}} || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || &lt;br /&gt;
| -8% casting cost || 206-256&lt;br /&gt;
|-&lt;br /&gt;
! Fortify (Magic School)&amp;lt;/br&amp;gt; and Magicka Regen&lt;br /&gt;
|         ||         || {{Yes}} ||         ||         ||         || &lt;br /&gt;
| -5% casting cost&amp;lt;/br&amp;gt;10% Magicka Regen&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 176-205&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Unarmed Damage|Fortify Unarmed]]&lt;br /&gt;
|         ||         ||         || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +5 damage || 88&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Muffle (effect)|Muffle]]&lt;br /&gt;
|         ||         ||         ||         ||         || {{Yes}} ||         &lt;br /&gt;
| n/a || 105&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Water_Breathing|Waterbreathing]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         ||         || {{Yes}} ||         || &lt;br /&gt;
| n/a || 100&lt;br /&gt;
|-&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot; | Apparel Effect&lt;br /&gt;
!width=&amp;quot;60&amp;quot;| Head !! width=&amp;quot;60&amp;quot;| Neck !!width=&amp;quot;60&amp;quot; | Chest !! width=&amp;quot;60&amp;quot;| Hands !! width=&amp;quot;60&amp;quot;| Finger !! width=&amp;quot;60&amp;quot;| Feet !!width=&amp;quot;60&amp;quot;| Shield&lt;br /&gt;
!Base Magnitude !! Base Cost&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon Effects===&lt;br /&gt;
Base magnitude is the number shown when you hover over an enchantment without selecting it, if you have no perks. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks. Base uses is defined the same way but cannot be seen directly without the use of the console.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weapon Effect || School || Base Magnitude || Base Cost&amp;lt;ref&amp;gt;Rounded down.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;3&amp;quot; | Absorb&lt;br /&gt;
! [[Skyrim:Absorb_Health|Health]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 8 || 31&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Absorb_Magicka|Magicka]]&amp;lt;ref name=&amp;quot;DuplicateEffect&amp;quot;&amp;gt;There are two versions of this effect, allowing it to be applied twice.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 21&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Absorb_Stamina|Stamina]]&amp;lt;ref name=&amp;quot;DuplicateEffect&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 22&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;8&amp;quot; | Damage&lt;br /&gt;
! [[Skyrim:Briarheart_Geis_(effect)|Briarheart Geis]]&amp;lt;ref name =&amp;quot;BriarheartGeis&amp;quot;&amp;gt;This effect is found on the Briarheart Geis, a weapon that cannot be found in game.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || +5 damage vs. Nords || 0&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fire_Damage|Fire]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 11&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Frost_Damage|Frost]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10&amp;lt;br/&amp;gt;50% slow for 2s&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 13&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Huntsman's Prowess|Huntsman's Prowess]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || +3 damage vs. Animals || 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Damage_Magicka|Magicka]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 15 || 15&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Shock_Damage|Shock]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Silent Moons Enchant|Silent Moons Enchant]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || +10 damage under moonlight || 5&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Damage_Stamina|Stamina]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 15 || 29&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;3&amp;quot; | Repel&lt;br /&gt;
! [[Skyrim:Banish|Banish]]&lt;br /&gt;
| [[Skyrim:Conjuration|Conjuration]] || Level 10 || 113&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fear|Fear]]&lt;br /&gt;
| [[Skyrim:Illusion|Illusion]] ||Level 10 || 16&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Turn_Undead|Turn Undead]]&lt;br /&gt;
| [[Skyrim:Restoration|Restoration]] || Level 10 || 29&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Apply Effect&lt;br /&gt;
! [[Skyrim:Paralyze|Paralyze]]&lt;br /&gt;
| [[Skyrim:Alteration|Alteration]] || 25% chance for 2s || 34&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Soul_Trap|Soul Trap]]&lt;br /&gt;
| [[Skyrim:Conjuration|Conjuration]] || 4s || 9&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Special&lt;br /&gt;
! [[Skyrim:Soul_Trap|Fiery Soul Trap]]&lt;br /&gt;
| [[Skyrim:Conjuration|Conjuration]] || 5s&amp;lt;br/&amp;gt;10 fire damage&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 11&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Smithing Expertise|Smithing Expertise]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 5 shock damage&amp;lt;br/&amp;gt;+5 Smithing&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skill and Perk Interaction ====&lt;br /&gt;
* Elemental effects are affected by the appropriate [[Skyrim:Destruction|Destruction]] perks. If you have an elemental effect and the corresponding Destruction perk(s), and a second effect, the perk(s) affect both effects. If you have two  elemental effects and their corresponding Destruction  perks, both perks apply multiplicatively to both effects, giving up to a x2.25 multiplier. &lt;br /&gt;
* [[Skyrim:Stability|Stability]] affects the duration of [[Skyrim:Paralyze|Paralyze]] effects.&lt;br /&gt;
* [[Skyrim:Kindred Mage|Kindred Mage]] affects the level of [[Skyrim:Fear|Fear]] effects against appropriate NPCs.&lt;br /&gt;
* [[Skyrim:Aspect of Terror|Aspect of Terror]] does NOT affect the level of [[Skyrim:Fear|Fear]] effects.&lt;br /&gt;
* [[Skyrim:Necromage (perk)|Necromage]] affects the magnitude (damage or level) of all effects used against undead targets. In particular, this allows [[Skyrim:Turn Undead|Turn Undead]] effects of level 40 or higher to work on [[Skyrim:Dragon Priest|Dragon Priests]] (level 50). &lt;br /&gt;
* Necromage also improves the enchantments on items by 25% if the player is a Vampire.&lt;br /&gt;
* The total number of charges is increased by magicka cost reducing equipment and a high skill level in the respective magic school, but not by the Novice-Master perks.&lt;br /&gt;
* Damage Stamina is affected by both [[Skyrim:Fire Enchanter|Fire Enchanter]] and [[Skyrim:Augmented Flames|Augmented Flames]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Many Fortify Skill enchantments actually affect the action directly instead of increasing your skill.&lt;br /&gt;
* Fortify Archery, One-Handed, and Two-Handed are the most powerful offensive enchantments. At 100 Enchanting and with the appropriate perks, if you have the maximum four items enchanted with these, you will do +160% damage. Drinking a &amp;quot;+32% Fortify Enchanting&amp;quot; potion while enchanting further increases this to +188%. For comparison, the difference between having zero perks for a weapon and having all perks for a weapon is +100% damage.&lt;br /&gt;
* Resist Magic is probably the most powerful defensive enchantment, as it protects from a wide range of attacks. With the maximum of 85% Resist Magic you can ignore elemental traps and stand in a dragons breath attack without taking significant damage.&lt;br /&gt;
* If you are mass enchanting your items, it is more profitable to do so with weapons.  Weapon enchant prices are calculated by base uses; the fewer base uses an enchant has, the more expensive the enchantment will be.  The Banish enchantment is by far the most profitable weapon enchantment.&lt;br /&gt;
* If you wish to mass enchant armor, the most profitable armor enchant at the petty gem level is Waterbreathing, which can be applied to helms, rings, and necklaces. (Waterbreathing has no magnitude or duration, so it is just as effective and valuable with a petty gem as it would be with a grand one.) If you use at least lesser soul gems, Fortify Sneak will surpass it.  However, no armor enchants are as profitable as the above-mentioned weapon ones.&lt;br /&gt;
* Nearly all enchantments are available at level 1. One known exception is Banish (level 22).&lt;br /&gt;
&lt;br /&gt;
== Effect Charges and Strength ==&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
&lt;br /&gt;
The net magnitude of the effect follows this formula:&lt;br /&gt;
&lt;br /&gt;
 net magnitude = base magnitude * soul multiplier * skill multiplier * (1 + Enchanter perk) * (1 + specific perk modifier)&lt;br /&gt;
&lt;br /&gt;
Soul multiplier is as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Grand || x1&lt;br /&gt;
|-&lt;br /&gt;
| Greater || x2/3&lt;br /&gt;
|-&lt;br /&gt;
| Common || x1/3&lt;br /&gt;
|-&lt;br /&gt;
| Lesser || x1/6&lt;br /&gt;
|-&lt;br /&gt;
| Petty || x1/12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Skill multiplier is approximately 1 + (skill/100) * (skill/100 - 0.14) / 3.4. Overall, 100 skill points will grant 25% increase over the base magnitude. &lt;br /&gt;
The potions will increase your skill in the formula by their given percentage.&lt;br /&gt;
Maximum possible natural (without potions) multiplier with 100 Enchanting, 5 levels in Enchanter, appropriate +25% perk and Grand soul is 3.125x. With potions (without exploiting fortify restoration effect) the maximum is 3.65x.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
For weapons, you can select the magnitude of the effect up to a maximum. The maximum magnitude is similar to apparel, but not affected by the soul used:&lt;br /&gt;
&lt;br /&gt;
 maximum magnitude = effect's base magnitude * skill multiplier * (1 + Enchanter perk) * (1 + specific Enchanting perk modifier)&lt;br /&gt;
                   * (1 + elemental Destruction perk modifier)&lt;br /&gt;
                   + effect's base magnitude * skill multiplier * (1 + Enchanter perk) * (Potion effect)&lt;br /&gt;
&lt;br /&gt;
The number of uses does depend on the soul used, but not on perks (assuming maximum magnitude is used):&lt;br /&gt;
&lt;br /&gt;
 number of charges = soul capacity&lt;br /&gt;
 charges per use = 3 * (effect base cost * magnitude / maximum magnitude)&amp;lt;sup&amp;gt;1.1&amp;lt;/sup&amp;gt; * skill cost multiplier&lt;br /&gt;
 skill cost multiplier = (1 - skill/200) / (1 + sqrt(skill/200))&lt;br /&gt;
 net number of uses = number of charges / charges per use&lt;br /&gt;
&lt;br /&gt;
Soul capacities are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! Capacity&lt;br /&gt;
|-&lt;br /&gt;
| Grand || 3000&lt;br /&gt;
|-&lt;br /&gt;
| Greater || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Common || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Lesser || 500&lt;br /&gt;
|-&lt;br /&gt;
| Petty || 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the weapon has two effects, the charges per use are added together, resulting in fewer uses.&lt;br /&gt;
&lt;br /&gt;
The soul multiplier is the same as for apparel.&lt;br /&gt;
&lt;br /&gt;
A graph of the net use multiplier by Enchanting skill level:&lt;br /&gt;
&lt;br /&gt;
[[File:Skyrim enchantment net uses graph.png]]&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* The exponent of 1.1 in the number of charges consumed per use means that weapons are more efficient if a lower magnitude is picked. However, the effect is quite weak--halving the magnitude of an effect only improves the efficiency by about 7%. Therefore, for most enchantments it is best to use the maximum magnitude. Possible exceptions are enchantments which apply effects with a duration--since you can swing/fire your weapon fairly quickly, using a duration of more than a couple seconds is usually overkill and will drain your weapon much faster.&lt;br /&gt;
* The number of uses formula has an asymptote at 200 skill. For example, if you could get up to 199 Enchanting, your weapon would have x399.5 charges.&lt;br /&gt;
* The formula is based on the displayed number when enchanting the weapon. It is possible this does not work as advertised--see the talk page.&lt;br /&gt;
* The number of uses and charges per use is not fixed at the time of the enchanting. If you use a Fortify Enchanting by 99% potion with 100 enchanting skill to enchant a weapon with a powerful enchant, and then use it later (while not under effect of said potion), it will run out of charges very fast, because number of charges per use is calculated at the moment of the usage. &lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* {{Bug|Waterbreathing - The probability of finding a disenchantable item of waterbreathing is extremely low.  Because it's a &amp;quot;fixed&amp;quot; affect that does not scale with your level, the probability is further reduced as your character advances in level.  This is due to the fact that items with &amp;quot;more valuable&amp;quot; enchantments are given increasingly dominant odds.  As a result, if you haven't obtained a waterbreathing item by level 70, you will never be able to obtain one because the probability is so small that it rounds down to zero.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
:* There is currently no fix for this bug.  You can, however, get around it by manually adding such an item via the console.  Unfortunately, because this is only available to PC users, players on the PS3 and XBOX 360 will be completely unable to obtain this enchantment at higher levels.&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Enchanting_Effects&amp;diff=961914</id>
		<title>Skyrim:Enchanting Effects</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Enchanting_Effects&amp;diff=961914"/>
		<updated>2012-06-01T05:37:31Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: Added waterbreathing spawn probability formula/rounding bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Trail|Skills}}{{#addtotrail:Enchanting}}{{#addtotrail:Magical Effects|separator=' / '}}&lt;br /&gt;
This page documents the '''[[Skyrim:Magical Effects|Magical Effects]]''' that can be used for '''[[Skyrim:Enchanting|Enchanting]]''' items.&lt;br /&gt;
==Enchantment Effects==&lt;br /&gt;
Enchantment effects can only be put on items that are equipped to certain locations.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
===Apparel Effects===&lt;br /&gt;
Base magnitude is the number shown when you hover over an enchantment without selecting it. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot; | Apparel Effect&lt;br /&gt;
!width=&amp;quot;60&amp;quot;| Head !! width=&amp;quot;60&amp;quot;| Neck !!width=&amp;quot;60&amp;quot; | Chest !! width=&amp;quot;60&amp;quot;| Hands !! width=&amp;quot;60&amp;quot;| Finger !! width=&amp;quot;60&amp;quot;| Feet !!width=&amp;quot;60&amp;quot;| Shield&lt;br /&gt;
!Base Magnitude !! Base Cost&amp;lt;ref&amp;gt;Rounded down.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan = &amp;quot;12&amp;quot; | Fortify Skill&lt;br /&gt;
! [[Skyrim:Fortify Alchemy|Alchemy]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +8% potion strength || 167&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Archery|Archery]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +13% damage || 352&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Barter|Barter]]&lt;br /&gt;
|         || {{Yes}} ||         ||         ||         ||         ||&lt;br /&gt;
| Prices improved by 8% || 206&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Block|Block]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +13% damage blocked || 235&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Heavy Armor|Heavy Armor]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +8 skill || 157&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Light Armor|Light Armor]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +8 skill || 137&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Lockpicking|Lockpicking]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +13% || 168&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify One-handed|One-handed]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% damage || 369&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Pickpocket|Pickpocket]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% multiplier to success chance || 184&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Smithing|Smithing]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +8% tempering strength || 231&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Sneak|Sneak]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% || 672&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Two-handed|Two-handed]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% damage || 369&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;6&amp;quot; | Fortify Attribute&lt;br /&gt;
! [[Skyrim:Fortify Magicka|Magicka]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +20 || 188&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Regenerate Magicka|Regen Magicka]]&lt;br /&gt;
| {{Yes}} ||         || {{Yes}} ||         || {{Yes}} ||         ||&lt;br /&gt;
| +20% || 53&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Health|Health]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +20 || 202&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Regenerate_Health|Regen Health]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         ||  &lt;br /&gt;
| +10% || 251&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Stamina|Stamina]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +20 || 161&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Regenerate Stamina|Regen Stamina]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         ||         || {{Yes}} || &lt;br /&gt;
| +10% || 125&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;6&amp;quot; | Resist&lt;br /&gt;
! [[Skyrim:Resist Fire|Fire]]&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
| +15% || 176&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist Frost|Frost]]&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
| +15% || 186&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist_Disease|Disease]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +25% || 55&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist_Magic|Magic]]&amp;lt;ref name=&amp;quot;TwoVersions&amp;quot;&amp;gt;There are two versions of this effect, allowing it to be applied twice.  The second version is from the [[Skyrim:Leveled_Items#Shield_of_Solitude|Shield of Solitude]] and has a base magnitude of 10%.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +8% || 187&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist_Poison|Poison]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +15% || 39&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist Shock|Shock]]&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
| +15% || 196&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;6&amp;quot; | Other&lt;br /&gt;
! [[Skyrim:Fortify_Carry_Weight|Carry Weight]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +15 || 393&lt;br /&gt;
|-&lt;br /&gt;
! Fortify (Magic School)&lt;br /&gt;
| {{Yes}} || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || &lt;br /&gt;
| -8% casting cost || 206-256&lt;br /&gt;
|-&lt;br /&gt;
! Fortify (Magic School)&amp;lt;/br&amp;gt; and Magicka Regen&lt;br /&gt;
|         ||         || {{Yes}} ||         ||         ||         || &lt;br /&gt;
| -5% casting cost&amp;lt;/br&amp;gt;10% Magicka Regen&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 176-205&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Unarmed Damage|Fortify Unarmed]]&lt;br /&gt;
|         ||         ||         || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +5 damage || 88&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Muffle (effect)|Muffle]]&lt;br /&gt;
|         ||         ||         ||         ||         || {{Yes}} ||         &lt;br /&gt;
| n/a || 105&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Water_Breathing|Waterbreathing]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         ||         || {{Yes}} ||         || &lt;br /&gt;
| n/a || 100&lt;br /&gt;
|-&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot; | Apparel Effect&lt;br /&gt;
!width=&amp;quot;60&amp;quot;| Head !! width=&amp;quot;60&amp;quot;| Neck !!width=&amp;quot;60&amp;quot; | Chest !! width=&amp;quot;60&amp;quot;| Hands !! width=&amp;quot;60&amp;quot;| Finger !! width=&amp;quot;60&amp;quot;| Feet !!width=&amp;quot;60&amp;quot;| Shield&lt;br /&gt;
!Base Magnitude !! Base Cost&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon Effects===&lt;br /&gt;
Base magnitude is the number shown when you hover over an enchantment without selecting it, if you have no perks. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks. Base uses is defined the same way but cannot be seen directly without the use of the console.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weapon Effect || School || Base Magnitude || Base Cost&amp;lt;ref&amp;gt;Rounded down.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;3&amp;quot; | Absorb&lt;br /&gt;
! [[Skyrim:Absorb_Health|Health]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 8 || 31&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Absorb_Magicka|Magicka]]&amp;lt;ref name=&amp;quot;DuplicateEffect&amp;quot;&amp;gt;There are two versions of this effect, allowing it to be applied twice.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 21&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Absorb_Stamina|Stamina]]&amp;lt;ref name=&amp;quot;DuplicateEffect&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 22&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;8&amp;quot; | Damage&lt;br /&gt;
! [[Skyrim:Briarheart_Geis_(effect)|Briarheart Geis]]&amp;lt;ref name =&amp;quot;BriarheartGeis&amp;quot;&amp;gt;This effect is found on the Briarheart Geis, a weapon that cannot be found in game.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || +5 damage vs. Nords || 0&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fire_Damage|Fire]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 11&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Frost_Damage|Frost]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10&amp;lt;br/&amp;gt;50% slow for 2s&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 13&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Huntsman's Prowess|Huntsman's Prowess]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || +3 damage vs. Animals || 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Damage_Magicka|Magicka]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 15 || 15&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Shock_Damage|Shock]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Silent Moons Enchant|Silent Moons Enchant]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || +10 damage under moonlight || 5&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Damage_Stamina|Stamina]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 15 || 29&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;3&amp;quot; | Repel&lt;br /&gt;
! [[Skyrim:Banish|Banish]]&lt;br /&gt;
| [[Skyrim:Conjuration|Conjuration]] || Level 10 || 113&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fear|Fear]]&lt;br /&gt;
| [[Skyrim:Illusion|Illusion]] ||Level 10 || 16&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Turn_Undead|Turn Undead]]&lt;br /&gt;
| [[Skyrim:Restoration|Restoration]] || Level 10 || 29&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Apply Effect&lt;br /&gt;
! [[Skyrim:Paralyze|Paralyze]]&lt;br /&gt;
| [[Skyrim:Alteration|Alteration]] || 25% chance for 2s || 34&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Soul_Trap|Soul Trap]]&lt;br /&gt;
| [[Skyrim:Conjuration|Conjuration]] || 4s || 9&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Special&lt;br /&gt;
! [[Skyrim:Soul_Trap|Fiery Soul Trap]]&lt;br /&gt;
| [[Skyrim:Conjuration|Conjuration]] || 5s&amp;lt;br/&amp;gt;10 fire damage&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 11&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Smithing Expertise|Smithing Expertise]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 5 shock damage&amp;lt;br/&amp;gt;+5 Smithing&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skill and Perk Interaction ====&lt;br /&gt;
* Elemental effects are affected by the appropriate [[Skyrim:Destruction|Destruction]] perks. If you have an elemental effect and the corresponding Destruction perk(s), and a second effect, the perk(s) affect both effects. If you have two  elemental effects and their corresponding Destruction  perks, both perks apply multiplicatively to both effects, giving up to a x2.25 multiplier. &lt;br /&gt;
* [[Skyrim:Stability|Stability]] affects the duration of [[Skyrim:Paralyze|Paralyze]] effects.&lt;br /&gt;
* [[Skyrim:Kindred Mage|Kindred Mage]] affects the level of [[Skyrim:Fear|Fear]] effects against appropriate NPCs.&lt;br /&gt;
* [[Skyrim:Aspect of Terror|Aspect of Terror]] does NOT affect the level of [[Skyrim:Fear|Fear]] effects.&lt;br /&gt;
* [[Skyrim:Necromage (perk)|Necromage]] affects the magnitude (damage or level) of all effects used against undead targets. In particular, this allows [[Skyrim:Turn Undead|Turn Undead]] effects of level 40 or higher to work on [[Skyrim:Dragon Priest|Dragon Priests]] (level 50). &lt;br /&gt;
* Necromage also improves the enchantments on items by 25% if the player is a Vampire.&lt;br /&gt;
* The total number of charges is increased by magicka cost reducing equipment and a high skill level in the respective magic school, but not by the Novice-Master perks.&lt;br /&gt;
* Damage Stamina is affected by both [[Skyrim:Fire Enchanter|Fire Enchanter]] and [[Skyrim:Augmented Flames|Augmented Flames]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Many Fortify Skill enchantments actually affect the action directly instead of increasing your skill.&lt;br /&gt;
* Fortify Archery, One-Handed, and Two-Handed are the most powerful offensive enchantments. At 100 Enchanting and with the appropriate perks, if you have the maximum four items enchanted with these, you will do +160% damage. Drinking a &amp;quot;+32% Fortify Enchanting&amp;quot; potion while enchanting further increases this to +188%. For comparison, the difference between having zero perks for a weapon and having all perks for a weapon is +100% damage.&lt;br /&gt;
* Resist Magic is probably the most powerful defensive enchantment, as it protects from a wide range of attacks. With the maximum of 85% Resist Magic you can ignore elemental traps and stand in a dragons breath attack without taking significant damage.&lt;br /&gt;
* If you are mass enchanting your items, it is more profitable to do so with weapons.  Weapon enchant prices are calculated by base uses; the fewer base uses an enchant has, the more expensive the enchantment will be.  The Banish enchantment is by far the most profitable weapon enchantment.&lt;br /&gt;
* If you wish to mass enchant armor, the most profitable armor enchant at the petty gem level is Waterbreathing, which can be applied to helms, rings, and necklaces. (Waterbreathing has no magnitude or duration, so it is just as effective and valuable with a petty gem as it would be with a grand one.) If you use at least lesser soul gems, Fortify Sneak will surpass it.  However, no armor enchants are as profitable as the above-mentioned weapon ones.&lt;br /&gt;
* Nearly all enchantments are available at level 1. One known exception is Banish (level 22).&lt;br /&gt;
&lt;br /&gt;
== Effect Charges and Strength ==&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
&lt;br /&gt;
The net magnitude of the effect follows this formula:&lt;br /&gt;
&lt;br /&gt;
 net magnitude = base magnitude * soul multiplier * skill multiplier * (1 + Enchanter perk) * (1 + specific perk modifier)&lt;br /&gt;
&lt;br /&gt;
Soul multiplier is as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Grand || x1&lt;br /&gt;
|-&lt;br /&gt;
| Greater || x2/3&lt;br /&gt;
|-&lt;br /&gt;
| Common || x1/3&lt;br /&gt;
|-&lt;br /&gt;
| Lesser || x1/6&lt;br /&gt;
|-&lt;br /&gt;
| Petty || x1/12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Skill multiplier is approximately 1 + (skill/100) * (skill/100 - 0.14) / 3.4. Overall, 100 skill points will grant 25% increase over the base magnitude. &lt;br /&gt;
The potions will increase your skill in the formula by their given percentage.&lt;br /&gt;
Maximum possible natural (without potions) multiplier with 100 Enchanting, 5 levels in Enchanter, appropriate +25% perk and Grand soul is 3.125x. With potions (without exploiting fortify restoration effect) the maximum is 3.65x.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
For weapons, you can select the magnitude of the effect up to a maximum. The maximum magnitude is similar to apparel, but not affected by the soul used:&lt;br /&gt;
&lt;br /&gt;
 maximum magnitude = effect's base magnitude * skill multiplier * (1 + Enchanter perk) * (1 + specific Enchanting perk modifier)&lt;br /&gt;
                   * (1 + elemental Destruction perk modifier)&lt;br /&gt;
                   + effect's base magnitude * skill multiplier * (1 + Enchanter perk) * (Potion effect)&lt;br /&gt;
&lt;br /&gt;
The number of uses does depend on the soul used, but not on perks (assuming maximum magnitude is used):&lt;br /&gt;
&lt;br /&gt;
 number of charges = soul capacity&lt;br /&gt;
 charges per use = 3 * (effect base cost * magnitude / maximum magnitude)&amp;lt;sup&amp;gt;1.1&amp;lt;/sup&amp;gt; * skill cost multiplier&lt;br /&gt;
 skill cost multiplier = (1 - skill/200) / (1 + sqrt(skill/200))&lt;br /&gt;
 net number of uses = number of charges / charges per use&lt;br /&gt;
&lt;br /&gt;
Soul capacities are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! Capacity&lt;br /&gt;
|-&lt;br /&gt;
| Grand || 3000&lt;br /&gt;
|-&lt;br /&gt;
| Greater || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Common || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Lesser || 500&lt;br /&gt;
|-&lt;br /&gt;
| Petty || 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the weapon has two effects, the charges per use are added together, resulting in fewer uses.&lt;br /&gt;
&lt;br /&gt;
The soul multiplier is the same as for apparel.&lt;br /&gt;
&lt;br /&gt;
A graph of the net use multiplier by Enchanting skill level:&lt;br /&gt;
&lt;br /&gt;
[[File:Skyrim enchantment net uses graph.png]]&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* The exponent of 1.1 in the number of charges consumed per use means that weapons are more efficient if a lower magnitude is picked. However, the effect is quite weak--halving the magnitude of an effect only improves the efficiency by about 7%. Therefore, for most enchantments it is best to use the maximum magnitude. Possible exceptions are enchantments which apply effects with a duration--since you can swing/fire your weapon fairly quickly, using a duration of more than a couple seconds is usually overkill and will drain your weapon much faster.&lt;br /&gt;
* The number of uses formula has an asymptote at 200 skill. For example, if you could get up to 199 Enchanting, your weapon would have x399.5 charges.&lt;br /&gt;
* The formula is based on the displayed number when enchanting the weapon. It is possible this does not work as advertised--see the talk page.&lt;br /&gt;
* The number of uses and charges per use is not fixed at the time of the enchanting. If you use a Fortify Enchanting by 99% potion with 100 enchanting skill to enchant a weapon with a powerful enchant, and then use it later (while not under effect of said potion), it will run out of charges very fast, because number of charges per use is calculated at the moment of the usage. &lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* {{Bug|Waterbreathing - The probability of finding a disenchantable item of waterbreathing is extremely low.  Because it's a &amp;quot;fixed&amp;quot; affect that does not scale with your level, the probability is further reduced as your character advances in level.  This is due to the fact that items with &amp;quot;more valuable&amp;quot; enchantments are given increasingly dominant odds.  As a result, if you haven't obtained a waterbreathing item by level 70, you will never be able to obtain one because the probability is so small that it rounds down to zero.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
** There is no fix for this bug.  You can, however, get around it by manually adding such an item via the console.  Unfortunately, because this is only available to PC users, players on the PS3 and XBOX 360 will be completely unable to obtain this enchantment at higher levels.&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Silverdrift_Lair&amp;diff=960628</id>
		<title>Skyrim talk:Silverdrift Lair</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Silverdrift_Lair&amp;diff=960628"/>
		<updated>2012-05-29T05:56:51Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Word of Power Not Available ==&lt;br /&gt;
The word of power at the end is not available to me. Is it possible I've already learned it somewhere else? Also, the end boss depends upon level. At 48 I had a Draugr Death Overlord by the word wall.&lt;br /&gt;
[[Special:Contributions/68.51.23.6|68.51.23.6]] 15:48, 9 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For me, I gained Hand, Disarm but it is best to lure them away from the word. I too had a Deathlord and an Death Overlord @ 48 by pure coincidence (or is it?). ([[User:Zaraphet|Zaraphet]] 20:51, 14 December 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
::At Level 28 the boss was a Death Overlord and a Draugr Scourge. Thoough the Death Overlord seemed easier then usual so wondering if its leveled? [[User:Lord Eydvar|Lord Eydvar]] 19:48, 24 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::The Word Wall teaches a Word for the Disarm Shout. You have to make sure both Draugr are dead before trying to get the Word, too. The boss here is definitely leveled, as I only faced a Scourge Lord and I'm level 22. --[[User:Zmedaris|Zmedaris]] 04:39, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I got the bug too, I got the shout already, but the graybeards sent me here nevertheless. I cannot learn the shout and the quest doesn't finish. What console command would fix it? I had another place where a fire breath shout was teached I knew already, there the wall just normally absorbed, and the quest was marked finished, just didn't learn the word. Defeating both before approaching the wall doesn't help either. [[Special:Contributions/81.217.14.229|81.217.14.229]] 21:36, 8 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overhauled Article Page ==&lt;br /&gt;
&lt;br /&gt;
To sum up everything I did:-&lt;br /&gt;
&lt;br /&gt;
*Completely redid the walkthrough to include much more detail about the path through the dungeon. The most important part here was the use of Cardinal Direction (north, east, south, west, and everything in between) for better guidance and location of items / containers, which was lacking in the last revision.&lt;br /&gt;
&lt;br /&gt;
*Detailed most, if not all, items that can be found outside of containers and how to get to them (especially the enchanted helm found on a pedestal, which almost always has a magnificent enchantment). Most of these weren't present in the last revision.&lt;br /&gt;
&lt;br /&gt;
*Detailed every single container, including barrels and urns, found in the dungeon. Made sure to give a rough idea of what to expect in each chest (minor loot, decent loot, great loot, whatever you wanna call it), since some of them are locked (a couple by really tough locks), and it's nice to know if breaking all those picks is worth it.&lt;br /&gt;
&lt;br /&gt;
*Included a mention of all the enemies that appear in the dungeon. Just about every Draugr here is completely random based on the player's level, save a few purposely higher-level Draugr, and the boss. This was not made very clear.&lt;br /&gt;
&lt;br /&gt;
*Added links to all relevant key terms, including anchors for the traps and their activators. Useful for people that aren't familiar with some traps or what a 'Draugr' is.&lt;br /&gt;
&lt;br /&gt;
*Made the location of Silverdrift Lair a little more 'exact'.&lt;br /&gt;
&lt;br /&gt;
*Described in 'Notes' what Word the player can get from the Word Wall.&lt;br /&gt;
&lt;br /&gt;
*Described a bug that effectively sticks the player in place with no legitimate way of escaping (jumping, Whirlwind Sprint Shout, etc.). If anyone DOES find a way to get unstuck that doesn't include console codes, please add it! The people without a PC might have some issues here.&lt;br /&gt;
&lt;br /&gt;
I made sure to delve the dungeon five times over by saving outside the dungeon before entering for the first time (so everything is different each time I went through), so the information I was able to provide is mostly accurate!&lt;br /&gt;
&lt;br /&gt;
This is really just me trying to be a better editor. If anyone doesn't like some or all of what I did, then by all means revert the edit. But please take a moment to tell me why you did :) only way to get better! --[[User:Zmedaris|Zmedaris]] 20:33, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article Image ==&lt;br /&gt;
&lt;br /&gt;
Should the article image be replaced with a picture of the outside area of Silverdrift Lair? Perhaps a picture of the entry area? What is the usual standard for dungeon article images?{{unsigned|Zmedaris|20:33, 5 Januari 2012}}&lt;br /&gt;
:You're correct. The first image should always be one the outside area. However, in the meantime this picture will do. [[User:Wolok gro-Barok|Wolok gro-Barok]] 22:18, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Best Article in this (Skyrim) Wiki==&lt;br /&gt;
This is by far the best walkthrough I have encountered so far- 3 characters above level 45, so I presume to have read most of them. The elsewhere-ubiquitous faults which were scrupulously avoided/corrected by Zmedaris include:&lt;br /&gt;
*Cardinal directions!!! It is so frustrating to read a walkthrough that continually uses ambiguous relative directions (&amp;quot;to the left/right/behind/in front of...&amp;quot; Whose left? Coming into the room from which direction? etc. etc.&lt;br /&gt;
*Ambiguous location descriptions!!! &amp;quot;When you get to the big room...&amp;quot; or &amp;quot;Just to the left of the brown rock&amp;quot; in a locale chock-full of brown rocks... This editor's location descriptions were clear, concise and spot-on.&lt;br /&gt;
*Proper English!!! Only found two niggling typos/corrections (&amp;quot;trigger by...&amp;quot; and &amp;quot;couple draugrs&amp;quot; changed to &amp;quot;triggered by&amp;quot; and &amp;quot;couple of draugrs.&amp;quot;)&lt;br /&gt;
Bravo to this editor and thank you! {{uns|99.118.57.118|19:59, 22 February 2012}}&lt;br /&gt;
&lt;br /&gt;
:Could not agree more! I love/perfer cardinal directions :) {{uns|71.123.205.9|07:08, 24 March 2012}}&lt;br /&gt;
&lt;br /&gt;
== Enchanted Sword? ==&lt;br /&gt;
&lt;br /&gt;
On the long dining table near the end of the dungeon I found a glass sword but it wasn't enchanted.  I was Level 31 at the time. [[User:Hannibal Smith|Han]] 11:10, 26 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Silverdrift_Lair&amp;diff=960627</id>
		<title>Skyrim talk:Silverdrift Lair</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Silverdrift_Lair&amp;diff=960627"/>
		<updated>2012-05-29T05:55:39Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why No Map?! ==&lt;br /&gt;
Just about every other area has a link to the map.  Instead, this article just has a clumsy set of directions.  Why is that?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/216.243.60.171|216.243.60.171]] 05:55, 29 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Word of Power Not Available ==&lt;br /&gt;
The word of power at the end is not available to me. Is it possible I've already learned it somewhere else? Also, the end boss depends upon level. At 48 I had a Draugr Death Overlord by the word wall.&lt;br /&gt;
[[Special:Contributions/68.51.23.6|68.51.23.6]] 15:48, 9 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For me, I gained Hand, Disarm but it is best to lure them away from the word. I too had a Deathlord and an Death Overlord @ 48 by pure coincidence (or is it?). ([[User:Zaraphet|Zaraphet]] 20:51, 14 December 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
::At Level 28 the boss was a Death Overlord and a Draugr Scourge. Thoough the Death Overlord seemed easier then usual so wondering if its leveled? [[User:Lord Eydvar|Lord Eydvar]] 19:48, 24 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::The Word Wall teaches a Word for the Disarm Shout. You have to make sure both Draugr are dead before trying to get the Word, too. The boss here is definitely leveled, as I only faced a Scourge Lord and I'm level 22. --[[User:Zmedaris|Zmedaris]] 04:39, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I got the bug too, I got the shout already, but the graybeards sent me here nevertheless. I cannot learn the shout and the quest doesn't finish. What console command would fix it? I had another place where a fire breath shout was teached I knew already, there the wall just normally absorbed, and the quest was marked finished, just didn't learn the word. Defeating both before approaching the wall doesn't help either. [[Special:Contributions/81.217.14.229|81.217.14.229]] 21:36, 8 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overhauled Article Page ==&lt;br /&gt;
&lt;br /&gt;
To sum up everything I did:-&lt;br /&gt;
&lt;br /&gt;
*Completely redid the walkthrough to include much more detail about the path through the dungeon. The most important part here was the use of Cardinal Direction (north, east, south, west, and everything in between) for better guidance and location of items / containers, which was lacking in the last revision.&lt;br /&gt;
&lt;br /&gt;
*Detailed most, if not all, items that can be found outside of containers and how to get to them (especially the enchanted helm found on a pedestal, which almost always has a magnificent enchantment). Most of these weren't present in the last revision.&lt;br /&gt;
&lt;br /&gt;
*Detailed every single container, including barrels and urns, found in the dungeon. Made sure to give a rough idea of what to expect in each chest (minor loot, decent loot, great loot, whatever you wanna call it), since some of them are locked (a couple by really tough locks), and it's nice to know if breaking all those picks is worth it.&lt;br /&gt;
&lt;br /&gt;
*Included a mention of all the enemies that appear in the dungeon. Just about every Draugr here is completely random based on the player's level, save a few purposely higher-level Draugr, and the boss. This was not made very clear.&lt;br /&gt;
&lt;br /&gt;
*Added links to all relevant key terms, including anchors for the traps and their activators. Useful for people that aren't familiar with some traps or what a 'Draugr' is.&lt;br /&gt;
&lt;br /&gt;
*Made the location of Silverdrift Lair a little more 'exact'.&lt;br /&gt;
&lt;br /&gt;
*Described in 'Notes' what Word the player can get from the Word Wall.&lt;br /&gt;
&lt;br /&gt;
*Described a bug that effectively sticks the player in place with no legitimate way of escaping (jumping, Whirlwind Sprint Shout, etc.). If anyone DOES find a way to get unstuck that doesn't include console codes, please add it! The people without a PC might have some issues here.&lt;br /&gt;
&lt;br /&gt;
I made sure to delve the dungeon five times over by saving outside the dungeon before entering for the first time (so everything is different each time I went through), so the information I was able to provide is mostly accurate!&lt;br /&gt;
&lt;br /&gt;
This is really just me trying to be a better editor. If anyone doesn't like some or all of what I did, then by all means revert the edit. But please take a moment to tell me why you did :) only way to get better! --[[User:Zmedaris|Zmedaris]] 20:33, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article Image ==&lt;br /&gt;
&lt;br /&gt;
Should the article image be replaced with a picture of the outside area of Silverdrift Lair? Perhaps a picture of the entry area? What is the usual standard for dungeon article images?{{unsigned|Zmedaris|20:33, 5 Januari 2012}}&lt;br /&gt;
:You're correct. The first image should always be one the outside area. However, in the meantime this picture will do. [[User:Wolok gro-Barok|Wolok gro-Barok]] 22:18, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Best Article in this (Skyrim) Wiki==&lt;br /&gt;
This is by far the best walkthrough I have encountered so far- 3 characters above level 45, so I presume to have read most of them. The elsewhere-ubiquitous faults which were scrupulously avoided/corrected by Zmedaris include:&lt;br /&gt;
*Cardinal directions!!! It is so frustrating to read a walkthrough that continually uses ambiguous relative directions (&amp;quot;to the left/right/behind/in front of...&amp;quot; Whose left? Coming into the room from which direction? etc. etc.&lt;br /&gt;
*Ambiguous location descriptions!!! &amp;quot;When you get to the big room...&amp;quot; or &amp;quot;Just to the left of the brown rock&amp;quot; in a locale chock-full of brown rocks... This editor's location descriptions were clear, concise and spot-on.&lt;br /&gt;
*Proper English!!! Only found two niggling typos/corrections (&amp;quot;trigger by...&amp;quot; and &amp;quot;couple draugrs&amp;quot; changed to &amp;quot;triggered by&amp;quot; and &amp;quot;couple of draugrs.&amp;quot;)&lt;br /&gt;
Bravo to this editor and thank you! {{uns|99.118.57.118|19:59, 22 February 2012}}&lt;br /&gt;
&lt;br /&gt;
:Could not agree more! I love/perfer cardinal directions :) {{uns|71.123.205.9|07:08, 24 March 2012}}&lt;br /&gt;
&lt;br /&gt;
== Enchanted Sword? ==&lt;br /&gt;
&lt;br /&gt;
On the long dining table near the end of the dungeon I found a glass sword but it wasn't enchanted.  I was Level 31 at the time. [[User:Hannibal Smith|Han]] 11:10, 26 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Sleeping&amp;diff=960624</id>
		<title>Skyrim talk:Sleeping</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Sleeping&amp;diff=960624"/>
		<updated>2012-05-29T05:50:01Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Bug on PS3? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bug on PS3? ==&lt;br /&gt;
I'm playing on the PS3 and I don't get the rested bonus when I sleep in a bed, even though I've never been a werewolf.  I've never received the well-rested in any of my owned beds or inn beds.  I used to receive the 5% rested bonus in regular beds, but even that stopped firing awhile ago (not sure when; sometime around when I passed level 50-60 or so).  My character is a male Imperial (never been a vampire, either) and never been married.  Currently owns fully furnished/thaned houses in Marcarth and Whiterun.  Level 68, first playthrough.  Latest official patches installed.&lt;br /&gt;
&lt;br /&gt;
Has anyone else encountered this on the PS3?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/216.243.60.171|216.243.60.171]] 05:49, 29 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
I know that if you sleep for a certain amount of time you get the &amp;quot;Well Rested&amp;quot; effect, which gives +10% increase in skill gain. But how long do you have to sleep to get this? 8 hours? I first noticed it when I slept for 24, and I know it doesn't work for 1, but that's it.&lt;br /&gt;
: I got it after 4 hours, gonna try again next time I can to see if it happens with 3, then 2 if it does, though I suspect it's 4.[[Special:Contributions/76.115.250.108|76.115.250.108]] 06:01, 15 November 2011 (UTC)&lt;br /&gt;
:: I got it after 3, 2, and 1 even. Slept for that amount, waited 9 hours, then tried the next one. If anyone can verify this just in case I made a mistake, feel free to add it in.[[Special:Contributions/76.115.250.108|76.115.250.108]] 14:49, 17 November 2011 (UTC)&lt;br /&gt;
One hour is enough for me to get 10% for 8 hrs at home and 5%/8hrs outside. But I don't get the lover bonus. I don't know why, my wife is in the house but it seems she'll never to go to bed. [[User:Quozar|Quozar]] 13:17, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A one hour nap in my Breezehome bed earns me a Well Rested bonus just as a twenty-four hour nap. However, I too do not receive a Lovers Comfort bonus. I'm married to Camilla who lives in my home, yet she never comforts me. [[User:The Lost|The Lost]] 22:10, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Score. I have a theory that you can only gain a Lover's Bonus if you sleep in your lovers bed (while they're not using it, of course)&lt;br /&gt;
As I mentioned, I'm marred to Camilla, Lucas's sister who runs Riverwood Trader. When she's sleeping in my Breezehome bed, I gain a Rested Bonus. However, when I sleep in her bed, located in the upstairs of the Riverwood Trader, I gain the Lover's Bonus. Hope this helps... ([[User:The Lost|The Lost]] 22:08, 7 December 2011 (UTC)&lt;br /&gt;
:You a correct. I married Aela and as a follower she never sleeps in my bed. I removed werewolf form and I also tried unsuccessfully commanding her to sleep, so I thought either of these two factors was the cause of the missing bonus. But apparently sleeping in her original bed works. This has to be a bug... I thought we were receiving comfort from our lovers not their linen sheets.&lt;br /&gt;
&lt;br /&gt;
You get rested bonus for sleeping in a bed, well rested for sleeping in a bed you own, and lover's comfort after completing the marriage quest line I believe, regardless of how long you sleep.&lt;br /&gt;
&lt;br /&gt;
== How to make Lover's Comfort to work ==&lt;br /&gt;
&lt;br /&gt;
I got it working this way: Married Ysolda, moved to Breezehome and didn't work. Told her to move to her old place, visited her home and thus completing the misc. quest. And then, I told her to move back to Breezehome and, with her inside the house, slept four hours at Breezehome and I got the bonus. So it seems completing the misc. quest &amp;quot;visit your spouse home&amp;quot; is required to make it work.&lt;br /&gt;
&lt;br /&gt;
: I can confirm this. You have to complete the Misc quest of &amp;quot;Visit your spouse at home&amp;quot; to unlock Lover's Comfort ability, if you don't no matter which home you sleep you will never receive the buff. --[[User:Heartseeker|Heartseeker]] 14:13, 20 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: For those who married an NPC not on the marriage list (Hroki in my case) and doesn't have a home, after talking to your wife and saying lets move to your place (Hroki just walked in the Markarth market place, or in the Silver-Blood inn), you need to run the following command &amp;quot;player.setstage RelationshipMarriageFIN 25&amp;quot; (don't use the quotation marks). {{unsigned|72.184.232.158|21:45, 9 February 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
---&amp;lt;br&amp;gt;&lt;br /&gt;
I married Vorstag and immediately after the wedding told him I wanted him to move to my (then) home in Withrun. About 30 gaming hours later I realised that I never got the Lover's Comfort buff. We moved to my favorite home, Hjerim, but moving did not help. I told him I wanted to move to his old home and then got the quest &amp;quot;Visit your spouses home&amp;quot;. Now, Vorstag lived at Silver Blood Inn which made stuff more complicated. I could enter his old, locked, room there with a key (he gave me) but could not use his old bed since it was considered &amp;quot;owned&amp;quot;. So I had to rent the room beside his. Sleept there for 5 hours and when I woke I had the Lover's Comfort buff and my dear spouse was sitting in his old chair by the fire (in the main room at the inn) where I found him the first time. Quest solved and with Lover's Comfort achieved, we moved back to Hjerim. -- 13:22, 2 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Regarding duration of anything at all. ==&lt;br /&gt;
&lt;br /&gt;
There have been a number of edits to this page about how long an in-game hour is in real time (3 minutes), and how long the rested effects last as a result. However, the rested bonus durations, like all effects from spells, potions, blessings, whatever, as stated on the active effects page, refer to *real time*. Anything that says '7 hours this' or '8 hours that' means the player can leave the game running for that amount of time with their avatar cooling their heels in a non-hostile area, and come back hours later after going to work or a walk in the park or whatever, and the effect will still be present. Alternately, they can command the player character to wait for the equivalent number of game hours before the effect will expire (in the case of rested bonuses, this is 160, so the effect lasts for nearly one week in the game).&lt;br /&gt;
&lt;br /&gt;
Possibly whoever at Bethesda entered these values *intended* that they should only last for part of one day, but that isn't how it works. Anyway I have removed the calculations from the page, since they aren't relevant, and corrected the other statements about duration.&lt;br /&gt;
&lt;br /&gt;
: I cannot confirm this. The Lover's Comfort lasted only maybe half an hour in real time for me. With 3 real time minutes per hour it would be 24 minutes, so it seems about right. I didn't stop the time, but it was defenitely not 8 hours. My personal experience is that minutes and less (mostly potions and spells) are in real time, but everything lasting at least an hour (blessings, rested bonus) is in in-game time. There might be exceptions, though. --[[User:NeoDobby|NeoDobby]] 17:49, 23 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Yep, I'm going to have to take back most of what I said above. The duration of rested effects does not seem to be implemented in the usual way, and the effects for each rested spell actually have zero duration and magnitude. It seems the duration is tied to the effect itself somehow, rather than any duration entered for the effect on the spell page. It's not clear to me using SkyEdit exactly what's going on with that - perhaps it will be clearer when looked at with the CK. The magnitude comes from a perk tied to the effect. Note that blessings *do* implement their durations in the usual way, and that 8 hours for a blessing means 8 hours real time. This became really obvious to me when I upgraded to the latest version of SkyUI, as the blessings will have an entry in the duration column, where the rested bonuses do not. You can still tell with the default UI, although it is misleading (to me it was, anyway, heh). The blessings will have a countdown on their card like any other timed effect (and FWIW blessings definitely last a long time for me) where rested bonuses give you their duration in the description itself. -- [[User:Bluedanieru|Bluedanieru]] 17:01, 9 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::fast traveling and waiting also take the time it should out -- waiting 2 ingame hours will take 6 minutes off the duration ([[user:Eddie the head|Eddie The Head]] 17:51, 23 December 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Leveling Speed Variable? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to figure out which variable getting any of the rested bonuses gained from sleeping, the Lover's Stone bonus, or one of the Guardian Stone bonuses modifies (in terms of an Actor Value), but am stumped. Any ideas?&lt;br /&gt;
&lt;br /&gt;
:According to SkyEdit the different rested bonuses are:&lt;br /&gt;
:*Rested - 5% faster skill increase for 8 hours&lt;br /&gt;
:*Well Rested - 10% faster skill increase for 8 hours&lt;br /&gt;
:*Loved - 15% faster skill increase for 8 hours&lt;br /&gt;
:--[[User:Killfetzer|Killfetzer]] 14:25, 28 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Let me show you something..!! ==&lt;br /&gt;
&lt;br /&gt;
I ordered my husband to sleep in my bed and while he's sleeping I tried to order him to do something else and the 'Let me show you something' dialog appeared but choosing it did nothing. I didn't try it with a male character. Anybody knows what's this about?&lt;br /&gt;
&lt;br /&gt;
== Fast travel and rested bonuses ==&lt;br /&gt;
&lt;br /&gt;
It seems unlike blessings which seem to last forever, fast travel effects any rested bonus. Even walking to your intended destination rested will ware off before a blessing does, though they both say they last eight hours. I believe that this is because blessings unlike rested are actual hours not in game hours.&lt;br /&gt;
&lt;br /&gt;
== Moved notes. ==&lt;br /&gt;
&lt;br /&gt;
* You will not earn the rested bonus if [[Skyrim:The Lover Stone|The Lover Stone]] is active.&lt;br /&gt;
* You will not earn the rested bonus if you are a [[Skyrim:Werewolf|Werewolf]].&lt;br /&gt;
&lt;br /&gt;
The reasons I have moved both of these notes is because these are already mentioned in the article, and there is no reason to mention it twice. [[User:JackTurbo95|JackTurbo95]] 12:17, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Good Bed&amp;quot;  Bonus ==&lt;br /&gt;
&lt;br /&gt;
I've read about this bonus in several different places, mostly pre-release information.  I've slept in all manner of beds from piles of hay to four-posters in the best homes (xbox360).  I've never received any bonus to health/magicka/stamina.  Is this something that was mentioned pre-release and never made it into the game?  Am I just sleeping in the wrong bed?  If this is real can someone please confirm it. [[User:Alexcunning|Alexcunning]] 07:06, 24 February 2012 (UTC)&lt;br /&gt;
:It's pre-release info that should have been deleted from the article when the {{tl|Pre-Release}} tag was removed.  I've deleted it now. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:16, 29 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lover's Comfort bonus not received after Werewolf Cure? ==&lt;br /&gt;
&lt;br /&gt;
After marrying Vilkas with one of my characters, who was a werewolf at the time, I decided to cure both him and her of their lycanthropy after they were married.  Now, even though neither are werewolves, I'm only getting a &amp;quot;Well-rested&amp;quot; bonus after sleeping in their home (Breezehome), rather than the Lover's Comfort bonus.  This also happened on a different playthrough, with Farkas as the spouse.  Is there any way to receive the bonus after curing oneself of lycanthropy after marriage? [[User:SingingMom|SingingMom]] 21:25, 5 March 2012 (UTC)&lt;br /&gt;
:I don't even get the Lover's Comfort bonus before becoming a werewolf. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:46, 1 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== One Size Fits All? ==&lt;br /&gt;
&lt;br /&gt;
I just noticed this and at first I thought I was seeing things but now I'm pretty certain of it. People CHANGE SIZE when they go to bed. An Altmer(Faralda) shrunk when she was going to sleep and I saw a Breton(Colette Marence) change to larger then smaller before finally hitting the sack. I guess this is how they compensate for the fact that the beds are pretty uniform, but I can't unsee this. [[User:Bushwhacker|Bushwhacker]] 04:38, 11 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Sleeping&amp;diff=960623</id>
		<title>Skyrim talk:Sleeping</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Sleeping&amp;diff=960623"/>
		<updated>2012-05-29T05:49:14Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bug on PS3? ==&lt;br /&gt;
I'm playing on the PS3 and I don't get the rested bonus when I sleep in a bed, even though I've never been a werewolf.  I've never received the well-rested in any of my owned beds or inn beds.  I used to receive the 5% rested bonus in regular beds, but even that stopped firing awhile ago (not sure when; sometime around when I passed level 50-60 or so).  My character is a male Imperial and never been married.  Currently owns fully furnished/thaned houses in Marcarth and Whiterun.  Level 68, first playthrough.  Latest official patches installed.&lt;br /&gt;
&lt;br /&gt;
Has anyone else encountered this on the PS3?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/216.243.60.171|216.243.60.171]] 05:49, 29 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
I know that if you sleep for a certain amount of time you get the &amp;quot;Well Rested&amp;quot; effect, which gives +10% increase in skill gain. But how long do you have to sleep to get this? 8 hours? I first noticed it when I slept for 24, and I know it doesn't work for 1, but that's it.&lt;br /&gt;
: I got it after 4 hours, gonna try again next time I can to see if it happens with 3, then 2 if it does, though I suspect it's 4.[[Special:Contributions/76.115.250.108|76.115.250.108]] 06:01, 15 November 2011 (UTC)&lt;br /&gt;
:: I got it after 3, 2, and 1 even. Slept for that amount, waited 9 hours, then tried the next one. If anyone can verify this just in case I made a mistake, feel free to add it in.[[Special:Contributions/76.115.250.108|76.115.250.108]] 14:49, 17 November 2011 (UTC)&lt;br /&gt;
One hour is enough for me to get 10% for 8 hrs at home and 5%/8hrs outside. But I don't get the lover bonus. I don't know why, my wife is in the house but it seems she'll never to go to bed. [[User:Quozar|Quozar]] 13:17, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A one hour nap in my Breezehome bed earns me a Well Rested bonus just as a twenty-four hour nap. However, I too do not receive a Lovers Comfort bonus. I'm married to Camilla who lives in my home, yet she never comforts me. [[User:The Lost|The Lost]] 22:10, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Score. I have a theory that you can only gain a Lover's Bonus if you sleep in your lovers bed (while they're not using it, of course)&lt;br /&gt;
As I mentioned, I'm marred to Camilla, Lucas's sister who runs Riverwood Trader. When she's sleeping in my Breezehome bed, I gain a Rested Bonus. However, when I sleep in her bed, located in the upstairs of the Riverwood Trader, I gain the Lover's Bonus. Hope this helps... ([[User:The Lost|The Lost]] 22:08, 7 December 2011 (UTC)&lt;br /&gt;
:You a correct. I married Aela and as a follower she never sleeps in my bed. I removed werewolf form and I also tried unsuccessfully commanding her to sleep, so I thought either of these two factors was the cause of the missing bonus. But apparently sleeping in her original bed works. This has to be a bug... I thought we were receiving comfort from our lovers not their linen sheets.&lt;br /&gt;
&lt;br /&gt;
You get rested bonus for sleeping in a bed, well rested for sleeping in a bed you own, and lover's comfort after completing the marriage quest line I believe, regardless of how long you sleep.&lt;br /&gt;
&lt;br /&gt;
== How to make Lover's Comfort to work ==&lt;br /&gt;
&lt;br /&gt;
I got it working this way: Married Ysolda, moved to Breezehome and didn't work. Told her to move to her old place, visited her home and thus completing the misc. quest. And then, I told her to move back to Breezehome and, with her inside the house, slept four hours at Breezehome and I got the bonus. So it seems completing the misc. quest &amp;quot;visit your spouse home&amp;quot; is required to make it work.&lt;br /&gt;
&lt;br /&gt;
: I can confirm this. You have to complete the Misc quest of &amp;quot;Visit your spouse at home&amp;quot; to unlock Lover's Comfort ability, if you don't no matter which home you sleep you will never receive the buff. --[[User:Heartseeker|Heartseeker]] 14:13, 20 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: For those who married an NPC not on the marriage list (Hroki in my case) and doesn't have a home, after talking to your wife and saying lets move to your place (Hroki just walked in the Markarth market place, or in the Silver-Blood inn), you need to run the following command &amp;quot;player.setstage RelationshipMarriageFIN 25&amp;quot; (don't use the quotation marks). {{unsigned|72.184.232.158|21:45, 9 February 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
---&amp;lt;br&amp;gt;&lt;br /&gt;
I married Vorstag and immediately after the wedding told him I wanted him to move to my (then) home in Withrun. About 30 gaming hours later I realised that I never got the Lover's Comfort buff. We moved to my favorite home, Hjerim, but moving did not help. I told him I wanted to move to his old home and then got the quest &amp;quot;Visit your spouses home&amp;quot;. Now, Vorstag lived at Silver Blood Inn which made stuff more complicated. I could enter his old, locked, room there with a key (he gave me) but could not use his old bed since it was considered &amp;quot;owned&amp;quot;. So I had to rent the room beside his. Sleept there for 5 hours and when I woke I had the Lover's Comfort buff and my dear spouse was sitting in his old chair by the fire (in the main room at the inn) where I found him the first time. Quest solved and with Lover's Comfort achieved, we moved back to Hjerim. -- 13:22, 2 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Regarding duration of anything at all. ==&lt;br /&gt;
&lt;br /&gt;
There have been a number of edits to this page about how long an in-game hour is in real time (3 minutes), and how long the rested effects last as a result. However, the rested bonus durations, like all effects from spells, potions, blessings, whatever, as stated on the active effects page, refer to *real time*. Anything that says '7 hours this' or '8 hours that' means the player can leave the game running for that amount of time with their avatar cooling their heels in a non-hostile area, and come back hours later after going to work or a walk in the park or whatever, and the effect will still be present. Alternately, they can command the player character to wait for the equivalent number of game hours before the effect will expire (in the case of rested bonuses, this is 160, so the effect lasts for nearly one week in the game).&lt;br /&gt;
&lt;br /&gt;
Possibly whoever at Bethesda entered these values *intended* that they should only last for part of one day, but that isn't how it works. Anyway I have removed the calculations from the page, since they aren't relevant, and corrected the other statements about duration.&lt;br /&gt;
&lt;br /&gt;
: I cannot confirm this. The Lover's Comfort lasted only maybe half an hour in real time for me. With 3 real time minutes per hour it would be 24 minutes, so it seems about right. I didn't stop the time, but it was defenitely not 8 hours. My personal experience is that minutes and less (mostly potions and spells) are in real time, but everything lasting at least an hour (blessings, rested bonus) is in in-game time. There might be exceptions, though. --[[User:NeoDobby|NeoDobby]] 17:49, 23 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Yep, I'm going to have to take back most of what I said above. The duration of rested effects does not seem to be implemented in the usual way, and the effects for each rested spell actually have zero duration and magnitude. It seems the duration is tied to the effect itself somehow, rather than any duration entered for the effect on the spell page. It's not clear to me using SkyEdit exactly what's going on with that - perhaps it will be clearer when looked at with the CK. The magnitude comes from a perk tied to the effect. Note that blessings *do* implement their durations in the usual way, and that 8 hours for a blessing means 8 hours real time. This became really obvious to me when I upgraded to the latest version of SkyUI, as the blessings will have an entry in the duration column, where the rested bonuses do not. You can still tell with the default UI, although it is misleading (to me it was, anyway, heh). The blessings will have a countdown on their card like any other timed effect (and FWIW blessings definitely last a long time for me) where rested bonuses give you their duration in the description itself. -- [[User:Bluedanieru|Bluedanieru]] 17:01, 9 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::fast traveling and waiting also take the time it should out -- waiting 2 ingame hours will take 6 minutes off the duration ([[user:Eddie the head|Eddie The Head]] 17:51, 23 December 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Leveling Speed Variable? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to figure out which variable getting any of the rested bonuses gained from sleeping, the Lover's Stone bonus, or one of the Guardian Stone bonuses modifies (in terms of an Actor Value), but am stumped. Any ideas?&lt;br /&gt;
&lt;br /&gt;
:According to SkyEdit the different rested bonuses are:&lt;br /&gt;
:*Rested - 5% faster skill increase for 8 hours&lt;br /&gt;
:*Well Rested - 10% faster skill increase for 8 hours&lt;br /&gt;
:*Loved - 15% faster skill increase for 8 hours&lt;br /&gt;
:--[[User:Killfetzer|Killfetzer]] 14:25, 28 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Let me show you something..!! ==&lt;br /&gt;
&lt;br /&gt;
I ordered my husband to sleep in my bed and while he's sleeping I tried to order him to do something else and the 'Let me show you something' dialog appeared but choosing it did nothing. I didn't try it with a male character. Anybody knows what's this about?&lt;br /&gt;
&lt;br /&gt;
== Fast travel and rested bonuses ==&lt;br /&gt;
&lt;br /&gt;
It seems unlike blessings which seem to last forever, fast travel effects any rested bonus. Even walking to your intended destination rested will ware off before a blessing does, though they both say they last eight hours. I believe that this is because blessings unlike rested are actual hours not in game hours.&lt;br /&gt;
&lt;br /&gt;
== Moved notes. ==&lt;br /&gt;
&lt;br /&gt;
* You will not earn the rested bonus if [[Skyrim:The Lover Stone|The Lover Stone]] is active.&lt;br /&gt;
* You will not earn the rested bonus if you are a [[Skyrim:Werewolf|Werewolf]].&lt;br /&gt;
&lt;br /&gt;
The reasons I have moved both of these notes is because these are already mentioned in the article, and there is no reason to mention it twice. [[User:JackTurbo95|JackTurbo95]] 12:17, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Good Bed&amp;quot;  Bonus ==&lt;br /&gt;
&lt;br /&gt;
I've read about this bonus in several different places, mostly pre-release information.  I've slept in all manner of beds from piles of hay to four-posters in the best homes (xbox360).  I've never received any bonus to health/magicka/stamina.  Is this something that was mentioned pre-release and never made it into the game?  Am I just sleeping in the wrong bed?  If this is real can someone please confirm it. [[User:Alexcunning|Alexcunning]] 07:06, 24 February 2012 (UTC)&lt;br /&gt;
:It's pre-release info that should have been deleted from the article when the {{tl|Pre-Release}} tag was removed.  I've deleted it now. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:16, 29 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lover's Comfort bonus not received after Werewolf Cure? ==&lt;br /&gt;
&lt;br /&gt;
After marrying Vilkas with one of my characters, who was a werewolf at the time, I decided to cure both him and her of their lycanthropy after they were married.  Now, even though neither are werewolves, I'm only getting a &amp;quot;Well-rested&amp;quot; bonus after sleeping in their home (Breezehome), rather than the Lover's Comfort bonus.  This also happened on a different playthrough, with Farkas as the spouse.  Is there any way to receive the bonus after curing oneself of lycanthropy after marriage? [[User:SingingMom|SingingMom]] 21:25, 5 March 2012 (UTC)&lt;br /&gt;
:I don't even get the Lover's Comfort bonus before becoming a werewolf. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:46, 1 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== One Size Fits All? ==&lt;br /&gt;
&lt;br /&gt;
I just noticed this and at first I thought I was seeing things but now I'm pretty certain of it. People CHANGE SIZE when they go to bed. An Altmer(Faralda) shrunk when she was going to sleep and I saw a Breton(Colette Marence) change to larger then smaller before finally hitting the sack. I guess this is how they compensate for the fact that the beds are pretty uniform, but I can't unsee this. [[User:Bushwhacker|Bushwhacker]] 04:38, 11 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Respawning&amp;diff=957026</id>
		<title>Skyrim talk:Respawning</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Respawning&amp;diff=957026"/>
		<updated>2012-05-20T21:48:58Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* WTF is a &amp;quot;Courtesy Exit&amp;quot;?! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WTF is a &amp;quot;Courtesy Exit&amp;quot;?! ==&lt;br /&gt;
I'm assuming that by &amp;quot;courtesy exit,&amp;quot; you're referring to the fact that ''some'' dungeons have an exit at the very end that can then be re-entered from the outside.  If that's the case, then the article is incorrect; these exits do NOT always &amp;quot;re-lock&amp;quot; when the area respawns.  For example, Forelhost has such an exit that's locked and requires a key.  However, I've gone back to that dungeon many times after it respawns (PS3) and that door always remains unlocked.&lt;br /&gt;
&lt;br /&gt;
Because I can't even be sure that this is what the term &amp;quot;courtesy exit&amp;quot; is referring to, and because I can't find any verification as to whether or not these exits re-lock in other areas, I'm removing the statement from the article entirely.  If you'd like to re-add it, please do so in a manner that is both clear and accurate.  Simply making-up a term and &amp;quot;putting it in quotes,&amp;quot; without defining what it means, is unacceptable and does not belong in any Wiki article.  &lt;br /&gt;
&lt;br /&gt;
Whoever wrote that, please try to be more professional in the future.  I know this Wiki doesn't have very strict standards when compared to the likes of Wikipedia, but you should at very least strive to clearly articulate what you're saying in the article and make sure it's accurate.  Those of you who edit and monitor these articles, I would encourage you to be more diligent about verifying these claims when they appear.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/216.243.60.171|216.243.60.171]] 21:46, 20 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==game breaking bug==&lt;br /&gt;
{{Good Question|Apr 2012}}&lt;br /&gt;
I noticed a major game breaking bug involving respawns that isn't mentioned on this page.&lt;br /&gt;
&lt;br /&gt;
If you kill an enemy like a giant then revisit the area 2 to 9 days later you will find the body has disappeared. But the side effect of this is that the respawn timer breaks. And after this no amount of waiting will allow a respawn.&lt;br /&gt;
&lt;br /&gt;
So it appears that if you revisit and area after the bodies have disappeared but before the 10 days are up it not only resets the respawn timer but totally stops it.&lt;br /&gt;
&lt;br /&gt;
There is mention of this bug on the bethsoft forums[[User:Falnor|Falnor]] 11:30, 15 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Respawning&amp;diff=957025</id>
		<title>Skyrim:Respawning</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Respawning&amp;diff=957025"/>
		<updated>2012-05-20T21:47:35Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: See talk.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail}}&lt;br /&gt;
When a game location respawns, its enemies and loot are reset.  Specifically:&lt;br /&gt;
* New versions are generated of all respawning enemies.  They may not behave the same way as before, e. g. scripted conversations will usually not fire again.&lt;br /&gt;
* The contents of any respawning [[Skyrim:containers|containers]] are reset; this includes most chests and sacks.  Any items previously stored in the respawned container are permanently deleted from the game.&lt;br /&gt;
* New copies are generated for most items sitting out in the open (ingredients, books, clutter, etc.).  If the previous copy is still in the game location, it is removed.&lt;br /&gt;
* [[Skyrim:Ingredients|Plants]] are reset, allowing new ingredients to be harvested.&lt;br /&gt;
* All activators will reset.  Certain doors will re-lock.  Any keys you may have picked up the first time will still work.&lt;br /&gt;
&lt;br /&gt;
== Schedule ==&lt;br /&gt;
There are three different schedules that can be used for respawning a game location:&lt;br /&gt;
* '''Never'''.  [[:Category:Skyrim-Places-Safe|Some dungeons]] are flagged as &amp;quot;Never Resets&amp;quot;, which means that no matter how long you wait the contents are never altered.  All containers in such locations are [[Skyrim:Containers#Safe Locations|safe]] for long-term storage.  This setting only applies to interior areas; any exterior areas associated with a never-respawning dungeon will respawn after 10 days.&lt;br /&gt;
* '''10 days''' (240 hours).  This is the default time period used before a dungeon or any other game location respawns.  &lt;br /&gt;
* '''30 days''' (720 hours).  This is the time period used if a dungeon has been [[Skyrim:Dungeons#Clearing|cleared]].&lt;br /&gt;
&lt;br /&gt;
For any area to respawn, the player must not enter the area during the specified time period.  Each time the player enters the area, the respawn clock is reset.  Conversely, you can intentionally re-enter an area frequently to prevent storage containers from resetting (although you run the risk of losing everything if you forget to return in time).&lt;br /&gt;
&lt;br /&gt;
=== Merchant Chests ===&lt;br /&gt;
[[Skyrim:Merchant Chest|Merchant Chest]]s respawn every two days, independent of whether the the store or cell containing the chest has respawned.&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Respawning&amp;diff=957024</id>
		<title>Skyrim talk:Respawning</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Respawning&amp;diff=957024"/>
		<updated>2012-05-20T21:46:54Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WTF is a &amp;quot;Courtesy Exit&amp;quot;?! ==&lt;br /&gt;
I'm assuming that by &amp;quot;courtesy exit,&amp;quot; you're referring to the fact that ''some'' dungeons have an exit at the very end that can then be re-entered from the outside.  If that's the case, then the article is incorrect; these exits do NOT always &amp;quot;re-lock&amp;quot; when the area respawns.  For example, Forelhost has such an exit that's locked and requires a key.  However, I've gone back to that dungeon many times after it respawns (PS3) and that door always remains unlocked.&lt;br /&gt;
&lt;br /&gt;
Because I can't even be sure that this is what the term &amp;quot;courtesy exit&amp;quot; is referring to, and because I can't find any verification as to whether or not these exists re-lock in other areas, I'm removing the statement from the article entirely.  If you'd like to re-add it, please do so in a manner that is both clear and accurate.  Simply making-up a term and &amp;quot;putting it in quotes,&amp;quot; without defining what it means, is unacceptable and does not belong in any Wiki article.  &lt;br /&gt;
&lt;br /&gt;
Whoever wrote that, please try to be more professional in the future.  I know this Wiki doesn't have very strict standards when compared to the likes of Wikipedia, but you should at very least strive to clearly articulate what you're saying in the article and make sure it's accurate.  Those of you who edit and monitor these articles, I would encourage you to be more diligent about verifying these claims when they appear.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/216.243.60.171|216.243.60.171]] 21:46, 20 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==game breaking bug==&lt;br /&gt;
{{Good Question|Apr 2012}}&lt;br /&gt;
I noticed a major game breaking bug involving respawns that isn't mentioned on this page.&lt;br /&gt;
&lt;br /&gt;
If you kill an enemy like a giant then revisit the area 2 to 9 days later you will find the body has disappeared. But the side effect of this is that the respawn timer breaks. And after this no amount of waiting will allow a respawn.&lt;br /&gt;
&lt;br /&gt;
So it appears that if you revisit and area after the bodies have disappeared but before the 10 days are up it not only resets the respawn timer but totally stops it.&lt;br /&gt;
&lt;br /&gt;
There is mention of this bug on the bethsoft forums[[User:Falnor|Falnor]] 11:30, 15 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:The_Cursed_Tribe&amp;diff=956644</id>
		<title>Skyrim:The Cursed Tribe</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:The_Cursed_Tribe&amp;diff=956644"/>
		<updated>2012-05-20T02:17:49Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail2|Quests|Daedric|link2=Daedric Quests}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Atub|Atub]]&lt;br /&gt;
|Reward=[[Skyrim:Volendrung|Volendrung]]&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Skyrim:Largashbur|Largashbur]], [[Skyrim:Fallowstone Cave|Fallowstone Cave]], [[Skyrim:Giant's Grove|Giant's Grove]]&lt;br /&gt;
|ReqLevel=9&lt;br /&gt;
|SuggLevel=32&lt;br /&gt;
|Difficulty=Medium&lt;br /&gt;
|ReqItem=[[Skyrim:Daedra Heart|Daedra Heart]], [[Skyrim:Troll Fat|Troll Fat]], [[sr:Shagrol's Warhammer|Shagrol's Warhammer]]&lt;br /&gt;
|Image=SR-place-Largashbur.jpg&lt;br /&gt;
|ImgDesc=The Cursed Orc Stronghold Largashbur&lt;br /&gt;
|description=Help lift the curse placed on the [[SR:Orc|Orcs]] of [[Skyrim:Largashbur|Largashbur]] by [[Lore:Malacath|Malacath]].&lt;br /&gt;
|ID=DA06&lt;br /&gt;
|Icon=SR-qico-Daedric.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# (Optional) Hear rumors that something is happening in [[Skyrim:Largashbur|Largashbur]].&lt;br /&gt;
# Help the [[Skyrim:Orc|Orcs]] of Largashbur repel a [[Skyrim:Giant|Giant]] attack.&lt;br /&gt;
# Speak to [[Skyrim:Atub|Atub]].&lt;br /&gt;
# Bring a [[Skyrim:Troll Fat|Troll Fat]] and a [[Skyrim:Daedra Heart|Daedra Heart]] to Atub.&lt;br /&gt;
# Observe Atub's ritual.&lt;br /&gt;
# Speak with [[Skyrim:Chief Yamarz|Chief Yamarz]].&lt;br /&gt;
# Meet Yamarz at [[Skyrim:Fallowstone Cave|Fallowstone Cave]].&lt;br /&gt;
# Protect Yamarz as he journeys to the [[Skyrim:Giant's Grove|Giant's Grove]].&lt;br /&gt;
# Defeat the [[Skyrim:Giant|Giant]].&lt;br /&gt;
# Take [[Skyrim:Shagrol's Warhammer|Shagrol's Hammer]] back to [[Skyrim:Largashbur|Largashbur]].&lt;br /&gt;
# Place Shagrol's Hammer on the shrine in Largashbur.&lt;br /&gt;
# Collect your [[Skyrim:Volendrung|reward]].&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Giant Attack===&lt;br /&gt;
While visiting [[Skyrim:Riften|Riften]], you may hear rumors from guards that something odd is going on at the [[Skyrim:Orc Strongholds|Orc Stronghold]] of [[Skyrim:Largashbur|Largashbur]]. The [[SR:Orc|Orc]] camp is located in [[Skyrim:The Rift|The Rift]] southwest of Riften. As you approach the town for the first time, a [[Skyrim:Giant|Giant]] will be actively attacking the Orcs at the gate. It's advisable to hurry in and help distract the giant, as it will kill unnamed Orcs left and right and may kill potential followers such as [[Skyrim:Ugor|Ugor]]. After defeating the Giant, Ugor and a caster named [[Skyrim:Atub|Atub]] will begin bickering. Atub will apologize to you and explain that their tribe and leader have been cursed. She has a ritual that may be able to remove it, but needs a [[Skyrim:Troll Fat|Troll Fat]] and a [[Skyrim:Daedra Heart|Daedra Heart]] to perform it. She'll ask you to retrieve them.  Details on where to find them are provided on their individual pages, however the closest place to get both items is in the Jorrvaskr Living Quarters in Whiterun.&lt;br /&gt;
&lt;br /&gt;
===Malacath's Ritual===&lt;br /&gt;
[[File:SR-npc-Chief Yamarz.jpg|thumb|right|[[Skyrim:Chief Yamarz|Chief Yamarz]].]]&lt;br /&gt;
After you bring the ingredients to Atub, she will enter [[Skyrim:Largashbur Longhouse|Largashbur Longhouse]] and speak with [[Skyrim:Chief Yamarz|Chief Yamarz]] about performing the ritual. The Chief isn't thrilled about the ritual, but ultimately agrees to follow her out to the altar. Atub successfully reaches [[Skyrim:Malacath|Malacath]], whose disembodied voice berates Yamarz for his weakness, abhorring Yamarz for being so weak that even Giants openly attack his stronghold. Malacath demands him to kill the giant's leader and return with his club as an offering. Yamarz is irked and demands your assistance in his task, promising lots of gold for helping him.&lt;br /&gt;
&lt;br /&gt;
===Hammer Time===&lt;br /&gt;
Yamarz will run off towards [[Skyrim:Fallowstone Cave|Fallowstone Cave]]. If you fast travel there you'll meet him at the entrance and avoid the long trek. He leads the way through the cave. The cave is remarkably spacious, but very straight forward. [[Skyrim:Bear|Bears]] and [[Skyrim:Troll|Trolls]] may be in the cave and pose some threat, but the Giants should be far enough away to be avoided entirely. Yamarz will charge down several ledges following the flow of a stream to a pool on the lowest level. He will continue to follow the stream deeper into the cave out of the spacious area. A dark path on the right leads up to an area fraught with bones and the exit to the [[Skyrim:Giant's Grove|Giant's Grove]].&lt;br /&gt;
&lt;br /&gt;
===Yamarz's Fork===&lt;br /&gt;
Once in the grove, Yamarz will offer to pay you even more gold if you kill the Giant yourself and let him take credit. If you agree, he will ultimately betray you afterwards saying that no one can ever know the truth of what happened here. He is extremely well-armored and has tremendous blocking ability, but doesn't hit hard. After killing him, Malacath will praise you for removing both the Giant and the conniving, weakling chief. He asks you to take [[Skyrim:Shagrol's Warhammer|Shagrol's Hammer]] back to Largashbur and whip the other Orcs back to shape. If you persuade Yamarz to perform his duty, he'll be killed almost immediately by the Giant and you'll be left to kill the Giant anyway. Malacath will again deride the fallen weakling Chief and send you back to Largashbur. In either situation, you're left fighting the Giant in a very small area.&lt;br /&gt;
&lt;br /&gt;
===Claiming Volendrung===&lt;br /&gt;
Once back, speak with Atub and tell Yamarz's fate. Malacath will speak once more, naming [[Skyrim:Gularzob|Gularzob]] the new chief. He will ask that you place Shagrol's Hammer on the shrine, which transforms it into the fearsome [[Skyrim:Volendrung|Volendrung]], the Hammer of Might. Make sure you pick it up from the shrine where it will be floating above the skull between the antlers.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* If you leave the area without picking up Volendrung, it will be lying on the ground behind the altar upon your return. &lt;br /&gt;
* [[Skyrim:Fallowstone Cave|Fallowstone Cave]] can be visited and cleared prior to this quest. Accepting this quest turns it into a Giant themed zone.&lt;br /&gt;
* After you complete this quest, you will become [[Skyrim:Blood-Kin|Blood-Kin]] to the Orcs.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|If you travel to Largashbur before hearing the rumor in Riften, the giant will still attack but the gate may remain locked, regardless of your level (confirmed at level 60 on the PS3).  If this happens, you can jump over the outer wall near the back-right corner.  The NPCs will then treat you exactly the same as if the gate had been unlocked.|vn=1}}&lt;br /&gt;
{{Bug|Sometimes if you tell Yamarz to kill the giant, the giant will not respond to Yamarz's attacks and will be killed.  When you talk to Yamarz he will behave as though you killed the giant for him and attack you.  When you strike back he will die instantly.|vn=1}}&lt;br /&gt;
{{Bug|If the player kills the Giant and Yamarz, Malacath may say that &amp;quot;Giants took care of Yamarz&amp;quot;, and if the player allows the Giant kill Yamarz, Malacath may say that the player took care of both &amp;quot;Giants&amp;quot; and Yamarz.|vn=1}}&lt;br /&gt;
{{Bug|After placing Shagrol's Hammer on the shrine, Volendrung does not appear. Try loading a previous save and attemping again.|vn=1}}&lt;br /&gt;
{{Bug|After defeating the giant, there were no orcs outside the gate to talk to and the gate was locked.|vn=1}}&lt;br /&gt;
**This can be fixed by climbing the mountains to the right of the gate and dropping into the camp, triggering the appropriate dialog&lt;br /&gt;
{{Bug|After clearing the cave and killing Yamarz and upon exiting the cave, Shadowmere was lying dead outside. Unsure if they are connected.|vn=1}}&lt;br /&gt;
{{Bug|Sometimes Ugor is already dead upon arrival to Largashbur, rendering you unable to enter the gate and talk to Atub.|vn=1}}&lt;br /&gt;
**To get around this, jump over the fence by using the rocks to the west and proceed to talk to Atub to begin the quest.&lt;br /&gt;
{{Bug|{{ps22}}{{xbox22}}It seems that transforming into a werewolf renders the player unable to transform back while in Giant's Grove, which can make the fight against the giant (and potentially Yamarz as well) much more difficult.  Once you leave Giant's Grove, you can use the wait function (1-2 hours is enough) to transform back; until that point, attempting to wait will give you a &amp;quot;you can't wait in this location&amp;quot; message.|vn=1}}&lt;br /&gt;
{{Bug| Occasionally, Yamarz may attack your follower, if you have one. Once your follower's health is depleted and they run off, the quest will continue as usual, and your follower should return after the giant is defeated.|vn=1}}&lt;br /&gt;
{{Bug|{{xbox22}}At the end of the mission, after you've defeated the final giant and had your romp with Yamarz the treacherous orc, you may not be able to search the corpse of the Giant. The arrow will remain over his head, but you will be unable to search his inventory for his gold, giant's toe, and most importantly Shagrol's Hammer.|vn=1}}&lt;br /&gt;
**To fix this, fast travel between Fallowstone Cave and Giant's Grove (to launch the loading screen) and this time around you should be able to search the giant to find the quest item.&lt;br /&gt;
{{Bug|Sometimes upon discovering the stronghold, there will be no giant and no one at the gate. If you attempt to enter, some of the orcs will attack.|vn=1}}&lt;br /&gt;
{{Bug| Even after completing this quest and gaining Malacath's forgiveness for the tribe and ridding them of the curse, giants will still attack them after enough time has passed.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|10||I've heard rumors there's some kind of problem in the Orc settlement of Largashbur, southwest of Riften.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Find out what's happening in Largashbur&lt;br /&gt;
|20||&lt;br /&gt;
|30||&lt;br /&gt;
|40||&lt;br /&gt;
|50||The orcs of Largashbur are besieged by giants, and have been forbidden to leave their stronghold. Atub, the wise woman of the tribe, has asked me to find her Troll Fat and a Daedra Heart so that she may contact Malacath for guidance.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Bring Troll Fat and a Daedra Heart to Atub&lt;br /&gt;
|60||{{Quest Comment|Objective is assigned}}: Observe Atub's ritual&lt;br /&gt;
|70||Malacath has spoken to his followers and expressed disappointment in them. He is angry they allowed his shrine to be desecrated, and has commanded the chieftain of Largashbur, Yamarz, to return to the shrine and reclaim it.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Speak with Yamarz&lt;br /&gt;
|80||Despite being specifically instructed by Malacath to see to it himself, Yamarz wants my help in defeating the giants that have overrun Fallowstone Cave and the shrine of Malacath. He's promised to pay me in exchange for making sure he arrives there safely.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Meet Yamarz at Fallowstone Cave&lt;br /&gt;
|90||{{Quest Comment|Objective is assigned}}: Protect Yamarz&lt;br /&gt;
|100||After Malacath ordered him to retake the shrine in Fallowstone Cave, Yamarz insisted that I escort him there to make sure he arrived safely. Now he has offered to pay me even more in exchange for killing the giant myself, to which I have agreed.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Defeat the giant&lt;br /&gt;
|110||After escorting Yamarz to Fallowstone Cave and proving myself more worthy, Malacath has commanded me to return to Largashbur and deliver Shagrol's Hammer there.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Take Shagrol's Hammer back to Largashbur&lt;br /&gt;
|120||{{Quest Comment|Objective is assigned}}: Place Shagrol's Hammer on the shrine in Largashbur&lt;br /&gt;
|200|Yes|The curse placed on the Orcs of Largashbur is lifted. The tribe's leader, Yamarz, was revealed as a shiftless weakling in Malacath's eyes, and I have redeemed his actions by defeating the giant that had taken over the shrine in Fallowstone Cave. Malacath has named Gularzob as the new chief, and has named me his new Champion.&lt;br /&gt;
|255||&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:The_Cursed_Tribe&amp;diff=956643</id>
		<title>Skyrim:The Cursed Tribe</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:The_Cursed_Tribe&amp;diff=956643"/>
		<updated>2012-05-20T02:17:24Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail2|Quests|Daedric|link2=Daedric Quests}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Atub|Atub]]&lt;br /&gt;
|Reward=[[Skyrim:Volendrung|Volendrung]]&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Skyrim:Largashbur|Largashbur]], [[Skyrim:Fallowstone Cave|Fallowstone Cave]], [[Skyrim:Giant's Grove|Giant's Grove]]&lt;br /&gt;
|ReqLevel=9&lt;br /&gt;
|SuggLevel=32&lt;br /&gt;
|Difficulty=Medium&lt;br /&gt;
|ReqItem=[[Skyrim:Daedra Heart|Daedra Heart]], [[Skyrim:Troll Fat|Troll Fat]], [[sr:Shagrol's Warhammer|Shagrol's Warhammer]]&lt;br /&gt;
|Image=SR-place-Largashbur.jpg&lt;br /&gt;
|ImgDesc=The Cursed Orc Stronghold Largashbur&lt;br /&gt;
|description=Help lift the curse placed on the [[SR:Orc|Orcs]] of [[Skyrim:Largashbur|Largashbur]] by [[Lore:Malacath|Malacath]].&lt;br /&gt;
|ID=DA06&lt;br /&gt;
|Icon=SR-qico-Daedric.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# (Optional) Hear rumors that something is happening in [[Skyrim:Largashbur|Largashbur]].&lt;br /&gt;
# Help the [[Skyrim:Orc|Orcs]] of Largashbur repel a [[Skyrim:Giant|Giant]] attack.&lt;br /&gt;
# Speak to [[Skyrim:Atub|Atub]].&lt;br /&gt;
# Bring a [[Skyrim:Troll Fat|Troll Fat]] and a [[Skyrim:Daedra Heart|Daedra Heart]] to Atub.&lt;br /&gt;
# Observe Atub's ritual.&lt;br /&gt;
# Speak with [[Skyrim:Chief Yamarz|Chief Yamarz]].&lt;br /&gt;
# Meet Yamarz at [[Skyrim:Fallowstone Cave|Fallowstone Cave]].&lt;br /&gt;
# Protect Yamarz as he journeys to the [[Skyrim:Giant's Grove|Giant's Grove]].&lt;br /&gt;
# Defeat the [[Skyrim:Giant|Giant]].&lt;br /&gt;
# Take [[Skyrim:Shagrol's Warhammer|Shagrol's Hammer]] back to [[Skyrim:Largashbur|Largashbur]].&lt;br /&gt;
# Place Shagrol's Hammer on the shrine in Largashbur.&lt;br /&gt;
# Collect your [[Skyrim:Volendrung|reward]].&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Giant Attack===&lt;br /&gt;
While visiting [[Skyrim:Riften|Riften]], you may hear rumors from guards that something odd is going on at the [[Skyrim:Orc Strongholds|Orc Stronghold]] of [[Skyrim:Largashbur|Largashbur]]. The [[SR:Orc|Orc]] camp is located in [[Skyrim:The Rift|The Rift]] southwest of Riften. As you approach the town for the first time, a [[Skyrim:Giant|Giant]] will be actively attacking the Orcs at the gate. It's advisable to hurry in and help distract the giant, as it will kill unnamed Orcs left and right and may kill potential followers such as [[Skyrim:Ugor|Ugor]]. After defeating the Giant, Ugor and a caster named [[Skyrim:Atub|Atub]] will begin bickering. Atub will apologize to you and explain that their tribe and leader have been cursed. She has a ritual that may be able to remove it, but needs a [[Skyrim:Troll Fat|Troll Fat]] and a [[Skyrim:Daedra Heart|Daedra Heart]] to perform it. She'll ask you to retrieve them.  Details on where to find them are provided on their individual pages, however the closest place to get both items is in the Jorrvaskr Living Quarters in Whiterun.&lt;br /&gt;
&lt;br /&gt;
===Malacath's Ritual===&lt;br /&gt;
[[File:SR-npc-Chief Yamarz.jpg|thumb|right|[[Skyrim:Chief Yamarz|Chief Yamarz]].]]&lt;br /&gt;
After you bring the ingredients to Atub, she will enter [[Skyrim:Largashbur Longhouse|Largashbur Longhouse]] and speak with [[Skyrim:Chief Yamarz|Chief Yamarz]] about performing the ritual. The Chief isn't thrilled about the ritual, but ultimately agrees to follow her out to the altar. Atub successfully reaches [[Skyrim:Malacath|Malacath]], whose disembodied voice berates Yamarz for his weakness, abhorring Yamarz for being so weak that even Giants openly attack his stronghold. Malacath demands him to kill the giant's leader and return with his club as an offering. Yamarz is irked and demands your assistance in his task, promising lots of gold for helping him.&lt;br /&gt;
&lt;br /&gt;
===Hammer Time===&lt;br /&gt;
Yamarz will run off towards [[Skyrim:Fallowstone Cave|Fallowstone Cave]]. If you fast travel there you'll meet him at the entrance and avoid the long trek. He leads the way through the cave. The cave is remarkably spacious, but very straight forward. [[Skyrim:Bear|Bears]] and [[Skyrim:Troll|Trolls]] may be in the cave and pose some threat, but the Giants should be far enough away to be avoided entirely. Yamarz will charge down several ledges following the flow of a stream to a pool on the lowest level. He will continue to follow the stream deeper into the cave out of the spacious area. A dark path on the right leads up to an area fraught with bones and the exit to the [[Skyrim:Giant's Grove|Giant's Grove]].&lt;br /&gt;
&lt;br /&gt;
===Yamarz's Fork===&lt;br /&gt;
Once in the grove, Yamarz will offer to pay you even more gold if you kill the Giant yourself and let him take credit. If you agree, he will ultimately betray you afterwards saying that no one can ever know the truth of what happened here. He is extremely well-armored and has tremendous blocking ability, but doesn't hit hard. After killing him, Malacath will praise you for removing both the Giant and the conniving, weakling chief. He asks you to take [[Skyrim:Shagrol's Warhammer|Shagrol's Hammer]] back to Largashbur and whip the other Orcs back to shape. If you persuade Yamarz to perform his duty, he'll be killed almost immediately by the Giant and you'll be left to kill the Giant anyway. Malacath will again deride the fallen weakling Chief and send you back to Largashbur. In either situation, you're left fighting the Giant in a very small area.&lt;br /&gt;
&lt;br /&gt;
===Claiming Volendrung===&lt;br /&gt;
Once back, speak with Atub and tell Yamarz's fate. Malacath will speak once more, naming [[Skyrim:Gularzob|Gularzob]] the new chief. He will ask that you place Shagrol's Hammer on the shrine, which transforms it into the fearsome [[Skyrim:Volendrung|Volendrung]], the Hammer of Might. Make sure you pick it up from the shrine where it will be floating above the skull between the antlers.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* If you leave the area without picking up Volendrung, it will be lying on the ground behind the altar upon your return. &lt;br /&gt;
* [[Skyrim:Fallowstone Cave|Fallowstone Cave]] can be visited and cleared prior to this quest. Accepting this quest turns it into a Giant themed zone.&lt;br /&gt;
* After you complete this quest, you will become [[Skyrim:Blood-Kin|Blood-Kin]] to the Orcs.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|If you travel to Largashbur before hearing the rumor in Riften, the giant will still attack but the gate will remain locked, regardless of your level (confirmed at level 60 on the PS3).  If this happens, you can jump over the outer wall near the back-right corner.  The NPCs will then treat you exactly the same as if the gate had been unlocked.|vn=1}}&lt;br /&gt;
{{Bug|Sometimes if you tell Yamarz to kill the giant, the giant will not respond to Yamarz's attacks and will be killed.  When you talk to Yamarz he will behave as though you killed the giant for him and attack you.  When you strike back he will die instantly.|vn=1}}&lt;br /&gt;
{{Bug|If the player kills the Giant and Yamarz, Malacath may say that &amp;quot;Giants took care of Yamarz&amp;quot;, and if the player allows the Giant kill Yamarz, Malacath may say that the player took care of both &amp;quot;Giants&amp;quot; and Yamarz.|vn=1}}&lt;br /&gt;
{{Bug|After placing Shagrol's Hammer on the shrine, Volendrung does not appear. Try loading a previous save and attemping again.|vn=1}}&lt;br /&gt;
{{Bug|After defeating the giant, there were no orcs outside the gate to talk to and the gate was locked.|vn=1}}&lt;br /&gt;
**This can be fixed by climbing the mountains to the right of the gate and dropping into the camp, triggering the appropriate dialog&lt;br /&gt;
{{Bug|After clearing the cave and killing Yamarz and upon exiting the cave, Shadowmere was lying dead outside. Unsure if they are connected.|vn=1}}&lt;br /&gt;
{{Bug|Sometimes Ugor is already dead upon arrival to Largashbur, rendering you unable to enter the gate and talk to Atub.|vn=1}}&lt;br /&gt;
**To get around this, jump over the fence by using the rocks to the west and proceed to talk to Atub to begin the quest.&lt;br /&gt;
{{Bug|{{ps22}}{{xbox22}}It seems that transforming into a werewolf renders the player unable to transform back while in Giant's Grove, which can make the fight against the giant (and potentially Yamarz as well) much more difficult.  Once you leave Giant's Grove, you can use the wait function (1-2 hours is enough) to transform back; until that point, attempting to wait will give you a &amp;quot;you can't wait in this location&amp;quot; message.|vn=1}}&lt;br /&gt;
{{Bug| Occasionally, Yamarz may attack your follower, if you have one. Once your follower's health is depleted and they run off, the quest will continue as usual, and your follower should return after the giant is defeated.|vn=1}}&lt;br /&gt;
{{Bug|{{xbox22}}At the end of the mission, after you've defeated the final giant and had your romp with Yamarz the treacherous orc, you may not be able to search the corpse of the Giant. The arrow will remain over his head, but you will be unable to search his inventory for his gold, giant's toe, and most importantly Shagrol's Hammer.|vn=1}}&lt;br /&gt;
**To fix this, fast travel between Fallowstone Cave and Giant's Grove (to launch the loading screen) and this time around you should be able to search the giant to find the quest item.&lt;br /&gt;
{{Bug|Sometimes upon discovering the stronghold, there will be no giant and no one at the gate. If you attempt to enter, some of the orcs will attack.|vn=1}}&lt;br /&gt;
{{Bug| Even after completing this quest and gaining Malacath's forgiveness for the tribe and ridding them of the curse, giants will still attack them after enough time has passed.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|10||I've heard rumors there's some kind of problem in the Orc settlement of Largashbur, southwest of Riften.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Find out what's happening in Largashbur&lt;br /&gt;
|20||&lt;br /&gt;
|30||&lt;br /&gt;
|40||&lt;br /&gt;
|50||The orcs of Largashbur are besieged by giants, and have been forbidden to leave their stronghold. Atub, the wise woman of the tribe, has asked me to find her Troll Fat and a Daedra Heart so that she may contact Malacath for guidance.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Bring Troll Fat and a Daedra Heart to Atub&lt;br /&gt;
|60||{{Quest Comment|Objective is assigned}}: Observe Atub's ritual&lt;br /&gt;
|70||Malacath has spoken to his followers and expressed disappointment in them. He is angry they allowed his shrine to be desecrated, and has commanded the chieftain of Largashbur, Yamarz, to return to the shrine and reclaim it.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Speak with Yamarz&lt;br /&gt;
|80||Despite being specifically instructed by Malacath to see to it himself, Yamarz wants my help in defeating the giants that have overrun Fallowstone Cave and the shrine of Malacath. He's promised to pay me in exchange for making sure he arrives there safely.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Meet Yamarz at Fallowstone Cave&lt;br /&gt;
|90||{{Quest Comment|Objective is assigned}}: Protect Yamarz&lt;br /&gt;
|100||After Malacath ordered him to retake the shrine in Fallowstone Cave, Yamarz insisted that I escort him there to make sure he arrived safely. Now he has offered to pay me even more in exchange for killing the giant myself, to which I have agreed.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Defeat the giant&lt;br /&gt;
|110||After escorting Yamarz to Fallowstone Cave and proving myself more worthy, Malacath has commanded me to return to Largashbur and deliver Shagrol's Hammer there.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Take Shagrol's Hammer back to Largashbur&lt;br /&gt;
|120||{{Quest Comment|Objective is assigned}}: Place Shagrol's Hammer on the shrine in Largashbur&lt;br /&gt;
|200|Yes|The curse placed on the Orcs of Largashbur is lifted. The tribe's leader, Yamarz, was revealed as a shiftless weakling in Malacath's eyes, and I have redeemed his actions by defeating the giant that had taken over the shrine in Fallowstone Cave. Malacath has named Gularzob as the new chief, and has named me his new Champion.&lt;br /&gt;
|255||&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Destruction&amp;diff=950471</id>
		<title>Skyrim talk:Destruction</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Destruction&amp;diff=950471"/>
		<updated>2012-05-12T04:52:16Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: /* Harnessing Spelling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
&lt;br /&gt;
|Skyrim_Talk:Destruction/Archive 1|Archive 1|Nov. 2011 - Jan. 2012&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Harnessing Spelling ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the article, the word &amp;quot;harnessing&amp;quot; appears with &amp;quot;sic&amp;quot; next to it.  The description says not to change it to &amp;quot;harnessing&amp;quot; since it's intentionally misspelled in the game.&lt;br /&gt;
&lt;br /&gt;
Here's the thing:  It's already spelled &amp;quot;harnessing&amp;quot; LOL!  I went over it several times, letter by letter (it was in italics), to make sure I wasn't just being dyslexic or something.  I wasn't.&lt;br /&gt;
&lt;br /&gt;
Did somebody change the spelling anyway and nobody else caught it?  Or was it whoever put the &amp;quot;sic&amp;quot; there in the first place who was dyslexic.&lt;br /&gt;
&lt;br /&gt;
Either way, either the &amp;quot;sic&amp;quot; needs to be removed OR the spelling needs to be changed to match whatever the spelling is in-game.  Right now, it's just confusing and makes no sense.  [[Special:Contributions/216.243.60.171|216.243.60.171]] 04:45, 12 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Added {{contradict}} Mediawiki template.  Looks like your wiki isn't following best practices as that template appears to be missing.  You'll need to add that as well.  [[Special:Contributions/216.243.60.171|216.243.60.171]] 04:52, 12 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Scaling part tres ==&lt;br /&gt;
&lt;br /&gt;
I'll put it simply.&lt;br /&gt;
* 24(Legendary Daedric Sword) * 1.5(100 one-handed) * 2.0(5/5 Armsman) * 1(attacks/second) = 72 DPS.&lt;br /&gt;
* {[28 (Legendary Daedric Bow) + 24 (Daedric Arrow)] * 1.5(100 Archery) * 2.0(5/5 Marksman)} / 1.86 (0.86 draw time + 1 nock and recoil) = 89.1 DPS.&lt;br /&gt;
* 60 (Incinerate) * 1.5 (Augmented Flames) * 1 (cast time) = 90 DPS. With one hand. 180 with two.&lt;br /&gt;
&lt;br /&gt;
Yes, you can triple the damage of melee/bow with Enchanting. But that doesn't make Destruction underpowered any more than it makes melee/archery overpowered. All it does is prove that Enchanting as a skill is broken and in dire need of a severe nerf, because as seen above, without it all combat skills are fairly even. [[Special:Contributions/178.183.238.122|178.183.238.122]] 14:23, 2 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Still missing some from the total equation&lt;br /&gt;
Critcals do count&lt;br /&gt;
The notmal attack combo is Power Attack -&amp;gt; Normal attack, because it does not interfere with attack speed, and it causes a stagger.&lt;br /&gt;
So DPS on the sword is more like 108 (144 power attack + 72 normal attack combo)further modified by crits: 20% chance to do 50% damage (10% average DPS) &lt;br /&gt;
Or on average 119 DPS, but as high as 216 if the crit goes off on the 1st power attack. {{unsigned|99.253.157.198|20 March 2012}}&lt;br /&gt;
&lt;br /&gt;
:I think the discussion of destruction scaling well is also not talking about intelligent use of destruction magic. If you keep an active cloak and lay wall spells you add [without any other augmentations] 80dps&lt;br /&gt;
to your total output. Given the impact perk, the speed of casting as opposed to shooting an arrow, and the ability to attack at range, destruction magic has not been underpowered in my experience (I'm lvl 39 and play a mage on expert) {{uns2|20:42, 3 January 2012|69.117.15.82}}&lt;br /&gt;
&lt;br /&gt;
::This whole argument has been muddled. It was never a question of viable/inviable, the fact is that melee/ranged '''damage''' scale better than spell '''damage'''.  Why has been addressed many times but just to be clear, melee/ranged damage is affected directly by three buffing skills, Smithing, Enchanting, Alchemy.  Not only that, but all three affect each other indirectly, as has been stated many times, making a virtual s**tstorm of math.   Spells are only affected by one directly, Alchemy.  And only one indirectly, Enchanting.  &lt;br /&gt;
::If you put those numbers up there down here with the buffs its obvious that spell damage cannot be increased as much as melee/range.  '''Scaling''' is how effective something is as difficulty increases, in Skyrim, as you continue to level up.  Because spell damage, aka Destruction spells, cannot be increased as much as melee/ranged, it obviously does not '''scale''' as well in the later levels as melee/ranged.  This is a simple mathematical truth and I'm not sure why this whole &amp;quot;debate&amp;quot; ever even started.    &lt;br /&gt;
::The problem is that while melee/ranged basically cap at infinity making it possible to one-shot things at level 81 on Master mode, spell damage caps much earlier and in the '''higher levels''', or 50+, it can take a very good while if you are relying on spells for the majority of your damage.  This should be mentioned in the article and not ignored. &lt;br /&gt;
::For the record, I believe that the article states the issue adequately enough as it is now. [[User:Rookwood|Rookwood]] 03:40, 8 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::In Skyrim difficulty stops scaling at around level 50(that's just where tables end). So argument that Destruction doesn't scale up to 81 is moot. The question is: are melee, archery and Destruction equal at level 50? The answer is: yes, see calculations above. Only if you include support skills does the balance break down. Actually, even including Smithing is more or less fine, and Alchemy relies on limited resources for balance so it is arguably also fine(if you're going to haul a lot of Fortify One-Handed Potions, you might as well haul a lot of Potions of Ultimate Magicka). It is only Enchanting that is the real problem since it's not only extremely effective, it doesn't cost the player any resource whatsoever. [[Special:Contributions/178.183.241.136|178.183.241.136]] 21:32, 12 January 2012 (UTC)&lt;br /&gt;
::::Enchanting alone is not a problem, Alchemy alone is not a problem, Smithing alone is also not a problem. It's their combination that makes Archery and Meelee overpower. Don't blame Enchanting to be a broken skill or problem here. It would be better if there's caps of how much % better you can do with all skills.[[Special:Contributions/117.5.243.113|117.5.243.113]] 05:44, 12 February 2012 (UTC)&lt;br /&gt;
:::::Remember most enemies are armored, but have no magic resist and usually have weakness to at one elemental type. Throw in stun lock I don't see what the problem is.[[Special:Contributions/50.99.131.84|50.99.131.84]] 03:34, 28 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd like to point out, that with 100% fortify destruction Lightning Storm can be cast continiously, and that means 75+50% damage / sec {{unsigned|178.48.182.194|4 April 2012}}&lt;br /&gt;
&lt;br /&gt;
== Scaling - Mod to Remedy Issue ==&lt;br /&gt;
&lt;br /&gt;
So, someone released a mod out there to remedy the fact that warriors and sneaky types can pretty much outclass a mage. Check it out: [http://www.skyrimnexus.com/downloads/file.php?id=2275 http://www.skyrimnexus.com/downloads/file.php?id=2275] --[[User:Cdevine|Cdevine]] 23:04, 3 January 2012 (UTC)&lt;br /&gt;
:I like that a lot.  It addresses the fundamental issues in a responsible way instead of just making Destruction do 10x damage across the board or something equally inane.  Best of all it doesn't presume to nerf anything else.  Good find. {{uns2|01:38, 6 January 2012|206.76.160.254}}&lt;br /&gt;
::Uh, &amp;quot;making Destruction do 10x damage across the board&amp;quot; is ''exactly'' what this mod does. The author seems to ignore the simple fact that base damage value of spells is much higher than base damage of weapons - that's why the spells only get 50% increase in damage from skill/perks while weapons get 300%. Basically, instead of fixing the melee/archery which does insane DPS, the mod makes Destruction do insane DPS to make them &amp;quot;equal&amp;quot;. I don't think this is how balance works. [[Special:Contributions/178.183.241.136|178.183.241.136]] 21:22, 12 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::And how, pray tell, is it possible to do otherwise? It is either this or ruin your carefully crafted smithing/enchanting/other enhanced melee character by &amp;quot;downscaling&amp;quot; the other trees. No, this mod is the way to go. At the very least Bethesda should have made destruction damage scale with the skill level. Easily done and gives a good balance. Not to mention that the combination reduce cost/faster magicka regen is basically useless: you have magicka potions.&lt;br /&gt;
:::Consider alteration, too: the armor spells don't scale with level. They just _should_. {{uns2|18:27, 12 February 2012|90.63.97.17}}&lt;br /&gt;
&lt;br /&gt;
== Walls/master level spells are unbalanced? ==&lt;br /&gt;
&lt;br /&gt;
I can't help but notice that walls are pathetically bad. I play on master and they do piss-weak amounts of damage to pretty much anything except skeevers and mudcrabs. I can't even see the health bar move against ancient dragons after I have lit several fires underneath them. I was really looking forward to playing with these spells, is there a mod to make them viable? {{uns2|13:42, 4 January 2012|58.111.134.245}}&lt;br /&gt;
:As far as I know, no. But you can mod the damage output of those walls from 8 to 50 as it described very easily using Skyedit, which you can find on this site.[[Special:Contributions/117.5.240.25|117.5.240.25]] 03:15, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It doesn't seem as though you are using the spell correctly.  The damage comes from casting the spell on the ground where it will leave a burning, freezing, or sparking spot that does 50 damage a second.  You don't use it like flames, frostbite, or sparks by aiming it at a target. I play on master as well and I find it does fairly decent damage.  &lt;br /&gt;
::Also, wall spells don't seem to benefit from the destruction perks. This makes it a spell that is actually more useful for non-destruction mages such as summoners, illusionists and alteration mages who don't put points in destruction.  It has a relatively cheap magicka cost/damage ratio if the target stands in the wall for the duration.  This is easy to do by casting a wall spell underneath an enemy engaged in melee with your summons, or placing walls underneath frenzied enemies fighting each other, and even easier to paralyze a target and lay wall spells beneath them.   Wall spells do 50 damage a second, lasts several seconds and has a base cost of 118 magicka a ''second'', fully perked incinerate with aspect of terror does 100 damage.  Now if you are a destruction mage, incinerate is obviously much better, but you have to spend some perks and use magicka reduction gear.  The wall spells on the otherhand, require no perks and frugally putting a single fire wall spot on the ground barely costs anything for two or three hundred damage. --[[User:Berserkenstein|Berserkenstein]] 03:31, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::After experimenting with several wall spell combos, it seems like the biggest thing to keep in mind is this:  all the ice/fire/shock you lay down in a single burst counts as the same wall.  If you paralyze a dude, then fire a continuous spray of wall down at/under him, he's gonna take a *little* bit of damage from the spray itself (per flames/frostbite/sparks) and then a *little* bit of damage from the SINGLE wall he's now been introduced to.  If you stutter cast, however, the game reads as if he's under the influence of several walls at the same time (even though they're all in the same spot) and you'll get a lot more bang for your buck.  &lt;br /&gt;
:::Also note the actual mechanics behind damage iterations.  Walls pump their damage into the game like heartbeats.  The frost wall's kinda like a mammoth (slow beats for bigger damage) while the shock wall's more like a hummingbird (constant miniscule ticks).  I've seen complaints that the wall's damage is inconsistent.  This is because the enemy has actually passed through the effect &amp;quot;between beats&amp;quot; and missed the damage.  Shock's more reliable because of quicker output, but won't really matter in the split second it takes joe orc to clear your spray.&lt;br /&gt;
:::Conclusion:  best effect so far achieved by using shield charge to knock my opponent down, then hitting them with constant short zaps from &amp;quot;Wall of Storms&amp;quot;.  Rinse, repeat.[[Special:Contributions/137.237.209.60|137.237.209.60]] 18:31, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I've checked with the CK, Wall spells deal 8pts and leave hazard on impact. Fire hazard does 20pts/s for 2 seconds, Frost and Shock hazard does 20pts for 1 second, which means the total damage of the spells are 28pts/s. So after all, they still do not do as much damage as they state (50pts/s).[[Special:Contributions/117.5.241.235|117.5.241.235]] 07:13, 29 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Destruction perks and enchented items ==&lt;br /&gt;
&lt;br /&gt;
Do the destruction perks(like disentegrate) apply to enchanted items as well? Or is it just limited to spells only? {{uns2|03:24, 6 January 2012|74.162.151.174}}&lt;br /&gt;
:Spells only [[Special:Contributions/93.142.242.151|93.142.242.151]] 23:39, 13 January 2012 (UTC) Stef&lt;br /&gt;
&lt;br /&gt;
== Tunderbolt over Lightning Storm ==&lt;br /&gt;
&lt;br /&gt;
As stated before, Lightning Storm('''LS''') spell is useles. Using ''Augmented Shock 2/2'' it deals 112 every second, compared to Tunderbolt('''Tb''') dealing 198 (dualcast) every cca 0.8 seconds (it goes to 247 DPS). Also, '''LS''' has casting time, it locks you to place when casting and it can be interrupted. '''Tb''' on the other hand can be easily controlled and it staggers (using ''Impact''). Only downside to '''Tb''' is its manacost, but that can be negated using correct equipment. Solution would be: Increasing '''LS''' damage drasticly and/or removing casting time and/or removing &amp;quot;lockdown&amp;quot;. Also, '''Tb''' casting time can be even lower (close to '''0.75''' sec), &amp;quot;chargeup&amp;quot; time less than 545ms and &amp;quot;cooldown&amp;quot; less than 220 ms. Cheers [[Special:Contributions/93.142.215.205|93.142.215.205]] 13:29, 12 January 2012 (UTC) Stef&lt;br /&gt;
:Lightning Storm actually has a use versus dragons.  It has the highest range of any spell and can easily be used to kill dragons while in the air at great distances.--[[User:Berserkenstein|Berserkenstein]] 03:36, 28 January 2012 (UTC)&lt;br /&gt;
::Lightningstorm can be useful to hit dragon while they're in mid air but as they land, it it's not worth that much cause it can hardly interrupt dragon's attack=&amp;gt; You are locked target for Dragon breath and bite. I can state another disadvantage of LS, whenever it hit, it create a large, very bright explosion of white spark which prevent me from locating my target.[[Special:Contributions/117.5.243.113|117.5.243.113]] 05:34, 12 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dual Cast Cloak Spells? ==&lt;br /&gt;
&lt;br /&gt;
Ive been looking all over but cant seem to find a straight answer on this, and I can only play on 360 so I couldnt really check for myself even if I knew how, which I dont. What benefit, if any, do I get from dual casting a cloak spell? I see that it uses twice as much magicka, but I see no difference in the Active Effects. It always just says 8 dps for 62 seconds, no matter if I dual cast or single cast. I read somewhere that it possibly extends the range, but the person was just guessing, then I read somewhere else that it does more damage but doesnt show in the active effects, and in another place I read that it doesnt give you any benefit at all. If possible could someone playing on pc determine what it does for certain?  [[Special:Contributions/71.181.56.53|71.181.56.53]] 20:17, 20 January 2012 (UTC)&lt;br /&gt;
:The animation for dual casting is also different than the single cast {{uns2|11:44, 22 January 2012|98.238.243.104}}&lt;br /&gt;
:: Try normal cast and time the death of an enemy on a stopwatch. Then dualcast and time it again - if dualcasting works properly (+220% damage) then the time should be roughly half for killing with dualcast. Let us know the results. --[[Special:Contributions/147.251.215.82|147.251.215.82]] 16:32, 4 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Disintegrate links in table ==&lt;br /&gt;
&lt;br /&gt;
Most of the Shock spells have the following line in their Description and Effect Details column:&lt;br /&gt;
*[[Skyrim:Disintegrate|Disintegrate]], 200 pts for 1 sec; if the [[Skyrim:Disintegrate|Disintegrate]] perk has been unlocked&lt;br /&gt;
It seems that the first link should target a page describing the Disintegrate spell effect, and the second should target the Disintegrate perk. I do not know if a page exists describing the Disintegrate effect as there are for other effects (such as [[Skyrim:Fear|Fear]], [[Skyrim:Paralyze|Paralyze]], [[Skyrim:Shock Damage|Shock Damage]], etc.), but it seems like one should exist and the former link in each entry point to it. [[Special:Contributions/98.228.90.26|98.228.90.26]] 16:52, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also Lightning Bolt and Chain Lightning only say &amp;quot;[[Skyrim:Disintegrate|Disintegrate]], 200 pts for 1 sec&amp;quot; with no mention as to whether the Disintegrate perk is required for this effect; Lightning Storm specifically says the perk is not required, all other spells say it is required, but these two are ambiguous. [[Special:Contributions/98.228.90.26|98.228.90.26]] 16:55, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Only one Rune? ==&lt;br /&gt;
&lt;br /&gt;
So, you can cast only one Fire/Frost/Lighting Rune at time and able to cast the second only after the first one explodes? I really begin to think that Beth's designers are destruction haters. What's the sense now in the Rune spell? Dual cast one as a support before beginning of a fight? Because during the fight it does makes sense to cast something more damaging or useful (like stagger AOE firebolls or Incinerate). I really thought that I can make several runes before the fight and then kite enemies to it. It was looking nice and role-playing. No, you couldn't play the game this way.--[[Special:Contributions/31.128.147.224|31.128.147.224]] 13:35, 3 February 2012 (UTC)&lt;br /&gt;
:I personally find it OK. Since your magicka regeneration is slower in combat, by allowing you to cast more than one rune, you can just set a bunch of runes before entering battle and lead your enemies to all the runes which effectively make the fight extremely easy. You don't even need to worry about running out of magicka since you are not in combat, you can just safely wait for your pool to recharge to place another rune. And that's how you don't even need to lift a finger to kill a level 40 Master Vampire while you're level 10 because he's running through, say, 20 Fire Rune. No, I don't think you can play the game that way.[[Special:Contributions/117.5.243.113|117.5.243.113]] 05:01, 12 February 2012 (UTC)&lt;br /&gt;
::I personally think the original poster is right. Runes deal a pathetic amount of damage once you are level 20+ to the point that they are useless. I used them at first then stopped using them altogether. You should be able to have a maximum of runes greater than 1. 5 would be a good compromise.{{unsigned|90.63.97.17|21:54, 12 February 2012 (UTC)}}&lt;br /&gt;
:::OK, it seems that allowing casting many runes for free is kind of game-breaking. However, there is a simple fix: add several levels in Rune mastery and for each perk you can add one more Rune. So, say after spending 5 perks one can cast 6 runes before a fight and notice that even double casted ones make 110 damage. That means that on Adept you can subtract 660 of 1300 HP of Draugr Deathlord. Really game-breaking! --[[Special:Contributions/89.23.163.7|89.23.163.7]] 01:16, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion to Bethesda to rebalance Destruction vs melee/archery ==&lt;br /&gt;
&lt;br /&gt;
Two very simple things to start with:&lt;br /&gt;
&lt;br /&gt;
* each perk 'X destruction' for X in novice/adept/etc should be transformed from 'spells cost 50% less' to 'spells cost 25% less magicka and do 25% more damage';&lt;br /&gt;
* spell _damage_ as well as cost should be scaled according to skill level (note: skill level, _not_ character level): there is no reason _on earth_ why a 100-destruction &amp;quot;flames&amp;quot; should not deal more damage than a 15-destruction &amp;quot;flames&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
These two very simple modifications would make Destruction more viable than it is now. Yes, this means magic-wielding opponents would be more of a handful but hey, how is that bad? {{uns2|20:38, 12 February 2012|90.63.97.17}}&lt;br /&gt;
&lt;br /&gt;
:Actually the main problem in &amp;quot;reducing mana cost&amp;quot; enchants is it's additive stacking nature. Just compare Fortify Smithing and Fortify Destruction. Both having the same magnitude, and when you wear one item with 25% then you Smithing is 125% and your Destruction mana cost is 75% which is kind of comparable, but wearing 2 items already gives you 150% Smithing and 50% reduction which is effectively 200%, 3 items gives you 175% in Smithing, and 25% mana cost which is actually 400%. Of course, 4 items give you only 200% Smithing but Infinite Effectivness in Destruction (Free spells). So the effects are simply not comparable even though they should be. There are many possible fixes to that problem. One is to introduce Destruction Factor=(1+Enchants) like already exsiting Price Factor in  Mercantile. When you compute destruction Effect you multiply Spell Damage by this Factor and when you compute Mana Cost you divide by this Factor. So 100% Fortify Destruction give you 200% in Damage and 50% in Cost. It is still not perfect in terms of scaling but it is still much better than existing one.--[[Special:Contributions/89.23.180.153|89.23.180.153]] 16:11, 15 February 2012 (UTC)&lt;br /&gt;
::Fortify Destruction only stacks that way now because of how they coded it.  If it's a request to Bethesda to change it, they could alter that.  If the main problem is that 25% + 25% + 25% + 25% = 100%, then it could be easily changed to be .75 * .75 * .75 * .75 = 31.6% of normal cost.   -[[User:Vardis|Vardis]] 17:27, 15 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Yes, this is another way, which is quite logical but it does have some problems on its own. The main one is that it is very hard to predict the result of multiple enchants. For example, you have one necklace for 17% and one ring for 14%, when you additively stack these it gives you 31% and it is easy to check and be satisfied, however if it would be like (1-0.17)*(1-0.14)=0.83*0.86. Could you compute this without a calculator. I couldn't and an average Joe couldn't. Therefore this scheme is pretty rare in computer games (even though it is logical). My suggestion of introducing some Destruction Factor was not for Beth(since they have habits not correcting base game mechanics after release) but for some mod.--[[Special:Contributions/31.128.148.176|31.128.148.176]] 18:15, 16 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::You can check mana costs on your Magic screen.  I support Varidis' suggestion.  Though I think &amp;quot;suggestion to Bethesda&amp;quot; is more than a little naive; more like &amp;quot;suggestion for a game mod&amp;quot;.  --[[User:Theothersteve7|Theothersteve7]] 18:24, 16 February 2012 (UTC)&lt;br /&gt;
:::::Yeah, a mod can't do what I suggested, unless the CK is hiding its equations from me and I just haven't found them yet.  Anyway, this isn't really about the article, and should probably be taken to the forums if anyone wants to discuss further. -[[User:Vardis|Vardis]] 18:56, 16 February 2012 (UTC)&lt;br /&gt;
:::::: Interesting, I don't have the CK but as far as I understand you there is no way to mod it. Actually, this is probably a consequence of another issue ot the multiplicative system: you need somehow to fix the order of enchantments apllied multiplicatively. For example, there are four possible slots, so in the game you need to create 4 multipliers and keep track of those. If they don't exist, you need to somehow to sort all possible items and check that it has some enchantmens and you have to do it for each effect. The point is that if you want to multiply the effect of a ring you need first to check and apply effects of an amulet, chest, and head gear. Or you aplly the effect of a ring first, or second, or third. So you need prescribe the order and continuously keep track of worn and missed parts. It is not a big issue but it has to be done from the beginning.--[[Special:Contributions/31.128.147.106|31.128.147.106]] 21:35, 16 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Of course, one can check on the screen, as it is the only way to get a feedback to our actions. The problem is how it matches expectations of players. If Beth made the multiplicative system I imagine that each player would be confused at least once because as I mentioned there are several individual variables/factors (each enchanting item) contrary to only one (the sum of all enchants) in the additive scheme.--[[Special:Contributions/31.128.147.106|31.128.147.106]] 21:13, 16 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}}Remember there are destruction potions as well that increases destruction damage for a percentage. destruction doesn't have any less dps than melee or archery and it can stun lock. [[Special:Contributions/50.99.131.84|50.99.131.84]] 22:59, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is the enchant Fire, Frost, Shock Enchanter perks, perhaps this would be a more reasonable way to buff Destruction damage. So you would choose from reducing all Destruction mana costs, or specifically buffing one of the elemental damage types. I would take an educated guess and say the damage buff should be 25% considering 100 enchant and a grand soul gem. {{unsigned|99.253.157.198|20 March 2012}}&lt;br /&gt;
&lt;br /&gt;
== Destruction 50% cost perks and fortify destruction? ==&lt;br /&gt;
&lt;br /&gt;
If you have the 50% off perks for destruction, do you only need 2 pieces of 25% fortify destruction for 0 magicka cost? {{uns2|22:58, 26 February 2012|50.99.131.84}}&lt;br /&gt;
:No, since in this case everything stacks multiplicatively and fortify destruction applied to already reduced half cost.--[[Special:Contributions/31.128.131.87|31.128.131.87]] 07:24, 28 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Fireball DoT and Ice Storm questions==&lt;br /&gt;
So I recently started using fire and ice magic (only used lightning beforehand) and realized that a Draugr Deathlord takes 3 dual casted fireballs to kill, while it has around 1000 health. How much DoT does fireball have?? Even with the Necromage perk taken (all spells do 1.25x damage against undead) and their innate weakness to fire (again 1.25x) it shouldnt do 1000+ damage, but only 619 (40 base damage, 1.5x from augmented flames, 1.25x from weakness to fire, 1.25x from necromage, and 2.2x from dual cast, all this x3 because it took 3 casts to kill)&lt;br /&gt;
&lt;br /&gt;
Is it possible that fireball does more DoT than other fire spells?? Or do all fire spells have such crazy 'aftereffect'?&lt;br /&gt;
&lt;br /&gt;
The other question is about the damage of Ice Storm, I realized that it does more damage whenever its the &amp;quot;edge&amp;quot; of the spell hitting the enemies, sometimes 2x, and sometimes even as much as 3x as much damage, can anyone confirm how this spell really works? &lt;br /&gt;
(eg: A falmer sometimes takes 3 single casts, sometimes 2, and sometimes just 1 to kill) {{uns2|20:27, 4 March 2012|84.3.160.218}}&lt;br /&gt;
&lt;br /&gt;
: Ice storm will damage anything on its path, so if you are able to keep your target in the storm, it will deal more damage. This usually happen when you dual cast the spell, Impact perk will push them back, sometimes it pushes them back into the storm that has just travelled through them and they receive damage again.[[Special:Contributions/117.5.243.12|117.5.243.12]] 09:35, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New character/pre-civil war destruction leveling. ==&lt;br /&gt;
&lt;br /&gt;
I know there are tons of ways to level your destruction but i've found one of the easiest (through shear number of npc's available for attacking is the civil war line of quests. &lt;br /&gt;
every time you need to take over a fort there are a number of fast spawning randomized enemies, and during the course of the fight, friendly fire is completely ignored.&lt;br /&gt;
&lt;br /&gt;
this allows for upwards of 10-15 friendlies+ enemies to unleash aoe's on, ice storm being one of my favorites due to fireballs inability to damage enemies standing behind a &amp;quot;blast wave&amp;quot; blocking npc. ice storm will pass through all enemies in a fairly large cylindrical area in front of you.&lt;br /&gt;
&lt;br /&gt;
other &amp;quot;hotspots&amp;quot; include open space foresworn camps, though not as easy to gather as the warring stormcloaks and imperials.&lt;br /&gt;
went from 62-65 in about 450 magicka using whiterun's &amp;quot;main gate&amp;quot; instant respawning guards during the imperial defense {{Uns|71.180.30.46|01:23, 4 April 2012}}&lt;br /&gt;
&lt;br /&gt;
== Reason for removing the parts about perks improving fireball/ice storm radius and chain lightning jump ==&lt;br /&gt;
The perks all have nothing regarding area. The spells have nothing regarding those perks specifically, nor the magic effect. Fireball lists its explosion radius without it implying it can change, and it doesn't. Chain Lightning can chain over numerous enemies without any perk. Visibly these aren't true either and all of those spells act identically with and without the perks. [[Special:Contributions/96.245.177.118|96.245.177.118]] 01:20, 24 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Destruction&amp;diff=950468</id>
		<title>Skyrim:Destruction</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Destruction&amp;diff=950468"/>
		<updated>2012-05-12T04:50:34Z</updated>

		<summary type="html">&lt;p&gt;216.243.60.171: Added contradict template for misleading/confusing &amp;quot;sic&amp;quot; reference.  See talk.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Destruction.png&lt;br /&gt;
|Special=Magic&lt;br /&gt;
|ExTrail=[[Skyrim:Magic Overview|Magic]]&lt;br /&gt;
}}&lt;br /&gt;
{{contradict|date=May 2012}}&lt;br /&gt;
'''Destruction''' magic provides many means of inflicting damage on enemies. [[Skyrim:Destruction Spells|Destruction spells]] use elements (Fire, Frost, or Shock) and pure magic to damage health; an enemy's magicka and stamina can also be reduced. Increasing this skill reduces magicka cost when casting Destruction spells. Historical information about the School of Destruction is provided in the [[Lore:Destruction|lore article]]. The Destruction skill tree has a total of 14 perks, requiring a total of 17 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The School of Destruction involves {{sic|the harnessing|harnessing}} the energies of fire, frost and shock. This skill makes it easier to cast spells like Fireball, Ice Spike, and Lightning Bolt.''&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Destruction is the principal damage-dealing school of Magic. Destruction mages can use Perks to specialize in one or more of the elements—Fire, Frost and Shock—gaining the ability to do extra damage. Since some enemies are resistant to particular forms of magic, anyone relying on Destruction is well-advised to learn spells from more than one element, and perhaps to specialize in two or more.&lt;br /&gt;
&lt;br /&gt;
=== Elements ===&lt;br /&gt;
==== Fire ====&lt;br /&gt;
* Lowest Magicka cost of the three elements.&lt;br /&gt;
* Deals only Health damage.&lt;br /&gt;
* Sets targets on fire, usually dealing an additional 10% damage over 1 second, but some spells do more.&lt;br /&gt;
* Special perk: Intense Flames. Causes enemies below 20% health to run away.&lt;br /&gt;
&lt;br /&gt;
Many inhabitants of Skyrim are weak against Fire Damage, including [[Skyrim:Troll|Troll]]s and all creatures with Snow, Ice, or Frost in their name. In some dungeons there are [[Skyrim:Traps#Oil Slicks/Oil Lanterns|pools of flammable liquid]] which you can ignite with Fire magic, resulting in impressive conflagrations that can wipe out enemies in seconds. The ''Intense Flames'' perk is of limited use, firstly because humanoid enemies will drop down to their knees when their health is below 10%, and secondly because enemies that do not drop down will run away, forcing you to kill them some other way. The ''[[Skyrim:Aspect_of_Terror|Aspect of Terror]]'' perk from the [[SR:Illusion|Illusion]] tree is currently glitched to add 10 points of damage to all Fire spells (you do not need to take ''Intense Flames'' for this effect to apply).&lt;br /&gt;
&lt;br /&gt;
In addition, by casting the [[SR:Flames|Flames]] spell repeatedly in short bursts, you can apply the &amp;quot;on-fire&amp;quot; effect several times, which will dramatically increase your damage output. If you take the ''Aspect of Terror'' perk from Illusion tree, it will make this trick even more devastating and potentially viable even at high levels despite being a Novice spell. It should also be noted that even without ''Aspect of Terror'', Flames is the second-most Magicka-efficient spell in the game (after [[SR:Firebolt|Firebolt]]), and ''Aspect of Terror'' will make it an uncontested first place. This trick also works well when combined with the [[sr:Slow Time|Slow Time]] [[SR:Dragon Shouts|shout]].&lt;br /&gt;
&lt;br /&gt;
==== Frost ====&lt;br /&gt;
* Middle Magicka cost of the three elements. &lt;br /&gt;
* Deals damage to Health and Stamina (typically the same amount).&lt;br /&gt;
* Slows targets by 50% for a few seconds (duration varies).&lt;br /&gt;
* Special perk: Deep Freeze. Causes enemies below 20% health to be paralyzed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, all the enemies that are weak to Fire are also resistant to Frost, and Nords, the most common NPCs in Skyrim, resist it as well. The ''Deep Freeze'' perk is useful, but almost exactly the same effect can be achieved with dual-casting and ''Impact''.  The Adept-level area effect missile spell, [[SR:Ice Storm|Ice Storm]], is distinct from the other two in that it covers an area of effect as the projectile itself travels, instead of just projecting its effect area upon impact.  Large swaths can be attacked by rapid-fire tandem casting Ice Storm.  Usage of any frost attacks against [[SR:Bandit|bandits]] or other primarily melee-based foes shows the utility of the slow effect, as it prevents them from closing to melee range and also impairs their ability to power attack or shield bash.&lt;br /&gt;
&lt;br /&gt;
==== Shock ====&lt;br /&gt;
* Highest Magicka cost of the three elements. &lt;br /&gt;
* Generally shorter range, but projectiles hit instantly.&lt;br /&gt;
* Deals damage to Health and Magicka (Magicka damage is typically 50% of the Health damage).&lt;br /&gt;
* Special perk: Disintegrate. Instantly kills enemies below 15% health.&lt;br /&gt;
&lt;br /&gt;
In practice, enemy mages tend to have a lot of Magicka and not a lot of Health, which combined with the fact that you deal more Health damage than Magicka damage might mean you will kill them before you manage to stop their spellcasting, although skilled mages with the proper magicka reserves will gain an edge in long combats with similarly-skilled mages. There are three good reasons to use Shock spells: firstly, while there are few enemies weak to Shock (save [[SR:Daedra|Daedra]] and [[SR:Dwarven Automatons|Dwarven Automatons]]), only the uncommon [[SR:Storm Atronach|Storm Atronach]] resists it, making it equally useful against practically everything and allowing you to save perks by specializing only in one element. Secondly, unlike Fire and Frost, all Shock spells hit instantly wherever you're aiming them, making mid and long-range combat much easier, even though at a more limited range than fire and frost spells. Finally, Shock gets arguably the best specialization perk, ''Disintegrate'', which effectively reduces HP of all enemies in the game by 15% (though it may cause some looting problems as of patch 1.3, so be careful).  This perk is particularly useful when dealing with Necromancers, or anything else capable of raising the dead, since it ensures that the disintegrated target cannot be re-animated.&lt;br /&gt;
&lt;br /&gt;
=== Spell Types ===&lt;br /&gt;
Within each elemental family, the pattern of spells is consistent:&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Level !! Fire !! Frost !! Shock !! Effect !! Base Damage&lt;br /&gt;
|-&lt;br /&gt;
| Constant damage || Novice || Flames || Frostbite || Sparks || Short range spell that deals damage as long as you concentrate || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| Missile || Apprentice || Firebolt || Ice Spike || Lightning Bolt || Single-target missile || 25&lt;br /&gt;
|-&lt;br /&gt;
| Rune || Apprentice || Fire Rune || Frost Rune || Lightning Rune || Cast on a surface and triggered like a mine || 50&lt;br /&gt;
|-&lt;br /&gt;
| Area Missile || Adept || Fireball || Ice Storm || Chain Lightning || Multiple-target missile || 40&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || Adept || Flame Cloak || Frost Cloak || Lightning Cloak || Harms all enemies in melee range || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| Missile || Expert || Incinerate || Icy Spear || Thunderbolt || Single-target missile || 60&lt;br /&gt;
|-&lt;br /&gt;
| Wall || Expert || Wall of Flames || Wall of Frost || Wall of Storms || Linear obstacle that does damage || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| Storm || Master  || Fire Storm || Blizzard || Lightning Storm || Constant wide area of effect || varies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
{{Perk Tree Setup|width=400}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|439|733|Novice Destruction|mark_alt=Novice Destruction: 0 Destruction. Cast Novice level Destruction spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|592|535|Apprentice Destruction|mark_alt=Apprentice Destruction: 25 Destruction. Cast Apprentice level Destruction spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|572|341|Adept Destruction|mark_alt=Adept Destruction: 50 Destruction. Cast Adept level Destruction spells for half magicka.|position=topright}}&lt;br /&gt;
{{Image Mark|623|226|Expert Destruction|mark_alt=Expert Destruction: 75 Destruction. Cast Expert level Destruction spells for half magicka.|position=topright}}&lt;br /&gt;
{{Image Mark|618|74|Master Destruction|mark_alt=Master Destruction: 100 Destruction. Cast Master level Destruction spells for half magicka.|position=left}}&lt;br /&gt;
{{Image Mark|683|422|Rune Master|mark_alt=Rune Master: 40 Destruction. Can place runes five times farther away.|position=topright}}&lt;br /&gt;
{{Image Mark|274|494|Augmented Flames|mark_alt=Augmented Flames (2 ranks): 30/60 Destruction. Fire spells do 25/50% more damage.|position=left}}&lt;br /&gt;
{{Image Mark|253|360|Intense Flames|mark_alt=Intense Flames: 50 Destruction. Fire damage causes targets to flee if their health is low.|position=left}}&lt;br /&gt;
{{Image Mark|390|438|Augmented Frost|mark_alt=Augmented Frost (2 ranks): 30/60 Destruction. Frost spells do 25/50% more damage.|position=left}}&lt;br /&gt;
{{Image Mark|370|274|Deep Freeze|mark_alt=Deep Freeze: 60 Destruction. Frost damage paralyzes targets if their health is low.|position=left}}&lt;br /&gt;
{{Image Mark|480|433|Augmented Shock|mark_alt=Augmented Shock (2 ranks): 30/60 Destruction. Shock spells do 25/50% more damage.|position=bottomright}}&lt;br /&gt;
{{Image Mark|476|232|Disintegrate|mark_alt=Disintegrate: 70 Destruction. Shock damage disintegrates targets if their health is low.|position=topleft}}&lt;br /&gt;
{{Image Mark|678|654|Destruction Dual Casting|mark_alt=Destruction Dual Casting: 20 Destruction. Dual casting a Destruction spell overcharges the effects into an even more powerful version.|position=right}}&lt;br /&gt;
{{Image Mark|733|530|Impact|mark_alt=Impact: 40 Destruction. Most destruction spells will stagger an opponent when dual cast.|position=right}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Novice Destruction}}''&lt;br /&gt;
| Cast Novice level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000f2ca8}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Apprentice Destruction}}''&lt;br /&gt;
| Cast Apprentice level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44bf}}&lt;br /&gt;
| 25 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Adept Destruction}}''&lt;br /&gt;
| Cast Adept level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44c0}}&lt;br /&gt;
| 50 Destruction&lt;br /&gt;
| Apprentice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Expert Destruction}}''&lt;br /&gt;
| Cast Expert level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44c1}}&lt;br /&gt;
| 75 Destruction&lt;br /&gt;
| Adept Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Master Destruction}}''&lt;br /&gt;
| Cast Master level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44c2}}&lt;br /&gt;
| 100 Destruction&lt;br /&gt;
| Expert Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Rune Master}}''&lt;br /&gt;
| Can place runes five times farther away.&lt;br /&gt;
| {{ID|00105f32}}&lt;br /&gt;
| 40 Destruction&lt;br /&gt;
| Apprentice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Augmented Flames}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Fire spells do 25% more damage.&lt;br /&gt;
| {{ID|000581e7}}&lt;br /&gt;
| 30 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Fire spells do 50% more damage.&lt;br /&gt;
| {{ID|0010fcf8}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Destruction&lt;br /&gt;
| Augmented Flames Level 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Intense Flames}}''&lt;br /&gt;
| Fire damage causes targets to flee if their health is low (under 20%).&lt;br /&gt;
| {{ID|000f392e}}&lt;br /&gt;
| 50 Destruction&lt;br /&gt;
| Augmented Flames&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Augmented Frost}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Frost spells do 25% more damage.&lt;br /&gt;
| {{ID|000581ea}}&lt;br /&gt;
| 30 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Frost spells do 50% more damage.&lt;br /&gt;
| {{ID|0010fcf9}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deep Freeze}}''&lt;br /&gt;
| Frost damage paralyzes targets if their health is low (under 20%).&lt;br /&gt;
| {{ID|000f3933}}&lt;br /&gt;
| 60 Destruction&lt;br /&gt;
| Augmented Frost&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Augmented Shock}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Shock spells do 25% more damage.&lt;br /&gt;
| {{ID|00058200}}&lt;br /&gt;
| 30 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shock spells do 50% more damage.&lt;br /&gt;
| {{ID|0010fcfa}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Disintegrate}}''&lt;br /&gt;
| Shock spells disintegrate targets if their health is low (under 15%).&lt;br /&gt;
| {{ID|000f3f0e}}&lt;br /&gt;
| 70 Destruction&lt;br /&gt;
| Augmented Shock&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Destruction Dual Casting}}''&lt;br /&gt;
| Dual casting a Destruction spell overcharges the effects into an even more powerful version.&lt;br /&gt;
| {{ID|000153cf}}&lt;br /&gt;
| 20 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Impact}}''&lt;br /&gt;
| Most destruction spells will stagger an opponent when dual cast.&lt;br /&gt;
| {{ID|000153d2}}&lt;br /&gt;
| 40 Destruction&lt;br /&gt;
| Destruction Dual Casting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Skyrim:Destruction Spells}}&lt;br /&gt;
===Spell List Notes===&lt;br /&gt;
{{Skyrim:Spell List Notes|noheader=1}}&lt;br /&gt;
===Magical Effects===&lt;br /&gt;
The following individual effects are all considered to be part of the school of Destruction (see the individual effect pages for full details on availability; the [[Skyrim:Magical Effects#Destruction|Magical Effects]] article also provides a summary):&lt;br /&gt;
* [[Image:O-Fire_small.png|Fire Damage]] [[Skyrim:Fire Damage|Fire Damage]]&lt;br /&gt;
* [[Image:O-Frost_small.png|Frost Damage]] [[Skyrim:Frost Damage|Frost Damage]]&lt;br /&gt;
* [[Image:O-Shock_small.png|Shock Damage]] [[Skyrim:Shock Damage|Shock Damage]]&lt;br /&gt;
&lt;br /&gt;
== Skill Usage==&lt;br /&gt;
Be aware that your Destruction skill level only decreases the casting cost and does not increase the spell damage. To keep using Destruction magic against tougher opponents you will need to either learn stronger spells, pick the damage increasing perks, or (preferably) both. Higher level spells are also required to level up the skill quicker, as the amount of skill progress is higher for higher level spells.&lt;br /&gt;
&lt;br /&gt;
Shock is faster than the other elements, so you do not have to lead as much when targeting moving opponents.&lt;br /&gt;
&lt;br /&gt;
Note that Rune spells can only be placed close to the caster, and that the continuous fire novice spells [[Skyrim:Flames|Flames]], [[Skyrim:Sparks|Sparks]], and [[Skyrim:Frostbite|Frostbite]] have a very limited range. However, the former can be improved with the [[Skyrim:Rune Master|Rune Master]] perk.&lt;br /&gt;
&lt;br /&gt;
It is best to use Rune spells in close-quarters or tight entrances, and is especially useful for those that mix Stealth and Magic.&lt;br /&gt;
&lt;br /&gt;
Use the Cloak spells for battle, as any opponent that you are not focusing on will still get hurt.&lt;br /&gt;
&lt;br /&gt;
Note that the ''Dual Casting'' perk is Magicka inefficient as it means only 10% damage increase for 40% higher Magicka cost. Unless you have a lot of Magicka or a lot of casting cost reducing gear, it is more efficient to cast two normal spells with both hands (you can still cast two single-cast spells after acquiring the perk by activating one hand then the other in rapid succession, rather than activating both hands simultaneously for the dual-cast version). However, dual-casting has two advantages that, situation depending, may outweigh the additional cost: the DPS of dual-casting is higher, and the ''Impact'' perk provides a guaranteed stagger dependent on the spell. The stagger effect has no effect if the target is already staggering, thus a good balance between efficient damage and shutdown of the target is to alternate a dual-cast with two quick double casts. ''Impact'' does not work with any constant 'stream' spell (Flames, Frostbite), the Novice spells, the Wall-type Expert spells or any Master spell: none of these will benefit from the ''Impact'' stagger effect.&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
===Character Creation===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Destruction:&lt;br /&gt;
* +10 bonus: [[Skyrim:Dunmer|Dunmer]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Altmer|Altmer]], [[Skyrim:Imperial|Imperial]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]] in [[Skyrim:Windhelm|Windhelm]] (Common)&lt;br /&gt;
* [[Skyrim:Sybille Stentor|Sybille Stentor]] in [[Skyrim:Solitude|Solitude]] (Expert)&lt;br /&gt;
* [[Skyrim:Faralda|Faralda]] in the [[Skyrim:College of Winterhold (place)|College of Winterhold]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:The Art of War Magic|The Art of War Magic]]''&lt;br /&gt;
* ''[[Skyrim:Horror of Castle Xyr|Horror of Castle Xyr]]''&lt;br /&gt;
* ''[[Skyrim:A Hypothetical Treachery|A Hypothetical Treachery]]''&lt;br /&gt;
* ''[[Skyrim:Mystery of Talara, v3|Mystery of Talara, v3]]''&lt;br /&gt;
* ''[[Skyrim:Response to Bero's Speech|Response to Bero's Speech]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Destruction reward (and other magic skills) from [[Skyrim:Pantea_Ateia|Pantea Ateia]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Pantea's_Flute|Pantea's Flute]].&lt;br /&gt;
* +5 to Destruction (and other Magic skills)  by selecting &amp;quot;The Path of Magic&amp;quot; when reading the [[Skyrim:Oghma Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* To level this skill, you must cast a spell on a valid target. Some valid targets include [[Skyrim:Shadowmere|Shadowmere]], [[Skyrim:Hadvar|Hadvar]]/[[Skyrim:Ralof|Ralof]] during [[Skyrim:Unbound|Unbound]], [[SR:Derkeethus|Derkeethus]], [[Skyrim:Esbern|Esbern]] before [[Skyrim:A_Cornered_Rat|A Cornered Rat]] (use Sparks or Ice Storm to hit him through the door, or place runes right next to where he's standing, and  then activate the door when his health gets too low to reset him and any bounties you might acquire), [[Skyrim:Paarthurnax_(dragon)|Paarthurnax]] (before starting [[Skyrim:Paarthurnax (quest)|his quest]]) and [[Skyrim:M'aiq_the_Liar|M'aiq the Liar]], conjured creatures, and torture victims.&lt;br /&gt;
* Casting higher level spells gives generally faster skill increases (Novice&amp;lt;Apprentice&amp;lt;Adept&amp;lt;Expert&amp;lt;Master).&lt;br /&gt;
* [[Skyrim:Regenerate Magicka|Regenerate Magicka]] effects help reduce downtimes while training. &lt;br /&gt;
* It is possible to reduce or even completely eliminate the magicka cost of spells by stacking [[Skyrim:Fortify Destruction|Fortify Destruction]] enchanting effects.&lt;br /&gt;
* Playing on Novice difficulty causes leveling to occur significantly faster than on other difficulties.&lt;br /&gt;
* If you jump into a forge, you will be set on fire, which will slowly increase your Destruction skill.  This does not work with special forges like the [[Skyrim:Skyforge|Skyforge]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*When you bash an opponent with your torch, it will count towards the Destruction Skill: the fire damage from the Torch is registered as magical fire damage like that of a spell, similar to how Dragon Shouts can be blocked by Ward Spells, because they are considered magical attacks.&lt;br /&gt;
* &amp;quot;Destruction Dual Casting&amp;quot; enables one to cast a 220% strength version of the spell at 280% of normal cost when simultaneously casting the same spell from both hands.&lt;br /&gt;
*Fire spells, even without the &amp;quot;Intense Flames&amp;quot; perk, have a fear effect on them, and so are affected by the &amp;quot;[[Skyrim:Illusion#Aspect_of_Terror|Aspect of Terror]]&amp;quot; perk from the Illusion tree. That perk gives an extra 10 points of damage to fire spells.&lt;br /&gt;
* [[Skyrim:Impact|Impact]] does not normally work on dragons.  To make it work, also take [[Skyrim:Augmented Flames|Augmented Flames]], [[Skyrim:Augmented Frost|Augmented Frost]], and/or [[Skyrim:Augmented Shock|Augmented Shock]] and use the respective spell type. If you have enough Magicka, or sufficiently enchanted armor, you can potentially 'stun lock' even dragons indefinitely.&lt;br /&gt;
*Rune spells can be used to draw [[Skyrim:Draugr|Draugr]] out of their vaults.  Even &amp;quot;at rest,&amp;quot; they will set off nearby runes and take damage from them.  This is useful in barrows with large numbers of Draugr, as it allows the player to take them on one at a time. Furthermore, since Wall of Flames does not wake enclosed Draugr, it can be applied around or in front of a sarcophagus before awakening the Draugr within, resulting in nearly instant kills as they emerge.&lt;br /&gt;
*Ice Storm can travel through walls or other obstructions.&lt;br /&gt;
*With a high enough level of destruction, passing guards may say &amp;quot;Destruction magick's fine; just don't go burning down any buildings.&amp;quot;&lt;br /&gt;
*Disintegrate has a potential disadvantage - if you use a shock spell on a dragon as a finishing blow, the dragon may be disintegrated, and you cannot harvest their soul (though the scales and bones will be in the ash pile). If you are a shock user, consider using a different means to deliver the last damage to dragons.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Many effects are not correctly affected by the Augmented Fire, Augmented Frost, and Augmented Shock perks.  These perks rely upon the &amp;lt;code&amp;gt;MagicDamageFire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MagicDamageFrost&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;MagicDamageShock&amp;lt;/code&amp;gt; keywords to identify which magic effects should be enhanced by the perks, however many spell effects are missing those keywords, whereas other effects incorrectly have them.  Specifically:&lt;br /&gt;
** All Rune and Cloak spells are unaffected by Augmented Flame/Frost/Lightning perks.&lt;br /&gt;
** All [[Skyrim:Damage Stamina|Damage Stamina]] enchantments are affected by the Augmented Fire perk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>216.243.60.171</name></author>
		
	</entry>
</feed>