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		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Useful_Potions&amp;diff=1129894</id>
		<title>Skyrim talk:Useful Potions</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Useful_Potions&amp;diff=1129894"/>
		<updated>2013-02-18T21:02:35Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Should this list be updated to include the expansion ingredients? */ typoed Scathecraw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Potion Program==&lt;br /&gt;
I wrote a program to produce a list of three ingredient mixtures.  Note that these are only three ingredient four effect mixtures.  The program could be modified to give two ingredient mixtures as well and I am sure that some of the potions listed below probably only need tow ingredients instead of all three:&lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|Long list of Potions and Poisons}}&lt;br /&gt;
:(POTION) Abecean Longfin | Purple Mountain Flower | Small Pearl:Fortify Sneak | Fortify Restoration | Restore Stamina | Resist Frost&lt;br /&gt;
:(POTION) Berit's Ashes | Charred Skeever Hide | Mudcrab Chitin:Resist Fire | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Beehive Husk | Charred Skeever Hide | Hawk Feathers:Resist Poison | Fortify Light Armor | Fortify Sneak | Cure Disease&lt;br /&gt;
:(POTION) Beehive Husk | Hawk Feathers | Mudcrab Chitin:Fortify Light Armor | Fortify Sneak | Resist Poison | Cure Disease&lt;br /&gt;
:(POTION) Blisterwort | Charred Skeever Hide | Mudcrab Chitin:Restore Health | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Blue Dartwing | Charred Skeever Hide | Mudcrab Chitin:Restore Health | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Blue Mountain Flower | Charred Skeever Hide | Mudcrab Chitin:Restore Health | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Bone Meal | Charred Skeever Hide | Mudcrab Chitin:Resist Fire | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Briar Heart | Hagraven Claw | Tundra Cotton:Fortify Block | Fortify Magicka | Resist Magic | Fortify Barter&lt;br /&gt;
:(POTION) Briar Heart | Hawk Beak | Pearl:Restore Magicka | Fortify Block | Restore Stamina | Resist Shock&lt;br /&gt;
:(POTION) Briar Heart | Histcarp | Pearl:Fortify Magicka | Restore Magicka | Fortify Block | Restore Stamina&lt;br /&gt;
:(POTION) Briar Heart | Pearl | Pine Thrush Egg:Restore Magicka | Fortify Block | Restore Stamina | Resist Shock&lt;br /&gt;
:(POTION) Butterfly Wing | Charred Skeever Hide | Mudcrab Chitin:Restore Health | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Charred Skeever Hide | Daedra Heart | Mudcrab Chitin:Restore Health | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Charred Skeever Hide | Dragon's Tongue | Mudcrab Chitin:Restore Stamina | Cure Disease | Resist Poison | Resist Fire&lt;br /&gt;
:(POTION) Charred Skeever Hide | Elves Ear | Mudcrab Chitin:Restore Stamina | Cure Disease | Resist Poison | Resist Fire&lt;br /&gt;
:(POTION) Charred Skeever Hide | Eye of Sabre Cat | Mudcrab Chitin:Restore Health | Cure Disease | Resist Poison | Restore Stamina&lt;br /&gt;
:(POTION) Charred Skeever Hide | Fire Salts | Mudcrab Chitin:Restore Stamina | Cure Disease | Resist Poison | Resist Fire&lt;br /&gt;
:(POTION) Charred Skeever Hide | Fly Amanita | Mudcrab Chitin:Restore Stamina | Cure Disease | Resist Poison | Resist Fire&lt;br /&gt;
:(POTION) Charred Skeever Hide | Imp Stool | Mudcrab Chitin:Restore Health | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Charred Skeever Hide | Mudcrab Chitin | Rock Warbler Egg:Restore Stamina | Cure Disease | Resist Poison | Restore Health&lt;br /&gt;
:(POTION) Charred Skeever Hide | Mudcrab Chitin | Snowberries:Restore Stamina | Cure Disease | Resist Poison | Resist Fire&lt;br /&gt;
:(POTION) Charred Skeever Hide | Mudcrab Chitin | Swamp Fungal Pod:Restore Stamina | Cure Disease | Resist Poison | Restore Health&lt;br /&gt;
:(POTION) Charred Skeever Hide | Mudcrab Chitin | Wheat:Restore Stamina | Cure Disease | Resist Poison | Restore Health&lt;br /&gt;
:(POTION) Creep Cluster | Hawk Beak | Pearl:Fortify Carry Weight | Restore Magicka | Restore Stamina | Resist Shock&lt;br /&gt;
:(POTION) Dragon's Tongue | Dwarven Oil | Fire Salts:Fortify Illusion | Resist Fire | Regenerate Magicka | Restore Magicka&lt;br /&gt;
:(POTION) Dragon's Tongue | Fire Salts | Taproot:Resist Fire | Fortify Illusion | Restore Magicka | Regenerate Magicka&lt;br /&gt;
:(POTION) Dragon's Tongue | Fly Amanita | Mora Tapinella:Resist Fire | Fortify Two-handed | Fortify Illusion | Regenerate Stamina&lt;br /&gt;
:(POTION) Dragon's Tongue | Fly Amanita | Scaly Pholiota:Resist Fire | Fortify Two-handed | Fortify Illusion | Regenerate Stamina&lt;br /&gt;
:(POTION) Fire Salts | Moon Sugar | Snowberries:Restore Magicka | Regenerate Magicka | Resist Fire | Resist Frost&lt;br /&gt;
:(POTION) Frost Salts | Hawk Beak | Pearl:Resist Frost | Restore Magicka | Restore Stamina | Resist Shock&lt;br /&gt;
:(POTION) Garlic | Nordic Barnacle | Slaughterfish Egg:Regenerate Health | Resist Poison | Fortify Stamina | Fortify Pickpocket&lt;br /&gt;
:(POTION) Glow Dust | Hawk Beak | Wisp Wrappings:Resist Shock | Fortify Destruction | Restore Stamina | Fortify Carry Weight&lt;br /&gt;
:(POTION) Glowing Mushroom | Hawk Beak | Wisp Wrappings:Resist Shock | Fortify Destruction | Restore Stamina | Fortify Carry Weight&lt;br /&gt;
:(POTION) Hawk Beak | Moon Sugar | Pearl:Resist Frost | Restore Stamina | Resist Shock | Restore Magicka&lt;br /&gt;
:(POTION) Hawk Beak | Mudcrab Chitin | Snowberries:Restore Stamina | Resist Frost | Resist Shock | Resist Fire&lt;br /&gt;
:(POTION) Hawk Beak | Pearl | Slaughterfish Scales:Restore Stamina | Resist Shock | Resist Frost | Fortify Block&lt;br /&gt;
:(POTION) Hawk Beak | Snowberries | Wisp Wrappings:Resist Frost | Resist Shock | Restore Stamina | Fortify Carry Weight&lt;br /&gt;
:(POTION) Hawk Feathers | Luna Moth Wing | Vampire Dust:Fortify Light Armor | Cure Disease | Regenerate Health | Invisibility&lt;br /&gt;
:(POISON) Berit's Ashes | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Blue Butterfly Wing | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Bone Meal | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Butterfly Wing | Human Heart | Nightshade:Damage Magicka | Lingering Damage Stamina | Damage Health | Damage Magicka Regen&lt;br /&gt;
:(POISON) Butterfly Wing | Jarrin Root | Nightshade:Damage Magicka | Lingering Damage Stamina | Damage Health | Damage Magicka Regen&lt;br /&gt;
:(POISON) Canis Root | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Crimson Nirnroot | Glow Dust | Jarrin Root:Damage Health | Damage Stamina | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Crimson Nirnroot | Hanging Moss | Jarrin Root:Damage Health | Damage Stamina | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Crimson Nirnroot | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Cyrodilic Spadetail | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Falmer Ear | Glow Dust | Human Heart:Damage Health | Frenzy | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Falmer Ear | Hanging Moss | Human Heart:Damage Health | Frenzy | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Falmer Ear | Human Heart | Jarrin Root:Frenzy | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Fly Amanita | Human Heart | Jarrin Root:Frenzy | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Giant's Toe | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Glow Dust | Human Heart | Troll Fat:Damage Magicka | Damage Magicka Regen | Damage Health | Frenzy&lt;br /&gt;
:(POISON) Glow Dust | Jarrin Root | Nirnroot:Damage Magicka | Damage Magicka Regen | Damage Health | Damage Stamina&lt;br /&gt;
:(POISON) Hagraven Feathers | Human Heart | Jarrin Root:Frenzy | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Hagraven Feathers | Human Heart | Nightshade:Damage Magicka | Frenzy | Damage Health | Damage Magicka Regen&lt;br /&gt;
:(POISON) Hagraven Feathers | Human Heart | Void Salts:Damage Magicka | Frenzy | Weakness to Shock | Damage Health&lt;br /&gt;
:(POISON) Hanging Moss | Human Heart | Troll Fat:Damage Magicka | Damage Magicka Regen | Damage Health | Frenzy&lt;br /&gt;
:(POISON) Hanging Moss | Jarrin Root | Nirnroot:Damage Magicka | Damage Magicka Regen | Damage Health | Damage Stamina&lt;br /&gt;
:(POISON) Human Heart | Jarrin Root | Nirnroot:Damage Magicka | Damage Magicka Regen | Damage Health | Damage Stamina&lt;br /&gt;
:(POISON) Human Heart | Jarrin Root | Rock Warbler Egg:Damage Health | Damage Magicka | Damage Magicka Regen | Damage Stamina&lt;br /&gt;
:(POISON) Human Heart | Jarrin Root | Spider Egg:Damage Health | Damage Magicka | Damage Magicka Regen | Damage Stamina&lt;br /&gt;
:(POISON) Human Heart | Jarrin Root | Troll Fat:Damage Magicka | Damage Magicka Regen | Frenzy | Damage Health&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
The program is as follows (in MATLAB)&lt;br /&gt;
{{Showhide/Start|MATLAB code}}&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
    %% SETUP&lt;br /&gt;
    effects = 4;&lt;br /&gt;
    mixed = false;&lt;br /&gt;
    poisons = true;&lt;br /&gt;
    potions = true;&lt;br /&gt;
    output = 'output.csv';&lt;br /&gt;
    %% INITIALIZATION&lt;br /&gt;
    clc; %#ok&amp;lt;*AGROW&amp;gt;&lt;br /&gt;
    clearvars -except effects mixed poisons potions output; &lt;br /&gt;
    N =    {{'Cure Disease',1,1}, ...&lt;br /&gt;
            {'Damage Health',2,0}, ...&lt;br /&gt;
            {'Damage Magicka',3,0}, ...&lt;br /&gt;
            {'Damage Magicka Regen',4,0}, ...&lt;br /&gt;
            {'Damage Stamina',5,0}, ...&lt;br /&gt;
            {'Damage Stamina Regen',6,0}, ...&lt;br /&gt;
            {'Fear',7,0}, ...&lt;br /&gt;
            {'Fortify Alteration',8,1}, ...&lt;br /&gt;
            {'Fortify Barter',9,1}, ...&lt;br /&gt;
            {'Fortify Block',10,1}, ...&lt;br /&gt;
            {'Fortify Carry Weight',11,1}, ...&lt;br /&gt;
            {'Fortify Conjuration',12,1}, ...&lt;br /&gt;
            {'Fortify Destruction',13,1}, ...&lt;br /&gt;
            {'Fortify Enchanting',14,1}, ...&lt;br /&gt;
            {'Fortify Health',15,1}, ...&lt;br /&gt;
            {'Fortify Heavy Armor',16,1}, ...&lt;br /&gt;
            {'Fortify Illusion',17,1}, ...&lt;br /&gt;
            {'Fortify Light Armor',18,1}, ...&lt;br /&gt;
            {'Fortify Lockpicking',19,1}, ...&lt;br /&gt;
            {'Fortify Magicka',20,1}, ...&lt;br /&gt;
            {'Fortify Marksman',21,1}, ...&lt;br /&gt;
            {'Fortify One-handed',22,1}, ...&lt;br /&gt;
            {'Fortify Pickpocket',23,1}, ...&lt;br /&gt;
            {'Fortify Restoration',24,1}, ...&lt;br /&gt;
            {'Fortify Smithing',25,1}, ...&lt;br /&gt;
            {'Fortify Sneak',26,1}, ...&lt;br /&gt;
            {'Fortify Stamina',27,1}, ...&lt;br /&gt;
            {'Fortify Two-handed',28,1}, ...&lt;br /&gt;
            {'Frenzy',29,0}, ...&lt;br /&gt;
            {'Invisibility',30,1}, ...&lt;br /&gt;
            {'Lingering Damage Health',31,0}, ...&lt;br /&gt;
            {'Lingering Damage Magicka',32,0}, ...&lt;br /&gt;
            {'Lingering Damage Stamina',33,0}, ...&lt;br /&gt;
            {'Paralysis',34,0}, ...&lt;br /&gt;
            {'Ravage Health',35,0}, ...&lt;br /&gt;
            {'Ravage Magicka',36,0}, ...&lt;br /&gt;
            {'Ravage Stamina',37,0}, ...&lt;br /&gt;
            {'Regenerate Health',38,1}, ...&lt;br /&gt;
            {'Regenerate Magicka',39,1}, ...&lt;br /&gt;
            {'Regenerate Stamina',40,1}, ...&lt;br /&gt;
            {'Resist Fire',41,1}, ...&lt;br /&gt;
            {'Resist Frost',42,1}, ...&lt;br /&gt;
            {'Resist Magic',43,1}, ...&lt;br /&gt;
            {'Resist Poison',44,1}, ...&lt;br /&gt;
            {'Resist Shock',45,1}, ...&lt;br /&gt;
            {'Restore Health',46,1}, ...&lt;br /&gt;
            {'Restore Magicka',47,1}, ...&lt;br /&gt;
            {'Restore Stamina',48,1}, ...&lt;br /&gt;
            {'Slow',49,0}, ...&lt;br /&gt;
            {'Waterbreathing',50,1}, ...&lt;br /&gt;
            {'Weakness to Fire',51,0}, ...&lt;br /&gt;
            {'Weakness to Frost',52,0}, ...&lt;br /&gt;
            {'Weakness to Magic',53,0}, ...&lt;br /&gt;
            {'Weakness to Poison',54,0}, ...&lt;br /&gt;
            {'Weakness to Shock',55,0}};&lt;br /&gt;
    I = {'Abecean Longfin', ...&lt;br /&gt;
         'Berit''s Ashes', ...&lt;br /&gt;
         'Bear Claws', ...&lt;br /&gt;
         'Bee', ...&lt;br /&gt;
         'Beehive Husk', ...&lt;br /&gt;
         'Bleeding Crown', ...&lt;br /&gt;
         'Blisterwort', ...&lt;br /&gt;
         'Blue Butterfly Wing', ...&lt;br /&gt;
         'Blue Dartwing', ...&lt;br /&gt;
         'Blue Mountain Flower', ...&lt;br /&gt;
         'Bone Meal', ...&lt;br /&gt;
         'Briar Heart', ...&lt;br /&gt;
         'Butterfly Wing', ...&lt;br /&gt;
         'Canis Root', ...&lt;br /&gt;
         'Charred Skeever Hide', ...&lt;br /&gt;
         'Chaurus Eggs', ...&lt;br /&gt;
         'Chicken''s Egg', ...&lt;br /&gt;
         'Creep Cluster', ...&lt;br /&gt;
         'Crimson Nirnroot', ...&lt;br /&gt;
         'Cyrodilic Spadetail', ...&lt;br /&gt;
         'Daedra Heart', ...&lt;br /&gt;
         'Deathbell', ...&lt;br /&gt;
         'Dragon''s Tongue', ...&lt;br /&gt;
         'Dwarven Oil', ...&lt;br /&gt;
         'Ectoplasm', ...&lt;br /&gt;
         'Elves Ear', ...&lt;br /&gt;
         'Eye of Sabre Cat', ...&lt;br /&gt;
         'Falmer Ear', ...&lt;br /&gt;
         'Fire Salts', ...&lt;br /&gt;
         'Fly Amanita', ...&lt;br /&gt;
         'Frost Mirriam', ...&lt;br /&gt;
         'Frost Salts', ...&lt;br /&gt;
         'Garlic', ...&lt;br /&gt;
         'Giant Lichen', ...&lt;br /&gt;
         'Giant''s Toe', ...&lt;br /&gt;
         'Glow Dust', ...&lt;br /&gt;
         'Glowing Mushroom', ...&lt;br /&gt;
         'Grass Pod', ...&lt;br /&gt;
         'Hagraven Claw', ...&lt;br /&gt;
         'Hagraven Feathers', ...&lt;br /&gt;
         'Hanging Moss', ...&lt;br /&gt;
         'Hawk Beak', ...&lt;br /&gt;
         'Hawk Feathers', ...&lt;br /&gt;
         'Histcarp', ...&lt;br /&gt;
         'Honeycomb', ...&lt;br /&gt;
         'Human Flesh', ...&lt;br /&gt;
         'Human Heart', ...&lt;br /&gt;
         'Ice Wraith Teeth', ...&lt;br /&gt;
         'Imp Stool', ...&lt;br /&gt;
         'Jazbay Grapes', ...&lt;br /&gt;
         'Jarrin Root', ...&lt;br /&gt;
         'Juniper Berries', ...&lt;br /&gt;
         'Large Antlers', ...&lt;br /&gt;
         'Lavender', ...&lt;br /&gt;
         'Luna Moth Wing', ...&lt;br /&gt;
         'Moon Sugar', ...&lt;br /&gt;
         'Mora Tapinella', ...&lt;br /&gt;
         'Mudcrab Chitin', ...&lt;br /&gt;
         'Namira''s Rot', ...&lt;br /&gt;
         'Nightshade', ...&lt;br /&gt;
         'Nirnroot', ...&lt;br /&gt;
         'Nordic Barnacle', ...&lt;br /&gt;
         'Orange Dartwing', ...&lt;br /&gt;
         'Pearl', ...&lt;br /&gt;
         'Pine Thrush Egg', ...&lt;br /&gt;
         'Powdered Mammoth Tusk', ...&lt;br /&gt;
         'Purple Mountain Flower', ...&lt;br /&gt;
         'Red Mountain Flower', ...&lt;br /&gt;
         'River Betty', ...&lt;br /&gt;
         'Rock Warbler Egg', ...&lt;br /&gt;
         'Sabre Cat Tooth', ...&lt;br /&gt;
         'Salt Pile', ...&lt;br /&gt;
         'Scaly Pholiota', ...&lt;br /&gt;
         'Silverside Perch', ...&lt;br /&gt;
         'Skeever Tail', ...&lt;br /&gt;
         'Slaughterfish Egg', ...&lt;br /&gt;
         'Slaughterfish Scales', ...&lt;br /&gt;
         'Small Antlers', ...&lt;br /&gt;
         'Small Pearl', ...&lt;br /&gt;
         'Snowberries', ...&lt;br /&gt;
         'Spider Egg', ...&lt;br /&gt;
         'Spriggan Sap', ...&lt;br /&gt;
         'Swamp Fungal Pod', ...&lt;br /&gt;
         'Taproot', ...&lt;br /&gt;
         'Thistle Branch', ...&lt;br /&gt;
         'Torchbug Thorax', ...&lt;br /&gt;
         'Troll Fat', ...&lt;br /&gt;
         'Tundra Cotton', ...&lt;br /&gt;
         'Vampire Dust', ...&lt;br /&gt;
         'Void Salts', ...&lt;br /&gt;
         'Wheat', ...&lt;br /&gt;
         'White Cap', ...&lt;br /&gt;
         'Wisp Wrappings'};&lt;br /&gt;
    E = [52,26,54,24; ...&lt;br /&gt;
         5,41,12,37; ...&lt;br /&gt;
         48,15,22,4; ...&lt;br /&gt;
         48,37,40,55; ...&lt;br /&gt;
         44,18,26,13; ...&lt;br /&gt;
         51,10,54,43; ...&lt;br /&gt;
         5,29,46,25; ...&lt;br /&gt;
         5,12,4,14; ...&lt;br /&gt;
         45,23,46,7; ...&lt;br /&gt;
         46,12,15,4; ...&lt;br /&gt;
         5,41,12,37; ...&lt;br /&gt;
         47,10,34,20; ...&lt;br /&gt;
         46,9,33,3; ...&lt;br /&gt;
         5,22,21,34; ...&lt;br /&gt;
         48,1,44,46; ...&lt;br /&gt;
         54,27,3,30; ...&lt;br /&gt;
         43,4,50,33; ...&lt;br /&gt;
         47,6,11,53; ...&lt;br /&gt;
         2,5,30,43; ...&lt;br /&gt;
         5,24,7,35; ...&lt;br /&gt;
         46,6,3,7; ...&lt;br /&gt;
         2,37,49,54; ...&lt;br /&gt;
         41,9,17,28; ...&lt;br /&gt;
         53,17,39,47; ...&lt;br /&gt;
         47,13,20,2; ...&lt;br /&gt;
         47,21,52,41; ...&lt;br /&gt;
         48,35,3,46; ...&lt;br /&gt;
         2,29,44,19; ...&lt;br /&gt;
         52,41,47,39; ...&lt;br /&gt;
         41,28,29,40; ...&lt;br /&gt;
         42,26,36,6; ...&lt;br /&gt;
         51,42,47,12; ...&lt;br /&gt;
         44,27,39,38; ...&lt;br /&gt;
         55,35,54,47; ...&lt;br /&gt;
         5,15,11,6; ...&lt;br /&gt;
         3,4,13,45; ...&lt;br /&gt;
         45,13,25,15; ...&lt;br /&gt;
         44,36,8,47; ...&lt;br /&gt;
         43,32,14,9; ...&lt;br /&gt;
         3,12,29,55; ...&lt;br /&gt;
         3,15,4,22; ...&lt;br /&gt;
         48,42,11,45; ...&lt;br /&gt;
         1,18,22,26; ...&lt;br /&gt;
         48,20,6,50; ...&lt;br /&gt;
         48,10,18,37; ...&lt;br /&gt;
         2,34,47,26; ...&lt;br /&gt;
         2,3,4,29; ...&lt;br /&gt;
         52,16,30,51; ...&lt;br /&gt;
         2,31,34,46; ...&lt;br /&gt;
         53,20,39,35; ...&lt;br /&gt;
         2,3,4,5;...&lt;br /&gt;
         51,21,38,6; ...&lt;br /&gt;
         48,27,49,6; ...&lt;br /&gt;
         43,27,36,12; ...&lt;br /&gt;
         3,18,38,30; ...&lt;br /&gt;
         51,42,47,39; ...&lt;br /&gt;
         47,31,40,17; ...&lt;br /&gt;
         48,1,44,41; ...&lt;br /&gt;
         3,19,7,38; ...&lt;br /&gt;
         2,4,33,13; ...&lt;br /&gt;
         2,5,30,43; ...&lt;br /&gt;
         3,50,38,23; ...&lt;br /&gt;
         48,36,23,31; ...&lt;br /&gt;
         48,10,47,45; ...&lt;br /&gt;
         48,19,54,45; ...&lt;br /&gt;
         48,26,51,7; ...&lt;br /&gt;
         48,26,32,42; ...&lt;br /&gt;
         47,36,20,2; ...&lt;br /&gt;
         2,8,49,11; ...&lt;br /&gt;
         46,22,5,53; ...&lt;br /&gt;
         48,16,25,54; ...&lt;br /&gt;
         53,24,49,39; ...&lt;br /&gt;
         53,17,40,11; ...&lt;br /&gt;
         48,6,35,42; ...&lt;br /&gt;
         6,35,2,18; ...&lt;br /&gt;
         44,23,31,27; ...&lt;br /&gt;
         42,31,16,10; ...&lt;br /&gt;
         54,24,33,2; ...&lt;br /&gt;
         48,22,24,42; ...&lt;br /&gt;
         41,14,42,45; ...&lt;br /&gt;
         5,4,19,21; ...&lt;br /&gt;
         4,14,25,8; ...&lt;br /&gt;
         45,32,34,46; ...&lt;br /&gt;
         53,17,39,47; ...&lt;br /&gt;
         42,37,44,16; ...&lt;br /&gt;
         48,32,53,27; ...&lt;br /&gt;
         44,28,29,2; ...&lt;br /&gt;
         43,20,10,9; ...&lt;br /&gt;
         30,47,38,1; ...&lt;br /&gt;
         55,43,2,20; ...&lt;br /&gt;
         46,15,6,32; ...&lt;br /&gt;
         52,16,47,36; ...&lt;br /&gt;
         48,13,11,43];&lt;br /&gt;
    %% EXECUTION&lt;br /&gt;
    fid = fopen(output, 'w');&lt;br /&gt;
    e = size(E,1);&lt;br /&gt;
    for i = 1:e-2&lt;br /&gt;
        for j = i+1:e-1&lt;br /&gt;
            for k = j+1:e&lt;br /&gt;
                M = CompareIngredients(E(i,:), E(j,:), E(k,:));&lt;br /&gt;
                n = length(M);&lt;br /&gt;
                if n &amp;gt;= effects&lt;br /&gt;
                    poison = all(~arrayfun(@(x) N{M(x)}{3},1:n));&lt;br /&gt;
                    potion = all(arrayfun(@(x) N{M(x)}{3},1:n));&lt;br /&gt;
                    if mixed || (poison &amp;amp;&amp;amp; poisons) || (potion &amp;amp;&amp;amp; potions)&lt;br /&gt;
                        if     poison, fprintf(fid, 'Poison');&lt;br /&gt;
                        elseif potion, fprintf(fid, 'Potion');&lt;br /&gt;
                        else           fprintf(fid, 'Mixed');&lt;br /&gt;
                        end&lt;br /&gt;
                        fprintf(fid, ',%s,%s,%s,%d', I{i}, I{j}, I{k}, n);&lt;br /&gt;
                        for m = 1:n-1, fprintf(fid, ',%s', N{M(m)}{1}); end&lt;br /&gt;
                        fprintf(fid, ',%s\n', N{M(n)}{1});&lt;br /&gt;
                    end&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    fclose(fid);&lt;br /&gt;
&lt;br /&gt;
    function [M] = CompareIngredients(A, B, C)&lt;br /&gt;
 &lt;br /&gt;
        AB = repmat(A,length(B),1);     BA = repmat(B',1,length(A));&lt;br /&gt;
        AC = repmat(A,length(C),1);     CA = repmat(C',1,length(A));&lt;br /&gt;
        BC = repmat(B,length(C),1);     CB = repmat(C',1,length(B));&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
        T = [AB(AB==BA)' AC(AC==CA)' BC(BC==CB)'];&lt;br /&gt;
        M = [];&lt;br /&gt;
 &lt;br /&gt;
        for i = 1:length(T)&lt;br /&gt;
            match = false;&lt;br /&gt;
            for j = i+1:length(T)&lt;br /&gt;
                if T(i) == T(j), match = true; end;&lt;br /&gt;
            end&lt;br /&gt;
            if ~match, M = [M T(i)]; end;                                      %#ok&amp;lt;AGROW&amp;gt;&lt;br /&gt;
        end&lt;br /&gt;
 &lt;br /&gt;
    end&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
--[[Special:Contributions/129.107.131.178|129.107.131.178]] 20:40, 30 November 2011 (UTC)&lt;br /&gt;
:Might want to recheck it.  There are 66 such potions and poisons.  You're missing [[Skyrim:Hawk Feathers|Hawk Feathers]] + [[Skyrim:Purple Mountain Flower|Purple Mountain Flower]] + [[Skyrim:Small Pearl|Small Pearl]], which makes [[Skyrim:Fortify One-handed|Fortify One-handed]] + [[Skyrim:Fortify Sneak|Fortify Sneak]] + [[Skyrim:Resist Frost|Resist Frost]] + [[Skyrim:Restore Stamina|Restore Stamina]].  Also, there are no two-ingredient four-effect pure potions or poisons.  The only three two-ingredient, four-effect concoctions are listed in the Two-ingredient Multi-effect Concoctions section. --[[User:Fluff|Fluff]] 22:55, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Potion Suggestions?==&lt;br /&gt;
I've written up a small utility (unfortunately not web-based) to figure out alchemical interactions.  What sorts of potions/poisons would be interesting for this page?&lt;br /&gt;
-- [[User:Fluff|Fluff]] 23:08, 16 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You could use the Oblivion page for useful potions as a reference. I think it covers all the bases in terms of types.[[User:BurningMan|BurningMan]] 05:31, 17 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Aaand I've screwed up the formatting again. Please help. [[User:BurningMan|BurningMan]] 05:53, 17 November 2011 (UTC)&lt;br /&gt;
==Four-effect Potions==&lt;br /&gt;
You reinstated the mention of 5 four effect potions, but I found another, which makes it six. Which might also mean that your algo isn't entirely accurate. If you feel the need to restate it, feel free, but I'd ask that you recheck your code. [[User:BurningMan|BurningMan]] 08:42, 18 November 2011 (UTC)&lt;br /&gt;
:Good call.  Thanks for that example; it showed me exactly what was missing in my ingredient checks (not to mention being a fairly useful potion).  I'll poke at my code. --[[User:Fluff|Fluff]] 14:02, 18 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I made a google spreadsheet that lists all the possible potion combinations including many many 4 effect and the 5 possible 5 effect. https://docs.google.com/spreadsheet/ccc?key=0AtdL1GrYQUbldE5PUmlQT1JOYUVaUkk2TkFqMzBzSnc [[Special:Contributions/71.255.126.78|71.255.126.78]] 17:34, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarven Oil and Taproot have the same effects, and can be combined with any ingredient that shares one of these four effects. I think this alone is 15 different four-effect potions; unless I'm doing the math really wrong here, this page is way off. [[Special:Contributions/71.75.120.223|71.75.120.223]] 00:44, 29 November 2011 (UTC)&lt;br /&gt;
::Dwarven Oil and Taproot have both positive and negative effects, hence why it's not listed under the Four-Effect '''Potions'''.  Only combinations that yield four positive effects are listed in that section. --[[User:Fluff|Fluff]] 00:48, 29 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Example Ingredients Rationale==&lt;br /&gt;
For the stated example ingredients, I'm trying to show recipes with the cheapest buyable ingredients if possible.  If a potion can be made with two buyable ingredients, I show that one even if it's more expensive than a three-ingredient recipe. --[[User:Fluff|Fluff]] 17:32, 18 November 2011 (UTC)&lt;br /&gt;
:For reference, this is the list of ingredients I suspect to be non-buyable: (edited in light of Cosmitz's experience) Berit's Ashes (which is the same as Salt Pile), Crimson Nirnroot, Human Flesh, Human Heart, and Jarrin Root. --[[User:Fluff|Fluff]] 17:56, 18 November 2011 (UTC)&lt;br /&gt;
::I found Wist Wrappings at the Riften alchemy shop for sure. As for the rest i also remember finding Orange Dartwing, Powedered Mammoth Tusk, Small Pearl, Torchbug Thorax and Beehive Husk. So i guess all have a chance of showing up at a shop, if smaller depending on the item. --[[User:Cosmitz|Cosmitz]] 21:23, 19 November 2011 (UTC)&lt;br /&gt;
:::I agree.  I thought I'd done enough passes through the alchemy shops, but just today I found a number of those ingredients. --[[User:Fluff|Fluff]] 00:05, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I'm surprised there's no mention of the &amp;quot;easiest&amp;quot; four effect potion ==&lt;br /&gt;
&lt;br /&gt;
Dwarven Oil and Taproot have identical effects, making it the &amp;quot;easiest&amp;quot; four effect potion to create, with Fortify Magicka Regen, Restore Magicka, Fortify Illusion and Weakness to Magic. [[Special:Contributions/24.156.216.144|24.156.216.144]] 09:51, 19 November 2011 (UTC)&lt;br /&gt;
:Sure, if you want a negative effect on your potion.  Still, it's a handy potion to sell. --[[User:Fluff|Fluff]] 14:15, 19 November 2011 (UTC)&lt;br /&gt;
:: It would be useful to have a list of potions that are specifically made to increase the skill. Giant's Toe with Wheat and any Fortify Carry item nets me, with alchemy gear (no glitch, just a 100enchanting set), almost 5000 gold for a potion. And as such, a huge skillup. --[[Special:Contributions/77.36.50.9|77.36.50.9]] 16:44, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How about a section for good potions to sell? ==&lt;br /&gt;
&lt;br /&gt;
Could be nice with a section for good sales potions to level alchemy and speechcraft and make a pretty penny.&lt;br /&gt;
Both easy to make for good profit and rare ingredients and high returns. &lt;br /&gt;
Found that deathbell + salt pile + (thistle branch or bone meal) gives good return. Slow is high value effect, deathbells ravage stamina has higher value and all ingredients are easy to find. &lt;br /&gt;
Giant's Toe with Wheat and any Fortify Carry is a good sale, but Giant's Toes does not grow on trees and Fortify Carry is easiest in Creep cluster which is not ''that'' common&lt;br /&gt;
[[Special:Contributions/80.167.79.85|80.167.79.85]] 21:25, 6 December 2011 (UTC)&lt;br /&gt;
:Ahh, and there we go. Found a list of potion values: http://keke.itarium.ch/uploads/alch_values.txt. Can anyone confirm that it is &amp;quot;perfect&amp;quot;?[[User:SeekerDK|SeekerDK]] 21:39, 6 December 2011 (UTC) (Giant's Toe + Wheat + any Fortify Carry is much better value than any potion on the list, possibly the best (except for Jarrin root)[[User:SeekerDK|SeekerDK]] 21:59, 6 December 2011 (UTC))&lt;br /&gt;
::I've held back on adding a section like that until we understand exactly how potion value is determined.  Despite what the numerous alchemy wizards you can find online indicate, it's not a simple process.  That list of potion values posted by SeekerDK is not very good.  You can find part of the discussion over on the [[Skyrim_talk:Alchemy_Effects|Alchemy Effects talk page]].  Until then, you can take a look on the [[Skyrim:Alchemy Effects|Alchemy Effects]] page; just sort by effect value and try to make potions with high value effects. --[[User:Fluff|Fluff]] 01:24, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: List provided, is as I mentioned, incomplete. I assume that it only handles effect base values. The effect of the linked list and the list (currently) on the effects page is essentially the same, but for the task of finding high value potions the potion list is easier. My guess is that one ingredient governs each effect in both value and magnitude. fx. A give higher value and B gives higher magnitude. C with the same effect will give a higher value with A and high magnitude with B, but A+B will not give both. [[User:SeekerDK|SeekerDK]] 22:23, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: There are a pair of money making potions that are not the top of the list, but are made of very common ingredients. The potions are Blue Mountain Flower, Hanging Moss and either Lavender or Bone Meal. They scope out at $422 the Skyrim Alchemy Recipes Finder, but considering that these can be made in bulk by even low level characters (and take all of an alchemy shop's money at higher level) it would be nice if someone who knew how would add those for use at lower levels. --Artagel&lt;br /&gt;
&lt;br /&gt;
== Discovering All 4 Effects for Every Ingredient ==&lt;br /&gt;
&lt;br /&gt;
I've been looking for the most efficient way to discover all four of each ingredient's effects. A greedy algorithm came up with the following list. It's about 200 total ingredients at a base value of about 2300 gold. You'd only need 1-3 of everything (except Blue Dartwing; you need 4).&lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|67 Potions}}&lt;br /&gt;
&lt;br /&gt;
 1. Bear Claws + Eye of Sabre Cat + Hanging Moss&lt;br /&gt;
 2. Creep Cluster + Dwarven Oil + Taproot&lt;br /&gt;
 3. Crimson Nirnroot + Nirnroot + Void Salts&lt;br /&gt;
 4. Briar Heart + Ectoplasm + Human Flesh&lt;br /&gt;
 5. Elves Ear + Fire Salts + Moon Sugar&lt;br /&gt;
 6. Falmer Ear + Fly Amanita + Troll Fat&lt;br /&gt;
 7. Frost Mirriam + Purple Mountain Flower + Silverside Perch&lt;br /&gt;
 8. Glow Dust + Human Heart + Nightshade&lt;br /&gt;
 9. Beehive Husk + Charred Skeever Hide + Hawk Feathers&lt;br /&gt;
 10. Bleeding Crown + Pearl + Pine Thrush Egg&lt;br /&gt;
 11. Blisterwort + Blue Butterfly Wing + Blue Mountain Flower&lt;br /&gt;
 12. Blue Dartwing + Daedra Heart + Nordic Barnacle&lt;br /&gt;
 13. Butterfly Wing + Chicken's Egg + Hagraven's Claw&lt;br /&gt;
 14. Canis Root + Imp Stool + Rock Warbler Egg&lt;br /&gt;
 15. Chaurus Eggs + Garlic + Luna Moth Wing&lt;br /&gt;
 16. Creep Cluster + Mora Tapinella + Scaly Pholiota&lt;br /&gt;
 17. Cyrodilic Spadetail + Jazbay Grapes + Salt Pile&lt;br /&gt;
 18. Frost Salts + Ice Wraith Teeth + White Cap&lt;br /&gt;
 19. Giant's Toe + Swamp Fungal Pod + Wheat&lt;br /&gt;
 20. Glowing Mushroom + Hawk Beak + Wisp Wrappings&lt;br /&gt;
 21. Grass Pod + Orange Dartwing + Slaughterfish Egg&lt;br /&gt;
 22. Honeycomb + Slaughterfish Scales + Thistle Branch&lt;br /&gt;
 23. Abecean Longfin + Deathbell + Small Antlers&lt;br /&gt;
 24. Creep Cluster + Large Antlers + Torchbug Thorax&lt;br /&gt;
 25. Giant Lichen + Red Mountain Flower + Void Salts&lt;br /&gt;
 26. Bee + Bone Meal + Fly Amanita&lt;br /&gt;
 27. Butterfly Wing + Charred Skeever Hide + Mudcrab Chitin&lt;br /&gt;
 28. Cyrodilic Spadetail + Namira's Rot + Spider Egg&lt;br /&gt;
 29. Histcarp + Honeycomb + Skeever Tail&lt;br /&gt;
 30. Moon Sugar + Powdered Mammoth Tusk + Small Perl&lt;br /&gt;
 31. Bee + Giant Lichen + Sabre Cat Tooth&lt;br /&gt;
 32. Bleeding Crown + Briar Heart + Tundra Cotton&lt;br /&gt;
 33. Blisterwort + Blue Butterfly Wing + Spriggan Sap&lt;br /&gt;
 34. Blisterwort + Bone Meal + Hagraven Feathers&lt;br /&gt;
 35. Chicken's Egg + Namira's Rot + Nordic Barnacle&lt;br /&gt;
 36. Deathbell + Giant's Toe + River Betty&lt;br /&gt;
 37. Dragon's Tongue + Hagraven Claw + Snowberries&lt;br /&gt;
 38. Elves Ear + Juniper Berries + Vampire Dust&lt;br /&gt;
 39. Eye of Sabre Cat + Imp Stool + Skeever Tail&lt;br /&gt;
 40. Frost Mirriam + Frost Salts + Lavender&lt;br /&gt;
 41. Abecean Longfin + Hawk Feathers + Small Pearl&lt;br /&gt;
 42. Bleeding Crown + Daedra Heart + Juniper Berries&lt;br /&gt;
 43. Blue Dartwing + Hawk Beak + Snowberries&lt;br /&gt;
 44. Blue Mountain Flower + Glowing Mushroom + Sabre Cat Tooth&lt;br /&gt;
 45. Grass Pod + Pearl + River Betty&lt;br /&gt;
 46. Hagraven Claw + Lavender + Torchbug Thorax&lt;br /&gt;
 47. Abecean Longfin + Chaurus Eggs + Ice Wraith Teeth&lt;br /&gt;
 48. Beehive Husk + Ectoplasm + Garlic&lt;br /&gt;
 49. Bear Claws + Canis Root + Spider Egg&lt;br /&gt;
 50. Dragon's Tongue + Imp Stool + Mora Tapinella&lt;br /&gt;
 51. Falmer Ear + Glow Dust + Pine Thrush Egg&lt;br /&gt;
 52. Garlic + Histcarp + Jazbay Grapes&lt;br /&gt;
 53. Eye of Sabre Cat + Giant Lichen + Hagraven Feathers&lt;br /&gt;
 54. Blue Dartwing + Human Flesh + Powdered Mammoth Tusk&lt;br /&gt;
 55. Large Antlers + Orange Dartwing + Salt Pile&lt;br /&gt;
 56. Hawk Feathers + Luna Moth Wing + Vampire Dust&lt;br /&gt;
 57. Red Mountain Flower + Sabre Cat Tooth + White Cap&lt;br /&gt;
 58. Nightshade + Small Antlers&lt;br /&gt;
 59. Beehive Husk + Deathbell + Thistle Branch&lt;br /&gt;
 60. Dragon's Tongue + Fly Amanita + Human Heart&lt;br /&gt;
 61. Bone Meal + Giant's Toe + Mudcrab Chitin&lt;br /&gt;
 62. Chicken's Egg + Histcarp + Wisp Wrappings&lt;br /&gt;
 63. Blue Dartwing + Purple Mountain Flower + Swamp Fungal Pod&lt;br /&gt;
 64. Jazbay Grapes + Rock Warbler Egg + Silverside Perch&lt;br /&gt;
 65. Chaurus Eggs + Slaughterfish Egg + Slaughterfish Scales&lt;br /&gt;
 66. Grass Pod + Spriggan Sap&lt;br /&gt;
 67. Briar Heart + Swamp Fungal Pod&lt;br /&gt;
&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
--[[Special:Contributions/63.239.65.11|63.239.65.11]] 19:55, 10 January 2012 (UTC)&lt;br /&gt;
:This is pretty sweet.  I was going to write a similar program to generate this sort of output; I just haven't had the time. --[[User:Fluff|Fluff]] 17:18, 12 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Here's a slightly shorter list. This assumes that you can get most ingredients pretty easily and eat one to discover the first effect, with exceptions made for Pearl, Small Pearl, Powdered Mammoth Tusk, and Wisp Wrappings. Crimson Nirnroot is excluded because you just mix it with a Nirnroot once you've reached that quest stage.&lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|56 Potions}}&lt;br /&gt;
&lt;br /&gt;
'''Easy - Vendor Ingredients Only'''&lt;br /&gt;
&lt;br /&gt;
 1. Creep Cluster + Dwarven Oil + Taproot&lt;br /&gt;
 2. Elves Ear + Fire Salts + White Cap&lt;br /&gt;
 3. Cyrodilic Spadetail + Jazbay Grapes + Salt Pile&lt;br /&gt;
 4. Dragon's Tongue + Fly Amanita + Scaly Pholiota&lt;br /&gt;
 5. Slaughterfish Egg + Slaughterfish Scales + Thistle Branch&lt;br /&gt;
 6. Abecean Longfin + Bleeding Crown + Ice Wraith Teeth&lt;br /&gt;
 7. Bee + Giant Lichen + Mora Tapinella&lt;br /&gt;
 8. Bleeding Crown + Tundra Cotton + Void Salts&lt;br /&gt;
 9. Blisterwort + Blue Mountain Flower + Hagraven Feathers&lt;br /&gt;
 10. Blue Butterfly Wing + Bone Meal + Snowberries&lt;br /&gt;
 11. Daedra Heart + Giant's Toe + Wheat&lt;br /&gt;
 12. Falmer Ear + Fly Amanita + Troll Fat&lt;br /&gt;
 13. Juniper Berries + Moon Sugar + Vampire Dust&lt;br /&gt;
 14. Canis Root + Falmer Ear + Spider Egg&lt;br /&gt;
 15. Chaurus Eggs + Lavender + Nirnroot&lt;br /&gt;
 16. Blisterwort + Hagraven Claw + Spriggan Sap&lt;br /&gt;
 17. Butterfly Wing + Hagraven Claw + Wheat&lt;br /&gt;
 18. Giant's Toe + River Betty + Salt Pile&lt;br /&gt;
 19. Bone Meal + Deathbell + Giant Lichen&lt;br /&gt;
 20. Canis Root + Imp Stool + Mora Tapinella&lt;br /&gt;
 21. Daedra Heart + Rock Warbler Egg + Scaly Pholiota&lt;br /&gt;
 22. Hagraven Claw + Lavender + White Cap&lt;br /&gt;
 23. Histcarp + Nordic Barnacle + Red Mountain Flower&lt;br /&gt;
 24. Ice Wraith Teeth + Luna Moth Wing + Vampire Dust&lt;br /&gt;
 25. Cyrodilic Spadetail + Daedra Heart + Nirnroot&lt;br /&gt;
 26. Dwarven Oil + Garlic + Slaughterfish Egg&lt;br /&gt;
 27. Canis Root + Juniper Berries + Rock Warbler Egg&lt;br /&gt;
 28. Beehive Husk + Ectoplasm&lt;br /&gt;
 29. Falmer Ear + Namira's Rot&lt;br /&gt;
&lt;br /&gt;
''' Medium - Some Hunting Required '''&lt;br /&gt;
&lt;br /&gt;
 30. Charred Skeever Hide + Eye of Sabre Cat + '''Mudcrab Chitin'''&lt;br /&gt;
 31. '''Glowing Mushroom''' + Pine Thrush Egg + Sabre Cat Tooth&lt;br /&gt;
 32. '''Blue Dartwing''' + Imp Stool + Swamp Fungal Pod&lt;br /&gt;
 33. Frost Mirriam + '''Orange Dartwing''' + Purple Mountain Flower&lt;br /&gt;
 34. '''Honeycomb''' + Silverside Perch + Skeever Tail&lt;br /&gt;
 35. '''Beehive Husk''' + Canis Root + Hawk Feathers&lt;br /&gt;
 36. '''Beehive Husk''' + Grass Pod + Red Mountain Flower&lt;br /&gt;
 37. Chaurus Eggs + Deathbell + '''Large Antlers'''&lt;br /&gt;
 38. '''Blue Dartwing''' + Namira's Rot + Nordic Barnacle&lt;br /&gt;
 39. Blue Mountain Flower + Glow Dust + '''Glowing Mushroom'''&lt;br /&gt;
 40. Abecean Longfin + Butterfly Wing + '''Small Antlers'''&lt;br /&gt;
 41. Chicken's Egg + Histcarp + '''Large Antlers'''&lt;br /&gt;
 42. '''Beehive Husk''' + Garlic + Luna Moth Wing&lt;br /&gt;
 43. '''Eye of Sabre Cat''' + Moon Sugar + Sivlerside Perch&lt;br /&gt;
 44. '''Honeycomb''' + '''Pearl''' + Thistle Branch&lt;br /&gt;
 45. Hawk Beak + '''Mudcrab Chitin''' + Snowberries&lt;br /&gt;
 46. '''Orange Dartwing''' + Slaughterfish Scales + '''Small Pearl'''&lt;br /&gt;
&lt;br /&gt;
''' Hard - Possible Effort Required '''&lt;br /&gt;
&lt;br /&gt;
 47. '''Bear Claws''' + '''Small Pearl''' + Hanging Moss&lt;br /&gt;
 48. Frost Salts + Hawk Beak + '''Pearl'''&lt;br /&gt;
 49. Briar Heart + Ectoplasm + '''Human Flesh'''&lt;br /&gt;
 50. Chicken's Egg + Nightshade + '''Wisp Wrappings'''&lt;br /&gt;
 51. Creep Cluster + '''Torchbug Thorax''' + '''Wisp Wrappings'''&lt;br /&gt;
 52. Abecean Longfin + Bee + '''Powdered Mammoth Tusk'''&lt;br /&gt;
 53. Cyrodilic Spadetail + Frost Salts + '''Powdered Mammoth Tusk'''&lt;br /&gt;
 54. Hagraven Feathers + '''Human Heart''' + Void Salts&lt;br /&gt;
 55. '''Human Flesh''' + Purple Mountain Flower + '''Torchbug Thorax'''&lt;br /&gt;
 56. '''Human Heart''' + River Betty + Spriggan Sap&lt;br /&gt;
&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
&lt;br /&gt;
Is Useful Potions a good place for this sort of information? --[[User:Samiamthelaw|Samiamthelaw]] 18:32, 27 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Divines bless your kind heart, guys!!! &amp;lt;3 &amp;lt;3 &amp;lt;3 Thank you so much for this wonderful information, oh if only I would have seen it before :') but doesn't matter, it's still amazing and i love you all!! and yes, I vote for this information to be in the useful potions main page (that would have helped me a lot, but I'm still new and learning how to navigate here XP). [[User:AudreyGally|&amp;lt;font color=&amp;quot;44BBCC&amp;quot;&amp;gt;Audrey Gally&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;[[User_talk:AudreyGally|&amp;lt;font color=&amp;quot;447799&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 07:07, 28 October 2012 (GMT)&lt;br /&gt;
:::I have copied the 56 Potion list to the [[Skyrim:Alchemy#Tips|Alchemy]] page. Nice work, on these. --[[User:JR|JR]] ([[User talk:JR|talk]]) 17:37, 3 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Practical Alchemy==&lt;br /&gt;
Healing potion: the alchemist in whiterun almost always has at least 4 of blisterwort and wheat which make a restore health potion. Better yet, if you have collected blue mountain flower (one of the most common things to harvest in the game), you can produce 8 healing potions per trip to town more often than not. &lt;br /&gt;
&lt;br /&gt;
Chorus eggs are found in bulk.  I had over 100 the last time I sacked a ruin. Any other ingredient that has invisibility should be saved/stockpiled to use with these, perhaps, if making money or leveling rapidly is a goal.  &lt;br /&gt;
&lt;br /&gt;
While fortify 2h is not found on many different things, it is not &amp;quot;rare&amp;quot; ... dragons tongue is very common, as is fly amaita, so the effect is easy to get, and the extra resist fire is fine by me.  Compare this to the other &amp;quot;rare&amp;quot; effects, those both use ingredients that are much harder to find in large quantities.&lt;br /&gt;
&lt;br /&gt;
I guess I would like to see more focus on the practical (making use of the 6-10 ingredients that can be found in the hundreds) than so much focus on how to make exotic brews from the ingredients that can only be found in ones and tens. [[Special:Contributions/66.18.49.84|66.18.49.84]] 14:57, 12 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Colour coding ==&lt;br /&gt;
&lt;br /&gt;
I notice that this page is using red for (beneficial) potions and green for poison (plus yellow for mixed). Isn't this backwards? &amp;quot;Red = bad, green = good&amp;quot; is pretty universal - wouldn't it be more intuitive to flip the colours? Thanks. --[[User:Irrevenant|Irrevenant]] ([[User talk:Irrevenant|talk]]) 00:20, 3 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Ingame the player created poison potions are green and the beneficial ones are red. --[[User:Alfwyn|Alfwyn]] ([[User talk:Alfwyn|talk]]) 15:32, 3 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Should this list be updated to include the expansion ingredients? ==&lt;br /&gt;
&lt;br /&gt;
I'm wondering, since with the three DLC packs, some previously impossible potions/poisons become possible. As an example, all three damage health effects (Damage, Ravage and Lingering Damage) are able to be put into a single poison with Dragonborn. Scathecraw + Imp Stool + Skeever Tail will make a 3 damage health effect poison. [[Special:Contributions/24.156.216.144|24.156.216.144]] 20:58, 18 February 2013 (GMT)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Useful_Potions&amp;diff=1129888</id>
		<title>Skyrim talk:Useful Potions</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Useful_Potions&amp;diff=1129888"/>
		<updated>2013-02-18T20:58:49Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Should this list be updated to include the expansion ingredients? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Potion Program==&lt;br /&gt;
I wrote a program to produce a list of three ingredient mixtures.  Note that these are only three ingredient four effect mixtures.  The program could be modified to give two ingredient mixtures as well and I am sure that some of the potions listed below probably only need tow ingredients instead of all three:&lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|Long list of Potions and Poisons}}&lt;br /&gt;
:(POTION) Abecean Longfin | Purple Mountain Flower | Small Pearl:Fortify Sneak | Fortify Restoration | Restore Stamina | Resist Frost&lt;br /&gt;
:(POTION) Berit's Ashes | Charred Skeever Hide | Mudcrab Chitin:Resist Fire | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Beehive Husk | Charred Skeever Hide | Hawk Feathers:Resist Poison | Fortify Light Armor | Fortify Sneak | Cure Disease&lt;br /&gt;
:(POTION) Beehive Husk | Hawk Feathers | Mudcrab Chitin:Fortify Light Armor | Fortify Sneak | Resist Poison | Cure Disease&lt;br /&gt;
:(POTION) Blisterwort | Charred Skeever Hide | Mudcrab Chitin:Restore Health | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Blue Dartwing | Charred Skeever Hide | Mudcrab Chitin:Restore Health | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Blue Mountain Flower | Charred Skeever Hide | Mudcrab Chitin:Restore Health | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Bone Meal | Charred Skeever Hide | Mudcrab Chitin:Resist Fire | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Briar Heart | Hagraven Claw | Tundra Cotton:Fortify Block | Fortify Magicka | Resist Magic | Fortify Barter&lt;br /&gt;
:(POTION) Briar Heart | Hawk Beak | Pearl:Restore Magicka | Fortify Block | Restore Stamina | Resist Shock&lt;br /&gt;
:(POTION) Briar Heart | Histcarp | Pearl:Fortify Magicka | Restore Magicka | Fortify Block | Restore Stamina&lt;br /&gt;
:(POTION) Briar Heart | Pearl | Pine Thrush Egg:Restore Magicka | Fortify Block | Restore Stamina | Resist Shock&lt;br /&gt;
:(POTION) Butterfly Wing | Charred Skeever Hide | Mudcrab Chitin:Restore Health | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Charred Skeever Hide | Daedra Heart | Mudcrab Chitin:Restore Health | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Charred Skeever Hide | Dragon's Tongue | Mudcrab Chitin:Restore Stamina | Cure Disease | Resist Poison | Resist Fire&lt;br /&gt;
:(POTION) Charred Skeever Hide | Elves Ear | Mudcrab Chitin:Restore Stamina | Cure Disease | Resist Poison | Resist Fire&lt;br /&gt;
:(POTION) Charred Skeever Hide | Eye of Sabre Cat | Mudcrab Chitin:Restore Health | Cure Disease | Resist Poison | Restore Stamina&lt;br /&gt;
:(POTION) Charred Skeever Hide | Fire Salts | Mudcrab Chitin:Restore Stamina | Cure Disease | Resist Poison | Resist Fire&lt;br /&gt;
:(POTION) Charred Skeever Hide | Fly Amanita | Mudcrab Chitin:Restore Stamina | Cure Disease | Resist Poison | Resist Fire&lt;br /&gt;
:(POTION) Charred Skeever Hide | Imp Stool | Mudcrab Chitin:Restore Health | Restore Stamina | Cure Disease | Resist Poison&lt;br /&gt;
:(POTION) Charred Skeever Hide | Mudcrab Chitin | Rock Warbler Egg:Restore Stamina | Cure Disease | Resist Poison | Restore Health&lt;br /&gt;
:(POTION) Charred Skeever Hide | Mudcrab Chitin | Snowberries:Restore Stamina | Cure Disease | Resist Poison | Resist Fire&lt;br /&gt;
:(POTION) Charred Skeever Hide | Mudcrab Chitin | Swamp Fungal Pod:Restore Stamina | Cure Disease | Resist Poison | Restore Health&lt;br /&gt;
:(POTION) Charred Skeever Hide | Mudcrab Chitin | Wheat:Restore Stamina | Cure Disease | Resist Poison | Restore Health&lt;br /&gt;
:(POTION) Creep Cluster | Hawk Beak | Pearl:Fortify Carry Weight | Restore Magicka | Restore Stamina | Resist Shock&lt;br /&gt;
:(POTION) Dragon's Tongue | Dwarven Oil | Fire Salts:Fortify Illusion | Resist Fire | Regenerate Magicka | Restore Magicka&lt;br /&gt;
:(POTION) Dragon's Tongue | Fire Salts | Taproot:Resist Fire | Fortify Illusion | Restore Magicka | Regenerate Magicka&lt;br /&gt;
:(POTION) Dragon's Tongue | Fly Amanita | Mora Tapinella:Resist Fire | Fortify Two-handed | Fortify Illusion | Regenerate Stamina&lt;br /&gt;
:(POTION) Dragon's Tongue | Fly Amanita | Scaly Pholiota:Resist Fire | Fortify Two-handed | Fortify Illusion | Regenerate Stamina&lt;br /&gt;
:(POTION) Fire Salts | Moon Sugar | Snowberries:Restore Magicka | Regenerate Magicka | Resist Fire | Resist Frost&lt;br /&gt;
:(POTION) Frost Salts | Hawk Beak | Pearl:Resist Frost | Restore Magicka | Restore Stamina | Resist Shock&lt;br /&gt;
:(POTION) Garlic | Nordic Barnacle | Slaughterfish Egg:Regenerate Health | Resist Poison | Fortify Stamina | Fortify Pickpocket&lt;br /&gt;
:(POTION) Glow Dust | Hawk Beak | Wisp Wrappings:Resist Shock | Fortify Destruction | Restore Stamina | Fortify Carry Weight&lt;br /&gt;
:(POTION) Glowing Mushroom | Hawk Beak | Wisp Wrappings:Resist Shock | Fortify Destruction | Restore Stamina | Fortify Carry Weight&lt;br /&gt;
:(POTION) Hawk Beak | Moon Sugar | Pearl:Resist Frost | Restore Stamina | Resist Shock | Restore Magicka&lt;br /&gt;
:(POTION) Hawk Beak | Mudcrab Chitin | Snowberries:Restore Stamina | Resist Frost | Resist Shock | Resist Fire&lt;br /&gt;
:(POTION) Hawk Beak | Pearl | Slaughterfish Scales:Restore Stamina | Resist Shock | Resist Frost | Fortify Block&lt;br /&gt;
:(POTION) Hawk Beak | Snowberries | Wisp Wrappings:Resist Frost | Resist Shock | Restore Stamina | Fortify Carry Weight&lt;br /&gt;
:(POTION) Hawk Feathers | Luna Moth Wing | Vampire Dust:Fortify Light Armor | Cure Disease | Regenerate Health | Invisibility&lt;br /&gt;
:(POISON) Berit's Ashes | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Blue Butterfly Wing | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Bone Meal | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Butterfly Wing | Human Heart | Nightshade:Damage Magicka | Lingering Damage Stamina | Damage Health | Damage Magicka Regen&lt;br /&gt;
:(POISON) Butterfly Wing | Jarrin Root | Nightshade:Damage Magicka | Lingering Damage Stamina | Damage Health | Damage Magicka Regen&lt;br /&gt;
:(POISON) Canis Root | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Crimson Nirnroot | Glow Dust | Jarrin Root:Damage Health | Damage Stamina | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Crimson Nirnroot | Hanging Moss | Jarrin Root:Damage Health | Damage Stamina | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Crimson Nirnroot | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Cyrodilic Spadetail | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Falmer Ear | Glow Dust | Human Heart:Damage Health | Frenzy | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Falmer Ear | Hanging Moss | Human Heart:Damage Health | Frenzy | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Falmer Ear | Human Heart | Jarrin Root:Frenzy | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Fly Amanita | Human Heart | Jarrin Root:Frenzy | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Giant's Toe | Human Heart | Jarrin Root:Damage Stamina | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Glow Dust | Human Heart | Troll Fat:Damage Magicka | Damage Magicka Regen | Damage Health | Frenzy&lt;br /&gt;
:(POISON) Glow Dust | Jarrin Root | Nirnroot:Damage Magicka | Damage Magicka Regen | Damage Health | Damage Stamina&lt;br /&gt;
:(POISON) Hagraven Feathers | Human Heart | Jarrin Root:Frenzy | Damage Health | Damage Magicka | Damage Magicka Regen&lt;br /&gt;
:(POISON) Hagraven Feathers | Human Heart | Nightshade:Damage Magicka | Frenzy | Damage Health | Damage Magicka Regen&lt;br /&gt;
:(POISON) Hagraven Feathers | Human Heart | Void Salts:Damage Magicka | Frenzy | Weakness to Shock | Damage Health&lt;br /&gt;
:(POISON) Hanging Moss | Human Heart | Troll Fat:Damage Magicka | Damage Magicka Regen | Damage Health | Frenzy&lt;br /&gt;
:(POISON) Hanging Moss | Jarrin Root | Nirnroot:Damage Magicka | Damage Magicka Regen | Damage Health | Damage Stamina&lt;br /&gt;
:(POISON) Human Heart | Jarrin Root | Nirnroot:Damage Magicka | Damage Magicka Regen | Damage Health | Damage Stamina&lt;br /&gt;
:(POISON) Human Heart | Jarrin Root | Rock Warbler Egg:Damage Health | Damage Magicka | Damage Magicka Regen | Damage Stamina&lt;br /&gt;
:(POISON) Human Heart | Jarrin Root | Spider Egg:Damage Health | Damage Magicka | Damage Magicka Regen | Damage Stamina&lt;br /&gt;
:(POISON) Human Heart | Jarrin Root | Troll Fat:Damage Magicka | Damage Magicka Regen | Frenzy | Damage Health&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
The program is as follows (in MATLAB)&lt;br /&gt;
{{Showhide/Start|MATLAB code}}&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
    %% SETUP&lt;br /&gt;
    effects = 4;&lt;br /&gt;
    mixed = false;&lt;br /&gt;
    poisons = true;&lt;br /&gt;
    potions = true;&lt;br /&gt;
    output = 'output.csv';&lt;br /&gt;
    %% INITIALIZATION&lt;br /&gt;
    clc; %#ok&amp;lt;*AGROW&amp;gt;&lt;br /&gt;
    clearvars -except effects mixed poisons potions output; &lt;br /&gt;
    N =    {{'Cure Disease',1,1}, ...&lt;br /&gt;
            {'Damage Health',2,0}, ...&lt;br /&gt;
            {'Damage Magicka',3,0}, ...&lt;br /&gt;
            {'Damage Magicka Regen',4,0}, ...&lt;br /&gt;
            {'Damage Stamina',5,0}, ...&lt;br /&gt;
            {'Damage Stamina Regen',6,0}, ...&lt;br /&gt;
            {'Fear',7,0}, ...&lt;br /&gt;
            {'Fortify Alteration',8,1}, ...&lt;br /&gt;
            {'Fortify Barter',9,1}, ...&lt;br /&gt;
            {'Fortify Block',10,1}, ...&lt;br /&gt;
            {'Fortify Carry Weight',11,1}, ...&lt;br /&gt;
            {'Fortify Conjuration',12,1}, ...&lt;br /&gt;
            {'Fortify Destruction',13,1}, ...&lt;br /&gt;
            {'Fortify Enchanting',14,1}, ...&lt;br /&gt;
            {'Fortify Health',15,1}, ...&lt;br /&gt;
            {'Fortify Heavy Armor',16,1}, ...&lt;br /&gt;
            {'Fortify Illusion',17,1}, ...&lt;br /&gt;
            {'Fortify Light Armor',18,1}, ...&lt;br /&gt;
            {'Fortify Lockpicking',19,1}, ...&lt;br /&gt;
            {'Fortify Magicka',20,1}, ...&lt;br /&gt;
            {'Fortify Marksman',21,1}, ...&lt;br /&gt;
            {'Fortify One-handed',22,1}, ...&lt;br /&gt;
            {'Fortify Pickpocket',23,1}, ...&lt;br /&gt;
            {'Fortify Restoration',24,1}, ...&lt;br /&gt;
            {'Fortify Smithing',25,1}, ...&lt;br /&gt;
            {'Fortify Sneak',26,1}, ...&lt;br /&gt;
            {'Fortify Stamina',27,1}, ...&lt;br /&gt;
            {'Fortify Two-handed',28,1}, ...&lt;br /&gt;
            {'Frenzy',29,0}, ...&lt;br /&gt;
            {'Invisibility',30,1}, ...&lt;br /&gt;
            {'Lingering Damage Health',31,0}, ...&lt;br /&gt;
            {'Lingering Damage Magicka',32,0}, ...&lt;br /&gt;
            {'Lingering Damage Stamina',33,0}, ...&lt;br /&gt;
            {'Paralysis',34,0}, ...&lt;br /&gt;
            {'Ravage Health',35,0}, ...&lt;br /&gt;
            {'Ravage Magicka',36,0}, ...&lt;br /&gt;
            {'Ravage Stamina',37,0}, ...&lt;br /&gt;
            {'Regenerate Health',38,1}, ...&lt;br /&gt;
            {'Regenerate Magicka',39,1}, ...&lt;br /&gt;
            {'Regenerate Stamina',40,1}, ...&lt;br /&gt;
            {'Resist Fire',41,1}, ...&lt;br /&gt;
            {'Resist Frost',42,1}, ...&lt;br /&gt;
            {'Resist Magic',43,1}, ...&lt;br /&gt;
            {'Resist Poison',44,1}, ...&lt;br /&gt;
            {'Resist Shock',45,1}, ...&lt;br /&gt;
            {'Restore Health',46,1}, ...&lt;br /&gt;
            {'Restore Magicka',47,1}, ...&lt;br /&gt;
            {'Restore Stamina',48,1}, ...&lt;br /&gt;
            {'Slow',49,0}, ...&lt;br /&gt;
            {'Waterbreathing',50,1}, ...&lt;br /&gt;
            {'Weakness to Fire',51,0}, ...&lt;br /&gt;
            {'Weakness to Frost',52,0}, ...&lt;br /&gt;
            {'Weakness to Magic',53,0}, ...&lt;br /&gt;
            {'Weakness to Poison',54,0}, ...&lt;br /&gt;
            {'Weakness to Shock',55,0}};&lt;br /&gt;
    I = {'Abecean Longfin', ...&lt;br /&gt;
         'Berit''s Ashes', ...&lt;br /&gt;
         'Bear Claws', ...&lt;br /&gt;
         'Bee', ...&lt;br /&gt;
         'Beehive Husk', ...&lt;br /&gt;
         'Bleeding Crown', ...&lt;br /&gt;
         'Blisterwort', ...&lt;br /&gt;
         'Blue Butterfly Wing', ...&lt;br /&gt;
         'Blue Dartwing', ...&lt;br /&gt;
         'Blue Mountain Flower', ...&lt;br /&gt;
         'Bone Meal', ...&lt;br /&gt;
         'Briar Heart', ...&lt;br /&gt;
         'Butterfly Wing', ...&lt;br /&gt;
         'Canis Root', ...&lt;br /&gt;
         'Charred Skeever Hide', ...&lt;br /&gt;
         'Chaurus Eggs', ...&lt;br /&gt;
         'Chicken''s Egg', ...&lt;br /&gt;
         'Creep Cluster', ...&lt;br /&gt;
         'Crimson Nirnroot', ...&lt;br /&gt;
         'Cyrodilic Spadetail', ...&lt;br /&gt;
         'Daedra Heart', ...&lt;br /&gt;
         'Deathbell', ...&lt;br /&gt;
         'Dragon''s Tongue', ...&lt;br /&gt;
         'Dwarven Oil', ...&lt;br /&gt;
         'Ectoplasm', ...&lt;br /&gt;
         'Elves Ear', ...&lt;br /&gt;
         'Eye of Sabre Cat', ...&lt;br /&gt;
         'Falmer Ear', ...&lt;br /&gt;
         'Fire Salts', ...&lt;br /&gt;
         'Fly Amanita', ...&lt;br /&gt;
         'Frost Mirriam', ...&lt;br /&gt;
         'Frost Salts', ...&lt;br /&gt;
         'Garlic', ...&lt;br /&gt;
         'Giant Lichen', ...&lt;br /&gt;
         'Giant''s Toe', ...&lt;br /&gt;
         'Glow Dust', ...&lt;br /&gt;
         'Glowing Mushroom', ...&lt;br /&gt;
         'Grass Pod', ...&lt;br /&gt;
         'Hagraven Claw', ...&lt;br /&gt;
         'Hagraven Feathers', ...&lt;br /&gt;
         'Hanging Moss', ...&lt;br /&gt;
         'Hawk Beak', ...&lt;br /&gt;
         'Hawk Feathers', ...&lt;br /&gt;
         'Histcarp', ...&lt;br /&gt;
         'Honeycomb', ...&lt;br /&gt;
         'Human Flesh', ...&lt;br /&gt;
         'Human Heart', ...&lt;br /&gt;
         'Ice Wraith Teeth', ...&lt;br /&gt;
         'Imp Stool', ...&lt;br /&gt;
         'Jazbay Grapes', ...&lt;br /&gt;
         'Jarrin Root', ...&lt;br /&gt;
         'Juniper Berries', ...&lt;br /&gt;
         'Large Antlers', ...&lt;br /&gt;
         'Lavender', ...&lt;br /&gt;
         'Luna Moth Wing', ...&lt;br /&gt;
         'Moon Sugar', ...&lt;br /&gt;
         'Mora Tapinella', ...&lt;br /&gt;
         'Mudcrab Chitin', ...&lt;br /&gt;
         'Namira''s Rot', ...&lt;br /&gt;
         'Nightshade', ...&lt;br /&gt;
         'Nirnroot', ...&lt;br /&gt;
         'Nordic Barnacle', ...&lt;br /&gt;
         'Orange Dartwing', ...&lt;br /&gt;
         'Pearl', ...&lt;br /&gt;
         'Pine Thrush Egg', ...&lt;br /&gt;
         'Powdered Mammoth Tusk', ...&lt;br /&gt;
         'Purple Mountain Flower', ...&lt;br /&gt;
         'Red Mountain Flower', ...&lt;br /&gt;
         'River Betty', ...&lt;br /&gt;
         'Rock Warbler Egg', ...&lt;br /&gt;
         'Sabre Cat Tooth', ...&lt;br /&gt;
         'Salt Pile', ...&lt;br /&gt;
         'Scaly Pholiota', ...&lt;br /&gt;
         'Silverside Perch', ...&lt;br /&gt;
         'Skeever Tail', ...&lt;br /&gt;
         'Slaughterfish Egg', ...&lt;br /&gt;
         'Slaughterfish Scales', ...&lt;br /&gt;
         'Small Antlers', ...&lt;br /&gt;
         'Small Pearl', ...&lt;br /&gt;
         'Snowberries', ...&lt;br /&gt;
         'Spider Egg', ...&lt;br /&gt;
         'Spriggan Sap', ...&lt;br /&gt;
         'Swamp Fungal Pod', ...&lt;br /&gt;
         'Taproot', ...&lt;br /&gt;
         'Thistle Branch', ...&lt;br /&gt;
         'Torchbug Thorax', ...&lt;br /&gt;
         'Troll Fat', ...&lt;br /&gt;
         'Tundra Cotton', ...&lt;br /&gt;
         'Vampire Dust', ...&lt;br /&gt;
         'Void Salts', ...&lt;br /&gt;
         'Wheat', ...&lt;br /&gt;
         'White Cap', ...&lt;br /&gt;
         'Wisp Wrappings'};&lt;br /&gt;
    E = [52,26,54,24; ...&lt;br /&gt;
         5,41,12,37; ...&lt;br /&gt;
         48,15,22,4; ...&lt;br /&gt;
         48,37,40,55; ...&lt;br /&gt;
         44,18,26,13; ...&lt;br /&gt;
         51,10,54,43; ...&lt;br /&gt;
         5,29,46,25; ...&lt;br /&gt;
         5,12,4,14; ...&lt;br /&gt;
         45,23,46,7; ...&lt;br /&gt;
         46,12,15,4; ...&lt;br /&gt;
         5,41,12,37; ...&lt;br /&gt;
         47,10,34,20; ...&lt;br /&gt;
         46,9,33,3; ...&lt;br /&gt;
         5,22,21,34; ...&lt;br /&gt;
         48,1,44,46; ...&lt;br /&gt;
         54,27,3,30; ...&lt;br /&gt;
         43,4,50,33; ...&lt;br /&gt;
         47,6,11,53; ...&lt;br /&gt;
         2,5,30,43; ...&lt;br /&gt;
         5,24,7,35; ...&lt;br /&gt;
         46,6,3,7; ...&lt;br /&gt;
         2,37,49,54; ...&lt;br /&gt;
         41,9,17,28; ...&lt;br /&gt;
         53,17,39,47; ...&lt;br /&gt;
         47,13,20,2; ...&lt;br /&gt;
         47,21,52,41; ...&lt;br /&gt;
         48,35,3,46; ...&lt;br /&gt;
         2,29,44,19; ...&lt;br /&gt;
         52,41,47,39; ...&lt;br /&gt;
         41,28,29,40; ...&lt;br /&gt;
         42,26,36,6; ...&lt;br /&gt;
         51,42,47,12; ...&lt;br /&gt;
         44,27,39,38; ...&lt;br /&gt;
         55,35,54,47; ...&lt;br /&gt;
         5,15,11,6; ...&lt;br /&gt;
         3,4,13,45; ...&lt;br /&gt;
         45,13,25,15; ...&lt;br /&gt;
         44,36,8,47; ...&lt;br /&gt;
         43,32,14,9; ...&lt;br /&gt;
         3,12,29,55; ...&lt;br /&gt;
         3,15,4,22; ...&lt;br /&gt;
         48,42,11,45; ...&lt;br /&gt;
         1,18,22,26; ...&lt;br /&gt;
         48,20,6,50; ...&lt;br /&gt;
         48,10,18,37; ...&lt;br /&gt;
         2,34,47,26; ...&lt;br /&gt;
         2,3,4,29; ...&lt;br /&gt;
         52,16,30,51; ...&lt;br /&gt;
         2,31,34,46; ...&lt;br /&gt;
         53,20,39,35; ...&lt;br /&gt;
         2,3,4,5;...&lt;br /&gt;
         51,21,38,6; ...&lt;br /&gt;
         48,27,49,6; ...&lt;br /&gt;
         43,27,36,12; ...&lt;br /&gt;
         3,18,38,30; ...&lt;br /&gt;
         51,42,47,39; ...&lt;br /&gt;
         47,31,40,17; ...&lt;br /&gt;
         48,1,44,41; ...&lt;br /&gt;
         3,19,7,38; ...&lt;br /&gt;
         2,4,33,13; ...&lt;br /&gt;
         2,5,30,43; ...&lt;br /&gt;
         3,50,38,23; ...&lt;br /&gt;
         48,36,23,31; ...&lt;br /&gt;
         48,10,47,45; ...&lt;br /&gt;
         48,19,54,45; ...&lt;br /&gt;
         48,26,51,7; ...&lt;br /&gt;
         48,26,32,42; ...&lt;br /&gt;
         47,36,20,2; ...&lt;br /&gt;
         2,8,49,11; ...&lt;br /&gt;
         46,22,5,53; ...&lt;br /&gt;
         48,16,25,54; ...&lt;br /&gt;
         53,24,49,39; ...&lt;br /&gt;
         53,17,40,11; ...&lt;br /&gt;
         48,6,35,42; ...&lt;br /&gt;
         6,35,2,18; ...&lt;br /&gt;
         44,23,31,27; ...&lt;br /&gt;
         42,31,16,10; ...&lt;br /&gt;
         54,24,33,2; ...&lt;br /&gt;
         48,22,24,42; ...&lt;br /&gt;
         41,14,42,45; ...&lt;br /&gt;
         5,4,19,21; ...&lt;br /&gt;
         4,14,25,8; ...&lt;br /&gt;
         45,32,34,46; ...&lt;br /&gt;
         53,17,39,47; ...&lt;br /&gt;
         42,37,44,16; ...&lt;br /&gt;
         48,32,53,27; ...&lt;br /&gt;
         44,28,29,2; ...&lt;br /&gt;
         43,20,10,9; ...&lt;br /&gt;
         30,47,38,1; ...&lt;br /&gt;
         55,43,2,20; ...&lt;br /&gt;
         46,15,6,32; ...&lt;br /&gt;
         52,16,47,36; ...&lt;br /&gt;
         48,13,11,43];&lt;br /&gt;
    %% EXECUTION&lt;br /&gt;
    fid = fopen(output, 'w');&lt;br /&gt;
    e = size(E,1);&lt;br /&gt;
    for i = 1:e-2&lt;br /&gt;
        for j = i+1:e-1&lt;br /&gt;
            for k = j+1:e&lt;br /&gt;
                M = CompareIngredients(E(i,:), E(j,:), E(k,:));&lt;br /&gt;
                n = length(M);&lt;br /&gt;
                if n &amp;gt;= effects&lt;br /&gt;
                    poison = all(~arrayfun(@(x) N{M(x)}{3},1:n));&lt;br /&gt;
                    potion = all(arrayfun(@(x) N{M(x)}{3},1:n));&lt;br /&gt;
                    if mixed || (poison &amp;amp;&amp;amp; poisons) || (potion &amp;amp;&amp;amp; potions)&lt;br /&gt;
                        if     poison, fprintf(fid, 'Poison');&lt;br /&gt;
                        elseif potion, fprintf(fid, 'Potion');&lt;br /&gt;
                        else           fprintf(fid, 'Mixed');&lt;br /&gt;
                        end&lt;br /&gt;
                        fprintf(fid, ',%s,%s,%s,%d', I{i}, I{j}, I{k}, n);&lt;br /&gt;
                        for m = 1:n-1, fprintf(fid, ',%s', N{M(m)}{1}); end&lt;br /&gt;
                        fprintf(fid, ',%s\n', N{M(n)}{1});&lt;br /&gt;
                    end&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    fclose(fid);&lt;br /&gt;
&lt;br /&gt;
    function [M] = CompareIngredients(A, B, C)&lt;br /&gt;
 &lt;br /&gt;
        AB = repmat(A,length(B),1);     BA = repmat(B',1,length(A));&lt;br /&gt;
        AC = repmat(A,length(C),1);     CA = repmat(C',1,length(A));&lt;br /&gt;
        BC = repmat(B,length(C),1);     CB = repmat(C',1,length(B));&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
        T = [AB(AB==BA)' AC(AC==CA)' BC(BC==CB)'];&lt;br /&gt;
        M = [];&lt;br /&gt;
 &lt;br /&gt;
        for i = 1:length(T)&lt;br /&gt;
            match = false;&lt;br /&gt;
            for j = i+1:length(T)&lt;br /&gt;
                if T(i) == T(j), match = true; end;&lt;br /&gt;
            end&lt;br /&gt;
            if ~match, M = [M T(i)]; end;                                      %#ok&amp;lt;AGROW&amp;gt;&lt;br /&gt;
        end&lt;br /&gt;
 &lt;br /&gt;
    end&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
--[[Special:Contributions/129.107.131.178|129.107.131.178]] 20:40, 30 November 2011 (UTC)&lt;br /&gt;
:Might want to recheck it.  There are 66 such potions and poisons.  You're missing [[Skyrim:Hawk Feathers|Hawk Feathers]] + [[Skyrim:Purple Mountain Flower|Purple Mountain Flower]] + [[Skyrim:Small Pearl|Small Pearl]], which makes [[Skyrim:Fortify One-handed|Fortify One-handed]] + [[Skyrim:Fortify Sneak|Fortify Sneak]] + [[Skyrim:Resist Frost|Resist Frost]] + [[Skyrim:Restore Stamina|Restore Stamina]].  Also, there are no two-ingredient four-effect pure potions or poisons.  The only three two-ingredient, four-effect concoctions are listed in the Two-ingredient Multi-effect Concoctions section. --[[User:Fluff|Fluff]] 22:55, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Potion Suggestions?==&lt;br /&gt;
I've written up a small utility (unfortunately not web-based) to figure out alchemical interactions.  What sorts of potions/poisons would be interesting for this page?&lt;br /&gt;
-- [[User:Fluff|Fluff]] 23:08, 16 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You could use the Oblivion page for useful potions as a reference. I think it covers all the bases in terms of types.[[User:BurningMan|BurningMan]] 05:31, 17 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Aaand I've screwed up the formatting again. Please help. [[User:BurningMan|BurningMan]] 05:53, 17 November 2011 (UTC)&lt;br /&gt;
==Four-effect Potions==&lt;br /&gt;
You reinstated the mention of 5 four effect potions, but I found another, which makes it six. Which might also mean that your algo isn't entirely accurate. If you feel the need to restate it, feel free, but I'd ask that you recheck your code. [[User:BurningMan|BurningMan]] 08:42, 18 November 2011 (UTC)&lt;br /&gt;
:Good call.  Thanks for that example; it showed me exactly what was missing in my ingredient checks (not to mention being a fairly useful potion).  I'll poke at my code. --[[User:Fluff|Fluff]] 14:02, 18 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I made a google spreadsheet that lists all the possible potion combinations including many many 4 effect and the 5 possible 5 effect. https://docs.google.com/spreadsheet/ccc?key=0AtdL1GrYQUbldE5PUmlQT1JOYUVaUkk2TkFqMzBzSnc [[Special:Contributions/71.255.126.78|71.255.126.78]] 17:34, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarven Oil and Taproot have the same effects, and can be combined with any ingredient that shares one of these four effects. I think this alone is 15 different four-effect potions; unless I'm doing the math really wrong here, this page is way off. [[Special:Contributions/71.75.120.223|71.75.120.223]] 00:44, 29 November 2011 (UTC)&lt;br /&gt;
::Dwarven Oil and Taproot have both positive and negative effects, hence why it's not listed under the Four-Effect '''Potions'''.  Only combinations that yield four positive effects are listed in that section. --[[User:Fluff|Fluff]] 00:48, 29 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Example Ingredients Rationale==&lt;br /&gt;
For the stated example ingredients, I'm trying to show recipes with the cheapest buyable ingredients if possible.  If a potion can be made with two buyable ingredients, I show that one even if it's more expensive than a three-ingredient recipe. --[[User:Fluff|Fluff]] 17:32, 18 November 2011 (UTC)&lt;br /&gt;
:For reference, this is the list of ingredients I suspect to be non-buyable: (edited in light of Cosmitz's experience) Berit's Ashes (which is the same as Salt Pile), Crimson Nirnroot, Human Flesh, Human Heart, and Jarrin Root. --[[User:Fluff|Fluff]] 17:56, 18 November 2011 (UTC)&lt;br /&gt;
::I found Wist Wrappings at the Riften alchemy shop for sure. As for the rest i also remember finding Orange Dartwing, Powedered Mammoth Tusk, Small Pearl, Torchbug Thorax and Beehive Husk. So i guess all have a chance of showing up at a shop, if smaller depending on the item. --[[User:Cosmitz|Cosmitz]] 21:23, 19 November 2011 (UTC)&lt;br /&gt;
:::I agree.  I thought I'd done enough passes through the alchemy shops, but just today I found a number of those ingredients. --[[User:Fluff|Fluff]] 00:05, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I'm surprised there's no mention of the &amp;quot;easiest&amp;quot; four effect potion ==&lt;br /&gt;
&lt;br /&gt;
Dwarven Oil and Taproot have identical effects, making it the &amp;quot;easiest&amp;quot; four effect potion to create, with Fortify Magicka Regen, Restore Magicka, Fortify Illusion and Weakness to Magic. [[Special:Contributions/24.156.216.144|24.156.216.144]] 09:51, 19 November 2011 (UTC)&lt;br /&gt;
:Sure, if you want a negative effect on your potion.  Still, it's a handy potion to sell. --[[User:Fluff|Fluff]] 14:15, 19 November 2011 (UTC)&lt;br /&gt;
:: It would be useful to have a list of potions that are specifically made to increase the skill. Giant's Toe with Wheat and any Fortify Carry item nets me, with alchemy gear (no glitch, just a 100enchanting set), almost 5000 gold for a potion. And as such, a huge skillup. --[[Special:Contributions/77.36.50.9|77.36.50.9]] 16:44, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How about a section for good potions to sell? ==&lt;br /&gt;
&lt;br /&gt;
Could be nice with a section for good sales potions to level alchemy and speechcraft and make a pretty penny.&lt;br /&gt;
Both easy to make for good profit and rare ingredients and high returns. &lt;br /&gt;
Found that deathbell + salt pile + (thistle branch or bone meal) gives good return. Slow is high value effect, deathbells ravage stamina has higher value and all ingredients are easy to find. &lt;br /&gt;
Giant's Toe with Wheat and any Fortify Carry is a good sale, but Giant's Toes does not grow on trees and Fortify Carry is easiest in Creep cluster which is not ''that'' common&lt;br /&gt;
[[Special:Contributions/80.167.79.85|80.167.79.85]] 21:25, 6 December 2011 (UTC)&lt;br /&gt;
:Ahh, and there we go. Found a list of potion values: http://keke.itarium.ch/uploads/alch_values.txt. Can anyone confirm that it is &amp;quot;perfect&amp;quot;?[[User:SeekerDK|SeekerDK]] 21:39, 6 December 2011 (UTC) (Giant's Toe + Wheat + any Fortify Carry is much better value than any potion on the list, possibly the best (except for Jarrin root)[[User:SeekerDK|SeekerDK]] 21:59, 6 December 2011 (UTC))&lt;br /&gt;
::I've held back on adding a section like that until we understand exactly how potion value is determined.  Despite what the numerous alchemy wizards you can find online indicate, it's not a simple process.  That list of potion values posted by SeekerDK is not very good.  You can find part of the discussion over on the [[Skyrim_talk:Alchemy_Effects|Alchemy Effects talk page]].  Until then, you can take a look on the [[Skyrim:Alchemy Effects|Alchemy Effects]] page; just sort by effect value and try to make potions with high value effects. --[[User:Fluff|Fluff]] 01:24, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: List provided, is as I mentioned, incomplete. I assume that it only handles effect base values. The effect of the linked list and the list (currently) on the effects page is essentially the same, but for the task of finding high value potions the potion list is easier. My guess is that one ingredient governs each effect in both value and magnitude. fx. A give higher value and B gives higher magnitude. C with the same effect will give a higher value with A and high magnitude with B, but A+B will not give both. [[User:SeekerDK|SeekerDK]] 22:23, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: There are a pair of money making potions that are not the top of the list, but are made of very common ingredients. The potions are Blue Mountain Flower, Hanging Moss and either Lavender or Bone Meal. They scope out at $422 the Skyrim Alchemy Recipes Finder, but considering that these can be made in bulk by even low level characters (and take all of an alchemy shop's money at higher level) it would be nice if someone who knew how would add those for use at lower levels. --Artagel&lt;br /&gt;
&lt;br /&gt;
== Discovering All 4 Effects for Every Ingredient ==&lt;br /&gt;
&lt;br /&gt;
I've been looking for the most efficient way to discover all four of each ingredient's effects. A greedy algorithm came up with the following list. It's about 200 total ingredients at a base value of about 2300 gold. You'd only need 1-3 of everything (except Blue Dartwing; you need 4).&lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|67 Potions}}&lt;br /&gt;
&lt;br /&gt;
 1. Bear Claws + Eye of Sabre Cat + Hanging Moss&lt;br /&gt;
 2. Creep Cluster + Dwarven Oil + Taproot&lt;br /&gt;
 3. Crimson Nirnroot + Nirnroot + Void Salts&lt;br /&gt;
 4. Briar Heart + Ectoplasm + Human Flesh&lt;br /&gt;
 5. Elves Ear + Fire Salts + Moon Sugar&lt;br /&gt;
 6. Falmer Ear + Fly Amanita + Troll Fat&lt;br /&gt;
 7. Frost Mirriam + Purple Mountain Flower + Silverside Perch&lt;br /&gt;
 8. Glow Dust + Human Heart + Nightshade&lt;br /&gt;
 9. Beehive Husk + Charred Skeever Hide + Hawk Feathers&lt;br /&gt;
 10. Bleeding Crown + Pearl + Pine Thrush Egg&lt;br /&gt;
 11. Blisterwort + Blue Butterfly Wing + Blue Mountain Flower&lt;br /&gt;
 12. Blue Dartwing + Daedra Heart + Nordic Barnacle&lt;br /&gt;
 13. Butterfly Wing + Chicken's Egg + Hagraven's Claw&lt;br /&gt;
 14. Canis Root + Imp Stool + Rock Warbler Egg&lt;br /&gt;
 15. Chaurus Eggs + Garlic + Luna Moth Wing&lt;br /&gt;
 16. Creep Cluster + Mora Tapinella + Scaly Pholiota&lt;br /&gt;
 17. Cyrodilic Spadetail + Jazbay Grapes + Salt Pile&lt;br /&gt;
 18. Frost Salts + Ice Wraith Teeth + White Cap&lt;br /&gt;
 19. Giant's Toe + Swamp Fungal Pod + Wheat&lt;br /&gt;
 20. Glowing Mushroom + Hawk Beak + Wisp Wrappings&lt;br /&gt;
 21. Grass Pod + Orange Dartwing + Slaughterfish Egg&lt;br /&gt;
 22. Honeycomb + Slaughterfish Scales + Thistle Branch&lt;br /&gt;
 23. Abecean Longfin + Deathbell + Small Antlers&lt;br /&gt;
 24. Creep Cluster + Large Antlers + Torchbug Thorax&lt;br /&gt;
 25. Giant Lichen + Red Mountain Flower + Void Salts&lt;br /&gt;
 26. Bee + Bone Meal + Fly Amanita&lt;br /&gt;
 27. Butterfly Wing + Charred Skeever Hide + Mudcrab Chitin&lt;br /&gt;
 28. Cyrodilic Spadetail + Namira's Rot + Spider Egg&lt;br /&gt;
 29. Histcarp + Honeycomb + Skeever Tail&lt;br /&gt;
 30. Moon Sugar + Powdered Mammoth Tusk + Small Perl&lt;br /&gt;
 31. Bee + Giant Lichen + Sabre Cat Tooth&lt;br /&gt;
 32. Bleeding Crown + Briar Heart + Tundra Cotton&lt;br /&gt;
 33. Blisterwort + Blue Butterfly Wing + Spriggan Sap&lt;br /&gt;
 34. Blisterwort + Bone Meal + Hagraven Feathers&lt;br /&gt;
 35. Chicken's Egg + Namira's Rot + Nordic Barnacle&lt;br /&gt;
 36. Deathbell + Giant's Toe + River Betty&lt;br /&gt;
 37. Dragon's Tongue + Hagraven Claw + Snowberries&lt;br /&gt;
 38. Elves Ear + Juniper Berries + Vampire Dust&lt;br /&gt;
 39. Eye of Sabre Cat + Imp Stool + Skeever Tail&lt;br /&gt;
 40. Frost Mirriam + Frost Salts + Lavender&lt;br /&gt;
 41. Abecean Longfin + Hawk Feathers + Small Pearl&lt;br /&gt;
 42. Bleeding Crown + Daedra Heart + Juniper Berries&lt;br /&gt;
 43. Blue Dartwing + Hawk Beak + Snowberries&lt;br /&gt;
 44. Blue Mountain Flower + Glowing Mushroom + Sabre Cat Tooth&lt;br /&gt;
 45. Grass Pod + Pearl + River Betty&lt;br /&gt;
 46. Hagraven Claw + Lavender + Torchbug Thorax&lt;br /&gt;
 47. Abecean Longfin + Chaurus Eggs + Ice Wraith Teeth&lt;br /&gt;
 48. Beehive Husk + Ectoplasm + Garlic&lt;br /&gt;
 49. Bear Claws + Canis Root + Spider Egg&lt;br /&gt;
 50. Dragon's Tongue + Imp Stool + Mora Tapinella&lt;br /&gt;
 51. Falmer Ear + Glow Dust + Pine Thrush Egg&lt;br /&gt;
 52. Garlic + Histcarp + Jazbay Grapes&lt;br /&gt;
 53. Eye of Sabre Cat + Giant Lichen + Hagraven Feathers&lt;br /&gt;
 54. Blue Dartwing + Human Flesh + Powdered Mammoth Tusk&lt;br /&gt;
 55. Large Antlers + Orange Dartwing + Salt Pile&lt;br /&gt;
 56. Hawk Feathers + Luna Moth Wing + Vampire Dust&lt;br /&gt;
 57. Red Mountain Flower + Sabre Cat Tooth + White Cap&lt;br /&gt;
 58. Nightshade + Small Antlers&lt;br /&gt;
 59. Beehive Husk + Deathbell + Thistle Branch&lt;br /&gt;
 60. Dragon's Tongue + Fly Amanita + Human Heart&lt;br /&gt;
 61. Bone Meal + Giant's Toe + Mudcrab Chitin&lt;br /&gt;
 62. Chicken's Egg + Histcarp + Wisp Wrappings&lt;br /&gt;
 63. Blue Dartwing + Purple Mountain Flower + Swamp Fungal Pod&lt;br /&gt;
 64. Jazbay Grapes + Rock Warbler Egg + Silverside Perch&lt;br /&gt;
 65. Chaurus Eggs + Slaughterfish Egg + Slaughterfish Scales&lt;br /&gt;
 66. Grass Pod + Spriggan Sap&lt;br /&gt;
 67. Briar Heart + Swamp Fungal Pod&lt;br /&gt;
&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
--[[Special:Contributions/63.239.65.11|63.239.65.11]] 19:55, 10 January 2012 (UTC)&lt;br /&gt;
:This is pretty sweet.  I was going to write a similar program to generate this sort of output; I just haven't had the time. --[[User:Fluff|Fluff]] 17:18, 12 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Here's a slightly shorter list. This assumes that you can get most ingredients pretty easily and eat one to discover the first effect, with exceptions made for Pearl, Small Pearl, Powdered Mammoth Tusk, and Wisp Wrappings. Crimson Nirnroot is excluded because you just mix it with a Nirnroot once you've reached that quest stage.&lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|56 Potions}}&lt;br /&gt;
&lt;br /&gt;
'''Easy - Vendor Ingredients Only'''&lt;br /&gt;
&lt;br /&gt;
 1. Creep Cluster + Dwarven Oil + Taproot&lt;br /&gt;
 2. Elves Ear + Fire Salts + White Cap&lt;br /&gt;
 3. Cyrodilic Spadetail + Jazbay Grapes + Salt Pile&lt;br /&gt;
 4. Dragon's Tongue + Fly Amanita + Scaly Pholiota&lt;br /&gt;
 5. Slaughterfish Egg + Slaughterfish Scales + Thistle Branch&lt;br /&gt;
 6. Abecean Longfin + Bleeding Crown + Ice Wraith Teeth&lt;br /&gt;
 7. Bee + Giant Lichen + Mora Tapinella&lt;br /&gt;
 8. Bleeding Crown + Tundra Cotton + Void Salts&lt;br /&gt;
 9. Blisterwort + Blue Mountain Flower + Hagraven Feathers&lt;br /&gt;
 10. Blue Butterfly Wing + Bone Meal + Snowberries&lt;br /&gt;
 11. Daedra Heart + Giant's Toe + Wheat&lt;br /&gt;
 12. Falmer Ear + Fly Amanita + Troll Fat&lt;br /&gt;
 13. Juniper Berries + Moon Sugar + Vampire Dust&lt;br /&gt;
 14. Canis Root + Falmer Ear + Spider Egg&lt;br /&gt;
 15. Chaurus Eggs + Lavender + Nirnroot&lt;br /&gt;
 16. Blisterwort + Hagraven Claw + Spriggan Sap&lt;br /&gt;
 17. Butterfly Wing + Hagraven Claw + Wheat&lt;br /&gt;
 18. Giant's Toe + River Betty + Salt Pile&lt;br /&gt;
 19. Bone Meal + Deathbell + Giant Lichen&lt;br /&gt;
 20. Canis Root + Imp Stool + Mora Tapinella&lt;br /&gt;
 21. Daedra Heart + Rock Warbler Egg + Scaly Pholiota&lt;br /&gt;
 22. Hagraven Claw + Lavender + White Cap&lt;br /&gt;
 23. Histcarp + Nordic Barnacle + Red Mountain Flower&lt;br /&gt;
 24. Ice Wraith Teeth + Luna Moth Wing + Vampire Dust&lt;br /&gt;
 25. Cyrodilic Spadetail + Daedra Heart + Nirnroot&lt;br /&gt;
 26. Dwarven Oil + Garlic + Slaughterfish Egg&lt;br /&gt;
 27. Canis Root + Juniper Berries + Rock Warbler Egg&lt;br /&gt;
 28. Beehive Husk + Ectoplasm&lt;br /&gt;
 29. Falmer Ear + Namira's Rot&lt;br /&gt;
&lt;br /&gt;
''' Medium - Some Hunting Required '''&lt;br /&gt;
&lt;br /&gt;
 30. Charred Skeever Hide + Eye of Sabre Cat + '''Mudcrab Chitin'''&lt;br /&gt;
 31. '''Glowing Mushroom''' + Pine Thrush Egg + Sabre Cat Tooth&lt;br /&gt;
 32. '''Blue Dartwing''' + Imp Stool + Swamp Fungal Pod&lt;br /&gt;
 33. Frost Mirriam + '''Orange Dartwing''' + Purple Mountain Flower&lt;br /&gt;
 34. '''Honeycomb''' + Silverside Perch + Skeever Tail&lt;br /&gt;
 35. '''Beehive Husk''' + Canis Root + Hawk Feathers&lt;br /&gt;
 36. '''Beehive Husk''' + Grass Pod + Red Mountain Flower&lt;br /&gt;
 37. Chaurus Eggs + Deathbell + '''Large Antlers'''&lt;br /&gt;
 38. '''Blue Dartwing''' + Namira's Rot + Nordic Barnacle&lt;br /&gt;
 39. Blue Mountain Flower + Glow Dust + '''Glowing Mushroom'''&lt;br /&gt;
 40. Abecean Longfin + Butterfly Wing + '''Small Antlers'''&lt;br /&gt;
 41. Chicken's Egg + Histcarp + '''Large Antlers'''&lt;br /&gt;
 42. '''Beehive Husk''' + Garlic + Luna Moth Wing&lt;br /&gt;
 43. '''Eye of Sabre Cat''' + Moon Sugar + Sivlerside Perch&lt;br /&gt;
 44. '''Honeycomb''' + '''Pearl''' + Thistle Branch&lt;br /&gt;
 45. Hawk Beak + '''Mudcrab Chitin''' + Snowberries&lt;br /&gt;
 46. '''Orange Dartwing''' + Slaughterfish Scales + '''Small Pearl'''&lt;br /&gt;
&lt;br /&gt;
''' Hard - Possible Effort Required '''&lt;br /&gt;
&lt;br /&gt;
 47. '''Bear Claws''' + '''Small Pearl''' + Hanging Moss&lt;br /&gt;
 48. Frost Salts + Hawk Beak + '''Pearl'''&lt;br /&gt;
 49. Briar Heart + Ectoplasm + '''Human Flesh'''&lt;br /&gt;
 50. Chicken's Egg + Nightshade + '''Wisp Wrappings'''&lt;br /&gt;
 51. Creep Cluster + '''Torchbug Thorax''' + '''Wisp Wrappings'''&lt;br /&gt;
 52. Abecean Longfin + Bee + '''Powdered Mammoth Tusk'''&lt;br /&gt;
 53. Cyrodilic Spadetail + Frost Salts + '''Powdered Mammoth Tusk'''&lt;br /&gt;
 54. Hagraven Feathers + '''Human Heart''' + Void Salts&lt;br /&gt;
 55. '''Human Flesh''' + Purple Mountain Flower + '''Torchbug Thorax'''&lt;br /&gt;
 56. '''Human Heart''' + River Betty + Spriggan Sap&lt;br /&gt;
&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
&lt;br /&gt;
Is Useful Potions a good place for this sort of information? --[[User:Samiamthelaw|Samiamthelaw]] 18:32, 27 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Divines bless your kind heart, guys!!! &amp;lt;3 &amp;lt;3 &amp;lt;3 Thank you so much for this wonderful information, oh if only I would have seen it before :') but doesn't matter, it's still amazing and i love you all!! and yes, I vote for this information to be in the useful potions main page (that would have helped me a lot, but I'm still new and learning how to navigate here XP). [[User:AudreyGally|&amp;lt;font color=&amp;quot;44BBCC&amp;quot;&amp;gt;Audrey Gally&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;[[User_talk:AudreyGally|&amp;lt;font color=&amp;quot;447799&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 07:07, 28 October 2012 (GMT)&lt;br /&gt;
:::I have copied the 56 Potion list to the [[Skyrim:Alchemy#Tips|Alchemy]] page. Nice work, on these. --[[User:JR|JR]] ([[User talk:JR|talk]]) 17:37, 3 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Practical Alchemy==&lt;br /&gt;
Healing potion: the alchemist in whiterun almost always has at least 4 of blisterwort and wheat which make a restore health potion. Better yet, if you have collected blue mountain flower (one of the most common things to harvest in the game), you can produce 8 healing potions per trip to town more often than not. &lt;br /&gt;
&lt;br /&gt;
Chorus eggs are found in bulk.  I had over 100 the last time I sacked a ruin. Any other ingredient that has invisibility should be saved/stockpiled to use with these, perhaps, if making money or leveling rapidly is a goal.  &lt;br /&gt;
&lt;br /&gt;
While fortify 2h is not found on many different things, it is not &amp;quot;rare&amp;quot; ... dragons tongue is very common, as is fly amaita, so the effect is easy to get, and the extra resist fire is fine by me.  Compare this to the other &amp;quot;rare&amp;quot; effects, those both use ingredients that are much harder to find in large quantities.&lt;br /&gt;
&lt;br /&gt;
I guess I would like to see more focus on the practical (making use of the 6-10 ingredients that can be found in the hundreds) than so much focus on how to make exotic brews from the ingredients that can only be found in ones and tens. [[Special:Contributions/66.18.49.84|66.18.49.84]] 14:57, 12 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Colour coding ==&lt;br /&gt;
&lt;br /&gt;
I notice that this page is using red for (beneficial) potions and green for poison (plus yellow for mixed). Isn't this backwards? &amp;quot;Red = bad, green = good&amp;quot; is pretty universal - wouldn't it be more intuitive to flip the colours? Thanks. --[[User:Irrevenant|Irrevenant]] ([[User talk:Irrevenant|talk]]) 00:20, 3 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Ingame the player created poison potions are green and the beneficial ones are red. --[[User:Alfwyn|Alfwyn]] ([[User talk:Alfwyn|talk]]) 15:32, 3 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Should this list be updated to include the expansion ingredients? ==&lt;br /&gt;
&lt;br /&gt;
I'm wondering, since with the three DLC packs, some previously impossible potions/poisons become possible. As an example, all three damage health effects (Damage, Ravage and Lingering Damage) are able to be put into a single poison with Dragonborn. Scatheclaw + Imp Stool + Skeever Tail will make a 3 damage health effect poison. [[Special:Contributions/24.156.216.144|24.156.216.144]] 20:58, 18 February 2013 (GMT)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:White_Ridge_Barrow&amp;diff=1120228</id>
		<title>Skyrim talk:White Ridge Barrow</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:White_Ridge_Barrow&amp;diff=1120228"/>
		<updated>2013-02-07T16:19:47Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Flawless gems and the imbuer */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ore ==&lt;br /&gt;
&lt;br /&gt;
Both zones Contain Ruby Geodes and Heartstone veins. I don't know how many there are in total or their exact locations but most of them are in the Sanctum zone. {{uns2|16:45, 7 December 2012‎|Ukstriker}}&lt;br /&gt;
:I added the numbers of heartstone and ruby veins.  I also included the two Sapphire veins that are located at the rear exit. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 05:20, 8 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Should the Sapphire Geodes really be listed? They arn't actually inside any of the zones belonging to White Ridge Barrow.   [[User:Ukstriker|Ukstriker]] ([[User talk:Ukstriker|talk]]) 00:42, 9 December 2012 (GMT)&lt;br /&gt;
:::They are DIRECTLY above the rear exit, and there is often listings of ore that is near the entrance to dungeons. It's possible that they could be removed from the info box, but I definitely think they should be mentioned on the page, especially given that you can use them to create the new spiders inside this barrow. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 00:46, 9 December 2012 (GMT)&lt;br /&gt;
::::Okay, okay. Fair enough. [[User:Ukstriker|Ukstriker]] ([[User talk:Ukstriker|talk]]) 14:58, 9 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Bridge activation==&lt;br /&gt;
If you get stuck (like I did) and can't figure out the bridge control (where you can drop one side of the bridge but not the other) - you need to Whirlwind sprint across the RIGHT side of the bridge gap.  The control is on the other side. [[User:Agmen|Agmen]] ([[User talk:Agmen|talk]]) 04:10, 1 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Pod availibilty ==&lt;br /&gt;
&lt;br /&gt;
It should probably be noted somewhere, either on this page or one dealing with the spiders and eggs themselves, that there is only one single respawning egg pod on Solstheim. None of the albino spiders themselves respawn either. Source: Bethsoft support page http://support.bethsoft.com/?i=4536&amp;amp;l=en [[Special:Contributions/76.178.97.251|76.178.97.251]] 15:57, 1 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Bug ==&lt;br /&gt;
&lt;br /&gt;
I've encountered a bug. In the very beginning when you enter the room with the two dead reavers, sometimes the door bar will not open. Waiting for 48 hours solved the problem for me. {{uns2|22:29, 16 January 2013|NordJitsu}}&lt;br /&gt;
:Thanks for posting about this! I actually encountered this bug twice, once at the first room where you had the issue, and another time at the first door inside the White Ridge Sanctum zone. I didn't put it on the page because I thought it might have just been my game, but apparently that's not the case. I'll go ahead and add it as a confirmed bug, along with the fixes that seem to work. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 23:09, 16 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Flawless gems and the imbuer ==&lt;br /&gt;
&lt;br /&gt;
If you use Flawless gems instead of regular gems, you'll get 6 spiders and the 2x recipes. [[Special:Contributions/24.156.216.144|24.156.216.144]] 16:19, 7 February 2013 (GMT)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Bedlam_Job&amp;diff=1101716</id>
		<title>Skyrim talk:The Bedlam Job</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Bedlam_Job&amp;diff=1101716"/>
		<updated>2013-01-21T09:41:09Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Bugged? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pickpocketing ==&lt;br /&gt;
The detailed walkthrough states that pickpocketing counts toward the 500 gold, but I think I pickpocketed a necklace worth 700 gold without completing the job.&lt;br /&gt;
&lt;br /&gt;
I'm also not sure about the second paragraph about having to steal from the keep rather than the inhabitants.  I don't have a current save with a character in the thieve's guild, so can someone else confirm these?&lt;br /&gt;
--[[Special:Contributions/99.74.1.111|99.74.1.111]] 11:08, 29 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Okay, here's what I've found to work pretty well: Steal items in the Keep of the city that &amp;lt;b&amp;gt;are not in containers&amp;lt;/b&amp;gt;; only things that are visible as objects seem to work. Pickpocketing and stealing from chests, cupboards, etc., doesn't seem to work. Potions and weapons are good targets. [[Special:Contributions/75.66.23.235|75.66.23.235]] 00:52, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hard when people like you ==&lt;br /&gt;
&lt;br /&gt;
Everything in people's houses in some cities is just not &amp;quot;stealing&amp;quot; when you take it. This may prove very hard if you've helped these people out. {{Unsigned|86.42.248.146|15:35, 4 December 2011}}&lt;br /&gt;
:Yes, late in the game, this quest can become very difficult. However, there are always some targets who have no favor quests and/or will just never like you enough to let you take stuff from their house. [[User:Schiffy|Schiffy]] ([[User talk:Schiffy|talk]]) 18:54, 22 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Bugged? == &lt;br /&gt;
I stole around 2000 gold worth of Items and it's not marking the quest a complete, nor is it even giving me a marker for it. Has this happened to anyone else? {{Unsigned|24.93.132.81|18:15, 10 December 2011}}&lt;br /&gt;
:I just ran into this issue as well. I stole about 750 gold in items from Whiterun, including some gems in [[Skyrim:Jorrvaskr|Jorrvaskr]] from a chest in the side hall, which is flagged as owned by someone else in the Companions, even after I completed the Companions chain. Game still won't call it completed. [[Special:Contributions/24.156.216.144|24.156.216.144]] 09:41, 21 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Stone of Barenziah ==&lt;br /&gt;
&lt;br /&gt;
Stole 1 stone of Barenziah and it completed the quest. {{Unsigned|71.203.77.37|05:04, 21 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:Yeah, there's an interesting bug with these. They're NEVER considered theft in the general case, even when you're taking them out of Jarl's bedrooms. But if you're on a Bedlam job in that city, even though they still say &amp;quot;Take&amp;quot; rather than &amp;quot;Steal&amp;quot;, if anybody sees you take one you suddenly get a bounty. [[User:Aliana|Aliana]] 10:33, 28 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I suspect they always say &amp;quot;Take&amp;quot; instead of &amp;quot;Steal&amp;quot;, but I have also received a bounty when someone saw me take one.  I was not on a Bedlam job.  I'll bring it up on the discussion page for the stones.--[[Special:Contributions/159.182.1.4|159.182.1.4]] 18:03, 24 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stealing the same item ==&lt;br /&gt;
&lt;br /&gt;
I was testing a theory in Whiterun and maybe it'll help anyone having the same problem I am.  I was having a lot of difficulty finding things that actually count as theft because everyone likes me so much.  So, I stole the little locket that's in the Jarl's kids room, dropped and and picked it back up four times and it completed the quest.  It's a work around you can use if the people of whichever Hold are buying the act and consider you a hero.  My biggest problem was that Delvin had told me to hit Whiterun so many times that the smug wizard only had one petty soul gem left on his desk and the Jarl's room was nearly empty, so I'm glad I found something that will let me keep the gold flowing.&lt;br /&gt;
&lt;br /&gt;
Cheers&lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/24.87.81.71|24.87.81.71]] 04:42, 28 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the tip. It works.&lt;br /&gt;
[[User:Annabellalot|Annabellalot]] 20:16, 13 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Failed Quest... ==&lt;br /&gt;
&lt;br /&gt;
...I experienced a situation in which I was sent to Solitude to complete a bedlam job. I completed the quest without being arrested, but when I went back to Delvin, he told me that I failed the quest because I was arrested. I was not arrested, however I was caught&lt;br /&gt;
by a little boy in the town general store (I think it's called bits and pieces...not sure).&lt;br /&gt;
&lt;br /&gt;
So here's what happened: I picked the lock and went inside. The little boy in question was standing right there at the entrance to the door, and as a result I was detected immediately. I left and reentered, and then activated my special power 'Shadowcloak of Nocturnal' in order to become invisible. He couldn't see me, so I proceeded to ransack the place. There wasn't much in there so I left and headed to the Thalmor headquarters, where I proceeded to grab as much as I could. Lucky for me, no one was even inside the headquarters and there was a small assortment of extremely valuable items inside...&lt;br /&gt;
&lt;br /&gt;
...I didn't get arrested. Guards didn't even approach me. The only person who detected me was the little boy inside the general store. I still failed the job. I know it's not a big deal, considering it's a radiant quest, but I thought I'd bring it up for discussion.&lt;br /&gt;
&lt;br /&gt;
Has this happened to anyone else? Should this be considered a bug?&lt;br /&gt;
&lt;br /&gt;
== Stripped Guards ==&lt;br /&gt;
&lt;br /&gt;
I had the master pickpocket ability, so I decided to strip all the guards of their armor and equipment in the hold.  Then I took 3 gems and that worked.  Seems that pickpocketing guards does not work. {{uns2|06:16, 20 September 2012|76.91.113.43}}&lt;br /&gt;
&lt;br /&gt;
== Moved note ==&lt;br /&gt;
&lt;br /&gt;
*  Early in the game, the Bedlam Job is easily the most lucrative of all the Thieves Guild jobs. Unlike the other Thieves Guild jobs, which reward leveled gold, the Bedlam job always pays 500 gold. You also will have the opportunity to sell all the loot you steal, as it is not removed from your inventory upon quest completion.  &lt;br /&gt;
&lt;br /&gt;
Yeah as I said in edit summary, I've done this over a hundred times and I never get 500 gold reward. I do, however, get the same amount of gold as for all the missions :-) Someone else want to take 2 seconds to check as well?--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 04:22, 24 November 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Bedlam_Job&amp;diff=1101715</id>
		<title>Skyrim talk:The Bedlam Job</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Bedlam_Job&amp;diff=1101715"/>
		<updated>2013-01-21T09:40:42Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Bugged? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pickpocketing ==&lt;br /&gt;
The detailed walkthrough states that pickpocketing counts toward the 500 gold, but I think I pickpocketed a necklace worth 700 gold without completing the job.&lt;br /&gt;
&lt;br /&gt;
I'm also not sure about the second paragraph about having to steal from the keep rather than the inhabitants.  I don't have a current save with a character in the thieve's guild, so can someone else confirm these?&lt;br /&gt;
--[[Special:Contributions/99.74.1.111|99.74.1.111]] 11:08, 29 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Okay, here's what I've found to work pretty well: Steal items in the Keep of the city that &amp;lt;b&amp;gt;are not in containers&amp;lt;/b&amp;gt;; only things that are visible as objects seem to work. Pickpocketing and stealing from chests, cupboards, etc., doesn't seem to work. Potions and weapons are good targets. [[Special:Contributions/75.66.23.235|75.66.23.235]] 00:52, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hard when people like you ==&lt;br /&gt;
&lt;br /&gt;
Everything in people's houses in some cities is just not &amp;quot;stealing&amp;quot; when you take it. This may prove very hard if you've helped these people out. {{Unsigned|86.42.248.146|15:35, 4 December 2011}}&lt;br /&gt;
:Yes, late in the game, this quest can become very difficult. However, there are always some targets who have no favor quests and/or will just never like you enough to let you take stuff from their house. [[User:Schiffy|Schiffy]] ([[User talk:Schiffy|talk]]) 18:54, 22 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Bugged? == &lt;br /&gt;
I stole around 2000 gold worth of Items and it's not marking the quest a complete, nor is it even giving me a marker for it. Has this happened to anyone else? {{Unsigned|24.93.132.81|18:15, 10 December 2011}}&lt;br /&gt;
:I just ran into this issue as well. I stole about 750 gold in items from Whiterun, including some gems in [[Skyrim:Jorrvaskr|Jorrvaskr]] from a chest in the side hall, which is flagged as owned by someone else in the Companions, even after I completed the Companions chain. Game still won't call it completed.&lt;br /&gt;
&lt;br /&gt;
== Stone of Barenziah ==&lt;br /&gt;
&lt;br /&gt;
Stole 1 stone of Barenziah and it completed the quest. {{Unsigned|71.203.77.37|05:04, 21 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:Yeah, there's an interesting bug with these. They're NEVER considered theft in the general case, even when you're taking them out of Jarl's bedrooms. But if you're on a Bedlam job in that city, even though they still say &amp;quot;Take&amp;quot; rather than &amp;quot;Steal&amp;quot;, if anybody sees you take one you suddenly get a bounty. [[User:Aliana|Aliana]] 10:33, 28 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I suspect they always say &amp;quot;Take&amp;quot; instead of &amp;quot;Steal&amp;quot;, but I have also received a bounty when someone saw me take one.  I was not on a Bedlam job.  I'll bring it up on the discussion page for the stones.--[[Special:Contributions/159.182.1.4|159.182.1.4]] 18:03, 24 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stealing the same item ==&lt;br /&gt;
&lt;br /&gt;
I was testing a theory in Whiterun and maybe it'll help anyone having the same problem I am.  I was having a lot of difficulty finding things that actually count as theft because everyone likes me so much.  So, I stole the little locket that's in the Jarl's kids room, dropped and and picked it back up four times and it completed the quest.  It's a work around you can use if the people of whichever Hold are buying the act and consider you a hero.  My biggest problem was that Delvin had told me to hit Whiterun so many times that the smug wizard only had one petty soul gem left on his desk and the Jarl's room was nearly empty, so I'm glad I found something that will let me keep the gold flowing.&lt;br /&gt;
&lt;br /&gt;
Cheers&lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/24.87.81.71|24.87.81.71]] 04:42, 28 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the tip. It works.&lt;br /&gt;
[[User:Annabellalot|Annabellalot]] 20:16, 13 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Failed Quest... ==&lt;br /&gt;
&lt;br /&gt;
...I experienced a situation in which I was sent to Solitude to complete a bedlam job. I completed the quest without being arrested, but when I went back to Delvin, he told me that I failed the quest because I was arrested. I was not arrested, however I was caught&lt;br /&gt;
by a little boy in the town general store (I think it's called bits and pieces...not sure).&lt;br /&gt;
&lt;br /&gt;
So here's what happened: I picked the lock and went inside. The little boy in question was standing right there at the entrance to the door, and as a result I was detected immediately. I left and reentered, and then activated my special power 'Shadowcloak of Nocturnal' in order to become invisible. He couldn't see me, so I proceeded to ransack the place. There wasn't much in there so I left and headed to the Thalmor headquarters, where I proceeded to grab as much as I could. Lucky for me, no one was even inside the headquarters and there was a small assortment of extremely valuable items inside...&lt;br /&gt;
&lt;br /&gt;
...I didn't get arrested. Guards didn't even approach me. The only person who detected me was the little boy inside the general store. I still failed the job. I know it's not a big deal, considering it's a radiant quest, but I thought I'd bring it up for discussion.&lt;br /&gt;
&lt;br /&gt;
Has this happened to anyone else? Should this be considered a bug?&lt;br /&gt;
&lt;br /&gt;
== Stripped Guards ==&lt;br /&gt;
&lt;br /&gt;
I had the master pickpocket ability, so I decided to strip all the guards of their armor and equipment in the hold.  Then I took 3 gems and that worked.  Seems that pickpocketing guards does not work. {{uns2|06:16, 20 September 2012|76.91.113.43}}&lt;br /&gt;
&lt;br /&gt;
== Moved note ==&lt;br /&gt;
&lt;br /&gt;
*  Early in the game, the Bedlam Job is easily the most lucrative of all the Thieves Guild jobs. Unlike the other Thieves Guild jobs, which reward leveled gold, the Bedlam job always pays 500 gold. You also will have the opportunity to sell all the loot you steal, as it is not removed from your inventory upon quest completion.  &lt;br /&gt;
&lt;br /&gt;
Yeah as I said in edit summary, I've done this over a hundred times and I never get 500 gold reward. I do, however, get the same amount of gold as for all the missions :-) Someone else want to take 2 seconds to check as well?--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 04:22, 24 November 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Bedlam_Job&amp;diff=1101714</id>
		<title>Skyrim talk:The Bedlam Job</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Bedlam_Job&amp;diff=1101714"/>
		<updated>2013-01-21T09:39:49Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Bugged? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pickpocketing ==&lt;br /&gt;
The detailed walkthrough states that pickpocketing counts toward the 500 gold, but I think I pickpocketed a necklace worth 700 gold without completing the job.&lt;br /&gt;
&lt;br /&gt;
I'm also not sure about the second paragraph about having to steal from the keep rather than the inhabitants.  I don't have a current save with a character in the thieve's guild, so can someone else confirm these?&lt;br /&gt;
--[[Special:Contributions/99.74.1.111|99.74.1.111]] 11:08, 29 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Okay, here's what I've found to work pretty well: Steal items in the Keep of the city that &amp;lt;b&amp;gt;are not in containers&amp;lt;/b&amp;gt;; only things that are visible as objects seem to work. Pickpocketing and stealing from chests, cupboards, etc., doesn't seem to work. Potions and weapons are good targets. [[Special:Contributions/75.66.23.235|75.66.23.235]] 00:52, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hard when people like you ==&lt;br /&gt;
&lt;br /&gt;
Everything in people's houses in some cities is just not &amp;quot;stealing&amp;quot; when you take it. This may prove very hard if you've helped these people out. {{Unsigned|86.42.248.146|15:35, 4 December 2011}}&lt;br /&gt;
:Yes, late in the game, this quest can become very difficult. However, there are always some targets who have no favor quests and/or will just never like you enough to let you take stuff from their house. [[User:Schiffy|Schiffy]] ([[User talk:Schiffy|talk]]) 18:54, 22 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Bugged? == &lt;br /&gt;
I stole around 2000 gold worth of Items and it's not marking the quest a complete, nor is it even giving me a marker for it. Has this happened to anyone else? {{Unsigned|24.93.132.81|18:15, 10 December 2011}}&lt;br /&gt;
:I just ran into this issue as well. I stole about 750 gold in items from Whiterun, including some gems in [[Jorrvaskr]] from a chest in the side hall, which is flagged as owned by someone else in the Companions, even after I completed the Companions chain. Game still won't call it completed.&lt;br /&gt;
&lt;br /&gt;
== Stone of Barenziah ==&lt;br /&gt;
&lt;br /&gt;
Stole 1 stone of Barenziah and it completed the quest. {{Unsigned|71.203.77.37|05:04, 21 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:Yeah, there's an interesting bug with these. They're NEVER considered theft in the general case, even when you're taking them out of Jarl's bedrooms. But if you're on a Bedlam job in that city, even though they still say &amp;quot;Take&amp;quot; rather than &amp;quot;Steal&amp;quot;, if anybody sees you take one you suddenly get a bounty. [[User:Aliana|Aliana]] 10:33, 28 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I suspect they always say &amp;quot;Take&amp;quot; instead of &amp;quot;Steal&amp;quot;, but I have also received a bounty when someone saw me take one.  I was not on a Bedlam job.  I'll bring it up on the discussion page for the stones.--[[Special:Contributions/159.182.1.4|159.182.1.4]] 18:03, 24 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stealing the same item ==&lt;br /&gt;
&lt;br /&gt;
I was testing a theory in Whiterun and maybe it'll help anyone having the same problem I am.  I was having a lot of difficulty finding things that actually count as theft because everyone likes me so much.  So, I stole the little locket that's in the Jarl's kids room, dropped and and picked it back up four times and it completed the quest.  It's a work around you can use if the people of whichever Hold are buying the act and consider you a hero.  My biggest problem was that Delvin had told me to hit Whiterun so many times that the smug wizard only had one petty soul gem left on his desk and the Jarl's room was nearly empty, so I'm glad I found something that will let me keep the gold flowing.&lt;br /&gt;
&lt;br /&gt;
Cheers&lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/24.87.81.71|24.87.81.71]] 04:42, 28 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the tip. It works.&lt;br /&gt;
[[User:Annabellalot|Annabellalot]] 20:16, 13 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Failed Quest... ==&lt;br /&gt;
&lt;br /&gt;
...I experienced a situation in which I was sent to Solitude to complete a bedlam job. I completed the quest without being arrested, but when I went back to Delvin, he told me that I failed the quest because I was arrested. I was not arrested, however I was caught&lt;br /&gt;
by a little boy in the town general store (I think it's called bits and pieces...not sure).&lt;br /&gt;
&lt;br /&gt;
So here's what happened: I picked the lock and went inside. The little boy in question was standing right there at the entrance to the door, and as a result I was detected immediately. I left and reentered, and then activated my special power 'Shadowcloak of Nocturnal' in order to become invisible. He couldn't see me, so I proceeded to ransack the place. There wasn't much in there so I left and headed to the Thalmor headquarters, where I proceeded to grab as much as I could. Lucky for me, no one was even inside the headquarters and there was a small assortment of extremely valuable items inside...&lt;br /&gt;
&lt;br /&gt;
...I didn't get arrested. Guards didn't even approach me. The only person who detected me was the little boy inside the general store. I still failed the job. I know it's not a big deal, considering it's a radiant quest, but I thought I'd bring it up for discussion.&lt;br /&gt;
&lt;br /&gt;
Has this happened to anyone else? Should this be considered a bug?&lt;br /&gt;
&lt;br /&gt;
== Stripped Guards ==&lt;br /&gt;
&lt;br /&gt;
I had the master pickpocket ability, so I decided to strip all the guards of their armor and equipment in the hold.  Then I took 3 gems and that worked.  Seems that pickpocketing guards does not work. {{uns2|06:16, 20 September 2012|76.91.113.43}}&lt;br /&gt;
&lt;br /&gt;
== Moved note ==&lt;br /&gt;
&lt;br /&gt;
*  Early in the game, the Bedlam Job is easily the most lucrative of all the Thieves Guild jobs. Unlike the other Thieves Guild jobs, which reward leveled gold, the Bedlam job always pays 500 gold. You also will have the opportunity to sell all the loot you steal, as it is not removed from your inventory upon quest completion.  &lt;br /&gt;
&lt;br /&gt;
Yeah as I said in edit summary, I've done this over a hundred times and I never get 500 gold reward. I do, however, get the same amount of gold as for all the missions :-) Someone else want to take 2 seconds to check as well?--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 04:22, 24 November 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Dawnguard_NPCs&amp;diff=1012452</id>
		<title>Skyrim talk:Dawnguard NPCs</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Dawnguard_NPCs&amp;diff=1012452"/>
		<updated>2012-08-30T00:35:12Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: Created page with '==Vigilant Vampire Hunter?==  I had a random wilderness encounter where a &amp;quot;Vigilant Vampire Hunter&amp;quot; was attacking a Volkihar Vampire. After dealing with the vampire, I decided to...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Vigilant Vampire Hunter?==&lt;br /&gt;
&lt;br /&gt;
I had a random wilderness encounter where a &amp;quot;Vigilant Vampire Hunter&amp;quot; was attacking a Volkihar Vampire. After dealing with the vampire, I decided to talk to the Vigilant, and its dialog is the same as the standard Vigilant of Stendarr. [[Special:Contributions/24.156.216.144|24.156.216.144]] 00:35, 30 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Rescue&amp;diff=1009766</id>
		<title>Skyrim talk:Rescue</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Rescue&amp;diff=1009766"/>
		<updated>2012-08-24T20:10:21Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Spouse dialog reset after Rescue mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weird Bug ==&lt;br /&gt;
I got a combination of the two bugs already mentioned on the page.  Had to rescue Orla from Halted Steam Camp, but she never left the Temple of Dibella in Markarth.  I'm not married to the character, nor am I a werewolf (at this point in the game).  Furthermore, I was still able to complete the quest by killing the Master Vampire at the camp and then talking to Orla at the Temple.  Has anyone else experienced a similar bug?&lt;br /&gt;
[[User:LoveWaffle|LoveWaffle]] 00:19, 20 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spouse dialog reset after Rescue mission ==&lt;br /&gt;
&lt;br /&gt;
I was given a Rescue quest involving Lydia. She gave the married response when freed although I was married to [[Skyrim:Shahvee|Shahvee]], and when I returned to my spouse, her dialog was reset to when she first moved into the house. [[Special:Contributions/24.156.216.144|24.156.216.144]] 20:09, 24 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Rescue&amp;diff=1009765</id>
		<title>Skyrim talk:Rescue</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Rescue&amp;diff=1009765"/>
		<updated>2012-08-24T20:09:44Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Spouse dialog reset after Rescue mission */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weird Bug ==&lt;br /&gt;
I got a combination of the two bugs already mentioned on the page.  Had to rescue Orla from Halted Steam Camp, but she never left the Temple of Dibella in Markarth.  I'm not married to the character, nor am I a werewolf (at this point in the game).  Furthermore, I was still able to complete the quest by killing the Master Vampire at the camp and then talking to Orla at the Temple.  Has anyone else experienced a similar bug?&lt;br /&gt;
[[User:LoveWaffle|LoveWaffle]] 00:19, 20 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spouse dialog reset after Rescue mission ==&lt;br /&gt;
&lt;br /&gt;
I was given a Rescue quest involving Lydia. She gave the married response when freed, and when I returned to my spouse, her dialog was reset to when she first moved into the house. [[Special:Contributions/24.156.216.144|24.156.216.144]] 20:09, 24 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Markarth_Stables&amp;diff=1009052</id>
		<title>Skyrim talk:Markarth Stables</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Markarth_Stables&amp;diff=1009052"/>
		<updated>2012-08-23T15:39:18Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: Created page with '==Stables door improperly locked?==  I went to Markarth Stables for a Numbers Job, but the door was locked. Even the owner of the stables couldn't get in. o_O Anyone else have th...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stables door improperly locked?==&lt;br /&gt;
&lt;br /&gt;
I went to Markarth Stables for a Numbers Job, but the door was locked. Even the owner of the stables couldn't get in. o_O Anyone else have this happen? [[Special:Contributions/24.156.216.144|24.156.216.144]] 15:39, 23 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Ingredients&amp;diff=1008821</id>
		<title>Skyrim talk:Ingredients</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Ingredients&amp;diff=1008821"/>
		<updated>2012-08-22T21:31:57Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Harvesting Failure? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bear in mind Potion Weight ==&lt;br /&gt;
&lt;br /&gt;
I've made a ton, literally, of potions and it eats your carrying capacity as each one is 0.5 in weight.   Make sure you only take what you think you will use for each playing session and store, or sell the rest.&lt;br /&gt;
&lt;br /&gt;
Standard Ingredients should probably be the content of [[Skyrim:Alchemy Effects|Alchemy Effects]] [[User:Sj26|Sj26]] 03:40, 12 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== nirnroot ==&lt;br /&gt;
&lt;br /&gt;
in oblivion nirnroot was rare dident grow back and was speciol....so i was woundering is the same true here is there any perticular use for nirn root or is it not just a stander plant that grows near water? all so any one found the respawn times of plants (aswell as caves dungions n genral beasties n such?)[[User:Sorrow|The sorrow]] 19:59, 13 November 2011 (UTC)&lt;br /&gt;
:I was going to ask this as well: is finding Nirnroot as significant as it was in Oblivion? What about Crimson Nirnroot?&lt;br /&gt;
::I don't know about Crimson Nirnroot, but Nirnroot itself does grow back.  It's also sold by the alchemy merchants. --[[User:Fluff|Fluff]] 03:03, 18 November 2011 (UTC)&lt;br /&gt;
:::I don't believe the Crimson Nirnroot does grow back, since there's a quest associated with it that counts down how many of the roots you have left to find. [[User:Wordmama|Wordmama]] 04:37, 18 November 2011 (UTC)&lt;br /&gt;
::::I'm no longer sure this is the case.  While doing that quest, I found two more crimson nirnroot than was asked for.  Also, I notice that the root structure stays in the ground, just like the nirnroot.  It may take an in-game month, but I wouldn't be surprised if it did grow back. --[[User:Fluff|Fluff]] 01:47, 23 November 2011 (UTC)&lt;br /&gt;
:::::Well, if it doesn't grow back, then it is rather stupid for people who manages to use the Crimson Nirnroot for other purposes than the quest. It does create the strongest damage health poison in Alchemy, for example. The quest count doesn't go down when you use it like that, but the quest count do go down when you eat it to find it's uses. [[User:ZeNinjaHawk|ZeNinjaHawk]] 09:35, 24 November 2011 (UTC)&lt;br /&gt;
:::::: Nirnroot doesn't normally grow back (or it just takes a really long time), the only exception being a nirnroot farm located directly east of Ivarstead. Its called Sarethi Farm.&lt;br /&gt;
Nope, it's been confirmed by multiple sources (including myself) that through a glitch Nirnroot does grow back. Anybody that frequently visits Morthal and picks the Nirnroots there could tell you that is the case. [[User:Jak Atackka|Jak Atackka]] 22:28, 30 December 2011 (UTC)&lt;br /&gt;
:Are you sure it's a glitch?  After all, Nirnroot is buyable in Skyrim, unlike Oblivion. --[[User:Fluff|Fluff]] 22:33, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sarethia Farm has a load of nirnroots, and I don't believe its a glitch it grows back . . . it might just be that its described to now grow back but no such functions were applied.&lt;br /&gt;
&lt;br /&gt;
According to in-game info, Nirnroot is ''not'' supposed to grow back. Ingun Black-Briar clearly tells you it does not grow back when she gives you her ''Few and Far Between'' quest. Either Ingun's dialogue is wrong, or Nirnroot is glitched. [[User:Evil-i|Evil-i]] 22:33, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Alchemy Effects ==&lt;br /&gt;
&lt;br /&gt;
I compiled this list for my own use, but I thought it would be useful for this wiki as well...this is all of the ingredients grouped by effect. I don't know enough about editing content to actually format this properly into each effect page, but maybe someone else can finish integrating it if I post it here: &lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|Alchemy Effects List}}&lt;br /&gt;
Cure Disease:&lt;br /&gt;
Charred Skeever Hide&lt;br /&gt;
Hawk Feathers&lt;br /&gt;
Mudcrab Chitin&lt;br /&gt;
Vampire Dust&lt;br /&gt;
&lt;br /&gt;
Damage Health:&lt;br /&gt;
Crimson Nirnroot&lt;br /&gt;
Deathbell&lt;br /&gt;
Ectoplasm&lt;br /&gt;
Falmer Ear&lt;br /&gt;
Human Flesh&lt;br /&gt;
Human Heart&lt;br /&gt;
Imp Stool&lt;br /&gt;
Jarrin Root&lt;br /&gt;
Nightshade&lt;br /&gt;
Nirnroot&lt;br /&gt;
Red Mountain Flower&lt;br /&gt;
River Betty&lt;br /&gt;
Skeever Tail&lt;br /&gt;
Small Antlers&lt;br /&gt;
Troll Fat&lt;br /&gt;
Void Salts&lt;br /&gt;
&lt;br /&gt;
Damage Magicka:&lt;br /&gt;
Butterfly Wing&lt;br /&gt;
Chaurus Eggs&lt;br /&gt;
Daedra Heart&lt;br /&gt;
Eye of Sabre Cat&lt;br /&gt;
Glow Dust&lt;br /&gt;
Hagraven Feathers&lt;br /&gt;
Hanging Moss&lt;br /&gt;
Human Heart&lt;br /&gt;
Jarrin Root&lt;br /&gt;
Luna Moth Wing&lt;br /&gt;
Namira's Rot&lt;br /&gt;
Nordic Barnacle&lt;br /&gt;
&lt;br /&gt;
Damage Magicka Regen:&lt;br /&gt;
Bear Claws&lt;br /&gt;
Blue Butterfly Wing&lt;br /&gt;
Blue Mountain Flower&lt;br /&gt;
Chicken's Egg&lt;br /&gt;
Glow Dust&lt;br /&gt;
Hanging Moss&lt;br /&gt;
Human Heart&lt;br /&gt;
Jarrin Root&lt;br /&gt;
Nightshade&lt;br /&gt;
Spider Egg&lt;br /&gt;
Spriggan Sap&lt;br /&gt;
&lt;br /&gt;
Damage Stamina:&lt;br /&gt;
Berit's Ashes&lt;br /&gt;
Blisterwort&lt;br /&gt;
Blue Butterfly Wing&lt;br /&gt;
Bone Meal&lt;br /&gt;
Canis Root&lt;br /&gt;
Crimson Nirnroot&lt;br /&gt;
Cyrodilic Spadetail&lt;br /&gt;
Giant's Toe&lt;br /&gt;
Jarrin Root&lt;br /&gt;
Nirnroot&lt;br /&gt;
Rock Warbler Egg&lt;br /&gt;
Spider Egg&lt;br /&gt;
&lt;br /&gt;
Damage Stamina Regen:&lt;br /&gt;
Creep Cluster&lt;br /&gt;
Daedra Heart&lt;br /&gt;
Frost Mirriam&lt;br /&gt;
Giant's Toe&lt;br /&gt;
Histcarp&lt;br /&gt;
Juniper Berries&lt;br /&gt;
Large Antlers&lt;br /&gt;
Silverside Perch&lt;br /&gt;
Skeever Tail&lt;br /&gt;
Wheat&lt;br /&gt;
&lt;br /&gt;
Fear:&lt;br /&gt;
Blue Dartwing&lt;br /&gt;
Cyrodilic Spadetail&lt;br /&gt;
Daedra Heart&lt;br /&gt;
Namira's Rot&lt;br /&gt;
Powdered Mammoth Tusk&lt;br /&gt;
&lt;br /&gt;
Fortify Alteration:&lt;br /&gt;
Grass Pod&lt;br /&gt;
River Betty&lt;br /&gt;
Spriggan Sap&lt;br /&gt;
&lt;br /&gt;
Fortify Barter:&lt;br /&gt;
Butterfly Wing&lt;br /&gt;
Dragon's Tongue&lt;br /&gt;
Hagraven Claw&lt;br /&gt;
Tundra Cotton&lt;br /&gt;
&lt;br /&gt;
Fortify Block:&lt;br /&gt;
Bleeding Crown&lt;br /&gt;
Briar Heart&lt;br /&gt;
Honeycomb&lt;br /&gt;
Pearl&lt;br /&gt;
Slaughterfish Scales&lt;br /&gt;
Tundra Cotton&lt;br /&gt;
&lt;br /&gt;
Fortify Carry Weight:&lt;br /&gt;
Creep Cluster&lt;br /&gt;
Giant's Toe&lt;br /&gt;
Hawk Beak&lt;br /&gt;
River Betty&lt;br /&gt;
Scaly Pholiota&lt;br /&gt;
Wisp Wrappings&lt;br /&gt;
&lt;br /&gt;
Fortify Conjuration:&lt;br /&gt;
Berit's Ashes&lt;br /&gt;
Blue Butterfly Wing&lt;br /&gt;
Blue Mountain Flower&lt;br /&gt;
Bone Meal&lt;br /&gt;
Frost Salts&lt;br /&gt;
Hagraven Feathers&lt;br /&gt;
Lavender&lt;br /&gt;
&lt;br /&gt;
Fortify Destruction:&lt;br /&gt;
Berit's Ashes&lt;br /&gt;
Ectoplasm&lt;br /&gt;
Glow Dust&lt;br /&gt;
Glowing Mushroom&lt;br /&gt;
Nightshade&lt;br /&gt;
Wisp Wrappings&lt;br /&gt;
&lt;br /&gt;
Fortify Enchanting:&lt;br /&gt;
Blue Butterfly Wing&lt;br /&gt;
Hagraven Claw&lt;br /&gt;
Snowberries&lt;br /&gt;
Spriggan Sap&lt;br /&gt;
&lt;br /&gt;
Fortify Health:&lt;br /&gt;
Bear Claws&lt;br /&gt;
Blue Mountain Flower&lt;br /&gt;
Giant's Toe&lt;br /&gt;
Glowing Mushroom&lt;br /&gt;
Hanging Moss&lt;br /&gt;
Wheat&lt;br /&gt;
&lt;br /&gt;
Fortify Heavy Armor:&lt;br /&gt;
Ice Wraith Teeth&lt;br /&gt;
Sabre Cat Tooth&lt;br /&gt;
Slaughterfish Scales&lt;br /&gt;
Thistle Branch&lt;br /&gt;
White Cap&lt;br /&gt;
&lt;br /&gt;
Fortify Illusion:&lt;br /&gt;
Dragon's Tongue&lt;br /&gt;
Dwarven Oil&lt;br /&gt;
Mora Tapinella&lt;br /&gt;
Scaly Pholiota&lt;br /&gt;
Taproot&lt;br /&gt;
&lt;br /&gt;
Fortify Light Armor:&lt;br /&gt;
Beehive Husk&lt;br /&gt;
Hawk Feathers&lt;br /&gt;
Honeycomb&lt;br /&gt;
Luna Moth Wing&lt;br /&gt;
Skeever Tail&lt;br /&gt;
&lt;br /&gt;
Fortify Lockpicking:&lt;br /&gt;
Falmer Ear&lt;br /&gt;
Namira's Rot&lt;br /&gt;
Pine Thrush Egg&lt;br /&gt;
Spider Egg&lt;br /&gt;
&lt;br /&gt;
Fortify Magicka:&lt;br /&gt;
Briar Heart&lt;br /&gt;
Ectoplasm&lt;br /&gt;
Histcarp&lt;br /&gt;
Jazbay Grapes&lt;br /&gt;
Red Mountain Flower&lt;br /&gt;
Tundra Cotton&lt;br /&gt;
Void Salts&lt;br /&gt;
&lt;br /&gt;
Fortify Marksman:&lt;br /&gt;
Canis Root&lt;br /&gt;
Elves Ear&lt;br /&gt;
Juniper Berries&lt;br /&gt;
Spider Egg&lt;br /&gt;
&lt;br /&gt;
Fortify One-handed:&lt;br /&gt;
Bear Claws&lt;br /&gt;
Canis Root&lt;br /&gt;
Hanging Moss&lt;br /&gt;
Hawk Feathers&lt;br /&gt;
Rock Warbler Egg&lt;br /&gt;
Small Pearl&lt;br /&gt;
&lt;br /&gt;
Fortify Pickpocket:&lt;br /&gt;
Blue Dartwing&lt;br /&gt;
Nordic Barnacle&lt;br /&gt;
Orange Dartwing&lt;br /&gt;
Slaughterfish Egg&lt;br /&gt;
&lt;br /&gt;
Fortify Restoration:&lt;br /&gt;
Abecean Longfin&lt;br /&gt;
Cyrodilic Spadetail&lt;br /&gt;
Salt Pile&lt;br /&gt;
Small Antlers&lt;br /&gt;
Small Pearl&lt;br /&gt;
&lt;br /&gt;
Fortify Smithing:&lt;br /&gt;
Blisterwort&lt;br /&gt;
Glowing Mushroom&lt;br /&gt;
Sabre Cat Tooth&lt;br /&gt;
Spriggan Sap&lt;br /&gt;
&lt;br /&gt;
Fortify Sneak:&lt;br /&gt;
Abecean Longfin&lt;br /&gt;
Beehive Husk&lt;br /&gt;
Frost Mirriam&lt;br /&gt;
Hawk Feathers&lt;br /&gt;
Human Flesh&lt;br /&gt;
Powdered Mammoth Tusk&lt;br /&gt;
Purple Mountain Flower&lt;br /&gt;
&lt;br /&gt;
Fortify Stamina:&lt;br /&gt;
Chaurus Eggs&lt;br /&gt;
Garlic&lt;br /&gt;
Large Antlers&lt;br /&gt;
Lavender&lt;br /&gt;
Slaughterfish Egg&lt;br /&gt;
Torchbug Thorax&lt;br /&gt;
&lt;br /&gt;
Fortify Two-handed:&lt;br /&gt;
Dragon's Tongue&lt;br /&gt;
Fly Amanita&lt;br /&gt;
Troll Fat&lt;br /&gt;
&lt;br /&gt;
Frenzy:&lt;br /&gt;
Blisterwort&lt;br /&gt;
Falmers Ear&lt;br /&gt;
Fly Amanita&lt;br /&gt;
Hagraven Feathers&lt;br /&gt;
Human Heart&lt;br /&gt;
Troll Fat&lt;br /&gt;
&lt;br /&gt;
Invisibility:&lt;br /&gt;
Chaurus eggs&lt;br /&gt;
Crimson Nirnroot&lt;br /&gt;
Ice Wraith Teeth&lt;br /&gt;
Luna Moth Wing&lt;br /&gt;
Nirnroot&lt;br /&gt;
Vampire Dust&lt;br /&gt;
&lt;br /&gt;
Lingering Damage Health:&lt;br /&gt;
Imp Stool&lt;br /&gt;
Mora Tapinella&lt;br /&gt;
Orange Dartwing&lt;br /&gt;
Slaughterfish Egg&lt;br /&gt;
Slaughterfish Scales&lt;br /&gt;
&lt;br /&gt;
Lingering Damage Magicka:&lt;br /&gt;
Hagraven Claw&lt;br /&gt;
Purple Mountain Flower&lt;br /&gt;
Swamp Fungal Pod&lt;br /&gt;
Torchbug Thorax&lt;br /&gt;
Wheat&lt;br /&gt;
&lt;br /&gt;
Lingering Damage Stamina:&lt;br /&gt;
Butterfly Wing&lt;br /&gt;
Chicken's Egg&lt;br /&gt;
Nightshade&lt;br /&gt;
Small Antlers&lt;br /&gt;
&lt;br /&gt;
Paralysis:&lt;br /&gt;
Briar Heart&lt;br /&gt;
Canis Root&lt;br /&gt;
Human Flesh&lt;br /&gt;
Imp Stool&lt;br /&gt;
Swamp Fungal Pod&lt;br /&gt;
&lt;br /&gt;
Ravage Health:&lt;br /&gt;
Cyrodilic Spadetail&lt;br /&gt;
Eye of Sabre Cat&lt;br /&gt;
Giant Lichen&lt;br /&gt;
Jazbay Grapes&lt;br /&gt;
Silverside Perch&lt;br /&gt;
Skeever Tail&lt;br /&gt;
&lt;br /&gt;
Ravage Magicka:&lt;br /&gt;
Frost Mirriam&lt;br /&gt;
Grass Pod&lt;br /&gt;
Lavender&lt;br /&gt;
Orange Dartwing&lt;br /&gt;
Red Mountain Flower&lt;br /&gt;
White Cap&lt;br /&gt;
&lt;br /&gt;
Ravage Stamina:&lt;br /&gt;
Bee&lt;br /&gt;
Berit's Ashes&lt;br /&gt;
Bone Meal&lt;br /&gt;
Deathbell&lt;br /&gt;
Honeycomb&lt;br /&gt;
Thistle Branch&lt;br /&gt;
&lt;br /&gt;
Regenerate Health:&lt;br /&gt;
Garlic&lt;br /&gt;
Luna Moth Wing&lt;br /&gt;
Namira's Rot&lt;br /&gt;
Nordic Barnacle&lt;br /&gt;
Vampire Dust&lt;br /&gt;
&lt;br /&gt;
Regenerate Magicka:&lt;br /&gt;
Dwarven Oil&lt;br /&gt;
Fire Salts&lt;br /&gt;
Garlic&lt;br /&gt;
Jazbay Grapes&lt;br /&gt;
Moon Sugar&lt;br /&gt;
Salt Pile&lt;br /&gt;
Taproot&lt;br /&gt;
&lt;br /&gt;
Regenerate Stamina:&lt;br /&gt;
Bee&lt;br /&gt;
Fly Amanita&lt;br /&gt;
Mora Tapinella&lt;br /&gt;
Scaly Pholiota&lt;br /&gt;
&lt;br /&gt;
Resist Fire:&lt;br /&gt;
Berit's Ashes&lt;br /&gt;
Bone Meal&lt;br /&gt;
Dragon's Tongue&lt;br /&gt;
Elves Ear&lt;br /&gt;
Fire Salts&lt;br /&gt;
Fly Amanita&lt;br /&gt;
Mudcrab Chitin&lt;br /&gt;
Snowberries&lt;br /&gt;
&lt;br /&gt;
Resist Frost:&lt;br /&gt;
Frost Mirriam&lt;br /&gt;
Frost Salts&lt;br /&gt;
Hawk Beak&lt;br /&gt;
Moon Sugar&lt;br /&gt;
Purple Mountain Flower&lt;br /&gt;
Silverside Perch&lt;br /&gt;
Slaughterfish Scales&lt;br /&gt;
Small Pearl&lt;br /&gt;
Snowberries&lt;br /&gt;
Thistle Branch&lt;br /&gt;
&lt;br /&gt;
Resist Magic:&lt;br /&gt;
Bleeding Crown&lt;br /&gt;
Chicken's Egg&lt;br /&gt;
Crimson Nirnroot&lt;br /&gt;
Hagraven Claw&lt;br /&gt;
Lavender&lt;br /&gt;
Nirnroot&lt;br /&gt;
Tundra Cotton&lt;br /&gt;
Void Salts&lt;br /&gt;
Wisp Wrappings&lt;br /&gt;
&lt;br /&gt;
Resist Poison:&lt;br /&gt;
Beehive Husk&lt;br /&gt;
Charred Skeever Hide&lt;br /&gt;
Falmer Ear&lt;br /&gt;
Garlic&lt;br /&gt;
Grass Pod&lt;br /&gt;
Mudcrab Chitin&lt;br /&gt;
Slaughterfish Egg&lt;br /&gt;
Thistle Branch&lt;br /&gt;
Troll Fat&lt;br /&gt;
&lt;br /&gt;
Resist Shock:&lt;br /&gt;
Blue Dartwing&lt;br /&gt;
Glow Dust&lt;br /&gt;
Glowing Mushroom&lt;br /&gt;
Hawk Beak&lt;br /&gt;
Pearl&lt;br /&gt;
Pine Thrush Egg&lt;br /&gt;
Snowberries&lt;br /&gt;
Swamp Fungal Pod&lt;br /&gt;
&lt;br /&gt;
Restore Health:&lt;br /&gt;
Blisterwort&lt;br /&gt;
Blue Mountain Flower&lt;br /&gt;
Butterfly Wing&lt;br /&gt;
Charred Skeever Hide&lt;br /&gt;
Daedra Heart&lt;br /&gt;
Eye of Sabre Cat&lt;br /&gt;
Imp Stool&lt;br /&gt;
Rock Warbler Egg&lt;br /&gt;
Swamp Fungal Pod&lt;br /&gt;
Wheat&lt;br /&gt;
&lt;br /&gt;
Restore Magicka:&lt;br /&gt;
Briar Heart&lt;br /&gt;
Creep Cluster&lt;br /&gt;
Dwarven Oil&lt;br /&gt;
Ectoplasm&lt;br /&gt;
Elves Ear&lt;br /&gt;
Fire Salts&lt;br /&gt;
Frost Salts&lt;br /&gt;
Giant Lichen&lt;br /&gt;
Grass Pod&lt;br /&gt;
Human Flesh&lt;br /&gt;
Moon Sugar&lt;br /&gt;
Mora Tapinella&lt;br /&gt;
Pearl&lt;br /&gt;
Red Mountain Flower&lt;br /&gt;
Taproot&lt;br /&gt;
Vampire Dust&lt;br /&gt;
White Cap&lt;br /&gt;
&lt;br /&gt;
Restore Stamina:&lt;br /&gt;
Bear Claws&lt;br /&gt;
Bee&lt;br /&gt;
Charred Skeever Hide&lt;br /&gt;
Eye of Sabre Cat&lt;br /&gt;
Hawk Beak&lt;br /&gt;
Histcarp&lt;br /&gt;
Honeycomb&lt;br /&gt;
Large Antlers&lt;br /&gt;
Mudcrab Chitin&lt;br /&gt;
Orange Dartwing&lt;br /&gt;
Pearl&lt;br /&gt;
Pine Thrush Egg&lt;br /&gt;
Powdered Mammoth Tusk&lt;br /&gt;
Purple Mountain Flower&lt;br /&gt;
Sabre Cat Tooth&lt;br /&gt;
Silverside Perch&lt;br /&gt;
Small Pearl&lt;br /&gt;
Torchbug Thorax&lt;br /&gt;
Wisp Wrappings&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
Deathbell&lt;br /&gt;
Large Antlers&lt;br /&gt;
River Betty&lt;br /&gt;
Salt Pile&lt;br /&gt;
&lt;br /&gt;
Waterbreathing:&lt;br /&gt;
Chicken's Egg&lt;br /&gt;
Histcarp&lt;br /&gt;
Nordic Barnacle&lt;br /&gt;
&lt;br /&gt;
Weakness to Fire:&lt;br /&gt;
Bleeding Crown&lt;br /&gt;
Frost Salts&lt;br /&gt;
Ice Wraith Teeth&lt;br /&gt;
Juniper Berries&lt;br /&gt;
Moon Sugar&lt;br /&gt;
Powdered Mammoth Tusk&lt;br /&gt;
&lt;br /&gt;
Weakness to Frost:&lt;br /&gt;
Abecean Longfin&lt;br /&gt;
Elves Ear&lt;br /&gt;
Fire Salts&lt;br /&gt;
Ice Wraith Teeth&lt;br /&gt;
White Cap&lt;br /&gt;
&lt;br /&gt;
Weakness to Magic:&lt;br /&gt;
Creep Cluster&lt;br /&gt;
Dwarven Oil&lt;br /&gt;
Jazbay Grapes&lt;br /&gt;
Rock Warbler Egg&lt;br /&gt;
Salt Pile&lt;br /&gt;
Scaly Pholiota&lt;br /&gt;
Taproot&lt;br /&gt;
Torchbug Thorax&lt;br /&gt;
&lt;br /&gt;
Weakness to Poison:&lt;br /&gt;
Abecean Longfin&lt;br /&gt;
Bleeding Crown&lt;br /&gt;
Chaurus Eggs&lt;br /&gt;
Deathbell&lt;br /&gt;
Giant Lichen&lt;br /&gt;
Pine Thrush Egg&lt;br /&gt;
Sabre Cat Tooth&lt;br /&gt;
Small Antlers&lt;br /&gt;
&lt;br /&gt;
Weakness to Shock:&lt;br /&gt;
Bee&lt;br /&gt;
Giant Lichen&lt;br /&gt;
Hagraven Feathers&lt;br /&gt;
Void Salts&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
---&lt;br /&gt;
Put the above data into simple code and integrated it [[User:Crosshead|Crosshead]] 23:10, 15 November 2011 (UTC +1)&lt;br /&gt;
:I undid your edit because all of the info already exists in a properly formatted table at [[Skyrim:Alchemy Effects]], which is the appropriate page for the information, and which is already listed at the very top of [[Skyrim:Ingredients]], under &amp;quot;'''[[Skyrim:Alchemy Effects|Alchemy Effects]]''' provides a listing of each ingredient with a given alchemy effect.&amp;quot;  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:39, 16 November 2011 (UTC)&lt;br /&gt;
:: Thanks, thats better! [[User:Crosshead|Crosshead]] 17:22, 16 November 2011 (UTC +1)&lt;br /&gt;
&lt;br /&gt;
== Ingredients Sold ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that not all alchemy ingredients are sold by merchants.  For example, I've never seen a Sabre Cat Tooth for sale, even though I've bought from alchemy merchants many times.  I think it would be useful to investigate and document which ingredients can be bought. --[[User:Fluff|Fluff]] 03:06, 18 November 2011 (UTC)&lt;br /&gt;
:At first glance, it seems to be controlled by a game keyword 'VendorItemIngredient'.  Probably the easiest thing to do will be to add that information to the infobox on the individual ingredient pages, once those get put in place (probably before the end of the weekend).  Also, the individual pages will eventually provide much more detailed information on ingredient availability, similar to the Oblivion ingredient pages.  However, that's unlikely to happen in the next couple weeks (or at least from an automated analysis of the game data). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:00, 18 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frost Mirriam ==&lt;br /&gt;
&lt;br /&gt;
Where is this elusive ingredient hidden? I can't seem to find it anywhere!&lt;br /&gt;
&lt;br /&gt;
Frost Mirriam along with Garlic and Elves ear can be harvested by finding plants that usually hang from places the best way to find these plant nodes is at an inn usually behind the innkeeper they are hanging up.&lt;br /&gt;
&lt;br /&gt;
Also, they seem to spawn in Proudspire manor if you buy the alchemy lab.&lt;br /&gt;
&lt;br /&gt;
== 'Potion' Combinations ==&lt;br /&gt;
For the purpose of this note &amp;quot;potion&amp;quot; means any combination of ingredients which produces either a game potion or a game poison.&lt;br /&gt;
&lt;br /&gt;
A couple notes about ingredient combinations, 1) there are 1354 valid potion combinations given the current set of ingredients; 2) it's theoretically possible (in this alchemy system) to produce a potion with up to six effects; 3) in this set of ingredients there are zero six-effect potions, but there are five five-effect potions (and over 100 four-effect potions); 4) there are exactly two two-ingredient pairs which (each) produce a four-effect potion [Berit's Ashes, Bone Meal] and [Crimson Nirnroot, Nirnroot].  [[Special:Contributions/72.93.88.95|72.93.88.95]] 12:37, 24 November 2011 (UTC) (piwowk)&lt;br /&gt;
:Much of this is documented (if indirectly) on the [[Skyrim:Useful Potions|Useful Potions]] page.  I thought it was sort of a shame that there are no six-effect potions; hopefully some expansion will fix that up for us. --[[User:Fluff|Fluff]] 14:19, 24 November 2011 (UTC)&lt;br /&gt;
:Also, you might want to recheck your calculations.  There are three two-ingredient pairs that match up exactly: the two you describe and Dwarven Oil + Taproot. --[[User:Fluff|Fluff]] 06:12, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== General Locations ==&lt;br /&gt;
Are there any plans to include general locations for alchemy ingredients similar to the tables on the [[Oblivion:Ingredients|Oblivion]] and [[Morrowind:Ingredients|Morrowind]] pages? From what I understand, that table is ''in part'' built from the [[Template:Ingredient_Entry|Ingredient Entry Template]] which pulls information from the individual ingredient pages. If that is the case, I may start working on them. --[[User:Aphotic Phoenix|Aphotic Phoenix]] 13:34, 26 November 2011 (UTC)&lt;br /&gt;
:I've taken the liberty of creating a new table in the fore-mentioned format [[User:Aphotic_Phoenix/Sandbox|Here]]. --[[User:Aphotic Phoenix|Aphotic Phoenix]] 15:55, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Right now, the page makes no use of the Ingredient Entry template, because individual pages for each ingredient have not yet been created.  Before long, each of those pages will be created (replacing the redirects that currently exist).  At that point, the tables on Skyrim:Ingredients will probably be completely replaced.  If you want to start working on what will be added to the page in a sandbox, that's probably useful.  And perhaps once I've finished creating 200-odd magical effect pages I'll be able to get my bot started on creating all the individual ingredient pages. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:05, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Is it easier to have a bot create those pages, or can the information on pre-existing pages be updated just as easily? Since I've taken some screen shots of various plants for the [[Lore:Flora|Flora Lore]] pages, I'd be happy to start creating some the ingredient pages...but if it's better for the bot to do so I won't mess with them. --[[User:Aphotic Phoenix|Aphotic Phoenix]] 16:41, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Bot's doing it right now (although the bot is successfully skipping those pages that you had already done, so no problem either way).--[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 09:36, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Jarrin Root ==&lt;br /&gt;
&lt;br /&gt;
In the quest from the dark brotherhood (not going to go into detail for spoilers sake) there is a quest where a rare ingredient called Jarrin Root is given to you I ate it and there was an effect given to me.  I lost nearly all my health.  A caption at the top left hand corner said something I couldn't read the small print though.  Has anyone found this plant, or knows if it can be found or not in Skyrim? [[User:Ascaffo|Ascaffo]] 02:47, 28 November 2011 (UTC)&lt;br /&gt;
:Unfortunately, you only get one Jarrin Root ever.  You can use it to make the most powerful poisons, but like I said, you only get one. --[[User:Fluff|Fluff]] 03:05, 28 November 2011 (UTC) &lt;br /&gt;
::actually not true, I have you can harvest jarrin root at the throat of the world by the ebony mine. Your most likely going to have to jump to reach it and the dragon shout Clear skies really helps too. add me on Xbox live my GT is &amp;quot;Drunk on Eggnong&amp;quot; for any questions regarding it. {{uns2|23:15, May 16, 2012|173.181.74.179}}&lt;br /&gt;
:::You'll need a mod to do that. I've looked in game and did not find it until I saw there was an actual mod for it online. -An {{uns2|02:52, May 20, 2012|70.190.198.46}}&lt;br /&gt;
::::I checked the CK just for fun, and yes, it's nowhere else. '''[[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; 15:14, 20 May 2012 (UTC)&lt;br /&gt;
{{od}}acully if you listened to astrid, she said that jarrin root can be found on a island named blah blah blah whatever that is FULL OF JARRIN ROOT, i found that island, i was in the iceland area above solitude and i found a deathly huanted looking tree on an island, so i swam to it, tool about 2 minutes to get to that island but it is in the ocean right above solotude way up in the ocean, it is advised that you have a water breathing cloth peice or jewlry to wa=ear on this trip, but if you go to that island the tree is called the tree of the jarrin root, its funny though,, cuz i can find an article about it anywere, but i think it is an easter egg, but the island gives you i jarin root per 2 days, if you can only find the island, and it is guarded by a giant slaughter fish, i am on xbox 360, i am levl 81 and i found the death wave sluaterfish, as found in a mod in oblivion. NO JOKE but that island is full of it, and if you dont belive me being levl 81 add me on xbox live, the name is QDSXL2001. (without the period) {{Uns2|00:05, 22 May 2012|72.182.42.124}}&lt;br /&gt;
:Astrid's island is off Stros M'Kai, hundreds of miles away. [[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; 23:17, 21 May 2012 (UTC)&lt;br /&gt;
::The game data itself says there's only one jarrin root. So no, it doesn't exist aside from the sample Astrid gives you. I don't doubt that you're level 81--your xbox profile says so--but that island doesn't exist. There is also no [http://content3.uesp.net/oblivion/cs/cslist.php?game=sr&amp;amp;search=slaughterfish Death Wave Slaughterfish] in the game data. '''[[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; 23:22, 21 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Made a potion recipe generator based on this data ==&lt;br /&gt;
&lt;br /&gt;
Added bunch of filters too: http://rp.eliteskills.com/skyrim.html [[User:Jimmyrcom|Jimmyrcom]] 18:27, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spreadsheet with 3 ingredient combinations ==&lt;br /&gt;
&lt;br /&gt;
Based on the data from the main article (Skyrim:Ingredients), I have created a spreadsheet with all 3 ingredient combinations. &amp;quot;EffCount&amp;quot; is the number of magical effects that the combination will generate. &amp;quot;Positives&amp;quot; is the number of positive effects provided by the potion. &amp;quot;TotValue&amp;quot; is the sum of the base value for the ingredients used in the potion. Here is the link to the document: [https://docs.google.com/spreadsheet/ccc?key=0Av291TQHX5LcdEdzM3RVQkttNnlWbG5tZkhKR2ZSNVE SkyrimAlchemy3IngrCombos]. &lt;br /&gt;
[[User:Anakondrak|Anakondrak]] 14:16, 12 December 2011 (UTC)&lt;br /&gt;
:You might want to recheck your generation process.  Take a look at [[Skyrim:Useful_Potions#Four-effect_Potions|Useful Potions]]; there are 19 total pure potions with 4 positive effects (more if you list all the possible ingredient combinations for those 19).  At first glance, it appears you have twenty on your spreadsheet, but two of them are the same potion with different ingredients.  However, you're also missing the third potion on the list. --[[User:Fluff|Fluff]] 14:33, 12 December 2011 (UTC)&lt;br /&gt;
I agree with you, something is not quite right in my spreadsheet. I checked my tables and it seems that this combination disappeared during one of the iterations to remove duplicates. [[User:Anakondrak|Anakondrak]] 15:46, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvesting Failure? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At any one time, you can only try to collect a single sample of an ingredient from each plant, but there is a chance that you will find nothing.&amp;quot;  I personally, have never failed to harvest anything.  Has anyone out there, or was this simply copied from Oblivion? [[User:Noobishlord|Noobishlord]] 23:22, 19 December 2011 (UTC)&lt;br /&gt;
:Thanks for pointing it out.  Yes, it was copied from Oblivion, but in Skyrim all of the flora and trees that yield ingredients have 100% harvest chances, so it's not necessary. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 01:35, 20 December 2011 (UTC)&lt;br /&gt;
I actually don't always get the ingredient. I can distinctively remember this happening with butterflys and other flying bugs, but I think it's happened with planets too. When it happens you hear the sound of harvesting and the thing disappears but you get nothing.&lt;br /&gt;
&lt;br /&gt;
:That's just a bug in the text log. Looting the same item twice in succession will cause the second item to not be listed in the text log. [[Special:Contributions/24.156.216.144|24.156.216.144]] 21:31, 22 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== global ingredient quantity ==&lt;br /&gt;
where is the source for this information? they seem incredibly accurate and i dont think someone went out and collected the data by hand. {{Unsigned|75.172.36.116|18:41, 26 December 2011}}&lt;br /&gt;
:Extracted directly from the game data by scripts. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:30, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skyrim Ingredient maps? ==&lt;br /&gt;
&lt;br /&gt;
Hi there, I remember using this site for oblivion, and the ingredient frequency maps were very helpful. Is that coming to this website soon for Skyrim? I can't seem to find a high number of some plants even if I go to the area that they are supposed to be in, for instance, Blue mountain flower around sleeping tree camp, not only do I not see 28, I don't see any. Thank you for any replies.&lt;br /&gt;
:Yes it's in the plans.  But first we just need to get a good map at [[Skyrim:Maps]] -- or some type of base map to serve as the background for the ingredient maps.  Also getting an interactive Skyrim map working is probably a higher priority than the ingredient maps.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:49, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Headers on ingredients table ==&lt;br /&gt;
&lt;br /&gt;
I don't know whether or not I'm going doolally, but the headers that I see displayed for the main ingredients table have the weight and value columns swapped (ie. the data rows have the price first and then the weight, whilst the header row has weight then price). However, when I edit the page I see headers that bear only passing resemblance to those in the displayed table and where the data rows and the header row correspond. What am I doing wrong?? Would someone that understands the existing table definition be so good as to correct the header?? [[User:CessPitts|CessPitts]] 11:22, 11 January 2012 (UTC)&lt;br /&gt;
:Thanks, they were swapped indeed. It's fixed now. --[[User:Alfwyn|Alfwyn]] 11:27, 11 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skeever Hide ==&lt;br /&gt;
I don't see it on the table and am probably not the person to be adding it if it should be added, but there is an ingredient called &amp;quot;Skeever Hide&amp;quot; that is not listed in the Strategy Guide. Thus far I have only come across three or four samples, all in the alchemy lab in the Forlhost Refectory. It has the same effects as Charred Skeever Hide. [[User:Marstinson|Marstinson]] 04:59, 14 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I see 3 &amp;quot;Charred Skeever Hide&amp;quot;s on the table with the two alchemy tables and the &amp;quot;Alchemist's Note&amp;quot;. --[[User:Alfwyn|Alfwyn]] 19:33, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Plant respawn times? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how long you have to wait after harvesting a plant for it to respawn the ingredient? Because if you have to wait 30 days for a plant to respawn, then there's no point in making a custom potion or poison for your own use, as there is no reliable way to get the ingredients consistently. That would render the entire Alchemy skill useless. If, on the other hand, they respawn more quickly, then Alchemy remains viable for regular use. [[Special:Contributions/208.54.39.140|208.54.39.140]] 11:17, 14 January 2012 (UTC)&lt;br /&gt;
:usually about three days in my experience.[[User:RIM|RIM]] 12:36, 14 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvesting Glitch? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else encountered this (I searched the site and found no reference to it)?  You harvest an ingredient (say Glowing Mushroom in a dungeon), leave and come back when it's respawned, for whatever reason have to load a save before re-harvesting said ingredient (i.e. you died), and the plant reverts to harvested status even though you didn't re-harvest.  Sorry for the confussing description but I'm not sure how else to word it.  It happens with crops too.  Go to a farm you've previously gathered crops from that has respawned its crops.  Don't harvest.  Quicksave and then quickload and the crops will be unharvestable (if that's a word) if you have the same bug I do. [[User:Foubister|Foubister]] 09:53, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Particularly Powerful Ingredients ==&lt;br /&gt;
&lt;br /&gt;
Apparently, certain ingredients actually make effects more powerful. For example, using a Crimson Nirnroot gives a higher Damage Health effect than, say, an Imp Stool. Unfortunately, not every ingredient page mentions this (Deathbell is also more powerful, but the page makes no mention of that), and this page contains no information on this at all. I think it would be worth noting which ingredients provide particularly powerful results when used in Alchemy. [[Special:Contributions/72.208.227.160|72.208.227.160]] 14:29, 26 January 2012 (UTC)&lt;br /&gt;
:Hopefully the CK will be able to provide us an easy way to collect this information when it is out. [[User:Thuraya Salaris|Thuraya Salaris]] 14:33, 26 January 2012 (UTC)&lt;br /&gt;
:I notice someone put in a Price increase factor for Giant's Toe's Fortify Health effect, but no mention of the 5x duration modifier (300 seconds duration vs 60 seconds for other ingredients) [[Special:Contributions/24.156.216.144|24.156.216.144]] 18:01, 31 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hanging Plants ==&lt;br /&gt;
&lt;br /&gt;
Maybe a small mention of hanging plants and whether they respawn or not could be added to the article. --[[User:D. Gemini|D. Gemini]] 23:53, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Numbers==&lt;br /&gt;
There are numbers on the side of the ingredients when looking at the potion-effect screens (fortify alteration, restore magicka, etc., etc., etc.), but what do they mean?  --[[User:Dragonman0007|Dragonman0007]] 22:33, 23 April 2012 (UTC)&lt;br /&gt;
:If you mean the table, then they are the value and weight of the item. There are longer numbers with the name of the ingredient and that is the item id in the game files. [[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; 22:37, 23 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cannot be harvested ==&lt;br /&gt;
&lt;br /&gt;
I killed enough spriggans for say - there are full of Spriggan Saps. But rare enemy, confirm. Usually in &amp;quot;green&amp;quot; caves with wolves and rabbits. Powdered Mammoth Tusk can be found once - during quest {{Quest Link|Repairing the Phial}}. {{uns2|23:17, 10 May 2012|217.118.81.219}}&lt;br /&gt;
:When this article uses the term 'harvested' it is referring to getting the item from a plant, while the term 'collected' refers to getting the item from a creature. According to CSlist [http://content3.uesp.net/oblivion/cs/cslist.php?game=sr&amp;amp;formid=0x00023ab9 here], [http://content3.uesp.net/oblivion/cs/cslist.php?game=sr&amp;amp;formid=0x0009da9b here], and [http://content3.uesp.net/oblivion/cs/cslist.php?game=sr&amp;amp;formid=0x000f3905 here], the only item you can loot from Spriggans is [[Skyrim:Taproot|Taproot]]. Powdered Mammoth Tusk cannot be harvested or collected using the terms the way they are meant in the article. [[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; 01:59, 11 May 2012 (UTC)&lt;br /&gt;
::Also, the quest you're referring to deals with [[Skyrim:Mammoth_Tusk_Powder|Mammoth Tusk Powder]], which is different from [[Skyrim:Powdered_Mammoth_Tusk|Powdered Mammoth Tusk]]. [[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; 02:03, 11 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dawnguard Ingredients ==&lt;br /&gt;
Chaurus Hunter Antennae: Damage Stamina, Fortify Conjuration, Damage Magicka Regen, and Fortify Enchanting;&lt;br /&gt;
Gleamblossom: Resist Magic, Fear, Regenerate Health, and Paralysis.  Hope this helps. [[Special:Contributions/68.205.17.186|68.205.17.186]] 01:34, 29 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yellow Mountain Flower has Fortify Restoration with a magnitude x1.25 --[[User:Gara|Gara]] 08:33, 11 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Soul_Trap_(effect)&amp;diff=1008794</id>
		<title>Skyrim talk:Soul Trap (effect)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Soul_Trap_(effect)&amp;diff=1008794"/>
		<updated>2012-08-22T20:00:12Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Dawnguard issue with Fiery Soul Trap */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summoned Creatures Resistant to Soul Trap ==&lt;br /&gt;
Apparently summoned creatures are resistant to soul trapping effects, removing this bug/exploit/feature from previous games in this series. Unknown whether this can be changed using the Creation Kit. [[User:Jimhsu|Jimhsu]] 22:48, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== List of creatures ==&lt;br /&gt;
I was wondering if someone could post a list of creatures and they're respective soul size either here or on the &amp;quot;soul gem&amp;quot; page. It would help a lot to know what to hunt. [[Special:Contributions/85.167.185.111|85.167.185.111]] 19:45, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I wrote what was above. I found &amp;quot;souls&amp;quot; page, which does exactly that, so there is no need. [[User:ZeNinjaHawk|ZeNinjaHawk]] 19:48, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fiery Soul Trap ==&lt;br /&gt;
&lt;br /&gt;
It's probably worth a mention that the Steel Battleaxe of Fiery Souls actually has the Fiery Soul Trap enchantment on it, dealing damage and applying the Soul Trap effect to the target. --[[User:Fluff|Fluff]] 23:18, 28 November 2011 (UTC)&lt;br /&gt;
:It's a distinct effect, so it should probably get its own page, but yes: right now the article says that disenchanting it gives you &amp;quot;Normal&amp;quot; Soul Trap, which is incorrect. [[User:Aliana|Aliana]] 22:49, 30 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I was wondering if a weapon with both Soul Trap and Fiery Soul Trap would capture two souls from an enemy or only one.  --[[User:Rasimpson|Rasimpson]] 03:53, 27 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Will a soul trap enchantment work on a one-shot kill? ==&lt;br /&gt;
&lt;br /&gt;
Haven't seen this clarified anywhere. Thanks!&lt;br /&gt;
&lt;br /&gt;
:Yes, if a weapon has the Soul Trap enchantment, then when it hits the enemy, the soul trap spell gets cast on them, and they die in &amp;quot;zero seconds&amp;quot;.  The smallest amount of time a soul trap enchantment can have is that the enemy must die within one second of casting.  Since zero seconds is less than one second, the soul trap succeeds.&lt;br /&gt;
:--[[User:Nicklink483|Nicklink483]] 16:13, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This is a very useful technique, as a weapon enchanted with soul trap that has a 1 second duration will have a very large number of uses, allowing for example a greatsword to have 400+ soul trap casts on a single charge. I have one Ancient Nord Greatsword that has 700+ uses for a 1 second soul trap enchantment, and It works great for farming souls. Because of the Soul Siphon perk I never have to recharge it.  You do need to be careful that you don't kill too many low level enemies and fill grand soul gems with lesser souls.&lt;br /&gt;
&lt;br /&gt;
:::would that technique be worth noting on the page? [[User:Qwertyone|Qwertyone]] 01:25, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::It would definitely be worth mentioning. I actually came here only to find out whether soul siphon and soul trap can work in conjuntion, or if soul trap would take the entire soul, leaving nothing for siphon :)&lt;br /&gt;
&lt;br /&gt;
== Black Soul Gem / The Black Star ==&lt;br /&gt;
&lt;br /&gt;
Can someone confirm that these gems only capture black souls? With which version/[[Skyrim:Patch|patch]] was the former behavior (these 2 gems can trap any soul, see Revision as of 08:18, 19 December 2011 [http://www.uesp.net/w/index.php?title=Skyrim:Soul_Trap&amp;amp;oldid=823471]) removed? If its true, there are other pages which should be updated: [[Skyrim:The Black Star]] and [[Skyrim:Azura's_Star#Miscellaneous_Items]]. --[[User:Psychomc|Psychomc]] 21:40, 21 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:To confirm, as of December 24, game version 1.3.10.0 on PC, the Black Star can capture Petty and Common souls. {{Unsigned|76.88.45.56|02:51, 26 December 2011}}&lt;br /&gt;
&lt;br /&gt;
== Image ==&lt;br /&gt;
&lt;br /&gt;
Does anyone beleve that the current image for Soul Trap should be changed to the Skyrim Conjuration image? My last edit was undone because &amp;quot;a generic conjuration image is not a more accurate replacement on a page for a specific effect&amp;quot;. Skyrim effects are animations are portraid by animations and cannot be used. But oblivion images are out of date; and I beleve that the generic conjuration image is more fitting. Does anyone agree?--[[User:Cole1|Cole1]] 23:25, 30 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is already some discussion at [[Template_talk:Effects_Summary]]. --[[User:Alfwyn|Alfwyn]] 23:42, 30 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follower Glitch: Filling Multiple Soul Gems with a Single Kill ==&lt;br /&gt;
&lt;br /&gt;
There seems to be a bug that causes followers to capture multiple souls on a single kill. I gave Stenvar a Mace of Souls and a dozen petty gems, and after he killed a wolf, I checked his inventory and found that all the gems were filled. [[Special:Contributions/75.47.100.83|75.47.100.83]] 07:35, 11 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I have seen this behavior myself multiple times, but I was not able to reproduce this behavior consistently. I do not know what triggers this to happen. I have read other accounts of this happening elsewhere on internet as well. --[[User:Abacus707|Abacus707]] 23:44, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I just thought I'd try out a soul trapping follower and this happened, but after moving a few of the filled gems between me and my follower's inventory I noticed something odd. Something about the souls doesn't &amp;quot;stick&amp;quot;. From a stack of 25 apparently filled lesser soul gems, if I took a single one out it would lose the soul and become an empty lesser gem. After taking out the whole stack, I started giving gems back to the follower one by one, and they would also empty after the switch. I started giving the follower small stacks as well (traded at least 2, up to 10), and the same thing happens. However, I traded the final gem by itself over the their inventory and this one kept the lesser soul. Tried on another stack of filled petty gems, if any number of filled gems are traded they will keep their strange filled tag, but it seems when you reduce the stack to a single gem by any means the excess will become empty leaving one filled gem. Unfortunatly, when I thought to test if you could use a stack of these gems to recharge weapons it didn't seem to trigger again. Playing on Xbox, the follower was Iona with a custom enchanted soul trap war axe.  [[Special:Contributions/86.145.53.223|86.145.53.223]] 13:37, 18 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Killcam Glitch ==&lt;br /&gt;
&lt;br /&gt;
Executing a cinematic kill using a Soul Trap enchanted weapon may cause the victim's corpse to float in place wherever it was when the soul-capturing animation started. (Happened to this editor on PS3; haven't yet had a second cinematic kill to confirm or deny this as a consistent bug) {{uns|66.109.179.3|07:30, 23 February 2012}}&lt;br /&gt;
&lt;br /&gt;
:I don't know as to the first glitch specified, but the one involving the cinematic kills and soul trap I've experienced, but a bit differently.  Multiple times I used a soul trap enchanted bow to finish several enemies in the cinematic fashion, and their bodies had physics applied normally, but their weapons were always frozen where they had been before the enemy was killed (experienced on the Xbox 360 version). [[User:DrVector|DrVector]] 05:22, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== LORE ==&lt;br /&gt;
&lt;br /&gt;
do we know the in game lore of how this works?  is the soul destroyed upon enchanting, do we just steal its life force and send it on its way ect? what about azura's star? does that send the soul to her or just wherever it would have gone ect?  if all magic items are made this way does that mean my sword has a soul and possibly some rudimentery sentience or is it just stuck in a battery?&lt;br /&gt;
&lt;br /&gt;
just wondering if any books in past games answer anything like that for rp reaspns&lt;br /&gt;
&lt;br /&gt;
______&lt;br /&gt;
&lt;br /&gt;
nevermind, daggerfall gives me my answer.  its the soul and its stuck there until the weapon breaks.&lt;br /&gt;
&lt;br /&gt;
As for Daggerfall: firstly, enchanting was done with or without soulgems; all the soul added was a higher capacity for enchantment and a few added traits (good or bad) depending on the creature. However, if that item ever broke, then the trapped creature breaks free and, being rightfully pissed off, tries to kill you. I seem to remember game literature or perhaps the manual hinting that the released is the ghost/spirit/whatever of the creature; but as far as the game goes, they weren't any different from their fully corporeal selves. {{Uns2|17:53, 7 July 2012|24.38.235.96}}&lt;br /&gt;
&lt;br /&gt;
== Soul Trap Interacts with Dawnbreaker? ==&lt;br /&gt;
&lt;br /&gt;
I equipped the Soul Trap spell in my left hand and [[Skyrim:Dawnbreaker|Dawnbreaker]] in my right, intending to do a bit of soul farming. To my surprise, every time I cast Soul Trap on a draugr and then kill it with Dawnbreaker, it triggers the &amp;quot;explosion&amp;quot; effect, disabling or disintegrating every other draugr in the room. Something about the way Soul Trap is coded seems to be forcing the chance for the explosion effect from Dawnbreaker up to 100%. [[Special:Contributions/174.6.51.17|174.6.51.17]] 01:47, 14 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dawnguard issue with Fiery Soul Trap ==&lt;br /&gt;
&lt;br /&gt;
Since Fiery Soul Trap redirects to this article, I'm going to put this here. I had the Fiery Soul Trap enchantment, used it to enchant two swords, then installed Dawnguard. I lost access to the Fiery Soul Trap enchantment after the DLC install when I went to enchant two new swords with it. Since I had already disenchanted the one weapon that has the original enchantment prior to installing Dawnguard, I had to use console commands to recover the enchantment. Has anyone else experienced this? [[Special:Contributions/24.156.216.144|24.156.216.144]] 20:00, 22 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Glitches&amp;diff=1008689</id>
		<title>Skyrim talk:Glitches</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Glitches&amp;diff=1008689"/>
		<updated>2012-08-22T15:32:23Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* The Gaulder Amulet exploit fixed? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||November 2011 – December 2011&lt;br /&gt;
|Archive 2||January 2012&lt;br /&gt;
|Archive 3||February 2012&lt;br /&gt;
|Archive 4||March 2012&lt;br /&gt;
|Archive 5||March 2012 - June 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Unlimited Free-Fire,Frost and Void salts and daedra hearts ==&lt;br /&gt;
&lt;br /&gt;
I found a way you can get unlimited free Daedra hearts, and Atronach salts, by summoning Atronachs and Dremora lords.&lt;br /&gt;
&lt;br /&gt;
1) Cast summon &amp;lt;Atronach/Dremora&amp;gt; with both hands(1 in left and 1 in right, not the thrall version). &lt;br /&gt;
&lt;br /&gt;
2) Cast again with both hands but this time, before they appear, open map and fast travel (You can check to see if the glitch will succeed as checking active effects will show 4 effects of summoned Atronach/Dremora rather than 2). &lt;br /&gt;
&lt;br /&gt;
3) Go back and there will be 2 &amp;lt;Atronach/Dremora&amp;gt; standing still. THEY DONT FOLLOW YOU.&lt;br /&gt;
&lt;br /&gt;
There is no limit to how many summoned Atronachs and/or Daedras you can get in 1 place, i.e when I found this glitch i managed to get 30 Dremoras, killed them all, and got 30 Daedra hearts.&lt;br /&gt;
&lt;br /&gt;
These dremora lords still look like the normal ones but when killed they turn semi invisible and lootable.&lt;br /&gt;
DO the same thing with ANY Atronach and you will be able to loot there Corrasponding salt.&lt;br /&gt;
&lt;br /&gt;
The awsome bit is the fact that when you kill these EVERLASTING dremora, they drop daedra hearts To put it simply, GLITCH = UNLIMITED FREE DAEDRA HEARTS&lt;br /&gt;
&lt;br /&gt;
Also, seen as these glitched Atronachs/Dremoras never die or move, they can be used as permanent Guards of their nearby area.&lt;br /&gt;
Gates of whiterun for eg.&lt;br /&gt;
&lt;br /&gt;
More info needed on this, as it is easily exploitable and needs to be placed on an article.&lt;br /&gt;
&lt;br /&gt;
Oh,and if editors/moderators need a more detailed description on how to do this glitch, then please state at the end of my post and i will update the step by step guide with a very detailed description. I will check back regularly.&lt;br /&gt;
&lt;br /&gt;
Oddly, if done in a town or city they will interact with their surrounding,like a normal NPC. And if you do this near interactive things (ie. Wood chopping block) the glitched dremora will interact with them. {{uns2|17:44, 1 April 2012|KingK}}&lt;br /&gt;
&lt;br /&gt;
:Stop ruining my posts, the idea of a wiki is to share knowledge not have a go at other people. If you dont like glitches then thats your choice. Keep it to yourself. All glitches are here to either be used for fun and to enjoy. {{uns|KingK|08:09, 16 April 2012}}&lt;br /&gt;
::Just found out this also works with BOTH the Specteral Assassin, and Call of valour. You can then use dead thrall to get an everlasting version of the hero's of sovengarde but NOT the specteral assassin. (BOTH ARE ALSO LOOTABLE) {{uns2|06:49, 2 April 2012|KingK}}&lt;br /&gt;
:::Tested on PS3 still works at current 2.03 patch -[[User:KingK|KingK]] 17:45, 1 April 2012 (UTC)&lt;br /&gt;
::::WARNING: This is VERY hard to do with atronachs -[[User:KingK|KingK]] 20:27, 1 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}}Did this on 360. Works but some summons are hostile to EVERYTHING {{Uns2|00:04, 18 July 2012|172.129.15.65}}&lt;br /&gt;
&lt;br /&gt;
:could you plz explain to me how to do this glitch to me plz. i tried doing it with dremora lords in riften but it didn't work. i tried it like 10 times in differant places same result , i even checked to see if it listed 4 summons before i fast traveled and it showed four but when i came back they were just gone.[[Special:Contributions/71.110.207.247|71.110.207.247]] 23:04, 24 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::All you have to do us fast travel to something that your standing next to at the exact second that the summon starts to appear. I advise the front gates of falkreath as its easy to find your summons and loads quickly.[[User:KingK|&amp;lt;font color=&amp;quot;Blue&amp;quot;&amp;gt;KingK&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:KingK|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Talk&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 18:15, 19 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple interactive followers ==&lt;br /&gt;
&lt;br /&gt;
You can get Multiple followers (Proper permanent followers) by doing a glitch&lt;br /&gt;
&lt;br /&gt;
Heres the link to the video I found&lt;br /&gt;
YouTube [http://www.youtube.com/watch?v=X2VgDuBhC3M]&lt;br /&gt;
&lt;br /&gt;
After a bit of practice I got the hang of this glitch. You can actually get all of the following with you at the same time:&lt;br /&gt;
&lt;br /&gt;
-Cicero&lt;br /&gt;
&lt;br /&gt;
-BOTH Dark Brotherhoood Initiates&lt;br /&gt;
&lt;br /&gt;
-Specteral Assassin&lt;br /&gt;
&lt;br /&gt;
-1 STANDARD Follower&lt;br /&gt;
&lt;br /&gt;
-2 PERMANENT Hero's of Sovengarde or any reanimated dead (SEE ABOVE GLITCH)&lt;br /&gt;
&lt;br /&gt;
-1 Atronach/Thrall or Dremora lord&lt;br /&gt;
&lt;br /&gt;
-Dog&lt;br /&gt;
&lt;br /&gt;
-And barbas if you choose not to finish quest&lt;br /&gt;
&lt;br /&gt;
-A PS3 friend of mine (Murpho) Sent me a message describing a way to get unlimeted reanimated dead using this glitch. I will get info from him on how to do it soon&lt;br /&gt;
&lt;br /&gt;
-This does not effect any quests ect. exept for the companions quests. (As most of them put a sheild brother with you this replaces your current follower, or all of them in this case.) Though all can be rehired later.&lt;br /&gt;
&lt;br /&gt;
-You can still keep quest related followers as long as you dont finish their corrasponding quest.&lt;br /&gt;
&lt;br /&gt;
Tested on PS3 still works at current 2.03 patch [[User:KingK|KingK]] 16:21, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:How do you get the permanent hero? And about explaning the glitch? Lol people just post random things.....! Anomyous {{unsigned|89.154.83.171|3 May 2012}}&lt;br /&gt;
&lt;br /&gt;
::Better add Serana to the list.. I know you can her plus all of those. {{Uns2|00:04, 18 July 2012|172.129.15.65}}&lt;br /&gt;
:::FOR THE PERMANENT HERO! Follow the glitch above this named &amp;quot;Unlimeted daedra hearts....&amp;quot; Then dead thrall them.[[User:KingK|&amp;lt;font color=&amp;quot;Blue&amp;quot;&amp;gt;KingK&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:KingK|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Talk&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 18:18, 19 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Gaulder Amulet exploit fixed? ==&lt;br /&gt;
&lt;br /&gt;
I tried taking advantage of the Gaulder Amulet exploit listed in the main article, and couldn't get it to work. I equipped the Amulet first, then tried equipping a variety of other amulets/necklaces. Each time, the Gaulder Amulet unequipped. I verified this by checking my Active Effects. Each time, the 3 effects from the Gaulder Amulet disappeared from the list. I also tried it by equipping a different amulet/necklace first, then equipping the Gaulder Amulet. Same negative result. I am running the PC version with the latest patches. Can anybody else test this? I looked through the patch fixes and didn't see it mentioned. BTW, I tried the Falmer helmet exploit at the same time. It still works --[[User:Xyzzy|Xyzzy]] 18:52, 20 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I don't see any changes to the amulet between the original and the current version, but like you, I'm unable to equip anything I shouldn't with the Gauldur Amulet anymore. Perhaps a low-level fix of some kind? &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; 20:25, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I just tested this on the PS3 with the &amp;quot;latest&amp;quot; patch (we still don't have the one that enables Dawnguard at time of posting). It still works for me. Perhaps it was that you were using the Falmer Helmet thing at the same time? (do we know if it's just the Ebony Helmet and Execution Hood that stop working with the Gaulder Amulet, or if the entire glitch becomes inert?) --[[User:Debatra|Debatra]] 18:32, 4 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Falmer Helmet still works, as does Gauldur's Amulet. I use both the Falmer Helmet and Gauldur Amulet glitches to cap my alchemy. Running the Dawnguard DLC on PC here. [[Special:Contributions/24.156.216.144|24.156.216.144]] 15:17, 22 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Discovered locations becoming undiscovered ==&lt;br /&gt;
&lt;br /&gt;
Came across a glitch that hasn't been mentioned yet on the page: map locations disappearing. At least, I didn't see listed anywhere; the page has gotten quite long.&lt;br /&gt;
&lt;br /&gt;
I'm currently ferreting out locations I haven't discovered, and I made my way to a black undiscovered ruin marker on my compass. It turned out to be Volskygge, which was discovered and added to my map. However, I had found and cleared Volskygge a long, long time ago. I remember because for a while I kept Volsung, which you get at Volskygge, in my inventory in case I needed to breathe underwater. A quick google search turned up [http://www.neoseeker.com/forums/52479/t1711036-map-locations-disappearing/ this person having a similar problem]. The claim was largely dismissed there, but I can confirm that discovered locations can become undiscovered for no apparent reason. [[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; 03:05, 15 June 2012 (UTC)&lt;br /&gt;
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== Werepire/Vampwolf ==&lt;br /&gt;
&lt;br /&gt;
(Xbox 360) I made a Female Agronian character to test some archetypes out, some of them were...being a vampire warrior, werewolf mage and a thief that only uses Sneak, Light Armour and Archery etc&lt;br /&gt;
&lt;br /&gt;
Anyway when I wanted to test the werewolf mage, I did the Companion quest, but I noticed things that were like a vampire for example, fire weaknesses, better illusion power and able to feed on the sleeping...so I looked at my character and she had vampire eyes, strangley stage 4 vampirism didn't make me get attacked by townsfolk and it stayed at 75% weakness to fire all the time.&lt;br /&gt;
I don't want to know how to fix it, but if it could affect others and how much it would affect gameplay for them, also I think it would ruin the Dawnguard DlC, any thoughts? [[User:AlphaArgonian182|AlphaArgonian182]] 16:43 23rd June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am running into the same thing.  Running Dawnguard, chose the Dawnguard path.  My beloved L55 werewolf Bosmer, whom I've been playing since 11/11, has suddenly started acquiring vampire skills and I don't want them.  The vampire skills seem to show up during entry into combat and/or a change of location.  Werewolf is unaffected, beastform is still available.  I haven't been able to fix it...just reloaded.  It's happened maybe 4-5 times now.  This last time, I was in the College of Winterhold and I knew there was a dragon outside.  I literally checked to make sure I wasn't a vampire, went out the door, and once again I was a werepire. Update:  I just reloaded and tried that again.  I got out the door without being a vampire.  Doesn't seem to be tied to weapons.  Possibly to Serana herself?[[User:Oshaugm|Oshaugm]] 20:07, 8 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Carry Weight reset to &amp;quot;300&amp;quot; after installing patch. ==&lt;br /&gt;
&lt;br /&gt;
(Xbox 360) After installing one of the recent patches (1.4, I think) the carry weight for my character was reset to '300' (when all of the Fortify Carry Weight items were removed) even though the character has a Stamina of 320 and the Extra Pockets perk. Has anyone else had this happen, and is there any known fix? [I ask this here because I saw nothing on the Stamina page nor the Carry Weight page about this bug.] [[User:Minotaur|Minotaur]] 19:49, 30 June 2012 (UTC)&lt;br /&gt;
:1.4 was ages ago, we're now on 1.6 and Dawnguard. You need to clarify. [[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; 20:34, 30 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you for the response. I'll add what I can, but it's not much. My primary character is blocked, waiting on a patch to fix the Animal Extermination bug (already killed the animal before aquiring the quest) and cannot progress along the Companions quest line, so I check back in every month or so to see if it has been fixed yet. In April, I noticed the Carry Weight issue as I described. Since I was waiting for a patch for the other problem anyway, I just let it go for the time being, and started playing a third character while I waited for a solution. Patch 1.5 and 1.6 have not fixed the Carry Weight bug (or the Animal Extermination bug), but I am playing that character again now for Dawnguard. Since I am playing the character again, I started actively looking for a solution to this bug. I don't know if it was patch 1.3 or 1.4 that caused it, but as I said I think it was the 1.4 patch. For reference, I have tried stripping off all my gear and saving &amp;amp; reloading the game, and I have also tried activating the Steed Stone and then activating another stone to try to force it to recalculate my base carry weight again. Neither of those resolved the issue. I have tried reloading previous saves for this character, and only the oldest one (from January) does not have the glitch. The save from January also is the only one that does not have custom made magic gear, so that may or may not be connected. I have two other characters with powerful custom magic items as well, but neither of them are affected. I was hoping I was not the only one experiencing this issue. [[User:Minotaur|Minotaur]] 02:40, 1 July 2012 (UTC)&lt;br /&gt;
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== Restocking On Fireball Arrows After 'Rise in the East' ==&lt;br /&gt;
&lt;br /&gt;
I've discovered that you can make a Guard fire(literally- heh) Fireball arrows collected from Japhet's Folly. This serves as a  nice way to restock on them if you're as addicted to using them as I am. Here is a quick walkthrough:&lt;br /&gt;
&lt;br /&gt;
1. Pickpocket a Guard and remove all arrows and weapons (other than a bow) from their inventory. It also helps to remove a piece of armor or to reverse-pickpocket an item (like a gem) into their inventory. This makes it easier to tell which Guard you were using (lest one of the Fireball arrows blasts them to the other side of the city).&lt;br /&gt;
&lt;br /&gt;
2. Back a Guard into a corner by repeatedly sprinting and running into them. This minimizes the chances of the explosions throwing them into a place where they can't be reached. &lt;br /&gt;
&lt;br /&gt;
3. Shoot about 2 or 3 of the Fireball arrows at the Guard (at least one of the arrows needs to make it into their inventory). &lt;br /&gt;
&lt;br /&gt;
4. Attack the Guard to make them attack you.&lt;br /&gt;
&lt;br /&gt;
5. Sit back as the Guard (hopefully) draws their bow and starts shooting the Fireball arrows at you. (As Guards will never run out of the type of arrow they're firing, you can collect as many of the Fireball arrows as you want.)&lt;br /&gt;
&lt;br /&gt;
Hope that helps! (Sorry, no account, just a frequent visitor.) -[[Special:Contributions/174.98.48.90|174.98.48.90]] 19:06, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fire Arrow Glitch ==&lt;br /&gt;
&lt;br /&gt;
Has this been patched or something? And do the arrows have an ID code and can safely add them to ye' inventory? {{uns2|19:31, 17 July 2012|172.130.199.163}}&lt;br /&gt;
&lt;br /&gt;
== Possible bookshelf bug ==&lt;br /&gt;
&lt;br /&gt;
So I recently started modding and was placing bookshelves in my new player home, when I noticed that none of them was working correctly. First I thought that it was a mistake i made, but then I tested the bookshelves already in the game and they had the same issue. Whenever I removed a book by hand from the shelf, its maximum capacity increased by one, so for example if I removed a book from a full bookshelf it said I could place two more (but of course only one of them would show up on the shelf).&lt;br /&gt;
I also disabled all mods, and the problem still persisted. After some digging I found the source of the issue in the PlayerBookShelfTrigger script (there were two unnecessary lines), commented it out, compiled the script, and the bookshelves work perfectly now. I'm not sure if it's a bug in the original game or if I caused it myself somehow.&lt;br /&gt;
Can anyone confirm that this bug exists? It would be much appreciated. {{uns2|12:44, 20 July 2012|81.182.168.58}}&lt;br /&gt;
&lt;br /&gt;
:Confirmed. Had the same problem, spent hours looking for my mistake when it was one that Bethesda made. To fix: remove the following two lines from the script before compiling and saving:&lt;br /&gt;
:(Shelfcontainer as PlayerBookShelfContainerScript).CurrentBookAmount = (Shelfcontainer as PlayerBookShelfContainerScript).CurrentBookAmount - 1&lt;br /&gt;
:(ShelfContainer as PlayerBookShelfContainerScript).RemoveBooks((TriggerRef.GetBaseObject()), 1){{uns2|17:24, 4 August 2012 |200.150.187.217}}&lt;br /&gt;
&lt;br /&gt;
== Bug template ==&lt;br /&gt;
&lt;br /&gt;
Is there a reason this page doesn't use the bug template? I feel that the vn=1 and confirmed=1 parameters would really help. Would anyone mind if I added the template to each bug? '''[[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;►t&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►e&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;''' 20:43, 21 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Music glitch ==&lt;br /&gt;
&lt;br /&gt;
I experienced a glitch where the combat music wouldn't stop. It occurred during a random animal attack in the wilderness, and continued on for quite awhile, even after fast-traveling, changing zones, quickloading, and engaging in further combat. It only stopped when I exited the game entirely, then restarted. I found a bug note on the [[Skyrim:Battle_for_Whiterun_(Stormcloaks)#Bugs|Battle for Whiterun (Stormcloaks)]] page that describes the same thing. I think this may be a game-wide glitch, rather than specific to that quest. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 21:02, 21 July 2012 (UTC)&lt;br /&gt;
:I have seen it reported in many places and have also experienced it, so I also think this is the case. '''[[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;►t&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►e&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;''' 21:11, 21 July 2012 (UTC)&lt;br /&gt;
::Ok. I'll add it to the page. Thanks, Vely. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 21:37, 21 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trainer gold &amp;quot;glitch&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
''[[Skyrim:Trainers|Trainers]] can be pickpocketed to get your gold back after training. With maximum pickpocket skill + gold perk{{vn|Is this the Cutpurse perk?}}, the limit for being able to steal it back in one shot is 2000 gold, after which you simply have a flat 0% chance. For higher level skill training, you may need to pickpocket it back after each training session to make sure you can recover all of it.''&lt;br /&gt;
&lt;br /&gt;
Should this entry be on the Glitches page? I don't think it meets the definition of a glitch. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 21:19, 21 July 2012 (UTC)&lt;br /&gt;
:I removed it completely. It's not an exploit but a regular mechanic, perhaps an oversight by the creators in how it's used but not a glitch of any kind. '''[[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;►t&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►e&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;''' 22:19, 21 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Avenicci is a scammer - Breezehome alchemy lab doesn't appear ==&lt;br /&gt;
&lt;br /&gt;
When I ask to purchase the alchemy lab upgrade for Breezehome, the money is removed from my inventory but the corner that is supposed to contain the alchemy lab is left bare. The &amp;quot;Alchemy laboratory. (500 gold)&amp;quot; option stays in the dialogue list. I can purchase the alchemy lab an infinite number of times (or at least until I'm down to less than 500 gold) and will never receive the alchemy lab. All of the other upgrades work just fine. This is a brand new save file with the latest patch and Dawnguard installed. I have another save file that was created with the latest patch but without Dawnguard installed, and I was able to purchase and upgrade Breezehome without any problems. Interestingly, on the save file that I had created prior to Dawnguard's installation, I later purchased Proudspire Manor //after// Dawnguard's installation and was able to completely upgrade the Manor without any problems. I will continue to play and see if other houses have this problem. I'm inclined to believe that either: 1) Dawnguard broke Breezehome; or 2) Dawnguard broke all the player houses but only if you start a new game after installing Dawnguard. Of course, I can't be certain until further testing is done. [[User:Just Cav|Just Cav]] 09:17, 28 July 2012 (UTC)&lt;br /&gt;
:This bug is already listed on the main [[Skyrim:Dawnguard|Dawnguard]] page and the [[Skyrim:Breezehome|Breezehome]] page. It's not a &amp;quot;general&amp;quot; glitch and therefore isn't relevant to this article. [[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; 11:50, 28 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== infinite spell tomes from bookcases glitch not happening ==&lt;br /&gt;
&lt;br /&gt;
I was trying to use the spell tome duplication glitch via the bookcases (yes, I am a cheater, so what?) and I couldn't get it to work. I did by placing the spell tome on the bookshelf, then reading it from within the bookshelf. I have read that it isn't supposed to disappear, but it does. Has it been patched? or am I doing it wrong? {{unsigned|89.243.178.211|21:12, 15:11, 6 August 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:To me it seems like you are referring to the glitch for the daedric quest reward Oghma Infinium as if it should work on ordinary spell tomes. I do not think I have found any reference to the glitch working for anything else than Oghma Infinium? —[[User:MortenOSlash|MortenOSlash]] 15:58, 6 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Help Decorating House ==&lt;br /&gt;
&lt;br /&gt;
The physics glitch mentioned in the article where items won't stay where you dropped them.  It says that if you save then immediately reload that save, exit your house and go back in you can place the items and they will stay where yu put them.  Well It I tried this several times but it hasn't worked for me, every time I&amp;quot;ve returned to my house to find my stuff is in dissaray.  So I guess what I'm trying to say is: Is there a better way to do this?  And if it doesn't really work should we remove that part from the glitches page?--[[User:ElementalDud|ElementalDud]] 17:55, 7 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Orbital Paarthurnax ==&lt;br /&gt;
&lt;br /&gt;
I defeated Alduin at the Throat of the World, and went over to Paarthurnax to speak to him. The dialogue started, but Paarthurnax shot up into the air and kept rising, his voice getting quieter until only the subtitles remained. While he was up there, the quest marker icon in the compass constantly moved from left to right over and over. Once the dialogue had finished, he came straight back down and settled on top of the word wall monument. This is with patch 1.6 on XBox360. [[Special:Contributions/31.109.16.68|31.109.16.68]] 19:07, 8 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Destruction leveling glitch ==&lt;br /&gt;
&lt;br /&gt;
So I randomly was trying to increase Restoration by damaging my health, I was jumping in the blacksmith forge in Riften and it was making sounds like I was being hurt, but no damage was being done. However, my Destruction skill started to increase the longer I jumped in the flames. Free easy Destruction training.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 00:58, 15 August 2012 (UTC)&lt;br /&gt;
:This is already noted on the [[Skyrim:Destruction#Gaining_Skill_XP|Destruction]] page. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 03:43, 15 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sprint issues with Xbox 360 controller on PC ==&lt;br /&gt;
&lt;br /&gt;
After installing a Xbox 360 controller, the &amp;quot;sprint&amp;quot; command isn't working, even when remapped to another button. This is with Dawnguard and patch 1.7 on PC. {{unsigned|184.160.229.114|21:56, 16 August 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
== Put people in well in riften! ==&lt;br /&gt;
&lt;br /&gt;
I was just screwing around and found that if you drop an iron arrow and then throw it into the well in riften a bunch of people will try to get it and will appear inside the well. it may take a few moments but they do. It is rather entertaining when accompanied by saying &amp;quot;It puts the lotion on its skin.&amp;quot; They like to fight over the arrows as well and can cause some characters to die. They will get out after a short while. it takes them a short while to get into the well. and as i said they just kinda teleport into/out of it.&lt;br /&gt;
Any one else able to repeat this? {{uns2|17:54, 18 August 2012|99.195.207.114}}&lt;br /&gt;
&lt;br /&gt;
== Mannequin Armour dupe glitch... ==&lt;br /&gt;
&lt;br /&gt;
Can I please have a confirmation that this glitch has been patched by either the [[Skyrim:Dawnguard|Dawnguard]] Plugin or the 1.7 patch. I'm curious as I was planning on duping the Aetheral Sheild and the Aetherial Crown.[[User:KingK|&amp;lt;font color=&amp;quot;Blue&amp;quot;&amp;gt;KingK&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:KingK|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Talk&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 18:26, 19 August 2012 (UTC)&lt;br /&gt;
:Also on a separate note would having 15 copies of the Aetheral crown allow a player to have All the standing stone abilities if He/She we're to equip all of them at the same time?[[User:KingK|&amp;lt;font color=&amp;quot;Blue&amp;quot;&amp;gt;KingK&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:KingK|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Talk&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 18:29, 19 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Glitches&amp;diff=1008688</id>
		<title>Skyrim talk:Glitches</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Glitches&amp;diff=1008688"/>
		<updated>2012-08-22T15:17:39Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* The Gaulder Amulet exploit fixed? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||November 2011 – December 2011&lt;br /&gt;
|Archive 2||January 2012&lt;br /&gt;
|Archive 3||February 2012&lt;br /&gt;
|Archive 4||March 2012&lt;br /&gt;
|Archive 5||March 2012 - June 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Unlimited Free-Fire,Frost and Void salts and daedra hearts ==&lt;br /&gt;
&lt;br /&gt;
I found a way you can get unlimited free Daedra hearts, and Atronach salts, by summoning Atronachs and Dremora lords.&lt;br /&gt;
&lt;br /&gt;
1) Cast summon &amp;lt;Atronach/Dremora&amp;gt; with both hands(1 in left and 1 in right, not the thrall version). &lt;br /&gt;
&lt;br /&gt;
2) Cast again with both hands but this time, before they appear, open map and fast travel (You can check to see if the glitch will succeed as checking active effects will show 4 effects of summoned Atronach/Dremora rather than 2). &lt;br /&gt;
&lt;br /&gt;
3) Go back and there will be 2 &amp;lt;Atronach/Dremora&amp;gt; standing still. THEY DONT FOLLOW YOU.&lt;br /&gt;
&lt;br /&gt;
There is no limit to how many summoned Atronachs and/or Daedras you can get in 1 place, i.e when I found this glitch i managed to get 30 Dremoras, killed them all, and got 30 Daedra hearts.&lt;br /&gt;
&lt;br /&gt;
These dremora lords still look like the normal ones but when killed they turn semi invisible and lootable.&lt;br /&gt;
DO the same thing with ANY Atronach and you will be able to loot there Corrasponding salt.&lt;br /&gt;
&lt;br /&gt;
The awsome bit is the fact that when you kill these EVERLASTING dremora, they drop daedra hearts To put it simply, GLITCH = UNLIMITED FREE DAEDRA HEARTS&lt;br /&gt;
&lt;br /&gt;
Also, seen as these glitched Atronachs/Dremoras never die or move, they can be used as permanent Guards of their nearby area.&lt;br /&gt;
Gates of whiterun for eg.&lt;br /&gt;
&lt;br /&gt;
More info needed on this, as it is easily exploitable and needs to be placed on an article.&lt;br /&gt;
&lt;br /&gt;
Oh,and if editors/moderators need a more detailed description on how to do this glitch, then please state at the end of my post and i will update the step by step guide with a very detailed description. I will check back regularly.&lt;br /&gt;
&lt;br /&gt;
Oddly, if done in a town or city they will interact with their surrounding,like a normal NPC. And if you do this near interactive things (ie. Wood chopping block) the glitched dremora will interact with them. {{uns2|17:44, 1 April 2012|KingK}}&lt;br /&gt;
&lt;br /&gt;
:Stop ruining my posts, the idea of a wiki is to share knowledge not have a go at other people. If you dont like glitches then thats your choice. Keep it to yourself. All glitches are here to either be used for fun and to enjoy. {{uns|KingK|08:09, 16 April 2012}}&lt;br /&gt;
::Just found out this also works with BOTH the Specteral Assassin, and Call of valour. You can then use dead thrall to get an everlasting version of the hero's of sovengarde but NOT the specteral assassin. (BOTH ARE ALSO LOOTABLE) {{uns2|06:49, 2 April 2012|KingK}}&lt;br /&gt;
:::Tested on PS3 still works at current 2.03 patch -[[User:KingK|KingK]] 17:45, 1 April 2012 (UTC)&lt;br /&gt;
::::WARNING: This is VERY hard to do with atronachs -[[User:KingK|KingK]] 20:27, 1 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}}Did this on 360. Works but some summons are hostile to EVERYTHING {{Uns2|00:04, 18 July 2012|172.129.15.65}}&lt;br /&gt;
&lt;br /&gt;
:could you plz explain to me how to do this glitch to me plz. i tried doing it with dremora lords in riften but it didn't work. i tried it like 10 times in differant places same result , i even checked to see if it listed 4 summons before i fast traveled and it showed four but when i came back they were just gone.[[Special:Contributions/71.110.207.247|71.110.207.247]] 23:04, 24 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::All you have to do us fast travel to something that your standing next to at the exact second that the summon starts to appear. I advise the front gates of falkreath as its easy to find your summons and loads quickly.[[User:KingK|&amp;lt;font color=&amp;quot;Blue&amp;quot;&amp;gt;KingK&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:KingK|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Talk&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 18:15, 19 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple interactive followers ==&lt;br /&gt;
&lt;br /&gt;
You can get Multiple followers (Proper permanent followers) by doing a glitch&lt;br /&gt;
&lt;br /&gt;
Heres the link to the video I found&lt;br /&gt;
YouTube [http://www.youtube.com/watch?v=X2VgDuBhC3M]&lt;br /&gt;
&lt;br /&gt;
After a bit of practice I got the hang of this glitch. You can actually get all of the following with you at the same time:&lt;br /&gt;
&lt;br /&gt;
-Cicero&lt;br /&gt;
&lt;br /&gt;
-BOTH Dark Brotherhoood Initiates&lt;br /&gt;
&lt;br /&gt;
-Specteral Assassin&lt;br /&gt;
&lt;br /&gt;
-1 STANDARD Follower&lt;br /&gt;
&lt;br /&gt;
-2 PERMANENT Hero's of Sovengarde or any reanimated dead (SEE ABOVE GLITCH)&lt;br /&gt;
&lt;br /&gt;
-1 Atronach/Thrall or Dremora lord&lt;br /&gt;
&lt;br /&gt;
-Dog&lt;br /&gt;
&lt;br /&gt;
-And barbas if you choose not to finish quest&lt;br /&gt;
&lt;br /&gt;
-A PS3 friend of mine (Murpho) Sent me a message describing a way to get unlimeted reanimated dead using this glitch. I will get info from him on how to do it soon&lt;br /&gt;
&lt;br /&gt;
-This does not effect any quests ect. exept for the companions quests. (As most of them put a sheild brother with you this replaces your current follower, or all of them in this case.) Though all can be rehired later.&lt;br /&gt;
&lt;br /&gt;
-You can still keep quest related followers as long as you dont finish their corrasponding quest.&lt;br /&gt;
&lt;br /&gt;
Tested on PS3 still works at current 2.03 patch [[User:KingK|KingK]] 16:21, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:How do you get the permanent hero? And about explaning the glitch? Lol people just post random things.....! Anomyous {{unsigned|89.154.83.171|3 May 2012}}&lt;br /&gt;
&lt;br /&gt;
::Better add Serana to the list.. I know you can her plus all of those. {{Uns2|00:04, 18 July 2012|172.129.15.65}}&lt;br /&gt;
:::FOR THE PERMANENT HERO! Follow the glitch above this named &amp;quot;Unlimeted daedra hearts....&amp;quot; Then dead thrall them.[[User:KingK|&amp;lt;font color=&amp;quot;Blue&amp;quot;&amp;gt;KingK&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:KingK|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Talk&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 18:18, 19 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Gaulder Amulet exploit fixed? ==&lt;br /&gt;
&lt;br /&gt;
I tried taking advantage of the Gaulder Amulet exploit listed in the main article, and couldn't get it to work. I equipped the Amulet first, then tried equipping a variety of other amulets/necklaces. Each time, the Gaulder Amulet unequipped. I verified this by checking my Active Effects. Each time, the 3 effects from the Gaulder Amulet disappeared from the list. I also tried it by equipping a different amulet/necklace first, then equipping the Gaulder Amulet. Same negative result. I am running the PC version with the latest patches. Can anybody else test this? I looked through the patch fixes and didn't see it mentioned. BTW, I tried the Falmer helmet exploit at the same time. It still works --[[User:Xyzzy|Xyzzy]] 18:52, 20 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I don't see any changes to the amulet between the original and the current version, but like you, I'm unable to equip anything I shouldn't with the Gauldur Amulet anymore. Perhaps a low-level fix of some kind? &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; 20:25, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I just tested this on the PS3 with the &amp;quot;latest&amp;quot; patch (we still don't have the one that enables Dawnguard at time of posting). It still works for me. Perhaps it was that you were using the Falmer Helmet thing at the same time? (do we know if it's just the Ebony Helmet and Execution Hood that stop working with the Gaulder Amulet, or if the entire glitch becomes inert?) --[[User:Debatra|Debatra]] 18:32, 4 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Falmer Helmet still works, as does Gauldur's Amulet. I use both the Falmer Helmet and Gauldur Amulet glitches to cap my alchemy. Running the Dawnguard DLC here. [[Special:Contributions/24.156.216.144|24.156.216.144]] 15:17, 22 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Discovered locations becoming undiscovered ==&lt;br /&gt;
&lt;br /&gt;
Came across a glitch that hasn't been mentioned yet on the page: map locations disappearing. At least, I didn't see listed anywhere; the page has gotten quite long.&lt;br /&gt;
&lt;br /&gt;
I'm currently ferreting out locations I haven't discovered, and I made my way to a black undiscovered ruin marker on my compass. It turned out to be Volskygge, which was discovered and added to my map. However, I had found and cleared Volskygge a long, long time ago. I remember because for a while I kept Volsung, which you get at Volskygge, in my inventory in case I needed to breathe underwater. A quick google search turned up [http://www.neoseeker.com/forums/52479/t1711036-map-locations-disappearing/ this person having a similar problem]. The claim was largely dismissed there, but I can confirm that discovered locations can become undiscovered for no apparent reason. [[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; 03:05, 15 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Werepire/Vampwolf ==&lt;br /&gt;
&lt;br /&gt;
(Xbox 360) I made a Female Agronian character to test some archetypes out, some of them were...being a vampire warrior, werewolf mage and a thief that only uses Sneak, Light Armour and Archery etc&lt;br /&gt;
&lt;br /&gt;
Anyway when I wanted to test the werewolf mage, I did the Companion quest, but I noticed things that were like a vampire for example, fire weaknesses, better illusion power and able to feed on the sleeping...so I looked at my character and she had vampire eyes, strangley stage 4 vampirism didn't make me get attacked by townsfolk and it stayed at 75% weakness to fire all the time.&lt;br /&gt;
I don't want to know how to fix it, but if it could affect others and how much it would affect gameplay for them, also I think it would ruin the Dawnguard DlC, any thoughts? [[User:AlphaArgonian182|AlphaArgonian182]] 16:43 23rd June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am running into the same thing.  Running Dawnguard, chose the Dawnguard path.  My beloved L55 werewolf Bosmer, whom I've been playing since 11/11, has suddenly started acquiring vampire skills and I don't want them.  The vampire skills seem to show up during entry into combat and/or a change of location.  Werewolf is unaffected, beastform is still available.  I haven't been able to fix it...just reloaded.  It's happened maybe 4-5 times now.  This last time, I was in the College of Winterhold and I knew there was a dragon outside.  I literally checked to make sure I wasn't a vampire, went out the door, and once again I was a werepire. Update:  I just reloaded and tried that again.  I got out the door without being a vampire.  Doesn't seem to be tied to weapons.  Possibly to Serana herself?[[User:Oshaugm|Oshaugm]] 20:07, 8 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Carry Weight reset to &amp;quot;300&amp;quot; after installing patch. ==&lt;br /&gt;
&lt;br /&gt;
(Xbox 360) After installing one of the recent patches (1.4, I think) the carry weight for my character was reset to '300' (when all of the Fortify Carry Weight items were removed) even though the character has a Stamina of 320 and the Extra Pockets perk. Has anyone else had this happen, and is there any known fix? [I ask this here because I saw nothing on the Stamina page nor the Carry Weight page about this bug.] [[User:Minotaur|Minotaur]] 19:49, 30 June 2012 (UTC)&lt;br /&gt;
:1.4 was ages ago, we're now on 1.6 and Dawnguard. You need to clarify. [[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; 20:34, 30 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you for the response. I'll add what I can, but it's not much. My primary character is blocked, waiting on a patch to fix the Animal Extermination bug (already killed the animal before aquiring the quest) and cannot progress along the Companions quest line, so I check back in every month or so to see if it has been fixed yet. In April, I noticed the Carry Weight issue as I described. Since I was waiting for a patch for the other problem anyway, I just let it go for the time being, and started playing a third character while I waited for a solution. Patch 1.5 and 1.6 have not fixed the Carry Weight bug (or the Animal Extermination bug), but I am playing that character again now for Dawnguard. Since I am playing the character again, I started actively looking for a solution to this bug. I don't know if it was patch 1.3 or 1.4 that caused it, but as I said I think it was the 1.4 patch. For reference, I have tried stripping off all my gear and saving &amp;amp; reloading the game, and I have also tried activating the Steed Stone and then activating another stone to try to force it to recalculate my base carry weight again. Neither of those resolved the issue. I have tried reloading previous saves for this character, and only the oldest one (from January) does not have the glitch. The save from January also is the only one that does not have custom made magic gear, so that may or may not be connected. I have two other characters with powerful custom magic items as well, but neither of them are affected. I was hoping I was not the only one experiencing this issue. [[User:Minotaur|Minotaur]] 02:40, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Restocking On Fireball Arrows After 'Rise in the East' ==&lt;br /&gt;
&lt;br /&gt;
I've discovered that you can make a Guard fire(literally- heh) Fireball arrows collected from Japhet's Folly. This serves as a  nice way to restock on them if you're as addicted to using them as I am. Here is a quick walkthrough:&lt;br /&gt;
&lt;br /&gt;
1. Pickpocket a Guard and remove all arrows and weapons (other than a bow) from their inventory. It also helps to remove a piece of armor or to reverse-pickpocket an item (like a gem) into their inventory. This makes it easier to tell which Guard you were using (lest one of the Fireball arrows blasts them to the other side of the city).&lt;br /&gt;
&lt;br /&gt;
2. Back a Guard into a corner by repeatedly sprinting and running into them. This minimizes the chances of the explosions throwing them into a place where they can't be reached. &lt;br /&gt;
&lt;br /&gt;
3. Shoot about 2 or 3 of the Fireball arrows at the Guard (at least one of the arrows needs to make it into their inventory). &lt;br /&gt;
&lt;br /&gt;
4. Attack the Guard to make them attack you.&lt;br /&gt;
&lt;br /&gt;
5. Sit back as the Guard (hopefully) draws their bow and starts shooting the Fireball arrows at you. (As Guards will never run out of the type of arrow they're firing, you can collect as many of the Fireball arrows as you want.)&lt;br /&gt;
&lt;br /&gt;
Hope that helps! (Sorry, no account, just a frequent visitor.) -[[Special:Contributions/174.98.48.90|174.98.48.90]] 19:06, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fire Arrow Glitch ==&lt;br /&gt;
&lt;br /&gt;
Has this been patched or something? And do the arrows have an ID code and can safely add them to ye' inventory? {{uns2|19:31, 17 July 2012|172.130.199.163}}&lt;br /&gt;
&lt;br /&gt;
== Possible bookshelf bug ==&lt;br /&gt;
&lt;br /&gt;
So I recently started modding and was placing bookshelves in my new player home, when I noticed that none of them was working correctly. First I thought that it was a mistake i made, but then I tested the bookshelves already in the game and they had the same issue. Whenever I removed a book by hand from the shelf, its maximum capacity increased by one, so for example if I removed a book from a full bookshelf it said I could place two more (but of course only one of them would show up on the shelf).&lt;br /&gt;
I also disabled all mods, and the problem still persisted. After some digging I found the source of the issue in the PlayerBookShelfTrigger script (there were two unnecessary lines), commented it out, compiled the script, and the bookshelves work perfectly now. I'm not sure if it's a bug in the original game or if I caused it myself somehow.&lt;br /&gt;
Can anyone confirm that this bug exists? It would be much appreciated. {{uns2|12:44, 20 July 2012|81.182.168.58}}&lt;br /&gt;
&lt;br /&gt;
:Confirmed. Had the same problem, spent hours looking for my mistake when it was one that Bethesda made. To fix: remove the following two lines from the script before compiling and saving:&lt;br /&gt;
:(Shelfcontainer as PlayerBookShelfContainerScript).CurrentBookAmount = (Shelfcontainer as PlayerBookShelfContainerScript).CurrentBookAmount - 1&lt;br /&gt;
:(ShelfContainer as PlayerBookShelfContainerScript).RemoveBooks((TriggerRef.GetBaseObject()), 1){{uns2|17:24, 4 August 2012 |200.150.187.217}}&lt;br /&gt;
&lt;br /&gt;
== Bug template ==&lt;br /&gt;
&lt;br /&gt;
Is there a reason this page doesn't use the bug template? I feel that the vn=1 and confirmed=1 parameters would really help. Would anyone mind if I added the template to each bug? '''[[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;►t&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►e&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;''' 20:43, 21 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Music glitch ==&lt;br /&gt;
&lt;br /&gt;
I experienced a glitch where the combat music wouldn't stop. It occurred during a random animal attack in the wilderness, and continued on for quite awhile, even after fast-traveling, changing zones, quickloading, and engaging in further combat. It only stopped when I exited the game entirely, then restarted. I found a bug note on the [[Skyrim:Battle_for_Whiterun_(Stormcloaks)#Bugs|Battle for Whiterun (Stormcloaks)]] page that describes the same thing. I think this may be a game-wide glitch, rather than specific to that quest. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 21:02, 21 July 2012 (UTC)&lt;br /&gt;
:I have seen it reported in many places and have also experienced it, so I also think this is the case. '''[[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;►t&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►e&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;''' 21:11, 21 July 2012 (UTC)&lt;br /&gt;
::Ok. I'll add it to the page. Thanks, Vely. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 21:37, 21 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trainer gold &amp;quot;glitch&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
''[[Skyrim:Trainers|Trainers]] can be pickpocketed to get your gold back after training. With maximum pickpocket skill + gold perk{{vn|Is this the Cutpurse perk?}}, the limit for being able to steal it back in one shot is 2000 gold, after which you simply have a flat 0% chance. For higher level skill training, you may need to pickpocket it back after each training session to make sure you can recover all of it.''&lt;br /&gt;
&lt;br /&gt;
Should this entry be on the Glitches page? I don't think it meets the definition of a glitch. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 21:19, 21 July 2012 (UTC)&lt;br /&gt;
:I removed it completely. It's not an exploit but a regular mechanic, perhaps an oversight by the creators in how it's used but not a glitch of any kind. '''[[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;►t&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►e&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;''' 22:19, 21 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Avenicci is a scammer - Breezehome alchemy lab doesn't appear ==&lt;br /&gt;
&lt;br /&gt;
When I ask to purchase the alchemy lab upgrade for Breezehome, the money is removed from my inventory but the corner that is supposed to contain the alchemy lab is left bare. The &amp;quot;Alchemy laboratory. (500 gold)&amp;quot; option stays in the dialogue list. I can purchase the alchemy lab an infinite number of times (or at least until I'm down to less than 500 gold) and will never receive the alchemy lab. All of the other upgrades work just fine. This is a brand new save file with the latest patch and Dawnguard installed. I have another save file that was created with the latest patch but without Dawnguard installed, and I was able to purchase and upgrade Breezehome without any problems. Interestingly, on the save file that I had created prior to Dawnguard's installation, I later purchased Proudspire Manor //after// Dawnguard's installation and was able to completely upgrade the Manor without any problems. I will continue to play and see if other houses have this problem. I'm inclined to believe that either: 1) Dawnguard broke Breezehome; or 2) Dawnguard broke all the player houses but only if you start a new game after installing Dawnguard. Of course, I can't be certain until further testing is done. [[User:Just Cav|Just Cav]] 09:17, 28 July 2012 (UTC)&lt;br /&gt;
:This bug is already listed on the main [[Skyrim:Dawnguard|Dawnguard]] page and the [[Skyrim:Breezehome|Breezehome]] page. It's not a &amp;quot;general&amp;quot; glitch and therefore isn't relevant to this article. [[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; 11:50, 28 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== infinite spell tomes from bookcases glitch not happening ==&lt;br /&gt;
&lt;br /&gt;
I was trying to use the spell tome duplication glitch via the bookcases (yes, I am a cheater, so what?) and I couldn't get it to work. I did by placing the spell tome on the bookshelf, then reading it from within the bookshelf. I have read that it isn't supposed to disappear, but it does. Has it been patched? or am I doing it wrong? {{unsigned|89.243.178.211|21:12, 15:11, 6 August 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:To me it seems like you are referring to the glitch for the daedric quest reward Oghma Infinium as if it should work on ordinary spell tomes. I do not think I have found any reference to the glitch working for anything else than Oghma Infinium? —[[User:MortenOSlash|MortenOSlash]] 15:58, 6 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Help Decorating House ==&lt;br /&gt;
&lt;br /&gt;
The physics glitch mentioned in the article where items won't stay where you dropped them.  It says that if you save then immediately reload that save, exit your house and go back in you can place the items and they will stay where yu put them.  Well It I tried this several times but it hasn't worked for me, every time I&amp;quot;ve returned to my house to find my stuff is in dissaray.  So I guess what I'm trying to say is: Is there a better way to do this?  And if it doesn't really work should we remove that part from the glitches page?--[[User:ElementalDud|ElementalDud]] 17:55, 7 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Orbital Paarthurnax ==&lt;br /&gt;
&lt;br /&gt;
I defeated Alduin at the Throat of the World, and went over to Paarthurnax to speak to him. The dialogue started, but Paarthurnax shot up into the air and kept rising, his voice getting quieter until only the subtitles remained. While he was up there, the quest marker icon in the compass constantly moved from left to right over and over. Once the dialogue had finished, he came straight back down and settled on top of the word wall monument. This is with patch 1.6 on XBox360. [[Special:Contributions/31.109.16.68|31.109.16.68]] 19:07, 8 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Destruction leveling glitch ==&lt;br /&gt;
&lt;br /&gt;
So I randomly was trying to increase Restoration by damaging my health, I was jumping in the blacksmith forge in Riften and it was making sounds like I was being hurt, but no damage was being done. However, my Destruction skill started to increase the longer I jumped in the flames. Free easy Destruction training.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 00:58, 15 August 2012 (UTC)&lt;br /&gt;
:This is already noted on the [[Skyrim:Destruction#Gaining_Skill_XP|Destruction]] page. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 03:43, 15 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sprint issues with Xbox 360 controller on PC ==&lt;br /&gt;
&lt;br /&gt;
After installing a Xbox 360 controller, the &amp;quot;sprint&amp;quot; command isn't working, even when remapped to another button. This is with Dawnguard and patch 1.7 on PC. {{unsigned|184.160.229.114|21:56, 16 August 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
== Put people in well in riften! ==&lt;br /&gt;
&lt;br /&gt;
I was just screwing around and found that if you drop an iron arrow and then throw it into the well in riften a bunch of people will try to get it and will appear inside the well. it may take a few moments but they do. It is rather entertaining when accompanied by saying &amp;quot;It puts the lotion on its skin.&amp;quot; They like to fight over the arrows as well and can cause some characters to die. They will get out after a short while. it takes them a short while to get into the well. and as i said they just kinda teleport into/out of it.&lt;br /&gt;
Any one else able to repeat this? {{uns2|17:54, 18 August 2012|99.195.207.114}}&lt;br /&gt;
&lt;br /&gt;
== Mannequin Armour dupe glitch... ==&lt;br /&gt;
&lt;br /&gt;
Can I please have a confirmation that this glitch has been patched by either the [[Skyrim:Dawnguard|Dawnguard]] Plugin or the 1.7 patch. I'm curious as I was planning on duping the Aetheral Sheild and the Aetherial Crown.[[User:KingK|&amp;lt;font color=&amp;quot;Blue&amp;quot;&amp;gt;KingK&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:KingK|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Talk&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 18:26, 19 August 2012 (UTC)&lt;br /&gt;
:Also on a separate note would having 15 copies of the Aetheral crown allow a player to have All the standing stone abilities if He/She we're to equip all of them at the same time?[[User:KingK|&amp;lt;font color=&amp;quot;Blue&amp;quot;&amp;gt;KingK&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:KingK|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Talk&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 18:29, 19 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Auriel%27s_Bow&amp;diff=1007622</id>
		<title>Skyrim talk:Auriel's Bow</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Auriel%27s_Bow&amp;diff=1007622"/>
		<updated>2012-08-19T13:40:59Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Auriel's Bow enchantment */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Auriel's Bow's strength==&lt;br /&gt;
The enchantment say undead take triple the damage, is that triple the 20 sun damage (therefore 60 sun damage), or triple the damage of the whole shot?[[User:Jpalmss|Jpalmss]] 19:26, 28 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I doubt we have any way of knowing until it comes to PC. —[[User:Legoless|Legoless]] 19:29, 28 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Used it with my mage on Lord Harkon (who is obviously undead) and it did little damage to him. Just a guess but I think it does triple of the bow's damage. Utter speculation mind you.--[[User:SamGhadiali|SamGhadiali]] 21:49, 28 June 2012 (UTC)&lt;br /&gt;
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::: I suppose that also means nobody knows how many times you can charge it...?[[User:PrometheusTheElf|PrometheusTheElf]] 19:37, 1 July 2012 (UTC)&lt;br /&gt;
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:::: I Added the charge. ^_^ &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; 19:46, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: Damn thats almost nothing! Thanks! [[User:PrometheusTheElf|PrometheusTheElf]] 20:13, 1 July 2012 (UTC)&lt;br /&gt;
:::::: Soul gems. Good for leveling enchanting if nothing else![[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;''']] 02:36, 31 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::Is the enchantment part of any magic schools? I'm really hoping it counts as part of the Destruction School, so I can use this easily with my current set of end-game Daedric Armor. I'll find out shortly and comment back, though. Edit: Sadly, I don't think it is part of any schools. One would think a weapon 'powered by the sun' would be self-sufficient.--[[User:Playerseekingbugs|Playerseekingbugs]] 19:55, 14 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}} It's destruction, and you cannot disenchant it. '''[[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;►t&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►e&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 22:39, 14 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I suspected that it couldn't disenchanted. There are at least two scripted effects to this bow, maybe more since there are reports that you don't need special arrows to break Harkon's barrier with it. But the game doesn't seem to count it as a Destruction enchantment; it's not affected by Fortify Destruction enchantments (still only 26 shots' worth of charge), even at 100% cost reduction.--[[User:Playerseekingbugs|Playerseekingbugs]] 03:12, 15 August 2012 (UTC)&lt;br /&gt;
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== Blood cursed arrow ==&lt;br /&gt;
&lt;br /&gt;
Can these still be receive if you join the dawnguard?[[User:KingK|KingK]] 17:40, 14 July 2012 (UTC)&lt;br /&gt;
:Yes they can, in the same manner as if you are a vampire. Just talk to Serana after getting the bow or after you kill harkon(I forget which triggers it) but I am DG right now and can make the arrows [[User:AzureKing|AzureKing]] 23:05, 16 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Leveled? ==&lt;br /&gt;
&lt;br /&gt;
Is it leveled, or does the damage (Not counting the &amp;quot;effect&amp;quot;) remain the same no matter what level it's acquired?[[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;''']] 23:26, 1 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The base damage (13, which is what we list) doesn't change from what I see in the records. This is the strongest and only used version of the bow, as well. Though I can't be entirely sure since I haven't played Dawnguard yet. You can increase the damage through perks and tempering the bow, of course. Besides that, there is nothing you can do for it. --[[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; 23:39, 1 August 2012 (UTC)&lt;br /&gt;
::Oh yea, I always temper it and so on. I was just wondering if there should be any incentive for me to hold off on getting it... Or get the damn thing as fast as possible like my last character.[[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;''']] 00:14, 2 August 2012 (UTC)&lt;br /&gt;
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== CTD ==&lt;br /&gt;
&lt;br /&gt;
I've just reached the part where you need to kill Harkon with the bow, but whenever I equip it and scroll down to equip the special arrows, the game just crashes to desktop with no error message. Playing on PC. [[User:Burrich|Burrich]] 19:11, 4 August 2012 (UTC)&lt;br /&gt;
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:I second the above post, I also occasionaly crash to desktop the second I click on the bow in my inventory. Also without error message. I have sent a support message to Bethesda but they have not responded, and research using Google has found no relevant results for me. --[[User:Nikolai5|Nikolai5]] 13:17, 5 August 2012 (UTC)&lt;br /&gt;
::I'm not sure why that would happen, however you can break Harkons barrier using the bow with normal arrows as well. &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; 13:19, 5 August 2012 (UTC)&lt;br /&gt;
::: I have a response from Bethesda and they say that it is not a known issue or bug that they know of and they recommended as I am sure they do with any other bug to remove all of the mods I am using and re-install Skyrim. -- [[User:Nikolai5|Nikolai5]] 19:33, 17 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shooting the sun doesn't take away its negative effects? ==&lt;br /&gt;
&lt;br /&gt;
When I shoot the Sun with it turns red, then I look in my active effects and I still have the weakness to the Sun. Any fix for this (I'm on PC).[[Special:Contributions/108.83.200.18|108.83.200.18]] 17:41, 5 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Auriel's Bow enchantment ==&lt;br /&gt;
&lt;br /&gt;
What circle of magic is the enchantment on Auriel's bow? It's not Destruction or Restoration. I have dual enchanted gear to reduce costs 100% for both Destruction and Restoration, but the bow is still draining charge fast. [[Special:Contributions/24.156.216.144|24.156.216.144]] 13:40, 19 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Drain_Vitality&amp;diff=1007610</id>
		<title>Skyrim talk:Drain Vitality</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Drain_Vitality&amp;diff=1007610"/>
		<updated>2012-08-19T12:55:41Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Word Wall with the third word for Drain Vitality. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Marked for Death bug==&lt;br /&gt;
{{Good Question|Jun 2012}}&lt;br /&gt;
It seems to share the same words as the Marked for Death shout. {{uns2|12:03, 29 June 2012|24.84.172.104}}&lt;br /&gt;
:I have this as well. When I use this shout it says 'Krii Lun Aus' &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; 12:08, 29 June 2012 (UTC)&lt;br /&gt;
::yup yup me too. I have all three words for &amp;quot;drain vitality&amp;quot; and just the first for &amp;quot;marked for death&amp;quot;. However it shows drain vitality in my shout list twice. marked for death once. It has the description for the second as, drains 1 hp drains 1 stamina drains 1 magicka.  Any ideas what causes this? {{Uns2|11:03, 30 June 2012|68.238.152.79}}&lt;br /&gt;
:::It does seem to be purely aesthetic, Marked for Death and the Drain Vitality version of it seem to do the same thing. {{Uns2|19:35, 30 June 2012|Tabber42}}&lt;br /&gt;
::::On Xbox, after getting all three shouts then later getting a [[Skyrim:Marked for Death|Marked for Death]] Shout there may appear a second [[Skyrim:Drain Vitality|Drain Vitality]] Shout with the same two words in [[Skyrim:Marked for Death|Marked for Death]], Kill and Leech.(Third word unknown for I have not gotten it yet, I presume it will be the same as well.) This second [[Skyrim:Drain Vitality|Drain Vitality]] Shout has the same name and appearance except the information box below says &amp;quot;Drains 1 points of Health per second for 20 seconds. Drains 1 points of Magicka per second for 20 seconds. Drains 1 points of&amp;quot; and the text is cut off, but I presume it says Stamnia. Also if you unlock a word in [[Skyrim:Marked for Death|Marked for Death]] it unlocks a word in this new shout. One soul for two words. Although it says it's a different shout, no new characteristics have been seen. Not quite sure how this happened.Pictures will be uploaded to confirm. {{Uns2|22:02, 2 July 2012|70.56.165.226}}&lt;br /&gt;
:::::Moved from article because it has not been fully checked by the poster and for being far too long. Investigate it first before you post partial possible bugs. [[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; 21:14, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}}I cant learn anymore words for &amp;quot;marked for death&amp;quot; i have only the first one. Any new ones are not added to the shout list. drain vitality glitches marked for deathy... {{Uns2|00:12, 3 July 2012|68.238.152.79}}&lt;br /&gt;
:I had level 2 marked for death when i learned drain vitality. I somewhere down the line i gained ANOTHER drain vitality that has the same words as marked for death, with 12,12,12 and &amp;quot;drains 1 hp drains 1 stamina drains 1 magicka.&amp;quot; I was still able to learn the last word of marked for death on the dragon lair wall AND learn the last word of drain vitality afterwords. I currently have 2 drain vitalitys and 1 marked for death, all of them fully upgraded.  hope this helps =p {{uns2|12:23, 3 July 2012|24.177.228.60}}&lt;br /&gt;
::Is it possible that if you first get all normal drain vitality words, then if you get a word for marked for death, that it wont glitch? Because I personally really do not want this glitch :/ Can anybody confirm this? {{uns2|17:53, 4 July 2012|87.114.245.217}}&lt;br /&gt;
:::I just did some testing. I had all three words of Drain Vitality, then picked up all three words for Marked for Death. I currently have Marked for Death in my list appearing as it's supposed to; however, I also have 3 Drain Vitality shouts. The first one appears as it's supposed to. The second one has the words for Marked for Death, and drains 2 of each attribute per second. The third also has the words for Marked for Death, but the Drain values are at 1 per second. So it appears that if you get all three words for both shouts, you get access to both shouts; you just have two extra entries for Drain Vitality that are bugged. [[User:Swk3000|Swk3000]] 21:10, 7 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Last night I got all 3 words for Marked for death without any words for drain vitality when I got the last word for marked for death the same bug occurred to me. I had two versions of drain vitality when I had not even learnt a word for drain vitality, I think it is marked for death that is bugged. This was on 360. {{uns2|23:56, 11 July 2012|49.176.2.148}}&lt;br /&gt;
&lt;br /&gt;
{{od}}I have the same problem as well. I noticed the glitched shout shares the same look as the actual Drain Vitality shout and not the Marked for Death shout, the cooldown is 12 seconds like the glitched shout says (I timed it repeatedly and got the same results every time for the two levels of the shout I have unlocked), and when I use the shout I don't hear any words. There are still things about this glitched shout that I would like to investigate but I cannot because I am on the console. I would like  to know if the shout gets stronger the longer you hold down the button like the Marked for Death shout and I would like to know if the shout also reduces armor rating as well as if it retains the permanent loss of armor rating glitch the Marked for Death shout has. Sadly I cannot investigate further until I have Dawnguard on the PC, and that is if this isn't a glitch specific to the Xbox 360 console version of Skyrim. {{uns2|06:13, 12 July 2012|38.69.34.239}}&lt;br /&gt;
&lt;br /&gt;
Attempts to remove extra &amp;quot;Drain Vitality&amp;quot; shouts from an Xbox 360 save file on the PC with the console have been met with no success.  The console fails to recognize these shouts as valid parameters so player.removeshout commands do not work.  A more creative fix will likely be needed. [[User:Garland|Garland the Elder]] 14:34, 4 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quest Failed to Clear==&lt;br /&gt;
I came here with a radiant quest from the Greybeards for a word of power. Just installed Dawnguard and haven't begun any Dawnguard content yet or gotten the first word of Drain Vitality yet. I picked up the word okay, and it gave me the first word of Drain Vitality, but the quest failed to be marked as completed and got stuck in my journal. {{uns2|20:02, 19 July 2012 |38.125.60.119}}&lt;br /&gt;
:Same here, I even completed the quest after learning the word using the console, but Arngeir still gives me the same location. {{uns2|20:32, 14 August 2012|109.228.158.113}}&lt;br /&gt;
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== Bug with Drain Vitality and the Greybeards ==&lt;br /&gt;
&lt;br /&gt;
On Xbox 360. I have previously learned all of Drain Vitality, and decided to go talk to the Greybeards to find more Shouts. I asked Arngeir where other Words of Power could be found, and he sent me to Arcwind Point (location of one of the Words for Drain Vitality). The Word Wall is lit up, highlighting the word, but I cannot do anything else there. The quest marker remains on my map, and the quest in my journal. I reloaded once and asked Arngeir again, and he is still sending me to Arcwind. Has this happened to anyone else? Can anyone please confirm this? {{Uns2|14:50, 20 July 2012|64.150.147.130}}&lt;br /&gt;
:Happened to me as well and it seems it can't be solved... Dawnguard was a good dlc but after downloading it my game became glitchy as hell with things like this and game crashes all the time, anyway the only solution for now is to wait for patches... {{uns2|14:41, 24 July 2012|85.73.4.224}}&lt;br /&gt;
&lt;br /&gt;
I got this quest from the Greybeards too, and it won't clear.&lt;br /&gt;
:I also had this happen to me, and I let it stay there and continued on with the game for a while, after learning at least 3 to 4 more words of power the quest automatically updated and I was able to go back to Arngier, but after doing quite a few more find word wall quests from him, he now has sent me back to Arcwind Point! I dont understand how or why, because I already went there, got the word, the glitch happened and then finally went away, and now he wants me to go back there again and there won't even be a word this time. Anyway I'm going to do an experiment, I have not learned the final word of Drain Vitality that is on the frozen lake, so I reloaded my auto-save from before I fast-traveled to Hrothgar, and I'm instead going to go learn the final word, and I'm also going to activate the three drain vitality words, as i only have the first active, then I'm going to try to go back to Arngeir and ask him where to find another word. Hopefully he will not point me to Arcwind Point again. I will update this when I am done in an hour or so when I find out.(Also on a side note, I too have three total drain vitality shouts two of which use the same words as marked for death and do absolutely nothing from what I can see...) -Chris&lt;br /&gt;
:: UPDATE - IT WORKED! Ok, sorry I was unable to finish last night and update this, but, here it is. Ok so what I did was when Arngier sends you to Arcwind Point, reload the autosave and leave Hrothgar without talking to him, find all 3 words of power for Drain Vitality. Next kill three dragons, and use their souls to unlock Drain Vitality's 3 words. Finally return to Arngier and viola, he gave me a different word wall to find. So if I am correct, having the actual Drain Vitality shout, all 3 words, unlocked and done with, should update Arngier so that he doesn't think you need to find those words still, thus he will not send you to Arcwind Point. In fact, I may have to start a new character just to see if before finding any marked for death words and going straight for the 3 drain vitality words first, maybe that will make it so you do not get the marked for death glitch, or the 2 extra glitched drain vitality shouts that use the same words as marked for death, and Arngier may never even try to send you to arcwind point thus also fixing that glitch. I will update when I can figure out if it works. -Chris&lt;br /&gt;
&lt;br /&gt;
I am staring at the actual wall in game and the name is Svala, not Svolo (definitely 'a's not 'o's) and 'NUZ' ('but') not 'NUS' ('statue').  If one assumes that KRIIN was meant to be KRII ('kill') and PIRAAK means something like 'has/had' or 'possess/ed', then the inscription says &amp;quot;Here lies (the) body of Svala, who possessed (the) strength to kill (a) dragon, but not (the) stamina to kill many.&amp;quot; [[Special:Contributions/24.143.59.143|24.143.59.143]] 21:44, 12 August 2012 (UTC)Aydena&lt;br /&gt;
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== Does Resist Magic reduce the effect of this shout? ==&lt;br /&gt;
&lt;br /&gt;
I'm almost definitely sure it does, but just want to know.  (I don't have Dawnguard yet.)  --[[Special:Contributions/71.202.138.39|71.202.138.39]] 05:51, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This shout isn't affected by resistances or spell absorption. However wards, including the one from Spellbreaker, will block it.--[[Special:Contributions/213.49.225.235|213.49.225.235]] 12:08, 18 August 2012 (UTC)&lt;br /&gt;
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== Word Wall with the third word for Drain Vitality. ==&lt;br /&gt;
&lt;br /&gt;
Grabbed a screenshot with the dragon text for the third word in Drain Vitality if someone can add the text to this article. [http://cloud.steampowered.com/ugc/558698452629580890/27E5FEDCA95731EF6E0532605EC69631FC9B6414/] [[Special:Contributions/24.156.216.144|24.156.216.144]] 12:55, 19 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Battle_for_Windhelm&amp;diff=963858</id>
		<title>Skyrim talk:Battle for Windhelm</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Battle_for_Windhelm&amp;diff=963858"/>
		<updated>2012-06-03T18:54:50Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Reward weapon */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Battle music never stops==&lt;br /&gt;
There appears to be a bug related to this quest where the battle music never stops after it's finished. Google shows it to be a fairly common problem, so something about it should be added. [[Special:Contributions/82.125.106.79|82.125.106.79]] 08:04 14 December 2011&lt;br /&gt;
:I have something similar to this. There is battle music constantly playing yet there are no Stormcloaks or Imperials or even any Citizens. The whole city is on fire still. When I enter the city it says ''You must help the soldiers defend the city before you can enter.'' I reloaded a previous save but it ended the same. [[User:Kimi the Elf|Kimi the Elf]] 08:58, 31 December 2011 (UTC)&lt;br /&gt;
::I also encountered the music bug and Ulfric and Galmar's corpse bug. The battle music persisted even after I fast-traveled to solitude. So I paused the game to search for a fix online and when I got back, it was back to normal and playing the town music thankfully. ([[User:ZekunD|ZekunD]] 12:53, 6 January 2012 (UTC))&lt;br /&gt;
:::When Galmar wouldn't go away, I used the same trick suggested for when you bring back the sapling of the Gildergreen and the old dead tree won't go away -- I clicked on him in the console and issued the command '''markfordelete'''. Then I saved and reloaded my save, and he was gone for good. This only works on the PC, of course. --[[Special:Contributions/174.6.51.17|174.6.51.17]] 08:14, 4 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Note about &amp;quot;various people&amp;quot; in room upstairs ==&lt;br /&gt;
I attempted to recreate the situation in the Notes section where a room upstairs contains &amp;quot;various people' after Ulfric is killed. After trying many different combinations of entry/exit and timing with General Tullius and Legate Rikke, I was completely unable to recreate this. The only time anybody reappeared in the Palace of the Kings was after exiting and re-entering the Palace at least twice through any door. I suspect that the author of that note just happened to catch the Palace staff respawning at just the right time following the confrontation with Ulfric. Maybe this only occurs on a particular game platform. I was only able to test it on the PC. [[User:Xyzzy|Xyzzy]] 18:15, 31 March 2012 (UTC)&lt;br /&gt;
:Thanks for checking that out, Xyzzy.  Since you weren't able to recreate it and no one else has confirmed anything either way, I'm going to go ahead and move it here.  &lt;br /&gt;
::''* After killing Ulfric, Tullius and Rikke will go outside to have a speech with the legion. Go outside the palace then immediately go back to the Palace of Kings again. Now, go to Palace of the Kings Upstairs, there will be a long alleyway with intersection of four doors. The second door on the right side of the second intersection will be full of various people.''&lt;br /&gt;
:If anyone else finds anything, then it'll probably have to go under the bugs section later on. &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; 17:23, 1 April 2012 (UTC)&lt;br /&gt;
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::I'm not a regular poster to the wiki, but I just finished that quest (PC) 3and found people in the room upstairs.  I re entered the Palace during Tullius' speech and went upstairs, down the hall and into the second door on the right.  There were about ten people in it, all named NPCs with the Stormcloak faction.  I wrote down their names, however they are the same people that can be found in the main hall after Tullius leaves, i.e. Anuriel, Jarl Skald, Jarl Laila Lawgiver etc. and including Captain Lonelygale, who has a line of dialogue as he exits the palace shortly after.  I suspect that new copies of these named NPCs are spawned here with new AI packs at the completion of the Imperial quest and released when Tulius leaves after his speech. [[Special:Contributions/24.67.37.143|24.67.37.143]] 00:32, 6 April 2012 (UTC)miker&lt;br /&gt;
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::: I can confirm this. An entire group of people are gathered there, all ready to get downstairs when the quest ends. Not sure it's a bug - could just be simple game mechanics, but a fun discovery all in all. --[[User:Krusty|Krusty]] 22:41, 14 April 2012 (UTC)&lt;br /&gt;
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== Catapults at the Imperial Camp ==&lt;br /&gt;
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I can verify the existence of three catapults in the Imperial Camp to the south-east of Windhelm during the siege of the city. They can apparently be fired and reloaded indefinitely, and the shots fired do not seem to do anything that might influence the siege. --[[User:Gigano|Gigano]] 19:16, 1 April 2012 (UTC)&lt;br /&gt;
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: I was able to fire them as well, but only if I returned to the camp after being sent to Windhelm by Legate Rikke, but before receiving General Tullius' orders in front of the gates. If I returned after receiving the orders, the catapults were present, but disappeared within seconds of my arrival. In both cases, I fast traveled to these locations. I also didn't see any apparent reduction in defenses or increase in damage to the city by repeated firing of the catapults. [[User:Xyzzy|Xyzzy]] 03:37, 2 April 2012 (UTC)&lt;br /&gt;
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:: They're there, and can be fired, but are merely there as a gimmick - just like the catapults inside Whiterun during the Stormcloaks attack. --[[User:Krusty|Krusty]] 13:42, 2 April 2012 (UTC)&lt;br /&gt;
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:::I can also verify that the catapults appear and can be fired.  I have put up a photo with them in it [[Skyrim:Windhelm Military Camp|here]].  They are not in the [[Skyrim:Eastmarch Imperial Camp|Eastmarch Imperial Camp]] as was formerly stated but in the newly formed Windhelm Military Camp.  I am not sure that this was why the VN tag was added, however. [[User:Coronus|Coronus]] 05:23, 16 April 2012 (UTC)&lt;br /&gt;
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== Questline not registering as completed properly? ==&lt;br /&gt;
{{Good Question|Apr 2012}}&lt;br /&gt;
I've completed the Civil War questline for the Imperials now, but I'm not sure whether it's completed properly. On my statistics page, it says &amp;quot;Questlines Completed: 0&amp;quot;. Also, people still talk and act as if there is still a civil war going on, and I have the miscellaneous quest &amp;quot;Report to the Jarl of Whiterun&amp;quot; stuck in my quests.&lt;br /&gt;
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I've experienced all of these things before on a different save file. Is this a bug, or did Bethesda really overlook the fact that a player might actually get to the end of the Civil War chain? :S&lt;br /&gt;
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I'm on the Xbox360 version, up-to-date as of 03/April. [[Special:Contributions/90.217.81.66|90.217.81.66]] 14:30, 3 April 2012 (UTC)&lt;br /&gt;
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== Hadvar Bug Fix Doesn't Work ==&lt;br /&gt;
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Right, I've completed the civil war plotline for the Imperials, got back to Whiterun, and just as it says in the Wiki Hadvar has popped up and follows me around everywhere. Problem is the fix detailed in the Wiki doesn't seem to work. I've tried to do what it said - saved while standing as close to him as possible and loading from then - but he just won't go away. Is there another way around this? I'm on Xbox so can't use the console. [[User:Athelstan|Athelstan]] 15:33, 9 April 2012 (UTC)&lt;br /&gt;
:There is a more detailed bug fix on [[SR:Hadvar|Hadvar's]] page.  Make sure you are saving and reloading in Whiterun or Windhelm.  Another thing that may help is if you completely restart your system before reloading.  I am a PC user, so I am not too familiar with the workings of an Xbox, but on the PC I need to close the game to desktop to get it out of the ram.  You would probably want to do something equivalent with the Xbox.  You could also try completing [[SR:Honor Thy Family|Honor Thy Family]] like Hadvar's page suggests.  If all else fails, there are ways of transferring Xbox saves onto the PC and making console changes before changing it back to the Xbox. [[User:Coronus|Coronus]] 03:43, 14 April 2012 (UTC)&lt;br /&gt;
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== Reward weapon ==&lt;br /&gt;
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I've played the Imperial campaign multiple times and every time the reward weapon is a leveled sword with a health absorb enchant. Has anyone received a different enchant on the weapon? [[Special:Contributions/24.156.216.144|24.156.216.144]] 18:54, 3 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Shahvee&amp;diff=949325</id>
		<title>Skyrim talk:Shahvee</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Shahvee&amp;diff=949325"/>
		<updated>2012-05-10T06:37:00Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Workaround for not getting Shahvee's quest outside */ new section&lt;/p&gt;
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&lt;div&gt;== Merchant ==&lt;br /&gt;
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The page states that you can buy and sell from her, but I cannot. I don't want to just remove the part that notes this, because there could be other variables. (Like where you move, etc?)[[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;''']] 17:18, 15 November 2011 (UTC)&lt;br /&gt;
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It's a bug you are having,  I wasnt even able to marry that character until I reverted to a much earlier save, Spousal NPCs only set up shops if you decide to live in a different town from where they originate, in Shahvees case, if you live anywhere but Windhelm, she will sell random goods. Although they don't own a physical shop. [[Special:Contributions/24.224.198.152|24.224.198.152]] 15:45, 16 November 2011 (UTC)&lt;br /&gt;
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Shahvee is actually quite an adept merchant. I married her and set her up in my house in Whiterun, and was surprised to find her selling not &amp;quot;random goods&amp;quot; (which sounds like something minor, wooden plates or the like) but orcish and dwarven arrows, armor, soul gems, and decent-quality alchemy potions, among other things. I've seen her working at the alchemy table in the Whiterun home, so I wonder how much the capabilities of the different spouses as merchants depend on their own capabilities (Shahvee is strong in alchemy) and on the equipment available to them.&lt;br /&gt;
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I wish the game allowed you to designate a container to put things in for your spouse to sell. It would be awesome if she would spend the time I was away flogging all the swords and shields I pick up along the way. --[[Special:Contributions/174.6.51.17|174.6.51.17]] 22:59, 26 January 2012 (UTC)&lt;br /&gt;
:She also seems to have some source for ore and ingots that assures a small but constant supply. For instance, she nearly always has one or two ebony ingots for sale. Over time, you can amass quite a bit from her. --[[Special:Contributions/174.6.51.17|174.6.51.17]] 23:01, 12 February 2012 (UTC)&lt;br /&gt;
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==Sleeping==&lt;br /&gt;
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I am pretty sure she does not sleep. At least in Proudspire... I have been following this woman for days now and cannot find a time in which she goes to bed. Mainly for the intention of the 15% bonus to skill training when sleeping with your partner. &lt;br /&gt;
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Also is there a way to give her clothing to wear? Apparently you cannot use the command to make her a companion it says, so is there any way to have her change her clothing?&lt;br /&gt;
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:As far as sleeping goes, she has a variable sleep schedule when married. Sometimes I've seen her sleeping in the middle of the day, sometimes it's late evening, but she never *goes* to sleep when you are in the house. As for clothing, I don't think it's possible to have her switch clothing. Given the inability to make her a follower, it precludes any option to have her change apparel without liberal use of console commands. [[Special:Contributions/24.156.216.144|24.156.216.144]] 09:54, 23 November 2011 (UTC)&lt;br /&gt;
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Dang, still have not seen her sleep as of yet though. Ill sometimes wait until the middle of the night and barge into the house to see her sitting at the table waiting for me. Then the same applies for the middle of the day. I just cannot find a time in which she is sleeping. The woman doesn't sleep! she waits...&lt;br /&gt;
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Thanks for the info though. I guess ill have to try harder. Also thought about the option of getting pickpocket leveled up high enough so I can steal equipped items. Then place another item on them? Would that work?&lt;br /&gt;
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::I've seen her sleep around midnight though I still got (werewolf) the bonus even if she wasn't asleep, meaning she ''does'' sleep.  Even if you're aware or unaware of her, found on Breezehome 4:48, 6 January 2012&lt;br /&gt;
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---I have tried planting new weapons/armor on people after using the &amp;quot;removeallitems&amp;quot; command, but they apparently would rather walk around naked than in some decent clothes. They don't seem to ever put on the new clothes you give them by pick pocketing them. Also, even with followers, once they are told to &amp;quot;part ways&amp;quot; and go home, they always revert back to their default armor. I tried &amp;quot;removeallitems&amp;quot;, then I gave (in this case Lydia) a set of ebony armor, and then I told her to go home (which was nearby). After I watched her go inside the house, I went inside after her and she had already reverted back to her default armor. I have a feeling even if you could get them to wear their new clothes/armor, they would just revert back to their default image as soon as you leave the area.&lt;br /&gt;
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== Dialog should change ==&lt;br /&gt;
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If you marry her and set up in a house together, and then ask her if she's always happy, she continues to answer as if she were still working on the docks. --[[Special:Contributions/174.6.51.17|174.6.51.17]] 11:11, 26 January 2012 (UTC)&lt;br /&gt;
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== Marriage not available to Nord player? ==&lt;br /&gt;
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The dialog option to start her personal quest, which leads to marriage, does not appear to my Nord character, but will for my Argonian character.{{unsigned|24.188.191.190|13 March 2012}}&lt;br /&gt;
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:I haven't seen her quest option on any of the characters my boyfriend or I have been playing either, including Khajiit, Breton, Orc, AND Argonian.  There's probably some other factor that we're missing. {{unsigned|129.93.5.134|29 March 2012}}&lt;br /&gt;
::It does not depend on what race you are. More likely, you were either doing [[Skyrim:Amren|Amren]]'s quest or just caught her at a bad time. Having said that, sometimes the option does not appear at all. Why that happens is unknown at the moment. [[User:Wolok gro-Barok|Wolok gro-Barok]] 12:54, 8 April 2012 (UTC)&lt;br /&gt;
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== Workaround for not getting Shahvee's quest outside ==&lt;br /&gt;
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If you find you cannot get Shahvee to give you the quest to get her amulet while she's at the tanning racks, approach her in the Argonian Assemblage. As long as you're not on one of the shared favor quests, she'll give it to you there. [[Special:Contributions/24.156.216.144|24.156.216.144]] 06:37, 10 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:I_Done_Got_Thaned!&amp;diff=907601</id>
		<title>Skyrim talk:I Done Got Thaned!</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:I_Done_Got_Thaned!&amp;diff=907601"/>
		<updated>2012-03-14T11:19:52Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Still has the bug when the city changes control */ new section&lt;/p&gt;
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&lt;div&gt;== Bug ==&lt;br /&gt;
Seems like this quest can get bugged and become uncompleteable if you clear Cragslan before you get the task to Disrupt the Skooma operation there. {{Uns|99.94.169.142|19:24, 20 November 2011}}&lt;br /&gt;
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:The quest has become bugged for me despite doing everything in the correct order. Bought the property, went to have a look at it before decorating it, after decorating spoke to the Jarl and she won't acknowledge that I've bought it. --[[User:Valadez|Valadez]] 17:01, 21 November 2011 (UTC)&lt;br /&gt;
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::The same thing has happened to me.  She told me to talk to her again after I bought the house.  I bought it and all the decorations, but she doesn't have any talk options relating to it, and standing near her gets no response. {{Uns|98.228.16.226|03:41, 23 November 2011}}&lt;br /&gt;
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:::For those getting stuck at the end, ''setstage FreeformRiftenThane 200'' seems to do the trick. You become thane of Riften, get a levelled weapon and can now find Iona in Honeyside. If others can confirm this works for them, please add the fix to the main page. - [[Special:Contributions/83.103.179.60|83.103.179.60]] 12:59, 23 November 2011 (UTC)&lt;br /&gt;
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::::Yeah, seems to have done the trick [[Special:Contributions/69.133.198.165|69.133.198.165]] 18:30, 23 November 2011 (UTC)&lt;br /&gt;
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:::::Confirmed YA: Gets stuck on stage 15.  Setting to 200 completes the quest and completes all pending tasks as mentioned above. {{Uns|Homer55|23:37, 24 November 2011}}&lt;br /&gt;
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::::::In my case, getstage returns 20; setstage 200 works but setstage 30 doesn't (says stage not found). Also, if completed this way, I don't see the quest on the finished quest list. [[Special:Contributions/71.132.201.220|71.132.201.220]] 07:56, 15 December 2011 (UTC)&lt;br /&gt;
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:::::::Instead of changing quest stages you can change the wrong value of quest variable from 2 (house visited) to 1 (house not visited), typing a command ''setPapyrusQuestVar HousePurchase RiftenHouseVar_var 1''. Then just talk to jarl. Entering the Honeyside later will change this variable back to 2. --[[User:Olauron|Olauron]] 22:35, 5 January 2012 (UTC)&lt;br /&gt;
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{{od}} Im not recieving the quest, is it because i finished the Imperial Legion Questline and the Jarl is different? -[[User:Azurome|Azurome]] 02:13, 25 November 2011 (UTC)&lt;br /&gt;
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:Apparently, if you buy the house, then the decorations before talking to the Jarl, it will bug (as opposed to buying JUST the house, then talking to her). This seems to have happened to me. I'm going to try the above fix. {{Uns|Eyrika|05:21, 1 December 2011}}&lt;br /&gt;
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=== Replication ===&lt;br /&gt;
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Was able to replicate bug. If you buy the house (Honeyside) from the Steward before you talk to the Jarl (when she tells you she is going to make you Thane), then the quest gets bugged and won't let you proceed with quest. This seems to be due to the intended sequence of the quest being 1. Talk to Jarl 2. Buy House from the Steward 3. Talk to Jarl where she makes you Thane. By completing step 2 before step 1, the Jarl will no longer have any speach options for step 1 or 3.&lt;br /&gt;
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The bug can also be replicated by, talking to the Jarl first (step 1), buying the house from the Steward (step 2), leaving and visiting the house, and returning to speak to the Jarl for step 3. She will be bugged this way as well. Decoration of house does not seem to affect this quest, rather it is the act of visiting the house that can trigger the bug. (Perhaps the main quest description should eliminate step 5 so as to not encourage the bug to happen. You do not need to visit the house to become Thane.) - [[User:Oldbucsfan|Oldbucsfan]] 21:27, 1 December 2011 (UTC)&lt;br /&gt;
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I suspect that what some interpret as decoration creating the bug is actually them visiting the house before completing the quest. I am guessing that they not only upgraded, but went to see their upgrades before talking to the Jarl the last time. I have tried (repeatedly) to get upgrading the house to cause the bug, but it will not for me. - [[User:Oldbucsfan|Oldbucsfan]] 21:59, 1 December 2011 (UTC)&lt;br /&gt;
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:Additionally I had an issue where every time I entered Honeyside various textures would fail to load and I'd end up with floors, items and various decorations invisible. It seems that this stemmed from the bug as I was unable to talk to the Jarl, and when I force-completed the quest the house worked fine and I've had no problems since. [[User:Aren13|Aren13]] 23:21, 15 December 2011 (UTC)&lt;br /&gt;
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=== Bug Avoidance ===&lt;br /&gt;
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Talk to Jarl first, immediately buy house from the Steward, and immediately talk to Jarl again. Do not visit the house before talking to the Jarl the second time or deviate from this order. - [[User:Oldbucsfan|Oldbucsfan]] 21:27, 1 December 2011 (UTC)&lt;br /&gt;
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== Never Even Got The Quest ==&lt;br /&gt;
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Did this a couple days ago but just stumbled onto this page today.  Looking through my quest list now and I never received this quest. Wish I could elaborate, but it is not fresh in my memory and I have no idea what I may have done to not get it.  I did everything for the quest and was still named Thane, in fact I just committed a crime to make sure and the dialogue option did pop up, so I'm definitely Thane.  Odd bug as a side effect though: didn't receive the Blade of the Rift for becoming Thane.  Got some enchanted Iron weapon, I thought she was just being cheap so I killed her sons. Whoops.--[[User:Affubalator|Affubalator]] 05:41, 4 December 2011 (UTC)&lt;br /&gt;
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::&amp;quot;thought she was just being cheap so I killed her sons. Whoops.&amp;quot; &amp;lt;---- (LMAO xD) {{Uns|173.33.113.75|07:28, 15 December 2011}}&lt;br /&gt;
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:I became Thane, but only received an enchanted iron weapon as well. In my case, I believe it was because I helped  the required number of people before actually being given the quest to become Thane. Hopefully someone else can verify this. {{Uns|70.71.134.5|20:33, 5 December 2011}}&lt;br /&gt;
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::Reply: It is not a side quest, it is a miscellaneous quest and therefore won't show up in the completed quests section of your journal. You in fact get something called the &amp;quot;Blade of the Rift&amp;quot; when you complete the quest, but it is not named that in your inventory. Instead it is a random leveled weapon, so what you describe is not a bug, but just the way this quest works. - [[User:Oldbucsfan|Oldbucsfan]] 22:11, 5 December 2011 (UTC)&lt;br /&gt;
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:::I saved the game and then realized I got the bug where Jarl wont speak to me :( Is there a console command to fix this? &amp;quot;FreeformRiftenThane 30&amp;quot;? I'll try this.... {{Uns|82.141.83.241|12:31, 12 December 2011}}&lt;br /&gt;
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::::I have done the Skooma Trade quest and I never got the option to help people of Riften. There is no new dialogue and the Skooma Trade quest and it won't even appear in my completed quests anymore. I can't buy a house, and there is no option when talking to guards after commiting a crime. {{Uns|ThatMagicalHobo|04:46, 16 December 2011}}&lt;br /&gt;
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:::::I never got the request to &amp;quot;help people in the Rift&amp;quot; either. However, if you go to random towns and mines, you will find people in addition to the small favors to the vendors and people in Rifton itself. After you do a few, it counts. Even though there is no tally for how many people you helped. The easiest I found was delivering letters from a female miner at Red Belly Mine, as well as clearing the spiders out of the mine (near Shor's Stone), finding the gold and jewels for the jewelry trader at the market place, finding the lost items for the Jarl's mage, and the amethysts for the Argonian man in the tavern. They go pretty quick, but there are a plethora you can do if you talk to everyone. 21:49, 19 December 2011 (UTC)&lt;br /&gt;
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::::::I did all of the stuff to become the thane for Maven Black-Briar, and she said she made me a thane, but I got an iron warhammer, no housecarl, and it doesn't show the thane option whenever I commit a crime... I am on X-Box 360. Is there any way to fix this? {{Uns|Pey10con|06:24, 29 December 2011}}&lt;br /&gt;
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Don't do that.&lt;br /&gt;
{{od}} Reply: I got the &amp;quot;Iron Sword of Souls&amp;quot; after being named Thane, the quest &amp;quot;I Done Got Thaned&amp;quot; never appeared by the nameless one appeared under misc. I have the options for thane and i know i did it right. Just a buggy quest.... {{Uns|71.184.167.80|20:59, 30 December 2011}}&lt;br /&gt;
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I have Xbox 360 and I've done of few of the side quests and the main one but the Jarl of Riften doesn't make me thane! There is no option of buying a house!&lt;br /&gt;
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== Bladeless Thane ==&lt;br /&gt;
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When I became Thane of Riften, a glitch occurred to where the Jarl did not give me a the Blade of the Rift.  While I have not tested it, I suspect it may have occurred because I purchased the house decorations before speaking to the Jarl to actually become a Thane.  This was in the PS3 version of the game, on the 1.2 patch, so it may or may not have been fixed by the 1.3 patch and it may or may not be in the other versions. {{Uns|99.195.83.215|10:33, 17 December 2011}}&lt;br /&gt;
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Same problem on 360. It makes no difference what order you do things in. You will get a random enchanted iron weapon. Weak! So far this bug is not fixed by any patches. I've tried up to 1.3 patch. If anyone figures out a way around this bug please let me know![[Special:Contributions/75.169.233.59|75.169.233.59]] 19:06, 2 January 2012 (UTC)&lt;br /&gt;
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Confirmed issue for PC ver. 1.3.1.0 as well. I recently received an [[Skyrim:Generic_Magic_Weapons#Shock_Damage|Iron Dagger of Sparks]] from [[Skyrim:Laila Law-Giver|Laila Law-Giver]] instead of the [[Skyrim:Blade of the Rift|Blade of the Rift]]. Though I suppose simply enchanting a weapon and naming it &amp;quot;Blade of the Rift&amp;quot; could provide a means for those who mount the Honorary Weapons somewhere in their homes. -[[User:KrinDo-vahkiin|KrinDo-vahkiin]] 05:56, 7 January 2012 (UTC)&lt;br /&gt;
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After spending hours trying to figure away around the bug, I ended up enchanting one myself. I know from experience this is something they will never bother fixing.~~&lt;br /&gt;
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Yet another confirmation on PC 1.3 - I got a generic enchanted Iron Mace. The fact that 100% of the reports are of an Iron weapon may just be leveled list thing, or it might be another bug, but it's probably not worth mentioning just yet since there's another patch and the CK supposedly in the next 5 days at most. [[User:Aliana|Aliana]] 02:19, 27 January 2012 (UTC)&lt;br /&gt;
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== can't buy house ==&lt;br /&gt;
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after doing all the quests I speak to the Jarl and she says to buy the house from the steward and then she'll make me thane. I turn to the steward and she has no option for buying a house. It can't be fixed by &amp;quot;setstage FreeformRiftenThane 200&amp;quot; because that unlocks honeyside and throws the housecarl in but i can't buy accessories for the house. someone please help, I've encountered a mean bug![[Special:Contributions/124.169.153.71|124.169.153.71]]-Atlas&lt;br /&gt;
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I experienced the same problem, I first did the quest to stop the skooma trade.  Next i gave the blacksmith of Riften ten fire salts i next help the redguard stable assistant clear his debt from Saphire, then i gave the Argonian who works at the Bee and the Barb 3 gems to complete his ring to propose.I finally did the quest for the confused court mage to retrieve her items she lost.  I went and talked to the Jarl she told me to buy a house and and talked to the steward and there was no option.(i did not do the civil war questline so the jarl is still laila law-giver and the steward is still ANuriel)  The pc cheat to skip this part doesn't allow me to upgrade the house either. I'm stuck.&lt;br /&gt;
-Wilkoff1&lt;br /&gt;
&lt;br /&gt;
== Housecarl never shows up... ==&lt;br /&gt;
&lt;br /&gt;
I was able to purchase and furnish the house in Riften, but the housecarl never appears. I also noticed even after repeatedly returning to speak to the Jarl it never comes off the secondary task list. More troublesome is now the compass marker for ANY secondary quests is not functioning! I'm too far past this to load and replay it differently at this point but if anyone knows how to get my compass pointer working again it would sure help...playing on xbox so the above fixes aren't available to attempt.&lt;br /&gt;
&lt;br /&gt;
: I also never got the housecarl, though I am Thane and Honeyside is completely furnished (except for what I presume is the housecarl's room). There is no option to have a dialogue with Maven (who is now Jarl of Riften in my game). I don't recall any quests involving the skooma trade. I don't have an issue with my compass pointer. --[[User:Achariel|Achariel]] 19:52, 3 January 2012 (UTC)&lt;br /&gt;
:: I would assume for you, Achariel, that what happened is that you finished either the Stormcloak or Imperial questline (also during a peace treaty quest along the main quest line) you chose a different Jarl thus eliminating the need to complete the quest line. also does anyone know where Iona is before you become thane so that you could find her and tell her follow me and then say leave so she'll go to the house? I play on xbox and currently have no idea how to fix this bug&lt;br /&gt;
::: Iona spawns when she gets assigned to you and you cannot meet her before that (same for some other NPCs). --[[User:Ulkomaalainen|Ulkomaalainen]] 21:22, 6 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thane of Riften ==&lt;br /&gt;
&lt;br /&gt;
I browsed above, but didnt see the same scenario as mine.&lt;br /&gt;
&lt;br /&gt;
I have completed the Skooma quest, and successfully cleared out the mine and received my award of an enchanted iron weapon from the Jarl&lt;br /&gt;
&lt;br /&gt;
However now there is no option with the Jarl to discuss about becoming a Thane or buying a house. Ive tried completing more misc quests for residents but still no luck, and ive probably completed about 10. Any ideas?[[Special:Contributions/84.13.204.31|84.13.204.31]] 15:10, 7 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I don't know, but I'm having this same problem.  I took out Cragslane as scheduled, everything in order, and reported back to her to tell her I had cleared it out, she gave me the enchanted weapon... and then nothing.  No dialogue about becoming Thane, no opportunity to buy a house. {{uns|108.15.69.247|07:15, 12 January 2012}}&lt;br /&gt;
&lt;br /&gt;
::The house will not be bought from the Jarl but from the Steward thus there is no option with the Jarl to talk about it - tried asking [[Skyrim:Anuriel|her]]? --[[User:Ulkomaalainen|Ulkomaalainen]] 00:34, 14 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I had the same problem, talked with the steward and still didn't get the house option.... wtf? {{uns|66.30.228.48|01:46, 2 February 2012}}&lt;br /&gt;
&lt;br /&gt;
::::Same issue. Can't do anything about it. This better get fixed. And fast. {{uns|75.131.255.49|23:54, 25 February 2012}}&lt;br /&gt;
&lt;br /&gt;
::::: Same here on PS3. I've helped lots of people, done the complete skooma and cavern thing, even done bounty quests. I've bought the house and completely furnished it. The Jarl never gives me a conversation option about becoming thane.&lt;br /&gt;
&lt;br /&gt;
== Can't start the Quest ==&lt;br /&gt;
&lt;br /&gt;
Ok, I can't even start this quest. I've tried everything I can think of, buying Honeyside, helping people, ect. Whenever I talk to the Jarl, Maven (since I finished the Imperial Civil War Quests), she just says &amp;quot;My title is just a fomality. I've always been in charge around here.&amp;quot; That's it. I can't even enter a dialogue with her&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/216.59.228.188|216.59.228.188]] 16:28, 18 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug fix in patch 1.4 ==&lt;br /&gt;
&lt;br /&gt;
Bethesda lists this bug as fixed in patch 1.4: http://kotaku.com/5877738/skyrims-creation-kit-is-nearly-ready&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fixed issue where player would be unable to become Thane of Riften if they purchased a home first&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Oldbucsfan|Oldbucsfan]] 15:59, 24 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== not a glitch ==&lt;br /&gt;
&lt;br /&gt;
its not supposed to show up saying how many people you helped.&lt;br /&gt;
you simply help people and then talk to the jarl. she tells you how helpful you've been and says you can be jarl if you buy a house.&lt;br /&gt;
::No it is most defenitly a glitch if not many; you need to compleat the skooma quest line, and help out the mage (no major bugs that i know of) then you need to buy the house (no bug) but if you do not talk to the jarl as soon as you buy it there are many bugs (for me, I bought all of the upgrades went to my house and then became thane and no Iona; I also know that the Blade of the Rift [or whatever its called] is only an enchanted iron weapon [would assume a bug] plus a few others {{uns|75.109.81.42|21:16, February 6, 2012}}&lt;br /&gt;
:::All the insignia weapons of thanes (the &amp;quot;Blade of Whateverhold&amp;quot;) are random enchanted iron weapons, usually with a soul trap. Probably WAD though I would have loved to see some if not useful then at least appealing ceremonial weaponry. --[[User:Ulkomaalainen|Ulkomaalainen]] 21:27, 6 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I just wanted to clarify that helping [[Skyrim:Wylandriah|Wylandriah]] is not the trigger as the anonymous user above seems to believe. I'm guessing that user completed 2-3 miscellaneous helping quests before completing Wylandriah's quest, so for them the Jarl's offer to become Thane was prompted after that quest. However, it is not necessary to do that specific quest in order to be offered Thaneship. I have become Thane in Riften on three different characters, and only one of them even spoke to Wylandriah. [[User:Alphabetface|Alphabetface]] 21:37, 6 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blade Can Never Be Rerolled and Never Levels ==&lt;br /&gt;
&lt;br /&gt;
From experimenting, it looks like the enchanted weapon you get at the end of the quest is locked in. (I used &amp;quot;setstage&amp;quot; to complete the quest from the beginning of the game in helgen, and it never rerolls.)  Explains why it's always iron.  It's never anything more powerful (glass, steel, etc.).  The only way to change the enchantment on the actually weapon is to start a new game, and &amp;quot;check&amp;quot; it before you continue playing. {{uns|Jamesatorres|03:56, 23 February 2012}}&lt;br /&gt;
&lt;br /&gt;
== Still has the bug when the city changes control ==&lt;br /&gt;
&lt;br /&gt;
If you become Thane with Laila Law-Giver, then Riften changes control, Maven Black-Briar will never give you the option to become Thane. [[Special:Contributions/24.156.216.144|24.156.216.144]] 11:19, 14 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Letter_of_Inheritance&amp;diff=905109</id>
		<title>Skyrim talk:Letter of Inheritance</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Letter_of_Inheritance&amp;diff=905109"/>
		<updated>2012-03-10T09:55:43Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Strange inheritance letter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==list==&lt;br /&gt;
Severio Pelagia&amp;lt;br/&amp;gt;&lt;br /&gt;
Temba Wide-Arm&amp;lt;br/&amp;gt;&lt;br /&gt;
Golldir&amp;lt;br/&amp;gt;&lt;br /&gt;
Benor&amp;lt;br/&amp;gt;&lt;br /&gt;
Ondolemar&amp;lt;br/&amp;gt;&lt;br /&gt;
Ysolda&amp;lt;br/&amp;gt;&lt;br /&gt;
Pavo Attius&amp;lt;br/&amp;gt;&lt;br /&gt;
Gat gro-Shargakh&amp;lt;br/&amp;gt;&lt;br /&gt;
If they die player will receive this.([[User:Vvardfell|Vvardfell]] 03:49, 7 January 2012 (UTC))&lt;br /&gt;
:That list if far from complete. And I don't think a list will do any good anyway. It simply will grow into the &amp;quot;list of NPCs you can help&amp;quot;. [[User:CapnZapp|CapnZapp]] 19:44, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-befriended NPC ==&lt;br /&gt;
&lt;br /&gt;
It is possible to receive this letter informing you with great regret of the death of Bandit Marauder. I killed Bandit Marauder; this was not an NPC I had befriended in any way.--[[User:MeyZen|MeyZen]] 07:31, 5 February 2012 (UTC)&lt;br /&gt;
:I just received a letter notifying me of Forsworn's death - who left me 400 gold, apparently.  I'd not long completed [[Skyrim:No One Escapes Cidhna Mine|No One Escapes Cidhna Mine]], so that may have something to do with it even though I did proceed to kill them all after the quest.  Pretty amusing, though. --[[User:Reka|Reka]] 15:39, 12 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just got this letter under hilarious circumstances. I had just done ''Repentance'', killing Illia's mother. Since I had grown tired of the witches altogether, I killed Illia too, but not before selecting the first dialog choice that asks her to stick around (can't remember the specifics, but the one leading to the dialog choice where you can ask her to follow you). I already had a follower, so that second dialog choice only gave the &amp;quot;I see you have already somebody following you&amp;quot; response. Then I fast traveled into Whiterun and immediately was met by the courier.&lt;br /&gt;
&lt;br /&gt;
Despite me doing the killing (but with no witnesses) I got her inheritance, as if Illia had had time to change her will for my benefit in the two minutes (tops!) it took from completing the question (doing in Silvia) and offing the daughter...&lt;br /&gt;
&lt;br /&gt;
Hilarious gold indeed! :) [[User:CapnZapp|CapnZapp]] 19:51, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange inheritance letter ==&lt;br /&gt;
&lt;br /&gt;
I did a tour of Forsworn zones, but had NOT completed Cidnha Mine, and received a Letter of Inheritance with [...] for both the Jarl's name and the friend's name. I did complete the Imperial quest chain, however. [http://cloud.steampowered.com/ugc/486626525982811834/A02D24830C2C94AF94533A10A4044FF9AD3F7B52/] [[Special:Contributions/24.156.216.144|24.156.216.144]] 09:52, 10 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Letter_of_Inheritance&amp;diff=905106</id>
		<title>Skyrim talk:Letter of Inheritance</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Letter_of_Inheritance&amp;diff=905106"/>
		<updated>2012-03-10T09:52:51Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Strange inheritance letter */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==list==&lt;br /&gt;
Severio Pelagia&amp;lt;br/&amp;gt;&lt;br /&gt;
Temba Wide-Arm&amp;lt;br/&amp;gt;&lt;br /&gt;
Golldir&amp;lt;br/&amp;gt;&lt;br /&gt;
Benor&amp;lt;br/&amp;gt;&lt;br /&gt;
Ondolemar&amp;lt;br/&amp;gt;&lt;br /&gt;
Ysolda&amp;lt;br/&amp;gt;&lt;br /&gt;
Pavo Attius&amp;lt;br/&amp;gt;&lt;br /&gt;
Gat gro-Shargakh&amp;lt;br/&amp;gt;&lt;br /&gt;
If they die player will receive this.([[User:Vvardfell|Vvardfell]] 03:49, 7 January 2012 (UTC))&lt;br /&gt;
:That list if far from complete. And I don't think a list will do any good anyway. It simply will grow into the &amp;quot;list of NPCs you can help&amp;quot;. [[User:CapnZapp|CapnZapp]] 19:44, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-befriended NPC ==&lt;br /&gt;
&lt;br /&gt;
It is possible to receive this letter informing you with great regret of the death of Bandit Marauder. I killed Bandit Marauder; this was not an NPC I had befriended in any way.--[[User:MeyZen|MeyZen]] 07:31, 5 February 2012 (UTC)&lt;br /&gt;
:I just received a letter notifying me of Forsworn's death - who left me 400 gold, apparently.  I'd not long completed [[Skyrim:No One Escapes Cidhna Mine|No One Escapes Cidhna Mine]], so that may have something to do with it even though I did proceed to kill them all after the quest.  Pretty amusing, though. --[[User:Reka|Reka]] 15:39, 12 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just got this letter under hilarious circumstances. I had just done ''Repentance'', killing Illia's mother. Since I had grown tired of the witches altogether, I killed Illia too, but not before selecting the first dialog choice that asks her to stick around (can't remember the specifics, but the one leading to the dialog choice where you can ask her to follow you). I already had a follower, so that second dialog choice only gave the &amp;quot;I see you have already somebody following you&amp;quot; response. Then I fast traveled into Whiterun and immediately was met by the courier.&lt;br /&gt;
&lt;br /&gt;
Despite me doing the killing (but with no witnesses) I got her inheritance, as if Illia had had time to change her will for my benefit in the two minutes (tops!) it took from completing the question (doing in Silvia) and offing the daughter...&lt;br /&gt;
&lt;br /&gt;
Hilarious gold indeed! :) [[User:CapnZapp|CapnZapp]] 19:51, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange inheritance letter ==&lt;br /&gt;
&lt;br /&gt;
I did a tour of Forsworn zones, but had NOT completed Cidnha Mine, and received a Letter of Inheritance with [...] for both the Jarl's name and the friend's name. I did complete the Imperial quest chain, however. [[Special:Contributions/24.156.216.144|24.156.216.144]] 09:52, 10 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Enchanting&amp;diff=905019</id>
		<title>Skyrim talk:Enchanting</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Enchanting&amp;diff=905019"/>
		<updated>2012-03-10T05:23:18Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Weapon enchantment charge use affected by fortify enchants on gear */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||17 Nov 2011- 3 Dec 2011&lt;br /&gt;
}}&lt;br /&gt;
== Major Glitch ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else encountered a glitch on the PC which causes your keyboard to stop working? I think it happens when you rename the item, and then trying to change the item or enchantment. For me, the only way to get out of it is removing the battery from my laptop. It's happened to me several times now, if I can get a confirmation I'll add it to the page. [[User:Gideon Dragontongue|Gideon Dragontongue]] 21:52, 3 December 2011 (UTC)&lt;br /&gt;
:I've noticed both this and a glitch that occurs occasionally when leaving the enchant table: sometimes you can't move or do anything for a minute or two.  I forget how I was able to get out of the glitch you described.  It only happened once, but I didn't have to do anything as drastic as removing the battery. --[[User:Fluff|Fluff]] 22:00, 3 December 2011 (UTC)&lt;br /&gt;
::Did you click on the button or use the TAB key? Since this is such a major problem, I normally don't enchant things because it's such a hassle to start over from my last save. I'll do a few tests and try to figure out when the issue occurs, if not how to prevent it. [[User:Gideon Dragontongue|Gideon Dragontongue]] 16:02, 4 December 2011 (UTC)&lt;br /&gt;
:::The scroll wheel sometimes starts changing zoom for me as well as scrolling up and down the list of enchantments/items/soul gems. If I try to leave the table when I'm in first person then I'm stuck, and I have to use enableplayercontrols and pray it lets me out in a timely fashion. [[Special:Contributions/70.67.153.115|70.67.153.115]] 20:17, 4 December 2011 (UTC)&lt;br /&gt;
::::Alt+Tab out to your desktop and back in has fixed this problem for me the few times it has happened. Note that once I did have to repeat the process a few times, lol.&lt;br /&gt;
::::: The glitch goes away after about 30sec, chances are alt+tab didn't actually fix it, you just spent the time it takes for the glitch to go away. It probably has to do with the camera trying to position itself properly, I noticed they're sometimes having trouble with that when moving from 3rd to 1st person [[Special:Contributions/74.198.165.13|74.198.165.13]] 21:49, 9 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
When you get stuck try enabling tcl and disabling it afterwards, maybe it was just a matter of time but I had just read this. Tried zooming in out pressed my f key three times, which switches perspective.. after that though I enabled tcl and then disabled it. I noticed when i did that my screen shifted slightly so I actually bothered to test it out and I was unstuck. Hope this helps someone else.&lt;br /&gt;
&lt;br /&gt;
It tottaly freaked me out when it happened to me. but i found out that although u cant move or jump, ect, u can pull up the menu. i always pull up the esc menu, save, then load, and then wait 10 seconds and it lets me move again. always, all these other solutions..i dont know, its just easier for me to just save, load, and done.&lt;br /&gt;
&lt;br /&gt;
'''I found the root cause on the PC for this:''' It's caused by scrolling whilst selecting an item, usually scrolling upwards( puts you into first person view). It can be fixed by scrolling so you're in third person before you exit the altar. Otherwise, you get locked for 30~60s. Alternately, you can use WSAD/Enter to remove the odds of this happening altogether.--[[User:Ravage|Ravage]] 23:44, 29 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 25% disenchant but only 1% enchant. ==&lt;br /&gt;
&lt;br /&gt;
I disenchanted some gauntlets of +25% one handed dameage and enchanted my Elven gauntlets with it but I only get 1% increase. Bug or am I missing something? I have 52 enchanting.&lt;br /&gt;
:The strength of the enchantment depends on perks, enchanting skill, and the quality of the soul used. Disenchant an amulet of Fortify Health 30 pts and enchanting a different item with the same effect but a petty soul will yield something like Fortify Health 3 pts. [[User:Gideon Dragontongue|Gideon Dragontongue]] 19:36, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Just a small piece of advise since I didn't notice that my first time disenchanting, don't disenchant anything you care about until you are sure you have the perks and soul gems to make a similar item.  Also I have noticed some enchantments are higher then you can create without using alchemy to boost enchanting skills so again be careful what you disenchant--[[User:Lord.Baal|Lord.Baal]] 06:40, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Indeed. I've noticed it with resistance to elements enchantments. The best generic items you can find will be at 70% resistance. However, with all the perks and a 25% fortify enchanting potion, you won't be able to make more than 42% resistance. On the other hand, increasing you archery/one-handed/two-handed damages with a custom enchantment will give better results than generic items. [[User:Elakyn|Elakyn]] 22:41, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Disenchanting an item is like learning ONLY the idea how to make that enchantment. Therefore, you cannot inherit the exact percent of that item, unless you're enchanting ability level is high enough to meet its expectations. If your enchanting level is 100(max), the description the that enchantment is low. But if you start to enchant an item using a gem with grandsoul inside, the percent increases to its maximum or more if added with enchanting potion effect.&lt;br /&gt;
&lt;br /&gt;
:There's no need to be crude. Removed insults from the above comment. [[User:Verbatim9|Verbatim9]] 18:49, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unlimited uses? ==&lt;br /&gt;
&lt;br /&gt;
After enchanting a sword to do 81 fire and 81 shock damage (all perks in Enchanting, Alchemy and destruction) I proceded to test out my new sword only to find out it didn't use charges. The only thing I can think of that can be causing this is that I'm equiped with a total of 100 fortify destruction and that this is also reducing the charge cost of my weapon. This also happens with weapons I didn't Enchant. Sorry about spelling I'll fix it when I get home. [[User:Macilnar|Macilnar]] 14:03, 6 December 2011 (UTC)&lt;br /&gt;
:Think of a weapon's charge as a pool of mana. The size of the pool is determined by the size of the soul gem/enchantment ability. The amount of &amp;quot;mana&amp;quot; that the weapon uses per hit, however, is determined by the relevant skill. In this case, Destruction. Since your destruction spells cost nothing, your weapon uses no &amp;quot;mana&amp;quot;, and is never depleted. Even without 100% cost reduction, simply leveling the relevant skill will cause your weapon to use less charge per hit, since skills reduce mana cost.--[[Special:Contributions/41.132.43.78|41.132.43.78]] 15:18, 6 December 2011 (UTC)&lt;br /&gt;
:That is what I was thinking, I knew staffs staffs acted in this mannor. I didn't think weapons would too, at least to the point of unlimited uses. In this case there is no reason not to max out the spells being Enchanted. [[User:Macilnar|Macilnar]] 16:09, 6 December 2011 (UTC)&lt;br /&gt;
::This certainly explains a lot than on my profile where I have two steel war axes, both enchanted with both spells; Absorb Stamina 20pts and Chance to Paralyze for 3sec. Their particular charges were only stated to be 55, however I've used these for days now and the bar just started to go down. I've used them for hours now, killing at least a few hundred enemies as I tomb-raided out of boredom. But here's a curious part that I feel is worth adding... This only happens when I dual wield them. If I just use one, say with a shield in my left hand, the charges drop as though normal. So, using only one promotes no more than 55 uses however using both seemingly gives me (Literally) thousands. Anyone have similar instances? If it is worth mentioning my One-Handed, Destruction (Absorb, I believe), Alteration (Paralyze), and Enchanting are all at level 100 but not all the perks are bought. Therefore it is possible my ultra-high level of uses comes from all that factoring, but it does nothing to explain why it's thousands of charges when dualed but only 55 when single-used. 12:11 AM, 16th of December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
== Lowered destruction cost for elemental damage. does it work with with other houses? ==&lt;br /&gt;
&lt;br /&gt;
Will lowering alteration give you free paralyze and conjuration free soul trap?&lt;br /&gt;
does anyone know if there are ways to lower any of the other effects costs? {{unsigned|89.138.2.124|16:03, 7 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:Yes, each effect is governed by the school of magic to which it belongs.  You can find out more about each effect by taking a look at the [[Skyrim:Enchanting Effects|Enchanting Effects]] page.  On [[Skyrim_talk:Enchanting Effects|Enchanting Effects talk page]] is a discussion on this issue. --[[User:Fluff|Fluff]] 14:40, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
So which school the weapon will &amp;quot;use&amp;quot; if multiple school enchantment enchanted? Like chillrend for example, frost damage(destruction) and paralyze(alteration). It's seems chillrend only count on destruction, I have destruction spell -100% cost gear and it becomes inlimited, but at the other time I tried another weapon with absorb magicka(destruction) and paralyze(alteration) with destruction -100% cost gear, the weapon's charge become lesser and lesser after I strike it to the enemies?&lt;br /&gt;
&lt;br /&gt;
::i believe the first enchantment will determine the cost. my favorite is paralyze so i got myself -100% alteration and it seems to not matter what was the second enchantment it never cost me anything.&lt;br /&gt;
&lt;br /&gt;
:::Doesn't seem to work consistently. On my previous save I had a custom daedric war axe enchanted with fire and paralzye; the charges were infinite with only 100% reduction in destruction. The paralyze enchantment was for only 2s though. Yet now, with a daedric warhammer with shock and paralyze lasting 5s, the charges deplete as usual. I'm a bit puzzled because I have a daedric bow with shock and soul trap, from two different schools of magic and I have infinite charges with that bow with only 100% reduction in destruction. Yet this doesn't work with my warhammer. I'm very sure that I put the first enchantment as a destruction based one (if that matters), so can anybody enlighten me as to how dual enchantments work? {{uns2|01:55, 1 March 2012|220.255.1.75}}&lt;br /&gt;
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== Soul Siphon taking effect. ==&lt;br /&gt;
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Is there a text message? Is there a graphical effect? Does the charge bar of the weapon pop up in the corner? [[Special:Contributions/95.206.17.147|95.206.17.147]] 20:53, 11 December 2011 (UTC)&lt;br /&gt;
:I've noticed this as well.  If you use the spell &amp;quot;Soul Trap&amp;quot;, there's a pretty awesome soul sucking effect and sound upon death, but using an enchanted weapon or a bound weapon with the soul trap perk doesn't use that effect at all.  It does, however, give the message in the corner &amp;quot;Soul captured!&amp;quot; or &amp;quot;There's no soul gem large enough.&amp;quot;  [[Special:Contributions/98.247.55.10|98.247.55.10]] 04:56, 3 January 2012 (UTC)&lt;br /&gt;
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== Sizeable glitch - any solutions? ==&lt;br /&gt;
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I have recently attained 100 enchanting and have just put the fourth perk in enchanter and put a perk in extra effect. I tried to use both the arcane enchanter in dragonsreach and my solitude house and neither work. help?&lt;br /&gt;
:I think I have a similar problem. I have tried a few different enchanting table and get the same bug every time. In the 'item' menu I can't select any items, it just says &amp;quot;&amp;lt;missing item&amp;gt;&amp;quot; and that same selection occurs when I click where my enchatable items should appear. If someone could help it would be great!!!&lt;br /&gt;
::Is this the problem that when you click on the Enchanting Table, it just zooms out (if in first person), waits for a second, then zooms back in without going into the enchantment screen? If so, I have the same problem and would also appreciate any comments possible. I tried saving and reloading and it has not worked.&lt;br /&gt;
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== PC bug - game no longer accepts keyboard input ==&lt;br /&gt;
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The bug mentioned on the page is a little more generic than suggested. It is nothing to do with renaming an item. Specifically, whenever the mouse scrollwheel is used during enchanting (to move through long lists more quickly), then the game will no longer accept input after quitting enchanting and you need to reload. As far as I can tell, this happens reliably on my game. Using a mouse for just clicking does not cause the bug, and it happens regardless of what else you do during enchanting.&lt;br /&gt;
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== The Enchantments of the Gods ==&lt;br /&gt;
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:So let the whole debate about whether Alchemy can really boost Enchanting or not come to an end.   It most ''certainly'' can- *if* you're willing to use the Fortify Restoration loop exploit.  &lt;br /&gt;
:I decided to finally play around with this a bit.  I created a range of Fortify Restoration potions, from 1000%-2,000,000,000%.  &lt;br /&gt;
:I then used them to create a range of Fortify Enchanting potions, up to 58,000,000% or so.  &lt;br /&gt;
:The potions only last 30 seconds, so you have to do your Enchanting very quickly, but I was able to create a bow which drains 2 Billion Health and 500 Million Magicka on hit.  &lt;br /&gt;
:I also made a ring which boosts my Health and Magicka by 500 Million.  I named it The One Ring, and I had some great fun using it to jump off cliffs one was never meant to survive without Become Ethereal.  &lt;br /&gt;
:Then I discovered that, after I removed the ring, my character's Health had been *permanently* lowered 6 points.  It's probably a glitch from having my HP at such insane levels, &lt;br /&gt;
:but it seemed highly appropriate to keep as a symbol of how my character had been warped by toying with such powerful magic.  &lt;br /&gt;
:Making Enchantments of such ridiculous strength also has another drawback-  the Enchanting system seems to glitch out when certain values get too high, which can result in an Enchantment with a negative value.  &lt;br /&gt;
:This can cause some unexpectedly bizarre results, like a weapon which does 1 damage each attack (maybe this could be useful for training?) &lt;br /&gt;
:and weapons with a negative number of charges, which can only be used if you have Fortify Destruction (or Alteration or whatever) of 100% or more.  &lt;br /&gt;
:So while creating items of utterly ridiculous power is kinda fun, I would recommend sticking to items of merely insane power.  &lt;br /&gt;
:A ring that grants you 5000 health might glitch the game out less than one which grants you 5,000,000, and you'll still be just as invincible.  &lt;br /&gt;
:Also note that you can use this method to create stronger Enchantments *without* resorting to a degenerate loop-  &lt;br /&gt;
:you *can* be reasonable and keep the Fortify Restoration limited to the 100% or so it caps you on the first potion.  &lt;br /&gt;
:Then you can use that to create a potion of Fortify Enchanting ~50%, which will still allow you to make stronger enchantments without using any exploits.  &lt;br /&gt;
:Anyway, I thought I would share my adventures in Enchantment Abuse.  Obviously this isn't something to use unless you want to make the game *way* too easy, &lt;br /&gt;
:but I couldn't pass up a chance to give my character a taste of the power characters have in the PC version (with the console and its omnipotence).  &lt;br /&gt;
:I put most of the items away so I could continue to enjoy the game, but I still carry that Godslayer Bow so I can easily take out the 900th Ancient Dragon to attack Winterhold without a hitch in my schedule ;-)   &lt;br /&gt;
::Creating an item worth billions of Septims would also bring you to level 100 Enchanting instantly if you weren't there already.  &lt;br /&gt;
::By picking up some Salt Piles, some fish, some Blue Butterfly Wings, and some Snowberries, you could bring both Alchemy and Enchanting to level 100 within an hour of starting the game.[[Special:Contributions/209.66.120.3|209.66.120.3]] 22:39, 19 December 2011 (UTC)&lt;br /&gt;
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I've noticed this as well. From what I understand about binary (a year or two ago, so don't jump down my throat if I'm off a bit), the first bit in the binary representation of a number can sometimes be used for denoting a negative number.  I'm guessing that the number was being stored as a signed number (of some kind, I don't know if it is float, int, etc.), and the negative bit was accidentally changed.&lt;br /&gt;
I guess this might be a good way to illustrate number storage: 1 0000111 = something negative (depending on negative storage scheme), 0 0000010 = positive 2.  Let's continually multiply the number by 2, so the binary representation looks like this 0 0000100 = +4 → 0 0001000 = +8 → 0 0010000 = +16 → 0 0100000 = +32 → 0 1000000 = +64 → 1 0000000 = negative something (depending on negative storage scheme).  So your numbers should be smaller than a certain value, depending on the storage size of the number in question (in this 8-bit example, 127 or 01111111).[[User:StTheo|StTheo]] 22:43, 25 December 2011 (UTC)&lt;br /&gt;
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To get negative numbers in binary, flip all the 1's to 0's and vice versa and then add one. Since +2 is 0010 (in 4 bits) then -2 is 1101+0001=1110. Notice what happens when you add 0010 and 1110; you get 0000 (because you only have 4 bits). It's pretty slick because you don't need different hardware for signed vs. unsigned arithmetic.&lt;br /&gt;
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== enchanting ==&lt;br /&gt;
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Hey so my enchanting is at 100 and have every perk. earlier in the game i had my shield enchanted and it fortified my health by 34. Now everything in my enchantment list is weak. My fortify health enchantment is at 20 and everthing is weak too. Any ideas why? also i use an xbox&lt;br /&gt;
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you need larger soul gems with large souls. so find a grand or black soul gem filled with grand soul OR soul trap any grand/black soul in an appropriate soul gem. [[Special:Contributions/193.158.17.136|193.158.17.136]] 13:41, 30 January 2012 (UTC)&lt;br /&gt;
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== Maximum &amp;quot;safe&amp;quot; fortify enchanting limit for weapons ==&lt;br /&gt;
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I've discovered that a very powerful Fortify Enchanting can bug out the game.&lt;br /&gt;
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At the minimum of 100% Fortify Enchanting, enchantment counter for weapons bugs out: the lower the enchantment magnitude the lower the counter is (which is backwards). This results in a weapon that cannot be recharged upon reloading.&lt;br /&gt;
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I tested it with two weapons: one with Fiery Trap Soul (60 seconds) and Banish (level 384), this weapon cannot be charged. The second weapon with Magicka Damage 500 pt and Stamina Damage 500 pt can only be used twice, despite the charge still at around 30%&lt;br /&gt;
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I managed to create a 71% Fortify Enchanting, and this limit seem to work pretty well, but the enchantment uses is still much lower than the supposed displayed (73, I believe I haven't used it that many times and I've ran out of charge)&lt;br /&gt;
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:I talked about this a bit in my long post above.  In some cases, it appears to be giving the weapon a negative number of maximum charges.  This results in a weapon that displays as fully charged all the time, yet doesn't activate unless I'm wearing gear to Fortify Destruction 100%.  It's not ideal, but given the absurd power of the enchantments, it feels almost appropriate to require an item to use the weapon properly (a'la Wraithguard from Morrowind- I wish you could enchant gauntlets with Fortify Destruction for that very reason).  Since you've already got the potions, you don't even have to mess with a ''set'' of items- you can make a single ring to Fortify Destruction (and, say, Conjuration) over 100%.  And while a bow that drains 2 billion life and half a billion magicka may be *slightly* unbalanced, it's fun to pull out when I've fought one too many random Dragons.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:20, 22 December 2011 (UTC)&lt;br /&gt;
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:It does seem to be so. I forgot to add my stats though, I had 100 Enchanting with all perks when I tried it out. It seems to be a bit of a waste of an enchantment slot to make a Fortify Destruction enchantment when you can use it for Fortify Carry Weight or Fortify Stamina (especially for true warriors). This 71% limit allows a maximum of level 53 Banish, so it seems to be the best combination of weapon power and not bugging out. [[Special:Contributions/175.106.8.206|175.106.8.206]] 07:56, 27 December 2011 (UTC)&lt;br /&gt;
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== Fortifiyng skills makes those skill perks a waste to spend? ==&lt;br /&gt;
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If Fortify Skill (e.g.: Heavy Armor, Block, One-Handed etc.) makes most skill power perks available trough one skill tree (Enchanting) is it even worth to spend more than one perk point on things like Juggernaut or Shield Wall? Similarly to another question at the Smithing discussion page which wonders if just fortifiyng Smithing to a great level renders all the Smithing Perks impotent regarding equipment improvement for endgame builds. Naturally, you won't be able to craft Dragon or Daedric items but you can get Daedric trough other means and for improvement the perks are not needed if your skill is high enough. So if you need those perks elsewhere, just spend one neccessary perk points on the first ones to start the tree (e.g.: Barbarian), but spend others on better perks and btw ignore all perks like Deep Wounds or Bone Crusher.&lt;br /&gt;
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:Theoretically yes, but practically it's not practical, as you have to consume a bottle of potion to get the effect, and most potions will only last for 60 seconds[[Special:Contributions/175.106.8.206|175.106.8.206]] 07:59, 27 December 2011 (UTC)&lt;br /&gt;
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::What this person says is true, though they can be permanently fortified via enchantments.  And yes, you can use potions and enchantments to make your Smithing skill so high the Smithing perks aren't needed.  &lt;br /&gt;
::Also, too many of those Fortify perks (Juggernaut, Armsman, etc.) can make the game too easy, especially later on in the game.  If I could go back, I would remove all but one point from those perks and redistribute them.  &lt;br /&gt;
::And I'd only keep the one because it's necessary to advance the skill tree.  Smithing ends up making these pointless, *especially* Juggernaut (which I happen to have the most points in).  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:05, 27 December 2011 (UTC)&lt;br /&gt;
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== Enchantment Planner ==&lt;br /&gt;
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I threw together a spreadsheet to use for planning out enchanted gear. Anybody know how I can make it so edits are possible but only affect the user doing the editing, like making it a template or something? Feel free to download it and check it out.. http://bit.ly/seT2qG [[Special:Contributions/99.236.27.145|99.236.27.145]] 07:01, 24 December 2011 (UTC)&lt;br /&gt;
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• Downloaded...thanks, that helps a lot.--[[Special:Contributions/99.254.77.161|99.254.77.161]] 16:31, 15 January 2012 (UTC)&lt;br /&gt;
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== Fortify Enchanting - Gauntlets ==&lt;br /&gt;
The holy grail of skyrim http://www.uesp.net/wiki/Skyrim:Catalogue_of_Armor_Enchantments&lt;br /&gt;
Where are those gloves?&lt;br /&gt;
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Early in the game (maybe only a week or two after its release), I had come across gauntlets that were enchanted with &amp;quot;Fortify Enchanting&amp;quot;.  I didn't really know about the power of disenchantment yet, so I sold them for some nice coin, assuming that I'd find this enchantment again in the future with some other random loot.  Now I'm at level 59 and I haven't yet come across any such clothing again that is enchanted with &amp;quot;Fortify Enchanting&amp;quot;.  I thought perhaps I was dreaming about this discovery, but then recently I saw a message on a loading screen that mentioned something about there being rare gauntlets that can fortify enchanting, or something like that.  Well, I found them and foolishly sold them.  I don't see any mention what-so-ever about these gauntlets on uesp.net.  Even the &amp;quot;Fortify Enchanting&amp;quot; wiki only lists &amp;quot;Alchemy&amp;quot; as a possible source and not &amp;quot;Enchanting&amp;quot;.  Unfortunately, I have absolutely no idea where I found them.  Can anyone else confirm their existence?  If so, is it possible to disenchant them and then apply &amp;quot;Fortify Enchanting&amp;quot; to other kinds of clothing too? (Note that I have zero (0) mods installed, so the gauntlets were definitely a vanilla game item - unless I just dreamed them up :)--[[Special:Contributions/72.229.1.121|72.229.1.121]] 05:51, 26 December 2011 (UTC)&lt;br /&gt;
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:2 things, 1st is that I am sure if such a thing existed it would be the main topic on this page due to the ridiculous nature of that enchantment and what you could do with it. second I highly doubt it would be put in game because even bethesda would realize how much that item would be abused.  it would be a never ending cycle of using them to fortify enchanting on a new item, use new item to make better newer item till the end of time--[[User:Lord.Baal|Lord.Baal]] 00:01, 27 December 2011 (UTC)&lt;br /&gt;
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::First, I remember it being something small like 5%.  Second, it might not be possible to disenchant it.  Third, even if it could be disenchanted, you make a good point; however, the game data can control what items are enchantable with it, so like the Ring of Matrimony bug, perhaps nothing can be enchanted with it.  Fourth, I also remember a loading screen message about some kind of gauntlets that fortify enchanting, as I mentioned already, so if that's real then maybe they do exist.  I'll take a look at the installation files and see what I can find.  Also, I may have an older save file with these gauntlets in my inventory, so maybe if I have 100 free hours I'll try going through them ;)--[[Special:Contributions/72.229.1.121|72.229.1.121]] 20:16, 28 December 2011 (UTC)&lt;br /&gt;
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:I found the message I was referring to, but I was wrong about it being on a loading screen.  Actually, it's in the book &amp;quot;Complete Catalogue of Enchantments for Armor&amp;quot;.  The exact line is, &amp;quot;There are even examples of gauntlets that are enchanted to improve the wearers ability to enchant things.&amp;quot;.  Now this is either a teaser line or perhaps I really did find these rare gauntlets early in the game.  I'll see if I can find a way to search through my save game files quickly...--[[Special:Contributions/72.229.1.121|72.229.1.121]] 21:53, 28 December 2011 (UTC)&lt;br /&gt;
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:I just searched through the Data\Strings\Skyrim_English.STRINGS file looking for &amp;quot;glove&amp;quot; or &amp;quot;gauntlet&amp;quot;.  There weren't any interesting items with &amp;quot;glove&amp;quot; in the name that weren't already listed on the wiki (although I only looked briefly), but I did find &amp;quot;Gauntlets of the Old Gods&amp;quot; as particularly interesting because the wiki has it listed under light armor and links it to the Quest Items wiki, but it's not listed at all in the quest items table - so apparently its enchantment is unknown.  Anybody know for sure what this item is?--[[Special:Contributions/72.229.1.121|72.229.1.121]] 23:02, 28 December 2011 (UTC)&lt;br /&gt;
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[[Skyrim:Gauntlets_of_the_Old_Gods|Gauntlets of the Old Gods]] is from the [[Skyrim:The_Forsworn_Conspiracy|The Forsworn Conspiracy]] quest chain ([[Skyrim:Madanach|Madanach]]; &amp;quot;Here is a little thing to remember us (The Forsworn) by&amp;quot; /hands over the set). The enchant on them is 20% to Bow dmg, so that thought is a dead duck. As for the existance of gloves with fortify enchanting on them, they do not exist, you most likely remember an item with fortify Alchemy or Fortify Smithing[[User:Blashyrkh|Blashyrkh]] 18:35, 18 January 2012 (UTC)&lt;br /&gt;
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::I searched for &amp;quot;bracer&amp;quot; as well, but found nothing interesting.--[[Special:Contributions/72.229.1.121|72.229.1.121]] 23:39, 28 December 2011 (UTC)&lt;br /&gt;
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:::LOL, basing what is in the game off of in game books is a baddd idea. not even close to an accurate source.  And again people on pc dump the list from date files if it was possible it would be in the files. I am sure you can find a mod with that but not in the main game.  And the Old God items are given from &amp;quot;escape from Cihdna(sp?) Mine&amp;quot; check the forsworn page for details. ps: helpful to sign posts--[[User:Lord.Baal|Lord.Baal]] 18:38, 29 December 2011 (UTC)&lt;br /&gt;
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::::But I'm not basing it off the book, I'm basing it off my memory, as I already mentioned.  I only noticed the book later and it reminded me of when I had the gauntlets, so I thought I'd ask here.  I also expected that the data in this wiki comes from the actual game files, in a large part, but it's easy to miss one particular item - just like the Old Gods item that I mentioned wasn't listed on the main category page (and thanks for pointing out what that is).  BTW, it's not a mod - as I already said, I have no mods.  And anyway, maybe it doesn't have to be a named item?  Couldn't they have simply given a normal pair of gauntlets the Fortify Enchantment enchantment and either added it as part of random loot (with a very low percentage) or hand-placed it in a specific hidden area in the game world?  Of course, if it was early enough in the game, I may have just confused Smithing for Enchanting - that's highly possible too.  Anyway, enough speculation - if I can find the time I'm going to look into going through my old save game files programmatically and extracting all of the unique item/enchantment info.  Let's hope that if they do exist I actually have a save with them in my inventory.--[[Special:Contributions/72.229.1.121|72.229.1.121]] 00:12, 30 December 2011 (UTC)&lt;br /&gt;
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I too noticed the entry in this book and wondered.  It could be a teaser from Bethesda, or it could be an actual, random item that rarely shows up.  I too vaguely remember finding such an item very early on in my game (was fur bracers from memory) but I obviously sold it without realising its true value (I didn't start mucking with enchanting until the early 30s levels).  [[User:Dpastern|Dpastern]] 16:40, 30 December 2011 (UTC)&lt;br /&gt;
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: A book in Skyrim mentions Ri'saad, member of a caravan, just outside Windhelm. However, in-game, he will never be there. Another example: numerous books describe Khajiits under many other forms than the few encountered in the various games; does it mean that sabrecat and moutain lions are actually undercover Khajiits? My point is: don't trust everything you see, hear, or even what you think you remember [[User:Elakyn|Elakyn]] 22:53, 6 January 2012 (UTC)&lt;br /&gt;
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== Anyway to change the maximum number of enchantments on an item eg. 3? ==&lt;br /&gt;
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Title says it all, but I want to know if there is a console command or something that controls the maximum number of enchantments on a weapon? Reason for this is because i would love to have a shield with a large variety of protection properties.&lt;br /&gt;
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I came across those gauntlets at Anise shack. Went downstairs in her cellar, read the note that I stole; the only thing. Messed around at the alchemy table went over to the enchanting table. Nothing much to do since I hadn't even walked over to the first town yet. Came out of the cellar, she then said you found my little secret. I was like what the, never fought before had to take a few potions but she eventually died. Item was on here. My Main Character. Gauntlets +5% enchanting. Attempting to repeat process only rendered random items on a quickly remade cat. I am not sure, but that's what happened. If one doesn't realize how powerful the gloves are then they probably sell them as they are fairly weighty at the start and cant be disenchanted so one can't store things for a bit into the game. Which is a huge help.&lt;br /&gt;
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Anonymous, hope this clears up things.&lt;br /&gt;
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== Chest armor enchantment choices... ==&lt;br /&gt;
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I can't seem to find one that would just be beneficial for someone who likes to just swing a sword around, no spells. What do I need to disenchant for such a conundrum? Thanks!--[[User:Ravage|Ravage]] 23:49, 29 December 2011 (UTC)&lt;br /&gt;
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:Use fortify health and health regen, its what I use on my warrior character.  If you are swinging a sword you are probably taking some damage and those enchantments are always useful to have--[[User:Lord.Baal|Lord.Baal]] 02:40, 30 December 2011 (UTC)&lt;br /&gt;
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== Leveling / Learning new enchantments ==&lt;br /&gt;
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I have learned all available enchantments with +35% bonus (mage stone, lovers comfort) and reached skill level 59 (started with 15). Learning apparel effects gave a higher skill bonus than weapon effects. But is there a difference between specific effects and skill increase from learning these? I dont know, but for me it seems that the skill gain is the same for all apparel effects. --[[User:Psychomc|'''P'''&amp;lt;span style=&amp;quot;color:#2f4f4f;&amp;quot;&amp;gt;s&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#778899;&amp;quot;&amp;gt;y&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#a9a9a9;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#b0c4de;&amp;quot;&amp;gt;h&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-decoration:blink;color:#8b0000;&amp;quot;&amp;gt;O&amp;lt;/span&amp;gt;''Mc'']] 17:44, 1 January 2012 (UTC)&lt;br /&gt;
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Basically all U do is make about 250 iron daggers.  Then go to &amp;quot;The Fletcher&amp;quot; in Solitude and buy a weapon to banish Deadric. This will disenchant to &amp;quot;Banish&amp;quot; enchantement.&lt;br /&gt;
Now u go take about 20 filled soul gems.. I use Common, lesser, and Petty.  and Take 20 iron daggers to enchant.&lt;br /&gt;
Enchant these daggers with banish at the highest lvl possible.&lt;br /&gt;
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Now take your banish daggers to riverwood trader.  Buy all his common, lesser, petty soul gems and sell him ur daggers.&lt;br /&gt;
Wait 48 hours and buy soul gems agian and sell daggers agian.  Once u run out of daggers to sell , u should have around 40 filled soul gems. Go get more daggers to enchant to banish.. Rinse and repeat until 100 enchanting..&lt;br /&gt;
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Also while u are at the Riverwood Trader U can buy a lot of items to disenchant.  U should end up with almost all enchantments for clothing and jewelry and around 50,000 gold.&lt;br /&gt;
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Forget waiting. Just save, kill the dude, then reload your save, causing his inventory to reset, rinse and repeat. Crap... Incorrect punctuation... [[Special:Contributions/173.218.144.66|173.218.144.66]] 23:13, 4 January 2012 (UTC)&lt;br /&gt;
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:::stupidest thing I ever read. If you goal is to bypass the purpose of the game, exploring and slowly learning and leveling skills why not use commands to modify all of your skills to 100, unlock all enchantments and put yourself in god mode--[[User:Lord.Baal|Lord.Baal]] 04:35, 6 January 2012 (UTC)&lt;br /&gt;
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::::wow, an ignorant statement used to put someone down-- now that's hilarious. Obviously, you cannot use the console on a console so you cannot mod you skills to 100. Second and more important, there is an innate psychological and sociological appeal to working within the constraints of a system-- its a key reason why hackers hack and crackers crack. Basically any Joe can open up the console and type in a single command; you actually get satisfaction and the occasional mental workout if you discover the &amp;quot;solution&amp;quot; (ie. exploit) yourself and then proceed to give your ego a workout by bragging about it on the interwebs. You can think of exploiting the game as a game within a game. After all wasn't the appeal of sandbox games like this one? The freedom to do what you want. [[Special:Contributions/75.80.97.155|75.80.97.155]] 15:57, 6 January 2012 (UTC)&lt;br /&gt;
:::::In addition, this is a crafting skill.  There is no organic way of leveling this skill (or anything other crafting skill); you have to grind it, either through mass enchanting of items or mass recharging of items.  Sure, you can get one of the daedric Stars with a soul trap weapon and level it slowly, but that just interrupts combat after every kill.  If I'm going to do something boring in a game, I prefer to do it all at once in an area where I'm not being interrupted rather than spreading it out in a ton of small interruptions while I'm out exploring.  (And really, after doing it once on my first character, I just skip it with a console command.  I don't play games to be bored; I play them to have fun.) --[[User:Fluff|Fluff]] 16:21, 6 January 2012 (UTC)&lt;br /&gt;
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== Azura/Black Star ==&lt;br /&gt;
&lt;br /&gt;
Alrighty, so I'm almost done Azuras quest for her star, and want to know if there's any difference between a &amp;quot;black&amp;quot; soul and a &amp;quot;grand&amp;quot; soul in terms of enchanting strength. I wanna power level enchanting and conjuration, and think Azuras Star would be better, but end game I'm looking for character optimization, and if black souls are can give more powerful enchantments then that would be the better choice.&lt;br /&gt;
&lt;br /&gt;
:All Humanoid souls (except Falmer) are considered Grand, and function identically for Enchanting purposes.  &lt;br /&gt;
:And *definitely* get the Black Star because 1- whether it's a bug or not, it can hold any soul, not just a humanoid soul, and &lt;br /&gt;
:2- Black Soul Gems are much, *much* rarer than Grand Soul Gems- there are only two places to reliably obtain them, and even then the supply is quite small.  So yeah, Black Star all the way.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 00:08, 4 January 2012 (UTC)&lt;br /&gt;
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::It may not be consistent with the lore or the description provided to you in-game, but the Black Star works exactly like a refillable black soul gem.  Black soul gems can accommodate white souls.  I believe they functioned this way in Oblivion as well.  If Bethesda restricts the Black Star to only black souls, they would presumably have to do this to black soul gems as well.  If they don't do it, I'm sure a mod will do it after the Creation Kit is released. [[User:Kastagir|Kastagir]] 00:51, 6 January 2012 (UTC)&lt;br /&gt;
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::Also, human(oid) opponents are much much more commonly encountered than other creatures that give you grand souls. You might find just one (or none) of the latter in any given dungeon, but every bandit/forsworn/etc. can fill the black star (it's great for refilling weapons on the go). [[User:VSim|VSim]] 22:12, 18 February 2012 (UTC)&lt;br /&gt;
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GO FOR BLACK!!!!!! :) [[User:Blashyrkh|Blashyrkh]] 18:42, 18 January 2012 (UTC)&lt;br /&gt;
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== Blacksmith's Apron- Glitch ==&lt;br /&gt;
&lt;br /&gt;
So this has happened to me twice now. I put the Fortify Smithing onto a set of Blacksmith's Apron, then i put it into my home cupboard and come back to find that it has reverted and lost all its enchantments. Not sure or how, just want to see if anyone else has had this issue.&lt;br /&gt;
&lt;br /&gt;
-I can verify this, I've used the Fortify Smithing enchantment on my apron, and then placed it in my dresser in Breezehome, and it has lost the enchantment.  I've done this twice as well, and don't plan on using a Blacksmith's Apron for any enchantments from now on, until this glitch is addressed.  What I wonder, now, is if this is the case with other articles of clothing as well. --[[Special:Contributions/71.165.86.191|71.165.86.191]] 01:50, 5 February 2012 (UTC)&lt;br /&gt;
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This isn't caused by the apron but rather by the house. The houses still have some glitches and will, with some items, respawn the same base item.&lt;br /&gt;
&lt;br /&gt;
== Only a temporary boost ==&lt;br /&gt;
&lt;br /&gt;
From the &amp;quot;Notes&amp;quot; section&lt;br /&gt;
&amp;quot;A potion that increases destruction magic by X% will increase fire, shock and frost enchantments by the same percent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tested this enchanting a bow after drinking +34% Enchanting and +169% Destruction. At first, it seemed that I managed to get 96p in both fire frost and shock damage, but after the +Destruction potion expired, (60 sec) the damage fell to 36p. Repeated the experiment, this time  using +Enchanting and +Restoration potion for Helmet. Got -68% casting cost for Destruction and +171% Magicka regen. After the +restoration potion expired, it fell to -29% casting cost and +73% Magicka regen. Drank another of the respective potions and the weapon and armor enchant stats were again boosted for 60 sec. Only the boost conferred by the +enchanting potion is permanent, while the rest are only temporary. Note that this is still very useful, as you can boost your equipment's elemental damage, regeneration rate, or feather effect using potion, when the situation dictates it.&lt;br /&gt;
&lt;br /&gt;
:Yes and no;  While the bonus imparted by Fortify Restoration potions *appears* to wear off (if you look at the item's stats), it doesn't actually wear off until you remove the item in question.  &lt;br /&gt;
:For example- I'm wearing a pair of boots that boosts Carry Weight by 50.  If I drink a Fortify Restoration 100% potion, the boots change to say they fortify Carry by 100, but this doesn't take effect unless I unequip and re-equip the boots.  :The reverse is true as well- once the potion wears off, the stats on the boots change, but my Carry is still boosted by 100 until I remove the boots.  &lt;br /&gt;
:Some items don't even show stat changes when they exist- in particular, the Amulet of Talos always says it reduces the time between shouts by 20%, even if you've used a potion to augment that.  &lt;br /&gt;
:It still says 20%, even if you've fortified it enough to shout as frequently as you wish.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:29, 4 January 2012 (UTC)&lt;br /&gt;
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== cannot seem to get a bow with both frost and paralyze to trigger paralyze ==&lt;br /&gt;
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I have custom crafted, upgraded and enchanted an ebony bow with frost and paralyze (like skyrims version of chillrend) and for the life of me I cannot get the paralyze effect to trigger... Im not sure what the issue is here but the frost effect works fine... just wondering if anyone else has had trouble with dual enchanting bows... I also made one that does shock and magicka damage and it only seems to do shock damage... :(  perhaps the similarity of inherent effects of these pairings is the culprit? &lt;br /&gt;
[[Special:Contributions/72.71.253.94|72.71.253.94]] 03:17, 5 January 2012 (UTC)&lt;br /&gt;
EDIT&lt;br /&gt;
I made another one to test it out... It works... just really rare and no &amp;quot;target resists paralyze&amp;quot; message... Ive been fighting falmer and I guess they resist paralyze and frost for that matter... I assume they have huge amounts of magicka as well for at no point did the shocking/magicka damage bow get them to stop casting. Can anyone confirm this for me?&lt;br /&gt;
:A lot of creatures in Skyrim resist Frost (not surprisingly), but also resist Paralyze as well.  It may also matter what order they are in. [[User:Kastagir|Kastagir]] 00:46, 6 January 2012 (UTC)&lt;br /&gt;
:The paralyze enchantment only confers a chance to paralyze and does not paralyze on every hit.&lt;br /&gt;
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== This whole abominable exploit ==&lt;br /&gt;
&lt;br /&gt;
The Inventory and Magic Effects menus operate independently and incorrectly after consuming a Fortify Restoration Potion.&lt;br /&gt;
&lt;br /&gt;
1.  Drinking a Potion of Fortify Restoration oddly increases the potency of certain enchantments on items even if the item is equipped. &lt;br /&gt;
&lt;br /&gt;
2.  The item gets the boost in the Inventory, but the player does not get the benefit in the Magic Effects until the item undergoes a selection to equip.  If the item was already equipped, it must be unequipped and then equipped before the benefit shows up in the Magic Effects.&lt;br /&gt;
&lt;br /&gt;
3.  When the Potion of Fortify Restoration wears off, the potency in the Inventory drops, but not in the  Magic Effects.  The item must be unequipped in order to lose the Magic Effect value.&lt;br /&gt;
&lt;br /&gt;
There are two problems in game design here.  &lt;br /&gt;
&lt;br /&gt;
First, why should drinking a Potion of Fortify Restoration affect the strength of enchantments? Enchanting is a separate skill from casting Restoration spells.  Logically a Fortify Restoration of 50% should make a healing spell of 100 jump to 150, etc. It should not make a Necklace of Alchemy jump from 12% to 18% or Boots of Carry Weight jump from 60 to 90.&lt;br /&gt;
&lt;br /&gt;
: This is most likely a legacy related oversight. Fortify effects are part of the Restoration school in Oblivion. This likely stayed in the game engine for Skyrim.  6 Jan 2012&lt;br /&gt;
&lt;br /&gt;
Second, why should it be necessary for a item to undergo a re-equipping before its effect appears in the Magic Effects?   Any change in an equipped item should also be a triggering event for its quiet removal-and-re-inclusion update in the Magic Effects.  My guess is that it was never anticipated that an equipped item could undergo a change without first being unequipped, which points back to the first problem with Potions of Restoration as the primary culprit.  This is more of a game destroying exploit than Oblivion's Chameleon effects on equipment or ladders made from paint brushes, but it was an unintentional oversight. &lt;br /&gt;
&lt;br /&gt;
: This is not uncommon in many games. It is rare to calulate effects on the fly; rather a tag is added that contains the bonus and removed as needed. Since updating the effects is not accounted for, it is clear that modifying enchantment values was not meant to be in the game.  6 Jan 2012&lt;br /&gt;
&lt;br /&gt;
Bethesda very carefully made it so that Alchemists could not make Potions to Fortify Alchemy, and Enchanters could not enchant items that fortified enchanting.  Yet they missed the strange cross over effect for Potions of Restoration that allows exponential looping using the alchemy made Potions of Restoration on equipment that fortifies Alchemy.&lt;br /&gt;
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What to do about it?  Well, if Bethesda wants to move to an MORPG as a business model, like World of Warcraft, then they need to step up to the plate and correct the exploit quickly just as WoW does.  The simplest correction would be to distribute a patch through Steam that restricts Potions of Fortify Restoration to just the Restoration school of magic.  &lt;br /&gt;
&lt;br /&gt;
This is not likely to happen soon.  I suspect that right now they are overwhelmed with Crash-to-Desktop stability issues.  It is not inconceivable that they may also genuinely want to continue their movie industry business model of produce a block-buster-produce-block-buster-sequel with its inherent dicey gambles and dry spells.  [[User:Kalevala|Kalevala]] 01:36, 6 January 2012 (UTC)&lt;br /&gt;
: Note that Fortify Restoration potions do not increase the strength of all enchantments - just all enchantments that have Restoration effects.  That includes practically all apparel enchantments, but none of the weapon enchantments.  Similarly, Fortify Destruction potions increase the strength of enchantments that have a Destruction effect, which are most of the weapon enchantments.  That part of it makes a sort of sense, even if the outcome of such a system is not desirable.  You might find [[Skyrim_talk:Enchanting_Effects#Other_Magic_Schools|the following discussion]] on the Enchanting Effects talk page of interest. --[[User:Fluff|Fluff]] 02:57, 6 January 2012 (UTC)&lt;br /&gt;
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::A somewhat pointless, point.  To me the heart of the games is that you can do whatever you want, literally whatever. I dont understand why they try to nerf things, I personally never exploit things and actually just wear Linwe's armor because I think it looks badass.  anyone on pc can use commands and god mode to do whatever they want so its really a personal choice how you play the game. dont abuse exploits if you want a challenging and realistic game--[[User:Lord.Baal|Lord.Baal]] 04:41, 6 January 2012 (UTC)&lt;br /&gt;
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:: Although what you two say is true, in my opinion it is wanted by the devs that the restauration and destruction skills boost the fortify and destruction enchants respectively. Also, in my opinion intentionally it should have worked this way; by taking the fortify restoration potion, the enchantment I am doing while under it's influence should be stronger and NOTHING else, while of course having a cap applied (maybe they forgot it, maybe it is not working because of the bug). Same applies for destruction of course. In other words for me it is not only a bug that can be exploited (whether that is good or bad is irrelevant since this is a single-player game), but more importantly it is a bug that prevents me from using fortify restoration potion if I do NOT want to exploit the bug. And there is the problem for me and why I hope for a fix (that does not just take the boost from the skills away).  {{unsigned|134.102.123.217|20:37, 7 January 2012}}&lt;br /&gt;
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:: Even if you believe the effect of boosting enchantments of the same school is intentional design (which is extremely questionable given the description of the potion's effect), the stacking of the effect is clearly not (which is why it doesn't exist for the Fortify Destruction potion).  It's clearly a coding glitch and using it is an exploit.--[[User:DagmarH|DagmarH]] 08:40, 8 March 2012 (UTC)&lt;br /&gt;
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I guess I'm a design snob.  It seems to me that if X improves Y by Z%, then that and only that is what it should do. That any change should be reflected in the user interfaces consistently and correctly.  If someone on a PC wants to play in god mode, or move the slider to easy on a console, more power to them.  &lt;br /&gt;
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On a separate point, I have a sense that much of the commentary on a lot of pages boils down to how to get a gazillion points of &amp;lt;insert name here&amp;gt; by using the exploit rather than how to play the game using or questions concerning or comments explaining &amp;lt;insert name here&amp;gt;.  I guess that makes me grumpy as well as a snob.  ;) [[User:Kalevala|Kalevala]] 06:31, 8 January 2012 (UTC)&lt;br /&gt;
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The way I see it, it's like duping. It probably wasn't 100% intended, but it's not necessarily detrimental to your gameplay experience (as you can choose whether to abuse it or not) so it doesn't really need to be fixed. Personally I use the exploit to give me more flexibility in my character customization. I made a ridiculous ring of smithing that lets me wear any armor I want (right now I've got the Stormcloak Officer's outfit) and still have the armor rating of my suit of daedric that I'm sick of looking at. Also gave myself 100% cost reduction to all five schools of magic, so I don't have to carry 3-5 different outfits around with me (my character kind of relies on the 100% cost reductions). Instead of keeping the skeleton key and leaving a quest unfinished, I made a ring with ~+70000 to lockpicking so I never break a pick. The exploit can be used to break the game, but it can also be used to make the game significantly less restrictive and more enjoyable (at least for those of us who have the restraint to not make a +1092393 to Unarmed/+293487239 fortify health outfit). I think it (the exploit) deserves a place in a Skyrim version of the [[Oblivion:Roleplaying|Oblivion:Roleplaying]] page, or perhaps under [[Skyrim:In-Depth Guides|Skyrim:In-Depth Guides]]. [[Special:Contributions/70.26.140.186|70.26.140.186]] 23:32, 25 January 2012 (UTC)&lt;br /&gt;
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:Isn't that the whole point of a sandbox RPG? I enchanted +5000000% Unarmed on a pair of Stormcloak Officer Gauntlets for whenever I want to be Wolverine.{{unsigned|98.238.243.104|06:20, 8 February 2012}}&lt;br /&gt;
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== Quick leveling tip ==&lt;br /&gt;
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After acquiring azuras star or the black star, create a weapon with soul trap. Now after each kill recharge the weapon, which grants you enchanting exp, then proceed to the next target. Rinse and repeat to level enchanting as you move through dungeons, crypts, forts, etc.{{unsigned|24.76.93.238|07:12, 7 Januari 2012}}&lt;br /&gt;
:Hardly a quick leveling tip.  That would take *quite* some time.  Mass producing enchanted daggers and jewelry is much faster. [[Special:Contributions/209.66.120.3|209.66.120.3]] 22:56, 11 January 2012 (UTC)&lt;br /&gt;
::Perhaps rename it a &amp;quot;slow but steady&amp;quot; leveling tip? [[Special:Contributions/71.237.182.242|71.237.182.242]] 05:18, 20 January 2012 (UTC)&lt;br /&gt;
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== Extra Effect ==&lt;br /&gt;
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Allows 2 enchantments at once- a few questions if i may?&lt;br /&gt;
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1. Would it be possible to enchant a sword with Fire Damage and Ansorb Health? Is there any difference in the order in which i would enchant? I read somewhere that the 1st enchantment determines charges, while the second determines magnitude. Is that true? If so, would it be smarter to place Absorb Health first, then Fire Damage- this would supposedly give less charges, but greater magnitude? And then use 100% Fortify Destruction armour to nullify charge expenditure.&lt;br /&gt;
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2. If i was to enchant a piece of armour with the 2 seperate Resist Magic enchantments (Normal and Shield of Solitude version) would they correctly stack?&lt;br /&gt;
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Thank you [[Special:Contributions/84.13.204.31|84.13.204.31]] 17:35, 7 January 2012 (UTC)&lt;br /&gt;
:# Yes, you can enchant a sword with any two weapon enchantments.  I haven't noticed a difference in the selection order of enchantments, but I haven't done very many weapon enchants.&lt;br /&gt;
:# Yes, they correctly stack.  The UI doesn't update correctly, but empirical evidence has shown that it works as intended despite the display error.&lt;br /&gt;
:--[[User:Fluff|Fluff]] 20:16, 7 January 2012 (UTC)&lt;br /&gt;
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::# I think you misleading this with oblivion? changing entchantment orders on items in oblivion sometimes leads to get extra charges. just a quick quess.&lt;br /&gt;
::[[User:Paramania|Paramania]] 14:49, 18 January 2012 (UTC)&lt;br /&gt;
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::: I'm not sure if this matters but I always put SOUL TRAP before damage. I haven't done real testing but the idea is to stack the soul trap first then do the damage. I have no idea how the game engine sorts the enchantments so I may be all under water here but I always get the soul. [[Special:Contributions/174.102.140.128|174.102.140.128]] 18:20, 24 February 2012 (UTC)&lt;br /&gt;
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== Optimization ==&lt;br /&gt;
Considering the so-called optimization of enchanting can literally break the game to the point where you one hit everything and also ups you damage ability by 400% over standard use, it has been called by many, include myself an exploit. I would like to make a suggestion that these optimization techniques be moved to a separate page. ( Enchanting_Optimization_Spoilers -or Crafting_Optimazation_Spoilers ) This would also break up the talk sections for people trying to make enchant work vs people who are trying to break it. ^.^ [[User:Dragonalumni|Dragonalumni]] 09:10, 9 January 2012 (UTC)&lt;br /&gt;
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:I agree that it's given too much importance by its placement here on this page...and that optimizing enchanting early (which I did in response to reading this page) does tend to make the fights too easy. I can't speak for end-game, as I haven't gone there yet. Moving the optimization information to another page would be an improvement. Aside from how much it can spoil the game, it's also greatly in need of clean-up, with way too many references to the restoration potion exploit. [[User:Verbatim9|Verbatim9]] 01:01, 30 January 2012 (UTC)&lt;br /&gt;
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== Potions capped to 32%? ==&lt;br /&gt;
&lt;br /&gt;
I have 4 pieces of fortify alchemy 29%. I get the same effect increase as with 28%, which is 32%. Any way to get better potions and fortifys without using fortify restoration( does it work anymore?) ? --[[Special:Contributions/84.248.192.31|84.248.192.31]] 19:26, 12 January 2012 (UTC)&lt;br /&gt;
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You can only get it by either exploiting (use fort resto potion and then immediately equip your fortify alchemy gear) or by using falmer helmet+circlet trick (which some consider to be a bug abuse/exploit too). &lt;br /&gt;
If you need just to squeeze a little more out of your enchantment, i suggest using the falmer helmet (wearing it and a circlet at the same time) which would give you an extra slot for +% to alchemy (and allow you to make even better +alchemy gear, repeating the alchemy-enchantment cycle some more times, iirc the max ench potion you'd get in the end would be 37%)&lt;br /&gt;
If you just need stronger enchantments, then use fortify restoration trick -  equip all your fort alchemy gear, make fortify restoration potion, drink it, re-equip gear, make another fortify restoration potion, then equip as many +alch gear pieces as you need to make the enchanting potion of the preferred strength (and thus the enchantment of preferred strength) (mind that taking an enchanting potion of a magnitude greater than 99% will break your ability to create weapon enchantments since the formula for charges isnt valid for enchanting skill values over 199) [[Special:Contributions/194.190.40.89|194.190.40.89]] 07:36, 20 January 2012 (UTC)&lt;br /&gt;
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== Soul Siphon ==&lt;br /&gt;
&lt;br /&gt;
It doesn't appear to work as expected. You would think that a creature which normally provided a petty soul would give you 5% of one, or that a creature with a common soul would give you 5% of that. Instead different creatures give wildly different levels of charge, even if they have the same soul level. The amount you get does seem to scale with the difficulty of the creature though, in general. I tested this by changing the magnitude of the effect on the perk to 1 (from 0.05, so getting the entire soul I guess), then observing the yield on different creatures. An elk would hardly recharge the weapon at all, while a mudcrab would give about the same charge you would expect from a petty gem. Also, removing the non-NPC condition on the perk and using it on some NPCs gets different yields as well (and generally much lower than from a grand soul). I *suspect* the recharge amount is calculated according to level, but it doesn't appear to be a linear relationship. -- [[User:Bluedanieru|Bluedanieru]] 17:40, 14 January 2012 (UTC)&lt;br /&gt;
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:It seems the game will calculate a 'maximum charge' value to prevent you from overcharging your weapon when using Soul Siphon. The trouble is that occasionally, usually after changing cells or reloading a save, the game will reassign that value to be whatever the current charge in the weapon is. By 'occasionally' I mean it seems to inevitably happen after 2 or 3 cell changes. From that point forward, you will not be able to charge the weapon any further than that new value using Soul Siphon. Charging the weapon using a gem will force the game to reassign the value again, but it will only set it at whatever the new charge level is after using the gem. So if you have a weapon where you can't charge it past 1/4 with Soul Siphon and you use a gem to bring it up to 1/2, you will now be able to use Soul Siphon to keep it at 1/2 but no higher. Of course, the charge level will drop again and after a few cell changes you will be back where you started. It stands to reason that eventually the 'ceiling' will ratchet down low enough that the perk won't have any effect at all until you recharge again with a gem. -- [[User:Bluedanieru|Bluedanieru]] 16:16, 27 January 2012 (UTC)&lt;br /&gt;
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== Renaming item while Enchanting potion expires ==&lt;br /&gt;
&lt;br /&gt;
When consuming a Potion of Fortify Enchanting, it lasts for 30 seconds.  &lt;br /&gt;
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Question is, when it expires and you are still enchanting an item and in the rename item part, does it remove the boosted enchantments?  Or does it hold them since you increased the specs while potion was active?&lt;br /&gt;
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Finding it tough to enchant and rename an item in under 30 secs, but sure practice would improve that, or dumping all weaps, apparel and misc that I don't need into a container so selection process is faster. [[User:Ocelot77|Ocelot77]] 21:56, 14 January 2012 (UTC)&lt;br /&gt;
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:If I remember correctly, the item will retain the face value even after the time expire. Meaning if the screen is showing boosted % and you are renaming without selecting any other thing, it will still show the boosted % after you finish naming. But if you try to do any other thing after renaming such as choosing a different effect or even re-choosing the same effect, the boost will be gone. So in summary, quickly choose the effects, items, soul gem and after that you can take as much time as you like to rename. ([[User:ZekunD|ZekunD]] 23:35, 20 January 2012 (UTC))&lt;br /&gt;
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::I always thought that bringing up the renaming menu paused the counter and so you could of think of a badass name for you new weapon.{{unsigned|98.238.243.104|06:24, 8 February 2012}}&lt;br /&gt;
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:I actually did an experiment concerning this a while back.  I was at 100 enchanter. Here are the steps:&lt;br /&gt;
::#Drink enchanting potion&lt;br /&gt;
::#Enchant an iron dagger&lt;br /&gt;
::#Enchant a second dagger. Rename the dagger, leaving the name screen open for 60 seconds.&lt;br /&gt;
::#Enchant a third dagger.&lt;br /&gt;
::#Wait 30 secs, Enchant a fourth dagger&lt;br /&gt;
:This resulted in three identical daggers, and one lesser dagger.  I take these results to mean that the countdown is completely halted while the naming screen is up.  If somebody wants to duplicate this experiment and if the results are the same then it should probably be included as information on the page. -- [[User:Neondrmr|Neondrmr]] 05:42, 12 February 2012 (UTC)&lt;br /&gt;
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When I posted my reply, I believe it was based on PS3/patch 1.2. I've been away from the game and after reading the previous reply, I went back and tested it with gold diamond necklaces. (on PS3, tested on both patch 1.3 and 1.4)&lt;br /&gt;
*I drank a 37% 30 sec enchanting potion, and made two 29% alchemy necklaces. After making two necklaces, I had 5 sec left for enchanting boost effect (under the active effect list).&lt;br /&gt;
*I drank another potion, quickly chose the same necklace, soul gem, effect (showing 29%). Next, I brought up name input screen and waited for 30 sec. Then, confirmed the name and re-chose the same effect. The value changed to 25%, meaning effect wore off.&lt;br /&gt;
*For the next part, I used active effect timer. I chose necklace, soul gem, effect and opened up name change screen. Then without waiting, exited and checked the active effect timer which showed enchanting effect with 15 sec left.&lt;br /&gt;
*Next, I did the same things, except this time, I waited for ~13 sec on name input screen. Then canceled and checked then active effect timer which showed only 1 sec left.&lt;br /&gt;
So timer was counting down while name input screen was active. I am not sure why we got different results. Maybe different platform/version etc? Please feel free to experiment more and correct my results if I am wrong. ([[User:ZekunD|ZekunD]] 13:15, 21 February 2012 (UTC))&lt;br /&gt;
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Update:&lt;br /&gt;
*I drank a 37%, 30 sec enchant potion and chose necklace, grand soul gem, 29% alchemy value and a new name. After that, I left it running for 60 sec without pressing the final confirm button for enchantment. After 60 sec, I renamed the item again and waited for another 60 sec without closing the name input screen. Then I pressed confirm and got a 29% enhanced alchemy necklace with my last chosen name.&lt;br /&gt;
*Next, same potion, necklace, gem, 29% alchemy value. This time, I waited 45 sec during the name input screen. Then I confirmed the name and re-chose the same enchantment. The value became 25% enhanced alchemy.&lt;br /&gt;
Again this was done on PS3 patch 1.4. So even after the potion effect wore off, I will get the item with last displayed value if I don't change the gem, item or enchantment type. ([[User:ZekunD|ZekunD]] 10:22, 25 February 2012 (UTC))&lt;br /&gt;
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:: Confirmed. You have 30 seconds to select the item, enchantments, soul gem, and name. I was unaware of this until I read your post - Thanks. I found a fairly easy way around this though. Before drinking the fortify enchantment potion, do a dry run including naming the item but at the final confirm cancel. Now the name is in the name queue to the right. Drink and set the enchantments, then clear the default name or parts you don't want, select the first letter of the name you want and the rest should show up in the right. Select it (and any additional names should also appear after so keep selecting until done.) This could be challenging if your queue list is long and I don't know of any way to clear it. (Philbert) [[Special:Contributions/174.102.140.128|174.102.140.128]] 19:45, 24 February 2012 (UTC)&lt;br /&gt;
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:::Thanks for your confirmation. Is it done on PS3 or PC? I did similar dry runs to &amp;quot;save&amp;quot; names in my earlier enchantments to quickly rename. But now, I just use one enchant potion for one item enchantment only. That way, I can spend all 30 sec to choose item, soul gem and enchantments. After I get the desired enchantment values, I just take as much time as I like to rename. As I wrote in the earliest reply, just do the naming as the last step. As long as you don't change the chosen soul gem, item or enchantment after 30 sec, the item will keep the displayed enchantment values even after the potion effect wore off, no matter how many times or how long it takes to rename. I also updated my experiments above to confirm this. ([[User:ZekunD|ZekunD]] 10:22, 25 February 2012 (UTC))&lt;br /&gt;
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:::I noticed that while renaming the blades swords, after applying an effect and the soul gem, if you un-select your effect/gem and then cancel enchanting, the name remained on them. Also this is post 1.4 update and on the 360. Basically I came across this while trying to overcome the timing issue with using enchantment potions and renaming items. When going back into enchantment screen to add enchantments to your prior re-naming, I wouldn't recommend entering the rename screen as this may or may not revert the name back to default. I've tried this scenerio with other items, rings, armor, weapons and it didn't work so it must have something to do with the blades swords. I wish they'd just allow you to rename items anyway, it's such a small tweak but would really tie the room together like the dude's rug. (Joshua Chrïst) [[Special:Contributions/74.67.112.164|74.67.112.164]] 22:25, 7 March 2012 (UTC)&lt;br /&gt;
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== Easy peasy for archers ==&lt;br /&gt;
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If your character is an archer, or just knows how to handle a bow, you might consider that way of power levelling, which is quite challenging, fun, but a bit time consuming. Enchant a bow with a Soul Trap 1 sec enchantment, which will virtually last forever, even with a petty soul (I did it and did not need to refill it yet, but I took 100+shots with it) then go hunt some deer, mudcrab, horker, wolf, rabbit, fox, whatever you find, just keep enough soul gems at you. When all the gems filled, raid a dungeon, rob all the armor, weapon you can get, head to the nearest Arcane Enchanter, disenchant any unknown enchantment, then enchant everything you looted from the dungeon, then sell it triple price. Money+enchanting skill+fighting skill+possible lock picking skill at once, and not bad role playing experiment I think.[[User:Anguis Furor|Anguis Furor]] 17:32, 20 January 2012 (UTC)&lt;br /&gt;
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::Rather than raid a dungeon for weapons to enchant, why not make them. Then you will also gain smithing experience as well. Collect pelts from the animals you hunted and also, you will need iron ingots. I find Embershards Mine between Riverwood and the Guardian Stones is very useful. This respawns about every 10 game days and only has low level bandits who are easy to defeat. It contains several made up iron ingots and iron ores and also 9 iron veins you can mine. Next head back to War Maiden's and use the smelter to turn the iron ore into ingots, the tanning rack to turn the animal hides into leather and then leather strips, and finally the forge to make them into iron daggers. You can easily make dozens of daggers from one hunting trip and mine visit. Now head up to the arcane enchanter in Dragonsreach and enchant the daggers. The experience points you gain for smithing and enchanting are not affected by what you make - so it is better to make lots of low value items if you are trying to level up.&lt;br /&gt;
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:::Even better, if you have Dwarven Smithing, just raid some Dwemer ruins. Lots of soul gems and dwemer items to smelt into Dwarven Metal Ingots. With enough Iron Ingots, you can spam Dwarven Bows to enchant all day. [[Special:Contributions/24.156.216.144|24.156.216.144]] 10:44, 24 February 2012 (UTC)&lt;br /&gt;
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== Conflicting Enchantments? ==&lt;br /&gt;
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My character is primarily a warrior that uses magic and enchantment to augment his skills. I have heavy armour, and fight one handed with either a destruction or restoration spell in the other. I also have enchantments on weapons and armour to help out with melee (e.g. Fortify One-Handed, Fortify Destruction, Fortify Restoration and Fortify Magicka Regen).&lt;br /&gt;
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I'm planning on getting to 100 Enchanting soon and using the second enchantment to add magic resistance to the armour I'm going to craft, as well as the existing enchantments. So, for example, my breastplate will be enchanted with Fortify Destruction + Magicka Regen and Resist Magic.&lt;br /&gt;
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Will the magic resistance enchantments impede the spells at all?&lt;br /&gt;
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Also, is it worth casting a dual Destruction effect on weapons (e.g. fire and frost)? Or is it more efficient to double-up on the same one? {{Uns|Fritzromanov|07:51, 25 January 2012}}&lt;br /&gt;
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:Please ask this type of question in our {{Forums}}. Questions on this page should relate directly to improving the article itself, not Q&amp;amp;A type questions. &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; 09:56, 25 January 2012 (UTC)&lt;br /&gt;
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::I have asked a specific question as the guidelines recommend. I'd be grateful if someone could answer it. {{Uns|Fritzromanov|11:14, 25 January 2012}}&lt;br /&gt;
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:::The ultimate goal of the wiki is to document how the features work, not to help individual players plan their character advancement. As an example of what we mean by &amp;quot;specific questions&amp;quot;, your first question would be much better off phrased as &amp;quot;Does Magic Resistance impede spells from Enchantments?&amp;quot; without all the lead-in; you might also be better off asking it at [[Skyrim:Resist Magic|Resist Magic]]. &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; 22:52, 25 January 2012 (UTC)&lt;br /&gt;
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No - from what I've seen, magic resistance has no effect on the effectiveness of other enchanted gear. I haven't seen any mechanic by which different enchantment effects interact with each other (unless you count stacking as interacting) [[Special:Contributions/70.26.140.186|70.26.140.186]] 23:04, 25 January 2012 (UTC)&lt;br /&gt;
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== Follower capturing souls ==&lt;br /&gt;
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The &amp;lt;b&amp;gt;Tips on soul gems&amp;lt;/b&amp;gt; section says &amp;quot;Your follower can act as your &amp;quot;soul harvester&amp;quot; if you give him/her a Soul Trap/Fiery Soul Trap enchanted weapon, and empty soul gems.&amp;quot; This does not work for me (PC). I gave my follower, Mjol the Lioness, a soul trap enchanted bow and some empty Petty &amp;amp; Lesser soul gems. After many hours of play and lots of encounters with creatures like wolves and bears, which she frequently shoots at, her soul gems remain empty and the bow remains fully charged.{{unsigned|88.104.119.133|10:55, 2 February 2012}}&lt;br /&gt;
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:Are you sure she has it equipped? Followers will automatically equip items with highest base value. So if you had previously given her a more expensive bow before the Soul Trap bow, she'll use the previous one. {{unsigned|98.238.243.104|06:29, 8 February 2012}}&lt;br /&gt;
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::Also, I think it may be necessary for the follower to make the killing blow; this was my experience but that may have been becuase the weapon had a 1 second duration.{{unsigned|Acaveman|06:53, 8 February 2012}}&lt;br /&gt;
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:::Who strikes the killing blow shouldn't matter, so long as soul trap is active when it is struck. -- [[User:Neondrmr|Neondrmr]] 09:51, 9 February 2012 (UTC)&lt;br /&gt;
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:Unfortunately many followers are bugged so that no matter what bow you give them they will always use the low quality default bow they would start with.  If you give Mjol a melee weapon with soul trap you should get the expected behavior.  I think it makes sense to point out this bug in the tip though, as it could easily be confusing.  Good catch! -- [[User:Neondrmr|Neondrmr]] 09:51, 9 February 2012 (UTC)&lt;br /&gt;
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== Extra Enchantments ==&lt;br /&gt;
Linwe's bugged enchantments are listed on this discussion page (which you can learn but can't use), but I saw no mention of mara's blessing (fortify restoration effect, learned from wedding rings), no of the fact that drainspell bow and drainhealth sword teach a second copy of absorb magicka and absorb stamina respectively, which actually function.(They are simply listed as &amp;quot;Absorb Magicka/Stamina&amp;quot; and have the same effect as the normal ones, meaning it is only useful for doubling up on absorb stamina or absorb magicka). The drainblood axe uses the standard absorb health enchantment (meaning the most useful absorb can't be doubled, unfortunately).&lt;br /&gt;
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== Soul Siphon. ==&lt;br /&gt;
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I can one-hit weaker animals like deer and wolves, except the bigger ones like sabre cats and bears. Aren't all creatures supposed to be affected by Soul Siphon? {{uns|Grelaria|23:14, 12 February 2012}}&lt;br /&gt;
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== Selfmade Amulets values varying ==&lt;br /&gt;
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The Gold value of most of my amulets made with the Fortify Restoration Exploit show ENORMOUS diffrences in how much they are worth; a 248% Fortify Alchemy Amulet is worth 1240 Gold, whilst a 761% Fortify Alchemy one is worth 131 Gold. It seems that the Skill, Soulgem used and Type of Amulet/Ring also affects the Price, since the Fortify Enchanting Potion I drank for the 248% one was 1000%, whilst the other one only was 800-something-%. Still, strange.[[User:MarukiTheFaceHater|MarukiTheFaceHater]] 06:10, 13 February 2012 (UTC)&lt;br /&gt;
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:The gold value is inversely related to your skill. In other words,for example, an Iron Dagger enchanted with Banish at level one will be worth significantly more than a similar dagger enchanted at level 100, even though the enchantment is much stronger. Because of that, Fortify Enchanting potions will ''decrease'' the value of any enchantments you make. • &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; 06:23, 13 February 2012 (UTC)&lt;br /&gt;
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:Thank you Jak, I already suspected something like that, and btw, you are the man, commenting on all my entries I looked at so far, haha =), finally somebody answering and responding to other people's posts, too rare in wiki's nowadays.[[User:MarukiTheFaceHater|MarukiTheFaceHater]] 14:22, 14 February 2012 (UTC)&lt;br /&gt;
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== Corpus Enchanter? ==&lt;br /&gt;
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Does Corpus Enchanter affect absorb health or absorb stamina? {{uns|50.99.131.84|00:36, 23 February 2012}}&lt;br /&gt;
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== Disenchanting quest items ==&lt;br /&gt;
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It appears that you cannot disenchant a quest item. I recovered the Ring of Pure Mixtures from Forsaken Cave, and took it directly to Dragonreach to disenchant it. The ring didn't show up in my list of items eligible for disenchanting. I then returned it to Frida in Dawnstar to complete her quest, pickpocketed it from her, then took it to an Arcane Enchanter. I was then able to disenchant it. i didn't see any note about this in any relevent page. Anybody else experience this? {{uns|174.22.17.136|04:24, 27 February 2012}}&lt;br /&gt;
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:It depends on exactly what quest item it is. You can't disenchant anything that's in active use (such would destroy the base object and quest items are all protected against being lost). You also can't disenchant many items around the world; many unique quest rewards and some random unique loot. --[[Special:Contributions/67.248.246.4|67.248.246.4]] 05:12, 1 March 2012 (UTC)&lt;br /&gt;
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== Elemental fury ==&lt;br /&gt;
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ok so there is a shout elemental fury that puts +10 elemental fury on ur weapons increasing attack speed but obviously only for a short time untill the shout wears off. everyone will say this cannot be disenchanted but.........THIS CAN BE DISENCHANTED if done right i have disenchanted it on my xbox no mods but when i go to put this enchantment on a weapon it comes up with 000 charged i havent found a way to make this have charges this would be ultimatly the best enchant in the game for weapons if i or somone has some insight to make this work help please :) {{uns2|00:22, 29 February 2012|174.113.202.140}}&lt;br /&gt;
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==useful to vampires==&lt;br /&gt;
Enchanting is more useful to vampires in my opinion because it can counter the vampire's fire weakness. which makes it very useful if one realizes the threats of dragons and fire mages. so nit should be put back in notes.[[Special:Contributions/86.186.211.8|86.186.211.8]] 00:58, 3 March 2012 (UTC)&lt;br /&gt;
:If it is placed anywhere, I would say in the Notes section in the [[SR:Vampirism|Vampirism]] page (such as with the Dunmer note about resistance), or a new subsection under the Stages &amp;amp; Effects heading. Definitely not the enchanting page, though. Maybe it would be best to propose it on the Vampirism talk page to see where it would best be placed and whether or not there should be a section about counteracting the downsides of vampirism. --[[User:Velyanthe|Velyanthe]] 01:03, 3 March 2012&lt;br /&gt;
(UTC)&lt;br /&gt;
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Yeah, i added the dunmer thing ages ago on one of the pages(even on the dunmer page itself i think) as i am a registered user.&lt;br /&gt;
I will place it in the notes of vampirism then. Mr.Scryer. [[Special:Contributions/86.186.211.8|86.186.211.8]] 01:06, 3 March 2012 (UTC)&lt;br /&gt;
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== Renaming bug? ==&lt;br /&gt;
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I cannot put non ASCII characters when renaming an objet... This is on PC, using Windows XP, with the latest patch.&lt;br /&gt;
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Does anyone have the same bug?&lt;br /&gt;
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== &amp;quot;Soul squeezer&amp;quot; and &amp;quot;soul siphon&amp;quot;... ==&lt;br /&gt;
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While I can understand the usefulness of the second perk (barely), the first is useless to my eyes.&lt;br /&gt;
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I'd have rather make soul squeezer act like this: allow to fill soul gems to their capacity using lesser souls. Consider the waste of a grand soul gem filled with a petty soul: if you don't know the trick of dropping the sould and then taking it back again to empty it from its space wastage, you waste a soul gem. With the perk reworked as such, you'd be allowed to gradually fill a soul gem with several souls. Requiring 60 enchanting or something... But currently, I fail to see a use for it at all. What do you think?&lt;br /&gt;
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== Weak enchantments ==&lt;br /&gt;
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I started out by disenchanting weaker enchants...I seem to be stuck with these. If there anyway that I can replace these with stronger enchants on the table? {{uns2|04:24, 6 March 2012|66.253.237.134}}&lt;br /&gt;
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: The strength of the enchantment on whatever you disenchant makes no difference to the strength of the enchantments you can craft yourself.  To get a stronger enchantment use a better soul (I save grand souls for enchanting, I have plenty of other souls for recharging weapons), improve your enchanting perks, or drink an enchanting potion. [[User:Peterguard|Peterguard]] 09:28, 6 March 2012 (UTC)&lt;br /&gt;
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:: To complement this answer: enchantments all have a base value. The multiplier applying to enchantments you make yourself depend on both your enchant level and perks you have in the enchant tree.&lt;br /&gt;
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:: There is the case for some unique items which have a better base enchantment than other items. This is the case, for instance, for the Shield of Solitude, whose base magic resistance value is 10%, compared to 8% with other resist magic items. {{uns2|12:20, 6 March 2012|82.235.191.170}}&lt;br /&gt;
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== Renaming items: cannot put non ASCII characters? ==&lt;br /&gt;
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(the previous entry concerning this bug was deleted, but I confirm this is true) -- you cannot rename items with non ASCII characters, which is a hindrance for us non English speaking people. This should be mentioned in the bugs section.&lt;br /&gt;
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== Weapon enchantment charge use affected by fortify enchants on gear ==&lt;br /&gt;
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I notice that charge use for enchanted gear is affected by any discounts due to perks/fortify enchanted armors for the relevant school of magic that the weapon uses. I have 100% reduction in magicka costs for Destruction spells, and my shock enchanted blade uses no charge, but my paralysis enchanted blade uses charge normally. [[Special:Contributions/24.156.216.144|24.156.216.144]] 05:23, 10 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Potions&amp;diff=897657</id>
		<title>Skyrim talk:Potions</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Potions&amp;diff=897657"/>
		<updated>2012-02-29T02:01:29Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Lotus Extract */ new section&lt;/p&gt;
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&lt;div&gt;==New Page==&lt;br /&gt;
Are there any plans to make a separate list for beverages (beer, wine, etc.) in Skyrim?&lt;br /&gt;
Let me know. -[[User:Mishaxhi9999|Mishaxhi9999]] November 15, 2011 18:14 (6:04 pm) (UTC)&lt;br /&gt;
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:We didn't do that for Oblivion (as shown at [[Oblivion:Potions]], I don't see it as necessary to do so now. --[[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; 02:17, 16 November 2011 (UTC)&lt;br /&gt;
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::There already is a separate page at [[Skyrim:Food]] for those items that are classified as food instead of potions, which include some beer and wine.  Note, however, that the breakdown is based on unconfirmed assumptions about the game data.  The hope is that the breakdown matches the in-game breakdown -- whether the items appear in your inventory under food or potions.  My feeling is that's the best way to categorize the items.  Doing anything other than what players see in-game seems more likely to be confusing than helpful. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:26, 16 November 2011 (UTC)&lt;br /&gt;
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== &amp;quot;a nearly infinite range of custom potions and poisons&amp;quot; ==&lt;br /&gt;
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This is a gross exaggeration.  There are only 760 custom potions and poisons that can be made (from a total of 24959 combinations that produce potions or poisons).  The exact numbers on each potion or poison can vary due to perks and skill level, but in terms of effects you can put together, it's not 'nearly infinite'. --[[User:Fluff|Fluff]] 21:51, 16 November 2011 (UTC)&lt;br /&gt;
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:And certain ingredients will produce stronger or weaker than average versions of the potion/poison. [[Special:Contributions/24.156.216.144|24.156.216.144]] 08:19, 23 November 2011 (UTC)&lt;br /&gt;
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::But most ingredients have the same magnitudes. Usually there are only 1 or 2 ingredients for each effect, that have a different value. This doesn't increase the possible combinations that much (maybe factor 2). --[[User:Killfetzer|Killfetzer]] 10:27, 2 January 2012 (UTC)&lt;br /&gt;
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== Sleeping Tree Sap note: ==&lt;br /&gt;
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Only the fortify health effect is shown in the Sleeping Tree Sap potion's description. [[Special:Contributions/24.156.216.144|24.156.216.144]] 08:16, 23 November 2011 (UTC)&lt;br /&gt;
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== Esbern's Potion ==&lt;br /&gt;
Since it hasn't been cataloged on the site yet, I'll just go ahead and ask: what exactly does Esbern's potion ''do''? - [[User:Tahaneira|Tahaneira]] 01:40, 24 November 2011 (UTC)&lt;br /&gt;
:That is a very good question indeed. As a matter of fact, I checked this site to find out the very same thing. I just experimented a bit with it, and honestly it looks like it does nothing. By the discription I was sort of hoping I could stuff it into a soul gem or better yet, use dragon souls in enchantment. But no. After drinking and killing a dragon, nothing special happened. I went back to Esbern, no special covnersation option. And as suggested I tried soul trapping it, I tried being at the enchantment table. Nothing out of the ordinary. I was sort of hoping for something grand and special, but I suppose we just have to wait for someone smarter than me to tell us. [[User:ZeNinjaHawk|ZeNinjaHawk]] 16:59, 25 November 2011 (UTC)&lt;br /&gt;
According to what I read, after some research, as what was said is in the Skyrim book, it supposedly reduces damage that dragons deal to you by 25%. I have not noticed a difference, as I do not pay much attention to the actual damage I take. )&lt;br /&gt;
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Esbern potion seem to be bugged aswell as the misc quest that ask you to return a bone and scale to Esbern.&lt;br /&gt;
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Potion suppose to give ancient knowledge under active effects, but dosnt show. And the quest never &amp;quot;completes&amp;quot;, just stays under misc.&lt;br /&gt;
:I guess we'll have to wait for the modding tools to be released, then. Or for someone to hack the code. - [[User:Tahaneira|Tahaneira]] 00:15, 29 November 2011 (UTC)&lt;br /&gt;
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((Xbox version as far as I know)... Esbern's potion adds a permenant perk of 25% less damage from Melee attacks dealt by Dragons, thats the ancient knowledge referred to, currently glitched so no noticeable effect, and doesnt appear on active effects screen. The mission referring to dragon scales and dragon bones is currently glitched as well, No need to bring more scales/bones if the perk is permenant. So it's an obvious contradiction which needs to be addressed in an update.   Heard their is a command code work around if you have PC (As of 1/1/2012))&lt;br /&gt;
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== Using portion? ==&lt;br /&gt;
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How do you use various weakness portions on the enemies, besides pickpocketing it into their inventory (not even sure if this works)?&lt;br /&gt;
:I think they're supposed to be counted as poisons; you coat it on a weapon and hit them with it. The reverse-pickpocketing thing only works if you have the relevant Sneak perk. - [[User:Tahaneira|Tahaneira]] 00:15, 29 November 2011 (UTC)&lt;br /&gt;
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== Potion generator ==&lt;br /&gt;
&lt;br /&gt;
Made a potion generator based on the data of the wiki: http://rp.eliteskills.com/skyrim.html [[User:Jimmyrcom|Jimmyrcom]] 02:43, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::''(Note: Text altered to restore first post to original wording, which inherently required that I alter the text of the second.)'' &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; 04:45, 12 January 2012 (UTC)&lt;br /&gt;
:A second one is at http://rp.eliteskills.com/skyrim.html {{Uns|99.178.168.163|16:31, 16 December 2011}}&lt;br /&gt;
:This is exactly what I was looking for!  Thanks! --[[User:Rasimpson|Rasimpson]] 01:29, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gold Values ==&lt;br /&gt;
&lt;br /&gt;
I changed to the gold value of &amp;quot;Draught *&amp;quot; potions to those found ingame (some collected, most of them added per console). It looks like the gold value displayed in the inventory is stable and doesn't change with perks or on other factors. So showing those values seems to make more sense than showing game data values (with skipped factors influencing value not completely understood right now). --[[User:Alfwyn|Alfwyn]] 17:12, 27 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Invisibility ==&lt;br /&gt;
&lt;br /&gt;
Are there any '''guaranteed''' places to find an invisibility potion? [[User:Lucien LachanceDB|Lucien LachanceDB]] 10:02, 2 January 2012 (UTC)&lt;br /&gt;
:Thieves' guild fences.&lt;br /&gt;
&lt;br /&gt;
::I believe completing [[Skyrim:Stabilized|this]] quest will grant you a leveled invisibility potion if you choose to help Shadr. [[User:Alphabetface|Alphabetface]] 18:42, 30 January 2012 (UTC)&lt;br /&gt;
::Also, I just found one in Geirmund's Hall, east of the Arcane Enchanter (down the dead-end hallway), though I don't know if that one's a random potion or if it's always a leveled invisibility potion. [[User:Alphabetface|Alphabetface]] 23:27, 30 January 2012 (UTC)&lt;br /&gt;
:::There is a leveled potion of invisibility at Geirmund's Hall in the game data. Guaranteed locations I can see in the game data include:&lt;br /&gt;
::: Brief Invisibility - Vlindrel Hall, Fort Amol, Arch-Mage's Quarters, Knifepoint Mine, Grave Concoctions, Thaumaturgist's Hut, Olava the Feeble's House, Volunruud Elder's Cairn, Hall of Countenance, The Mortar and Pestle&lt;br /&gt;
::: Extended Invisibility - Kilkreath Temple, Twilight Sepulcher&lt;br /&gt;
::: Enduring Invisibility - Hall of Countenance&lt;br /&gt;
::: Leveled (LItemPotionInvisibility) - Geirmund's Hall, Sinderion's Field Laboratory, The Katariah, Morvunskar, Kagrenzel, Treva's Watch, Helgen Keep, Uttering Hills Cave&lt;br /&gt;
::: --[[User:Alfwyn|Alfwyn]] 13:33, 31 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Philter of the Phantom ==&lt;br /&gt;
&lt;br /&gt;
is it just a graphic effect, or does it actually do something(like people running from you screaming &amp;quot;omgwtf, a ghost!!&amp;quot;)?&lt;br /&gt;
&lt;br /&gt;
:I always wondered that too, and only found 2 of these so far, and doubt there will be more. Wyndelius Gatharian used these to scare people away from the Tomb he was hiding in. Using one of these makes you look ghostly indeed, and People don't run away screaming, but they just don't know what's going on. I can punch a Guard in the face, stab him to death, dance around naked in the center town square, and yet NO BOUNTY message shows up. As the effect wears off, everybody acts like nothing happened. The Philter is REALLY usefull for certain Dark Brotherhood missions and should not be wasted for no reason.[[User:MarukiTheFaceHater|MarukiTheFaceHater]] 06:05, 13 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, Shroud Hearth Barrow (where you get this potion) resets every few days, so you can return and collect more vials of the potion. Wyndelius Gatharian's inventory also resets (yet his body remains) so you can also collect more potions from his inventory as well. • &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; 06:19, 13 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Holy Water? ==&lt;br /&gt;
&lt;br /&gt;
I was reading this, and noticed one of the items was Holy Water. What is this related to? Is it after trashing Dibella's temple in Sanguine's quest? I've never found it, I think, so I don't know. Does anyone know what it's for?[[Special:Contributions/27.252.231.90|27.252.231.90]] 03:45, 10 January 2012 (UTC)&lt;br /&gt;
:Holy Water is needed for a quest - forgot which one, but I carry a note of Supplies needed to repair something which includes it. I just haven't found any yet. --[[Special:Contributions/208.74.128.1|208.74.128.1]] 22:16, 29 January 2012 (UTC)&lt;br /&gt;
::Yes, Holy water is mentioned in [[Skyrim:Repair Supplies|Repair Supplies]]. But you are never actually repairing the staff during the quest [[Skyrim:A Night To Remember|A Night To Remember]]. I would actually be surprised if there would be a way to get &amp;quot;Holy Water&amp;quot; during regular game play. --[[User:Alfwyn|Alfwyn]] 22:32, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stacking potions / poisons ==&lt;br /&gt;
&lt;br /&gt;
I'm wondering if we can stack the effects of potions / poisons - like time it lasts, or points of damage?&lt;br /&gt;
I tried using 2 carry weights, which did not give me extra weight to carry, but have no idea if added extra time as I was fast traveling.&lt;br /&gt;
&lt;br /&gt;
:Potions with MATCHING PROPERTIES are NOT stacking, but the TIME refreshes; if you take one of the exact same Potions again 1 second before it runs out, it resets the timer. Taking a Potion with DIFFERENT Magnitude (for example, 1x Fortify Carry 50% and 1x Fort. Carry 51%) COULD stack (look at &amp;quot;Fortify Restoration exploit&amp;quot;), since that is the case with at least 1 other Potion, namely this particular &amp;quot;Fortify Restoration Potion&amp;quot;, it, as I said, COULD be. Or a &amp;quot;better&amp;quot; Potion &amp;quot;overwrites&amp;quot; the lesser one when drank. To Poisons: nope, how could they stack? A poisoned weapon says &amp;quot;... is already poisoned&amp;quot; when trying to use another Poison on that weapon.[[User:MarukiTheFaceHater|MarukiTheFaceHater]] 06:00, 13 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Created Potions Bug ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this belongs on the potions page, or on the alchemy page, but I made several restore 51 points of health potions. I currently have 10 in my inventory and when the number gets down to 2 and I try to use them, it crashes the xbox. {{unsigned|Evlydia|22:16, 4 February 2012}}&lt;br /&gt;
&lt;br /&gt;
== Lotus Extract ==&lt;br /&gt;
&lt;br /&gt;
There's two additional bottles of Lotus Extract in the Dawnstar Sanctuary after you purchase the Alchemy Station. [[Special:Contributions/24.156.216.144|24.156.216.144]] 02:01, 29 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Volunruud&amp;diff=895815</id>
		<title>Skyrim talk:Volunruud</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Volunruud&amp;diff=895815"/>
		<updated>2012-02-26T12:28:30Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Bug: Swinging Spike Wall fails to reset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elder's Cairn Won't Open ==&lt;br /&gt;
(PC) I encountered a bug whereby the door to the &amp;quot;Elder's Cairn&amp;quot; would not open and allow me to proceed to the next cell.  I gathered the ceremonial weapons and &amp;quot;placed&amp;quot; them in the door.  The animation played and the door opening sound played, but nothing happened.  I was only able to proceed to the next cell by using the console command &amp;quot;coc Volunruud02&amp;quot;.  I am using mods, so I cannot reproduce this bug in a clean environment.  Hopefully this will help someone else, however.  As a side note, the axe seemed misplaced in the door slot (it was too big).  I do not know if this caused the bug or not. {{Uns|68.6.234.109|01:57, 4 January 2012}}&lt;br /&gt;
:I don't know if you tried this but after the animation you have to &amp;quot;open&amp;quot; the door a second time. [[User:Philbert|Philbert]] 00:05, 12 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug: Swinging Spike Wall fails to reset ==&lt;br /&gt;
&lt;br /&gt;
A swinging spike wall may fail to reset as it can get caught on the hanging bones noisemaker next to it. If it occurs, it can block access to the Ceremonial Sword. Disabling and re-enabling the trap wall will fix this on PC. Uncertain about other potential fixes for console, however. [[Special:Contributions/24.156.216.144|24.156.216.144]] 12:23, 26 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Volunruud&amp;diff=895814</id>
		<title>Skyrim talk:Volunruud</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Volunruud&amp;diff=895814"/>
		<updated>2012-02-26T12:23:54Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Bug: Swinging Spike Wall fails to reset */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elder's Cairn Won't Open ==&lt;br /&gt;
(PC) I encountered a bug whereby the door to the &amp;quot;Elder's Cairn&amp;quot; would not open and allow me to proceed to the next cell.  I gathered the ceremonial weapons and &amp;quot;placed&amp;quot; them in the door.  The animation played and the door opening sound played, but nothing happened.  I was only able to proceed to the next cell by using the console command &amp;quot;coc Volunruud02&amp;quot;.  I am using mods, so I cannot reproduce this bug in a clean environment.  Hopefully this will help someone else, however.  As a side note, the axe seemed misplaced in the door slot (it was too big).  I do not know if this caused the bug or not. {{Uns|68.6.234.109|01:57, 4 January 2012}}&lt;br /&gt;
:I don't know if you tried this but after the animation you have to &amp;quot;open&amp;quot; the door a second time. [[User:Philbert|Philbert]] 00:05, 12 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug: Swinging Spike Wall fails to reset ==&lt;br /&gt;
&lt;br /&gt;
A swinging spike wall may fail to reset as it can get caught on the hanging bones noisemaker next to it. If it occurs, it can block access to the entire eastern area of Volunruud. Disabling and re-enabling the trap wall will fix this on PC. Uncertain about other potential fixes for console, however. [[Special:Contributions/24.156.216.144|24.156.216.144]] 12:23, 26 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Glitches&amp;diff=895804</id>
		<title>Skyrim talk:Glitches</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Glitches&amp;diff=895804"/>
		<updated>2012-02-26T11:27:48Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Gauldar's Amulet exploit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||November 2011 – December 2011&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Smoke Glitch ==&lt;br /&gt;
&lt;br /&gt;
I've found that after playing for a few hours, smoke started coming out of my character, just like it happens for Steam Centurions, and it can only be fixed by turning into a werewolf and back into human, but it comes back as soon as you go into first person mode. Anyone else has this problem? {{uns|189.4.53.30|19:37, November 14, 2011}}&lt;br /&gt;
&lt;br /&gt;
:Got the same glitch here but with frost coming off my feet. Goes away if i use 'sexchange' in the console, but comes right back soon as I go into first person mode. I'm guessing it's something to do with effect emitters for third person models accidentally being applied to first person models. Anyone know of a way to purge effects from first person models? [[Special:Contributions/92.28.12.136|92.28.12.136]] 21:20, 17 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've got this problem too, and I've tried the same fixes as you folks. It started sometime when I was sneaking around in Blackreach, and may have been related to the centurions I was sneak attacking with a dagger. I've tried using the player.sme (stop magic effect) to try removing any possible effects, whether they be PC or NPC-generated, but no success. Is there a way to change the player class to say, a centurion's, along with all accompanying visual effects, and then reverse it? I've been digging around in the console but the interface isn't too friendly. [http://www.youtube.com/watch?v=Ul-trpJs_N8 Here's a video] of the glitch in action from another person with this problem. -- [[Special:Contributions/72.234.51.250|72.234.51.250]] 14:04, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Likewise, I'm suffering from the &amp;quot;frosty feet&amp;quot; effect after traversing the Blackreach. Can't seem to come up with the counter effect, since it's apparently not originating from a Frost Atronach (my follower's), Wisp, Wispmother, Falmer, or Steam Centurion, which were some of the creatures I encountered there. {{uns|69.110.20.234|23:20, November 21, 2011}}&lt;br /&gt;
&lt;br /&gt;
::::I think I solved the problem. In the console, type '''player.addspell 00030fbe'''. This will essentially turn you into a Dwarven Centurion without changing your form. Then reverse the condition by using '''player.removespell00030fbe''', and the steam should be gone. It'd probably work for the frost feet too, after you figure out what monster has that same effect -- I'm guessing a Frost Atronach? Use '''help atronach 0''', hit Page Up until you find a line that starts with SPEL:, followed by something like &amp;quot;Frost Atronach Abilities&amp;quot; or &amp;quot;Frost Atronach FX&amp;quot; and try the hex values with the above commands. -- [[Special:Contributions/72.234.51.250|72.234.51.250]] 16:06, 19 November 2011 (UTC)&lt;br /&gt;
:::::I had an issue with Storm Atronach which made me surrounded by smoke and lighting.  After using the above find the Atronach list I used &amp;quot;player.addspell 000ED2FC&amp;quot;  and &amp;quot;player.removespell 000ED2FC&amp;quot; it removed the effect. {{uns|64.83.204.113|07:49, January 4, 2012}}&lt;br /&gt;
::::::I was walking around with two ice spikes in my head for (several) hours after Mephala's quest. It was disturbing. Have any solution for that if it happens again? Can't imagine any monsters walk around with ice spikes in their head. I seem to remember someone in Whiterun mentioning trepanning... not the way I'd do it though. ([[User:Aresvallis|Aresvallis]] 10:13, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}}I found the frosty feet effect came from an Ice Wraith.  Using the same theory above I was able to remove it. (Use &amp;quot;player.addspell 000caf8a&amp;quot; and then &amp;quot;player.removespell 000caf8a&amp;quot;) {{uns|86.24.247.116|14:29, November 25, 2011}}&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, it seems my case is more of a &amp;quot;steaming feet&amp;quot;, and I've tried adding just about every creature ability/fx via those commands (some seemingly irreversible without reverting to a previous save), and have yet to fix it. It's becoming a terrible annoyance. Curse you, beautiful Blackreach. However, for anyone suffering from glowing eyes, it seems adding the Draugr abilities and removing them will work as intended. {{uns|69.110.13.64|05:25, November 30, 2011}}&lt;br /&gt;
&lt;br /&gt;
::I was also suffering from the &amp;quot;steaming feet&amp;quot; glitch. I found it was from a dwarven spider worker. I figured out that the effect hex code is '''0004efc1'''. Plug that into the '''player.addspell''' and '''player.removespell''' command. That took care of it for me. {{uns|76.0.7.84|15:42, December 1, 2011}}&lt;br /&gt;
&lt;br /&gt;
:::I tried that as well, and it doesn't seem to fix my problem. I'm assuming it's more of an environmental effect as none of the monster abilities appear to rid of it. {{uns|69.110.3.219|07:59, December 2, 2011}}&lt;br /&gt;
&lt;br /&gt;
::::I'm having two character glitch issues as well. Every now and then my left eye disappears inside of my head, leaving an empty socket. It looks really disgusting. The eyelid will still blink but the eye completely disappears. Derkeethus' face will start to become disfigured after a few hours of gameplay. At first, he starts with a toothy grin, then his jaw starts dropping more and more, and his brows raise higher and higher. Eventually his jaw disappears into his neck and his brows were coming out the top of his hood I had given him. It got so bad I made him wear my nightingale hood. Here is my eye missing:&lt;br /&gt;
::::[http://i325.photobucket.com/albums/k369/Katrina9132/Skyrim/ScreenShot61.jpg]&lt;br /&gt;
&lt;br /&gt;
::::And here is Derkeethus being...weird.&lt;br /&gt;
&lt;br /&gt;
::::[http://i325.photobucket.com/albums/k369/Katrina9132/Skyrim/ScreenShot29.jpg]&lt;br /&gt;
::::([[Special:Contributions/99.136.224.214|99.136.224.214]] 06:32, 14 December 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
:::::It seems like using player.setrace racename to change to the offending creature's race and back also works in several cases, namely draugr eyes. --[[Special:Contributions/216.106.51.62|216.106.51.62]] 06:41, 10 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::My Smoking feet glitch was caused by flame atronach, solved with &amp;quot;player.addspell 0004BB4D&amp;quot; -&amp;gt; &amp;quot;player.removespell 0004BB4D&amp;quot;. {{uns|81.216.64.210|03:35, January 12, 2012}}&lt;br /&gt;
&lt;br /&gt;
::::::To get rid of Flame Atronach fire trail effect glitch typing &amp;quot;'''player.addspell 0002f3b5'''&amp;quot; then &amp;quot;'''player.removespell 0002f3b5'''&amp;quot; to the console will be sufficient. {{uns|Arisdenis|23:47, January 12, 2012}}&lt;br /&gt;
&lt;br /&gt;
:::::::People, I had both the steam centurion's smoke and the glowing eyes. They disappeared forever after I watched the battle against Alduin in the past, with the elder scroll. I think this is the only way to get rid of those graphical glitches on ps3 and xbox. [[User:Cridus|Cridus]] 10:35, 13 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== One-handed enchant glitch ==&lt;br /&gt;
&lt;br /&gt;
When wearing enchanted armor that increases one-handed damage, the attack of daggers will not increase. Swords, maces, and axes have their damage increase, but not daggers. PS3 {{uns|98.186.161.165|08:47, November 19, 2011}}&lt;br /&gt;
&lt;br /&gt;
:This is not a glitch daggers do not scale with extra One Handed modifiers outside of perks. {{uns|75.135.156.215|23:53, November 25, 2011}}&lt;br /&gt;
&lt;br /&gt;
::^ It's either a glitch or an oversight as using daggers does level up the one-handed skill, though they don't appear to gain anything from the one-handed damage perk. [[Special:Contributions/94.11.95.123|94.11.95.123]] 13:19, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blocking and the &amp;quot;Slow Time&amp;quot; mechanic (Xbox, PC) ==&lt;br /&gt;
&lt;br /&gt;
{{Xbox22}}It's happened repeatedly that, when you have the Block perk that slows time when you are about to be &amp;quot;power struck&amp;quot;, the game does not release the slow motion effect upon completion of the enemies attack, or even after you have killed the enemy/everyone in the dungeon/area.&lt;br /&gt;
&lt;br /&gt;
The only two ways to fix this issue is to open your menu and go &amp;quot;up&amp;quot; to your skills lists, wait for the sound of any &amp;quot;constellation&amp;quot; to finish, and exit. If it happens constantly, exit to the dashboard and restart. It seems linked to the amount of time the game has been running, as if the game has been &amp;quot;active&amp;quot; for more then 6 hours it becomes an every enemy occurrence. {{uns|75.71.114.55|14:14, November 24, 2011}}&lt;br /&gt;
&lt;br /&gt;
:*{{Pc22}}This also happens on the PC version, I do not know if a quicksave option is avaialable to the PS3/360 players, but I've found that if you Quicksave while this is happening, time returns to normal.&lt;br /&gt;
&lt;br /&gt;
:*{{Pc22}}Loading a quicksave can sometimes fix this bug if it isn't removed by the Skills menu or Quicksaving function. The occurrence of this bug does not seemed to be related to duration of play-time of character or current up-time of client. This bug can persist despite loading a save on the PC, and, if that happens, the player can die upon loading from corpses and dropped weapons flying into the character at rapid speed (some physics malfunction) causing them to have to load an older save. --[[User:Toroxus|Toroxus]] 18:20, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bookshelf Glitch ==&lt;br /&gt;
&lt;br /&gt;
{{ps22}} When I click &amp;quot;remove all&amp;quot; on a bookshelf, it places the books into my inventory but they appear to remain on the shelf. When I hover over them their name appears, but I cannot read them. Also, the &amp;quot;activate bookshelf&amp;quot; option no longer works, rendering the bookshelf unusable. Occurs on all bookshelves.&lt;br /&gt;
&lt;br /&gt;
This glitch also occurs when you simply take one book, rendering the bookshelf unusable in future. {{uns|Clarrisani|09:37, November 29, 2011}}&lt;br /&gt;
&lt;br /&gt;
{{Xbox22}} This has also happened on my xBox version of the game, first in my Whiterun house and then continuing over to my Markarth. {{uns|142.163.160.192|20:22, November 30, 2011}}&lt;br /&gt;
&lt;br /&gt;
{{Xbox22}} Same here.  It affects all bookshelves in all of my savegames as far as I can tell.  It only just began after I downloaded the new patch on 30 November. {{uns|86.157.186.211|21:04, November 30, 2011}}&lt;br /&gt;
&lt;br /&gt;
{{Pc22}}This issue is currently affecting PC players as well, from what I'm reading, it's the result of their &amp;quot;fix&amp;quot; of the bookshelves with the last patch. Looks like I'm throwing all my books in my Solitude safe until the shelves get un-screwed. {{uns|184.60.182.219|21:18, November 30, 2011}}&lt;br /&gt;
&lt;br /&gt;
{{Xbox22}} Happened to me as well, only as of the Nov 30th update... my bookshelves in Whiterun and Solitude are all messed up. I was able to place books on one bookshelf in Proudspire Manor, the one next to the fireplace, and they're still readable/takeable. {{uns|174.78.199.138|23:17, December 1, 2011}}&lt;br /&gt;
&lt;br /&gt;
{{Pc22}}Confirmed to affect PC users; bookshelf next to Alchemy Lab at Whiterun home.  Patch 1.2. {{uns|75.185.82.87|06:12, December 2, 2011}}&lt;br /&gt;
&lt;br /&gt;
{{ps22}}Can't see any books added to the shelf in the Markarth home, except for the first one, as of Patch 1.2. They just disappear. Also, can't remove any of the books currently on the shelf. {{uns|198.53.109.130|05:12, December 3, 2011}}&lt;br /&gt;
&lt;br /&gt;
{{Ps22}}hey try takeing all then rapidly pressing the activate button it has been dupeing my spell tomes nice money maker if u guys wanna try it ^_~&lt;br /&gt;
&lt;br /&gt;
{{Xbox22}} I got the same Glitch here and I've tried going back saves hoping that maybe something I did Glitched it Maybe we just have to wait for 1.3 patch or something if anyone figures out if it is fixable by other methods hit me up. {{uns|174.70.158.223|01:41, December 7, 2011}}&lt;br /&gt;
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{{Xbox22}} I have this issue too in Proudspre Manor. Tried to go back some saves but it did not help. I suppose the problem covers all bookshelves in the game. Patch 1.2. {{uns|Smurfa|23:39, December 8, 2011}}&lt;br /&gt;
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:It seems patch 1.3 fixes this issue (at least on the PC).-[[User:WalB|WalB]] 12:10, 12 December 2011 (UTC)&lt;br /&gt;
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{{Xbox22}} This happened to me after I tried to add another book after the shelf was full. A dialogue appeared, saying the bookshelf cant hold any more, it returned the book to my inventory, and none of the books appeared on the shelf and all were gone from my inventory. I just keep a .txt file database of all books I collect in the world so I can always read them, regardless of whatever dumb glitches occur... {{uns|204.111.112.142|00:25, December 14, 2011}}&lt;br /&gt;
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{{ps22}} After installed last Skyrim update 1.3 for PS3, bookshelf in Whiterun house still glitchy and wont work. Not sure about bookshelfs in another houses or places. Same mess like before. Can't books read, take or even activate bookshelf menu. Strange, because Bethesda team promissed that, with this patch, problem with bookshelfs will be gone. It's not very big problem, but anyway sad and waiting for another updates. Update instalation date and time: 16/12/11 17:12 {{uns|82.2.22.22|18:38, December 16, 2011}}&lt;br /&gt;
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You may need to make a new char for the book shelves changes to be noticeable. But I found that the very edges of book shelves are the only place I can 'active' them. Also sometimes trying along the bottom of the shelves for the lower one works too. Patch 1.3.5.0 [[Special:Contributions/69.63.236.200|69.63.236.200]] 15:29, 7 January 2012 (UTC)&lt;br /&gt;
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{{ps22}} Repeatedly resetting the book shelf (like when trying to get the books to respawn a different way) can make smaller books simply disappear. They weren't in my inventory or my bookshelf. For future reference, keep smaller books in chest. {{uns|75.200.174.85|02:14, February 18, 2012}}&lt;br /&gt;
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== Companion cannot pick up stacks of items ==&lt;br /&gt;
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If you drop a stack of items, and ask your companion to pick it up, they will pick up the stack, but only have one of the items in their inventory. Any extras are lost. Happens every time I try (with different items) on the xbox.  -Navik {{uns|70.120.164.194|14:07, December 14, 2011}}&lt;br /&gt;
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Just drop stuff one at a time (if you have 6 or more).  It's slow, though.  Also, if you dump all your gear into a chest and then tell your companion to take all in the chest, they'll get it all without this glitch.  This is much faster. [[Special:Contributions/134.176.247.178|134.176.247.178]] 14:56, 3 January 2012 (UTC)Tim Bostick&lt;br /&gt;
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== Unable to move, and quest bug in winterhold. ==&lt;br /&gt;
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I've experience the problem in two separate gamesaves, it has occured in two different spots as well, however my character would lock into place, and have the appearance of running, yet would not go anywhere. Even fast traveling would only have my character stuck at a different location. luckily, even AFTER this glitch has rendered my character immoveable, I found turning off my console (360), had restored my ability to move. just thought id let people know in case they experience a similar problem. Oh, and on an alternate note, In the winterhold college, i did the onmund mission before the anriel quest, and found that not only does it cause a bug to prevent the staff from going to enthir, but it also prevents you from progressing and getting Keening, which has made yet start yet another game due to bugs.....why must i be a perfectionist....sigh. -_-&lt;br /&gt;
[[User:Sani Kiren|Sani Kiren]] 06:43, 20 December 2011 (UTC)Sani Kiren&lt;br /&gt;
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:This has also happened to me.  I went back to the Companions hall after finishing their story quests, and he was sitting at the table, could talk to me, and give me quests.  Later, he was lying in his bed downstairs, but he was dead and searchable.  -A.J., 10 January 2012 {{uns|67.163.4.9}}&lt;br /&gt;
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== My health &amp;amp; stamina numbers turned red and went up to 185 as I waited for the store to open? ==&lt;br /&gt;
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I was about to walk into Bits and Pieces in Marthal, and I sat and waited till daylight for them to open. Then, as the wait finished, I was enveloped in a blue light and my sight on the game blurred. And now my health and stamina (which I don't rarely level up on because I usually level up on magic) number count to the side of the bar is red and it's saying 185 when I only had maybe 100 or 110? Anyone else have this happen? {{uns|198.228.196.84|08:49, December 31, 2011}}&lt;br /&gt;
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:You are a Vampire. Health does not drain while in the sunlight, it simply gets a chuck taken out at each stage while in the sunlight. Go inside or wait till night and it will be back to normal.&lt;br /&gt;
[[Special:Contributions/69.63.236.200|69.63.236.200]] 15:14, 7 January 2012 (UTC)&lt;br /&gt;
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== Skyrim Bug List v2 ==&lt;br /&gt;
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The original on Bethesda's was locked after hitting 1000 posts so the version 2 of the list can be found [http://forums.bethsoft.com/topic/1326952-xbox-360-bug-report-topic-v2/ here]&lt;br /&gt;
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So if can someone can edit the main page with the new link then that would be great since the main page of Glitches is locked.&lt;br /&gt;
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--[[User:-Sean-|-Sean-]] 18:04, 1 January 2012 (UTC)&lt;br /&gt;
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== No fall damage glitch ==&lt;br /&gt;
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So I was trying to replicate the Oblivion glitch where you fall from a big height, save right before you hit the ground and reload your save and survive, only it didn't work and I died. So when my save reloaded I opened up my inventory as quickly as I could and dropped several items. I still took damage, but I survived because I landed on my items instead of on the ground. {{uns|76.90.79.202|22:03, January 1, 2012}}&lt;br /&gt;
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== Whiterun smiths daughter glitch ==&lt;br /&gt;
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I traveled across skyrim to level my smithing by buying iron ingots to make iron daggers, and after i traveled gathering iron ingots the smiths daughter outside disappeared and when i walk in his shop he says i should bash your face in but i didnt kill her??? {{uns|69.37.68.24|22:16, January 1, 2012}}&lt;br /&gt;
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it's his wife not his daughter, and she died no problem unless he won't sell to you any more or something similar, also did you do Either of the &amp;quot;battle for whiterun&amp;quot; quests?&lt;br /&gt;
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== Recharging Enchanted Items ==&lt;br /&gt;
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* {{ps22}} I've been reading reports from people that have trouble recharging weapons and such after changing the controls. In my case (PS3) I found out that, even though the contextual help says to push R2 (equivalent to RT on 360) to recharge, the actual button is whichever you have assigned to activate the SHOUT power. For example, I have remapped my shout to 'circle' (equivalent of B in 360), so that's what I push to recharge the weapon. {{uns|68.7.147.236|09:19, January 2, 2012}}&lt;br /&gt;
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== Movement/teleport glitch ==&lt;br /&gt;
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While going through the Honingbrew cellars during the associated quest, I decided to level my armor/blocking skills a bit, so I let 4 Skeevers attack me while only blocking and casting healing spells every once in a while. They were pushing me towards a wall and after a few attacks, I got a &amp;quot;blue screen&amp;quot; (underwaterish) and was pushed out into a completely different area of the dungeon in a direction not related to my last pushed-position (where I immediately was attacked by two more Skeevers, tracking back I found they were not the original ones as I at first presumed). --[[User:Ulkomaalainen|Ulkomaalainen]] 11:08, 2 January 2012 (UTC)&lt;br /&gt;
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== Follower not entering combat ==&lt;br /&gt;
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I just fast-traveled to Hall of the Vigilant to check a claim made on the corresponding page, and ventured out in the open, getting attacked by a Saber Cat, which did not bother my follower Aela at all. Then the Cat turned on her, she did not care, going down after a couple of strikes but never fighting back. Only after directly ordering to kill the cat, she took action. (Yes, I'm kind of a gentleman that I did not kill the Cat for her, but since they are no threat anymore to me I found it too interesting to engage myself). Anyone else encountered this? --[[User:Ulkomaalainen|Ulkomaalainen]] 01:50, 3 January 2012 (UTC)&lt;br /&gt;
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I seem to have this issue after I tell a follower to pick something up, and they are close to or over their carrying capacity. I never thought to tell them to attack. Other fixxes include fast travel and sometimes entering a new cell if they aren't over carrying capacity.&lt;br /&gt;
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== Mountain goats + Horse = Giant's club fly-off effect ==&lt;br /&gt;
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{{pc22}}&lt;br /&gt;
That happened to me, randomly.&lt;br /&gt;
I was riding my horse and than I saw some goats, I ran into one, and I got thrown in the air while on my horse.&lt;br /&gt;
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I didn't tried it again...but it might be possible. {{uns|Poodleinacan|19:14, January 3, 2012}}&lt;br /&gt;
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== Unawared Draugr boss ==&lt;br /&gt;
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If you sneak (must be good enought) in a Draugr boss's room, his coffin door will open, but he will not move, until you do something to get noticed. {{uns|Poodleinacan|19:21, January 3, 2012}}&lt;br /&gt;
:This is not a glitch but a direct effect of an intended mechanic of the game. &amp;quot;The sneak skill&amp;quot; {{uns|24.4.51.222|23:36, January 11, 2012}}&lt;br /&gt;
::I believe OP's point is that the coffin door opens instead of remaining closed. Why would it open if your character hadn't been noticed, is the point. Please be more respectful. [[User:SkoomaManiac|SkoomaManiac]] 18:52, 13 January 2012 (UTC)&lt;br /&gt;
:::As far as I know, coffin doors opening are triggered by you entering a certain zone, not by you being noticed. Can't really tell, because I usually have 4 guys following me around who will get noticed after that, but I might give it a try in a barrow one of these days. --[[User:Ulkomaalainen|Ulkomaalainen]] 19:17, 13 January 2012 (UTC)&lt;br /&gt;
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== Water Glitch ==&lt;br /&gt;
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I've encountered a glitch where a part of a body of water is just &amp;quot;cut out&amp;quot; of the game. I can see through the water and everything under it as clear as on land. I can also see the fish swimming under the water. [[User:Lucien LachanceDB|Lucien LachanceDB]] 02:31, 4 January 2012 (UTC)&lt;br /&gt;
:If you go down to headish height in a body of water the murky water effect is cut out and you can see the other end of the body of water as clear as day, you just need to keep swimming up and down until you find the right spot, made finding maven's quill much easier. --[[User:Mattrimkevx|Mattrimkevx]] 04:09, 5 February 2012 (UTC)&lt;br /&gt;
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== Dragonreach attack ==&lt;br /&gt;
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when i walked into dragonreach and walked up the stairs as soon as everyone near the jarl saw me they drew theirs weapons and attacked me. i didn't have any bounty and only when i get near the guards near the entrance after everyone else attack me then they draw their swords to do so as well. why are they attacking me, they would continue to do so even after i died and reloaded the file, the only reason i can think of for this is i might have skooma in my inventory/system (i took it in case a merchant didn't want to sell to me). please advise. {{uns|67.187.216.110}}&lt;br /&gt;
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:that happened to me too, i don't know what the cause was i just left and came back later and it was better ([[user:Eddie the head|Eddie The Head]] 13:37, 5 January 2012 (UTC))&lt;br /&gt;
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:that happened to me too, but i realized it was because i was wearing the Ebony Armor.  The 5 yard poison range was hitting everyone.  I took of the armor upon reload and it was solved.  This could be your solution / problem {{uns|146.163.58.145|21:07, January 5, 2012}}&lt;br /&gt;
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:happened to me as well. I think that it might be Hrongar, because I came back later when he was on the porch and everyone was fine.[[Special:Contributions/184.146.168.50|184.146.168.50]] 22:58, 5 February 2012 (UTC)&lt;br /&gt;
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== Weapon Plaques Glitching Weapons ==&lt;br /&gt;
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I found this out on the {{Pc22}} version, so I would like confirmation from the games of others &amp;amp; on different consoles before adding this in. I attempted to place a bow on my weapon rack in the bedroom of Breezehome after placing a shield &amp;amp; another weapon on it. When I tried adding a bow to it, it just took the bow without making it appear, as if it was storing it: as it is not a container that can bring up a menu, it effectively made the bow vanish, rather than making it appear on the plaque or simply saying that the weapon could not be placed there. --[[User:Arpaleggia|Arpaleggia]] 00:12, 6 January 2012 (UTC)&lt;br /&gt;
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:Look, it's easily fixed. You have to get arrested and sent to jail within the city. Go pickpocket a guard OUTSIDE or punch one and sheath your weapon. Serve the jail time and it should fix the problem.  {{uns|74.184.13.37|January 12, 2012 17:04}} &lt;br /&gt;
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I have a ps3 and everything floats in the air when I use the weapon rack in white run also somehow I obtained 12  oghma infiniums&lt;br /&gt;
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-A similar thing happened to me in the same house. I tried putting different weapons on the racks in the first floor of the house, over the door, and to the right of it. Whenever I put, lets say a sword, on one of those racks, it'll glitch and be suspended in the air behind my character. If I leave the house and come back in, the item(s) will still be there, and prevent my character from using that space, causing him to fall through the floor for a second before resetting closer to the door. -GreyFox&lt;br /&gt;
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== Fast paced attacks ==&lt;br /&gt;
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I found out that if you start sprinting, and then attack with a weapon, you can repeatedly attack with the same weapon at an increased rate. (you need to keep attacking though) You will also continue sprinting even after your stamina is depleted.&lt;br /&gt;
Only works with right hand. if you use your left then you move forward while attacking, stop, then do it again. However the righthand results in constant movement.&lt;br /&gt;
The attacking seems to be sped up when dualweilding, but i also have dual flurry 2/2.&lt;br /&gt;
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May be only on xbox, and i havnt tried with great swords or other 2 handing weapons.--[[Special:Contributions/199.44.18.65|199.44.18.65]] 00:08, 8 January 2012 (UTC)&lt;br /&gt;
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edit: i realized this is more effective for fast movement than attacking as you are sprinting while attacking.--[[Special:Contributions/199.44.18.65|199.44.18.65]] 00:08, 8 January 2012 (UTC)&lt;br /&gt;
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== Dragon not dying ==&lt;br /&gt;
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As i roamed the world of Skyrim, i stumbled across the dragon lair lost tongue overlook. Just before i killed the dragon, he perched on a word wall. When i killed him it displayed no health bar but was still alive in the sense that it was still perched, unable to move, and still took damage. Also as it didnt register as dead i did not absorb a soul. I could have easily used this to &amp;quot;boost my skills&amp;quot; but i'd rather have the dragon soul. Happend to anyone else?&lt;br /&gt;
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== Dragon Disappears but still able to absorb soul ==&lt;br /&gt;
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I was fighting a dragon in winterhold, and after using dragonrend on the dragon, it landed on the roof of one of the parts of the college. The mages finished him off while he was still on the roof (an accessable place too), so I ran through the college to get up there. After going through the doors in and out of the college, I arrived on the roof, and the dragon had disappeared. However, after I started to walk around the roof area, My character absorbed the dragon soul. I could not take any of the dragon's items because it was invisible, but I still collected the soul. {{uns|SteevoKidd|02:06, January 8, 2012}}&lt;br /&gt;
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Most likely the mage incinerated him with a shock spell i do it all the time just look for an ash pile.  ^.~&lt;br /&gt;
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== shop keeps chests and do not delete ==&lt;br /&gt;
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whilst useing the various methods to go through walls to get to  the merchant chests wich hold all there stuff in in some places you can all so find a box labeld &amp;quot;do not delete&amp;quot; with out knowing exactly where to post this i decided id post it here but...what exactly are these chests for? what do they do as they seem to have no phisiscs applied to them but are yet worth 500gold im assumeing there importent as there labeld do not delete[[User:Sorrow|The sorrow]] 18:33, 11 January 2012 (UTC)&lt;br /&gt;
:I seen a video of those &amp;quot;Do Not Delete&amp;quot; chests on YouTube. From what it looked like in the video that they just float wherever they are dropped, making them good items to reach high places. I was wondering where I might get one of these on the Xbox? I have really only seen them in video's with PC users. [[User:Lucien LachanceDB|Lucien LachanceDB]] 06:02, 15 January 2012 (UTC)&lt;br /&gt;
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== Gauldar's Amulet exploit ==&lt;br /&gt;
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Unless I'm doing something terribly wrong, like not wearing any armor, this exploit doesn't work on PS3 version with 1.3 patch installed {{uns|Artemis Enterei|16:20, January 13, 2012}}&lt;br /&gt;
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:Equip the Gauldur Amulet, then a second necklace. The game will not remove the Gauldur Amulet. Save and reload the game, then put on a third necklace. The Gauldur Amulet should be replaced, instead of the second one. [[Special:Contributions/24.156.216.144|24.156.216.144]] 11:27, 26 February 2012 (UTC)&lt;br /&gt;
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== Spiderhorse == &lt;br /&gt;
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{{Xbox22}} I believe I've discovered a glitch. If you're riding a horse and have to climb down a mountain, if you really slowly edge forwards off the cliff, your horse turns vertical and climbs down the wall. You have to keep nudging forward though. It's certainly interesting a very useful. Also amusing. - [[User:KnuXles|KnuXles]] 02:03, 16 January 2012 (UTC)&lt;br /&gt;
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== Sprinting in combat and enemy NPC responses ==&lt;br /&gt;
Fairly minor thing, but it seems that if you sprint during combat and bump into an enemy NPC, they will often say the standard bump comments like &amp;quot;Be careful!&amp;quot; or &amp;quot;What's the hurry?&amp;quot;. However, these comments are clearly only meant to be said  by friendly NPCs (when you're not in combat). --[[Special:Contributions/83.245.160.14|83.245.160.14]] 16:16, 17 January 2012 (UTC)&lt;br /&gt;
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== item killing me ==&lt;br /&gt;
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Hey thought id put something on here bought this but i was puting books on a shelf and one of the books flew off the shelf hit me like 1000 times killing me rapidly then continuing to fly around the room as my guy lay there Lol! Funny right? ;) {{uns|KingOfWorms|January 17, 2012 21:19}}&lt;br /&gt;
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== A New Oghma Infinium Glitch ==&lt;br /&gt;
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Hello, everyone, I'm going to try to explain my discovery as best as possible despite it's difficulty. &lt;br /&gt;
This glitch, instead of merely retaining the Oghma Infinium, ''multiplies'' it. I hope that it will continue to work even if the other remaining glitches involving the OI are fixed. This can theoretically also be done with any other book. &lt;br /&gt;
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First, find a bookshelf. For reproduction purposes, I used the upper shelf on the bookcase on the landing '''outside''' of the bedroom upstairs in the Solitude house. This is easiest to do when the bookshelf is empty, as you must know exactly where the OI will appear. When you are ready, look at an empty spot that you know the OI will appear in, but also allows you to open the bookshelf menu. Click to open the shelf, and deposit the OI. Now exit out, and '''before the book appears''', go back into the menu. '''Wait for the OI to appear''', then take the book from the shelf. As soon as the menu is closed, you will have a VERY small window where you can tap A (for Xbox 360 users), X (for PS3 users), or E (for PC users) and read the book. As with other methods, select use later and take the book. This will add another copy to your inventory. This means you will have the copy you removed from the shelf by menu, and the copy you removed by reading, doubling your initial copy. This must be done one at a time, as the window is very short. If you must change your view to grab the OI, you will merely get the tone informing you nothing happened, the small click noise.&lt;br /&gt;
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As of writing this, I have four OI's in my inventory, and have not tested this glitch with any other book or attempted to do the glitch that allows you to retain the OI while attempting to multiply it. I have, however, used two OIs at the same time while using the retention glitch successfully, effectively doubling my speed. It is 10:00 Central time on January 18, 2012 as I finish this.&lt;br /&gt;
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Lol i noticed that too ive got like 500 jamed into 1 bookcase Cuz of it lol&lt;br /&gt;
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     -MrWezleigh (unregistered)-    &lt;br /&gt;
A faster way to dupe it involves wearing multiple sets of armor, and serving multiple jail sentances.&lt;br /&gt;
A friend of mine found the one with the bookshelf but couldn't figure out what he did, and I figured it out. Then I started performing the glitch to wear multiple sets of armor. After a few trips to jail and serving my time, my 64 OI turned into over a thousand! Each time it happens the number in your inventory doubles, though I'm not sure at what point it begins to duplicate. Though I do know it multiplies exponentially!&lt;br /&gt;
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== Solving Spell effect's showing incorectly ==&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
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A while back some of my spell effects started showing incorrectly, ea wall's of fire only giving a few sparks and area of effect spells not showing at all, for some reason this stopped happening after I installed [http://www.skyrimnexus.com/downloads/file.php?id=836]&lt;br /&gt;
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== Item stack glitch ==&lt;br /&gt;
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This is a bit complicated. I was forging iron daggers. I started at the smith in markarth where I made 60 daggers(stack A). I then left them on the roof by the barracks in a single stack. I fast traveled to solitude, then whiterun. I smithed 111 more daggers there, but became overencumbered, so I left 55 of them in a single stack. The 56 that I had with me I will call stack B, and the 55 I left are stack C. I went back to markarth, picked up stack A, and in doing so, combined it with stack B to make stack AB. I then dropped AB in a single stack of 116. I fast traveled back to whiterun and picked up stack C, then back to markarth. I picked up stack AB and saved my game. then, I proceeded to drop all 171 daggers one at a time on the roof. I didnt notice anything odd at first, but when I went to pick them up later, there were only 116 of them. I reloaded and paid attention this time. I dropped one knife. it appeared in front of me. I dropped a second. it appeared in the next 'drop space' and the first one disappeared. I dropped a third one, which appeared in the third spot, and the second one vanished. repeat until 55 daggers have vanished. the remaining 116 behaved normally when dropped. I reloaded again and decided to try dropping them all in one stack. two stacks appeared; one with 116 daggers in it, and one with 55. I picked them both up, and my inventory only showed that I had 117(not 116) daggers. I reloaded, dropped enough stuff that I could carry all the knives, and fast traveled to whiterun and tried dropping them all as one stack, but got the same result.&lt;br /&gt;
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Similarly, I was earlier dropping 38 torches one at a time. when I collected them all, I had 38, but when I dropped them all at once, they came out as a stack of 37(lit) and one(unlit). at the time I assumed the single one was one I had used and was separated from the rest for having been partly depleted. now, Im not so sure. this leads me to believe that it may happen with any object.&lt;br /&gt;
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Please do not ask why I was dropping things one at a time on the roof. I just was. Playing on Xbox 360&lt;br /&gt;
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== Werewolf Glitch ==&lt;br /&gt;
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Idk how this happened and I wish to figure out. &lt;br /&gt;
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What happens is when I turn into a Werewolf, I stay in my wolf form for as long as I pleased and I'll regenerate health normally. I can turn back to human by waiting 1-5 hours. This is on the Xbox 360.&lt;br /&gt;
&lt;br /&gt;
You feed on humans a lot. Happens to me too if I eat 5-10 humans in werewolf form, the duration is increased and I thing there&lt;br /&gt;
is no cap to it. It's vaslid for the PC version too.&lt;br /&gt;
&lt;br /&gt;
== Vendor gold glitches ==&lt;br /&gt;
&lt;br /&gt;
This is something of which I haven't yet seen mention, but that seems like a major problem and easily noticed.  Perhaps, I've run into it a number of times while most players haven't experienced it at all, so I'd like to see if anyone else can confirm this.&lt;br /&gt;
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The glitch (or two related glitches, actually) is related to vendor gold amounts.  What I've repeatedly had happened to me is that, after selling items to a vendor and subsequently loading an autosave (and this may be conditional, as in what vendors and actions I may have accessed shortly before this, and may not happen with regular saves) to access the same vendor, his/her gold amount will be the same as if I'd already sold all those items to him/her (with my inventory still containing all the items), or will be a fraction of the normal amount he should have before buying my items.  This can really kill immersion when you know that's not the amount of gold he should have, and can be frustrating as selling lots of expensive items is already laborious enough.&lt;br /&gt;
&lt;br /&gt;
In a different glitch, after selling a number of items and having a general store npc's gold down to ~130 (also may be circumstantial), I exited his cell and, upon return, found his gold to be a fraction of what I'd left him with... &lt;br /&gt;
&lt;br /&gt;
You can deal with this role-playing style, I suppose, imagining the vendor realised he doesn't really want to be offering that much gold any longer, but this can be quite disappointing as you '''know''' that it's a glitch and it's '''obviously''' abnormal to occur.  If anyone has seen this or can confirm this on a console other than the 360, I'd appreciate it.  They seem very circumstantial and not a constant problem, whatsoever (they've only happened to me on a few instances such as those above, and I've seen them only a few times) but should be noted and a section made for them if they're confirmable, once this page is up to snuff.&lt;br /&gt;
&lt;br /&gt;
My two cents.&lt;br /&gt;
:I have noticed that occasionally as well. It will eventually get added but the game is so big and it has only been out for 2 months. Thanks for bringing this to our attention though. Just on that note, if you invest in Lucan valerius in Riverwood he will have an extra 10,000 gold instead of 500 just in case that helps you in any way.[[User:RIM|RIM]] 19:57, 21 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mammoth from Heaven ==&lt;br /&gt;
&lt;br /&gt;
{{Xbox22}}While clearing a Giant camp, I saw a mammoth fall from the sky, hit the ground and die, right in front of me. This was very entertaining. [[User:Lucien LachanceDB|Lucien LachanceDB]] 00:08, 26 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bounty Glitch ==&lt;br /&gt;
&lt;br /&gt;
The following happened on my very first playthrough of Skyrim on the Xbox 360.  The game had never been in my console prior to this.&lt;br /&gt;
&lt;br /&gt;
When I first started playing Skyrim a month or so ago, I had just escaped from Helgen and headed to Riverwood for the very first time.  I was exploring the town, went into the Inn and when I came out, three Bounty Hunters found me and tore me apart.  I reloaded my saved game, and this happened time and time again.  Eventually, I killed them by getting them stuck on different things/areas and slowly dealing minimal damage. I then found a Contract on one of their corpses that reads:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here is the agreed upon amount.  I expect you to faithfully carry out my request to teach a lesson to that thief, (name).  You need not kill him, but I have no qualms about it if you deem it necessary.&lt;br /&gt;
&lt;br /&gt;
--Moira&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I eventually found out that Moira is the Hagraven in Witchmist Grove from the quest &amp;quot;A Night to Remember.&amp;quot;  lol, Is it even possible to steal from her?  Maybe if you go there before the quest?  I mean, obviously I had never been there at the time, but I'm curious if it's at all possible to steal from her if she isn't hostile towards you.&lt;br /&gt;
&lt;br /&gt;
[[User:Shadow Hado|Shadow Hado]] 01:07, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fire Arrow Glitch ==&lt;br /&gt;
&lt;br /&gt;
You know that glitch that allows you to get invisible arrows that ends up being Fire Balls? I figure out if you collect like 10 and shoot all 10 at your follower (Make sure they stay alive, unless you have a Quest-Follower), they'll have these arrows and actually use them when they have no other arrows. I wanted to say this because this can easily be used to help the player a lot and was wandering is someone can add this to the glitch's article so people may know about it.&lt;br /&gt;
&lt;br /&gt;
:Ive tried to reproduce this glitch and I managed to get my follower (lydia) to shoot one but she reverted to her default arrows after. The glitch arrows dont seem to be infinite, on Lydia at least. Perhaps this works with followers who do not have an infinite supply of default arrows. Ill test with different followers later.&lt;br /&gt;
&lt;br /&gt;
::This is the 5th time I'm typing this out! Keep failing because other people keep editing something.. Anyways, I figure out that sometimes your follower wont have infinity amount of arrows and can eventually run out. My one follower had done this with Orcish Arrrows. I also figure out that if your follower has Fire Arrows, they will use them but if the enemy is close enough (Not too close for melee) that they may switch to their Iron until they enemy moves away.&lt;br /&gt;
&lt;br /&gt;
== Store glitch ==&lt;br /&gt;
&lt;br /&gt;
Hey i was wondering if any1 has the same problem as me cuz i cant fix it but whenever i goto sell to any1of the npcs they say there little &amp;quot;take a look&amp;quot; thing then nothing happens id really like some help here I'm kinda screwed right now [[USER:KingOfWorms|KingOfWorms]] 14:44 January 29th&lt;br /&gt;
&lt;br /&gt;
== TWO Staves of Magnus ==&lt;br /&gt;
&lt;br /&gt;
I don't know how this happen but when I killed that Dragon Priest during the quest, I got two staves of Magnus. One he was wielding and another he wasn't. Anyone knows why this happened and if it can be done again? Should count as an exploit like the Dawnbreaker Duplicate.&lt;br /&gt;
: I've had a similar thing happen with another staff, where it was mentioned in the page notes here as well. Damned if I could find it. Anyway, not an exploit as such, since you probably cammot trigger it, it just happens or not. --[[User:Ulkomaalainen|Ulkomaalainen]] 09:57, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fun with Chickens and Wheelbarrows! Dead dragons too! ==&lt;br /&gt;
&lt;br /&gt;
I don't know if this qualifies as a glitch or bug as it is a physics thing inside of Skyrim, but it's fun to do anyways! Plus I really don't know where else to put this.&lt;br /&gt;
&lt;br /&gt;
I was just screwing around in one of the small towns and I found a wheelbarrow. Knowing I could kick it around, I decided to create a little mischief with it. I nudged a wheelbarrow next to a chicken and ran into it, tossing the wheelbarrow halfway across the town and killing the chicken in the process. I repeated the process with other chickens and succeeded in killing them as well, but my wheelbarrow disappeared. I later found it across one of the bridges leading into town. I didn't receive a bounty or anything, Then I tested it out against a cow and found it to be a little more difficult, but eventually succeeded there too (the cow ended up at the bottom of a waterfall, just don't ask how). Then I tried it against a guard, but it turned out that it's even harder as they tend to walk around too much and I only got as far as hurting them a little. Still no bounty! The trick with the larger targets is that you have a better chance when they are against a wall or other objects. I don't know why, but I found this funny.&lt;br /&gt;
&lt;br /&gt;
Then, out of nowhere, a dragon attacked and was killed rather easily. Afterwards, I decided to try the wheelbarrow thing with it, but found the wheelbarrow only goes through any corpses. So I threw a fireball at the dead dragon and it flew faster than it did alive! That was extremely funny! Pointless, but funny!&lt;br /&gt;
&lt;br /&gt;
So, it's really &amp;quot;Fun with Physics in Skyrim!&amp;quot; I just thought I'd share that info with you guys!&lt;br /&gt;
&lt;br /&gt;
([[User:Imperial_Jerkface|Imperial_Jerkface]]) Tuesday January 31, 2012 7:17 PM (19:17) EST (US &amp;amp; Canada)&lt;br /&gt;
&lt;br /&gt;
== The Incredible Shrinking Dovakiin ==&lt;br /&gt;
&lt;br /&gt;
I've been playing a Dunmer for some time now, and it appears that my character has shrunk drastically.  He's at level 32, and a full head shorter than other Dark Elves.  Sadly, this seems to have happened so slowly and imperceptibly that I can't say for certain when the process began, nor what may have caused it.  Heck, maybe the change was actually sudden, and I only just noticed.  I'm on XBox, so there's no way I can actually reverse it, but I'd still like to know if anyone else has had this problem.&lt;br /&gt;
&lt;br /&gt;
--[[User:AncientAyleidTheory|AncientAyleidTheory]] 10:57, 6 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Try to tranform into a werewolf, maybe the character will return normal.&lt;br /&gt;
:Another thing that seems to fix this sort of glitches is, during the main quest, watching the battle against Alduin in the past, using the Elder Scroll. [[User:Cridus|Cridus]] 11:23, 6 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 For PC&lt;br /&gt;
  1. In 3rd person, bring up console [~]&lt;br /&gt;
  2. Click on your character with the mouse cursor&lt;br /&gt;
  3. In the console type: setscale 1&lt;br /&gt;
  4. Say abracadabra and press [Enter]&lt;br /&gt;
    &lt;br /&gt;
 Sorry i don't know anything about XBox&lt;br /&gt;
&lt;br /&gt;
== Doorbar glitch ==&lt;br /&gt;
&lt;br /&gt;
On some occasions I have been able to open a door which is barred from the other side.&lt;br /&gt;
Once this glitch happens the door can be opened and closed repeatedly from both sides.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;this door is barred from the other side&amp;quot; message still appears every time you open/close the door&lt;br /&gt;
The bar itself stays down and cannot be moved even if you close the door &lt;br /&gt;
The bar has to be jumped over to pass it.&lt;br /&gt;
&lt;br /&gt;
The glitch does not repeat in the same place if you reload.&lt;br /&gt;
&lt;br /&gt;
== Freaky charecter. ==&lt;br /&gt;
&lt;br /&gt;
i did Hircine's quest and got his ring, then i did the companions quest and got th wearwolf ability. the first time i turneed into a Wolf, my head as stuck in place. so if i moved my head would stretch. Next i did the Potema quest in solitude, and now my head falls off my body and rolls away from me! WTH!!! So i just ignored it, it didn't change anything, but when i went to blackreach for the Crimson Nirnroot quest, i turned into a dwarven centurion, kinda. i have four jets of steam venting from my body, and i can see an invisible centiuon around me, as if i'm inside it. then i went through Shalidor's maze, and now my player's invisible. though none of these affect the game, it's still annoying. i'm on Pc&lt;br /&gt;
&lt;br /&gt;
:Go read the last &amp;quot;post&amp;quot; of the &amp;quot;smoke glitch&amp;quot; section. I found a solution (too bad if you already finished the main quest). [[User:Cridus|Cridus]] 11:31, 7 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nobody dies! ==&lt;br /&gt;
&lt;br /&gt;
After the most recent update, I got on my Skyrim character and played as I normally would I broke into a house and stole some food for myself, and a few valuable trinkets, but ended up being caught! I didn't escape before the guards came so I decided to fight for my life, throughout the fight I &amp;quot;killed&amp;quot; many people, but they all just got up and kept fighting, even guards! I reloaded the save and tried attacking them again, same result. Then I tried a chicken, it died.&lt;br /&gt;
:Where did this happen? They could have been essential. --[[User:Velyanthe|Velyanthe]] 02:23, 8 February 2012 (UTC)&lt;br /&gt;
::Guards would never be flagged essential, though. Not even quest necessary ones. [[Special:Contributions/24.156.216.144|24.156.216.144]] 11:26, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overencumbered transportation ==&lt;br /&gt;
&lt;br /&gt;
I noticed that when overencumbered and on a horse I can fast travel yet cannot when off of the horse. I went from about halfway between Solitude and it's nearest Stormcloak camp, to Morthal. {{unsigned|87.102.64.193|23:30, 10 February 2012}}&lt;br /&gt;
&lt;br /&gt;
:That isn't a glitch. That's a game mechanic. Also, please sign your post with 4 tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). • &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; 23:34, 10 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Placed a couple of feet off when entering a new area ==&lt;br /&gt;
&lt;br /&gt;
Whenever I enter a building/cave/city I start a few feet more than usual from the exit (ie when I enter the Riverwood trader I end up by the fireplace)&lt;br /&gt;
&lt;br /&gt;
== Follower walking slowly with weapon, magic or bow readied but not attacking ==&lt;br /&gt;
&lt;br /&gt;
Sometimes a follower will act as if they are holding an invisible two handed sword or are about to fire an arrow or cast a spell but will take no action. This may happen regardless of reloading saves or restarting the game. There is no known fix except to remove Skyrim, install it again and start over.&lt;br /&gt;
&lt;br /&gt;
== Shield Duplication with Mannequin ==&lt;br /&gt;
&lt;br /&gt;
I've been trying to figure out how to get my mannequins to stop duplicating armor, and I think I found a way to duplicate shields on mannequins.  &lt;br /&gt;
&lt;br /&gt;
  1.  Find the Shield you want to duplicate.&lt;br /&gt;
  2.  Activate mannequin&lt;br /&gt;
  3.  Remove all mannequin's items and back out of menu.&lt;br /&gt;
  4.  Activate and close out of the mannequins menu a few times without placing anything on it.&lt;br /&gt;
  5.  Activate mannequin again and put all the equipment that was on the mannequin back and place the shield as well.&lt;br /&gt;
  6.  Back out of mannequin menu.  Mannequin SHOULD be wearing what usually gets duplicated and the shield.&lt;br /&gt;
  7.  Activate mannequin menu again and remove everything.  Back out of menu again.&lt;br /&gt;
  8.  Follow steps to duplicate items and include shield with all other items.  &lt;br /&gt;
      A.  Place all items to duplicate on mannequin.  WITHOUT closing menu, take all items off mannequin (or just one set of &lt;br /&gt;
          armor if you want to duplicate only the Shield, see multiple sets below).&lt;br /&gt;
      B.  Exit mannequin menu and equip all items to be duplicated.&lt;br /&gt;
      C.  Leave house.  Wait 10-15 seconds outside house (don't ask me why, but I got better results waiting outside the &lt;br /&gt;
          house for a little while)&lt;br /&gt;
      D.  Enter house and look at Mannequin holding duplicated shield.&lt;br /&gt;
&lt;br /&gt;
If you don't want another set of armor floating around, take a duplicate set of the armor the mannequin (in addition to the mannequin's set) is wearing into your inventory when you go to duplicate your items.  So, when I duplicated, I put 2 of everything but the shield on mannequin and just removed one set and the shield.&lt;br /&gt;
&lt;br /&gt;
If this does not work, try repeating A &amp;amp; B a few times before leaving the house. Just unequip the items before doing part A if you are using multiple sets (see below) and remove all items from mannequin until your last time to do A &amp;amp; B.  &lt;br /&gt;
&lt;br /&gt;
Speaking of which....  Has anyone got the mannequins to stop duplicating armor?  Been trying to get him to stop all night and ended up finding a way to duplicate shields.   =(&lt;br /&gt;
&lt;br /&gt;
On the 360 I stumbled acrossed a way that stopped the mannequins from duplicating in the Riften house. I couldn't decide where to put the five sets of dragon scale armor that I had forged so on a whim I decided to put them all on the manneguin in the right corner. I went back to the Riften house after completing the Dark brotherhood quest (Hail Sithis). I went to the mannequin on the right and took all five sets of the dragon scale armor and since then none of the mannequin's in any of my houses duplicate armor.&lt;br /&gt;
I do not think that completing the Dark Brotherhood quest had any impact on stopping the duplicating but i have tried this in four of my other saved games and the outcome has been the same.&lt;br /&gt;
I play on the 360 console and I have the latest update &lt;br /&gt;
[[Special:Contributions/67.142.171.22|67.142.171.22]] 15:32, 16 February 2012 (UTC) Dragomir&lt;br /&gt;
&lt;br /&gt;
== items wont stay in whiterun house ==&lt;br /&gt;
&lt;br /&gt;
Hi, I'm an owner of a ps3 and I bought the house in whiterun every few times I get on it all of the storage chests reset and i lose all of my stuff. Please help.&lt;br /&gt;
:Apparantly it is a known glitch, if you leave stuff on tables etc. they will stay. Most of the other houses work perfectly so you could try buying a different house. You could also get Lydia to carry it for you and leave her in your house. [[User:RIM|RIM]] 21:59, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nobody moves ==&lt;br /&gt;
&lt;br /&gt;
For some reason a glitch that i have encountered is that no one moves. You can walk around normally but everyone else stays completely still.The only way i can get other people to move is by waiting and they gets seriously annoying because im trying to shadow Gulum-Ei. If this has happened to any of you i would like to know and also a fix would be appreciated.&lt;br /&gt;
&lt;br /&gt;
== Oghma Infinium glitch fixed? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Xbox360.png]]Maybe I'm doing it wrong, but I can't get the Oghma Infinium glitch to work.  I open a chest in my Dawnstar Sanctuary bedroom, I read the Infinium in my inventory, select my path, then I place it in the chest, take it back out, read the Infinium again, and it does nothing.  The menu for getting my reward doesn't come up.  I can't get it to activate a second time.  I have the current version of Skyrim for the 360.  I don't see anything regarding it in the patch notes, but at the same time the glitch doesn't seem to work as described.--[[Special:Contributions/76.205.68.62|76.205.68.62]] 04:31, 15 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== invisible dragons ==&lt;br /&gt;
&lt;br /&gt;
after recently playing skyrim after the 1.4 patch i went to see delphine to initiate a member to go kill some dragons but when going to to the dragons lair the dragon was not there and the quest arrow was pointing at an invisible force id mid air please can any1 tell me if there is anything I can do to sort this please BETHESDA SORT IT OUT! BLOOMING HELL ITS BEEN OUT FOR AGES!&lt;br /&gt;
&lt;br /&gt;
== skyrim tending the flames glitch  ==&lt;br /&gt;
&lt;br /&gt;
the rotating doors after the gost opens the magicly sealed door wont revolve and i have no previous saves how do i fix this problem? {{Unsigned|CoMa00400|07:36, 19 February 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
== Dwemer Museum Key - Insane Numbers == &lt;br /&gt;
&lt;br /&gt;
(360) Last week, I noticed that my game was running very slowly. Upon starting it up, it would take 10-12 minutes to start, and once it finally started, opening any container would take 5+ seconds. Turns out I had 16,300 Dwemer Museum Keys. So I go to Helgen, kill a Bandit, and dump most of the keys on its corpse. The very next day, it's happening again. This time, I had 32,000 keys. So I simply find another corpse, dump the keys, and go on. So tonight, I go to play again, but it was loading for about 15 minutes before I turned it off out of frustration. Evidently, it happened AGAIN. Solutions? Ideas? Comments? {{Unsigned|70.239.178.179|01:25, 21 February 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
== Random NPCs swarming in my house ==&lt;br /&gt;
&lt;br /&gt;
(PC) Shortly after buying Breezehome in Whiterun, I get this problem of twenty or so NPCs from all over Skyrim appearing in my house. A few leave almost as soon as they arrive, but the rest start going on about their business as if they were in an inn or at home, eating my food and activating stuff. I'm all for having guests in the house, but not when they pop in uninvited and in such numbers they block the entire lower level. Is there a way of making them go home, or should I just use another house? I really don't want to reinstall the whole game. I tried validating the game cache, but it did nothing.&lt;br /&gt;
&lt;br /&gt;
==Arrow Quiver Glitch PC (Sometimes)==&lt;br /&gt;
I have found a glitch that seems to happen at random with arrow quivers. Sometimes when you sell off a bunch of arrows to a vendor and then go into 3rd person point of view to look at your character the quiver will still be on your back. I ran a test on this and it doesn't seem to have anything to do with the type of arrow or whether you have them equipped or not when you sell them to a vendor. It just seems to happen at random. I've also have noticed that when you loot an NPC that has arrows on them the quiver remains on the corpse but not every time. So again this issue seems to be a random glitch. The best way to fix it until a patch is made is to buy some more arrows and equip them then unequip them. I tested this and it fixed the problem. Anyways, that is all. '''[[User:Chris McCallum|Blade and Bone]]''' - '''[[User talk:Chris McCallum|Speak To Me]]''' 13:44, 25 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Brotherhood screen glitch ==&lt;br /&gt;
&lt;br /&gt;
Hi, Everytime i play Skyrim and join the dark brotherhood, on a certain quest (after the imperials burn the place) i have to talk to Astrid. But everytime my screen stuffs up. I dont know if its a screen tear but i really wanna finish the dark brotherhood for once......any ideas?&lt;br /&gt;
&lt;br /&gt;
== Game breaking glitches ==&lt;br /&gt;
&lt;br /&gt;
I've bumped into the Most annoying glitches.  At low levels I can explore the world of Skyrim, and the game works fine, but once I hit level 30 I've encountered the following glitches:&lt;br /&gt;
I can't enter a new hold without fast traveling&lt;br /&gt;
&lt;br /&gt;
In beast form, I can't enter caves, cities, or a new hold, because the game crashes when I do.&lt;br /&gt;
&lt;br /&gt;
I can't enter the blue palace, understone keep, riften jail, of dragonsreach because the game crashes when I do,&lt;br /&gt;
&lt;br /&gt;
I can't start a dragon hunting quest with Farkas because the dragon at mount anthor isn't there.&lt;br /&gt;
&lt;br /&gt;
I can't start the quest &amp;quot;under new management in the thieve's guild.&lt;br /&gt;
&lt;br /&gt;
Shadowmere literally FLEW away.&lt;br /&gt;
&lt;br /&gt;
Certain caves and the bards college are missing cells, do I always end up falling through the floor, getting stuck in a cave or fort, or not being able to explore the rest of the cave.&lt;br /&gt;
&lt;br /&gt;
Important NPC's disappear whenever I start a quest.&lt;br /&gt;
&lt;br /&gt;
It takes a really long Time for the game to save.&lt;br /&gt;
&lt;br /&gt;
When activating the beast form power, or the ring of hircine power, my character can get stuck in a mid-transformation mode.&lt;br /&gt;
&lt;br /&gt;
I still have days as a vampire in my general stats menu. &lt;br /&gt;
&lt;br /&gt;
I can't enter certain places or areas because the game freezes.&lt;br /&gt;
&lt;br /&gt;
Can someone please help, I don't want a new character. {{uns|99.33.214.19|12:55, February 25, 2012}}&lt;br /&gt;
&lt;br /&gt;
:Are you playing on PC? If so, do you have any mods? The bug that you have with &amp;quot;days as a vampire&amp;quot; still being counted is common, but the rest aren't as common. --[[User:Velyanthe|Velyanthe]] 00:41, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Map pointers sometimes direct me to the middle of nowhere (Moved to New Section) ==&lt;br /&gt;
&lt;br /&gt;
Map pointers sometimes direct me to the middle of nowhere. {{uns|86.144.133.198|19:34, February 25, 2012}}&lt;br /&gt;
::Can you give more detailed information? Do you mean the &amp;quot;compass,&amp;quot; the horizontal bar at the top of the screen when you are playing? Do you mean on the map when it's open? Things might be simpler if you open your journal (PC: &amp;quot;J&amp;quot;; Xbox &amp;amp; PS3: ''Start'') and look at your quests tab. Notice which quests are &amp;quot;active.&amp;quot; If there is more than one quest active, then &amp;quot;de-activate&amp;quot; any quests that you are not currently working on. Make sure that you look under &amp;quot;miscellaneous&amp;quot; on the quests tab and notice which are toggled as active. Otherwise, you might get better help if you can describe your problem more specifically: Let us know which quest(s) you currently have open, what your current objective is, and what you are seeing that suggests that a pointer is directing you to &amp;quot;nowhere.&amp;quot; --[[User:JR|JR]]&amp;lt;sup&amp;gt;[[User_talk:JR|Talk]] [[Special:EmailUser/JR|E-mail]]&amp;lt;/sup&amp;gt; 01:18, 26 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Glitches&amp;diff=895803</id>
		<title>Skyrim talk:Glitches</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Glitches&amp;diff=895803"/>
		<updated>2012-02-26T11:26:05Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Nobody dies! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||November 2011 – December 2011&lt;br /&gt;
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== Smoke Glitch ==&lt;br /&gt;
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I've found that after playing for a few hours, smoke started coming out of my character, just like it happens for Steam Centurions, and it can only be fixed by turning into a werewolf and back into human, but it comes back as soon as you go into first person mode. Anyone else has this problem? {{uns|189.4.53.30|19:37, November 14, 2011}}&lt;br /&gt;
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:Got the same glitch here but with frost coming off my feet. Goes away if i use 'sexchange' in the console, but comes right back soon as I go into first person mode. I'm guessing it's something to do with effect emitters for third person models accidentally being applied to first person models. Anyone know of a way to purge effects from first person models? [[Special:Contributions/92.28.12.136|92.28.12.136]] 21:20, 17 November 2011 (UTC)&lt;br /&gt;
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::I've got this problem too, and I've tried the same fixes as you folks. It started sometime when I was sneaking around in Blackreach, and may have been related to the centurions I was sneak attacking with a dagger. I've tried using the player.sme (stop magic effect) to try removing any possible effects, whether they be PC or NPC-generated, but no success. Is there a way to change the player class to say, a centurion's, along with all accompanying visual effects, and then reverse it? I've been digging around in the console but the interface isn't too friendly. [http://www.youtube.com/watch?v=Ul-trpJs_N8 Here's a video] of the glitch in action from another person with this problem. -- [[Special:Contributions/72.234.51.250|72.234.51.250]] 14:04, 19 November 2011 (UTC)&lt;br /&gt;
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:::Likewise, I'm suffering from the &amp;quot;frosty feet&amp;quot; effect after traversing the Blackreach. Can't seem to come up with the counter effect, since it's apparently not originating from a Frost Atronach (my follower's), Wisp, Wispmother, Falmer, or Steam Centurion, which were some of the creatures I encountered there. {{uns|69.110.20.234|23:20, November 21, 2011}}&lt;br /&gt;
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::::I think I solved the problem. In the console, type '''player.addspell 00030fbe'''. This will essentially turn you into a Dwarven Centurion without changing your form. Then reverse the condition by using '''player.removespell00030fbe''', and the steam should be gone. It'd probably work for the frost feet too, after you figure out what monster has that same effect -- I'm guessing a Frost Atronach? Use '''help atronach 0''', hit Page Up until you find a line that starts with SPEL:, followed by something like &amp;quot;Frost Atronach Abilities&amp;quot; or &amp;quot;Frost Atronach FX&amp;quot; and try the hex values with the above commands. -- [[Special:Contributions/72.234.51.250|72.234.51.250]] 16:06, 19 November 2011 (UTC)&lt;br /&gt;
:::::I had an issue with Storm Atronach which made me surrounded by smoke and lighting.  After using the above find the Atronach list I used &amp;quot;player.addspell 000ED2FC&amp;quot;  and &amp;quot;player.removespell 000ED2FC&amp;quot; it removed the effect. {{uns|64.83.204.113|07:49, January 4, 2012}}&lt;br /&gt;
::::::I was walking around with two ice spikes in my head for (several) hours after Mephala's quest. It was disturbing. Have any solution for that if it happens again? Can't imagine any monsters walk around with ice spikes in their head. I seem to remember someone in Whiterun mentioning trepanning... not the way I'd do it though. ([[User:Aresvallis|Aresvallis]] 10:13, 22 November 2011 (UTC)&lt;br /&gt;
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{{od}}I found the frosty feet effect came from an Ice Wraith.  Using the same theory above I was able to remove it. (Use &amp;quot;player.addspell 000caf8a&amp;quot; and then &amp;quot;player.removespell 000caf8a&amp;quot;) {{uns|86.24.247.116|14:29, November 25, 2011}}&lt;br /&gt;
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:Unfortunately, it seems my case is more of a &amp;quot;steaming feet&amp;quot;, and I've tried adding just about every creature ability/fx via those commands (some seemingly irreversible without reverting to a previous save), and have yet to fix it. It's becoming a terrible annoyance. Curse you, beautiful Blackreach. However, for anyone suffering from glowing eyes, it seems adding the Draugr abilities and removing them will work as intended. {{uns|69.110.13.64|05:25, November 30, 2011}}&lt;br /&gt;
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::I was also suffering from the &amp;quot;steaming feet&amp;quot; glitch. I found it was from a dwarven spider worker. I figured out that the effect hex code is '''0004efc1'''. Plug that into the '''player.addspell''' and '''player.removespell''' command. That took care of it for me. {{uns|76.0.7.84|15:42, December 1, 2011}}&lt;br /&gt;
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:::I tried that as well, and it doesn't seem to fix my problem. I'm assuming it's more of an environmental effect as none of the monster abilities appear to rid of it. {{uns|69.110.3.219|07:59, December 2, 2011}}&lt;br /&gt;
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::::I'm having two character glitch issues as well. Every now and then my left eye disappears inside of my head, leaving an empty socket. It looks really disgusting. The eyelid will still blink but the eye completely disappears. Derkeethus' face will start to become disfigured after a few hours of gameplay. At first, he starts with a toothy grin, then his jaw starts dropping more and more, and his brows raise higher and higher. Eventually his jaw disappears into his neck and his brows were coming out the top of his hood I had given him. It got so bad I made him wear my nightingale hood. Here is my eye missing:&lt;br /&gt;
::::[http://i325.photobucket.com/albums/k369/Katrina9132/Skyrim/ScreenShot61.jpg]&lt;br /&gt;
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::::And here is Derkeethus being...weird.&lt;br /&gt;
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::::[http://i325.photobucket.com/albums/k369/Katrina9132/Skyrim/ScreenShot29.jpg]&lt;br /&gt;
::::([[Special:Contributions/99.136.224.214|99.136.224.214]] 06:32, 14 December 2011 (UTC))&lt;br /&gt;
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:::::It seems like using player.setrace racename to change to the offending creature's race and back also works in several cases, namely draugr eyes. --[[Special:Contributions/216.106.51.62|216.106.51.62]] 06:41, 10 January 2012 (UTC)&lt;br /&gt;
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::::::My Smoking feet glitch was caused by flame atronach, solved with &amp;quot;player.addspell 0004BB4D&amp;quot; -&amp;gt; &amp;quot;player.removespell 0004BB4D&amp;quot;. {{uns|81.216.64.210|03:35, January 12, 2012}}&lt;br /&gt;
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::::::To get rid of Flame Atronach fire trail effect glitch typing &amp;quot;'''player.addspell 0002f3b5'''&amp;quot; then &amp;quot;'''player.removespell 0002f3b5'''&amp;quot; to the console will be sufficient. {{uns|Arisdenis|23:47, January 12, 2012}}&lt;br /&gt;
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:::::::People, I had both the steam centurion's smoke and the glowing eyes. They disappeared forever after I watched the battle against Alduin in the past, with the elder scroll. I think this is the only way to get rid of those graphical glitches on ps3 and xbox. [[User:Cridus|Cridus]] 10:35, 13 January 2012 (UTC)&lt;br /&gt;
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== One-handed enchant glitch ==&lt;br /&gt;
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When wearing enchanted armor that increases one-handed damage, the attack of daggers will not increase. Swords, maces, and axes have their damage increase, but not daggers. PS3 {{uns|98.186.161.165|08:47, November 19, 2011}}&lt;br /&gt;
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:This is not a glitch daggers do not scale with extra One Handed modifiers outside of perks. {{uns|75.135.156.215|23:53, November 25, 2011}}&lt;br /&gt;
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::^ It's either a glitch or an oversight as using daggers does level up the one-handed skill, though they don't appear to gain anything from the one-handed damage perk. [[Special:Contributions/94.11.95.123|94.11.95.123]] 13:19, 3 January 2012 (UTC)&lt;br /&gt;
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== Blocking and the &amp;quot;Slow Time&amp;quot; mechanic (Xbox, PC) ==&lt;br /&gt;
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{{Xbox22}}It's happened repeatedly that, when you have the Block perk that slows time when you are about to be &amp;quot;power struck&amp;quot;, the game does not release the slow motion effect upon completion of the enemies attack, or even after you have killed the enemy/everyone in the dungeon/area.&lt;br /&gt;
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The only two ways to fix this issue is to open your menu and go &amp;quot;up&amp;quot; to your skills lists, wait for the sound of any &amp;quot;constellation&amp;quot; to finish, and exit. If it happens constantly, exit to the dashboard and restart. It seems linked to the amount of time the game has been running, as if the game has been &amp;quot;active&amp;quot; for more then 6 hours it becomes an every enemy occurrence. {{uns|75.71.114.55|14:14, November 24, 2011}}&lt;br /&gt;
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:*{{Pc22}}This also happens on the PC version, I do not know if a quicksave option is avaialable to the PS3/360 players, but I've found that if you Quicksave while this is happening, time returns to normal.&lt;br /&gt;
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:*{{Pc22}}Loading a quicksave can sometimes fix this bug if it isn't removed by the Skills menu or Quicksaving function. The occurrence of this bug does not seemed to be related to duration of play-time of character or current up-time of client. This bug can persist despite loading a save on the PC, and, if that happens, the player can die upon loading from corpses and dropped weapons flying into the character at rapid speed (some physics malfunction) causing them to have to load an older save. --[[User:Toroxus|Toroxus]] 18:20, 1 January 2012 (UTC)&lt;br /&gt;
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== Bookshelf Glitch ==&lt;br /&gt;
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{{ps22}} When I click &amp;quot;remove all&amp;quot; on a bookshelf, it places the books into my inventory but they appear to remain on the shelf. When I hover over them their name appears, but I cannot read them. Also, the &amp;quot;activate bookshelf&amp;quot; option no longer works, rendering the bookshelf unusable. Occurs on all bookshelves.&lt;br /&gt;
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This glitch also occurs when you simply take one book, rendering the bookshelf unusable in future. {{uns|Clarrisani|09:37, November 29, 2011}}&lt;br /&gt;
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{{Xbox22}} This has also happened on my xBox version of the game, first in my Whiterun house and then continuing over to my Markarth. {{uns|142.163.160.192|20:22, November 30, 2011}}&lt;br /&gt;
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{{Xbox22}} Same here.  It affects all bookshelves in all of my savegames as far as I can tell.  It only just began after I downloaded the new patch on 30 November. {{uns|86.157.186.211|21:04, November 30, 2011}}&lt;br /&gt;
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{{Pc22}}This issue is currently affecting PC players as well, from what I'm reading, it's the result of their &amp;quot;fix&amp;quot; of the bookshelves with the last patch. Looks like I'm throwing all my books in my Solitude safe until the shelves get un-screwed. {{uns|184.60.182.219|21:18, November 30, 2011}}&lt;br /&gt;
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{{Xbox22}} Happened to me as well, only as of the Nov 30th update... my bookshelves in Whiterun and Solitude are all messed up. I was able to place books on one bookshelf in Proudspire Manor, the one next to the fireplace, and they're still readable/takeable. {{uns|174.78.199.138|23:17, December 1, 2011}}&lt;br /&gt;
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{{Pc22}}Confirmed to affect PC users; bookshelf next to Alchemy Lab at Whiterun home.  Patch 1.2. {{uns|75.185.82.87|06:12, December 2, 2011}}&lt;br /&gt;
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{{ps22}}Can't see any books added to the shelf in the Markarth home, except for the first one, as of Patch 1.2. They just disappear. Also, can't remove any of the books currently on the shelf. {{uns|198.53.109.130|05:12, December 3, 2011}}&lt;br /&gt;
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{{Ps22}}hey try takeing all then rapidly pressing the activate button it has been dupeing my spell tomes nice money maker if u guys wanna try it ^_~&lt;br /&gt;
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{{Xbox22}} I got the same Glitch here and I've tried going back saves hoping that maybe something I did Glitched it Maybe we just have to wait for 1.3 patch or something if anyone figures out if it is fixable by other methods hit me up. {{uns|174.70.158.223|01:41, December 7, 2011}}&lt;br /&gt;
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{{Xbox22}} I have this issue too in Proudspre Manor. Tried to go back some saves but it did not help. I suppose the problem covers all bookshelves in the game. Patch 1.2. {{uns|Smurfa|23:39, December 8, 2011}}&lt;br /&gt;
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:It seems patch 1.3 fixes this issue (at least on the PC).-[[User:WalB|WalB]] 12:10, 12 December 2011 (UTC)&lt;br /&gt;
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{{Xbox22}} This happened to me after I tried to add another book after the shelf was full. A dialogue appeared, saying the bookshelf cant hold any more, it returned the book to my inventory, and none of the books appeared on the shelf and all were gone from my inventory. I just keep a .txt file database of all books I collect in the world so I can always read them, regardless of whatever dumb glitches occur... {{uns|204.111.112.142|00:25, December 14, 2011}}&lt;br /&gt;
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{{ps22}} After installed last Skyrim update 1.3 for PS3, bookshelf in Whiterun house still glitchy and wont work. Not sure about bookshelfs in another houses or places. Same mess like before. Can't books read, take or even activate bookshelf menu. Strange, because Bethesda team promissed that, with this patch, problem with bookshelfs will be gone. It's not very big problem, but anyway sad and waiting for another updates. Update instalation date and time: 16/12/11 17:12 {{uns|82.2.22.22|18:38, December 16, 2011}}&lt;br /&gt;
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You may need to make a new char for the book shelves changes to be noticeable. But I found that the very edges of book shelves are the only place I can 'active' them. Also sometimes trying along the bottom of the shelves for the lower one works too. Patch 1.3.5.0 [[Special:Contributions/69.63.236.200|69.63.236.200]] 15:29, 7 January 2012 (UTC)&lt;br /&gt;
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{{ps22}} Repeatedly resetting the book shelf (like when trying to get the books to respawn a different way) can make smaller books simply disappear. They weren't in my inventory or my bookshelf. For future reference, keep smaller books in chest. {{uns|75.200.174.85|02:14, February 18, 2012}}&lt;br /&gt;
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== Companion cannot pick up stacks of items ==&lt;br /&gt;
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If you drop a stack of items, and ask your companion to pick it up, they will pick up the stack, but only have one of the items in their inventory. Any extras are lost. Happens every time I try (with different items) on the xbox.  -Navik {{uns|70.120.164.194|14:07, December 14, 2011}}&lt;br /&gt;
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Just drop stuff one at a time (if you have 6 or more).  It's slow, though.  Also, if you dump all your gear into a chest and then tell your companion to take all in the chest, they'll get it all without this glitch.  This is much faster. [[Special:Contributions/134.176.247.178|134.176.247.178]] 14:56, 3 January 2012 (UTC)Tim Bostick&lt;br /&gt;
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== Unable to move, and quest bug in winterhold. ==&lt;br /&gt;
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I've experience the problem in two separate gamesaves, it has occured in two different spots as well, however my character would lock into place, and have the appearance of running, yet would not go anywhere. Even fast traveling would only have my character stuck at a different location. luckily, even AFTER this glitch has rendered my character immoveable, I found turning off my console (360), had restored my ability to move. just thought id let people know in case they experience a similar problem. Oh, and on an alternate note, In the winterhold college, i did the onmund mission before the anriel quest, and found that not only does it cause a bug to prevent the staff from going to enthir, but it also prevents you from progressing and getting Keening, which has made yet start yet another game due to bugs.....why must i be a perfectionist....sigh. -_-&lt;br /&gt;
[[User:Sani Kiren|Sani Kiren]] 06:43, 20 December 2011 (UTC)Sani Kiren&lt;br /&gt;
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:This has also happened to me.  I went back to the Companions hall after finishing their story quests, and he was sitting at the table, could talk to me, and give me quests.  Later, he was lying in his bed downstairs, but he was dead and searchable.  -A.J., 10 January 2012 {{uns|67.163.4.9}}&lt;br /&gt;
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== My health &amp;amp; stamina numbers turned red and went up to 185 as I waited for the store to open? ==&lt;br /&gt;
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I was about to walk into Bits and Pieces in Marthal, and I sat and waited till daylight for them to open. Then, as the wait finished, I was enveloped in a blue light and my sight on the game blurred. And now my health and stamina (which I don't rarely level up on because I usually level up on magic) number count to the side of the bar is red and it's saying 185 when I only had maybe 100 or 110? Anyone else have this happen? {{uns|198.228.196.84|08:49, December 31, 2011}}&lt;br /&gt;
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:You are a Vampire. Health does not drain while in the sunlight, it simply gets a chuck taken out at each stage while in the sunlight. Go inside or wait till night and it will be back to normal.&lt;br /&gt;
[[Special:Contributions/69.63.236.200|69.63.236.200]] 15:14, 7 January 2012 (UTC)&lt;br /&gt;
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== Skyrim Bug List v2 ==&lt;br /&gt;
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The original on Bethesda's was locked after hitting 1000 posts so the version 2 of the list can be found [http://forums.bethsoft.com/topic/1326952-xbox-360-bug-report-topic-v2/ here]&lt;br /&gt;
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So if can someone can edit the main page with the new link then that would be great since the main page of Glitches is locked.&lt;br /&gt;
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--[[User:-Sean-|-Sean-]] 18:04, 1 January 2012 (UTC)&lt;br /&gt;
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== No fall damage glitch ==&lt;br /&gt;
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So I was trying to replicate the Oblivion glitch where you fall from a big height, save right before you hit the ground and reload your save and survive, only it didn't work and I died. So when my save reloaded I opened up my inventory as quickly as I could and dropped several items. I still took damage, but I survived because I landed on my items instead of on the ground. {{uns|76.90.79.202|22:03, January 1, 2012}}&lt;br /&gt;
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== Whiterun smiths daughter glitch ==&lt;br /&gt;
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I traveled across skyrim to level my smithing by buying iron ingots to make iron daggers, and after i traveled gathering iron ingots the smiths daughter outside disappeared and when i walk in his shop he says i should bash your face in but i didnt kill her??? {{uns|69.37.68.24|22:16, January 1, 2012}}&lt;br /&gt;
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it's his wife not his daughter, and she died no problem unless he won't sell to you any more or something similar, also did you do Either of the &amp;quot;battle for whiterun&amp;quot; quests?&lt;br /&gt;
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== Recharging Enchanted Items ==&lt;br /&gt;
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* {{ps22}} I've been reading reports from people that have trouble recharging weapons and such after changing the controls. In my case (PS3) I found out that, even though the contextual help says to push R2 (equivalent to RT on 360) to recharge, the actual button is whichever you have assigned to activate the SHOUT power. For example, I have remapped my shout to 'circle' (equivalent of B in 360), so that's what I push to recharge the weapon. {{uns|68.7.147.236|09:19, January 2, 2012}}&lt;br /&gt;
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== Movement/teleport glitch ==&lt;br /&gt;
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While going through the Honingbrew cellars during the associated quest, I decided to level my armor/blocking skills a bit, so I let 4 Skeevers attack me while only blocking and casting healing spells every once in a while. They were pushing me towards a wall and after a few attacks, I got a &amp;quot;blue screen&amp;quot; (underwaterish) and was pushed out into a completely different area of the dungeon in a direction not related to my last pushed-position (where I immediately was attacked by two more Skeevers, tracking back I found they were not the original ones as I at first presumed). --[[User:Ulkomaalainen|Ulkomaalainen]] 11:08, 2 January 2012 (UTC)&lt;br /&gt;
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== Follower not entering combat ==&lt;br /&gt;
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I just fast-traveled to Hall of the Vigilant to check a claim made on the corresponding page, and ventured out in the open, getting attacked by a Saber Cat, which did not bother my follower Aela at all. Then the Cat turned on her, she did not care, going down after a couple of strikes but never fighting back. Only after directly ordering to kill the cat, she took action. (Yes, I'm kind of a gentleman that I did not kill the Cat for her, but since they are no threat anymore to me I found it too interesting to engage myself). Anyone else encountered this? --[[User:Ulkomaalainen|Ulkomaalainen]] 01:50, 3 January 2012 (UTC)&lt;br /&gt;
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I seem to have this issue after I tell a follower to pick something up, and they are close to or over their carrying capacity. I never thought to tell them to attack. Other fixxes include fast travel and sometimes entering a new cell if they aren't over carrying capacity.&lt;br /&gt;
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== Mountain goats + Horse = Giant's club fly-off effect ==&lt;br /&gt;
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{{pc22}}&lt;br /&gt;
That happened to me, randomly.&lt;br /&gt;
I was riding my horse and than I saw some goats, I ran into one, and I got thrown in the air while on my horse.&lt;br /&gt;
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I didn't tried it again...but it might be possible. {{uns|Poodleinacan|19:14, January 3, 2012}}&lt;br /&gt;
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== Unawared Draugr boss ==&lt;br /&gt;
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If you sneak (must be good enought) in a Draugr boss's room, his coffin door will open, but he will not move, until you do something to get noticed. {{uns|Poodleinacan|19:21, January 3, 2012}}&lt;br /&gt;
:This is not a glitch but a direct effect of an intended mechanic of the game. &amp;quot;The sneak skill&amp;quot; {{uns|24.4.51.222|23:36, January 11, 2012}}&lt;br /&gt;
::I believe OP's point is that the coffin door opens instead of remaining closed. Why would it open if your character hadn't been noticed, is the point. Please be more respectful. [[User:SkoomaManiac|SkoomaManiac]] 18:52, 13 January 2012 (UTC)&lt;br /&gt;
:::As far as I know, coffin doors opening are triggered by you entering a certain zone, not by you being noticed. Can't really tell, because I usually have 4 guys following me around who will get noticed after that, but I might give it a try in a barrow one of these days. --[[User:Ulkomaalainen|Ulkomaalainen]] 19:17, 13 January 2012 (UTC)&lt;br /&gt;
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== Water Glitch ==&lt;br /&gt;
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I've encountered a glitch where a part of a body of water is just &amp;quot;cut out&amp;quot; of the game. I can see through the water and everything under it as clear as on land. I can also see the fish swimming under the water. [[User:Lucien LachanceDB|Lucien LachanceDB]] 02:31, 4 January 2012 (UTC)&lt;br /&gt;
:If you go down to headish height in a body of water the murky water effect is cut out and you can see the other end of the body of water as clear as day, you just need to keep swimming up and down until you find the right spot, made finding maven's quill much easier. --[[User:Mattrimkevx|Mattrimkevx]] 04:09, 5 February 2012 (UTC)&lt;br /&gt;
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== Dragonreach attack ==&lt;br /&gt;
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when i walked into dragonreach and walked up the stairs as soon as everyone near the jarl saw me they drew theirs weapons and attacked me. i didn't have any bounty and only when i get near the guards near the entrance after everyone else attack me then they draw their swords to do so as well. why are they attacking me, they would continue to do so even after i died and reloaded the file, the only reason i can think of for this is i might have skooma in my inventory/system (i took it in case a merchant didn't want to sell to me). please advise. {{uns|67.187.216.110}}&lt;br /&gt;
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:that happened to me too, i don't know what the cause was i just left and came back later and it was better ([[user:Eddie the head|Eddie The Head]] 13:37, 5 January 2012 (UTC))&lt;br /&gt;
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:that happened to me too, but i realized it was because i was wearing the Ebony Armor.  The 5 yard poison range was hitting everyone.  I took of the armor upon reload and it was solved.  This could be your solution / problem {{uns|146.163.58.145|21:07, January 5, 2012}}&lt;br /&gt;
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:happened to me as well. I think that it might be Hrongar, because I came back later when he was on the porch and everyone was fine.[[Special:Contributions/184.146.168.50|184.146.168.50]] 22:58, 5 February 2012 (UTC)&lt;br /&gt;
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== Weapon Plaques Glitching Weapons ==&lt;br /&gt;
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I found this out on the {{Pc22}} version, so I would like confirmation from the games of others &amp;amp; on different consoles before adding this in. I attempted to place a bow on my weapon rack in the bedroom of Breezehome after placing a shield &amp;amp; another weapon on it. When I tried adding a bow to it, it just took the bow without making it appear, as if it was storing it: as it is not a container that can bring up a menu, it effectively made the bow vanish, rather than making it appear on the plaque or simply saying that the weapon could not be placed there. --[[User:Arpaleggia|Arpaleggia]] 00:12, 6 January 2012 (UTC)&lt;br /&gt;
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:Look, it's easily fixed. You have to get arrested and sent to jail within the city. Go pickpocket a guard OUTSIDE or punch one and sheath your weapon. Serve the jail time and it should fix the problem.  {{uns|74.184.13.37|January 12, 2012 17:04}} &lt;br /&gt;
&lt;br /&gt;
I have a ps3 and everything floats in the air when I use the weapon rack in white run also somehow I obtained 12  oghma infiniums&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-A similar thing happened to me in the same house. I tried putting different weapons on the racks in the first floor of the house, over the door, and to the right of it. Whenever I put, lets say a sword, on one of those racks, it'll glitch and be suspended in the air behind my character. If I leave the house and come back in, the item(s) will still be there, and prevent my character from using that space, causing him to fall through the floor for a second before resetting closer to the door. -GreyFox&lt;br /&gt;
&lt;br /&gt;
== Fast paced attacks ==&lt;br /&gt;
&lt;br /&gt;
I found out that if you start sprinting, and then attack with a weapon, you can repeatedly attack with the same weapon at an increased rate. (you need to keep attacking though) You will also continue sprinting even after your stamina is depleted.&lt;br /&gt;
Only works with right hand. if you use your left then you move forward while attacking, stop, then do it again. However the righthand results in constant movement.&lt;br /&gt;
The attacking seems to be sped up when dualweilding, but i also have dual flurry 2/2.&lt;br /&gt;
&lt;br /&gt;
May be only on xbox, and i havnt tried with great swords or other 2 handing weapons.--[[Special:Contributions/199.44.18.65|199.44.18.65]] 00:08, 8 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
edit: i realized this is more effective for fast movement than attacking as you are sprinting while attacking.--[[Special:Contributions/199.44.18.65|199.44.18.65]] 00:08, 8 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon not dying ==&lt;br /&gt;
&lt;br /&gt;
As i roamed the world of Skyrim, i stumbled across the dragon lair lost tongue overlook. Just before i killed the dragon, he perched on a word wall. When i killed him it displayed no health bar but was still alive in the sense that it was still perched, unable to move, and still took damage. Also as it didnt register as dead i did not absorb a soul. I could have easily used this to &amp;quot;boost my skills&amp;quot; but i'd rather have the dragon soul. Happend to anyone else?&lt;br /&gt;
&lt;br /&gt;
== Dragon Disappears but still able to absorb soul ==&lt;br /&gt;
&lt;br /&gt;
I was fighting a dragon in winterhold, and after using dragonrend on the dragon, it landed on the roof of one of the parts of the college. The mages finished him off while he was still on the roof (an accessable place too), so I ran through the college to get up there. After going through the doors in and out of the college, I arrived on the roof, and the dragon had disappeared. However, after I started to walk around the roof area, My character absorbed the dragon soul. I could not take any of the dragon's items because it was invisible, but I still collected the soul. {{uns|SteevoKidd|02:06, January 8, 2012}}&lt;br /&gt;
&lt;br /&gt;
Most likely the mage incinerated him with a shock spell i do it all the time just look for an ash pile.  ^.~&lt;br /&gt;
&lt;br /&gt;
== shop keeps chests and do not delete ==&lt;br /&gt;
&lt;br /&gt;
whilst useing the various methods to go through walls to get to  the merchant chests wich hold all there stuff in in some places you can all so find a box labeld &amp;quot;do not delete&amp;quot; with out knowing exactly where to post this i decided id post it here but...what exactly are these chests for? what do they do as they seem to have no phisiscs applied to them but are yet worth 500gold im assumeing there importent as there labeld do not delete[[User:Sorrow|The sorrow]] 18:33, 11 January 2012 (UTC)&lt;br /&gt;
:I seen a video of those &amp;quot;Do Not Delete&amp;quot; chests on YouTube. From what it looked like in the video that they just float wherever they are dropped, making them good items to reach high places. I was wondering where I might get one of these on the Xbox? I have really only seen them in video's with PC users. [[User:Lucien LachanceDB|Lucien LachanceDB]] 06:02, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gauldar's Amulet exploit ==&lt;br /&gt;
&lt;br /&gt;
Unless I'm doing something terribly wrong, like not wearing any armor, this exploit doesn't work on PS3 version with 1.3 patch installed {{uns|Artemis Enterei|16:20, January 13, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Spiderhorse == &lt;br /&gt;
&lt;br /&gt;
{{Xbox22}} I believe I've discovered a glitch. If you're riding a horse and have to climb down a mountain, if you really slowly edge forwards off the cliff, your horse turns vertical and climbs down the wall. You have to keep nudging forward though. It's certainly interesting a very useful. Also amusing. - [[User:KnuXles|KnuXles]] 02:03, 16 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sprinting in combat and enemy NPC responses ==&lt;br /&gt;
Fairly minor thing, but it seems that if you sprint during combat and bump into an enemy NPC, they will often say the standard bump comments like &amp;quot;Be careful!&amp;quot; or &amp;quot;What's the hurry?&amp;quot;. However, these comments are clearly only meant to be said  by friendly NPCs (when you're not in combat). --[[Special:Contributions/83.245.160.14|83.245.160.14]] 16:16, 17 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== item killing me ==&lt;br /&gt;
&lt;br /&gt;
Hey thought id put something on here bought this but i was puting books on a shelf and one of the books flew off the shelf hit me like 1000 times killing me rapidly then continuing to fly around the room as my guy lay there Lol! Funny right? ;) {{uns|KingOfWorms|January 17, 2012 21:19}}&lt;br /&gt;
&lt;br /&gt;
== A New Oghma Infinium Glitch ==&lt;br /&gt;
&lt;br /&gt;
Hello, everyone, I'm going to try to explain my discovery as best as possible despite it's difficulty. &lt;br /&gt;
This glitch, instead of merely retaining the Oghma Infinium, ''multiplies'' it. I hope that it will continue to work even if the other remaining glitches involving the OI are fixed. This can theoretically also be done with any other book. &lt;br /&gt;
&lt;br /&gt;
First, find a bookshelf. For reproduction purposes, I used the upper shelf on the bookcase on the landing '''outside''' of the bedroom upstairs in the Solitude house. This is easiest to do when the bookshelf is empty, as you must know exactly where the OI will appear. When you are ready, look at an empty spot that you know the OI will appear in, but also allows you to open the bookshelf menu. Click to open the shelf, and deposit the OI. Now exit out, and '''before the book appears''', go back into the menu. '''Wait for the OI to appear''', then take the book from the shelf. As soon as the menu is closed, you will have a VERY small window where you can tap A (for Xbox 360 users), X (for PS3 users), or E (for PC users) and read the book. As with other methods, select use later and take the book. This will add another copy to your inventory. This means you will have the copy you removed from the shelf by menu, and the copy you removed by reading, doubling your initial copy. This must be done one at a time, as the window is very short. If you must change your view to grab the OI, you will merely get the tone informing you nothing happened, the small click noise.&lt;br /&gt;
&lt;br /&gt;
As of writing this, I have four OI's in my inventory, and have not tested this glitch with any other book or attempted to do the glitch that allows you to retain the OI while attempting to multiply it. I have, however, used two OIs at the same time while using the retention glitch successfully, effectively doubling my speed. It is 10:00 Central time on January 18, 2012 as I finish this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lol i noticed that too ive got like 500 jamed into 1 bookcase Cuz of it lol&lt;br /&gt;
&lt;br /&gt;
     -MrWezleigh (unregistered)-    &lt;br /&gt;
A faster way to dupe it involves wearing multiple sets of armor, and serving multiple jail sentances.&lt;br /&gt;
A friend of mine found the one with the bookshelf but couldn't figure out what he did, and I figured it out. Then I started performing the glitch to wear multiple sets of armor. After a few trips to jail and serving my time, my 64 OI turned into over a thousand! Each time it happens the number in your inventory doubles, though I'm not sure at what point it begins to duplicate. Though I do know it multiplies exponentially!&lt;br /&gt;
&lt;br /&gt;
== Solving Spell effect's showing incorectly ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A while back some of my spell effects started showing incorrectly, ea wall's of fire only giving a few sparks and area of effect spells not showing at all, for some reason this stopped happening after I installed [http://www.skyrimnexus.com/downloads/file.php?id=836]&lt;br /&gt;
&lt;br /&gt;
== Item stack glitch ==&lt;br /&gt;
&lt;br /&gt;
This is a bit complicated. I was forging iron daggers. I started at the smith in markarth where I made 60 daggers(stack A). I then left them on the roof by the barracks in a single stack. I fast traveled to solitude, then whiterun. I smithed 111 more daggers there, but became overencumbered, so I left 55 of them in a single stack. The 56 that I had with me I will call stack B, and the 55 I left are stack C. I went back to markarth, picked up stack A, and in doing so, combined it with stack B to make stack AB. I then dropped AB in a single stack of 116. I fast traveled back to whiterun and picked up stack C, then back to markarth. I picked up stack AB and saved my game. then, I proceeded to drop all 171 daggers one at a time on the roof. I didnt notice anything odd at first, but when I went to pick them up later, there were only 116 of them. I reloaded and paid attention this time. I dropped one knife. it appeared in front of me. I dropped a second. it appeared in the next 'drop space' and the first one disappeared. I dropped a third one, which appeared in the third spot, and the second one vanished. repeat until 55 daggers have vanished. the remaining 116 behaved normally when dropped. I reloaded again and decided to try dropping them all in one stack. two stacks appeared; one with 116 daggers in it, and one with 55. I picked them both up, and my inventory only showed that I had 117(not 116) daggers. I reloaded, dropped enough stuff that I could carry all the knives, and fast traveled to whiterun and tried dropping them all as one stack, but got the same result.&lt;br /&gt;
&lt;br /&gt;
Similarly, I was earlier dropping 38 torches one at a time. when I collected them all, I had 38, but when I dropped them all at once, they came out as a stack of 37(lit) and one(unlit). at the time I assumed the single one was one I had used and was separated from the rest for having been partly depleted. now, Im not so sure. this leads me to believe that it may happen with any object.&lt;br /&gt;
&lt;br /&gt;
Please do not ask why I was dropping things one at a time on the roof. I just was. Playing on Xbox 360&lt;br /&gt;
&lt;br /&gt;
== Werewolf Glitch ==&lt;br /&gt;
&lt;br /&gt;
Idk how this happened and I wish to figure out. &lt;br /&gt;
&lt;br /&gt;
What happens is when I turn into a Werewolf, I stay in my wolf form for as long as I pleased and I'll regenerate health normally. I can turn back to human by waiting 1-5 hours. This is on the Xbox 360.&lt;br /&gt;
&lt;br /&gt;
You feed on humans a lot. Happens to me too if I eat 5-10 humans in werewolf form, the duration is increased and I thing there&lt;br /&gt;
is no cap to it. It's vaslid for the PC version too.&lt;br /&gt;
&lt;br /&gt;
== Vendor gold glitches ==&lt;br /&gt;
&lt;br /&gt;
This is something of which I haven't yet seen mention, but that seems like a major problem and easily noticed.  Perhaps, I've run into it a number of times while most players haven't experienced it at all, so I'd like to see if anyone else can confirm this.&lt;br /&gt;
&lt;br /&gt;
The glitch (or two related glitches, actually) is related to vendor gold amounts.  What I've repeatedly had happened to me is that, after selling items to a vendor and subsequently loading an autosave (and this may be conditional, as in what vendors and actions I may have accessed shortly before this, and may not happen with regular saves) to access the same vendor, his/her gold amount will be the same as if I'd already sold all those items to him/her (with my inventory still containing all the items), or will be a fraction of the normal amount he should have before buying my items.  This can really kill immersion when you know that's not the amount of gold he should have, and can be frustrating as selling lots of expensive items is already laborious enough.&lt;br /&gt;
&lt;br /&gt;
In a different glitch, after selling a number of items and having a general store npc's gold down to ~130 (also may be circumstantial), I exited his cell and, upon return, found his gold to be a fraction of what I'd left him with... &lt;br /&gt;
&lt;br /&gt;
You can deal with this role-playing style, I suppose, imagining the vendor realised he doesn't really want to be offering that much gold any longer, but this can be quite disappointing as you '''know''' that it's a glitch and it's '''obviously''' abnormal to occur.  If anyone has seen this or can confirm this on a console other than the 360, I'd appreciate it.  They seem very circumstantial and not a constant problem, whatsoever (they've only happened to me on a few instances such as those above, and I've seen them only a few times) but should be noted and a section made for them if they're confirmable, once this page is up to snuff.&lt;br /&gt;
&lt;br /&gt;
My two cents.&lt;br /&gt;
:I have noticed that occasionally as well. It will eventually get added but the game is so big and it has only been out for 2 months. Thanks for bringing this to our attention though. Just on that note, if you invest in Lucan valerius in Riverwood he will have an extra 10,000 gold instead of 500 just in case that helps you in any way.[[User:RIM|RIM]] 19:57, 21 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mammoth from Heaven ==&lt;br /&gt;
&lt;br /&gt;
{{Xbox22}}While clearing a Giant camp, I saw a mammoth fall from the sky, hit the ground and die, right in front of me. This was very entertaining. [[User:Lucien LachanceDB|Lucien LachanceDB]] 00:08, 26 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bounty Glitch ==&lt;br /&gt;
&lt;br /&gt;
The following happened on my very first playthrough of Skyrim on the Xbox 360.  The game had never been in my console prior to this.&lt;br /&gt;
&lt;br /&gt;
When I first started playing Skyrim a month or so ago, I had just escaped from Helgen and headed to Riverwood for the very first time.  I was exploring the town, went into the Inn and when I came out, three Bounty Hunters found me and tore me apart.  I reloaded my saved game, and this happened time and time again.  Eventually, I killed them by getting them stuck on different things/areas and slowly dealing minimal damage. I then found a Contract on one of their corpses that reads:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here is the agreed upon amount.  I expect you to faithfully carry out my request to teach a lesson to that thief, (name).  You need not kill him, but I have no qualms about it if you deem it necessary.&lt;br /&gt;
&lt;br /&gt;
--Moira&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I eventually found out that Moira is the Hagraven in Witchmist Grove from the quest &amp;quot;A Night to Remember.&amp;quot;  lol, Is it even possible to steal from her?  Maybe if you go there before the quest?  I mean, obviously I had never been there at the time, but I'm curious if it's at all possible to steal from her if she isn't hostile towards you.&lt;br /&gt;
&lt;br /&gt;
[[User:Shadow Hado|Shadow Hado]] 01:07, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fire Arrow Glitch ==&lt;br /&gt;
&lt;br /&gt;
You know that glitch that allows you to get invisible arrows that ends up being Fire Balls? I figure out if you collect like 10 and shoot all 10 at your follower (Make sure they stay alive, unless you have a Quest-Follower), they'll have these arrows and actually use them when they have no other arrows. I wanted to say this because this can easily be used to help the player a lot and was wandering is someone can add this to the glitch's article so people may know about it.&lt;br /&gt;
&lt;br /&gt;
:Ive tried to reproduce this glitch and I managed to get my follower (lydia) to shoot one but she reverted to her default arrows after. The glitch arrows dont seem to be infinite, on Lydia at least. Perhaps this works with followers who do not have an infinite supply of default arrows. Ill test with different followers later.&lt;br /&gt;
&lt;br /&gt;
::This is the 5th time I'm typing this out! Keep failing because other people keep editing something.. Anyways, I figure out that sometimes your follower wont have infinity amount of arrows and can eventually run out. My one follower had done this with Orcish Arrrows. I also figure out that if your follower has Fire Arrows, they will use them but if the enemy is close enough (Not too close for melee) that they may switch to their Iron until they enemy moves away.&lt;br /&gt;
&lt;br /&gt;
== Store glitch ==&lt;br /&gt;
&lt;br /&gt;
Hey i was wondering if any1 has the same problem as me cuz i cant fix it but whenever i goto sell to any1of the npcs they say there little &amp;quot;take a look&amp;quot; thing then nothing happens id really like some help here I'm kinda screwed right now [[USER:KingOfWorms|KingOfWorms]] 14:44 January 29th&lt;br /&gt;
&lt;br /&gt;
== TWO Staves of Magnus ==&lt;br /&gt;
&lt;br /&gt;
I don't know how this happen but when I killed that Dragon Priest during the quest, I got two staves of Magnus. One he was wielding and another he wasn't. Anyone knows why this happened and if it can be done again? Should count as an exploit like the Dawnbreaker Duplicate.&lt;br /&gt;
: I've had a similar thing happen with another staff, where it was mentioned in the page notes here as well. Damned if I could find it. Anyway, not an exploit as such, since you probably cammot trigger it, it just happens or not. --[[User:Ulkomaalainen|Ulkomaalainen]] 09:57, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fun with Chickens and Wheelbarrows! Dead dragons too! ==&lt;br /&gt;
&lt;br /&gt;
I don't know if this qualifies as a glitch or bug as it is a physics thing inside of Skyrim, but it's fun to do anyways! Plus I really don't know where else to put this.&lt;br /&gt;
&lt;br /&gt;
I was just screwing around in one of the small towns and I found a wheelbarrow. Knowing I could kick it around, I decided to create a little mischief with it. I nudged a wheelbarrow next to a chicken and ran into it, tossing the wheelbarrow halfway across the town and killing the chicken in the process. I repeated the process with other chickens and succeeded in killing them as well, but my wheelbarrow disappeared. I later found it across one of the bridges leading into town. I didn't receive a bounty or anything, Then I tested it out against a cow and found it to be a little more difficult, but eventually succeeded there too (the cow ended up at the bottom of a waterfall, just don't ask how). Then I tried it against a guard, but it turned out that it's even harder as they tend to walk around too much and I only got as far as hurting them a little. Still no bounty! The trick with the larger targets is that you have a better chance when they are against a wall or other objects. I don't know why, but I found this funny.&lt;br /&gt;
&lt;br /&gt;
Then, out of nowhere, a dragon attacked and was killed rather easily. Afterwards, I decided to try the wheelbarrow thing with it, but found the wheelbarrow only goes through any corpses. So I threw a fireball at the dead dragon and it flew faster than it did alive! That was extremely funny! Pointless, but funny!&lt;br /&gt;
&lt;br /&gt;
So, it's really &amp;quot;Fun with Physics in Skyrim!&amp;quot; I just thought I'd share that info with you guys!&lt;br /&gt;
&lt;br /&gt;
([[User:Imperial_Jerkface|Imperial_Jerkface]]) Tuesday January 31, 2012 7:17 PM (19:17) EST (US &amp;amp; Canada)&lt;br /&gt;
&lt;br /&gt;
== The Incredible Shrinking Dovakiin ==&lt;br /&gt;
&lt;br /&gt;
I've been playing a Dunmer for some time now, and it appears that my character has shrunk drastically.  He's at level 32, and a full head shorter than other Dark Elves.  Sadly, this seems to have happened so slowly and imperceptibly that I can't say for certain when the process began, nor what may have caused it.  Heck, maybe the change was actually sudden, and I only just noticed.  I'm on XBox, so there's no way I can actually reverse it, but I'd still like to know if anyone else has had this problem.&lt;br /&gt;
&lt;br /&gt;
--[[User:AncientAyleidTheory|AncientAyleidTheory]] 10:57, 6 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Try to tranform into a werewolf, maybe the character will return normal.&lt;br /&gt;
:Another thing that seems to fix this sort of glitches is, during the main quest, watching the battle against Alduin in the past, using the Elder Scroll. [[User:Cridus|Cridus]] 11:23, 6 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 For PC&lt;br /&gt;
  1. In 3rd person, bring up console [~]&lt;br /&gt;
  2. Click on your character with the mouse cursor&lt;br /&gt;
  3. In the console type: setscale 1&lt;br /&gt;
  4. Say abracadabra and press [Enter]&lt;br /&gt;
    &lt;br /&gt;
 Sorry i don't know anything about XBox&lt;br /&gt;
&lt;br /&gt;
== Doorbar glitch ==&lt;br /&gt;
&lt;br /&gt;
On some occasions I have been able to open a door which is barred from the other side.&lt;br /&gt;
Once this glitch happens the door can be opened and closed repeatedly from both sides.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;this door is barred from the other side&amp;quot; message still appears every time you open/close the door&lt;br /&gt;
The bar itself stays down and cannot be moved even if you close the door &lt;br /&gt;
The bar has to be jumped over to pass it.&lt;br /&gt;
&lt;br /&gt;
The glitch does not repeat in the same place if you reload.&lt;br /&gt;
&lt;br /&gt;
== Freaky charecter. ==&lt;br /&gt;
&lt;br /&gt;
i did Hircine's quest and got his ring, then i did the companions quest and got th wearwolf ability. the first time i turneed into a Wolf, my head as stuck in place. so if i moved my head would stretch. Next i did the Potema quest in solitude, and now my head falls off my body and rolls away from me! WTH!!! So i just ignored it, it didn't change anything, but when i went to blackreach for the Crimson Nirnroot quest, i turned into a dwarven centurion, kinda. i have four jets of steam venting from my body, and i can see an invisible centiuon around me, as if i'm inside it. then i went through Shalidor's maze, and now my player's invisible. though none of these affect the game, it's still annoying. i'm on Pc&lt;br /&gt;
&lt;br /&gt;
:Go read the last &amp;quot;post&amp;quot; of the &amp;quot;smoke glitch&amp;quot; section. I found a solution (too bad if you already finished the main quest). [[User:Cridus|Cridus]] 11:31, 7 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nobody dies! ==&lt;br /&gt;
&lt;br /&gt;
After the most recent update, I got on my Skyrim character and played as I normally would I broke into a house and stole some food for myself, and a few valuable trinkets, but ended up being caught! I didn't escape before the guards came so I decided to fight for my life, throughout the fight I &amp;quot;killed&amp;quot; many people, but they all just got up and kept fighting, even guards! I reloaded the save and tried attacking them again, same result. Then I tried a chicken, it died.&lt;br /&gt;
:Where did this happen? They could have been essential. --[[User:Velyanthe|Velyanthe]] 02:23, 8 February 2012 (UTC)&lt;br /&gt;
::Guards would never be flagged essential, though. Not even quest necessary ones. [[Special:Contributions/24.156.216.144|24.156.216.144]] 11:26, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overencumbered transportation ==&lt;br /&gt;
&lt;br /&gt;
I noticed that when overencumbered and on a horse I can fast travel yet cannot when off of the horse. I went from about halfway between Solitude and it's nearest Stormcloak camp, to Morthal. {{unsigned|87.102.64.193|23:30, 10 February 2012}}&lt;br /&gt;
&lt;br /&gt;
:That isn't a glitch. That's a game mechanic. Also, please sign your post with 4 tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). • &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; 23:34, 10 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Placed a couple of feet off when entering a new area ==&lt;br /&gt;
&lt;br /&gt;
Whenever I enter a building/cave/city I start a few feet more than usual from the exit (ie when I enter the Riverwood trader I end up by the fireplace)&lt;br /&gt;
&lt;br /&gt;
== Follower walking slowly with weapon, magic or bow readied but not attacking ==&lt;br /&gt;
&lt;br /&gt;
Sometimes a follower will act as if they are holding an invisible two handed sword or are about to fire an arrow or cast a spell but will take no action. This may happen regardless of reloading saves or restarting the game. There is no known fix except to remove Skyrim, install it again and start over.&lt;br /&gt;
&lt;br /&gt;
== Shield Duplication with Mannequin ==&lt;br /&gt;
&lt;br /&gt;
I've been trying to figure out how to get my mannequins to stop duplicating armor, and I think I found a way to duplicate shields on mannequins.  &lt;br /&gt;
&lt;br /&gt;
  1.  Find the Shield you want to duplicate.&lt;br /&gt;
  2.  Activate mannequin&lt;br /&gt;
  3.  Remove all mannequin's items and back out of menu.&lt;br /&gt;
  4.  Activate and close out of the mannequins menu a few times without placing anything on it.&lt;br /&gt;
  5.  Activate mannequin again and put all the equipment that was on the mannequin back and place the shield as well.&lt;br /&gt;
  6.  Back out of mannequin menu.  Mannequin SHOULD be wearing what usually gets duplicated and the shield.&lt;br /&gt;
  7.  Activate mannequin menu again and remove everything.  Back out of menu again.&lt;br /&gt;
  8.  Follow steps to duplicate items and include shield with all other items.  &lt;br /&gt;
      A.  Place all items to duplicate on mannequin.  WITHOUT closing menu, take all items off mannequin (or just one set of &lt;br /&gt;
          armor if you want to duplicate only the Shield, see multiple sets below).&lt;br /&gt;
      B.  Exit mannequin menu and equip all items to be duplicated.&lt;br /&gt;
      C.  Leave house.  Wait 10-15 seconds outside house (don't ask me why, but I got better results waiting outside the &lt;br /&gt;
          house for a little while)&lt;br /&gt;
      D.  Enter house and look at Mannequin holding duplicated shield.&lt;br /&gt;
&lt;br /&gt;
If you don't want another set of armor floating around, take a duplicate set of the armor the mannequin (in addition to the mannequin's set) is wearing into your inventory when you go to duplicate your items.  So, when I duplicated, I put 2 of everything but the shield on mannequin and just removed one set and the shield.&lt;br /&gt;
&lt;br /&gt;
If this does not work, try repeating A &amp;amp; B a few times before leaving the house. Just unequip the items before doing part A if you are using multiple sets (see below) and remove all items from mannequin until your last time to do A &amp;amp; B.  &lt;br /&gt;
&lt;br /&gt;
Speaking of which....  Has anyone got the mannequins to stop duplicating armor?  Been trying to get him to stop all night and ended up finding a way to duplicate shields.   =(&lt;br /&gt;
&lt;br /&gt;
On the 360 I stumbled acrossed a way that stopped the mannequins from duplicating in the Riften house. I couldn't decide where to put the five sets of dragon scale armor that I had forged so on a whim I decided to put them all on the manneguin in the right corner. I went back to the Riften house after completing the Dark brotherhood quest (Hail Sithis). I went to the mannequin on the right and took all five sets of the dragon scale armor and since then none of the mannequin's in any of my houses duplicate armor.&lt;br /&gt;
I do not think that completing the Dark Brotherhood quest had any impact on stopping the duplicating but i have tried this in four of my other saved games and the outcome has been the same.&lt;br /&gt;
I play on the 360 console and I have the latest update &lt;br /&gt;
[[Special:Contributions/67.142.171.22|67.142.171.22]] 15:32, 16 February 2012 (UTC) Dragomir&lt;br /&gt;
&lt;br /&gt;
== items wont stay in whiterun house ==&lt;br /&gt;
&lt;br /&gt;
Hi, I'm an owner of a ps3 and I bought the house in whiterun every few times I get on it all of the storage chests reset and i lose all of my stuff. Please help.&lt;br /&gt;
:Apparantly it is a known glitch, if you leave stuff on tables etc. they will stay. Most of the other houses work perfectly so you could try buying a different house. You could also get Lydia to carry it for you and leave her in your house. [[User:RIM|RIM]] 21:59, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nobody moves ==&lt;br /&gt;
&lt;br /&gt;
For some reason a glitch that i have encountered is that no one moves. You can walk around normally but everyone else stays completely still.The only way i can get other people to move is by waiting and they gets seriously annoying because im trying to shadow Gulum-Ei. If this has happened to any of you i would like to know and also a fix would be appreciated.&lt;br /&gt;
&lt;br /&gt;
== Oghma Infinium glitch fixed? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Xbox360.png]]Maybe I'm doing it wrong, but I can't get the Oghma Infinium glitch to work.  I open a chest in my Dawnstar Sanctuary bedroom, I read the Infinium in my inventory, select my path, then I place it in the chest, take it back out, read the Infinium again, and it does nothing.  The menu for getting my reward doesn't come up.  I can't get it to activate a second time.  I have the current version of Skyrim for the 360.  I don't see anything regarding it in the patch notes, but at the same time the glitch doesn't seem to work as described.--[[Special:Contributions/76.205.68.62|76.205.68.62]] 04:31, 15 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== invisible dragons ==&lt;br /&gt;
&lt;br /&gt;
after recently playing skyrim after the 1.4 patch i went to see delphine to initiate a member to go kill some dragons but when going to to the dragons lair the dragon was not there and the quest arrow was pointing at an invisible force id mid air please can any1 tell me if there is anything I can do to sort this please BETHESDA SORT IT OUT! BLOOMING HELL ITS BEEN OUT FOR AGES!&lt;br /&gt;
&lt;br /&gt;
== skyrim tending the flames glitch  ==&lt;br /&gt;
&lt;br /&gt;
the rotating doors after the gost opens the magicly sealed door wont revolve and i have no previous saves how do i fix this problem? {{Unsigned|CoMa00400|07:36, 19 February 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
== Dwemer Museum Key - Insane Numbers == &lt;br /&gt;
&lt;br /&gt;
(360) Last week, I noticed that my game was running very slowly. Upon starting it up, it would take 10-12 minutes to start, and once it finally started, opening any container would take 5+ seconds. Turns out I had 16,300 Dwemer Museum Keys. So I go to Helgen, kill a Bandit, and dump most of the keys on its corpse. The very next day, it's happening again. This time, I had 32,000 keys. So I simply find another corpse, dump the keys, and go on. So tonight, I go to play again, but it was loading for about 15 minutes before I turned it off out of frustration. Evidently, it happened AGAIN. Solutions? Ideas? Comments? {{Unsigned|70.239.178.179|01:25, 21 February 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
== Random NPCs swarming in my house ==&lt;br /&gt;
&lt;br /&gt;
(PC) Shortly after buying Breezehome in Whiterun, I get this problem of twenty or so NPCs from all over Skyrim appearing in my house. A few leave almost as soon as they arrive, but the rest start going on about their business as if they were in an inn or at home, eating my food and activating stuff. I'm all for having guests in the house, but not when they pop in uninvited and in such numbers they block the entire lower level. Is there a way of making them go home, or should I just use another house? I really don't want to reinstall the whole game. I tried validating the game cache, but it did nothing.&lt;br /&gt;
&lt;br /&gt;
==Arrow Quiver Glitch PC (Sometimes)==&lt;br /&gt;
I have found a glitch that seems to happen at random with arrow quivers. Sometimes when you sell off a bunch of arrows to a vendor and then go into 3rd person point of view to look at your character the quiver will still be on your back. I ran a test on this and it doesn't seem to have anything to do with the type of arrow or whether you have them equipped or not when you sell them to a vendor. It just seems to happen at random. I've also have noticed that when you loot an NPC that has arrows on them the quiver remains on the corpse but not every time. So again this issue seems to be a random glitch. The best way to fix it until a patch is made is to buy some more arrows and equip them then unequip them. I tested this and it fixed the problem. Anyways, that is all. '''[[User:Chris McCallum|Blade and Bone]]''' - '''[[User talk:Chris McCallum|Speak To Me]]''' 13:44, 25 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Brotherhood screen glitch ==&lt;br /&gt;
&lt;br /&gt;
Hi, Everytime i play Skyrim and join the dark brotherhood, on a certain quest (after the imperials burn the place) i have to talk to Astrid. But everytime my screen stuffs up. I dont know if its a screen tear but i really wanna finish the dark brotherhood for once......any ideas?&lt;br /&gt;
&lt;br /&gt;
== Game breaking glitches ==&lt;br /&gt;
&lt;br /&gt;
I've bumped into the Most annoying glitches.  At low levels I can explore the world of Skyrim, and the game works fine, but once I hit level 30 I've encountered the following glitches:&lt;br /&gt;
I can't enter a new hold without fast traveling&lt;br /&gt;
&lt;br /&gt;
In beast form, I can't enter caves, cities, or a new hold, because the game crashes when I do.&lt;br /&gt;
&lt;br /&gt;
I can't enter the blue palace, understone keep, riften jail, of dragonsreach because the game crashes when I do,&lt;br /&gt;
&lt;br /&gt;
I can't start a dragon hunting quest with Farkas because the dragon at mount anthor isn't there.&lt;br /&gt;
&lt;br /&gt;
I can't start the quest &amp;quot;under new management in the thieve's guild.&lt;br /&gt;
&lt;br /&gt;
Shadowmere literally FLEW away.&lt;br /&gt;
&lt;br /&gt;
Certain caves and the bards college are missing cells, do I always end up falling through the floor, getting stuck in a cave or fort, or not being able to explore the rest of the cave.&lt;br /&gt;
&lt;br /&gt;
Important NPC's disappear whenever I start a quest.&lt;br /&gt;
&lt;br /&gt;
It takes a really long Time for the game to save.&lt;br /&gt;
&lt;br /&gt;
When activating the beast form power, or the ring of hircine power, my character can get stuck in a mid-transformation mode.&lt;br /&gt;
&lt;br /&gt;
I still have days as a vampire in my general stats menu. &lt;br /&gt;
&lt;br /&gt;
I can't enter certain places or areas because the game freezes.&lt;br /&gt;
&lt;br /&gt;
Can someone please help, I don't want a new character. {{uns|99.33.214.19|12:55, February 25, 2012}}&lt;br /&gt;
&lt;br /&gt;
:Are you playing on PC? If so, do you have any mods? The bug that you have with &amp;quot;days as a vampire&amp;quot; still being counted is common, but the rest aren't as common. --[[User:Velyanthe|Velyanthe]] 00:41, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Map pointers sometimes direct me to the middle of nowhere (Moved to New Section) ==&lt;br /&gt;
&lt;br /&gt;
Map pointers sometimes direct me to the middle of nowhere. {{uns|86.144.133.198|19:34, February 25, 2012}}&lt;br /&gt;
::Can you give more detailed information? Do you mean the &amp;quot;compass,&amp;quot; the horizontal bar at the top of the screen when you are playing? Do you mean on the map when it's open? Things might be simpler if you open your journal (PC: &amp;quot;J&amp;quot;; Xbox &amp;amp; PS3: ''Start'') and look at your quests tab. Notice which quests are &amp;quot;active.&amp;quot; If there is more than one quest active, then &amp;quot;de-activate&amp;quot; any quests that you are not currently working on. Make sure that you look under &amp;quot;miscellaneous&amp;quot; on the quests tab and notice which are toggled as active. Otherwise, you might get better help if you can describe your problem more specifically: Let us know which quest(s) you currently have open, what your current objective is, and what you are seeing that suggests that a pointer is directing you to &amp;quot;nowhere.&amp;quot; --[[User:JR|JR]]&amp;lt;sup&amp;gt;[[User_talk:JR|Talk]] [[Special:EmailUser/JR|E-mail]]&amp;lt;/sup&amp;gt; 01:18, 26 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Lost_Valkygg&amp;diff=894460</id>
		<title>Skyrim talk:Lost Valkygg</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Lost_Valkygg&amp;diff=894460"/>
		<updated>2012-02-24T15:17:26Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Pressure plates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleared Status==&lt;br /&gt;
There seem to be an issue with the &amp;quot;cleared&amp;quot; status of this dungeon. I know the page says &amp;quot;Clearable: No&amp;quot;, but I believe that is due to a bug. First off, when you kill the boss of this dungeon, you clearly get the &amp;quot;dungeon complete&amp;quot; tune. The dungeon has two entries; when you look on the outside local map, one entry will say &amp;quot;cleared&amp;quot; while the other will not. The local map inside this dungeon will say Labyrinthian, and not Lost Valkygg as you would expect. The Lost Valkygg on the large world map will never say &amp;quot;cleared&amp;quot;. [[User:Aezay|Aezay]] 20:41, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hey there Aezay if you take a look at this I'll just let you know there's only one way to clear that dungeon and that is by using a location ref ID to clear it you can check the page on this wiki to find the particular code if you are a PC player and use the console to clear it, hope this helps.&lt;br /&gt;
&lt;br /&gt;
[[User:Bazewa|Bazewa]]&lt;br /&gt;
&lt;br /&gt;
::Actually, it *is* clearable, but for some reason, Lost Valkygg triggers the clear marker on Labyrinthian itself, instead of Lost Valkygg. I've cleared LV prior to starting the Winterhold College quest line, and it shows I've cleared Labyrinthian, when I cannot access the main dungeon, which requires being on the quest to recover the Staff of Magnus. [[Special:Contributions/24.156.216.144|24.156.216.144]] 15:14, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pressure plates ==&lt;br /&gt;
&lt;br /&gt;
Curious, the walkthrough written says to avoid the 3 pressure plates at the beginning but that's how I got the 3 metal bar door open, by stepping on them (1 per).&lt;br /&gt;
&lt;br /&gt;
That´s weird. In my game the 3 bars where already down, standing on them just temporarily made them go up.&lt;br /&gt;
&lt;br /&gt;
:This is how it worked for me. Curiously, the pressure plates trigger even though I have the light foot perk.&lt;br /&gt;
&lt;br /&gt;
:: Usually, but not always, the first time you enter the bars are down. If you leave and return, say to drop off loot, they are up when you return. Running across the pressure plates may not always be fast enough but Whirlwind Sprint always works. Unfortunately, followers cannot enter because the bars return upward after a very short time. I place mine as near the bars as possible to transfer as many goodies as possible before the pit. and drop the rest as close to the bars as possible. The Skill Book can be carried and dropped next to the bars and your follower commanded to pick it up. I haven't found a way to lower the bars from the other side. I haven't done this yet but I suspect dropping buckets or something else along that line on the plates would hold them open. [[User:Philbert|Philbert]] 01:06, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::You can also drop an item on each pressure plate to force the trigger, if the bars are up. Even a cheap iron ingot or similar will work fine. [[Special:Contributions/24.156.216.144|24.156.216.144]] 15:17, 24 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Lost_Valkygg&amp;diff=894454</id>
		<title>Skyrim talk:Lost Valkygg</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Lost_Valkygg&amp;diff=894454"/>
		<updated>2012-02-24T15:14:29Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Cleared Status */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleared Status==&lt;br /&gt;
There seem to be an issue with the &amp;quot;cleared&amp;quot; status of this dungeon. I know the page says &amp;quot;Clearable: No&amp;quot;, but I believe that is due to a bug. First off, when you kill the boss of this dungeon, you clearly get the &amp;quot;dungeon complete&amp;quot; tune. The dungeon has two entries; when you look on the outside local map, one entry will say &amp;quot;cleared&amp;quot; while the other will not. The local map inside this dungeon will say Labyrinthian, and not Lost Valkygg as you would expect. The Lost Valkygg on the large world map will never say &amp;quot;cleared&amp;quot;. [[User:Aezay|Aezay]] 20:41, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hey there Aezay if you take a look at this I'll just let you know there's only one way to clear that dungeon and that is by using a location ref ID to clear it you can check the page on this wiki to find the particular code if you are a PC player and use the console to clear it, hope this helps.&lt;br /&gt;
&lt;br /&gt;
[[User:Bazewa|Bazewa]]&lt;br /&gt;
&lt;br /&gt;
::Actually, it *is* clearable, but for some reason, Lost Valkygg triggers the clear marker on Labyrinthian itself, instead of Lost Valkygg. I've cleared LV prior to starting the Winterhold College quest line, and it shows I've cleared Labyrinthian, when I cannot access the main dungeon, which requires being on the quest to recover the Staff of Magnus. [[Special:Contributions/24.156.216.144|24.156.216.144]] 15:14, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pressure plates ==&lt;br /&gt;
&lt;br /&gt;
Curious, the walkthrough written says to avoid the 3 pressure plates at the beginning but that's how I got the 3 metal bar door open, by stepping on them (1 per).&lt;br /&gt;
&lt;br /&gt;
That´s weird. In my game the 3 bars where already down, standing on them just temporarily made them go up.&lt;br /&gt;
&lt;br /&gt;
:This is how it worked for me. Curiously, the pressure plates trigger even though I have the light foot perk.&lt;br /&gt;
&lt;br /&gt;
:: Usually, but not always, the first time you enter the bars are down. If you leave and return, say to drop off loot, they are up when you return. Running across the pressure plates may not always be fast enough but Whirlwind Sprint always works. Unfortunately, followers cannot enter because the bars return upward after a very short time. I place mine as near the bars as possible to transfer as many goodies as possible before the pit. and drop the rest as close to the bars as possible. The Skill Book can be carried and dropped next to the bars and your follower commanded to pick it up. I haven't found a way to lower the bars from the other side. I haven't done this yet but I suspect dropping buckets or something else along that line on the plates would hold them open. [[User:Philbert|Philbert]] 01:06, 30 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Category_talk:Skyrim-Places-Dragon_Priest_Lairs&amp;diff=894452</id>
		<title>Category talk:Skyrim-Places-Dragon Priest Lairs</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Category_talk:Skyrim-Places-Dragon_Priest_Lairs&amp;diff=894452"/>
		<updated>2012-02-24T15:10:19Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: Created page with '==Shalidor's Maze is not a Dragon Priest lair==  The main dungeon of Labyrinthian is the Dragon Priest lair, not Shalidor's Maze. ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shalidor's Maze is not a Dragon Priest lair==&lt;br /&gt;
&lt;br /&gt;
The main dungeon of Labyrinthian is the Dragon Priest lair, not Shalidor's Maze. [[Special:Contributions/24.156.216.144|24.156.216.144]] 15:10, 24 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Pinewatch&amp;diff=894450</id>
		<title>Skyrim talk:Pinewatch</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Pinewatch&amp;diff=894450"/>
		<updated>2012-02-24T15:04:30Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Owner of Pinewatch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Candlestick mold ==&lt;br /&gt;
&lt;br /&gt;
Going further into the bandits encampment you will come across letters warning the bandits about going into the crypt, however if you avoid the traps and make it to the main burial chamber you will be rewarded with significant loot including a candlestick mold.  It's value is at 250 and the &amp;quot;weight&amp;quot; is set at one however it is a quest item and cannot be dropped.  Thing is, I have yet to come across any quest relating to the item. [[Special:Contributions/69.250.157.253|69.250.157.253]] 17:47, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It is for the quest &amp;quot;Silver Lining&amp;quot; which is part of the Thieves' Guild. --[[User:DaedalusMachina|DaedalusMachina]] 20:13, 17 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Owner of Pinewatch ==&lt;br /&gt;
&lt;br /&gt;
The suspected &amp;quot;Owner&amp;quot; of Pinewatch is found on the actual Thieves Guild quest, the man downstairs which is normally a bandit is instead someone named Roghdal, or similar (only saw him briefly, need a confirmation, may supply this later). Since he is the only name in the area besides the bandit leader, I would suspect that the items within belong to him. The reason for the ownership, I'm sure, is so that the thief has something to &amp;quot;steal&amp;quot;. --[[User:DaedalusMachina|DaedalusMachina]] 20:12, 17 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Actually, if you read the warnings and notes that are scattered around the place, it's the name of the one bandit who tried to steal the boss's stash. From the looks of things, the house actually belonged to the bandit leader, [[Skyrim:Rigel Strong-Arm|Rigel Strong-Arm]], who used it as a front for her operation. You'll find notes about selling lumber to maintain the front on the bandit that is actually inside the house proper. [[Special:Contributions/24.156.216.144|24.156.216.144]] 15:02, 24 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Pinewatch&amp;diff=894448</id>
		<title>Skyrim talk:Pinewatch</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Pinewatch&amp;diff=894448"/>
		<updated>2012-02-24T15:02:22Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Owner of Pinewatch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Candlestick mold ==&lt;br /&gt;
&lt;br /&gt;
Going further into the bandits encampment you will come across letters warning the bandits about going into the crypt, however if you avoid the traps and make it to the main burial chamber you will be rewarded with significant loot including a candlestick mold.  It's value is at 250 and the &amp;quot;weight&amp;quot; is set at one however it is a quest item and cannot be dropped.  Thing is, I have yet to come across any quest relating to the item. [[Special:Contributions/69.250.157.253|69.250.157.253]] 17:47, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It is for the quest &amp;quot;Silver Lining&amp;quot; which is part of the Thieves' Guild. --[[User:DaedalusMachina|DaedalusMachina]] 20:13, 17 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Owner of Pinewatch ==&lt;br /&gt;
&lt;br /&gt;
The suspected &amp;quot;Owner&amp;quot; of Pinewatch is found on the actual Thieves Guild quest, the man downstairs which is normally a bandit is instead someone named Roghdal, or similar (only saw him briefly, need a confirmation, may supply this later). Since he is the only name in the area besides the bandit leader, I would suspect that the items within belong to him. The reason for the ownership, I'm sure, is so that the thief has something to &amp;quot;steal&amp;quot;. --[[User:DaedalusMachina|DaedalusMachina]] 20:12, 17 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Actually, if you read the warnings and notes that are scattered around the place, it's the name of the one bandit who tried to steal the boss's stash. From the looks of things, the house actually belonged to the bandit leader, who used it as a front for their operation. You'll find notes about selling lumber to maintain the front in the house. [[Special:Contributions/24.156.216.144|24.156.216.144]] 15:02, 24 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Helgen&amp;diff=894436</id>
		<title>Skyrim talk:Helgen</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Helgen&amp;diff=894436"/>
		<updated>2012-02-24T14:01:13Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Mead with Juniper Berries found */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rebuilding of Helgen ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
Is there any chance of Helgen being rebuilt? Or will it stay in ruins, like Kvatch in Oblivion?--[[User:Greg|Greg]] 16:13, 2 January 2012 (UTC)&lt;br /&gt;
:Probably not. I guess it would be mentioned somewhere by now if that was the case. [[User:Wolok gro-Barok|Wolok gro-Barok]] 16:27, 2 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've read that you can indeed play with a helgen that doesnt get destroyed using commands in a bat file. However the mainquest is not playable if you do this.&lt;br /&gt;
&lt;br /&gt;
:Upon returning to Helgen after the introduction, the area is still destroyed and has been abandoned by bandits. [[User:Rhoan|Rhoan]] 21:18, 29 January 2012 (UTC)&lt;br /&gt;
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== Mead with Juniper Berries found ==&lt;br /&gt;
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From the idle chatter at the starting scene, Raluf mentions mead with juniper berries being made at Helgen. When you return to Helgen afterward, if you retrace your steps from the tower and jump into the neighbouring building, there'll be a few bottles of Mead with Juniper Berries in the upper floor. [[Special:Contributions/24.156.216.144|24.156.216.144]] 14:01, 24 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Enchanting&amp;diff=894395</id>
		<title>Skyrim talk:Enchanting</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Enchanting&amp;diff=894395"/>
		<updated>2012-02-24T10:44:01Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Easy peasy for archers */&lt;/p&gt;
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&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||17 Nov 2011- 3 Dec 2011&lt;br /&gt;
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== Optimization ==&lt;br /&gt;
Considering the so-called optimization of enchanting can literally break the game to the point where you one hit everything and also ups you damage ability by 400% over standard use, it has been called by many, include myself an exploit. I would like to make a suggestion that these optimization techniques be moved to a separate page. ( Enchanting_Optimization_Spoilers -or Crafting_Optimazation_Spoilers ) This would also break up the talk sections for people trying to make enchant work vs people who are trying to break it. ^.^ [[User:Dragonalumni|Dragonalumni]] 09:10, 9 January 2012 (UTC)&lt;br /&gt;
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:I agree that it's given too much importance by its placement here on this page...and that optimizing enchanting early (which I did in response to reading this page) does tend to make the fights too easy. I can't speak for end-game, as I haven't gone there yet. Moving the optimization information to another page would be an improvement. Aside from how much it can spoil the game, it's also greatly in need of clean-up, with way too many references to the restoration potion exploit. [[User:Verbatim9|Verbatim9]] 01:01, 30 January 2012 (UTC)&lt;br /&gt;
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== Major Glitch ==&lt;br /&gt;
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Has anyone else encountered a glitch on the PC which causes your keyboard to stop working? I think it happens when you rename the item, and then trying to change the item or enchantment. For me, the only way to get out of it is removing the battery from my laptop. It's happened to me several times now, if I can get a confirmation I'll add it to the page. [[User:Gideon Dragontongue|Gideon Dragontongue]] 21:52, 3 December 2011 (UTC)&lt;br /&gt;
:I've noticed both this and a glitch that occurs occasionally when leaving the enchant table: sometimes you can't move or do anything for a minute or two.  I forget how I was able to get out of the glitch you described.  It only happened once, but I didn't have to do anything as drastic as removing the battery. --[[User:Fluff|Fluff]] 22:00, 3 December 2011 (UTC)&lt;br /&gt;
::Did you click on the button or use the TAB key? Since this is such a major problem, I normally don't enchant things because it's such a hassle to start over from my last save. I'll do a few tests and try to figure out when the issue occurs, if not how to prevent it. [[User:Gideon Dragontongue|Gideon Dragontongue]] 16:02, 4 December 2011 (UTC)&lt;br /&gt;
:::The scroll wheel sometimes starts changing zoom for me as well as scrolling up and down the list of enchantments/items/soul gems. If I try to leave the table when I'm in first person then I'm stuck, and I have to use enableplayercontrols and pray it lets me out in a timely fashion. [[Special:Contributions/70.67.153.115|70.67.153.115]] 20:17, 4 December 2011 (UTC)&lt;br /&gt;
::::Alt+Tab out to your desktop and back in has fixed this problem for me the few times it has happened. Note that once I did have to repeat the process a few times, lol.&lt;br /&gt;
::::: The glitch goes away after about 30sec, chances are alt+tab didn't actually fix it, you just spent the time it takes for the glitch to go away. It probably has to do with the camera trying to position itself properly, I noticed they're sometimes having trouble with that when moving from 3rd to 1st person [[Special:Contributions/74.198.165.13|74.198.165.13]] 21:49, 9 December 2011 (UTC)&lt;br /&gt;
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When you get stuck try enabling tcl and disabling it afterwards, maybe it was just a matter of time but I had just read this. Tried zooming in out pressed my f key three times, which switches perspective.. after that though I enabled tcl and then disabled it. I noticed when i did that my screen shifted slightly so I actually bothered to test it out and I was unstuck. Hope this helps someone else.&lt;br /&gt;
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It tottaly freaked me out when it happened to me. but i found out that although u cant move or jump, ect, u can pull up the menu. i always pull up the esc menu, save, then load, and then wait 10 seconds and it lets me move again. always, all these other solutions..i dont know, its just easier for me to just save, load, and done.&lt;br /&gt;
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'''I found the root cause on the PC for this:''' It's caused by scrolling whilst selecting an item, usually scrolling upwards( puts you into first person view). It can be fixed by scrolling so you're in third person before you exit the altar. Otherwise, you get locked for 30~60s. Alternately, you can use WSAD/Enter to remove the odds of this happening altogether.--[[User:Ravage|Ravage]] 23:44, 29 December 2011 (UTC)&lt;br /&gt;
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== 25% disenchant but only 1% enchant. ==&lt;br /&gt;
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I disenchanted some gauntlets of +25% one handed dameage and enchanted my Elven gauntlets with it but I only get 1% increase. Bug or am I missing something? I have 52 enchanting.&lt;br /&gt;
:The strength of the enchantment depends on perks, enchanting skill, and the quality of the soul used. Disenchant an amulet of Fortify Health 30 pts and enchanting a different item with the same effect but a petty soul will yield something like Fortify Health 3 pts. [[User:Gideon Dragontongue|Gideon Dragontongue]] 19:36, 5 December 2011 (UTC)&lt;br /&gt;
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::Just a small piece of advise since I didn't notice that my first time disenchanting, don't disenchant anything you care about until you are sure you have the perks and soul gems to make a similar item.  Also I have noticed some enchantments are higher then you can create without using alchemy to boost enchanting skills so again be careful what you disenchant--[[User:Lord.Baal|Lord.Baal]] 06:40, 6 December 2011 (UTC)&lt;br /&gt;
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::: Indeed. I've noticed it with resistance to elements enchantments. The best generic items you can find will be at 70% resistance. However, with all the perks and a 25% fortify enchanting potion, you won't be able to make more than 42% resistance. On the other hand, increasing you archery/one-handed/two-handed damages with a custom enchantment will give better results than generic items. [[User:Elakyn|Elakyn]] 22:41, 6 January 2012 (UTC)&lt;br /&gt;
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Disenchanting an item is like learning ONLY the idea how to make that enchantment. Therefore, you cannot inherit the exact percent of that item, unless you're enchanting ability level is high enough to meet its expectations. If your enchanting level is 100(max), the description the that enchantment is low. But if you start to enchant an item using a gem with grandsoul inside, the percent increases to its maximum or more if added with enchanting potion effect.&lt;br /&gt;
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:There's no need to be crude. Removed insults from the above comment. [[User:Verbatim9|Verbatim9]] 18:49, 28 January 2012 (UTC)&lt;br /&gt;
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== Unlimited uses? ==&lt;br /&gt;
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After enchanting a sword to do 81 fire and 81 shock damage (all perks in Enchanting, Alchemy and destruction) I proceded to test out my new sword only to find out it didn't use charges. The only thing I can think of that can be causing this is that I'm equiped with a total of 100 fortify destruction and that this is also reducing the charge cost of my weapon. This also happens with weapons I didn't Enchant. Sorry about spelling I'll fix it when I get home. [[User:Macilnar|Macilnar]] 14:03, 6 December 2011 (UTC)&lt;br /&gt;
:Think of a weapon's charge as a pool of mana. The size of the pool is determined by the size of the soul gem/enchantment ability. The amount of &amp;quot;mana&amp;quot; that the weapon uses per hit, however, is determined by the relevant skill. In this case, Destruction. Since your destruction spells cost nothing, your weapon uses no &amp;quot;mana&amp;quot;, and is never depleted. Even without 100% cost reduction, simply leveling the relevant skill will cause your weapon to use less charge per hit, since skills reduce mana cost.--[[Special:Contributions/41.132.43.78|41.132.43.78]] 15:18, 6 December 2011 (UTC)&lt;br /&gt;
:That is what I was thinking, I knew staffs staffs acted in this mannor. I didn't think weapons would too, at least to the point of unlimited uses. In this case there is no reason not to max out the spells being Enchanted. [[User:Macilnar|Macilnar]] 16:09, 6 December 2011 (UTC)&lt;br /&gt;
::This certainly explains a lot than on my profile where I have two steel war axes, both enchanted with both spells; Absorb Stamina 20pts and Chance to Paralyze for 3sec. Their particular charges were only stated to be 55, however I've used these for days now and the bar just started to go down. I've used them for hours now, killing at least a few hundred enemies as I tomb-raided out of boredom. But here's a curious part that I feel is worth adding... This only happens when I dual wield them. If I just use one, say with a shield in my left hand, the charges drop as though normal. So, using only one promotes no more than 55 uses however using both seemingly gives me (Literally) thousands. Anyone have similar instances? If it is worth mentioning my One-Handed, Destruction (Absorb, I believe), Alteration (Paralyze), and Enchanting are all at level 100 but not all the perks are bought. Therefore it is possible my ultra-high level of uses comes from all that factoring, but it does nothing to explain why it's thousands of charges when dualed but only 55 when single-used. 12:11 AM, 16th of December 2011 (CST)&lt;br /&gt;
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== Lowered destruction cost for elemental damage. does it work with with other houses? ==&lt;br /&gt;
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Will lowering alteration give you free paralyze and conjuration free soul trap?&lt;br /&gt;
does anyone know if there are ways to lower any of the other effects costs? {{unsigned|89.138.2.124|16:03, 7 December 2011 (UTC)}}&lt;br /&gt;
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:Yes, each effect is governed by the school of magic to which it belongs.  You can find out more about each effect by taking a look at the [[Skyrim:Enchanting Effects|Enchanting Effects]] page.  On [[Skyrim_talk:Enchanting Effects|Enchanting Effects talk page]] is a discussion on this issue. --[[User:Fluff|Fluff]] 14:40, 7 December 2011 (UTC)&lt;br /&gt;
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So which school the weapon will &amp;quot;use&amp;quot; if multiple school enchantment enchanted? Like chillrend for example, frost damage(destruction) and paralyze(alteration). It's seems chillrend only count on destruction, I have destruction spell -100% cost gear and it becomes inlimited, but at the other time I tried another weapon with absorb magicka(destruction) and paralyze(alteration) with destruction -100% cost gear, the weapon's charge become lesser and lesser after I strike it to the enemies?&lt;br /&gt;
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::i believe the first enchantment will determine the cost. my favorite is paralyze so i got myself -100% alteration and it seems to not matter what was the second enchantment it never cost me anything.&lt;br /&gt;
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== Soul Siphon taking effect. ==&lt;br /&gt;
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Is there a text message? Is there a graphical effect? Does the charge bar of the weapon pop up in the corner? [[Special:Contributions/95.206.17.147|95.206.17.147]] 20:53, 11 December 2011 (UTC)&lt;br /&gt;
:I've noticed this as well.  If you use the spell &amp;quot;Soul Trap&amp;quot;, there's a pretty awesome soul sucking effect and sound upon death, but using an enchanted weapon or a bound weapon with the soul trap perk doesn't use that effect at all.  It does, however, give the message in the corner &amp;quot;Soul captured!&amp;quot; or &amp;quot;There's no soul gem large enough.&amp;quot;  [[Special:Contributions/98.247.55.10|98.247.55.10]] 04:56, 3 January 2012 (UTC)&lt;br /&gt;
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== Sizeable glitch - any solutions? ==&lt;br /&gt;
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I have recently attained 100 enchanting and have just put the fourth perk in enchanter and put a perk in extra effect. I tried to use both the arcane enchanter in dragonsreach and my solitude house and neither work. help?&lt;br /&gt;
:I think I have a similar problem. I have tried a few different enchanting table and get the same bug every time. In the 'item' menu I can't select any items, it just says &amp;quot;&amp;lt;missing item&amp;gt;&amp;quot; and that same selection occurs when I click where my enchatable items should appear. If someone could help it would be great!!!&lt;br /&gt;
::Is this the problem that when you click on the Enchanting Table, it just zooms out (if in first person), waits for a second, then zooms back in without going into the enchantment screen? If so, I have the same problem and would also appreciate any comments possible. I tried saving and reloading and it has not worked.&lt;br /&gt;
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== PC bug - game no longer accepts keyboard input ==&lt;br /&gt;
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The bug mentioned on the page is a little more generic than suggested. It is nothing to do with renaming an item. Specifically, whenever the mouse scrollwheel is used during enchanting (to move through long lists more quickly), then the game will no longer accept input after quitting enchanting and you need to reload. As far as I can tell, this happens reliably on my game. Using a mouse for just clicking does not cause the bug, and it happens regardless of what else you do during enchanting.&lt;br /&gt;
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== The Enchantments of the Gods ==&lt;br /&gt;
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:So let the whole debate about whether Alchemy can really boost Enchanting or not come to an end.   It most ''certainly'' can- *if* you're willing to use the Fortify Restoration loop exploit.  &lt;br /&gt;
:I decided to finally play around with this a bit.  I created a range of Fortify Restoration potions, from 1000%-2,000,000,000%.  &lt;br /&gt;
:I then used them to create a range of Fortify Enchanting potions, up to 58,000,000% or so.  &lt;br /&gt;
:The potions only last 30 seconds, so you have to do your Enchanting very quickly, but I was able to create a bow which drains 2 Billion Health and 500 Million Magicka on hit.  &lt;br /&gt;
:I also made a ring which boosts my Health and Magicka by 500 Million.  I named it The One Ring, and I had some great fun using it to jump off cliffs one was never meant to survive without Become Ethereal.  &lt;br /&gt;
:Then I discovered that, after I removed the ring, my character's Health had been *permanently* lowered 6 points.  It's probably a glitch from having my HP at such insane levels, &lt;br /&gt;
:but it seemed highly appropriate to keep as a symbol of how my character had been warped by toying with such powerful magic.  &lt;br /&gt;
:Making Enchantments of such ridiculous strength also has another drawback-  the Enchanting system seems to glitch out when certain values get too high, which can result in an Enchantment with a negative value.  &lt;br /&gt;
:This can cause some unexpectedly bizarre results, like a weapon which does 1 damage each attack (maybe this could be useful for training?) &lt;br /&gt;
:and weapons with a negative number of charges, which can only be used if you have Fortify Destruction (or Alteration or whatever) of 100% or more.  &lt;br /&gt;
:So while creating items of utterly ridiculous power is kinda fun, I would recommend sticking to items of merely insane power.  &lt;br /&gt;
:A ring that grants you 5000 health might glitch the game out less than one which grants you 5,000,000, and you'll still be just as invincible.  &lt;br /&gt;
:Also note that you can use this method to create stronger Enchantments *without* resorting to a degenerate loop-  &lt;br /&gt;
:you *can* be reasonable and keep the Fortify Restoration limited to the 100% or so it caps you on the first potion.  &lt;br /&gt;
:Then you can use that to create a potion of Fortify Enchanting ~50%, which will still allow you to make stronger enchantments without using any exploits.  &lt;br /&gt;
:Anyway, I thought I would share my adventures in Enchantment Abuse.  Obviously this isn't something to use unless you want to make the game *way* too easy, &lt;br /&gt;
:but I couldn't pass up a chance to give my character a taste of the power characters have in the PC version (with the console and its omnipotence).  &lt;br /&gt;
:I put most of the items away so I could continue to enjoy the game, but I still carry that Godslayer Bow so I can easily take out the 900th Ancient Dragon to attack Winterhold without a hitch in my schedule ;-)   &lt;br /&gt;
::Creating an item worth billions of Septims would also bring you to level 100 Enchanting instantly if you weren't there already.  &lt;br /&gt;
::By picking up some Salt Piles, some fish, some Blue Butterfly Wings, and some Snowberries, you could bring both Alchemy and Enchanting to level 100 within an hour of starting the game.[[Special:Contributions/209.66.120.3|209.66.120.3]] 22:39, 19 December 2011 (UTC)&lt;br /&gt;
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I've noticed this as well. From what I understand about binary (a year or two ago, so don't jump down my throat if I'm off a bit), the first bit in the binary representation of a number can sometimes be used for denoting a negative number.  I'm guessing that the number was being stored as a signed number (of some kind, I don't know if it is float, int, etc.), and the negative bit was accidentally changed.&lt;br /&gt;
I guess this might be a good way to illustrate number storage: 1 0000111 = something negative (depending on negative storage scheme), 0 0000010 = positive 2.  Let's continually multiply the number by 2, so the binary representation looks like this 0 0000100 = +4 → 0 0001000 = +8 → 0 0010000 = +16 → 0 0100000 = +32 → 0 1000000 = +64 → 1 0000000 = negative something (depending on negative storage scheme).  So your numbers should be smaller than a certain value, depending on the storage size of the number in question (in this 8-bit example, 127 or 01111111).[[User:StTheo|StTheo]] 22:43, 25 December 2011 (UTC)&lt;br /&gt;
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To get negative numbers in binary, flip all the 1's to 0's and vice versa and then add one. Since +2 is 0010 (in 4 bits) then -2 is 1101+0001=1110. Notice what happens when you add 0010 and 1110; you get 0000 (because you only have 4 bits). It's pretty slick because you don't need different hardware for signed vs. unsigned arithmetic.&lt;br /&gt;
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== enchanting ==&lt;br /&gt;
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Hey so my enchanting is at 100 and have every perk. earlier in the game i had my shield enchanted and it fortified my health by 34. Now everything in my enchantment list is weak. My fortify health enchantment is at 20 and everthing is weak too. Any ideas why? also i use an xbox&lt;br /&gt;
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you need larger soul gems with large souls. so find a grand or black soul gem filled with grand soul OR soul trap any grand/black soul in an appropriate soul gem. [[Special:Contributions/193.158.17.136|193.158.17.136]] 13:41, 30 January 2012 (UTC)&lt;br /&gt;
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== Maximum &amp;quot;safe&amp;quot; fortify enchanting limit for weapons ==&lt;br /&gt;
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I've discovered that a very powerful Fortify Enchanting can bug out the game.&lt;br /&gt;
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At the minimum of 100% Fortify Enchanting, enchantment counter for weapons bugs out: the lower the enchantment magnitude the lower the counter is (which is backwards). This results in a weapon that cannot be recharged upon reloading.&lt;br /&gt;
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I tested it with two weapons: one with Fiery Trap Soul (60 seconds) and Banish (level 384), this weapon cannot be charged. The second weapon with Magicka Damage 500 pt and Stamina Damage 500 pt can only be used twice, despite the charge still at around 30%&lt;br /&gt;
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I managed to create a 71% Fortify Enchanting, and this limit seem to work pretty well, but the enchantment uses is still much lower than the supposed displayed (73, I believe I haven't used it that many times and I've ran out of charge)&lt;br /&gt;
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:I talked about this a bit in my long post above.  In some cases, it appears to be giving the weapon a negative number of maximum charges.  This results in a weapon that displays as fully charged all the time, yet doesn't activate unless I'm wearing gear to Fortify Destruction 100%.  It's not ideal, but given the absurd power of the enchantments, it feels almost appropriate to require an item to use the weapon properly (a'la Wraithguard from Morrowind- I wish you could enchant gauntlets with Fortify Destruction for that very reason).  Since you've already got the potions, you don't even have to mess with a ''set'' of items- you can make a single ring to Fortify Destruction (and, say, Conjuration) over 100%.  And while a bow that drains 2 billion life and half a billion magicka may be *slightly* unbalanced, it's fun to pull out when I've fought one too many random Dragons.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:20, 22 December 2011 (UTC)&lt;br /&gt;
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:It does seem to be so. I forgot to add my stats though, I had 100 Enchanting with all perks when I tried it out. It seems to be a bit of a waste of an enchantment slot to make a Fortify Destruction enchantment when you can use it for Fortify Carry Weight or Fortify Stamina (especially for true warriors). This 71% limit allows a maximum of level 53 Banish, so it seems to be the best combination of weapon power and not bugging out. [[Special:Contributions/175.106.8.206|175.106.8.206]] 07:56, 27 December 2011 (UTC)&lt;br /&gt;
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== Fortifiyng skills makes those skill perks a waste to spend? ==&lt;br /&gt;
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If Fortify Skill (e.g.: Heavy Armor, Block, One-Handed etc.) makes most skill power perks available trough one skill tree (Enchanting) is it even worth to spend more than one perk point on things like Juggernaut or Shield Wall? Similarly to another question at the Smithing discussion page which wonders if just fortifiyng Smithing to a great level renders all the Smithing Perks impotent regarding equipment improvement for endgame builds. Naturally, you won't be able to craft Dragon or Daedric items but you can get Daedric trough other means and for improvement the perks are not needed if your skill is high enough. So if you need those perks elsewhere, just spend one neccessary perk points on the first ones to start the tree (e.g.: Barbarian), but spend others on better perks and btw ignore all perks like Deep Wounds or Bone Crusher.&lt;br /&gt;
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:Theoretically yes, but practically it's not practical, as you have to consume a bottle of potion to get the effect, and most potions will only last for 60 seconds[[Special:Contributions/175.106.8.206|175.106.8.206]] 07:59, 27 December 2011 (UTC)&lt;br /&gt;
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::What this person says is true, though they can be permanently fortified via enchantments.  And yes, you can use potions and enchantments to make your Smithing skill so high the Smithing perks aren't needed.  &lt;br /&gt;
::Also, too many of those Fortify perks (Juggernaut, Armsman, etc.) can make the game too easy, especially later on in the game.  If I could go back, I would remove all but one point from those perks and redistribute them.  &lt;br /&gt;
::And I'd only keep the one because it's necessary to advance the skill tree.  Smithing ends up making these pointless, *especially* Juggernaut (which I happen to have the most points in).  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:05, 27 December 2011 (UTC)&lt;br /&gt;
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== Enchantment Planner ==&lt;br /&gt;
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I threw together a spreadsheet to use for planning out enchanted gear. Anybody know how I can make it so edits are possible but only affect the user doing the editing, like making it a template or something? Feel free to download it and check it out.. http://bit.ly/seT2qG [[Special:Contributions/99.236.27.145|99.236.27.145]] 07:01, 24 December 2011 (UTC)&lt;br /&gt;
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• Downloaded...thanks, that helps a lot.--[[Special:Contributions/99.254.77.161|99.254.77.161]] 16:31, 15 January 2012 (UTC)&lt;br /&gt;
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== Fortify Enchanting - Gauntlets ==&lt;br /&gt;
The holy grail of skyrim http://www.uesp.net/wiki/Skyrim:Catalogue_of_Armor_Enchantments&lt;br /&gt;
Where are those gloves?&lt;br /&gt;
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Early in the game (maybe only a week or two after its release), I had come across gauntlets that were enchanted with &amp;quot;Fortify Enchanting&amp;quot;.  I didn't really know about the power of disenchantment yet, so I sold them for some nice coin, assuming that I'd find this enchantment again in the future with some other random loot.  Now I'm at level 59 and I haven't yet come across any such clothing again that is enchanted with &amp;quot;Fortify Enchanting&amp;quot;.  I thought perhaps I was dreaming about this discovery, but then recently I saw a message on a loading screen that mentioned something about there being rare gauntlets that can fortify enchanting, or something like that.  Well, I found them and foolishly sold them.  I don't see any mention what-so-ever about these gauntlets on uesp.net.  Even the &amp;quot;Fortify Enchanting&amp;quot; wiki only lists &amp;quot;Alchemy&amp;quot; as a possible source and not &amp;quot;Enchanting&amp;quot;.  Unfortunately, I have absolutely no idea where I found them.  Can anyone else confirm their existence?  If so, is it possible to disenchant them and then apply &amp;quot;Fortify Enchanting&amp;quot; to other kinds of clothing too? (Note that I have zero (0) mods installed, so the gauntlets were definitely a vanilla game item - unless I just dreamed them up :)--[[Special:Contributions/72.229.1.121|72.229.1.121]] 05:51, 26 December 2011 (UTC)&lt;br /&gt;
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:2 things, 1st is that I am sure if such a thing existed it would be the main topic on this page due to the ridiculous nature of that enchantment and what you could do with it. second I highly doubt it would be put in game because even bethesda would realize how much that item would be abused.  it would be a never ending cycle of using them to fortify enchanting on a new item, use new item to make better newer item till the end of time--[[User:Lord.Baal|Lord.Baal]] 00:01, 27 December 2011 (UTC)&lt;br /&gt;
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::First, I remember it being something small like 5%.  Second, it might not be possible to disenchant it.  Third, even if it could be disenchanted, you make a good point; however, the game data can control what items are enchantable with it, so like the Ring of Matrimony bug, perhaps nothing can be enchanted with it.  Fourth, I also remember a loading screen message about some kind of gauntlets that fortify enchanting, as I mentioned already, so if that's real then maybe they do exist.  I'll take a look at the installation files and see what I can find.  Also, I may have an older save file with these gauntlets in my inventory, so maybe if I have 100 free hours I'll try going through them ;)--[[Special:Contributions/72.229.1.121|72.229.1.121]] 20:16, 28 December 2011 (UTC)&lt;br /&gt;
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:I found the message I was referring to, but I was wrong about it being on a loading screen.  Actually, it's in the book &amp;quot;Complete Catalogue of Enchantments for Armor&amp;quot;.  The exact line is, &amp;quot;There are even examples of gauntlets that are enchanted to improve the wearers ability to enchant things.&amp;quot;.  Now this is either a teaser line or perhaps I really did find these rare gauntlets early in the game.  I'll see if I can find a way to search through my save game files quickly...--[[Special:Contributions/72.229.1.121|72.229.1.121]] 21:53, 28 December 2011 (UTC)&lt;br /&gt;
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:I just searched through the Data\Strings\Skyrim_English.STRINGS file looking for &amp;quot;glove&amp;quot; or &amp;quot;gauntlet&amp;quot;.  There weren't any interesting items with &amp;quot;glove&amp;quot; in the name that weren't already listed on the wiki (although I only looked briefly), but I did find &amp;quot;Gauntlets of the Old Gods&amp;quot; as particularly interesting because the wiki has it listed under light armor and links it to the Quest Items wiki, but it's not listed at all in the quest items table - so apparently its enchantment is unknown.  Anybody know for sure what this item is?--[[Special:Contributions/72.229.1.121|72.229.1.121]] 23:02, 28 December 2011 (UTC)&lt;br /&gt;
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[[Skyrim:Gauntlets_of_the_Old_Gods|Gauntlets of the Old Gods]] is from the [[Skyrim:The_Forsworn_Conspiracy|The Forsworn Conspiracy]] quest chain ([[Skyrim:Madanach|Madanach]]; &amp;quot;Here is a little thing to remember us (The Forsworn) by&amp;quot; /hands over the set). The enchant on them is 20% to Bow dmg, so that thought is a dead duck. As for the existance of gloves with fortify enchanting on them, they do not exist, you most likely remember an item with fortify Alchemy or Fortify Smithing[[User:Blashyrkh|Blashyrkh]] 18:35, 18 January 2012 (UTC)&lt;br /&gt;
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::I searched for &amp;quot;bracer&amp;quot; as well, but found nothing interesting.--[[Special:Contributions/72.229.1.121|72.229.1.121]] 23:39, 28 December 2011 (UTC)&lt;br /&gt;
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:::LOL, basing what is in the game off of in game books is a baddd idea. not even close to an accurate source.  And again people on pc dump the list from date files if it was possible it would be in the files. I am sure you can find a mod with that but not in the main game.  And the Old God items are given from &amp;quot;escape from Cihdna(sp?) Mine&amp;quot; check the forsworn page for details. ps: helpful to sign posts--[[User:Lord.Baal|Lord.Baal]] 18:38, 29 December 2011 (UTC)&lt;br /&gt;
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::::But I'm not basing it off the book, I'm basing it off my memory, as I already mentioned.  I only noticed the book later and it reminded me of when I had the gauntlets, so I thought I'd ask here.  I also expected that the data in this wiki comes from the actual game files, in a large part, but it's easy to miss one particular item - just like the Old Gods item that I mentioned wasn't listed on the main category page (and thanks for pointing out what that is).  BTW, it's not a mod - as I already said, I have no mods.  And anyway, maybe it doesn't have to be a named item?  Couldn't they have simply given a normal pair of gauntlets the Fortify Enchantment enchantment and either added it as part of random loot (with a very low percentage) or hand-placed it in a specific hidden area in the game world?  Of course, if it was early enough in the game, I may have just confused Smithing for Enchanting - that's highly possible too.  Anyway, enough speculation - if I can find the time I'm going to look into going through my old save game files programmatically and extracting all of the unique item/enchantment info.  Let's hope that if they do exist I actually have a save with them in my inventory.--[[Special:Contributions/72.229.1.121|72.229.1.121]] 00:12, 30 December 2011 (UTC)&lt;br /&gt;
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I too noticed the entry in this book and wondered.  It could be a teaser from Bethesda, or it could be an actual, random item that rarely shows up.  I too vaguely remember finding such an item very early on in my game (was fur bracers from memory) but I obviously sold it without realising its true value (I didn't start mucking with enchanting until the early 30s levels).  [[User:Dpastern|Dpastern]] 16:40, 30 December 2011 (UTC)&lt;br /&gt;
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: A book in Skyrim mentions Ri'saad, member of a caravan, just outside Windhelm. However, in-game, he will never be there. Another example: numerous books describe Khajiits under many other forms than the few encountered in the various games; does it mean that sabrecat and moutain lions are actually undercover Khajiits? My point is: don't trust everything you see, hear, or even what you think you remember [[User:Elakyn|Elakyn]] 22:53, 6 January 2012 (UTC)&lt;br /&gt;
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== Anyway to change the maximum number of enchantments on an item eg. 3? ==&lt;br /&gt;
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Title says it all, but I want to know if there is a console command or something that controls the maximum number of enchantments on a weapon? Reason for this is because i would love to have a shield with a large variety of protection properties.&lt;br /&gt;
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I came across those gauntlets at Anise shack. Went downstairs in her cellar, read the note that I stole; the only thing. Messed around at the alchemy table went over to the enchanting table. Nothing much to do since I hadn't even walked over to the first town yet. Came out of the cellar, she then said you found my little secret. I was like what the, never fought before had to take a few potions but she eventually died. Item was on here. My Main Character. Gauntlets +5% enchanting. Attempting to repeat process only rendered random items on a quickly remade cat. I am not sure, but that's what happened. If one doesn't realize how powerful the gloves are then they probably sell them as they are fairly weighty at the start and cant be disenchanted so one can't store things for a bit into the game. Which is a huge help.&lt;br /&gt;
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Anonymous, hope this clears up things.&lt;br /&gt;
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== Chest armor enchantment choices... ==&lt;br /&gt;
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I can't seem to find one that would just be beneficial for someone who likes to just swing a sword around, no spells. What do I need to disenchant for such a conundrum? Thanks!--[[User:Ravage|Ravage]] 23:49, 29 December 2011 (UTC)&lt;br /&gt;
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:Use fortify health and health regen, its what I use on my warrior character.  If you are swinging a sword you are probably taking some damage and those enchantments are always useful to have--[[User:Lord.Baal|Lord.Baal]] 02:40, 30 December 2011 (UTC)&lt;br /&gt;
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== Leveling / Learning new enchantments ==&lt;br /&gt;
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I have learned all available enchantments with +35% bonus (mage stone, lovers comfort) and reached skill level 59 (started with 15). Learning apparel effects gave a higher skill bonus than weapon effects. But is there a difference between specific effects and skill increase from learning these? I dont know, but for me it seems that the skill gain is the same for all apparel effects. --[[User:Psychomc|'''P'''&amp;lt;span style=&amp;quot;color:#2f4f4f;&amp;quot;&amp;gt;s&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#778899;&amp;quot;&amp;gt;y&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#a9a9a9;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#b0c4de;&amp;quot;&amp;gt;h&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-decoration:blink;color:#8b0000;&amp;quot;&amp;gt;O&amp;lt;/span&amp;gt;''Mc'']] 17:44, 1 January 2012 (UTC)&lt;br /&gt;
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Basically all U do is make about 250 iron daggers.  Then go to &amp;quot;The Fletcher&amp;quot; in Solitude and buy a weapon to banish Deadric. This will disenchant to &amp;quot;Banish&amp;quot; enchantement.&lt;br /&gt;
Now u go take about 20 filled soul gems.. I use Common, lesser, and Petty.  and Take 20 iron daggers to enchant.&lt;br /&gt;
Enchant these daggers with banish at the highest lvl possible.&lt;br /&gt;
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Now take your banish daggers to riverwood trader.  Buy all his common, lesser, petty soul gems and sell him ur daggers.&lt;br /&gt;
Wait 48 hours and buy soul gems agian and sell daggers agian.  Once u run out of daggers to sell , u should have around 40 filled soul gems. Go get more daggers to enchant to banish.. Rinse and repeat until 100 enchanting..&lt;br /&gt;
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Also while u are at the Riverwood Trader U can buy a lot of items to disenchant.  U should end up with almost all enchantments for clothing and jewelry and around 50,000 gold.&lt;br /&gt;
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Forget waiting. Just save, kill the dude, then reload your save, causing his inventory to reset, rinse and repeat. Crap... Incorrect punctuation... [[Special:Contributions/173.218.144.66|173.218.144.66]] 23:13, 4 January 2012 (UTC)&lt;br /&gt;
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:::stupidest thing I ever read. If you goal is to bypass the purpose of the game, exploring and slowly learning and leveling skills why not use commands to modify all of your skills to 100, unlock all enchantments and put yourself in god mode--[[User:Lord.Baal|Lord.Baal]] 04:35, 6 January 2012 (UTC)&lt;br /&gt;
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::::wow, an ignorant statement used to put someone down-- now that's hilarious. Obviously, you cannot use the console on a console so you cannot mod you skills to 100. Second and more important, there is an innate psychological and sociological appeal to working within the constraints of a system-- its a key reason why hackers hack and crackers crack. Basically any Joe can open up the console and type in a single command; you actually get satisfaction and the occasional mental workout if you discover the &amp;quot;solution&amp;quot; (ie. exploit) yourself and then proceed to give your ego a workout by bragging about it on the interwebs. You can think of exploiting the game as a game within a game. After all wasn't the appeal of sandbox games like this one? The freedom to do what you want. [[Special:Contributions/75.80.97.155|75.80.97.155]] 15:57, 6 January 2012 (UTC)&lt;br /&gt;
:::::In addition, this is a crafting skill.  There is no organic way of leveling this skill (or anything other crafting skill); you have to grind it, either through mass enchanting of items or mass recharging of items.  Sure, you can get one of the daedric Stars with a soul trap weapon and level it slowly, but that just interrupts combat after every kill.  If I'm going to do something boring in a game, I prefer to do it all at once in an area where I'm not being interrupted rather than spreading it out in a ton of small interruptions while I'm out exploring.  (And really, after doing it once on my first character, I just skip it with a console command.  I don't play games to be bored; I play them to have fun.) --[[User:Fluff|Fluff]] 16:21, 6 January 2012 (UTC)&lt;br /&gt;
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== Azura/Black Star ==&lt;br /&gt;
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Alrighty, so I'm almost done Azuras quest for her star, and want to know if there's any difference between a &amp;quot;black&amp;quot; soul and a &amp;quot;grand&amp;quot; soul in terms of enchanting strength. I wanna power level enchanting and conjuration, and think Azuras Star would be better, but end game I'm looking for character optimization, and if black souls are can give more powerful enchantments then that would be the better choice.&lt;br /&gt;
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:All Humanoid souls (except Falmer) are considered Grand, and function identically for Enchanting purposes.  &lt;br /&gt;
:And *definitely* get the Black Star because 1- whether it's a bug or not, it can hold any soul, not just a humanoid soul, and &lt;br /&gt;
:2- Black Soul Gems are much, *much* rarer than Grand Soul Gems- there are only two places to reliably obtain them, and even then the supply is quite small.  So yeah, Black Star all the way.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 00:08, 4 January 2012 (UTC)&lt;br /&gt;
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::It may not be consistent with the lore or the description provided to you in-game, but the Black Star works exactly like a refillable black soul gem.  Black soul gems can accommodate white souls.  I believe they functioned this way in Oblivion as well.  If Bethesda restricts the Black Star to only black souls, they would presumably have to do this to black soul gems as well.  If they don't do it, I'm sure a mod will do it after the Creation Kit is released. [[User:Kastagir|Kastagir]] 00:51, 6 January 2012 (UTC)&lt;br /&gt;
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::Also, human(oid) opponents are much much more commonly encountered than other creatures that give you grand souls. You might find just one (or none) of the latter in any given dungeon, but every bandit/forsworn/etc. can fill the black star (it's great for refilling weapons on the go). [[User:VSim|VSim]] 22:12, 18 February 2012 (UTC)&lt;br /&gt;
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GO FOR BLACK!!!!!! :) [[User:Blashyrkh|Blashyrkh]] 18:42, 18 January 2012 (UTC)&lt;br /&gt;
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== Blacksmith's Apron- Glitch ==&lt;br /&gt;
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So this has happened to me twice now. I put the Fortify Smithing onto a set of Blacksmith's Apron, then i put it into my home cupboard and come back to find that it has reverted and lsot all its enchantments. Not sure or how, just want to see if anyone else has had this issue.&lt;br /&gt;
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-I can verify this, I've used the Fortify Smithing enchantment on my apron, and then placed it in my dresser in Breezehome, and it has lost the enchantment.  I've done this twice as well, and don't plan on using a Blacksmith's Apron for any enchantments from now on, until this glitch is addressed.  What I wonder, now, is if this is the case with other articles of clothing as well. --[[Special:Contributions/71.165.86.191|71.165.86.191]] 01:50, 5 February 2012 (UTC)&lt;br /&gt;
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== Only a temporary boost ==&lt;br /&gt;
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From the &amp;quot;Notes&amp;quot; section&lt;br /&gt;
&amp;quot;A potion that increases destruction magic by X% will increase fire, shock and frost enchantments by the same percent.&amp;quot;&lt;br /&gt;
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Tested this enchanting a bow after drinking +34% Enchanting and +169% Destruction. At first, it seemed that I managed to get 96p in both fire frost and shock damage, but after the +Destruction potion expired, (60 sec) the damage fell to 36p. Repeated the experiment, this time  using +Enchanting and +Restoration potion for Helmet. Got -68% casting cost for Destruction and +171% Magicka regen. After the +restoration potion expired, it fell to -29% casting cost and +73% Magicka regen. Drank another of the respective potions and the weapon and armor enchant stats were again boosted for 60 sec. Only the boost conferred by the +enchanting potion is permanent, while the rest are only temporary. Note that this is still very useful, as you can boost your equipment's elemental damage, regeneration rate, or feather effect using potion, when the situation dictates it.&lt;br /&gt;
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:Yes and no;  While the bonus imparted by Fortify Restoration potions *appears* to wear off (if you look at the item's stats), it doesn't actually wear off until you remove the item in question.  &lt;br /&gt;
:For example- I'm wearing a pair of boots that boosts Carry Weight by 50.  If I drink a Fortify Restoration 100% potion, the boots change to say they fortify Carry by 100, but this doesn't take effect unless I unequip and re-equip the boots.  :The reverse is true as well- once the potion wears off, the stats on the boots change, but my Carry is still boosted by 100 until I remove the boots.  &lt;br /&gt;
:Some items don't even show stat changes when they exist- in particular, the Amulet of Talos always says it reduces the time between shouts by 20%, even if you've used a potion to augment that.  &lt;br /&gt;
:It still says 20%, even if you've fortified it enough to shout as frequently as you wish.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:29, 4 January 2012 (UTC)&lt;br /&gt;
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== cannot seem to get a bow with both frost and paralyze to trigger paralyze ==&lt;br /&gt;
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I have custom crafted, upgraded and enchanted an ebony bow with frost and paralyze (like skyrims version of chillrend) and for the life of me I cannot get the paralyze effect to trigger... Im not sure what the issue is here but the frost effect works fine... just wondering if anyone else has had trouble with dual enchanting bows... I also made one that does shock and magicka damage and it only seems to do shock damage... :(  perhaps the similarity of inherent effects of these pairings is the culprit? &lt;br /&gt;
[[Special:Contributions/72.71.253.94|72.71.253.94]] 03:17, 5 January 2012 (UTC)&lt;br /&gt;
EDIT&lt;br /&gt;
I made another one to test it out... It works... just really rare and no &amp;quot;target resists paralyze&amp;quot; message... Ive been fighting falmer and I guess they resist paralyze and frost for that matter... I assume they have huge amounts of magicka as well for at no point did the shocking/magicka damage bow get them to stop casting. Can anyone confirm this for me?&lt;br /&gt;
:A lot of creatures in Skyrim resist Frost (not surprisingly), but also resist Paralyze as well.  It may also matter what order they are in. [[User:Kastagir|Kastagir]] 00:46, 6 January 2012 (UTC)&lt;br /&gt;
:The paralyze enchantment only confers a chance to paralyze and does not paralyze on every hit.&lt;br /&gt;
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== This whole abominable exploit ==&lt;br /&gt;
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The Inventory and Magic Effects menus operate independently and incorrectly after consuming a Fortify Restoration Potion.&lt;br /&gt;
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1.  Drinking a Potion of Fortify Restoration oddly increases the potency of certain enchantments on items even if the item is equipped. &lt;br /&gt;
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2.  The item gets the boost in the Inventory, but the player does not get the benefit in the Magic Effects until the item undergoes a selection to equip.  If the item was already equipped, it must be unequipped and then equipped before the benefit shows up in the Magic Effects.&lt;br /&gt;
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3.  When the Potion of Fortify Restoration wears off, the potency in the Inventory drops, but not in the  Magic Effects.  The item must be unequipped in order to lose the Magic Effect value.&lt;br /&gt;
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There are two problems in game design here.  &lt;br /&gt;
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First, why should drinking a Potion of Fortify Restoration affect the strength of enchantments? Enchanting is a separate skill from casting Restoration spells.  Logically a Fortify Restoration of 50% should make a healing spell of 100 jump to 150, etc. It should not make a Necklace of Alchemy jump from 12% to 18% or Boots of Carry Weight jump from 60 to 90.&lt;br /&gt;
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: This is most likely a legacy related oversight. Fortify effects are part of the Restoration school in Oblivion. This likely stayed in the game engine for Skyrim.  6 Jan 2012&lt;br /&gt;
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Second, why should it be necessary for a item to undergo a re-equipping before its effect appears in the Magic Effects?   Any change in an equipped item should also be a triggering event for its quiet removal-and-re-inclusion update in the Magic Effects.  My guess is that it was never anticipated that an equipped item could undergo a change without first being unequipped, which points back to the first problem with Potions of Restoration as the primary culprit.  This is more of a game destroying exploit than Oblivion's Chameleon effects on equipment or ladders made from paint brushes, but it was an unintentional oversight. &lt;br /&gt;
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: This is not uncommon in many games. It is rare to calulate effects on the fly; rather a tag is added that contains the bonus and removed as needed. Since updating the effects is not accounted for, it is clear that modifying enchantment values was not meant to be in the game.  6 Jan 2012&lt;br /&gt;
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Bethesda very carefully made it so that Alchemists could not make Potions to Fortify Alchemy, and Enchanters could not enchant items that fortified enchanting.  Yet they missed the strange cross over effect for Potions of Restoration that allows exponential looping using the alchemy made Potions of Restoration on equipment that fortifies Alchemy.&lt;br /&gt;
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What to do about it?  Well, if Bethesda wants to move to an MORPG as a business model, like World of Warcraft, then they need to step up to the plate and correct the exploit quickly just as WoW does.  The simplest correction would be to distribute a patch through Steam that restricts Potions of Fortify Restoration to just the Restoration school of magic.  &lt;br /&gt;
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This is not likely to happen soon.  I suspect that right now they are overwhelmed with Crash-to-Desktop stability issues.  It is not inconceivable that they may also genuinely want to continue their movie industry business model of produce a block-buster-produce-block-buster-sequel with its inherent dicey gambles and dry spells.  [[User:Kalevala|Kalevala]] 01:36, 6 January 2012 (UTC)&lt;br /&gt;
: Note that Fortify Restoration potions do not increase the strength of all enchantments - just all enchantments that have Restoration effects.  That includes practically all apparel enchantments, but none of the weapon enchantments.  Similarly, Fortify Destruction potions increase the strength of enchantments that have a Destruction effect, which are most of the weapon enchantments.  That part of it makes a sort of sense, even if the outcome of such a system is not desirable.  You might find [[Skyrim_talk:Enchanting_Effects#Other_Magic_Schools|the following discussion]] on the Enchanting Effects talk page of interest. --[[User:Fluff|Fluff]] 02:57, 6 January 2012 (UTC)&lt;br /&gt;
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::A somewhat pointless, point.  To me the heart of the games is that you can do whatever you want, literally whatever. I dont understand why they try to nerf things, I personally never exploit things and actually just wear Linwe's armor because I think it looks badass.  anyone on pc can use commands and god mode to do whatever they want so its really a personal choice how you play the game. dont abuse exploits if you want a challenging and realistic game--[[User:Lord.Baal|Lord.Baal]] 04:41, 6 January 2012 (UTC)&lt;br /&gt;
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:: Although what you two say is true, in my opinion it is wanted by the devs that the restauration and destruction skills boost the fortify and destruction enchants respectively. Also, in my opinion intentionally it should have worked this way; by taking the fortify restoration potion, the enchantment I am doing while under it's influence should be stronger and NOTHING else, while of course having a cap applied (maybe they forgot it, maybe it is not working because of the bug). Same applies for destruction of course. In other words for me it is not only a bug that can be exploited (whether that is good or bad is irrelevant since this is a single-player game), but more importantly it is a bug that prevents me from using fortify restoration potion if I do NOT want to exploit the bug. And there is the problem for me and why I hope for a fix (that does not just take the boost from the skills away).  {{unsigned|134.102.123.217|20:37, 7 January 2012}}&lt;br /&gt;
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I guess I'm a design snob.  It seems to me that if X improves Y by Z%, then that and only that is what it should do. That any change should be reflected in the user interfaces consistently and correctly.  If someone on a PC wants to play in god mode, or move the slider to easy on a console, more power to them.  &lt;br /&gt;
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On a separate point, I have a sense that much of the commentary on a lot of pages boils down to how to get a gazillion points of &amp;lt;insert name here&amp;gt; by using the exploit rather than how to play the game using or questions concerning or comments explaining &amp;lt;insert name here&amp;gt;.  I guess that makes me grumpy as well as a snob.  ;) [[User:Kalevala|Kalevala]] 06:31, 8 January 2012 (UTC)&lt;br /&gt;
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The way I see it, it's like duping. It probably wasn't 100% intended, but it's not necessarily detrimental to your gameplay experience (as you can choose whether to abuse it or not) so it doesn't really need to be fixed. Personally I use the exploit to give me more flexibility in my character customization. I made a ridiculous ring of smithing that lets me wear any armor I want (right now I've got the Stormcloak Officer's outfit) and still have the armor rating of my suit of daedric that I'm sick of looking at. Also gave myself 100% cost reduction to all five schools of magic, so I don't have to carry 3-5 different outfits around with me (my character kind of relies on the 100% cost reductions). Instead of keeping the skeleton key and leaving a quest unfinished, I made a ring with ~+70000 to lockpicking so I never break a pick. The exploit can be used to break the game, but it can also be used to make the game significantly less restrictive and more enjoyable (at least for those of us who have the restraint to not make a +1092393 to Unarmed/+293487239 fortify health outfit). I think it (the exploit) deserves a place in a Skyrim version of the [[Oblivion:Roleplaying|Oblivion:Roleplaying]] page, or perhaps under [[Skyrim:In-Depth Guides|Skyrim:In-Depth Guides]]. [[Special:Contributions/70.26.140.186|70.26.140.186]] 23:32, 25 January 2012 (UTC)&lt;br /&gt;
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:Isn't that the whole point of a sandbox RPG? I enchanted +5000000% Unarmed on a pair of Stormcloak Officer Gauntlets for whenever I want to be Wolverine.{{unsigned|98.238.243.104|06:20, 8 February 2012}}&lt;br /&gt;
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== Quick leveling tip ==&lt;br /&gt;
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After acquiring azuras star or the black star, create a weapon with soul trap. Now after each kill recharge the weapon, which grants you enchanting exp, then proceed to the next target. Rinse and repeat to level enchanting as you move through dungeons, crypts, forts, etc.{{unsigned|24.76.93.238|07:12, 7 Januari 2012}}&lt;br /&gt;
:Hardly a quick leveling tip.  That would take *quite* some time.  Mass producing enchanted daggers and jewelry is much faster. [[Special:Contributions/209.66.120.3|209.66.120.3]] 22:56, 11 January 2012 (UTC)&lt;br /&gt;
::Perhaps rename it a &amp;quot;slow but steady&amp;quot; leveling tip? [[Special:Contributions/71.237.182.242|71.237.182.242]] 05:18, 20 January 2012 (UTC)&lt;br /&gt;
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== Extra Effect ==&lt;br /&gt;
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Allows 2 enchantments at once- a few questions if i may?&lt;br /&gt;
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1. Would it be possible to enchant a sword with Fire Damage and Ansorb Health? Is there any difference in the order in which i would enchant? I read somewhere that the 1st enchantment determines charges, while the second determines magnitude. Is that true? If so, would it be smarter to place Absorb Health first, then Fire Damage- this would supposedly give less charges, but greater magnitude? And then use 100% Fortify Destruction armour to nullify charge expenditure.&lt;br /&gt;
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2. If i was to enchant a piece of armour with the 2 seperate Resist Magic enchantments (Normal and Shield of Solitude version) would they correctly stack?&lt;br /&gt;
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Thank you [[Special:Contributions/84.13.204.31|84.13.204.31]] 17:35, 7 January 2012 (UTC)&lt;br /&gt;
:# Yes, you can enchant a sword with any two weapon enchantments.  I haven't noticed a difference in the selection order of enchantments, but I haven't done very many weapon enchants.&lt;br /&gt;
:# Yes, they correctly stack.  The UI doesn't update correctly, but empirical evidence has shown that it works as intended despite the display error.&lt;br /&gt;
:--[[User:Fluff|Fluff]] 20:16, 7 January 2012 (UTC)&lt;br /&gt;
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::# I think you misleading this with oblivion? changing entchantment orders on items in oblivion sometimes leads to get extra charges. just a quick quess.&lt;br /&gt;
::[[User:Paramania|Paramania]] 14:49, 18 January 2012 (UTC)&lt;br /&gt;
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== Potions capped to 32%? ==&lt;br /&gt;
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I have 4 pieces of fortify alchemy 29%. I get the same effect increase as with 28%, which is 32%. Any way to get better potions and fortifys without using fortify restoration( does it work anymore?) ? --[[Special:Contributions/84.248.192.31|84.248.192.31]] 19:26, 12 January 2012 (UTC)&lt;br /&gt;
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You can only get it by either exploiting (use fort resto potion and then immediately equip your fortify alchemy gear) or by using falmer helmet+circlet trick (which some consider to be a bug abuse/exploit too). &lt;br /&gt;
If you need just to squeeze a little more out of your enchantment, i suggest using the falmer helmet (wearing it and a circlet at the same time) which would give you an extra slot for +% to alchemy (and allow you to make even better +alchemy gear, repeating the alchemy-enchantment cycle some more times, iirc the max ench potion you'd get in the end would be 37%)&lt;br /&gt;
If you just need stronger enchantments, then use fortify restoration trick -  equip all your fort alchemy gear, make fortify restoration potion, drink it, re-equip gear, make another fortify restoration potion, then equip as many +alch gear pieces as you need to make the enchanting potion of the preferred strength (and thus the enchantment of preferred strength) (mind that taking an enchanting potion of a magnitude greater than 99% will break your ability to create weapon enchantments since the formula for charges isnt valid for enchanting skill values over 199) [[Special:Contributions/194.190.40.89|194.190.40.89]] 07:36, 20 January 2012 (UTC)&lt;br /&gt;
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== Soul Siphon ==&lt;br /&gt;
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It doesn't appear to work as expected. You would think that a creature which normally provided a petty soul would give you 5% of one, or that a creature with a common soul would give you 5% of that. Instead different creatures give wildly different levels of charge, even if they have the same soul level. The amount you get does seem to scale with the difficulty of the creature though, in general. I tested this by changing the magnitude of the effect on the perk to 1 (from 0.05, so getting the entire soul I guess), then observing the yield on different creatures. An elk would hardly recharge the weapon at all, while a mudcrab would give about the same charge you would expect from a petty gem. Also, removing the non-NPC condition on the perk and using it on some NPCs gets different yields as well (and generally much lower than from a grand soul). I *suspect* the recharge amount is calculated according to level, but it doesn't appear to be a linear relationship. -- [[User:Bluedanieru|Bluedanieru]] 17:40, 14 January 2012 (UTC)&lt;br /&gt;
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:It seems the game will calculate a 'maximum charge' value to prevent you from overcharging your weapon when using Soul Siphon. The trouble is that occasionally, usually after changing cells or reloading a save, the game will reassign that value to be whatever the current charge in the weapon is. By 'occasionally' I mean it seems to inevitably happen after 2 or 3 cell changes. From that point forward, you will not be able to charge the weapon any further than that new value using Soul Siphon. Charging the weapon using a gem will force the game to reassign the value again, but it will only set it at whatever the new charge level is after using the gem. So if you have a weapon where you can't charge it past 1/4 with Soul Siphon and you use a gem to bring it up to 1/2, you will now be able to use Soul Siphon to keep it at 1/2 but no higher. Of course, the charge level will drop again and after a few cell changes you will be back where you started. It stands to reason that eventually the 'ceiling' will ratchet down low enough that the perk won't have any effect at all until you recharge again with a gem. -- [[User:Bluedanieru|Bluedanieru]] 16:16, 27 January 2012 (UTC)&lt;br /&gt;
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== Renaming item while Enchanting potion expires ==&lt;br /&gt;
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When consuming a Potion of Fortify Enchanting, it lasts for 30 seconds.  &lt;br /&gt;
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Question is, when it expires and you are still enchanting an item and in the rename item part, does it remove the boosted enchantments?  Or does it hold them since you increased the specs while potion was active?&lt;br /&gt;
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Finding it tough to enchant and rename an item in under 30 secs, but sure practice would improve that, or dumping all weaps, apparel and misc that I don't need into a container so selection process is faster. [[User:Ocelot77|Ocelot77]] 21:56, 14 January 2012 (UTC)&lt;br /&gt;
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:If I remember correctly, the item will retain the face value even after the time expire. Meaning if the screen is showing boosted % and you are renaming without selecting any other thing, it will still show the boosted % after you finish naming. But if you try to do any other thing after renaming such as choosing a different effect or even re-choosing the same effect, the boost will be gone. So in summary, quickly choose the effects, items, soul gem and after that you can take as much time as you like to rename. ([[User:ZekunD|ZekunD]] 23:35, 20 January 2012 (UTC))&lt;br /&gt;
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:I always thought that bringing up the renaming menu paused the counter and so you could of think of a badass name for you new weapon.{{unsigned|98.238.243.104|06:24, 8 February 2012}}&lt;br /&gt;
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:I actually did an experiment concerning this a while back.  I was at 100 enchanter. Here are the steps:&lt;br /&gt;
::#Drink enchanting potion&lt;br /&gt;
::#Enchant an iron dagger&lt;br /&gt;
::#Enchant a second dagger. Rename the dagger, leaving the name screen open for 60 seconds.&lt;br /&gt;
::#Enchant a third dagger.&lt;br /&gt;
::#Wait 30 secs, Enchant a fourth dagger&lt;br /&gt;
:This resulted in three identical daggers, and one lesser dagger.  I take these results to mean that the countdown is completely halted while the naming screen is up.  If somebody wants to duplicate this experiment and if the results are the same then it should probably be included as information on the page. -- [[User:Neondrmr|Neondrmr]] 05:42, 12 February 2012 (UTC)&lt;br /&gt;
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When I posted my reply, I believe it was based on PS3/patch 1.2. I've been away from the game and after reading the previous reply, I went back and tested it with gold diamond necklaces. (on PS3, tested on both patch 1.3 and 1.4)&lt;br /&gt;
*I drank a 37% 30 sec enchanting potion, and made two 29% alchemy necklaces. After making two necklaces, I had 5 sec left for enchanting boost effect (under the active effect list).&lt;br /&gt;
*I drank another potion, quickly chose the same necklace, soul gem, effect (showing 29%). Next, I brought up name input screen and waited for 30 sec. Then, confirmed the name and re-chose the same effect. The value changed to 25%, meaning effect wore off.&lt;br /&gt;
*For the next part, I used active effect timer. I chose necklace, soul gem, effect and opened up name change screen. Then without waiting, exited and checked the active effect timer which showed enchanting effect with 15 sec left.&lt;br /&gt;
*Next, I did the same things, except this time, I waited for ~13 sec on name input screen. Then canceled and checked then active effect timer which showed only 1 sec left.&lt;br /&gt;
So timer was counting down while name input screen was active. I am not sure why we got different results. Maybe different platform/version etc? Please feel free to experiment more and correct my results if I am wrong. ([[User:ZekunD|ZekunD]] 13:15, 21 February 2012 (UTC))&lt;br /&gt;
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== Easy peasy for archers ==&lt;br /&gt;
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If your character is an archer, or just knows how to handle a bow, you might consider that way of power leveling, which is quite challenging, fun, but a bit time consuming. Enchant a bow with a Soul Trap 1 sec enchantment, which will virtually last forever, even with a petty soul (I did it and did not need to refill it yet, but I took 100+shots with it) then go hunt some deer, mudcrab, horker, wolf, rabbit, fox, whatever you find, just keep enough soul gems about you. When all the gems filled, raid a dungeon, rob all the armor, weapon you can get, head to the nearest Arcane Enchanter, disenchant any unknown enchantment, then enchant everything you looted from the dungeon, then sell it triple price. Money+enchanting skill+fighting skill+possible lock picking skill at once, and not bad role playing experiment I think.[[User:Anguis Furor|Anguis Furor]] 17:32, 20 January 2012 (UTC)&lt;br /&gt;
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::Rather than raid a dungeon for weapons to enchant, why not make them. Then you will also gain smithing experience as well. Collect pelts from the animals you hunted and also, you will need iron ingots. I find Embershards Mine between Riverwood and the Guardian Stones is very useful. This respawns about every 10 game days and only has low level bandits who are easy to defeat. It contains several made up iron ingots and iron ores and also 9 iron veins you can mine. Next head back to War Maiden's and use the smelter to turn the iron ore into ingots, the tanning rack to turn the animal hides into leather and then leather strips, and finally the forge to make them into iron daggers. You can easily make dozens of daggers from one hunting trip and mine visit. Now head up to the arcane enchanter in Dragonsreach and enchant the daggers. The experience points you gain for smithing and enchanting are not affected by what you make - so it is better to make lots of low value items if you are trying to level up.&lt;br /&gt;
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:::Even better, if you have Dwarven Smithing, just raid some Dwemer ruins. Lots of soul gems and dwemer items to smelt into Dwarven Metal Ingots. With enough Iron Ingots, you can spam Dwarven Bows to enchant all day. [[Special:Contributions/24.156.216.144|24.156.216.144]] 10:44, 24 February 2012 (UTC)&lt;br /&gt;
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== Conflicting Enchantments? ==&lt;br /&gt;
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My character is primarily a warrior that uses magic and enchantment to augment his skills. I have heavy armour, and fight one handed with either a destruction or restoration spell in the other. I also have enchantments on weapons and armour to help out with melee (e.g. Fortify One-Handed, Fortify Destruction, Fortify Restoration and Fortify Magicka Regen).&lt;br /&gt;
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I'm planning on getting to 100 Enchanting soon and using the second enchantment to add magic resistance to the armour I'm going to craft, as well as the existing enchantments. So, for example, my breastplate will be enchanted with Fortify Destruction + Magicka Regen and Resist Magic.&lt;br /&gt;
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Will the magic resistance enchantments impede the spells at all?&lt;br /&gt;
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Also, is it worth casting a dual Destruction effect on weapons (e.g. fire and frost)? Or is it more efficient to double-up on the same one? {{Uns|Fritzromanov|07:51, 25 January 2012}}&lt;br /&gt;
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:Please ask this type of question in our {{Forums}}. Questions on this page should relate directly to improving the article itself, not Q&amp;amp;A type questions. &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; 09:56, 25 January 2012 (UTC)&lt;br /&gt;
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::I have asked a specific question as the guidelines recommend. I'd be grateful if someone could answer it. {{Uns|Fritzromanov|11:14, 25 January 2012}}&lt;br /&gt;
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:::The ultimate goal of the wiki is to document how the features work, not to help individual players plan their character advancement. As an example of what we mean by &amp;quot;specific questions&amp;quot;, your first question would be much better off phrased as &amp;quot;Does Magic Resistance impede spells from Enchantments?&amp;quot; without all the lead-in; you might also be better off asking it at [[Skyrim:Resist Magic|Resist Magic]]. &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; 22:52, 25 January 2012 (UTC)&lt;br /&gt;
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No - from what I've seen, magic resistance has no effect on the effectiveness of other enchanted gear. I haven't seen any mechanic by which different enchantment effects interact with each other (unless you count stacking as interacting) [[Special:Contributions/70.26.140.186|70.26.140.186]] 23:04, 25 January 2012 (UTC)&lt;br /&gt;
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== Follower capturing souls ==&lt;br /&gt;
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The &amp;lt;b&amp;gt;Tips on soul gems&amp;lt;/b&amp;gt; section says &amp;quot;Your follower can act as your &amp;quot;soul harvester&amp;quot; if you give him/her a Soul Trap/Fiery Soul Trap enchanted weapon, and empty soul gems.&amp;quot; This does not work for me (PC). I gave my follower, Mjol the Lioness, a soul trap enchanted bow and some empty Petty &amp;amp; Lesser soul gems. After many hours of play and lots of encounters with creatures like wolves and bears, which she frequently shoots at, her soul gems remain empty and the bow remains fully charged.{{unsigned|88.104.119.133|10:55, 2 February 2012}}&lt;br /&gt;
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:Are you sure she has it equipped? Followers will automatically equip items with highest base value. So if you had previously given her a more expensive bow before the Soul Trap bow, she'll use the previous one. {{unsigned|98.238.243.104|06:29, 8 February 2012}}&lt;br /&gt;
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::Also, I think it may be necessary for the follower to make the killing blow; this was my experience but that may have been becuase the weapon had a 1 second duration.{{unsigned|Acaveman|06:53, 8 February 2012}}&lt;br /&gt;
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:::Who strikes the killing blow shouldn't matter, so long as soul trap is active when it is struck. -- [[User:Neondrmr|Neondrmr]] 09:51, 9 February 2012 (UTC)&lt;br /&gt;
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:Unfortunately many followers are bugged so that no matter what bow you give them they will always use the low quality default bow they would start with.  If you give Mjol a melee weapon with soul trap you should get the expected behavior.  I think it makes sense to point out this bug in the tip though, as it could easily be confusing.  Good catch! -- [[User:Neondrmr|Neondrmr]] 09:51, 9 February 2012 (UTC)&lt;br /&gt;
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== Extra Enchantments ==&lt;br /&gt;
Linwe's bugged enchantments are listed on this discussion page (which you can learn but can't use), but I saw no mention of mara's blessing (fortify restoration effect, learned from wedding rings), no of the fact that drainspell bow and drainhealth sword teach a second copy of absorb magicka and absorb stamina respectively, which actually function.(They are simply listed as &amp;quot;Absorb Magicka/Stamina&amp;quot; and have the same effect as the normal ones, meaning it is only useful for doubling up on absorb stamina or absorb magicka). The drainblood axe uses the standard absorb health enchantment (meaning the most useful absorb can't be doubled, unfortunately).&lt;br /&gt;
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== Soul Siphon. ==&lt;br /&gt;
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I can one-hit weaker animals like deer and wolves, except the bigger ones like sabre cats and bears. Aren't all creatures supposed to be affected by Soul Siphon?&lt;br /&gt;
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== Selfmade Amulets values varying ==&lt;br /&gt;
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The Gold value of most of my amulets made with the Fortify Restoration Exploit show ENORMOUS diffrences in how much they are worth; a 248% Fortify Alchemy Amulet is worth 1240 Gold, whilst a 761% Fortify Alchemy one is worth 131 Gold. It seems that the Skill, Soulgem used and Type of Amulet/Ring also affects the Price, since the Fortify Enchanting Potion I drank for the 248% one was 1000%, whilst the other one only was 800-something-%. Still, strange.[[User:MarukiTheFaceHater|MarukiTheFaceHater]] 06:10, 13 February 2012 (UTC)&lt;br /&gt;
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:The gold value is inversely related to your skill. In other words,for example, an Iron Dagger enchanted with Banish at level one will be worth significantly more than a similar dagger enchanted at level 100, even though the enchantment is much stronger. Because of that, Fortify Enchanting potions will ''decrease'' the value of any enchantments you make. • &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; 06:23, 13 February 2012 (UTC)&lt;br /&gt;
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:Thank you Jak, I already suspected something like that, and btw, you are the man, commenting on all my entries I looked at so far, haha =), finally somebody answering and responding to other people's posts, too rare in wiki's nowadays.[[User:MarukiTheFaceHater|MarukiTheFaceHater]] 14:22, 14 February 2012 (UTC)&lt;br /&gt;
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== Corpus Enchanter? ==&lt;br /&gt;
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Does Corpus Enchanter affect absorb health or absorb stamina?&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Undead&amp;diff=893566</id>
		<title>Skyrim talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Undead&amp;diff=893566"/>
		<updated>2012-02-23T03:31:48Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Corrupted Shades affected by poison */ new section&lt;/p&gt;
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&lt;div&gt;== Draugr name meaning ==&lt;br /&gt;
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Should it be mentioned in the 'Draugr' article that in Old Norse 'Draugr' means Ghost?&lt;br /&gt;
I think. [[Special:Contributions/139.168.195.97|139.168.195.97]] 00:04, 8 December 2011 (UTC)&lt;br /&gt;
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:Should go under the trivia for them.--[[User:Ohnoitsmangofett|Ohnoitsmangofett]] 07:00, 12 December 2011 (UTC)&lt;br /&gt;
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== Draugr blindness ==&lt;br /&gt;
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they're not blind. go try sneak in front of one with a candlelight. [[Special:Contributions/24.185.52.60|24.185.52.60]] 16:05, 10 December 2011&lt;br /&gt;
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:They are blind, just look at their eyes close up. Chances are they heard you. Try muffling your self and/or removing your heavy armor (if your wearing any) and that should help--[[User:Ohnoitsmangofett|Ohnoitsmangofett]] 07:00, 12 December 2011 (UTC)&lt;br /&gt;
:: Yeah I was able to sneak right past a deathlord with high sneak and the shrouded boots. Walked right in front of him, would've made it too if my companion hadn't decided to stand up and attack him... ROFL Mercer fail! [[User:Lord Eydvar|Lord Eydvar]] 08:02, 12 December 2011 (UTC)&lt;br /&gt;
:::i can sneak in front of guards too. does that mean nords are blind? just because you can sneak in front of them doesn't mean they're blind. remember they're pretty much only found inside dark dungeons. but enough rhetoric. why don't you go try candlelighting in front one like i told you and see for yourself?--[[Special:Contributions/24.185.52.60|24.185.52.60]] 15:55, 12 December 2011 (UTC)&lt;br /&gt;
::::after testing with falmer, it seems candlelight makes a sound. BUT testing with magelight and spawned dropped torches both show that drauger are NOT BLIND and falmer are.--[[Special:Contributions/24.185.52.60|24.185.52.60]] 17:37, 12 December 2011 (UTC)&lt;br /&gt;
::::: Draugrs aren't blind. This already been confirmed way before Skyrim.... (Bloodmoon, remember?) Falmer are Blind, like said above.&lt;br /&gt;
;;;;;; Draugr are clearly not blind not only do they head track they will cast light spells to help see at night and in dark dungeons, I have a thralled(I have a mod to remove the creature limitation) Draugr and I gave her candlight and she uses it all the time at night to see enemies. Also to the I can sneak past them argument.... with a high sneak skill you can litterally walk ontop of dragons that lay on the word walls.... - 3 January 2012&lt;br /&gt;
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== Dragon Priests ==&lt;br /&gt;
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Idk if this is true or not but it seem like to me you have to kill a few of the Masked Dragon Priests for Unmasked ones to spawn.&lt;br /&gt;
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Saying so because my first guy quickly killed off the Masked Ones they did quests at around level 60 and ended up getting Dragon Priests bosses.&lt;br /&gt;
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On my 2nd guy, he went straight to level 81 instead of doing stuff then did the SAME quests but only getting Draugr bosses. Then he killed the Masked Dragon Priests and, later on, Unmasked ones begin to spawn.&lt;br /&gt;
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Had this happened to anyone else?&lt;br /&gt;
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Also, I fixed up the article because certain Named Bosses MAY be a Dragon Priest, this means there could be more than 9 named Dragon Priests. (On my first guy, I've fought 5 Unmasked Priests that were Named)&lt;br /&gt;
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:I have defeated all eight named Dragon Priests, and during the last one (Vokun at High Gate Ruins) I noticed an unnamed Dragon Priest as a random enemy.  I noticed it particularly because it was very early on in the dungeon and I thought it was weird to meet the boss so soon -- I looked at the name in the HUD and it just said 'Dragon Priest'.  I think I might have run into them before as well, but I never took notice of it until this one.  To be precise, I was level 81 at the time as well. [[User:Voraxith|Voraxith]] 03:22, 2 January 2012 (UTC)&lt;br /&gt;
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:kill 1st masked dragon priest below level 40. meet a nameless dragon priest as a boss at level 40-something in Soljund's Sinkhole. until now that one is the only nameless dragon priest i've met (i play at a very slow pace). either they are very rare or one need to be at higher level to meet them more often,  i was under the impression that dragon priest is a draugr level 40++. sorry this doesn't confirm your theory.--[[Special:Contributions/120.165.45.12|120.165.45.12]] 15:15, 30 January 2012 (UTC)&lt;br /&gt;
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== Dragon Priests = Draugr? ==&lt;br /&gt;
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Simple question: are Dragon Priests in any way related to Draugr? Could they effectively be related to as Draugr? Perhaps in an article defining Draugr for enemies? --[[User:Zmedaris|Zmedaris]] 23:08, 4 January 2012 (UTC)&lt;br /&gt;
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:Dragon Priests are in fact draugr themselves. They're the &amp;quot;masters&amp;quot; of any other draugr that dwell in their tomb, who revere them like they did in life (read [[Skyrim:Amongst the Draugr|Amongst the Draugr]]) --[[User:Sigulf|Sigulf]] 00:40, 22 January 2012 (UTC)&lt;br /&gt;
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::Idk about this. Dragons will attack Draugr but will NOT attack Dragon Priests. Also, Dragon Priests prefers to side with Dragons over Draugrs thus it is possible to see Dragon Priests and Draugrs fighting.&lt;br /&gt;
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== body dissapered ==&lt;br /&gt;
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I killed a dragon preist really early on at shearpoint but it wasn't saying i couldn't check his body so i left. Now trying to find mask. Need Help Thank You. [[User:R0L4ND|R0L4ND]] 06:06, 6 January 2012 (UTC)&lt;br /&gt;
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== Two bugs that need testing ==&lt;br /&gt;
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I've recently came across two bugs that I believe are in dire need of testing. If they work the majority of the time, this can be one Hell of an exploit for Skyrim. I'll list both bugs separately, but both under this article to keep things &amp;quot;uncluttered&amp;quot;. Feel free to post results under each appropriate bug instead of clumping all answers at the bottom of this section. It needs to be noted that this happened on the Xbox 360 Title where I believe I have not had updates as my Live has been disconnected since before I got Skyrim (Ethernet cord is attached to a cable box instead now). For the sake of keeping the original posted time at a relevant level, I'll post it up here instead of at the bottom.&lt;br /&gt;
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'''Both bugs posted at 12:25 AM 6, Jan 2012 (CST).'''&lt;br /&gt;
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'''1.) &amp;quot;Sleeping&amp;quot; Draugr seem to not &amp;quot;wake&amp;quot; during Sneak?'''&lt;br /&gt;
: Quite simple. My sneak is only level 35 on my new profile (Level 11 Female Redguard). When I entered my first Draugr tomb, [[Skyrim:Volunruud|Volunruud]], my Sneak was literally only level 29 with absolutely no Perks in it whatsoever. I was sneaking in hopes to getting a x2 bonus with my bow when I suddenly became &amp;quot;Detected&amp;quot; at the very beginning of the place. I had forgotten on my other profile that there was a Skeleton in the chair right off the start to the left. I noticed that no matter how close I got to him (As long as I didn't &amp;quot;touch&amp;quot; him), he'd stay in the chair. I was able to Sneak Attack him with a Steel Mace (Fine) (13 damage at the time) and got my Sneak up to level 30. From here, I began to wonder if this works for the Draugr too. As I snuck through the halls, I'd happen across the Draugr that sleep in the cutouts in the walls. Again, to my ultimate surprise even though I was &amp;quot;Detected&amp;quot;, none would get up to attack. Soon after I'd stop moving, I'd return to being &amp;quot;Hidden&amp;quot;. So I was able to get my Sneak up to around level 35 by doing this. I was able to literally Sneak up to &amp;quot;sleeping&amp;quot; Draugr and kill them one at a time, including either of the &amp;quot;bosses&amp;quot; (The one in the room with the Ceremonial Axe and the last chamber where Kvenel sits). I had no Perks in Sneak until the last chamber, Volunruud Elder's Cairn, where I picked up two in Stealth and the one in Backstab. My outfit, if needed for replication is as follows:&lt;br /&gt;
*'''Novice Hood''' (Increases your Magicka by 30 points.).&lt;br /&gt;
*'''Necklace of Stamina''' (Increases your Stamina by 30 points.).&lt;br /&gt;
*'''Studded Armor of Minor Health''' (Increases your Health by 20 points.).&lt;br /&gt;
*'''Steel Imperial Gauntlets (Fine)''' (None.).&lt;br /&gt;
*'''Ring of Minor Archery''' (Bows do 15% more damage.).&lt;br /&gt;
*'''Iron Boots (Fine)''' (None.).&lt;br /&gt;
:What I'm looking for confirmation on is if the Draugr that sleep in the outcoves in the walls will respond to Sneaking. I'm wondering if the game is registering them as &amp;quot;Asleep&amp;quot; and therefore they won't &amp;quot;Wake up&amp;quot;. I know, a long shot, but hey it worked for me.&lt;br /&gt;
::OP again. I've been able to confirm the same results on my first profile; my Level 81 Male Nord who wears a full suit of Dragonscale Armor with 100 Light Armor and all Perks in it. Boots have a &amp;quot;Sneak&amp;quot; Enchantment on it for 45%.&lt;br /&gt;
:::Well yeah, draugr are more something like asleep than dead. Restless Draugr even be heard snoring. --[[User:Sigulf|Sigulf]] 00:45, 22 January 2012 (UTC)&lt;br /&gt;
:NPCs act the same way when they are sleeping.  You will be alerted that you are doing something that will wake them up by your indicator going from hidden to detected, but they don't &amp;quot;wake up&amp;quot; right away, and you'll return back to hidden status if you don't continue to alert them.  Too much noise (or whatever), and they will wake up.  I would say it's definitely not a bug. [[User:Vardis|Vardis]] 01:18, 22 January 2012 (UTC)&lt;br /&gt;
::True, most definitely not a bug. Most draugr are pretty fast asleep though, many will never awake no matter how much noise you make, unless they're attacked. --[[User:Sigulf|Sigulf]] 18:44, 23 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''2.) Draugr able to be infinitely resurrected?!'''&lt;br /&gt;
: Again, a simple but strange bug I may have found. As I raided [[Skyrim:Volunruud|Volunruud]] I happened across a [[Skyrim:Staff of Zombies|Staff of Zombies]]. I figured I'd try to &amp;quot;Wake the dead&amp;quot; with it and rekill them using Sneak, to get more points in it. I used it on a typical nothing-special Draugr. To my surprise, he didn't collapse into a pile of ash. Surely this was nothing special, perhaps a glitch where the game didn't load the animation, right? Nope. I've now ran out the staff. Draugr, for me right now in Volunruud, won't turn into ash piles, giving me a lot more Sneak experience. Can anyone else verify this one? My specific weapon's Enchantment is &amp;quot;''Reanimate a weak dead body to fight for you for 60 seconds.''&amp;quot;. I'll see if I have a Staff of Zombies on my first account (The Level 81 Male Nord listed above) to try and recreate the same instance. {{uns|50.103.46.55}}&lt;br /&gt;
&lt;br /&gt;
::I sneak through tombs as well for the bonus, the eye does open on occaision but generally (or at least it seems to me), if you go past a certain area they get up no matter whether you are walking or sneaking. They are put like that to trap you or something. To your second note, it is mentioned in the notes of the [[Skyrim:Reanimate|Reanimate]] page that staves will not cause bodies to disintergrate.&lt;br /&gt;
&lt;br /&gt;
== Phylactery? ==&lt;br /&gt;
&lt;br /&gt;
I removed the following from the page:&lt;br /&gt;
:Dragon Priests were great wizards from all races that happened to become liches, undead and immortal necromacers that imprisioned their souls in inanimate objects, the Phylacteries. They can only be killed if the Phylacteries are destroyed.&lt;br /&gt;
:Although many of the Dragon Priests had their Phylactery destroyed by heroes, that, being exhausted by the destruction of the souls, have been killed by other priests, but some like Hevnoraak the Brutal have their Phylacteries untouched.&lt;br /&gt;
Where in the game is a phylactery mentioned? In the quest [[Skyrim:Evil in Waiting|Evil in Waiting]] (Hevnoraak) it's three vessels, and it's not clear that they contain the soul of him. --[[User:Alfwyn|Alfwyn]] 20:54, 6 January 2012 (UTC)&lt;br /&gt;
::you're right, phylacteries are not mentioned. Hevnoraak is the only dragon priest that's known to have kept some of his blood to make himself more powerful after death than if he hadn't. Saving your blood is not required though for Dragon Priests, according to [[Lore:Amongst the Draugr|Amongst the Draugr]] it's the other Draugr that keep normal Dragon Priests powerful even after death. That said there's more nonsense in the text you deleted. Dragon Priests were only Nords AFAIK, Dragon Priests are not necessarily necromancers (it's their minions that make the Draugr undead), they're not immortal (just undead), they have no phylacteries, and even in the case of Hevnoraak, destroying his &amp;quot;phylacteries&amp;quot; is not required for killing him (according to in-game lore), the dragon priests were not killed by other priests, and where the hell does Hevnoraak's nickname &amp;quot;the Brutal&amp;quot; come from? --[[User:Sigulf|Sigulf]] 18:59, 25 January 2012 (UTC)&lt;br /&gt;
:::&amp;quot;Hevno means brutal in Draconic.&amp;quot; That's on Hevnoraak's page on the wiki, with no attribution, but the word itself is found in the second line of the inscription on the dragon wall near [[Skyrim:Forelhost|Forelhost]] for the [[Skyrim:Storm Call|Storm Call]] shout and is translated thus there. --[[Special:Contributions/174.6.51.17|174.6.51.17]] 20:07, 6 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== dragon mask quest? ==&lt;br /&gt;
&lt;br /&gt;
it says there is a relevant quest to get the dragon masks, can someone point me to where i can start this quest? i've already gotten 3 of the masks from randomly bumping into dragon priests and i haven't heard anything about a quest yet. [[Special:Contributions/92.24.51.252|92.24.51.252]] 10:51, 8 January 2012 (UTC)&lt;br /&gt;
:It's not exactly a quest. When in labyrintian you may find a [[Skyrim:Wooden Mask|Wooden Mask]]. Putting it on will transport you to a new area with a wall for each of the dragon masks. Placing all of the masks in their place will make a new mask appear.[[User:RIM|RIM]] 11:14, 8 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stats? ==&lt;br /&gt;
&lt;br /&gt;
I've been wondering if it's possible to get the stats for Draugr in particular but I guess all of the enemies would be nice. Like what was done with the lists in the Oblivion and Morrowind articles. Since I can never be sure just how much life/damage what I'm up against has/does. I've played enough to have a general sense of how much stronger say a Draugr Wight is compared to a simple Draugr but a stats table could be a great addition. I'd do it but I'm on XBox so I don't have access to the console. PC people it's up to you we're counting on your combined Nerd know how to provide us with even more information :D [[User:Lord Eydvar|Lord Eydvar]] 07:48, 15 February 2012 (UTC)&lt;br /&gt;
:With the release of the CK all of that kind of stuff will be added, eventually...[[User:RIM|RIM]] 11:08, 15 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Corrupted Shades affected by poison ==&lt;br /&gt;
&lt;br /&gt;
Unlike other undead creatures, Corrupted Shades ARE affected by poison. Had a leftover charge of Lingering Damage Health on my bow after killing Malkoran the first time, and shot a Shade and watched its health drop fast. [[Special:Contributions/24.156.216.144|24.156.216.144]] 03:31, 23 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Wolfskull_Cave&amp;diff=893545</id>
		<title>Skyrim talk:Wolfskull Cave</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Wolfskull_Cave&amp;diff=893545"/>
		<updated>2012-02-23T02:52:24Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* You can cause the Draugr to go hostile on the Necromancers at the Summoning Circle */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bug ==&lt;br /&gt;
There appears to be a bug preventing the game from flagging the dungeon as cleared. This after finishing the quest taking place in the cave. Anyone else getting this?&lt;br /&gt;
[[User:Nim|Nim]] 17:14, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yeah I'm pretty sure I cleared it, but it didn't say. Not that it matters though, when I went back to see if I missed something, everyone respawned already. [[User:Broxigar|Broxigar]] 13:37, 16 December 2011 (UTC)&lt;br /&gt;
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== yes wolfskull cave ==&lt;br /&gt;
&lt;br /&gt;
no exit from that cave. after killed all insides {{uns|84.48.82.90|21:46, 1 December 2011}}&lt;br /&gt;
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:YES SIR! Tried about an hour to find a way out with no success! {{uns|78.69.209.32|14:33, 3 December 2011}}&lt;br /&gt;
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::There is the lever on last tower. Use it. {{uns|79.140.26.196|13:28, 16 December 2011}}&lt;br /&gt;
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== Location of extra treasure chest. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is an extra treasure chest that can be reached by jumping down from the terrace before the stairs up to the channeling.&amp;quot;&lt;br /&gt;
Trying to find this - is this within the ruins or the cave itself?&lt;br /&gt;
And what's meant by &amp;quot;channeling?&amp;quot;{{uns|213.131.191.50|23:18, 21 January 2012}}&lt;br /&gt;
&lt;br /&gt;
:- I think this is the chest you can see from the top of the &amp;quot;summoning&amp;quot; tower, if you look back towards the entrance. {{uns|15.203.169.106|12:12, 7 February 2012}}&lt;br /&gt;
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== You can cause the Draugr to go hostile on the Necromancers at the Summoning Circle ==&lt;br /&gt;
&lt;br /&gt;
The entrance of Wolfskull Ruins is in LOS of the summoning ritual. I spammed fireballs up to the ritual area from the entryway to the zone. Eventually, I hit *something* that caused all of the Draugr in the ruins to go crazy and attack the Necromancers. The fireballs had the range, even if targeting was extremely hard. Never got detected, however, due to the distance, and no Draugr bothered me, likely due to me not being accessible to them. [[Special:Contributions/24.156.216.144|24.156.216.144]] 02:52, 23 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Jawanan&amp;diff=893498</id>
		<title>Skyrim talk:Jawanan</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Jawanan&amp;diff=893498"/>
		<updated>2012-02-23T01:36:45Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: Created page with '==Voice inconsistency==  He's a Redguard, but his voice is that of a Nord. ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Voice inconsistency==&lt;br /&gt;
&lt;br /&gt;
He's a Redguard, but his voice is that of a Nord. [[Special:Contributions/24.156.216.144|24.156.216.144]] 01:36, 23 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:24.156.216.144&amp;diff=893385</id>
		<title>User talk:24.156.216.144</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:24.156.216.144&amp;diff=893385"/>
		<updated>2012-02-22T21:19:59Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Welcome! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome!==&lt;br /&gt;
&lt;br /&gt;
I have noticed you have been making edits on UESPwiki, why don't you [[Special: CreateAccount|sign up?]]&lt;br /&gt;
&lt;br /&gt;
:I have one, I just don't log in through the Steam Overlay browser. [[Special:Contributions/24.156.216.144|24.156.216.144]] 21:19, 22 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Dragon&amp;diff=893384</id>
		<title>Skyrim talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Dragon&amp;diff=893384"/>
		<updated>2012-02-22T21:19:05Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Soulless Dragon bug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Jun 2011 – Dec 2011&lt;br /&gt;
}}&lt;br /&gt;
== &amp;quot;Debate&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
What's the source on the dragons' ability to &amp;quot;debate&amp;quot;? I haven't read that anywhere and there's no citation. My name is Mike. {{uns|24.22.83.93|19:49, 7 June 2011}}&lt;br /&gt;
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: Uh... there are ''two'' references provided. That's what those little numbers signify. [[User:Legoless|Legoless]] 19:09, 7 June 2011 (UTC)&lt;br /&gt;
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::Sigh. Yes, thank you. You'll note that the word &amp;quot;debate&amp;quot; does not appear on the pages referenced. Why not try clicking on them and searching those documents for the word &amp;quot;debate&amp;quot;? {{uns|24.22.83.93|23:51, 7 June 2011}}&lt;br /&gt;
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:::&amp;quot;“Combat is debate to dragons,” Howard deadpans. Skyrim also doesn’t have a finite number of dragons, and some can appear as random encounters in the Radiant Story System, so keep a watch on the skies as you explore Skyrim.&amp;quot; straight from source one.  &amp;quot;6. For a dragon, combat is debate. When it’s breathing fire at you, it’s talking at you in power-words, or Shouts. Your part in the discussion is to Shout back…&amp;quot; and thats from source 2 ([[User:Eddie the head|Eddie the head]] 22:59, 7 June 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
:::: Thanks Eddie. As you can see, the word debate is quoted directly from Todd Howard. You must have missed it. [[User:Legoless|Legoless]] 23:02, 7 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: One of the load screens calls a fight between dragons a &amp;quot;Deadly debate&amp;quot; [[Special:Contributions/174.114.210.201|174.114.210.201]] 16:23, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Parthurnaax states that dragons will 'debate' until one recognizes the power of the others Thu'um, as witnessed with Odahviing at the end of the main quest chain where he &amp;quot;Accepts the power of the Dragonborns Thu'um&amp;quot; and gives the PC free reign to summon him. Its also seen when the leader of the greybeards asks to feel the force of your Thu'um or even when the Greybeards themselves ask to feel the dragonborns Thu'um.[[User:Chronic|Chronic]] 03:16, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can You Summon Dragons? ==&lt;br /&gt;
&lt;br /&gt;
I was watching an interview with todd howard and he mentioned using dragon shouts to summom friendly dragons.can anyone please confirm this or add more info?Thanks! {{uns|Dragon Born|15:08, 9 June 2011}}&lt;br /&gt;
&lt;br /&gt;
: I've never heard of that. Do you have a link? If cited, we should definitely add it to the article. --[[User:Legoless|Legoless]] 14:24, 9 June 2011 (UTC)&lt;br /&gt;
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::yes i saw that too im not too sure but he did say it ([[User:Eddie the head|Eddie the head]] 23:46, 9 June 2011 (UTC))&lt;br /&gt;
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::: Sorry to say I lost the link but if anyone has one or I find it again I will definatly post it!```` {{uns|Dragon Born|00:14, 11 June 2011}}&lt;br /&gt;
&lt;br /&gt;
yes you can summon dragons, although it is later on in the game, (Game Director, NOV 07)&lt;br /&gt;
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:well i known ive seen it mentioned somewhere you can summmon them with a shout and its even mentioned on Wikipedia's [http://en.wikipedia.org/wiki/Skyrim page] on skyrim that you can summon them. ([[User:Eddie the head|Eddie the head]] 06:59, 11 June 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
I heard that you can call a friendly dragon to your aid as one of your dragon shouts.&lt;br /&gt;
&lt;br /&gt;
: From a game informer article &amp;quot;And while they’re cagey about the details, Bethesda says that one shout will let a player summon an actual dragon, calling him by name to fight.&amp;quot; heres the link http://www.gameinformer.com/b/features/archive/2011/01/20/skyrim-s-dragon-shouts.aspx?PostPageIndex=3 so you can summon dragons ([[User:Eddie the head|Eddie the head]] 08:32, 11 July 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
Yes you can summon a dragon with a shout but it is only one dragon Odahviing and all the words of power(od-ah-viing) are learned from the quest THE FALLEN in the main quest line. But he will not assist you in combat until you have killed alduin.This link has all the shouts and where you get them http://www.uesp.net/wiki/Skyrim:Shout some need you to have started a certain quest to get in the dungeon or area.((USER:firepower746))21:33, 08 January 2012))&lt;br /&gt;
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== Character related to Septims ==&lt;br /&gt;
Wasn't Martin from Oblivion a &amp;quot;Dragonborn&amp;quot; and if so wouldn't that mean that the character from skyrim is related to Martin and Emperor Uriel? [[User:RIM|RIM]] 16:33, 10 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Not necessarily, you see they could be. Very distantly, but at one point there were many 'Dragon born' bloodlines. This means that, possibly, but not necessarily at some point they were from the same 'gene pool'. Although the ultimate answer to this is they are from the same 'gene pool' because of the simple fact that they are dragon borns. Although on the flip side, '''was''' Martin? I can't think on anything stating that he was or wasn't. So I shall presume he wasn't because something like that, especially in light of [Skyrim:Skyrim|]], that it would have been noted and referanced. --&amp;lt;u&amp;gt; Thanks&amp;lt;/u&amp;gt; --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:KizC|&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;K&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;i&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;z&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;C&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:KizC|Talk]] ·•· [[Special:Contributions/KizC|Contribs]] ·•· [[Special:EmailUser/KizC|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 16:39, 10 September 2011 (UTC)&lt;br /&gt;
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::Ok. I was just kind of thinking how a Khajiit or Argonian was a Dragonborn. In Oblivion, when you take Martin to Cloud Ruler Temple the blades say &amp;quot;hail Martin Septim, hail Dragonborn! Hail!&amp;quot; Too bad martin never learned how to use dragonshouts... [[User:RIM|RIM]] 16:51, 10 September 2011 (UTC)&lt;br /&gt;
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:::He could be then, which would indeed make them related, albeit extremely distantly. If it works the way I think it does. --&amp;lt;u&amp;gt; Thanks&amp;lt;/u&amp;gt; --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:KizC|&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;K&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;i&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;z&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;C&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:KizC|Talk]] ·•· [[Special:Contributions/KizC|Contribs]] ·•· [[Special:EmailUser/KizC|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 16:57, 10 September 2011 (UTC)&lt;br /&gt;
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:::: {{ec}} In that instance, &amp;quot;Dragonborn&amp;quot; means &amp;quot;of Septim blood&amp;quot;, nothing necessarily to do with actually being a dragonborn. --[[User:Legoless|Legoless]] 16:58, 10 September 2011 (UTC)&lt;br /&gt;
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:::::Ahhh, in that instance, i'm just plainly confused ahh well. Maybe someone can extract some sense. Thanks, so the Septims are descendants rather than 'true' Dragonborns? --&amp;lt;u&amp;gt; Thanks&amp;lt;/u&amp;gt; --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:KizC|&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;K&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;i&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;z&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;C&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:KizC|Talk]] ·•· [[Special:Contributions/KizC|Contribs]] ·•· [[Special:EmailUser/KizC|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 17:13, 10 September 2011 (UTC)&lt;br /&gt;
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::::::I think that I read somewhere (I.E. somewhere in game or on a page here, I'm not 100% sure) that all all of the races were descended from elves, which could point towards a direct link (albeit a wide link) to any of the Septims (I.E. Great Grand Uncle Thirteen times removed)... however the setting for Skyrim follows the events of Oblivion by numerous (hundreds... not sure on exact number) years, so I doubt there's any chance we'll truly find out unless the game leads us there with a strange notification, or obscure quest.  Another thing to consider though, is that the hero is called Dahovakin, which TRANSLATES to dragonborn, but could imply that it's not the same (explain how &amp;quot;So&amp;quot; and &amp;quot;Sew&amp;quot; are different words to a non-English speaker. (Also, after that paragraph, shouldn't a discussion like this be on the Dahovakin/Dragonborn page, not neccicarily on the Dragon page?) --ArcHorizon (19:44, 22 November, 2011)&lt;br /&gt;
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{{od}}the in game book &amp;quot;the book of dragonborn&amp;quot; mentions that the septims ARE actually dragonborn.[[Special:Contributions/71.205.83.14|71.205.83.14]] 00:47, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Being Dragonborn is a gift from Akatosh. It is not necessarily carried in the blood. It is stated so in the game.&lt;br /&gt;
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:::: Did anyone else notice that Talos is a nord and Martin is an imperial? Diluted blood aside, in reference to Martin being a 'dragonborn' for him it is just being of Septim blood, seeing as when asked, Delphine will say there hasn't been a dragonborn in well forever, long before Martin was born (If I matched up the timeline between Oblivion and Skyrim correctly). What really makes Delphine believe in the dragonborn is she witnesses him/her absorb a dragon soul which Martin hadn't had the chance to as the only dragon that appears in Oblivion (Without mods) is Akatosh.[[User:Chronic|Chronic]] 03:31, 22 January 2012 (UTC)&lt;br /&gt;
:::::If I remember correctly, ''all'' members of the Septim bloodline were inherently dragonborn: they just didn't have the opportunity to show it, since the dragons were all long-dead before Tiber Septim (Talos) even became Emperor of Tamriel. This leads me to believe that being dragon born is both an inherited and a random trait, since there have been dragonborn unrelated to the Septims, while not being a part of dragonborn bloodlines. Whether or not the player in Skyrim is a dragonborn by bloodline or by a gift of Akatosh is debatable, but the former is much more doubtable. --[[User:Lee 95|Lee 95]] 05:28, 26 January 2012 (UTC)&lt;br /&gt;
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== Akaviri? ==&lt;br /&gt;
&lt;br /&gt;
Has there been any confirmation on whether or not Skyrim's dragons are Akaviri in origin? If so, Tosh Raka would be implied to be Alduin/Akatosh, and the rest of the dragons would be implied to be Ka Po Tun who have successfully turned into dragons and are invading Tamriel, as described in ''Mysterious Akavir''. I believe I remember hearing a few times that Skyrim's dragons were Akaviri, but does anyone have a source on this? {{uns|71.63.163.149|19:42, 20 October 2011}}&lt;br /&gt;
:The central theme of Skyrim's Main Quest is uncovering the mysteries behind the dragons.  Given that Bethesda has effectively embargoed all Main Quest information, I'd say there is zero chance of getting any non-speculative answers to your questions until after the game is released.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:49, 21 October 2011 (UTC)&lt;br /&gt;
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::Since no one else has addressed this I felt I might as well. The dragons are not directly related to the Akaviri, as in there is no direct relationship reference during the main quest or subsequent information that can be found. and unfortunately (Despite how cool the lore makes them sound) No Ka'Po'Tun other than Tosh Raka has been able to transform into a dragon (According to lore).[[User:Chronic|Chronic]] 09:00, 22 January 2012 (UTC)&lt;br /&gt;
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== Stopping Alduin from resurrecting another dragon ==&lt;br /&gt;
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There are 4 states to a Dragon Mound Resurrection.&lt;br /&gt;
1.)Dormant-Each Dragon Mound opens in response to a Main Quest Objective&lt;br /&gt;
2.)Deserted-A gaping hole in the ground indicates that Alduin has already resurrected this dragon and it has flown away.&lt;br /&gt;
3.)Awakened-The Dragon remains at the Dragon Mound, gathering it's strength and waiting for a chance to strike.&lt;br /&gt;
4.)If you are lucky, you catch Alduin resurrecting a dragon at this state. If you try to attack him, (he can't be harmed) he will fly up, roar as if mocking you and leave, but the dragon will still be resurrected, if you leave and come back it will probably be a state 3 mound (awakened)&lt;br /&gt;
&lt;br /&gt;
I was playing tonight and came across Alduin attempting to resurrect another dragon from a burial site much like the one in the mission at the beginning of the game. So I just watched for a few minutes, waiting for the other dragon to come up so I could kill it and it was taking I while so I shot Alduin with my bow and he just flew away, leaving the burial site with a pillar of something going up to the sky, but no resurrected dragon. Whenever I step on the burial site, something talks to me but I can't understand what it's saying. This happen to anybody else?&lt;br /&gt;
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Yeah, just happened to me as well. That swirling magic pillar is still there, but Alduin (I guess, didn't see a name) took off. &lt;br /&gt;
I'll try leaving and coming back to see if the pillar's still there.&lt;br /&gt;
[[User:Speltz|Speltz]] 07:39, 24 November 2011 (UTC)&lt;br /&gt;
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Alright, walked aways away until the pillar was out of sight, and then Vuljotnaak attacked, so killed him and went back to the mound. No pillar, so I guess the summoning still happened.&lt;br /&gt;
[[User:Speltz|Speltz]] 07:49, 24 November 2011 (UTC)&lt;br /&gt;
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Happened to me just now... Will Alduin return to finish the resurrection, or should I have let him finish it in the first place to get the soul?&lt;br /&gt;
P.S. I think the name of the dragon we stopped from being resurrected was Vuljotnaak. I read about it on a wikia and the description fit the profile. Did the rest of you guys have the encounter after starting Diplomatic Immunity and before Alduin's Wall?&lt;br /&gt;
:I just ran into this encounter. Southwest of Sleeping Tree Camp. Interrupted Alduin trying to raise a dragon, left and shortly after encountered Vuljotnaak. I had just started Diplomatic Immunity.[[Special:Contributions/107.10.210.65|107.10.210.65]] 04:59, 8 January 2012 (UTC)&lt;br /&gt;
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== Is dragon fire &amp;quot;magic&amp;quot;? ==&lt;br /&gt;
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Is dragon fire/frost considered magic for the purposes of [[Skyrim:Resist Magic|Resist Magic]] spells/potions/enchantments, or is its nature as a shout reflected in game mechanics? For that matter, is Resist Magic technically a resistance to magic or a resistance to elemental damage? --[[Special:Contributions/76.166.187.131|76.166.187.131]] 12:10, 2 December 2011 (UTC)&lt;br /&gt;
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I'm not sure about general Magic Resistance,  but Resist Fire and Resist Frost *do* affect the Dragon's breath attacks.  I always wear the appropriate protection when fighting a dragon, since I'm a mage who can't take much damage.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:31, 2 December 2011 (UTC)&lt;br /&gt;
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Yes, it is. Whereas our &amp;quot;Shouts&amp;quot; are not technically &amp;quot;Magic&amp;quot; (They do not take up Magicka), I've found that using Lightning spells on a Dragon will eventually prevent it from using the Shout anymore, for a time. I've crippled dozens of dragons by using this technique. It shows through by the Dragon breathing in and speaking (&amp;quot;Dragon: Fos...&amp;quot;) but it does not breath any attack. In fact, the game tries several times before making the Dragon flee. 4:49 AM, 14 Dec, 2011 (UTC)&lt;br /&gt;
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:Dragon shouts are definitely magic. I've completely negated regular dragon / blood dragon fire and frost breath with steadfast ward on more than one occasion. By the way, that's probably the best spell EVER when it comes to fighting dragons. Especially the ones that like to fly over your head, shoot off quick shouts, and then fly away.  Seriously. I'm pretty sure player shouts are magical in nature too, but not all of them (for example, the ones that deal direct elemental damage seem to do reduced damage to some creatures and hostile NPCs). I swear to you that an adept mage actually blocked a level one unrelenting force shout with a ward spell &amp;gt;.&amp;lt; it was kind of annoying, really. --[[User:Zmedaris|Zmedaris]] 18:10, 31 December 2011 (UTC)&lt;br /&gt;
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:: Dragon breath is also affected by the Block perk, I'm not entirely sure why as often the entire character is engulfed, but I definitely noted a reduction in damage while block a breath attack versus just standing in it.[[User:Chronic|Chronic]] 03:36, 22 January 2012 (UTC)&lt;br /&gt;
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== Respawn rate? ==&lt;br /&gt;
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Seems to be an important piece of information we're missing, not just for dragons but for all dungeons/containers, etc. I tried to test how long it would take for the dragon to respawn at Eldersblood Peak after I defeated it I quick-traveled to Morthal and waited, first 1 day, then back to the Peak to see if there was a dragon. I waited up to 10 days and still no dragon, however the corpse of a cow and the frost trolls were still there, although they had been there since the first time I visited the Peak. I actually thought the cow was a permanent non-respawning corpse just put there for aesthetics (which it still might be, I haven't checked, but most likely not since the trolls are still there). So this makes me wonder how long does it actually take for the dragon to respawn and for the corpses to reset? Perhaps my constant quick-traveling and reloading messed with the respawn times, but the fact that the cow and troll corpses are still there is strange seeing as how they died the first time I came to the Peak, after which I continued playing the game legitimately and only when I came back a 2nd time to test the respawn rate was the dragon there but also the corpses. Also I didn't keep track of how long it was between my first and 2nd visit, but I can assume it was far more than 10 days. [[User:Ghost Host|Ghost Host]] 18:40, 11 December 2011 (UTC)&lt;br /&gt;
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:I've found that some dragon shrines have their dragons respawn rather quickly where as others (including the one your talking about with the cow and frost troll corpses) haven't had the dragon respawn at all since killing them. Possibly a bug with a certain shrines or some shrines have an usually high respawn timer. I haven't really gone out of my way to narrow down the exact times but I know that shrines that I visited rather early in by 200 hours of play time still have never had their dragons respawn where as others I've visited more than twice and killed dragons there each time. I'm only really noticing now that I've been going out of my way to get the last few dragon souls I need to have all words for all shouts. Just 1 more required, I wish I wouldn't keep getting dragons that don't burn up and release their souls though :( --[[User:Lyco499|&amp;lt;font color=&amp;quot;Green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;'''Lyco499'''&amp;lt;/font&amp;gt;]] ([[User talk:Lyco499|&amp;lt;font color=&amp;quot;Blue&amp;quot; size=&amp;quot;1&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]) 21:28, 12 December 2011 (UTC)&lt;br /&gt;
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::It might not even be a bug, but meant to be that way. Just imagine if you could easily run around to all of the dragon lairs, kill them all, and then restart back at the first one you started at. If every dragon respawned, let alone quickly respawned, it would be way too easy to rack up enough souls to unlock every shout in the game early on.&lt;br /&gt;
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If you are talking about Eldersblood Peak, I have once fast traveled there to kill a bounty dragon, fast travel back to Morthal to turn in the quest, and then fast travel back to collect some loots, only to fight another dragon. The previous dragon's skeleton was still there. [[Special:Contributions/67.233.64.177|67.233.64.177]] 01:55, 28 January 2012 (UTC)&lt;br /&gt;
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== Preventing a Dragon's Attack / Battle Strategy ==&lt;br /&gt;
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For any newer players I thought I'd relay this helpful information. When a Dragon is about to breath the attack and is still in midair (Hovering, not fly-by), you can prevent the attack by using Unrelenting Force against it, but it must be timed right. Using it prior to the actual attack (Even on Level 3) merely makes the Dragon wobble, letting it attack once more when it recovers. You must use the Unrelenting Force when it is breathing in, so that your attack strikes as soon as its attack starts. Otherwise you will be enduring the two seconds of intense Fire / Frost damage. In addition, when the Dragon is on the ground and beginning to strike with either biting or more Shouts, you can prevent it by raising up a shield / weapon and bashing it. You don't need any special perks in your Blocking skill to do so. Merely bash and it staggers the Dragon back and down a step, allowing more attacks on your part to be finished. Really handy for those Mages who don't have to much health or armor.&lt;br /&gt;
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Additionally, I'd like to add that enchanting armor / clothing with &amp;quot;Resist Fire / Frost / Magic&amp;quot; does in fact negate damage done to the player. For all intensive purposes, their &amp;quot;Shout&amp;quot; is really more of a &amp;quot;Spell&amp;quot;, made apparent by the fact &amp;quot;Resist ---&amp;quot; has effect and by the fact that you can drain the Dragon's &amp;quot;Shout&amp;quot; via Lightning (Which damages Magicka as well).&lt;br /&gt;
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By utilizing both of these ideas together, you can actually render most Dragon attacks completely useless. To demonstrate, I personally have a character with Level 100 Heavy Armor and Level 100 Enchanting. By making an entire suit of armor (Including Shield, Amulet, and Ring) that has &amp;quot;Resist Fire / Frost / Magic&amp;quot; and having my Perks maxed out on the Heavy Armor, I can survive an Ancient Dragon's attacks on Master Difficulty without taking more than 15 - 20 damage per Bite / Slam (Depending on which side I'm on) and literally zero damage per Shout. Just watch out for Instant Kills, where the Dragon bites, shakes, and throws you. Nothing stops that, at least on Master. 5:01 AM 14 December, 2011 (CST)&lt;br /&gt;
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Err, provided the dragon you're fighting isn't too powerful for your spell, a ward spell tends to work very well at blocking dragon shouts. Not just from dragons, but from Draugr as well. To give an example, at level 49, I could block &amp;quot;normal&amp;quot; (the continuous fire/frost) dragon breath shouts from Ancient Dragons using Spellbreaker, which gives a 50 point ward. --[[User:Lee 95|Lee 95]] 05:19, 26 January 2012 (UTC)&lt;br /&gt;
:&amp;quot;intents and purposes&amp;quot;, not &amp;quot;intensive purposes&amp;quot; --[[User:Timrem|timrem]] 15:35, 4 February 2012 (UTC)&lt;br /&gt;
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== Flame Dragon ==&lt;br /&gt;
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Is there really a Flame Dragon? Because no one I've spoken to has ever seen one. And together we should have a few hundered hours of game time. --[[User:Killfetzer|Killfetzer]] 13:26, 14 December 2011 (UTC)&lt;br /&gt;
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:normal dragons should be the flame ones, they dont have it in their name ([[user:Eddie the head|Eddie The Head]] 13:32, 14 December 2011 (UTC))&lt;br /&gt;
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I mean the Flame Dragon listed on this page as counterpart to the Frost Dragon. If this is really a normal dragon this line should be deleted. --[[User:Killfetzer|Killfetzer]] 13:36, 14 December 2011 (UTC)&lt;br /&gt;
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:Dragons by default in mythology are known to breath fire, and therefore having a &amp;quot;Flame Dragon&amp;quot; is technically redundant. To differentiate between the standard (Normal) and the newer idea of a &amp;quot;Frost Dragon&amp;quot;, the name was given to the latter without recognizing the prior. In other words, yes the &amp;quot;Flame&amp;quot; Dragon is the Normal Dragon, with emphasis on the &amp;quot;Frost&amp;quot; variant. This should stay open, for anyone else who may wonder the same issue. 4:17 PM, 14 December, 2011 (CST).&lt;br /&gt;
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::I've seen 2 Flame Dragons on my 360. However they were on different files and were after having seen dozens of Frost Dragons. I'm wondering if theres an issue with their spawn coding (sorta like a reverse of the Cliff-Racer issue from Morrowind) where they don't spawn as often as they're supposed to. But they DO exist just are about a common as finding a Mudcrab holding a flawless Diamond. [[User:Lord Eydvar|Lord Eydvar]] 05:16, 17 December 2011 (UTC)&lt;br /&gt;
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::: Flame Dragons are in-game and they are reddish. I had friends confusing them to be Ancient Dragons though. I know this because they keep saying they Killed an Ancient Dragon ate level 34-42, and if you know anything about the Elder Scrolls Spawn System then you'll known that's impossible because Ancients are level 50. I've mod a few ES games and from my guesses, the lowest level possible to find an Ancient would be level 48.. So.. I say Flame Dragons are in-game but people just keeps getting them mix up with Ancients so much.&lt;br /&gt;
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Strange. I'm at around 100 dragons so far and level 51 and still havn't encountered a single Flame Dragon. I have all word walls so I can pretty much rule out only static spawn points. Maybe Flame Dragons have some issue with their attack rating and are often the dragons that won't attack. Btw. you can encounter Ancient Dragons at least with level 45/46. This was the level when I encounterd my first (and its name was really Ancient Dragon, not Flame Dragon). --&lt;br /&gt;
[[User:Killfetzer|Killfetzer]] 10:21, 2 January 2012 (UTC)&lt;br /&gt;
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Level 42, encounted my first ancient dragon. So it's possible. &lt;br /&gt;
- 1/7/11&lt;br /&gt;
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: The Flame Dragons are the ones we see in the loading screen, I guess? Red with pale blue wings? I'm pretty sure I've never seen one in game (and I've probably slain 150 of them, at least) [[Special:Contributions/82.243.194.53|82.243.194.53]] 17:22, 5 January 2012 (UTC)&lt;br /&gt;
::Just wanted to correct the leveling comment Ancient Dragons begin being added to the pool for what dragons you'll see at about level 25-30. Just until later levels you will rarely see them and when you do watch out. I found one at level 31 and fought and killed it and double checked the remains and it indeed said Ancient Dragon. The Level listed is not the level you can see them at but the level equivalent they are. So an Ancient Dragon is a Level 50 creature. Not they won't show till level 50. [[User:Lord Eydvar|Lord Eydvar]] 05:42, 8 January 2012 (UTC)&lt;br /&gt;
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The official strategy guide says nothing about the level 30 Flame dragon that is listed here http://www.uesp.net/wiki/Skyrim:Dragon I have put in over 200 hours into this game and have never seen one...  I don't know where this assumption came from but I have seen no proof of a Flame Dragon.  Also there is no picture located in the table and the stats are just copied from the Frost Dragon row.  And the Red dragon in the loading screen with the pale blue wings is Odahviing (read the caption).&lt;br /&gt;
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:From what I can tell from the game data, it's just called a &amp;quot;Dragon&amp;quot; there, as has been mentioned previously, though there are numerous references to &amp;quot;fire&amp;quot; scattered throughout various parts of the dragon data. My suggestion at this point would be to wait for the Creation Kit to come out before we make any final decisions, but to leave the data there in the meantime, since numerous people have confirmed seeing them. &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; 23:51, 29 January 2012 (UTC)&lt;br /&gt;
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::Just for the record, for the anonymous contributor who keeps trying to erase the Flame Dragon, you're absolutely right, there's nothing in the game data called a &amp;quot;Flame Dragon&amp;quot;. One of the posters near the top of this section discussed that. Nevertheless, some people appear to have seen ''some'' kind of dragon that matches the description given for a Flame Dragon. It's quite possible that this will match up to some kind of dragon later on once we see what's what in the Construction Kit, so for now, I'm suggesting we leave it in using the name &amp;quot;Flame Dragon&amp;quot;, since it's far more concise than &amp;quot;Some dragon people have seen, but we haven't identified what it is yet&amp;quot;. When we figure out what's going on here, we can change the name, delete it, or whatever else is appropriate. Right now, though, the tools to investigate this problem as thoroughly as we should just aren't there. Hopefully, the CK will solve that problem in the next week or two. &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; 00:23, 31 January 2012 (UTC)&lt;br /&gt;
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:::Now that CK is out, I think we have the right answer for this. I check the data and there is no Dragon under the name Flame Dragon at all. The Flame Dragon section in the page should be removed.[[Special:Contributions/117.5.243.113|117.5.243.113]] 08:24, 14 February 2012 (UTC)&lt;br /&gt;
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::::Thanks, I've been trying to come back to this and just not finding the time. The one question I have now that the CK is out is: what ''were'' people seeing? We knew that &amp;quot;Flame Dragon&amp;quot; was a made up name for some kind of fire-breathing dragon that didn't seem to fit the existing descriptions, so it might be useful to look up the fire-breathing effect and track down which dragons it applies to. Several of the other dragons can also be removed, I think. &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; 10:05, 14 February 2012 (UTC)&lt;br /&gt;
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:::::Thanks to everyone who've been debating this, I'm the one who added the generic flame dragon entry to the table back well before CK was out. I still know I've seen something that seems to be a leveled counterpart to the Frost Dragon. Saw one just this afternoon, but I'm on an Xbox without internet most of the time so can't like film it or whatnot. I checked the corpse after fighting it and it just said Dragon but it was definitely NOT a &amp;quot;starter&amp;quot; dragon. Did way more damage and took as much damage as a frost dragon to kill. Which makes sense seeing as all the other types of dragons have a frost and fire version. So I'm hoping someone on PC can check and get back to us if there is another dragon just called Dragon that's the Fire parallel to the Frost Dragon. [[User:Lord Eydvar|Lord Eydvar]] 08:04, 15 February 2012 (UTC)&lt;br /&gt;
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::::::I'll look into it more tomorrow. Knowing that it's just called &amp;quot;Dragon&amp;quot; helps, since that rules out all other dragons. I cross-referenced the dragon skills for fire breathing dragons quickly earlier today and came back with something like 30 or 40 entries (which makes me wonder how big this page is going to get!), so narrowing it down is ''a good thing''. &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; 09:16, 15 February 2012 (UTC)&lt;br /&gt;
:::::::Yeah just said Dragon but wasn't quite the same coloration as the starter ones. I'm colorblind a bit so can't be positive but it did indeed look reddish. [[User:Lord Eydvar|Lord Eydvar]] 17:31, 15 February 2012 (UTC)&lt;br /&gt;
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=== Edit Break ===&lt;br /&gt;
{{od}} Let me preface this by saying that following dragons through the CK is akin to following a random strand of spaghetti in a plateful, so take anything I say below with a grain of salt. :-/ Just for my own sanity, this table is organized based on which model is used as a base for each of the other models, with the first one being the default dragon used as a model for virtually every dragon in the game. I've also included a little CK info for anybody else who wants to look into this. Okay, so off we go...looking at ''just'' those named &amp;quot;Dragon&amp;quot; who breathe fire, we have:&lt;br /&gt;
{| class=&amp;quot;wikitable compress vtop&amp;quot;&lt;br /&gt;
! EDID !! Appearance !! Stats !! Known Locations*&lt;br /&gt;
|-&lt;br /&gt;
| EncDragon01Fire&lt;br /&gt;
| Default (DragonFXOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Bleak Falls Barrow|Bleak Falls Barrow]], Wilderness between BFB and [[Skyrim:Fort Greymoor|Fort Greymoor]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:1em&amp;quot; | EncDragon01FireNoScript&lt;br /&gt;
| Default&lt;br /&gt;
| Default&lt;br /&gt;
| Two different levelled lists (MQ104LCharDragon, LCharDragonAny).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:1em&amp;quot; | MQ306DragonA&lt;br /&gt;
| Default&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:1em&amp;quot; | EncDragonSnow&lt;br /&gt;
| Grey/blue (DragonFrostSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | EncDragonSnowNoScript&lt;br /&gt;
| Grey/blue (DragonFrostSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | MQ306DragonB&lt;br /&gt;
| Grey/blue (DragonFrostSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:1em&amp;quot; | EncDragonTundra&lt;br /&gt;
| Red (DragonTundraSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | dunSkuldafnDragonDraugrTundra&lt;br /&gt;
| Red (DragonTundraSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| Wilderness ESE of [[Skyrim:Kagrenzel|Kagrenzel]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | MQ306DragonC&lt;br /&gt;
| Red (DragonTundraSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:1em&amp;quot; | MQ206Dragon&lt;br /&gt;
| Default&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | MQ206Dragon2&lt;br /&gt;
| Green (DragonGreenSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | MQ206Dragon3&lt;br /&gt;
| Red (DragonTundraSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | MQ206Dragon4&lt;br /&gt;
| Default&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:1em&amp;quot; | BleakFallsDragon&lt;br /&gt;
| Default&lt;br /&gt;
| Stronger in most ways but fewer hit points&lt;br /&gt;
| [[Skyrim:Bleak Falls Barrow|Bleak Falls Barrow]]&lt;br /&gt;
|-&lt;br /&gt;
| dunSkuldafnDragonDraugr&lt;br /&gt;
| colspan=3 align=center | Does not appear to be used in-game.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note that &amp;quot;Known Locations&amp;quot; may not match actual appearances in the game - this is just a quick check of the CK data. (Needs to be filled in more - probably missing a bunch.)&lt;br /&gt;
&lt;br /&gt;
I'll want to double-check this for accuracy later, but as far as I can tell, there's nothing named &amp;quot;Dragon&amp;quot; that is also red, ''and'' has higher than the default, level 10 stats. But you most certainly ''can'' have seen a reddish coloured dragon named simply &amp;quot;Dragon&amp;quot;. Perhaps when I go through this again, something else will turn up, but I need a break right now - this makes my head hurt! Now that I've got a basic chart, it should be easier to go through next time, though.&lt;br /&gt;
&lt;br /&gt;
If you remember where you saw it, that might also aid in my research. &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; 21:29, 15 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay, I filled in some locations. That's about the best I can do for now in terms of hypotheses. From everything I can tell, it's possible to have a dragon that looks like an Elder Dragon, but is named just &amp;quot;Dragon&amp;quot;, but I don't see any that are stronger than normal so far. If you have any further information, location being the biggie, please let me know. &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; 23:39, 16 February 2012 (UTC)&lt;br /&gt;
::Yeah sorry all I can say was it was somewhere out on the border between Whiterun Hold and The Reach, up in that ridgeline over looking the river. [[User:Lord Eydvar|Lord Eydvar]] 06:07, 18 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== After Defeating Alduin ==&lt;br /&gt;
&lt;br /&gt;
Hey can you encounter Dragons after you have finished the main story line??&lt;br /&gt;
Just like as any other moment of the main story line??&lt;br /&gt;
I ask this, because, well I haven't finished the main quest line and went to complete other quests, but now that I want to finish the game, I started to wonder if dragons would disappear after (Im guessing) I kill Alduin. And another question that comes with this idea is: Can you still play normally after you finish the main story line?&lt;br /&gt;
I ask this, because in the fallout games you couldn't so just came to my mind. Thank Y'all {{Unsigned|189.232.130.200|01:07, 15 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:Dragons can still be found after completing the main quest. --[[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; 01:07, 15 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::How about the amount? Does the amount of appearances decrease in any noticeable way? --[[User:Zmedaris|Zmedaris]] 18:00, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: For me, dragon encounters went up significantly. If you are having trouble finding them I would suggest fast traveling to an open area or a city that doesn't require a load screen (Morthal, Dawnstar) I always seem to get a dragon there every time.[[User:Chronic|Chronic]] 03:20, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Soulless Dragon bug ==&lt;br /&gt;
&lt;br /&gt;
The only time I've killed a dragon and failed to absorb its soul was when the dragon-slaying was for a bounty quest. Does anyone have a counter-example? --katkat42&lt;br /&gt;
&lt;br /&gt;
:I've failes twice to absorb a dragon soul. The first time the dragon just fell through the ground and I never got near engogh to trigger the sequence, so this doesn't count. The other time the dragon was killed without my assistance (it attacked a Forsworn camp and I saw its defeat from afar). From this corpse I've got a reproducable CTD when ever I got near engough to trigger the sequence. --[[User:Killfetzer|Killfetzer]] 21:12, 15 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The only time it happened to me was indeed a dragon slayed for a radiant AI quest. Seems like another bug in this system... --DD&lt;br /&gt;
&lt;br /&gt;
:I have encountered a lot of soulless Dragons. First I thought it was &amp;quot;fixed&amp;quot; Dragons at Shrines, i.e. Dragons I already killed previously, but this is not the matter, some of those rekills do give me their souls. Anyway since there are so many Dragons i do not bother too much. I am Lv 53 and all through the game i had at least 5 spare souls although I got all shouts but one. [[Special:Contributions/78.54.1.77|78.54.1.77]] 14:54, 23 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I also failed to absorb a dragon soul when I hit the Dragon with Soultrap. The Dragon resisted Soultrap and I did not get the soul afterwards. It was a common randomly-spawned Dragon, not a quest-based one. Moreover, the flesh didn´t dissipate, the whole corpse remained.&lt;br /&gt;
::Confirmed that Soul Trap can cause this bug. If the Soul Trap was resisted just before the dragon died, the dragon soul would not be absorbed. [[Special:Contributions/24.156.216.144|24.156.216.144]] 21:19, 22 February 2012 (UTC)&lt;br /&gt;
 &lt;br /&gt;
i have the same problem. all i can remember is when i killed my first dragon a guard came up and wanted to arrest me as i absorbed the soul. is there a way to fix this {{unsigned|69.253.168.163 |8 January 2012}}&lt;br /&gt;
: This isn't a bug. Dragons are immune to SoulTrap because their souls can only be absorbed by Dragonborn. They also seem not to produce a soul if their level is much less than the Dragonborn's. My guess is that this is to prevent players from harvesting low-level dragon souls and avoid fighting higher-level dragons. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 00:53, 8 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
From my experience, all randomly game-spawned dragons give souls; respawning dragons, however, like those in roosts like Mount Anthor or Bonestrewn Crest, only give souls the first time they're killed: every time they respawn and you kill them, they'll just die and ragdoll, keeping their skin. Nothing you can really do about it, but there are plenty of random dragon encounters to keep your soul count up. --[[User:Lee 95|Lee 95]] 05:15, 26 January 2012 (UTC)&lt;br /&gt;
:No, i think it's a bug. Every time I revisited Bonestrewn Crest and killed a dragon, it gave me its soul. The same applied for any other dragon lair.[[Special:Contributions/117.5.242.242|117.5.242.242]] 14:02, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon Encounters Post 1.3 ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else had significantly less random dragon encounters since the recent patch? I'm on 360, completely the quest that activates them and have seen ONE dragon randomly since. I've walked to Solitude from Windhelm via Markarth, fast traveled etc and have not had a single encounter in hours of play. [[User:Lord Eydvar|Lord Eydvar]] 19:54, 22 December 2011 (UTC)&lt;br /&gt;
:Ok so found a fix for this on my version (360) I started a new game and then quit to the menu and reloaded my main game. 3min later random dragon shows up for the first time in 8hrs of play. Seen 3 more since so that seems to have corrected whatever glitch occurred. [[User:Lord Eydvar|Lord Eydvar]] 01:22, 23 December 2011 (UTC)&lt;br /&gt;
::Ok not sure it got fixed now... played for a couple more hours and after those 4 dragons back to back haven't seen one again. I just got done walking from Windhelm out to Nightgate Inn and up to Winterhold with a couple caves cleared on the way and no dragons at all. Pre 1.3 I couldn't exit a cave, building etc without seeing a dragon half the time. So no sure whats up. Might be 1.3 reduced dragon encounters or some such and its just doing it too much idk. Anyone else having this issue? [[User:Lord Eydvar|Lord Eydvar]] 02:35, 23 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::If you really want dragons, hang around the college of winterhold, me and all my mates have them spawn alot there, its really a hotspot for them. just watch out if your doing the introduction quest, a dragon attack will break the tour. ([[user:Eddie the head|Eddie The Head]] 14:58, 23 December 2011 (UTC))&lt;br /&gt;
:Yeah I was and still no dragons. Though they've come back suddenly after getting up through the beginning of the Elder Knowledge quest. Had 4 attack me on the way to Sky Haven Temple. [[User:Lord Eydvar|Lord Eydvar]] 18:15, 23 December 2011 (UTC)&lt;br /&gt;
::Ok so they seem to be back I'm thinking they've lowered the frequency that Dragons spawn as well as moved the block that prevents them from spawning during the Horn of Jurgen Windcaller to being removed later then at the end of that quest. Seemed to be removed after Diplomatic Immunity (Possibly to prevent dragon attacks inside the courtyard during the quest?) Since after that quest they began appearing again but still not at all as often as pre 1.3 [[User:Lord Eydvar|Lord Eydvar]] 00:52, 24 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okies so after having started a 2nd game to check if it was just a glitch. This game as well is not having random spawn dragons anywhere as often as pre 1.3. I don't care what Bethesda says they either intentionally or unintentionally reduced Random Dragon encounters. I been to all the places everyone seems to be always attacked at and nothing. Mound and Roost Dragons are spawning normally and so are quest dragons but I've been attacked once in the last 10hrs of play by a random dragon. Fast Travel, Wandering etc nothing causes them to occur often at all. Think it might be unintended effect of something in the patch relating to the dragon issues like the backwards flying etc. [[User:Lord Eydvar|Lord Eydvar]] 22:33, 29 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dragon encounters are COMPLETELY random and don't have much of a very dependable way of figuring when they'll appear. I have not patched my game, and I just got done beating my first dragon in a good 2 hours of straight gameplay. It's worthy to note that the FARTHER you get in the MAIN quest, the more dragons you are likely to encounter. I notice that every time I complete another quest in the main line, I almost always encounter another dragon soon afterwards. As I get deeper in the questline, I also notice that they get 'bolder' in their appearance spots. For example, at the beginning of the game I would only ever encounter dragons in wide open plains or high up on mountains. Now they'll occasionally appear in places like directly outside Whiterun, or in the middle of the cities that don't have separate cells (like Dawnstar). --[[User:Zmedaris|Zmedaris]] 17:58, 31 December 2011 (UTC)&lt;br /&gt;
:Yeah and see pre 1.3 that was what I got but now even in my game where I beat the main quest I only see dragons maybe once or twice in 10hrs of play. Pre 1.3 I got attacked when wandering, fast traveling etc. I've done things to test if its just a glitch but its consistent in new and old files and from what I've seen on other websites a lot of people have noticed this. I'm glad I'm not getting jumped in villages/cities as much since I don't have to worry about losing all my peoples but it gets hard to get shouts when you have 10 shouts and 1 dragon soul. [[User:Lord Eydvar|Lord Eydvar]] 17:49, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I wanted to say that I am relieved to have found this article, as I too am having a really hard time running into dragons lately. I have it on the PS3, however, and it's nice to know that it's not just my PS3 it seems. All of my friends who have it for 360 run into dragons rather frequently, even in cities, which is something I've never had occur in my gameplay. Now that I read this article, I would have to agree that it seems my dragons stopped appearing after getting patch 1.3. The ONLY time I run into dragons anymore is if I go to the Dragon Lairs, and even then I they often glitch up and do not give me their soul upon defeat. I have poured probably at least 50 or so hours since 1.3, and have not had a single random dragon attack. Is it because I am not advancing in the main story any, or is it a glitch? I've been focusing on the Thieves Guild, so I am only on the quest to recover the Horn of Jurgen Windcaller in the main storyline. [[Special:Contributions/97.82.152.117|97.82.152.117]] 19:15, 7 January 2012 (UTC)&lt;br /&gt;
::Well heads up because the quest actually disables Dragon Encounters till the end for some reason. It's to prevent conflicts with NPCs in Riverwood I believe. So that'd explain the complete lack of random dragons, I still get them just not anywhere as often as pre 1.3 and I still get the souls fine. [[User:Lord Eydvar|Lord Eydvar]] 05:35, 8 January 2012 (UTC)&lt;br /&gt;
Thanks for that suggestion, but I don't think it has worked. I went ahead and finished that quest after reading what you had said, but I am still not getting random dragon encounters, and I've put in about an hour or two of play upon completing that quest. Maybe I haven't played enough, or maybe it really is a glitch. Do you know of a way that I can contact Bethesda about this error? [[Special:Contributions/71.14.117.103|71.14.117.103]] 22:01, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Swamp Dragon? ==&lt;br /&gt;
&lt;br /&gt;
I encountered a Swamp Dragon... I shot fire and poison at me. Can anyone else confirm their existence?&lt;br /&gt;
&lt;br /&gt;
:No such thing, have you downloaded some mod or something? [[User:Lord Eydvar|Lord Eydvar]] 04:32, 27 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmm... I have Tytanis, yet it's not listed on his page. It's probably it, since the other mods I have are irrelevant.&lt;br /&gt;
&lt;br /&gt;
:::Deadly Dragons actually implements several new kinds of dragons. It's probably not Tytanis, since I encountered a few Swampies myself, but never installed the mod.&lt;br /&gt;
&lt;br /&gt;
::::Actually there seems to be at least a model for a swamp dragon. At least I have found an model named SwampDragon. It appears in the loading screens. Maybe a swamp dragon was intended to be in the game and was later cut. --[[User:Killfetzer|Killfetzer]] 00:42, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple dragons ==&lt;br /&gt;
&lt;br /&gt;
I just had a &amp;quot;nice&amp;quot; encounter after fast travelling to a &amp;quot;safe&amp;quot; place in the open field (bandit camp &amp;quot;Bandit's Gorge&amp;quot; I had cleared out a few in-game hours ago, just hopping back to Whiterun to sell and store some loot) when the dragon roar came. Looking around, I saw actually not one but three dragons hovering around the place. Only two of them were hostile (red dots) and only one of them actually attacked in the end (despite the fact that my two permanent Frost Atronachs I like to summon before fast travelling immediately attacked both, as did my Bulwark companion), but it was quite a scare in the beginning. Any info on whether actual multi dragon fights may occur? --[[User:Ulkomaalainen|Ulkomaalainen]] 00:49, 28 December 2011 (UTC)&lt;br /&gt;
:I've encountered a few such multi-dragon fights. Once two normal Dragons attacked me, another time a Frost and Fire Dragon were going at it fighting each other. A third time a Dragon attacked me and then another from a Dragon Lair joined in, but likely was not scripted to be two.--[[User:Bwross|Bwross]] 11:19, 28 December 2011 (UTC)&lt;br /&gt;
::Yeah before I stopped seeing random dragons almost at all I noticed that at higher levels you'll sometimes get 2 weaker dragons instead of 1 higher level one. I got a Frost/Regular Dragon duo attacking me in Falkreth once and got attacked by pairs a couple other times as well. [[User:Lord Eydvar|Lord Eydvar]] 16:47, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Funny, I just got my first fight against two dragons a few hours ago. Blood and Ancient dragons, it was tough, but a cave bear took some damage for me. [[Special:Contributions/82.243.194.53|82.243.194.53]] 19:34, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The 4 Living Dragons? ==&lt;br /&gt;
&lt;br /&gt;
I was reading a Lore Article earlier today on Dragons and it listed 4 dragons that were never killed.&lt;br /&gt;
&lt;br /&gt;
One was Mirmulnir, which is the first dragon you kill in Skyrim.&lt;br /&gt;
&lt;br /&gt;
The 2nd is Paarthurnax, which is one of the only friendly dragons you'll find.&lt;br /&gt;
&lt;br /&gt;
But I cannot find the other two that was listed, Ahbiilok and Nahfahlaar. Had anyone encountered these two yet or not? Or are they not in Skyrim? {{Uns|172.162.94.171|01:58, 28 December 2011}}&lt;br /&gt;
:Neither are in the game. The lore indicates the following:&lt;br /&gt;
:*Nafahlaar - Allies with humans. Last known to be in [[Lore:Wayrest|Wayrest]] which is in [[Lore:High Rock|High Rock]], not Skyrim.&lt;br /&gt;
:*Ahbiilok - Last known to be [[Lore:Morrowind|Morrowind]] {{Uns|Bwross|11:16, 28 December 2011}}&lt;br /&gt;
&lt;br /&gt;
::I read the article. They say they think Ahbiilok is in Morrowind but not for sure. Also, Nafahlaar was in Wayrest during the 2nd Era but manage to escape when the Dragonguards came. He is in an unknown location. Still a possibility for them to come to Skyrim for Alduin; but I am doubting it. {{Uns|172.130.199.231|17:30, 28 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:::Didnt one of the enchanting skill books say something about a wizard learning to enchant a armour or weapon with two enchantments from a dragon in morrowind? maybe that dragon. {{Uns|71.123.205.9|05:41, 3 January 2012}}&lt;br /&gt;
&lt;br /&gt;
Alright i had more time&lt;br /&gt;
http://www.uesp.net/wiki/Skyrim:Twin_Secrets&lt;br /&gt;
Quote from the book Twin Secrets&lt;br /&gt;
&amp;quot;Dragons are said to be gone from the world. Yet I found one. Sheltered in the smoking ruins of Vvardenfell, I came upon it. My magic proved to be sufficient to defeat the beast. If that gives you cause to wonder, I will not deny that I was once a pyromancer of great skill.&lt;br /&gt;
&lt;br /&gt;
Exhausted and near the end of my spells, I parlayed with the wyrm, offering it life if it would share it's [sic] secrets. Haughty to the end, it agreed to one secret for one life. I asked for it's [sic] name, but it told me it would rather die than surrender that. Instead if [sic] offered me something else. And that it how I learned how to defy the Law of Firsts.&lt;br /&gt;
&lt;br /&gt;
The law itself is inviolate. However, the skillful enchanter can weave two enchantments simultaneously into an item. For men and elves, the limit is two. The dragon said that men and elves have two arms, two legs, two eyes and two ears. I asked why that mattered, and the beast just laughed.&lt;br /&gt;
&lt;br /&gt;
The enchanter must weave one enchantment with the left hand while weaving the other with the right. The eyes must focus on one and only one enchantment, while the ears only pay attention to the other. When I asked about my legs, the beast laughed again.&amp;quot;&lt;br /&gt;
Ill get more later when i find the other book detailing dragon. {{Uns|71.123.205.9|21:55, 4 January 2012}}&lt;br /&gt;
&lt;br /&gt;
== Unusually Weak Dragons ==&lt;br /&gt;
&lt;br /&gt;
Is it normal to be level 22 and still encountering the weakest type of dragon, simply named 'Dragon'? I mean, seriously, they're way too easy to kill now. I just summon a flame atronach and have steadfast ward in one hand, healing in the other. I throw up my ward anytime he attacks, heal if it happens to damage me, and my atronach shoots him in the back. It eventually just keels over and I'm left untouched. This seems way too simple for supposedly being the main 'threat' in the game. --[[User:Zmedaris|Zmedaris]] 21:36, 31 December 2011 (UTC)&lt;br /&gt;
:Generally, harder dragons appear around lvl 35-40. I'm at lvl 62 and ancient dragons are very hard to kill even though I'm a master of destruction.[[User:RIM|RIM]] 21:38, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Really? I guess the difficulty ramp for dragons is just that high, then. I'll have some faith and keep leveling :) thanks! --[[User:Zmedaris|Zmedaris]] 14:39, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Dragons will remain difficult if you only use spells.  The game is balanced around a balanced approach to character development.  You may need to pick up a piece of steel at some point.  [[User:Kastagir|Kastagir]] 20:38, 2 January 2012 (UTC)&lt;br /&gt;
::::Not true, I have played through the entire game with a high level Breton pure mage. Master level in Conjuration, Alteration and Destruction. Once you hit the expert level destruction spells with all perks for whatever elements you're going to be casting as long as you're dual casting the opposite element to the dragon they won't stand a chance. However this requires staying far back with a huge magicka pool, high magicka regen and massive absorb and resist. But I managed to take on an Ancient Dragon without taking more then 50dmg using only magic. [[User:Lord Eydvar|Lord Eydvar]] 08:12, 15 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More breath types than fire and frost? ==&lt;br /&gt;
&lt;br /&gt;
I encountered a blood dragon (was in my mid-30s) that breathed what looked like steam - it was not fire or frost.  I'm not using any mods, so I'm wondering if this was either fire or frost with some sort of rendering error or if anyone else has seen such a thing.  Dwemer centurions use a steam attack, so it's not like the game resources aren't already there.  [[User:Kastagir|Kastagir]] 09:10, 2 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think it was just a render error. I've encountered dragons that have breathed seemingly nothing, but it was typical frost damage. --[[User:Killfetzer|Killfetzer]] 10:02, 2 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&lt;br /&gt;
Only the dragon's bite damage is listed on the main page.  It should be noted that higher tier dragons have a much more damaging breath attack, yet this is not listed on the main page.  In many cases, unless you have full resistances against the particular damage type, the breath weapon will be a far greater threat from Elder and Ancient dragons than their bite attack.&lt;br /&gt;
&lt;br /&gt;
:The spell magnitudes for the dragon shouts are:&lt;br /&gt;
::Dragon:&lt;br /&gt;
:::Fire/Frost Breath - 20 mag&lt;br /&gt;
:::Fire/Frost Ball - 25 mag, 15 area&lt;br /&gt;
::Blood Dragon:&lt;br /&gt;
:::Fire/Frost Breath - 30 mag&lt;br /&gt;
:::Fire/Frost Ball - 40 mag, 15 area&lt;br /&gt;
::Fire/Frost Dragon:&lt;br /&gt;
:::Fire/Frost Breath - 40 mag&lt;br /&gt;
:::Fire/Frost Ball - 55 mag, 15 area&lt;br /&gt;
::Elder Dragon:&lt;br /&gt;
:::Fire/Frost Breath - 60 mag&lt;br /&gt;
:::Fire/Frost Ball - 75 mag, 15 area&lt;br /&gt;
::Ancient Dragon:&lt;br /&gt;
:::Fire/Frost Breath - 100 mag&lt;br /&gt;
:::Fire/Frost Ball - 200 mag, 15 area&lt;br /&gt;
:Can someone confirm that these magnitudes are equal to the damage values? --[[User:Killfetzer|Killfetzer]] 10:09, 2 January 2012 (UTC)&lt;br /&gt;
::::Why are dragon breath attacks being referred to as shouts?  They don't behave at all like shouts, which are instantaneous attacks.  Dragon breath attacks are continuous, natural abilities.  If they have a magnitude or damage rating, it is most likely a per second value, as with all other sustained attacks (flames, frostbite, sparks, etc.).  [[User:Kastagir|Kastagir]] 20:40, 2 January 2012 (UTC)&lt;br /&gt;
:::::They are being referred to as shouts because they ''are'' shouts. Why do I say that?&lt;br /&gt;
:::::* They speak just before they breathe fire/frost. Proof: Seeing them physically speak, hearing them speak, subtitles showing that they are speaking.&lt;br /&gt;
:::::* Dragons have little/no magicka. Proof: Check the game files.&lt;br /&gt;
:::::* They are classified as shouts within the game files. Proof: Check the game files.&lt;br /&gt;
&lt;br /&gt;
:::::The idea that their attacks are &amp;quot;natural abilities&amp;quot; rather than shouts doesn't quite make sense. [[User:Jak Atackka|Jak Atackka]] 04:11, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The animation of the dragon shouts is relative long. So it seems to be continous. --[[User:Killfetzer|Killfetzer]] 16:49, 8 January 2012 (UTC)&lt;br /&gt;
::They're shouts. Not just in lore, but in gameplay as well: if you're playing on the PC, the psb command adds them to your shout tab, among a metric shit ton of other shouts and spells. --[[User:Lee 95|Lee 95]] 05:11, 26 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon Attacks ==&lt;br /&gt;
&lt;br /&gt;
When do the dragons spawn the MOST. I love dragon encounters. People keep talking of getting alot of them. I get them rarly except for the dragon peaks. Is there a point in the main quest line when the spawn rate decreases or increases?&lt;br /&gt;
&lt;br /&gt;
: The further you go in the main quest, the more dragons spawn, although it's not really noticeable. However, once completed, their number dramatically decreases; you can wander for hours without even hearing one. [[Special:Contributions/82.243.194.53|82.243.194.53]] 19:43, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== An interesting encounter... ==&lt;br /&gt;
&lt;br /&gt;
I had a very rare and bizarre encounter with a generic Ancient Dragon, in which it actually was non-hostile and spoke to me before it flew away. The Dragon was fighting a group of Forsworn near Bruca's Leap Redoubt, during which I entered the fight. After the Dragon and I killed the remaining Forsworn, it looked at me and said: ''Speak, if you have aught to say worth the listening.'' And then it flew away. Shouldn't something like that be put on the article?&lt;br /&gt;
&lt;br /&gt;
I had a dragon split in two, one that died upon landing, the other did not give a soul, weird.[[User:Br3admax|Br3admax]] 05:52, 8 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unkillable Skeleton Dragon Bug ==&lt;br /&gt;
&lt;br /&gt;
I removed a bug note on the page that said this:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's possible on PC that when given a radiant quest at a location that you have already slain a dragon from -another- radiant quest, upon engaging the foe you'll see the soul absorption script trigger, but the dragon will be an unkillable skeletal dragon. '''this needs more sources to confirm'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So, as the bold print says, is there anyone who can confirm this bug? --[[User:Velyanthe|Velyanthe]] 17:21, 8 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon mounds? ==&lt;br /&gt;
&lt;br /&gt;
Don't know how to do this, but shouldn't there be a page about Dragon Mounds? The other wiki has one. Plus, you know, more info about the whole resurection thing? I don't like using the other one because it runs kinda crap on my crappy computer.[[User:NickTyrong|NickTyrong]] 06:42, 11 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple Dragons ==&lt;br /&gt;
&lt;br /&gt;
I don't know if this has happened to anyone else, but I fast traveled o Meeko's shack, and then a dragon appeared and I killed it with one hit (I'm level 18 and I was using a steel sword). So I start walking over to a path and I notice a dragon in the sky, but I look again and there were TWO dragons. I went closer to one of them, and it was a blood dragon. So I try to kill it and end up running into a giant that ends up killing me. So, the second time I go there, the same thing happens, I kill a dragon in one hit, and two dragons appear in the sky, I approach a blood dragon, and run into a giant. Although, this time, I run up the mountain by Meeko's shack, and once at the top of a peak, I notice that there are several dragons and they end up killing me. So, this is a glitch, right?&lt;br /&gt;
&lt;br /&gt;
If you try and fast travel elsewhere prior to going to Meeko's shack, it is less likely for all of the dragons to be there.&lt;br /&gt;
&lt;br /&gt;
== Dragon tombs - Alduin resurrecting other dragons ==&lt;br /&gt;
&lt;br /&gt;
Hi, I've run into Alduin resurrecting a dragon from a dragon tomb on two occasions.&lt;br /&gt;
Once while travelling from Whiterun to Markarth, and the other I don't remember.&lt;br /&gt;
Alduin didn't pay any attention to me and just flew off after the dragon was oout of the tomb.&lt;br /&gt;
Is that random, or would it be possible to travel to the tombs and kill off the resurrected dragons?&lt;br /&gt;
There's an in-game map depicting all tomb locations. Is it accurate and can you follow a specific order to get to them in time?&lt;br /&gt;
&lt;br /&gt;
Thanks ----[[User:Greg|Greg]] 15:13, 17 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's not random. If I remember right, during the entire game before you fight him in the main quest line, Alduin just flies around Skyrim resurrecting his dead lieutenants in the order marked on Delphine's dragon burial map. While I'm not 100% sure on this, I think after you kill him, the rest just lie dormant in their mounds until you go near them, whereupon they rise. --[[User:Lee 95|Lee 95]] 05:08, 26 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Already Dead Dragon Bug ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sometimes after leaving a building or fast traveling, dragon skeletons will spawn and fall from the sky, without you fighting them at all.&amp;quot; I know that this bug happens with other creatures as well - they randomly fall from the sky to the ground, dead, after fast traveling, leaving a building, or loading a save game. Should this stay on the Dragon page, even though it is so common? --[[User:Velyanthe|Velyanthe]] 15:27, 21 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hmm, hard to say. I think it would be useful on Creatures page in general than on every creature page. [[User:JackTurbo95|JackTurbo95]] 15:45, 21 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Viinturuth  ==&lt;br /&gt;
&lt;br /&gt;
I believe his name translates into Shine Hammer Run/Running&lt;br /&gt;
As seen with Viintas (Shining) Tu (Hammer) Ru (Run)&lt;br /&gt;
&lt;br /&gt;
I understand that its not his entire name, but I believe that its a form of Ru just as Viintas is a form of Shine[[User:Chronic|Chronic]] 03:16, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Bugs&amp;quot;... ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right after a dragon dies, you can walk inside its corpse and view its skeleton before it even disintigrates.&amp;quot; is listed as a bug. I, however, don't think it should be. It is normal to believe that the texture of the bones will be right under the texture of  the skin, and you can see it if you walk inside him. It's like crouching in front of your companion. If you are close enough to him/her, you'll see a hollow body. It's not a bug, it's just seeing inside a texture and appears in numerous games. So, should we change it? --[[User:SarcasticIndeed|SarcasticIndeed]] 22:53, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== the one hit wonder (bug?) and one trick that i learn ==&lt;br /&gt;
&lt;br /&gt;
i meet two dragons while i was running around the rift. an elder and a frost dragon. i dealt with the elder first (my character is a nord, so frost doesn't really bother me that much). after that one is done i face up the frost dragon. his health bar indicate that he is healthy. yet after only one hit he died. it's not even a critical hit. what just happen?&lt;br /&gt;
:anyway, the healing trick( though i guess lots of u already done it....): if u met a dragon whom is not hostile toward you and u assault it, it will turn hostile yet you will get a point added to your assault count (if i'm not mistaken). if  that counter bothers you that much,the trick is to follow the dragon till it land, to attack something/someone, and heal the dragon. it will immediately turn hostile and no assault point added (i wonder if any other inoffensive magic will do the trick?) [[Special:Contributions/120.165.45.90|120.165.45.90]] 16:49, 23 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Any way to stop dragon encounters? ==&lt;br /&gt;
&lt;br /&gt;
I am lvl 48, killed Alduin already and am really fed off with dragons. I travel to a place to finish some quest, and there another dragon is flying and shouting as if it had severe stomach problems. And I have to make it land and kill. Ancient dragons are not that easy to kill, and their breath is really deadly.&lt;br /&gt;
&lt;br /&gt;
I am full with dragon scales'n bones, and in near future I won't need the dragon souls either. So, is there a way to stop those hostile dragon encounters? &lt;br /&gt;
btw, I was surprised that this question wasn't asked before, I think people are happy to kill an endless amount of dragons :) &lt;br /&gt;
&lt;br /&gt;
I just want to finish quests quitely, without the shrieks of restless dragons. Is there a way? [[User:Schlingel|Schlingel]] 00:00, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dragons do not disappear permanently after you defeat Alduin, but I think you encounter them less frequently.&lt;br /&gt;
[[Special:Contributions/72.68.154.112|72.68.154.112]] 16:33, 2 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I know someone with about 550+ dragon souls, he's encountered a dragon at least 3 times during every period of gameplay since the start of his game and much further past the end of the main quest, I think you can get upwards of about 2,000+ dragon souls&lt;br /&gt;
&lt;br /&gt;
== Grinning Dragons ==&lt;br /&gt;
&lt;br /&gt;
Since some revisions mentioned that dragons are grinning after speaking - I personally have never noticed that. Furthermore I think that trying to interpret facial expressions of something like a dragon is a very subjective matter. --[[User:Alfwyn|Alfwyn]] 22:17, 29 January 2012 (UTC)&lt;br /&gt;
:I agree with it being subjective. Even Google is giving me nothing on the matter, so I do not think very many others have noticed it, if it was intended at all. --[[User:Velyanthe|Velyanthe]] 22:24, 29 January 2012 (UTC)&lt;br /&gt;
::Agreed. It should not be added. [[User:ThuumofReason|ThuumofReason]] 22:52, 29 January 2012 (UTC)	&lt;br /&gt;
:::{{ec}}It is just the goofy way the head is shaped. It can appear Argonians grin at the right angle, but w edon't show that. I will do a revert, since everyone else seems to be agreeing, judging from the number of reverts. [[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;Bloodaxe&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Question?&amp;lt;/font&amp;gt;]]•[[Special:EmailUser/Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Email&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Eric_Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Contribs&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:53, 29 January 2012 (UTC)&lt;br /&gt;
::::One more voice against including it. It is not significant, highly subjective - and even if the editor is right that we have less significant stuff on here, we'd better delete that than include this. --[[User:Ulkomaalainen|Ulkomaalainen]] 23:30, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon Souls addable. ==&lt;br /&gt;
&lt;br /&gt;
Player.modav dragonsouls xx (XX Being the number you want) and voila.&lt;br /&gt;
Havent seen this '''ANYWHERE''' on here ~'''Michael''' (UTC)&lt;br /&gt;
:It's covered at [[Tes5Mod:Actor Value Indices]]. --[[User:Timrem|timrem]] 15:28, 4 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I meant on this page ~'''Michael''' (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon Shouting ==&lt;br /&gt;
&lt;br /&gt;
Something I've noticed in my playing Skyrim is that, although the subtitles for it show, Dragons do not actually say the words when they shout. I know some would say that the &amp;quot;echoing&amp;quot; sound you hear is the Dragon saying the shout, but my proof that this is not the case is as follows: while I was watching the Making of Skyrim, the opening scene with Alduin intervening at your execution played. This was distinctly different from the in-game version, however, in that Alduin actually ''says'' the words for his shout: http://www.youtube.com/watch?v=Nw7aCFQqQ8M#t=9m16s. The in-game version of this cutscene does not have Alduin actually shouting the words: http://www.youtube.com/watch?v=vsRA5BG3N8E#t=10m14s. In addition, you can hear dragons speaking in the dragon tongue during other points in the game (for example, during Sahloknir's resurrection: http://www.youtube.com/watch?v=QMQBQ9VAwGE#t=0m19s), but for some reason, never hear them speak when shouting (http://www.youtube.com/watch?v=MUZe1VfwP5k#t=0m16s).&lt;br /&gt;
&lt;br /&gt;
This makes me think that it's either a bug, or that for some reason the shout audio files were removed from the game prior to release. Any other opinions would be welcome.&lt;br /&gt;
&lt;br /&gt;
--[[User:Lee 95|Lee 95]] 21:04, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== new named dragon? ==&lt;br /&gt;
&lt;br /&gt;
i found a dragon by night gate in the name started with a v but i dont reconize it from any of the list ill see if i can find its name.[[User:J&amp;amp;#39;Skar|J&amp;amp;#39;Skar]] 07:10, 18 February 2012 (UTC)&lt;br /&gt;
:Yeps I know the one you mean, it spawns at the burial mound just down to road towards Windhelm. I can't remember to name right now either but I can assure you it's been there since the game release. [[User:Lord Eydvar|Lord Eydvar]] 17:43, 18 February 2012 (UTC)&lt;br /&gt;
::correction he is listed it's Viinturuth. [[User:Lord Eydvar|Lord Eydvar]] 17:46, 18 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Oh ok thanks just wasnt sure :)&lt;br /&gt;
[[User:J&amp;amp;#39;Skar|J&amp;amp;#39;Skar]] 22:33, 19 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Fire_Spirit&amp;diff=893218</id>
		<title>Skyrim talk:Fire Spirit</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Fire_Spirit&amp;diff=893218"/>
		<updated>2012-02-22T13:31:22Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: Created page with '== Black Soul ==  The Fire Spirit in Labyrinthian is a Black Soul. Made the error of not bringing some BSG's, and was welcomed with the &amp;quot;No soul gem large enough&amp;quot; message, but I ...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Black Soul ==&lt;br /&gt;
&lt;br /&gt;
The Fire Spirit in Labyrinthian is a Black Soul. Made the error of not bringing some BSG's, and was welcomed with the &amp;quot;No soul gem large enough&amp;quot; message, but I have dozens of every other type of soul gem available. [[Special:Contributions/24.156.216.144|24.156.216.144]] 13:31, 22 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Paralyze_(effect)&amp;diff=885765</id>
		<title>Skyrim talk:Paralyze (effect)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Paralyze_(effect)&amp;diff=885765"/>
		<updated>2012-02-13T15:46:58Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Paralyzing death blow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of Foes Who Have Resist Paralysis ==&lt;br /&gt;
Anyone knows a list of foes that resist paralysis?--[[Special:Contributions/223.18.170.179|223.18.170.179]] 11:10, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Paralyzing death blow ==&lt;br /&gt;
&lt;br /&gt;
It seems that if you strike an enemy dead while the strike paralyzes them, then the target will stay in a statue-like form after death. Only tried on NPC's, not sure on creatures.&lt;br /&gt;
&lt;br /&gt;
- I've noticed this as well and it seems to effect creatures, too, albeit at somewhat random intervals; I've seen it occur on wolves and Giants. It even happened when I was at the final battle with Ulfric -- I &amp;quot;disabled&amp;quot; him with a paralysis effect and he stayed in locked-up statue form on the ground, even speaking his final lines from his locked up form ... I tried to get the Legion guy to kill him, but he couldn't/wouldn't because the body was locked up in paralysis, so I had to finish Ulfric off. Weird bug. [[User:Cronos|Cronos]] 05:55, 8 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I also notice this, and if the target is killed with a paralysis poisoned/enchanted weapon while their weapon(s) are sheathed, the weapons will hang in midair. [[Special:Contributions/24.156.216.144|24.156.216.144]] 15:46, 13 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Paralysis effect costing too much ==&lt;br /&gt;
&lt;br /&gt;
I think the big cost on paralysis effect is a hinderance rather than a bonus. Considering the Pickpocket perk allowing you to put poisons into enemy pockets, this big cost actually cripples your ability to poison enemies. For example, at +100% to alchemy and 100 alchemy you will make 15 second paralysis potions, and in order to place them successfuly (90%chance) into enemy pockets, you need 100 pickpocket with some perks! There is no way to make lesser potions which means if your alchemy is ahead of your pickpocket, you have to sell your paralysis potions and buy built-in paralysis potions for lesser duration... not to mention it would be much better to be able to paralyse NPC's for greater durations (by brewing 100alch 100%bonus + enchanted gear potions) [[Special:Contributions/194.190.40.89|194.190.40.89]] 09:55, 18 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Does anyone know if the stability perk works for all paralyse effects? I know it effects weapons and alteration spells but does it also work for frost spells with the deep freeze perk?&lt;br /&gt;
&lt;br /&gt;
== Using Paralysis to pickpocket someone ==&lt;br /&gt;
&lt;br /&gt;
I've used this technique successfully on Faralda and another mage (the Enchanter) at the College. I paid them to train me, then readied my bow with a paralysis potion in effect. I shot them with an arrow, then immediately looted my money back from them, ran away and hid for a few seconds. You will hear them make some noise when they wake up, but once you see their health bar disappear from your screen, you can walk back over and talk to them. They'll act as if it never happened.&lt;br /&gt;
&lt;br /&gt;
I've tried this while being hidden, and while staring them in the face. Be aware, if you hide, you might kill them with the extra damage hidden attacks do. I don't recommend that - fighting the entire College of mages is not recommended...{{unsigned|71.91.173.76|07:07, 9 February 2012}}&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Crime&amp;diff=877841</id>
		<title>Skyrim talk:Crime</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Crime&amp;diff=877841"/>
		<updated>2012-02-05T19:51:23Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Clarification on Bribe guard (thieves guild) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stolen Horse ==&lt;br /&gt;
hallo, i have a problem, i have stolen a horse and whenever i come to any city or village they just kill me and are not even trying to arrest me, what can i do? {{Unsigned|89.173.81.220|14:02, 14 November 2011}}&lt;br /&gt;
&lt;br /&gt;
:Have you tried unsheathing your weapon and then immediately sheathing it? That usually signals to a guard that you are yielding. However, if your bounty is high enough (it might be, because you get a bounty every time a guard sees you riding a stolen horse) the guards will attack you on sight and not allow you to yield. If that is the case, try finding the &amp;quot;bounty collector&amp;quot; NPC, and he will pay off your bounty for you.&lt;br /&gt;
:--[[User:Pushasha|Pushasha]] 17:47, 11 January 2012 (UTC)&lt;br /&gt;
::Clarification on above comment: You get a bounty every time someone (including horses) sees you ''mount'' a stolen horse. Once you are on the horse (witnessed or not) you will not receive additional bounty, unless you get off and are witnessed getting on again. Also, don't forget to get off the horse to yield to the guard.  --[[User:Amsuko|Amsuko]] 21:03, 16 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Go To Jail ==&lt;br /&gt;
&lt;br /&gt;
I was arrested in the Reach and rather than going to jail, I was sent to a mine. Anyone else?[[Special:Contributions/69.255.57.130|69.255.57.130]] 03:11, 15 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The prison is a mine, they put prisoners to slave labour. Fairly efficient system. {{uns|MetalFlame666|23:00, November 22, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Hidden Crimes in major Holds ==&lt;br /&gt;
&lt;br /&gt;
During the Dark Brotherhood quests i have killed several NPCs in the major holds. If somewhere secluded where noone sees the crime being commited, the deed goes unpunished. If however there are other around (maybe guards) they will react to the murder and my bounty will increase. This is odd since im never detected. The &amp;quot;stealth eye&amp;quot; goes from hidden to slightly open, but never to detected. Yet my bounty increases for that hold and guards will still attack/arrest the next time they see or interact with me. If this is the general bheaviour, then the article needs an update, since hidden (but seen) crimes get justice. --[[User:NOiR|NOiR]] 10:20, 15 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A similar thing happens if you kill an imperial guard in one of their regional camps. If the other guards had line of sight to the dead-man at the moment you killed him, then the eye opens slightly and they become aggressive whenever they see you. If the dead-man was out of sight (i.e. he was patrolling the camp perimeter) then you can get away with the crime. To kill multiple guards and get away with it, you must kill them one at a time and do so out of sight from the other guards. I agree that this seems buggy.&lt;br /&gt;
:P.S. If you use a bow and shoot the guards to kill them, you can use an invisibility potion while the arrow is in flight, to get away with it. IIRC. --[[User:TisNag|TisNag]] 12:40, 29 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Killing guards and remounting stolen horses. ==&lt;br /&gt;
&lt;br /&gt;
Could anyone shed some light how this system works with killing guards (since they are the ones being informed). If you kill a guard, will the system still know of your crime, though all witnesses are dead? I have the feeling that all guards act as if they all have walkie-talkies or something like that. Killing one guard, no matter where (regardless of witnesses being present or not) seems to give you a bounty (not sure).&lt;br /&gt;
&lt;br /&gt;
Also, is mounting a stolen horse always considered a crime, e.g. if you go to a town with a stolen horse and you dismount and remount it in front of a guard, will he attack you because you &amp;quot;steal&amp;quot; the horse again? &lt;br /&gt;
&lt;br /&gt;
I'll look into it myself as soon as I have time... {{uns|91.176.210.164|22:45, November 16, 2011}}&lt;br /&gt;
&lt;br /&gt;
:Uh look at the Skyrim Crimes section. And as for remounting I have no idea, I was smart enough to get Shadowmere. {{uns|MetalFlame666|23:02, November 22, 2011}}&lt;br /&gt;
::Yes, each time you mount a horse and the &amp;quot;steal&amp;quot; tag is shown, you are committing an additional crime. Once stolen, the horse is not your. The horse &amp;quot;knows&amp;quot; who it belongs to. When you dismount, the horse will leave you to return to it's original home, and you will have to steal him again. Also, yes, there are many instances where &amp;quot;walkie-talkies&amp;quot; or &amp;quot;telepathy&amp;quot; seems to exist in the game. For example, a horse will telepathically tell the &amp;quot;guard-network&amp;quot; that you have committed crime. --[[User:Amsuko|Amsuko]] 21:13, 16 January 2012 (UTC)&lt;br /&gt;
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== Paying My Fine ==&lt;br /&gt;
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The guards in Whiterun won't arrest me or give me the option to pay my fine. I'm not a thane there yet, and I'm trying to complete the ''Time of Need'' quest - I have to pay the Redguard's fine to let him out so I can get information from him. However, because I have a bounty on me (for taking an object the game did not mark as &amp;quot;Steal&amp;quot;) I need to pay mine first. Unfortunately the guards just yell &amp;quot;Hey, I know you!&amp;quot; at me and then stand there staring at me like they can't remember what to do next. Is this a glitch or what? [[User:Atypicaloracle|Atypicaloracle]] 13:49, 18 November 2011 (UTC)&lt;br /&gt;
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:Do you happen to remember what the item was that you stole?&lt;br /&gt;
:--[[User:Pushasha|Pushasha]] 17:41, 11 January 2012 (UTC)&lt;br /&gt;
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::Talk to the guards and they will give you the option to go to jail or pay your bounty.&lt;br /&gt;
::--[[User:Sentinel|Sentinel]] 14:59, 5 February 2012 (UTC)&lt;br /&gt;
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== Avoiding confiscation of stolen items  ==&lt;br /&gt;
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Simply store your stolen items in your companions inventory. Get arrested. When ur released, you'll find the items where you left them. {{uns|DrunkinNirn|18:27, November 19, 2011}}&lt;br /&gt;
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== Category for this? ==&lt;br /&gt;
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This should be in a Crime category, not hints.  This page is hard to get to, and having this category would make it easier to find.  --[[User:Cyblackeagle22|Cyblackeagle22]] 06:53, 20 November 2011 (UTC)&lt;br /&gt;
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== How high does your bounty have to be to be attacked on sight? ==&lt;br /&gt;
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Since Crime is treated differently in each Hold, there needs to be a section of the article detailing how high your bounty needs to be for the guards to attack on sight, and what is required for this to happen in each Hold. {{uns|107.3.105.179|01:13, November 26, 2011}}&lt;br /&gt;
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:^^ I'm not sure this can be done yet. There seems to be a bug that results in the guards attacking on sight even for a minor infraction. I had guards attacking on sight for a 2 bounty stealing crime. I had to leave the hold, wait a day or two, and return to pay the fine/bribe. [[Special:Contributions/174.17.96.18|174.17.96.18]]&lt;br /&gt;
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::Do they not attack you if you give it a couple of days away? I'm being attacked on site for 40 bounty, which is ridiculous, but I really need to complete the mission I was at :o {{uns|Alexpb333|16:32, November 26, 2011}}&lt;br /&gt;
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:::^^ If you're having that problem, then, correct, just go away for a few days. (I added a blurb to the main article about this, but it's not very prominent.) [[Special:Contributions/174.17.96.18|174.17.96.18]]&lt;br /&gt;
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::::I believe it is 1000 gold, because thats the point where I cannot leave and come back and they stop attacking [[User:Theskyrimnerd|Theskyrimnerd]] 03:22, 22 December 2011 (UTC)&lt;br /&gt;
:::::Not really, since I ended up with a 1500 bounty in Solitude, managed to resist arrest and leave the area and after I returned to the area after a couple of days, I was given the chance to pay off my bounty. --[[User:Chill02|Chill02]] 04:31, 22 December 2011 (UTC)&lt;br /&gt;
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::::::I believe over the 10000 mark makes them always try to kill you, seeing as I had a bounty of 8000 in Whiterun, and they let me serve prison time. Of course, at the 8000 mark they wouldn't let me simply pay bounty, it was jail time. If you are under 10000 bounty and you think the guards kill you on sight, unsheathe your weaponry, then sheathe it. If they still fight after you sheathed your weapons, it means your bounty is too high, or they are bugged.  [[Special:Contributions/83.109.135.41|83.109.135.41]] 02:39, 8 January 2012 (UTC)&lt;br /&gt;
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== Dead victim sent hired thugs.   ==&lt;br /&gt;
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Just a note for whoever is doing up this page, my first time in Riverwood I killed Faendal.  Looted the key to his house and took some stuff, potions, arrows, can't remember what all.&lt;br /&gt;
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Funny thing is, later I get tracked down by 3 hired thugs who have a letter from good ole Faendal to come teach me a lesson.  I guess his ghost won't rest easy till I'm gone huh? {{uns|68.209.233.8|05:53, November 28, 2011}}&lt;br /&gt;
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:- I had a similar incident. I found Faendal lying dead in the street so I ransacked his house.  Apparently his ghost hired thugs to avenge the theft. {{uns|70.95.110.164|12:54, December 2, 2011}}&lt;br /&gt;
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== clearing your bounty ==&lt;br /&gt;
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Could someone put something in here on clearing your bounty and all the possible ways of doing it? {{uns|86.42.248.146|18:44, December 4, 2011}}&lt;br /&gt;
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== Clarification on Bribe guard (thieves guild) ==&lt;br /&gt;
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I don't always get the option (without having just burnt it by previously getting caguth). Can someone clarify if the option is only available in certain cities? Do you only get it when you have completed the thieves guild jobs in the city in question? {{uns|86.42.248.146|18:47, December 4, 2011}}&lt;br /&gt;
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:The option is only available under one of two conditions: A) Riften guards or B) Imperial guards. If you completed the Civil War with the Stormcloaks, you're limited to Riften only. Completing the Civil War for the Imperials allows the Thieves Guild bribery option in every city. [[Special:Contributions/24.156.216.144|24.156.216.144]] 19:51, 5 February 2012 (UTC)&lt;br /&gt;
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== Gaining XP past level cap? ==&lt;br /&gt;
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Quick question. Would it be possible at level 79 to exploit the skill reduction in jail time, so that you could continue to gain experience past the intended level cap? [[User:Thekidd84|Thekidd84]] 21:17, 5 December 2011 (UTC)&lt;br /&gt;
:No, because jail doesn't take away from your skills. All it does is take down any progress you have. The skill it's at remains.[[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;''']] 21:37, 5 December 2011 (UTC)&lt;br /&gt;
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::Plus, I believe the level cap is 81 and half an xp bar. I glitched a character with Oghma Infinium to that. I'm unpatched if that makes a differance [[User:Theskyrimnerd|Theskyrimnerd]] 03:22, 22 December 2011 (UTC)&lt;br /&gt;
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== Animals Reporting Crimes ==&lt;br /&gt;
I think it should be noted that animals can report crimes. And according to some users, your own horse can report your crimes. Though I haven't tested out the horse theory myself. {{uns|108.202.166.131|09:36, December 20, 2011}}&lt;br /&gt;
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== How exactly are crimes reported? ==&lt;br /&gt;
I'm guessing the crime is telepathically reported to the guards after a few minutes. And if the other villagers see a victim of mine fleeing, does it automatically inform the people around the victim that I was the the criminal, and lead them to attack me? {{uns|108.202.166.131|09:36, December 20, 2011}}&lt;br /&gt;
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== Details of Crimes ==&lt;br /&gt;
I think that there should be a list of details of what exactly causes a bounty. And explain the details of a bounty, such as why killing an NPC often gives you two bounties. Like killing a chicken will give you two bounties, one worth 40, and another worth 5. {{uns|108.202.166.131|22:43, December 20, 2011}}&lt;br /&gt;
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:The first bounty is for assault, then the second is for the actual murder. [[Special:Contributions/24.1.236.102|24.1.236.102]] 03:17, 22 December 2011 (UTC)&lt;br /&gt;
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::^Nope, I tried just attacking the chicken, and leaving it alive by only bashing it with my bow. I still got a bounty of 45 total. Also, while messing around with the stealth, I noticed a weird thing with the stealth system. I killed 3 chickens, with the only witnesses being the chickens. When I killed one, I only got the bounty of 40 removed(all witnesses killed), but I didn't get the the bounty of 5 removed. The exact same thing happened with the second chicken, bounty of 40 removed, but bounty of 5 remained. But when I killed the last chicken chicken, both the 40 gold bounty and the 5 gold bounty got removed, saying &amp;quot;all witnesses killed&amp;quot;, and in addition, I got the remaining 10 gold bounty(from the previous two chickens) removed as well. I'm guessing that that means that animals(or at least chickens) can only report the secondary crime of 5 for actually witnessing a crime. But chickens(and presumably all animals) apparently can report the larger 40 bounty if they themselves were the ones being attacked. {{uns|108.202.166.131|22:29, December 22, 2011}}&lt;br /&gt;
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== Necromancy ==&lt;br /&gt;
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I thought necromancy is illegal since oblivion (Wuunferth will tell you it's illegal too), but when I walk around with my thalmor dead thrall in the main city, NPCs and guards just says some kind of &amp;quot;The spell is dangerous get away from me&amp;quot;... {{uns|219.80.131.150|16:51, December 21, 2011}}&lt;br /&gt;
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:No, the only place Necromancy was ever illegal was Morrowind. In Cyrodiil during the oblivion crisis, the mages guild banned it for their members, it was not the government. It is just frowned upon (along with most other magic, especially summoning) by the people of skyrim. [[User:Theskyrimnerd|Theskyrimnerd]] 03:22, 22 December 2011 (UTC)&lt;br /&gt;
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== Followers flaggin items stolen ==&lt;br /&gt;
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When I drop items to have my follower pick up when they are at there wieght limit they become tagged &amp;quot;stolen&amp;quot;. Its frusterating and annoying. Especialy at low levels when I sell everything in a dungeon and have my packmule pick it up. Is this donte on purpose? A bug/glitch? What? Perhaps the game devlepers did it on purpose for people using followers as beasts of burden.(thats what i meant by this lol) as far as preventing you, can ou say thieves guild lol. eather way hopefully its patched. followers cant pick up more or not flagged.&lt;br /&gt;
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Any ideas? &lt;br /&gt;
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This should be noted under the stolen items section as well. {{uns|71.123.205.9|17:22, December 22, 2011}}&lt;br /&gt;
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:^Well, that actually seems like a nice way for them to prevent you from exploiting the game. I mean, you aren't supposed to be able to make them carry more than their weight limit anyway. If Bethesda patches anything, it should be preventing them from picking up things when they are overburdened to begin with. {{uns|108.202.166.131|22:47, December 22, 2011}}&lt;br /&gt;
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:Update: I actually ran into the same issue too, by complete accident. I was annoyed because the game gave me NO indication that he was over incumbered, so I was annoyed that those items were now all considered stolen. I actually found a way to fix it though. If you put all those stolen items in a container, and then order your follower to pick up all the items in the container, the items will no longer be flagged as stolen. However, I think you have to make sure that your follower will not be over incumbered when he picks up those items again, or else they will stay marked as stolen. {{uns|108.202.166.131|01:21, December 25, 2011}}&lt;br /&gt;
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== Who all counts bounty? ==&lt;br /&gt;
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Every Hold counts bounty on their own. Also Tribal Orcs and Penitus Oculatus faction count bounty. Who else counts bounty on their own list and should we add this on this page? --[[Special:Contributions/89.212.123.233|89.212.123.233]] 22:59, 1 January 2012 (UTC)&lt;br /&gt;
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:The Companions have their own bounty. --[[Special:Contributions/46.64.31.105|46.64.31.105]] 14:26, 15 January 2012 (UTC)&lt;br /&gt;
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== Bounty collectors ==&lt;br /&gt;
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Hi, I had the chance to pay off my bounty through (random?) meeting a person called Bounty Collector. He simply offered me to pay bounty + 20% more and my bounty would be erased. It worked.&lt;br /&gt;
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Should I add this to the wiki page? It really happened, but may be quest-related, I can't say. There is UESP forum thread at [http://forums.uesp.net/viewtopic.php?f=40&amp;amp;t=28117] with more info on this. I'm willing to cooperate on this subject if somebody is interested. But don't ask me for savegame, I probably don't have it. Maybe dead body of the collector is still there...&lt;br /&gt;
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It would be good if someone could confirm this. --[[User:Pavouk106|Pavouk106]] 14:45, 2 January 2012 (UTC)&lt;br /&gt;
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:I encountered a bounty collector on the road to dragon bridge, paid off my bounty (well I thought I did).  The next guard i see runs up to me and tries to arrest me and i still have the bounty.  The money was definitely removed so i'm not sure if thios is a bug or what --Unsigned&lt;br /&gt;
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::I have encountered him at [[Skyrim:Ironback_Hideout|Ironback Hideout]], the same hold as you (Haafingar). Was your bounty from [[Skyrim:To_Kill_an_Empire|one of the late DB quests]]? Mine was from that one. I don't have any problems with guards after paying him and my Haafingar bounty is away, so it worked at least for me. It seems you really encountered a bug. Or you may have bounty from other hold? Maybe Bounty collector collected that bounty and not from Haafingar? --[[User:Pavouk106|Pavouk106]] 18:50, 5 January 2012 (UTC)&lt;br /&gt;
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:::I met a Bounty Collector, I think they should have their own wiki page.&lt;br /&gt;
:::He offered to clear my bounty for 6000 gold, my only bounties are on 8000 gold and more than 10000 gold, so I thought he would just take the gold and run, I declined his offer, and he promptly tried to beat the shit out of me, he used an enchanted orc 2H sword, steel armor, and an iron shield. He dropped no gold, potions, gems or stuff like that.&lt;br /&gt;
:::Most people will probably be confused when they see one for their first time.&lt;br /&gt;
:::Oh and, I met him as I entered the area of Mixwater Mill. [[Special:Contributions/83.109.135.41|83.109.135.41]] 17:52, 7 January 2012 (UTC)&lt;br /&gt;
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::::According to the official guide, you need to have a bounty of at least 1000 gold for him to show up as a random world encounter. The hold you have the bounty in is irrelevant.--[[Special:Contributions/108.28.52.248|108.28.52.248]] 20:59, 7 January 2012 (UTC)&lt;br /&gt;
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:::::Thanks for the info, it was editted into the wiki page. Is there anyone else who met Bounty collector? Under what circumstances? What was your bounty, where you met him, etc... --[[User:Pavouk106|Pavouk106]] 21:01, 10 January 2012 (UTC)&lt;br /&gt;
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::::::I had a meeting with one near Yngol's Barrow that was badly glitched, since he demanded a bounty of 0 gold, which I was only too happy to pay him. My actual bounty was 2000 gold but it was for a different hold; I didn't owe anything for the one I was in when he met me. --[[Special:Contributions/174.6.51.17|174.6.51.17]] 15:02, 27 January 2012 (UTC)&lt;br /&gt;
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:::::::If there is some sort of wiki admin (or guru, maybe) here reading this, would you please consider if &amp;quot;Verification needed&amp;quot; at [[Skyrim:Crime#Bounty_collector|Skyrim:Crime]] is still needed? I added it myself when creating the section, but I don't know at what time I can delete it... --[[User:Pavouk106|Pavouk106]] 16:35, 16 January 2012 (UTC)&lt;br /&gt;
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::::::::Just remove it if you don't think it's necessary any longer. --[[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; 17:23, 16 January 2012 (UTC)&lt;br /&gt;
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{{od}}Verified - http://steamcommunity.com/id/maximreapage/screenshot/651002022715060433/?tab=public - will add to main page {{uns|76.188.182.149|04:45, January 23, 2012}}&lt;br /&gt;
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== Suggestion ==&lt;br /&gt;
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I think that the searchwords &amp;quot;steal&amp;quot; and &amp;quot;stealing&amp;quot; should lead to this page. --[[User:Jreynolds2|Jreynolds2]] 16:49, 3 January 2012 (UTC)&lt;br /&gt;
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== Confiscated Gold ==&lt;br /&gt;
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Under the subject 'Stolen Items' it makes reference to gold never being marked as stolen or confiscated (I think it was like this in Oblivion &amp;amp; MW), but I've had gold confiscated and found it in the Evidence Chest. I've also paid off a bounty collector then ran into town where I had the bounty and been arrested. [[User:Ashvelvyn|Ashvelvyn]] 08:35, 6 January 2012 (UTC)&lt;br /&gt;
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:i can confirm this on the ps3. i think i had some ten or so stolen gold, but do not know where i got thm from. also after i served in cidhna mine for the foesworn quest i later (much later) got back there to make my revenge on the guards there, came to the confiscated goods container, opened it and saw another single gold piece in it along with few other things i remember wondering where they'd been the whole time ^^.&lt;br /&gt;
:so gold can have the stolen tag, but i really wonder in which cases this might happen.--[[Special:Contributions/84.227.14.215|84.227.14.215]] 23:54, 26 January 2012 (UTC)&lt;br /&gt;
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::&amp;quot;When you steal it&amp;quot;, unsurprisingly. :P The article's been wrong about this (or at least, misleading / incomplete) forever: I just can't think of a way to correct it that's concise enough to be worth doing. What's &amp;quot;important&amp;quot; is really just that &amp;quot;you can buy stuff from non-fences with stolen gold&amp;quot;, which is what the article gets across in its current form. If you can come up with a more accurate description that includes this case without being overly long or confusing, go ahead and change it: that's what the wiki's for. [[User:Aliana|Aliana]] 01:40, 27 January 2012 (UTC)&lt;br /&gt;
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:::It may be worth modifying the article to explain that the game keeps track of stolen gold seperately to gold that has been obtained legitimately.  When you are arrested, some or all of your stolen gold may be confiscated by the guards, and stolen gold counts towards your total gold when purchasing items.  It's entirely plausible for a merchant to hear that an Iron Dagger with certain identifying marks has been stolen, and thus refuse to buy it, but rather less likely that a merchant could distinguish between gold that you gained as a quest reward and gold that you half-inched. --[[User:Reka|Reka]] 09:12, 27 January 2012 (UTC)&lt;br /&gt;
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== Remove &amp;quot;Stolen&amp;quot; tag. ==&lt;br /&gt;
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Reverse pickpocket item onto a merchant then buy the item from the merchant. No fence needed! [[User:Daedremor|Daedremor]] 12:59, 7 January 2012 (UTC)&lt;br /&gt;
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:Won't work. Merchants have a hidden chest under the map that decides what they sell. Reverse pickpocketing then killing the person who you gave the item to works but may result in a bounty {{uns|208.54.86.231|20:00, January 15, 2012}}&lt;br /&gt;
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:: I think you need the merchant perk for this, as the perk allows them to sell items from their inventory. --[[Special:Contributions/139.153.52.1|139.153.52.1]] 18:49, 18 January 2012 (UTC)&lt;br /&gt;
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== NO OPTION TO WAIVE BOUNTY, EVER. ==&lt;br /&gt;
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On Xbox: I've completely finished the Thieves Guild questline and STILL I am not given ANY option to waive my bounty by paying a lower amount with the guards. I've never had a bounty beyond or for that matter anywhere NEAR 3000 gold, so PLEASE can someone tell me why the this isn't working?? &lt;br /&gt;
AND on top of which, none of the guards will yield when I do. They just keep attacking and it's driving me insane.&lt;br /&gt;
I've been looking for help for MONTHS and have gotten NOTHING.&lt;br /&gt;
I am only ever given the same three options of &amp;quot;Caught me, Pay bounty&amp;quot; &amp;quot;Take me to jail&amp;quot; &amp;quot;I'd rather die.&amp;quot;&lt;br /&gt;
WHY WON'T IT WORK?!?&lt;br /&gt;
[[Special:Contributions/69.76.222.152|69.76.222.152]] 06:13, 2 February 2012 (UTC)&lt;br /&gt;
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:First of all, STOP SWEARING. Secondly, we need more information. Where is the problem occurring? • &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; 06:20, 2 February 2012 (UTC)&lt;br /&gt;
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== Thalmor and Bounty ==&lt;br /&gt;
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I just thought this was of interest. I was stealth attacking Fort Snowhawk when a Thalmor decided to do a frontal attack. Rather worked in my favor but as I'd already completed Diplomatic Immunity (stealth style) &amp;amp; had a Thalmor hit order out on me so they were no friends of mine. So after he killed the last bad guy I killed him and received the message that I'd killed the last witness and a bounty I didn't know I had was cleared. I figure I got it during the Diplomatic Immunity quest at some point but I'd never checked my bounty stat. Oh Well. Anyway, I did the quest many - many game weeks before. Just thought this was interesting that the game mechanics track witnesses, especially random ones, for so long. Heck, he's probably been chasing me this whole time. [[User:Philbert|Philbert]] 01:06, 3 February 2012 (UTC)&lt;br /&gt;
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== Escaping Jail ==&lt;br /&gt;
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If you escape a jail, is your bounty in that hold removed?--[[User:Sentinel|Sentinel]] 20:15, 4 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Waking_Nightmare&amp;diff=875496</id>
		<title>Skyrim talk:Waking Nightmare</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Waking_Nightmare&amp;diff=875496"/>
		<updated>2012-02-04T11:56:38Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Erandur stuck in combat mode on way to Library */&lt;/p&gt;
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&lt;div&gt;== Bug ==&lt;br /&gt;
There is a bug with this quest, at least on the Xbox version, where as when you follow the priest into the chapel, he dissapears making it impossible to advance on with the quest. I'm not sure on how to properly add this to the bugs section, so I posted it here - [[User:Emoboy64|Emoboy64]] 03:14, 12 November 2011 (UTC)&lt;br /&gt;
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== Possible glitch - FIXED ==&lt;br /&gt;
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I've been writing the walkthrough so far as much as I can, but am now stuck on the Dreamwalker part. I can't seem to find the Miasma, and the only logical place (the library) is barred by an invisible wall. Can anyone else solve this? [[User:Spikelovesmetal|Spikelovesmetal]] 15:14, 12 November 2011 (UTC)&lt;br /&gt;
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:Did you get past the Dreamwalker section?  I'm stuck on an invisible doorway; it looks like I need to pass in order to release the Miasma but I can't pass through it.... {{uns|174.24.250.184|02:22, November 14, 2011}}&lt;br /&gt;
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::^There is a chain to can activate to your left when you are stuck at this invisible doorway; it's difficult to see because of the fuzzy, dream effect. {{uns|71.191.39.196|16:48, December 6, 2011}}&lt;br /&gt;
:::if you use a compainon with you i beleve it will work it worked for me {{uns|50.83.42.200|23:36, January 5, 2012}}&lt;br /&gt;
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== Miasma ==&lt;br /&gt;
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Look at the bottom of the book shelf to the right of the platform in the alchemy room. {{uns|173.175.2.4|07:51, November 14, 2011}}&lt;br /&gt;
&lt;br /&gt;
:That's not Miasma.  Its the Torpor.  I'm talking about when you are in the Dream sequence. {{uns|174.24.250.184|21:28, November 14, 2011}}&lt;br /&gt;
&lt;br /&gt;
::There is key to release Miasma at the left side of the room with invisible wall. {{uns|31.59.149.82|08:02, November 15, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Erandur not responding (glitch/bug?) ==&lt;br /&gt;
&lt;br /&gt;
After the fight in the laboratory to find the Torpor, objective &amp;quot;Speak to Erandur&amp;quot; cannot be completed as I can't talk to him at all. Tried reloading a save/waiting and nothing changes. (Xbox 360) {{uns|86.0.135.56|20:39, November 16, 2011}}&lt;br /&gt;
:This happened to me but I loaded and he spoke to me after the fight.  IIRC I killed both people myself the second time and the first time he killed one of them.  It could also be a bug associated with hitting him during the fight. (Xbox 360) [[Special:Contributions/173.80.118.190|173.80.118.190]] 01:00, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Walk upstairs until you see the room below you.  On the wall you will find the option to release the miasma. {{uns|71.57.68.73|02:39, November 24, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Broken on console ==&lt;br /&gt;
&lt;br /&gt;
Saw that there was an Xbox complaint, this quest is broken on PS3 as well.  When I get to the tower, Erandur has moved to end of dungeon, so no way of getting through.  No console commands either so...guess it's just unfinished. {{uns|71.206.102.103|05:18, November 17, 2011}}&lt;br /&gt;
: It was on PC too. Still, I somehow managed to get it work, but not sure how. {{uns|71.206.102.103|23:28, November 18, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Erandur glitched on me (Xbox) ==&lt;br /&gt;
&lt;br /&gt;
I finished almost all the objectives in Waking Nightmare - drank torpor, released miasma, killed the two NPCs as directed and am now instructed to talk to Erandur again - only he won't speak to me at all! All I have left (I think) is to talk to him and render the skull inert, but now I'm stuck after this lengthy quest. I did try punching him to see if that would help unstick him, but he just fought back. After surrendering, he stopped attacking but still no dialog options available. I can't find anyone with this particular issue yet as it seems he glitches earlier in the quest for most. :(  I'm sadly also glitched with the Markarth guard/bounty loop so I guess I'm stuck waiting for updates before I can complete this quest and all of my Markarth objectives.&lt;br /&gt;
&lt;br /&gt;
UPDATE: I'm happy to report that after going back out of the Temple, saving, restarting and loading the game, I was able to fix this issue. When I made it back to Erandur, he (finally) spoke to me. My other issues still remain in Markarth and Belethor's Goods (at least I think it's a glitch - it's always locked now and he is GONE), so I still anxiously await the first update. :) {{uns|99.127.132.105|22:59, November 20, 2011}}&lt;br /&gt;
&lt;br /&gt;
:Confirmed workaround. Nov 24 2011 &lt;br /&gt;
:The above solution of leaving, saving, loading, and returning to Erandur does work for PC {{uns|199.126.240.36|08:53, November 25, 2011}}&lt;br /&gt;
&lt;br /&gt;
::Second confirmed workaround (also PC). Nov 25 2011&lt;br /&gt;
::Leaving the temple, saving, closing Skyrim, then relaunching and loading the save makes Erandur revert to a neutral state and you can talk to him normally to complete the quest as you see fit. {{uns|96.231.45.86|08:57, November 25, 2011}}&lt;br /&gt;
&lt;br /&gt;
:::Third Confirmed (Xbox360) - Left the building, saved, and went back inside and he talked to me just fine. {{uns|71.81.40.101|18:14, December 6, 2011}}&lt;br /&gt;
&lt;br /&gt;
::::Fourth confirmed (PS3) - No save or re-load required. All I had to do was exit the building and re-enter. Since Erandur followed me to the entrance (little creeper), he was right there to talk when I came back in. {{uns|24.19.209.126|10:03, December 17, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Bugs... everywhere! ==&lt;br /&gt;
&lt;br /&gt;
These bugs were all on the article - and they more or less covers all NPCs who will either lead or follow you - I see no need to keep them on the page at the moment, but will keep the bug template for later investigation:&lt;br /&gt;
*{{Bug|A possible bug may occur shortly before entering Nightcaller Temple, where Erandur may disappear and not return. In this case either reloading to a point in Dawnstar (such as the Inn) or entering the Temple and going back outside again may work.}}&lt;br /&gt;
*{{Bug|Erandur occasionally gets stuck on the stairs inside the tower; going behind him and giving him a 'push' will usually make him walk again, or failing that, wait an hour and try again}}&lt;br /&gt;
*{{Bug|Erandur can also get stuck walking up the hill on rocks at the start of the quest, usually he does start walking the right way again.}}&lt;br /&gt;
*{{Bug|Erandur can become stuck once you find the Torpor, such that he will not give you any dialogue option for continuing the quest. EDIT: To continue the quest, you MUST DRINK THE TORPOR. You're welcome.}}&lt;br /&gt;
--[[User:Krusty|Krusty]] 23:08, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Oblivion Walker Achievement ==&lt;br /&gt;
&lt;br /&gt;
It says in the article that acquiring the Skull of Corruption from this quest is essential to get the Oblivion Walker achievement. This is not true, as there are 17 Daedric Artifacts in the game and the player must only obtain 15 to get the achievement.&lt;br /&gt;
I verified this myself by obtaining both the Saviour's Hide and the Ring of Hircine from the Ill met by Moonlight quest as well as 13 other artifacts and unlocking Oblivion Walker (on Steam).&lt;br /&gt;
It is true however that the player must get either the Skull OR the Masque of Clavicus Vile (I believe they are the only artifacts that can be missed even if you successfully complete their respective quests). {{uns|79.20.177.22|16:55, November 28, 2011}}&lt;br /&gt;
:I cannot see where it says this so im assuming it has been removed already, however I would like to point out that tho there are infact 17 artifacts the skeleton key does not count for the achivement and getting both Saviour's Hide and the Ring of Hircine is a glitch which leaves only 15. Without using that glitch you need to get all 15 artifacts. [[User:Kimi the Elf|Kimi the Elf]] 23:00, 21 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glitch fix for PC ==&lt;br /&gt;
&lt;br /&gt;
If Erandur vanishes upon entering the Night Caller Temple or becomes non responsive (i.e. you cannot talk to him), this is a quick work around:&lt;br /&gt;
&lt;br /&gt;
Open command console and run these two commands:&lt;br /&gt;
&lt;br /&gt;
prid 0024280 ↵&lt;br /&gt;
&lt;br /&gt;
moveto player ↵&lt;br /&gt;
&lt;br /&gt;
Kudos to Xenon Sector 539 {{uns|83.99.101.92|21:26, November 30, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Approach to XBOX Erandur glitch ==&lt;br /&gt;
&lt;br /&gt;
If Erandur glitches after you have entered Night Caller Temple, exit the temple and re-enter: Erandur will no longer be glitched.  There is no need to return to past saves if he glitches AFTER he enters the temple.  &lt;br /&gt;
&lt;br /&gt;
If you are troubled by the entrance glitch (i.e. you follow Erandur into Night Caller Temple but you are trapped in the first chamber without him), this glitch requires loading an earlier saved game. {{uns|71.191.39.196|16:46, December 6, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Getting the potion BEFORE Erandur ==&lt;br /&gt;
&lt;br /&gt;
If you get the Torpor before finding the book, the quest stucks.&lt;br /&gt;
When Erandur reaches the Laboratory, he do nothing. There's no dialogue available, even with the potion in your inventory.&lt;br /&gt;
You can't neither drink it (&amp;quot;You can not eat quest items&amp;quot;, says the game) or drop it (&amp;quot;Quest items cannot be removed from your inventory&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
I tried the console. I rushed into the Laboraty before Erandur, and put a potion in the bookshelf. Didn't work.&lt;br /&gt;
Might putting in Erandur's inventory would do it, but I don't know how to give a item to a NPC.&lt;br /&gt;
Any clues?&lt;br /&gt;
[[Special:Contributions/187.126.102.146|187.126.102.146]] 12:49, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think I put the potion in Erandur's inventory via console. I'm not sure, however, 'cause you can't pickpocket Erandur. &lt;br /&gt;
:Anyway, didn't work. [[Special:Contributions/187.126.102.146|187.126.102.146]] 13:03, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Erandur stuck at the Inn (Xbox, PC and PS3) ==&lt;br /&gt;
&lt;br /&gt;
Possible glitch and solution.&lt;br /&gt;
&lt;br /&gt;
Spoke to Erandur on first arrival to Dawnstar, but didn't follow him. (Xbox360)&lt;br /&gt;
&lt;br /&gt;
Later in the game, found him at the Windpeak Inn, at the bar. Wouldn't move from there, between the two stools, although he kept uttering &amp;quot;follow me, my son.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Finally able to dislodge him by summoning a Frost Atronach at his feet, which pushed him out away from the bar and started him walking. {{uns|173.54.2.134|14:07, December 13, 2011}}&lt;br /&gt;
&lt;br /&gt;
::Same here on PC.&lt;br /&gt;
::-Stuck between the stool. Try to move him in a fight but he just wont move. &lt;br /&gt;
::-Keep muttering about a tower inside the inn. {{uns|175.145.48.205|23:44, December 18, 2011}}&lt;br /&gt;
:::I am also encountering this problem on PC. After receiving the quest objective to follow Erandur, he just stands there in the inn and says &amp;quot;Follow me, my son&amp;quot;. I've tried sprinting into him to get him moving, but to no avail. //[[User:Vinifera7|Vinifera7]] 07:53, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Ruin within a ruin?==&lt;br /&gt;
On your way to the temple Erandur makes reference to a &amp;quot;ruin inside a ruin&amp;quot;... Is this an inception Easter Egg (the quest is about dreams after all) or just coincidence? {{uns|78.105.247.158|18:38, December 15, 2011}}&lt;br /&gt;
:Possibly, this is a quest about dreams afterall, and we end up going into his past life through a dream... [[Special:Contributions/109.156.245.120|109.156.245.120]] 23:43, 21 January 2012 (UTC)&lt;br /&gt;
::Taking context into consideration, he says it's a temple ruin inside a ruined tower. --[[User:Mikeyy|&amp;lt;font face=&amp;quot;Oblivion&amp;quot; size=4&amp;gt;Mikey&amp;lt;/font&amp;gt;]]&amp;lt;small style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;&amp;lt;sup style=&amp;quot;position:absolute&amp;quot;&amp;gt;'''[[User_Talk:Mikeyy|talk]]'''&amp;lt;/sup&amp;gt;&amp;lt;sub style=&amp;quot;padding-right: 35px&amp;quot;&amp;gt;'''[[Special:EmailUser/Mikeyy|email]]'''&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 23:54, 21 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Erandur is helplessly crawling around - SOLVED (a bit) ==&lt;br /&gt;
&lt;br /&gt;
I'm the type of player that likes to raid everything, but Erandur (being a stupid weak old fool) decided to run through all the rooms without my help. I found a trail of dead followers and orcs, leading to him and now he's just crawling around extremely slowly, because he would be dead if he wasn't an invincible quest NPC. Now he can't get up the stairs to break the barrier around the skull, he's stuck at the bottom and the staircase is too steep. Healing hands spell doesn't work, so he's stuck and I can't finish the quest.&lt;br /&gt;
&lt;br /&gt;
Also, the &amp;quot;ruin within a ruin&amp;quot; isn't a reference to Inceptions &amp;quot;dream within a dream&amp;quot;. It's a ruin within a ruin, that's it. Dreams and ruins aren't the same thing, just because the sentence has the same structure as another sentence, doesn't mean one is a reference to the other. You're clutching at straws, get over it. Sometimes one thing is inside another thing, so what? {{uns|Astrosteve|16:53, December 22, 2011}}&lt;br /&gt;
&lt;br /&gt;
_____________________________________________________________________________________________________________________________________________________________________&lt;br /&gt;
If you give him long enough, he will appear at the top of the stairs because the game finaly realises there's no other way. But then Vaermina tells you to kill him, so he becomes mortal and dies instantly. Now you can't kill him and you can't activate the skull pedestal. Attacking his corpse doesn't help. Removing everything from his corpse doesn't help. He's too powerful to be brought back to life, even by Revenant. Your companion also treats him as dead, so won't attack him. Waiting 24 hours does nothing. No shouts work. So now the quest won't finish until I murder someone who is already dead. {{uns|Astrosteve|17:19, December 22, 2011}}&lt;br /&gt;
&lt;br /&gt;
== xBox 360 Miasma demystified... at least for me ==&lt;br /&gt;
&lt;br /&gt;
I think the secret to getting the whole thing to work is to do the following upon entering Nightcaller Temple&lt;br /&gt;
&lt;br /&gt;
'''1st room - To the left is a table with Shrine of Mara. Activate it to receive blessing.'''&lt;br /&gt;
&lt;br /&gt;
Follow Erandur - Find the book and Torpur potion.&lt;br /&gt;
&lt;br /&gt;
When at blocked door drink potion&lt;br /&gt;
&lt;br /&gt;
You appear in the skull room make your way back to blocked door&lt;br /&gt;
&lt;br /&gt;
Pull chain directly to left of blocked doorway.&lt;br /&gt;
&lt;br /&gt;
Take Common Stone and talk to Erandur&lt;br /&gt;
&lt;br /&gt;
You have to travel back to skull room and make a choice&lt;br /&gt;
&lt;br /&gt;
A - Murder Erandur to get the scepter&lt;br /&gt;
B - Let him live and he will become your companion. {{uns|Rancorpit1|20:37, December 22, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Xbox 360 glitch ==&lt;br /&gt;
&lt;br /&gt;
The guy dissapears when i go into the temple, i dont have any previous saves to revert to, i have tried the leave temple and go back in, doesnt work, also restarted the console dodnt work, i waited 72 hours and he wasnt there, no solution for me yet.... real annoying {{uns|81.152.93.166|01:28, December 28, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Waited too long? ==&lt;br /&gt;
&lt;br /&gt;
Existing text:&lt;br /&gt;
(if you waited too long before killing Erandur, you will lose both the Skull and the follower. The quest will end without giving you any reward; saying something like such is the result of indecision)&lt;br /&gt;
&lt;br /&gt;
How can one wait too long? The objective is to either 1) kill Erandur, or 2) wait for him to finish the steps to destroy the Skull, after which he can be a potential follower. There's no way to lose both unless one chooses 2), gets him as a potential follower, then deliberately kills him. I tried but I didn't get the indecision message.&lt;br /&gt;
&lt;br /&gt;
So I'll be removing that paragraph soon unless there's new evidence. [[Special:Contributions/71.132.201.220|71.132.201.220]] 04:06, 30 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hardly surprising you missed it: there IS such a message, but it's in the (completed) journal, not onscreen; and you have to choose #2 and then kill him before talking to him. [[User:Aliana|Aliana]] 19:32, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug ==&lt;br /&gt;
&lt;br /&gt;
Ok, i have the same bug for the Ps3. What i did was hit him until he was in the room with the barrels and keep tying to talk to him he started working again ( this is the path next to the room under the platform). {{uns|174.110.216.155|07:33, December 30, 2011}}&lt;br /&gt;
&lt;br /&gt;
== It seems no one else has encountered this glitch ==&lt;br /&gt;
&lt;br /&gt;
Everything is all fine and dandy going through all the rooms, but then when I walk about 10 steps through the door into the center of the temple with the skull of corruption, two of the vaermina devotees run in, and just stand there looking around even though I'm standing right there. The screen says that I completed &amp;quot;following erandur through the temple&amp;quot; and then all that's left to do is get to the skull and either kill Erandur, or let him finish the steps of destroying it and whatnot.. But then I can't seem to move, the only thing I can do is pause, rotate the camera view and change perspective. Even though it says I followed him properly, if I watch the upper levels of the temple I eventually see him running around. I waited for an extremely long time thinking I could continue if he came down, but he never did. {{uns|207.161.51.228|19:06, January 1, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Erandur MIA after quest completion ==&lt;br /&gt;
&lt;br /&gt;
I completed quest and did not kill Erandur. He offered to come with me (become a follower) but I turned him down for the moment. He said he would be there at the temple if I needed him. Coming back to the temple, it is completely empty with no Erandur to be found. {{uns|64.30.210.207|06:24, January 7, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Solution to Erandur not responding at the very end of the quest. ==&lt;br /&gt;
&lt;br /&gt;
I walked out of the tower and came back in, and when I did he was responsive again. {{uns|199.21.164.11|11:52, January 7, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Can't activate the miasma ==&lt;br /&gt;
&lt;br /&gt;
During the quest Waking Nightmare on the PS3 I am unable to pull the chain which activates the misama. {{uns|NeedHelpPlease|00:37, January 10, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Yet Another Bug ==&lt;br /&gt;
I've run into a bug that seems to be undocumented, so I'll post about it here.  Everything in this quest was going fine, but after I drank the Torpor and was moving through the temple to activate the Miasma (during the Dreamstride), I suddenly ran into an invisible wall.  This &amp;quot;wall&amp;quot; appears right before that section of the circular entry hall with the door leading to the library.  Nothing I do works, with my only recourse being to reload an earlier save.  None of the saves/autosaves I've made within Nightcaller Temple have helped me resolve this issue, so I'll try reloading one I made before entering and try that. - [[User:Lazy Dreamer|Lazy Dreamer]] 22:25, 23 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Erandur stuck in combat mode on way to Library ==&lt;br /&gt;
I'm on the PC.  Erandur goes down the stairs and finds the way to the skull blocked by a door.  We kill 2 orcs first.  He then asks me to follow to the library.  Half way up the stairs to the library he just stops.  He has his hands out, so he's in combat mode.  I can talk to him, but he never advances.  I've tried to push him, but he doesn't move enough.  I've reloaded from the beginning of the tower many times, and he stops on the stairs in the same place every time.  I've tried using Calm on him, but it says he is too powerful. &lt;br /&gt;
&lt;br /&gt;
Resolved - I tried teleporting Erandur to the Library door using console, but this did nothing.  I also tried to reset the plot stage to follow to library using setstage command, but this didn't work.  However, I then used staggering double-cast destruction spells to stagger him slowly up the steps.  Once he reached the top of the steps, he suddenly continued to the door.  I had to take his health to 1/2 before I got him to the top.  So you just need to get him to walk to the top under his own power (staggering) to get him to resume.&lt;br /&gt;
&lt;br /&gt;
:Having the same issue here. Only started since the last official patch. (Not using the beta 1.4) [[Special:Contributions/24.156.216.144|24.156.216.144]] 11:46, 4 February 2012 (UTC)&lt;br /&gt;
:Alternate resolution - If you use console commands to unlock the door, Erandur will continue on normally. [[Special:Contributions/24.156.216.144|24.156.216.144]] 11:56, 4 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Waking_Nightmare&amp;diff=875495</id>
		<title>Skyrim talk:Waking Nightmare</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Waking_Nightmare&amp;diff=875495"/>
		<updated>2012-02-04T11:46:55Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Erandur stuck in combat mode on way to Library */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bug ==&lt;br /&gt;
There is a bug with this quest, at least on the Xbox version, where as when you follow the priest into the chapel, he dissapears making it impossible to advance on with the quest. I'm not sure on how to properly add this to the bugs section, so I posted it here - [[User:Emoboy64|Emoboy64]] 03:14, 12 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible glitch - FIXED ==&lt;br /&gt;
&lt;br /&gt;
I've been writing the walkthrough so far as much as I can, but am now stuck on the Dreamwalker part. I can't seem to find the Miasma, and the only logical place (the library) is barred by an invisible wall. Can anyone else solve this? [[User:Spikelovesmetal|Spikelovesmetal]] 15:14, 12 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Did you get past the Dreamwalker section?  I'm stuck on an invisible doorway; it looks like I need to pass in order to release the Miasma but I can't pass through it.... {{uns|174.24.250.184|02:22, November 14, 2011}}&lt;br /&gt;
&lt;br /&gt;
::^There is a chain to can activate to your left when you are stuck at this invisible doorway; it's difficult to see because of the fuzzy, dream effect. {{uns|71.191.39.196|16:48, December 6, 2011}}&lt;br /&gt;
:::if you use a compainon with you i beleve it will work it worked for me {{uns|50.83.42.200|23:36, January 5, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Miasma ==&lt;br /&gt;
&lt;br /&gt;
Look at the bottom of the book shelf to the right of the platform in the alchemy room. {{uns|173.175.2.4|07:51, November 14, 2011}}&lt;br /&gt;
&lt;br /&gt;
:That's not Miasma.  Its the Torpor.  I'm talking about when you are in the Dream sequence. {{uns|174.24.250.184|21:28, November 14, 2011}}&lt;br /&gt;
&lt;br /&gt;
::There is key to release Miasma at the left side of the room with invisible wall. {{uns|31.59.149.82|08:02, November 15, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Erandur not responding (glitch/bug?) ==&lt;br /&gt;
&lt;br /&gt;
After the fight in the laboratory to find the Torpor, objective &amp;quot;Speak to Erandur&amp;quot; cannot be completed as I can't talk to him at all. Tried reloading a save/waiting and nothing changes. (Xbox 360) {{uns|86.0.135.56|20:39, November 16, 2011}}&lt;br /&gt;
:This happened to me but I loaded and he spoke to me after the fight.  IIRC I killed both people myself the second time and the first time he killed one of them.  It could also be a bug associated with hitting him during the fight. (Xbox 360) [[Special:Contributions/173.80.118.190|173.80.118.190]] 01:00, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Walk upstairs until you see the room below you.  On the wall you will find the option to release the miasma. {{uns|71.57.68.73|02:39, November 24, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Broken on console ==&lt;br /&gt;
&lt;br /&gt;
Saw that there was an Xbox complaint, this quest is broken on PS3 as well.  When I get to the tower, Erandur has moved to end of dungeon, so no way of getting through.  No console commands either so...guess it's just unfinished. {{uns|71.206.102.103|05:18, November 17, 2011}}&lt;br /&gt;
: It was on PC too. Still, I somehow managed to get it work, but not sure how. {{uns|71.206.102.103|23:28, November 18, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Erandur glitched on me (Xbox) ==&lt;br /&gt;
&lt;br /&gt;
I finished almost all the objectives in Waking Nightmare - drank torpor, released miasma, killed the two NPCs as directed and am now instructed to talk to Erandur again - only he won't speak to me at all! All I have left (I think) is to talk to him and render the skull inert, but now I'm stuck after this lengthy quest. I did try punching him to see if that would help unstick him, but he just fought back. After surrendering, he stopped attacking but still no dialog options available. I can't find anyone with this particular issue yet as it seems he glitches earlier in the quest for most. :(  I'm sadly also glitched with the Markarth guard/bounty loop so I guess I'm stuck waiting for updates before I can complete this quest and all of my Markarth objectives.&lt;br /&gt;
&lt;br /&gt;
UPDATE: I'm happy to report that after going back out of the Temple, saving, restarting and loading the game, I was able to fix this issue. When I made it back to Erandur, he (finally) spoke to me. My other issues still remain in Markarth and Belethor's Goods (at least I think it's a glitch - it's always locked now and he is GONE), so I still anxiously await the first update. :) {{uns|99.127.132.105|22:59, November 20, 2011}}&lt;br /&gt;
&lt;br /&gt;
:Confirmed workaround. Nov 24 2011 &lt;br /&gt;
:The above solution of leaving, saving, loading, and returning to Erandur does work for PC {{uns|199.126.240.36|08:53, November 25, 2011}}&lt;br /&gt;
&lt;br /&gt;
::Second confirmed workaround (also PC). Nov 25 2011&lt;br /&gt;
::Leaving the temple, saving, closing Skyrim, then relaunching and loading the save makes Erandur revert to a neutral state and you can talk to him normally to complete the quest as you see fit. {{uns|96.231.45.86|08:57, November 25, 2011}}&lt;br /&gt;
&lt;br /&gt;
:::Third Confirmed (Xbox360) - Left the building, saved, and went back inside and he talked to me just fine. {{uns|71.81.40.101|18:14, December 6, 2011}}&lt;br /&gt;
&lt;br /&gt;
::::Fourth confirmed (PS3) - No save or re-load required. All I had to do was exit the building and re-enter. Since Erandur followed me to the entrance (little creeper), he was right there to talk when I came back in. {{uns|24.19.209.126|10:03, December 17, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Bugs... everywhere! ==&lt;br /&gt;
&lt;br /&gt;
These bugs were all on the article - and they more or less covers all NPCs who will either lead or follow you - I see no need to keep them on the page at the moment, but will keep the bug template for later investigation:&lt;br /&gt;
*{{Bug|A possible bug may occur shortly before entering Nightcaller Temple, where Erandur may disappear and not return. In this case either reloading to a point in Dawnstar (such as the Inn) or entering the Temple and going back outside again may work.}}&lt;br /&gt;
*{{Bug|Erandur occasionally gets stuck on the stairs inside the tower; going behind him and giving him a 'push' will usually make him walk again, or failing that, wait an hour and try again}}&lt;br /&gt;
*{{Bug|Erandur can also get stuck walking up the hill on rocks at the start of the quest, usually he does start walking the right way again.}}&lt;br /&gt;
*{{Bug|Erandur can become stuck once you find the Torpor, such that he will not give you any dialogue option for continuing the quest. EDIT: To continue the quest, you MUST DRINK THE TORPOR. You're welcome.}}&lt;br /&gt;
--[[User:Krusty|Krusty]] 23:08, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Oblivion Walker Achievement ==&lt;br /&gt;
&lt;br /&gt;
It says in the article that acquiring the Skull of Corruption from this quest is essential to get the Oblivion Walker achievement. This is not true, as there are 17 Daedric Artifacts in the game and the player must only obtain 15 to get the achievement.&lt;br /&gt;
I verified this myself by obtaining both the Saviour's Hide and the Ring of Hircine from the Ill met by Moonlight quest as well as 13 other artifacts and unlocking Oblivion Walker (on Steam).&lt;br /&gt;
It is true however that the player must get either the Skull OR the Masque of Clavicus Vile (I believe they are the only artifacts that can be missed even if you successfully complete their respective quests). {{uns|79.20.177.22|16:55, November 28, 2011}}&lt;br /&gt;
:I cannot see where it says this so im assuming it has been removed already, however I would like to point out that tho there are infact 17 artifacts the skeleton key does not count for the achivement and getting both Saviour's Hide and the Ring of Hircine is a glitch which leaves only 15. Without using that glitch you need to get all 15 artifacts. [[User:Kimi the Elf|Kimi the Elf]] 23:00, 21 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glitch fix for PC ==&lt;br /&gt;
&lt;br /&gt;
If Erandur vanishes upon entering the Night Caller Temple or becomes non responsive (i.e. you cannot talk to him), this is a quick work around:&lt;br /&gt;
&lt;br /&gt;
Open command console and run these two commands:&lt;br /&gt;
&lt;br /&gt;
prid 0024280 ↵&lt;br /&gt;
&lt;br /&gt;
moveto player ↵&lt;br /&gt;
&lt;br /&gt;
Kudos to Xenon Sector 539 {{uns|83.99.101.92|21:26, November 30, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Approach to XBOX Erandur glitch ==&lt;br /&gt;
&lt;br /&gt;
If Erandur glitches after you have entered Night Caller Temple, exit the temple and re-enter: Erandur will no longer be glitched.  There is no need to return to past saves if he glitches AFTER he enters the temple.  &lt;br /&gt;
&lt;br /&gt;
If you are troubled by the entrance glitch (i.e. you follow Erandur into Night Caller Temple but you are trapped in the first chamber without him), this glitch requires loading an earlier saved game. {{uns|71.191.39.196|16:46, December 6, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Getting the potion BEFORE Erandur ==&lt;br /&gt;
&lt;br /&gt;
If you get the Torpor before finding the book, the quest stucks.&lt;br /&gt;
When Erandur reaches the Laboratory, he do nothing. There's no dialogue available, even with the potion in your inventory.&lt;br /&gt;
You can't neither drink it (&amp;quot;You can not eat quest items&amp;quot;, says the game) or drop it (&amp;quot;Quest items cannot be removed from your inventory&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
I tried the console. I rushed into the Laboraty before Erandur, and put a potion in the bookshelf. Didn't work.&lt;br /&gt;
Might putting in Erandur's inventory would do it, but I don't know how to give a item to a NPC.&lt;br /&gt;
Any clues?&lt;br /&gt;
[[Special:Contributions/187.126.102.146|187.126.102.146]] 12:49, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think I put the potion in Erandur's inventory via console. I'm not sure, however, 'cause you can't pickpocket Erandur. &lt;br /&gt;
:Anyway, didn't work. [[Special:Contributions/187.126.102.146|187.126.102.146]] 13:03, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Erandur stuck at the Inn (Xbox, PC and PS3) ==&lt;br /&gt;
&lt;br /&gt;
Possible glitch and solution.&lt;br /&gt;
&lt;br /&gt;
Spoke to Erandur on first arrival to Dawnstar, but didn't follow him. (Xbox360)&lt;br /&gt;
&lt;br /&gt;
Later in the game, found him at the Windpeak Inn, at the bar. Wouldn't move from there, between the two stools, although he kept uttering &amp;quot;follow me, my son.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Finally able to dislodge him by summoning a Frost Atronach at his feet, which pushed him out away from the bar and started him walking. {{uns|173.54.2.134|14:07, December 13, 2011}}&lt;br /&gt;
&lt;br /&gt;
::Same here on PC.&lt;br /&gt;
::-Stuck between the stool. Try to move him in a fight but he just wont move. &lt;br /&gt;
::-Keep muttering about a tower inside the inn. {{uns|175.145.48.205|23:44, December 18, 2011}}&lt;br /&gt;
:::I am also encountering this problem on PC. After receiving the quest objective to follow Erandur, he just stands there in the inn and says &amp;quot;Follow me, my son&amp;quot;. I've tried sprinting into him to get him moving, but to no avail. //[[User:Vinifera7|Vinifera7]] 07:53, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Ruin within a ruin?==&lt;br /&gt;
On your way to the temple Erandur makes reference to a &amp;quot;ruin inside a ruin&amp;quot;... Is this an inception Easter Egg (the quest is about dreams after all) or just coincidence? {{uns|78.105.247.158|18:38, December 15, 2011}}&lt;br /&gt;
:Possibly, this is a quest about dreams afterall, and we end up going into his past life through a dream... [[Special:Contributions/109.156.245.120|109.156.245.120]] 23:43, 21 January 2012 (UTC)&lt;br /&gt;
::Taking context into consideration, he says it's a temple ruin inside a ruined tower. --[[User:Mikeyy|&amp;lt;font face=&amp;quot;Oblivion&amp;quot; size=4&amp;gt;Mikey&amp;lt;/font&amp;gt;]]&amp;lt;small style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;&amp;lt;sup style=&amp;quot;position:absolute&amp;quot;&amp;gt;'''[[User_Talk:Mikeyy|talk]]'''&amp;lt;/sup&amp;gt;&amp;lt;sub style=&amp;quot;padding-right: 35px&amp;quot;&amp;gt;'''[[Special:EmailUser/Mikeyy|email]]'''&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 23:54, 21 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Erandur is helplessly crawling around - SOLVED (a bit) ==&lt;br /&gt;
&lt;br /&gt;
I'm the type of player that likes to raid everything, but Erandur (being a stupid weak old fool) decided to run through all the rooms without my help. I found a trail of dead followers and orcs, leading to him and now he's just crawling around extremely slowly, because he would be dead if he wasn't an invincible quest NPC. Now he can't get up the stairs to break the barrier around the skull, he's stuck at the bottom and the staircase is too steep. Healing hands spell doesn't work, so he's stuck and I can't finish the quest.&lt;br /&gt;
&lt;br /&gt;
Also, the &amp;quot;ruin within a ruin&amp;quot; isn't a reference to Inceptions &amp;quot;dream within a dream&amp;quot;. It's a ruin within a ruin, that's it. Dreams and ruins aren't the same thing, just because the sentence has the same structure as another sentence, doesn't mean one is a reference to the other. You're clutching at straws, get over it. Sometimes one thing is inside another thing, so what? {{uns|Astrosteve|16:53, December 22, 2011}}&lt;br /&gt;
&lt;br /&gt;
_____________________________________________________________________________________________________________________________________________________________________&lt;br /&gt;
If you give him long enough, he will appear at the top of the stairs because the game finaly realises there's no other way. But then Vaermina tells you to kill him, so he becomes mortal and dies instantly. Now you can't kill him and you can't activate the skull pedestal. Attacking his corpse doesn't help. Removing everything from his corpse doesn't help. He's too powerful to be brought back to life, even by Revenant. Your companion also treats him as dead, so won't attack him. Waiting 24 hours does nothing. No shouts work. So now the quest won't finish until I murder someone who is already dead. {{uns|Astrosteve|17:19, December 22, 2011}}&lt;br /&gt;
&lt;br /&gt;
== xBox 360 Miasma demystified... at least for me ==&lt;br /&gt;
&lt;br /&gt;
I think the secret to getting the whole thing to work is to do the following upon entering Nightcaller Temple&lt;br /&gt;
&lt;br /&gt;
'''1st room - To the left is a table with Shrine of Mara. Activate it to receive blessing.'''&lt;br /&gt;
&lt;br /&gt;
Follow Erandur - Find the book and Torpur potion.&lt;br /&gt;
&lt;br /&gt;
When at blocked door drink potion&lt;br /&gt;
&lt;br /&gt;
You appear in the skull room make your way back to blocked door&lt;br /&gt;
&lt;br /&gt;
Pull chain directly to left of blocked doorway.&lt;br /&gt;
&lt;br /&gt;
Take Common Stone and talk to Erandur&lt;br /&gt;
&lt;br /&gt;
You have to travel back to skull room and make a choice&lt;br /&gt;
&lt;br /&gt;
A - Murder Erandur to get the scepter&lt;br /&gt;
B - Let him live and he will become your companion. {{uns|Rancorpit1|20:37, December 22, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Xbox 360 glitch ==&lt;br /&gt;
&lt;br /&gt;
The guy dissapears when i go into the temple, i dont have any previous saves to revert to, i have tried the leave temple and go back in, doesnt work, also restarted the console dodnt work, i waited 72 hours and he wasnt there, no solution for me yet.... real annoying {{uns|81.152.93.166|01:28, December 28, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Waited too long? ==&lt;br /&gt;
&lt;br /&gt;
Existing text:&lt;br /&gt;
(if you waited too long before killing Erandur, you will lose both the Skull and the follower. The quest will end without giving you any reward; saying something like such is the result of indecision)&lt;br /&gt;
&lt;br /&gt;
How can one wait too long? The objective is to either 1) kill Erandur, or 2) wait for him to finish the steps to destroy the Skull, after which he can be a potential follower. There's no way to lose both unless one chooses 2), gets him as a potential follower, then deliberately kills him. I tried but I didn't get the indecision message.&lt;br /&gt;
&lt;br /&gt;
So I'll be removing that paragraph soon unless there's new evidence. [[Special:Contributions/71.132.201.220|71.132.201.220]] 04:06, 30 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hardly surprising you missed it: there IS such a message, but it's in the (completed) journal, not onscreen; and you have to choose #2 and then kill him before talking to him. [[User:Aliana|Aliana]] 19:32, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug ==&lt;br /&gt;
&lt;br /&gt;
Ok, i have the same bug for the Ps3. What i did was hit him until he was in the room with the barrels and keep tying to talk to him he started working again ( this is the path next to the room under the platform). {{uns|174.110.216.155|07:33, December 30, 2011}}&lt;br /&gt;
&lt;br /&gt;
== It seems no one else has encountered this glitch ==&lt;br /&gt;
&lt;br /&gt;
Everything is all fine and dandy going through all the rooms, but then when I walk about 10 steps through the door into the center of the temple with the skull of corruption, two of the vaermina devotees run in, and just stand there looking around even though I'm standing right there. The screen says that I completed &amp;quot;following erandur through the temple&amp;quot; and then all that's left to do is get to the skull and either kill Erandur, or let him finish the steps of destroying it and whatnot.. But then I can't seem to move, the only thing I can do is pause, rotate the camera view and change perspective. Even though it says I followed him properly, if I watch the upper levels of the temple I eventually see him running around. I waited for an extremely long time thinking I could continue if he came down, but he never did. {{uns|207.161.51.228|19:06, January 1, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Erandur MIA after quest completion ==&lt;br /&gt;
&lt;br /&gt;
I completed quest and did not kill Erandur. He offered to come with me (become a follower) but I turned him down for the moment. He said he would be there at the temple if I needed him. Coming back to the temple, it is completely empty with no Erandur to be found. {{uns|64.30.210.207|06:24, January 7, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Solution to Erandur not responding at the very end of the quest. ==&lt;br /&gt;
&lt;br /&gt;
I walked out of the tower and came back in, and when I did he was responsive again. {{uns|199.21.164.11|11:52, January 7, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Can't activate the miasma ==&lt;br /&gt;
&lt;br /&gt;
During the quest Waking Nightmare on the PS3 I am unable to pull the chain which activates the misama. {{uns|NeedHelpPlease|00:37, January 10, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Yet Another Bug ==&lt;br /&gt;
I've run into a bug that seems to be undocumented, so I'll post about it here.  Everything in this quest was going fine, but after I drank the Torpor and was moving through the temple to activate the Miasma (during the Dreamstride), I suddenly ran into an invisible wall.  This &amp;quot;wall&amp;quot; appears right before that section of the circular entry hall with the door leading to the library.  Nothing I do works, with my only recourse being to reload an earlier save.  None of the saves/autosaves I've made within Nightcaller Temple have helped me resolve this issue, so I'll try reloading one I made before entering and try that. - [[User:Lazy Dreamer|Lazy Dreamer]] 22:25, 23 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Erandur stuck in combat mode on way to Library ==&lt;br /&gt;
I'm on the PC.  Erandur goes down the stairs and finds the way to the skull blocked by a door.  We kill 2 orcs first.  He then asks me to follow to the library.  Half way up the stairs to the library he just stops.  He has his hands out, so he's in combat mode.  I can talk to him, but he never advances.  I've tried to push him, but he doesn't move enough.  I've reloaded from the beginning of the tower many times, and he stops on the stairs in the same place every time.  I've tried using Calm on him, but it says he is too powerful. &lt;br /&gt;
&lt;br /&gt;
Resolved - I tried teleporting Erandur to the Library door using console, but this did nothing.  I also tried to reset the plot stage to follow to library using setstage command, but this didn't work.  However, I then used staggering double-cast destruction spells to stagger him slowly up the steps.  Once he reached the top of the steps, he suddenly continued to the door.  I had to take his health to 1/2 before I got him to the top.  So you just need to get him to walk to the top under his own power (staggering) to get him to resume.&lt;br /&gt;
&lt;br /&gt;
:Having the same issue here. Only started since the last official patch. (Not using the beta 1.4) [[Special:Contributions/24.156.216.144|24.156.216.144]] 11:46, 4 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Remanada&amp;diff=875388</id>
		<title>Skyrim talk:Remanada</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Remanada&amp;diff=875388"/>
		<updated>2012-02-04T07:03:52Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: Created page with '==Is there a quest related to this book?==  I found a copy of Remanada in a bandit area, but the item is flagged as a quest item. Related to a random College book hunt? ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Is there a quest related to this book?==&lt;br /&gt;
&lt;br /&gt;
I found a copy of Remanada in a bandit area, but the item is flagged as a quest item. Related to a random College book hunt? [[Special:Contributions/24.156.216.144|24.156.216.144]] 07:03, 4 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Red_Eagle&amp;diff=875114</id>
		<title>Skyrim talk:Red Eagle</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Red_Eagle&amp;diff=875114"/>
		<updated>2012-02-03T22:58:06Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Variable Species */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Variable Species ==&lt;br /&gt;
First time I did this quest he was indeed a draugr. Went back with a different (level 59) character and to my surprise found Red Eagle as a dragon priest.[[Special:Contributions/212.139.91.92|212.139.91.92]] 19:46, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also just noticed that the skeletons that raise at the same time are hostile to both of us[[Special:Contributions/212.139.91.92|212.139.91.92]] 19:48, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Looks like that was fixed in the 1.4 patch. [[Special:Contributions/24.156.216.144|24.156.216.144]] 22:58, 3 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Red Eagle quests ==&lt;br /&gt;
&lt;br /&gt;
So, what's the big mystery behind the Red Eagle quest chain? Killed Red Eagle without trouble at lvl 36 and the whole thing seems so incomplete. Anyone else feels the same? Luke {{Uns|81.196.151.13|08:50, 24 January 2012}}&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Bilegulch_Mine&amp;diff=874924</id>
		<title>Skyrim:Bilegulch Mine</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Bilegulch_Mine&amp;diff=874924"/>
		<updated>2012-02-03T20:51:34Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: Undo revision 873029 by 76.233.160.127 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Mine&lt;br /&gt;
|zones=1&lt;br /&gt;
|image=SR-place-Bilegulch_Mine.jpg&lt;br /&gt;
|imgdesc=Bilegulch Mine&lt;br /&gt;
|region=Falkreath Hold&lt;br /&gt;
|occupants=[[Skyrim:Bandit|Bandits]]&lt;br /&gt;
|location=Far southeast of [[Skyrim:Markarth|Markarth]]&lt;br /&gt;
|description=An [[Skyrim:Orichalcum Ore|Orichalcum]] mine held by [[Skyrim:Orc|Orc]] [[Skyrim:Bandit|Bandits]].&lt;br /&gt;
|locationcode=BilegulchMine&lt;br /&gt;
|dungeon=1&lt;br /&gt;
|clearable=1&lt;br /&gt;
|marker_id=Mine&lt;br /&gt;
|smelter=1&lt;br /&gt;
|forge=1&lt;br /&gt;
|workbench=1&lt;br /&gt;
|orenum=9&lt;br /&gt;
|oretype=Orichalcum&lt;br /&gt;
|treasure=''[[Skyrim:The_Armorer's_Challenge|The Armorer's Challenge]]''&lt;br /&gt;
|addbelow=It is located near the area where [[Skyrim:Markarth|Markarth]], [[Skyrim:Whiterun Hold|Whiterun Hold]], and [[Skyrim:Falkreath Hold|Falkreath Hold]] meet near [[Skyrim:Fort Sungard|Fort Sungard]]. It is straight south of the town Rorikstead on the world map which is the nearest settlement, though it cannot be reached by walking in a straight line. The mining camp is barricaded and the dotted with a few Orcish-styled outbuildings including a blacksmithing area requisite with a [[Skyrim:Smelter|smelter]] and [[Skyrim:Forge|forge]]. The entrance to the mine is up the wooden scaffolding and holds only the leader of the bandits. Inside the mine interior there are nine Orichalcum ore veins, a copy of the [[Skyrim:Smithing|Smithing]] skillbook ''[[Skyrim:The_Armorer's_Challenge|The Armorer's Challenge]]'', and an augmented loot chest (Locked, the [[Skyrim:Bandit Chief|Bandit Chief]] has a [[Skyrim:Bilegulch Mine Key|key]]).&lt;br /&gt;
}} [[Category:Skyrim-Places-Bandit_Camps]]&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
==Orichalcum Ore Locations==&lt;br /&gt;
* Outside the Mine Entrance, in a cart ~6 ore&lt;br /&gt;
* In the 1st room, on the far wall, next to a pickaxe - 1 Vein&lt;br /&gt;
* In the 1st room, on the wall, on the way to the kitchen - 1 Vein&lt;br /&gt;
* In the 2nd room, along the walls &amp;amp; floor - 7 Veins&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
All quests that involve Bilegulch Mine are radiantly assigned at random:&lt;br /&gt;
* {{Quest Link|Find Amren's Family Sword inside Bilegulch Mine}}&lt;br /&gt;
* {{Quest Link|Find Helm of Winterhold inside Bilegulch Mine}}&lt;br /&gt;
* {{Quest Link|Find Shahvee's Amulet of Zenithar inside Bilegulch Mine}}&lt;br /&gt;
* {{Quest Link|Find the Moon Amulet inside Bilegulch Mine}}&lt;br /&gt;
* {{Quest Link|Kill the bandit leader located at Bilegulch Mine}}&lt;br /&gt;
* {{Quest Link|Kill the leader of Bilegulch Mine}}&lt;br /&gt;
&lt;br /&gt;
Just east of bilegulch mine, there is a ring of mushrooms, along with a dragon burial site.&lt;br /&gt;
{{Stub|Place}}&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Steamcrag_Camp&amp;diff=874324</id>
		<title>Skyrim talk:Steamcrag Camp</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Steamcrag_Camp&amp;diff=874324"/>
		<updated>2012-02-03T04:26:01Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Bug */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== BUGS ==&lt;br /&gt;
&lt;br /&gt;
XBOX A Giant Club shown as Damage 9 Weight 18 Value 1 shows the &amp;quot;(A) Take&amp;quot; interface, but cannot be taken.  But you can pick it up and carry it around using the long press on (A). [[User:Deadcrow|Deadcrow]] 18:48, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I found the same thing on PC (except it shows the damage as 8 - I assume the displayed damage is affected by skill levels). I've seen reports elsewhere that followers can pick up and use it, but that it does not appear in their inventories when trading (which I assume is the same as the way that the clubs don't appear as lootable in the inventories of dead giants). [[User:MuddlingThrough|MuddlingThrough]] 22:07, 7 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug ==&lt;br /&gt;
&lt;br /&gt;
The two Mammoth Cheese collection points are considered owned, and if you collect the mammoth cheese bowls, they are flagged as stolen. [[Special:Contributions/24.156.216.144|24.156.216.144]] 04:26, 3 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Reveler&amp;diff=873767</id>
		<title>Skyrim talk:Reveler</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Reveler&amp;diff=873767"/>
		<updated>2012-02-02T07:39:17Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Strange behaviour from the Revelers */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I bumped into 3 of them near Hillgrund's Tomb, they offered me Honningbrew Mead and then walked away.&lt;br /&gt;
&lt;br /&gt;
Saw two revelers with several Alik'r warriors. Didn't ask/give me anything. And I'm sure the location is random.&lt;br /&gt;
&lt;br /&gt;
== Revelers at Brandy-Mug Farm? ==&lt;br /&gt;
&lt;br /&gt;
After I'd gotten the Charmed Necklace from them, I now see all three of them at Brandy-Mug farm, tilling the ground, working the grindstone, and throwing flowers around the chickens. Is this where they go after you're basically done with them? [[User:Lord Irvine|Lord Irvine]] 14:52, 31 December 2011 (UTC)&lt;br /&gt;
:The same happened to me, except they stuck around [[Skyrim:Anga's Mill|Anga's Mill]]. It seems to me they hang around the nearest settlement, indefinitely. [[User:Wolok gro-Barok|Wolok gro-Barok]] 15:09, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reference to Archaic Greek Three Revelers ==&lt;br /&gt;
&lt;br /&gt;
http://faculty.txwes.edu/csmeller/Human-Experience/ExpData09/01AncMed/AncMedPICs/AegPICs/HelPICs/Euth530Rev504.jpg&lt;br /&gt;
&lt;br /&gt;
I believe that Bethesda used the above vase, made in Archaic Greece by Euthymides, as inspiration for the name of the drunkards, the number of them, and their dancing. If a trivia section is added, this should be mentioned. --[[Special:Contributions/75.209.237.179|75.209.237.179]] 07:37, 10 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange behaviour from the Revelers ==&lt;br /&gt;
&lt;br /&gt;
I encountered the revelers by Stendarr's Beacon, and after their scripted encounter, they got attacked by wolves. I healed them after the fight and they started attacking each other. o_O [[Special:Contributions/24.156.216.144|24.156.216.144]] 07:39, 2 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Unique_Items&amp;diff=873675</id>
		<title>Skyrim:Unique Items</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Unique_Items&amp;diff=873675"/>
		<updated>2012-02-02T06:16:15Z</updated>

		<summary type="html">&lt;p&gt;24.156.216.144: /* Unique Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Items}}{{TOCright}} [[Category:Skyrim-Clothing]] [[Category:Skyrim-Armor]] [[Category:Skyrim-Jewelry]] [[Category:Skyrim-Weapons]]&lt;br /&gt;
This page lists various '''unique items''' and '''faction-specific''' items available in Skyrim.  These items are generally found in fixed locations, unlike most equipment in the game, which is randomly generated, generic equipment (see [[Skyrim:Generic Magic Apparel|Generic Magic Apparel]] and [[Skyrim:Generic Magic Weapons|Generic Magic Weapons]]). Some of these items can be improved through [[Skyrim:smithing|smithing]]. Improving enchanted items requires the [[Skyrim:Arcane Blacksmith|Arcane Blacksmith]] perk.&lt;br /&gt;
&lt;br /&gt;
Many of these items are quest rewards, although some of the most valuable quest rewards are listed at [[Skyrim:Leveled Items|Leveled Items]] (unique items, but with level-dependent statistics) and [[Skyrim:Artifacts|Artifacts]] (unusually powerful unique items).  For lists of other available items, see:&lt;br /&gt;
* [[:Category:Skyrim-Armor|Skyrim-Armor]]: Category listing of all the armor available in the game.&lt;br /&gt;
* [[:Category:Skyrim-Clothing|Skyrim-Clothing]]: Category listing of all the clothing available in the game.&lt;br /&gt;
* [[:Category:Skyrim-Jewelry|Skyrim-Jewelry]]: Category listing of all the jewelry available in the game.&lt;br /&gt;
* [[:Category:Skyrim-Weapons|Skyrim-Weapons]]: Category listing of all the weapons available in the game.&lt;br /&gt;
&lt;br /&gt;
==Unique Weapons==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name (ID)&lt;br /&gt;
!class=sort_str|Type&lt;br /&gt;
![[Skyrim:Grindstone|Tempering]]&lt;br /&gt;
!width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
!width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
!width=22|[[Image:OBDamageIcon_small.png|Damage]]&lt;br /&gt;
!Enchantment&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Aegisbane}}&amp;lt;br/&amp;gt;{{ID|(000d2afe)}} || 2 Hand Warhammer&lt;br /&gt;
| [[Skyrim:Iron Ingot|Iron Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 24 || 135 || 18&lt;br /&gt;
| ''Target takes 5 points of frost damage to Health and Stamina:''&lt;br /&gt;
* [[Skyrim:Frost Damage|Frost Damage]], 5 pts&lt;br /&gt;
* [[Skyrim:Slow|Slow]], 50 pts for 3 secs&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| See Quest: '''[[Skyrim:Mourning Never Comes|Mourning Never Comes]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Angi's Bow}}&amp;lt;br/&amp;gt;{{ID|(000cc392)}} || Bow&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]];&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 7 || 50 || 7&lt;br /&gt;
| None&lt;br /&gt;
| Owned by [[Skyrim:Angi|Angi]], obtained by finishing her practice course.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Blade of Sacrifice}}&amp;lt;br/&amp;gt;{{ID|(00079b1d)}} || 1 Hand Dagger&lt;br /&gt;
| [[Skyrim:Ebony Ingot|Ebony Ingot]];&amp;lt;br&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 4 || 144 || 10&lt;br /&gt;
| None&lt;br /&gt;
| See Quest: '''[[Skyrim:Boethiah's Calling|Boethiah's Calling]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Blade of Woe}}&amp;lt;br/&amp;gt;{{ID|(000964c9)}}&amp;lt;br/&amp;gt;{{ID|0009ccdc}} || 1 Hand Dagger&lt;br /&gt;
| no materials req. to temper&amp;lt;br/&amp;gt;perk: [[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 7 || 880 || 12&lt;br /&gt;
| ''Absorb 10 points of health:''&lt;br /&gt;
* [[Skyrim:Absorb Health|Absorb Health]], 10 pts for 1 sec&lt;br /&gt;
* Charge/Cost = Uses: 500/76=6&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| See Quest: '''[[Skyrim:Death Incarnate|Death Incarnate]]'''&lt;br /&gt;
The first version (000964c9) is the one used by [[Skyrim:Astrid|Astrid]]; the second version is the one given to the player&lt;br /&gt;
* Note: if you pickpocket the first one from [[Skyrim:Astrid|Astrid]] you will obtain the second as normal, and have 2 Blades of Woe&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Bloodthorn}}&amp;lt;br/&amp;gt;{{ID|(000a4dce)}} || 1 Hand Dagger&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 2.5 || 183 || 5&lt;br /&gt;
| ''If target dies within 3 seconds, it fills a soul gem:''&lt;br /&gt;
* Hag's End Soul Trap, for 3 secs&lt;br /&gt;
* Hag's End Drain Health, 10 pts&lt;br /&gt;
* Charge/Cost = Uses: 259/7=37&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| Found in [[Skyrim:Hag%27s_End|Hag's End]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Bolar's Oathblade}}&amp;lt;br/&amp;gt;{{ID|(000c1989)}} || 1 Hand Sword&lt;br /&gt;
| [[Skyrim:Quicksilver Ingot|Quicksilver Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 10 || 1014 || 11&lt;br /&gt;
| ''Does 25 points of Stamina damage:''&lt;br /&gt;
* [[Skyrim:Stamina Damage|Stamina Damage]], 25 pts&lt;br /&gt;
* [[Skyrim:Fear|Fear]], 12 pts for 30 secs&lt;br /&gt;
* Charge/Cost = Uses: 500/99=5&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| Found in [[Skyrim:Bloated Man's Grotto|Bloated Man's Grotto]] &lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Borvir's Dagger}}&amp;lt;br/&amp;gt;{{ID|(000ecd54)}} || 1 Hand Dagger&lt;br /&gt;
| [[Skyrim:Refined Moonstone|Refined Moonstone]];&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Elven Smithing|Elven]]&lt;br /&gt;
| 4 || 18 || 8&lt;br /&gt;
| None&lt;br /&gt;
| Found in [[sr:Journeyman's Nook|Journeyman's Nook]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Bow of the Hunt}}&amp;lt;br/&amp;gt;{{ID|(000ab705)}} || Bow&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 7 || 434 || 10&lt;br /&gt;
| ''Animals take 20 points of extra damage:''&lt;br /&gt;
* [[Skyrim:Animal Damage|Animal Damage]], 20 pts&lt;br /&gt;
* Charge/Cost = Uses: 1000/5=200&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| Found in [[Skyrim:Clearspring_Cave|Clearspring Cave]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Briarheart Geis}}&amp;lt;br/&amp;gt;{{ID|(000ae087)}} || 1 Hand War Axe&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 12 || 300 || 12&lt;br /&gt;
| ''5 points of extra damage to Nords:''&lt;br /&gt;
* [[Skyrim:Briarheart Geis (effect)|Briarheart Geis]], 5 pts&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Cannot be found in game&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Dragon Priest Dagger}}&amp;lt;br/&amp;gt;{{ID|(0001c1fe)}} || 1 Hand Dagger&lt;br /&gt;
| Not possible&lt;br /&gt;
| 5 || 9 || 6&lt;br /&gt;
| None&lt;br /&gt;
| Found in the [[Skyrim:Hall of Countenance|Hall of Countenance]], [[Skyrim:Volunruud Elder's Cairn|Volunruud Elder's Cairn]], [[Skyrim:Forelhost|Forelhost]] and [[Skyrim:Ysgramor's Tomb|Ysgramor's Tomb]].&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Drainblood Battleaxe}}&amp;lt;br/&amp;gt;{{ID|(000f82fa)}} || 2 Hand Battleaxe&lt;br /&gt;
| Not possible&lt;br /&gt;
| 5 || 266 || 21&lt;br /&gt;
| ''Absorb 15 points of health:''&lt;br /&gt;
* [[Skyrim:Absorb Health|Absorb Health]], 15 pts&lt;br /&gt;
* Charge/Cost = Uses: 25/3=8&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| Found in [[Skyrim:Labyrinthian_(place)|Labyrinthian]], worn by ghostly Draugr&lt;br /&gt;
*Appearance: Shape of Ancient Nord Battleaxe. It is a transparent blue and has particles while in motion.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Drainheart Sword}}&amp;lt;br/&amp;gt;{{ID|(000f71dd)}} || 1 Hand Sword&lt;br /&gt;
| Not possible&lt;br /&gt;
| 3 || 73 || 11&lt;br /&gt;
| ''Absorb 15 points of stamina:''&lt;br /&gt;
* [[Skyrim:Absorb Stamina|Absorb Stamina]], 15 pts for 1 sec&lt;br /&gt;
* Charge/Cost = Uses: 25/3=8&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Found in [[Skyrim:Labyrinthian_(place)|Labyrinthian]], worn by ghostly Draugr&lt;br /&gt;
*Appearance: Shape of Ancient Nord Sword. It is a transparent blue and has particles while in motion.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Drainspell Bow}}&amp;lt;br/&amp;gt;{{ID|(000f82fc)}} || Bow&lt;br /&gt;
| Not possible&lt;br /&gt;
| 6 || 458 || 14&lt;br /&gt;
| ''Absorb 15 points of magicka:''&lt;br /&gt;
* [[Skyrim:Absorb Magicka|Absorb Magicka]], 15 pts&lt;br /&gt;
* Charge/Cost = Uses: 25/3=8&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Found in [[Skyrim:Labyrinthian_(place)|Labyrinthian]], worn by ghostly Draugr&lt;br /&gt;
*Appearance: Shape of Ancient Nord Bow, it is a transparent blue and has particles while in motion.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Eduj}}&amp;lt;br/&amp;gt;{{ID|(0008ffdf)}} || 1 Hand Sword&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 9 || 300 || 11&lt;br /&gt;
| ''Target takes 10 points of frost damage to Health and Stamina:''&lt;br /&gt;
* [[Skyrim:Frost Damage|Frost Damage]], 10 pts&lt;br /&gt;
* [[Skyrim:Slow|Slow]], 50 pts for 3 secs&lt;br /&gt;
* Charge/Cost = Uses: 500/2=250&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| See Quest: '''[[Skyrim:Silenced Tongues|Silenced Tongues]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Firiniel's End}}&amp;lt;br/&amp;gt;{{ID|(00017059)}} || Bow&lt;br /&gt;
| [[Skyrim:Refined Moonstone|Refined Moonstone]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Elven Smithing|Elven]]&lt;br /&gt;
| 12 || 785 || 13&lt;br /&gt;
| ''Target takes 20 points of frost damage to Health and Stamina:''&lt;br /&gt;
* [[Skyrim:Frost Damage|Frost Damage]], 20 pts&lt;br /&gt;
* [[Skyrim:Slow|Slow]], 50 pts for 3 secs&lt;br /&gt;
* Charge/Cost = Uses: 400/5=80&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| See Quest: '''[[Skyrim:Bound Until Death|Bound Until Death]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Froki's Bow}}&amp;lt;br/&amp;gt;{{ID|(000c0186)}} || Bow&lt;br /&gt;
| [[Skyrim:Iron Ingot|Iron Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 5 || 307 || 6&lt;br /&gt;
| ''Does 10 points of Stamina damage:''&lt;br /&gt;
* [[Skyrim:Stamina Damage|Stamina Damage]], 10 pts&lt;br /&gt;
* Charge/Cost = Uses: 55/2=27&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Found in [[Skyrim:Graywinter Watch|Graywinter Watch]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Ghostblade}}&amp;lt;br/&amp;gt;{{ID|(00094a2b)}} || 1 Hand Sword&lt;br /&gt;
| 3&amp;amp;times;[[Skyrim:Ectoplasm|Ectoplasm]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 1 || 300 || 8&lt;br /&gt;
| ''Does 3 points of extra damage, ignoring armor:''&lt;br /&gt;
* Insubstantial, 3 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| Found in [[Skyrim:Ansilvund|Ansilvund]].&lt;br /&gt;
* Placing it on a weapon stand may cause the Ghostblade to disappear and the weapon stand to become unusable. After placing it on a shelf, it may float around your house with each visit and eventually disappear if not moved back to the shelf.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Karliah's Bow}}&amp;lt;br/&amp;gt;{{ID|(000deed8)}} || Bow&lt;br /&gt;
| Not possible&lt;br /&gt;
| 9 || 5 || 25 || &lt;br /&gt;
| Owned by [[Skyrim:Karliah|Karliah]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|The Longhammer}}&amp;lt;br/&amp;gt;{{ID|(000ae085)}} || 2 Hand Warhammer&lt;br /&gt;
| [[Skyrim:Orichalcum Ingot|Orichalcum Ingot]];&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Orcish Smithing|Orcish]]&lt;br /&gt;
| 18 || 90 || 21 || None&lt;br /&gt;
| Held by [[Skyrim:Rahd|Rahd]] in [[Skyrim:Liar's Retreat|Liar's Retreat]].&amp;lt;br/&amp;gt;&lt;br /&gt;
The Longhammer swings 30% faster than a normal warhammer, surpassing even greatswords in speed. As a result the dps of this weapon eclipses even that of the daedric warhammer, making it one of the most powerful weapons in the entire game.&amp;lt;br/&amp;gt;&lt;br /&gt;
It can be enchanted like any other weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Nettlebane}}&amp;lt;br/&amp;gt;{{ID|(0001c492)}} || 1 Hand Dagger&lt;br /&gt;
| [[Skyrim:Ebony Ingot|Ebony Ingot]];&amp;lt;br&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 10 || 5 || 6&lt;br /&gt;
| Apparently has a scripted magicka absorbtion effect that replenishes the wielder's magicka on each strike.&lt;br /&gt;
| See Quest: '''[[Skyrim:The Blessings of Nature|The Blessings of Nature]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Notched Pickaxe}}&amp;lt;br/&amp;gt;{{ID|(001019d4)}} || 1 Hand War Axe&lt;br /&gt;
| [[Skyrim:Iron Ingot|Iron Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 10 || 303 || 5&lt;br /&gt;
| ''Raises the wielder's Smithing abilities, and does 5 shock damage to enemies on hit:''&lt;br /&gt;
* [[Skyrim:Smithing Expertise|Smithing Expertise]], 5 pts&lt;br /&gt;
* Charge/Cost = Uses: 500/1=500&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
|Found at the highest tip of the [[Skyrim:Throat of the World|Throat of the World]], with no path leading to it.&lt;br /&gt;
* The Smithing Expertise effect provided by this weapon is unique.  You can disenchant the weapon to create custom enchantments.&lt;br /&gt;
* It can be used to [[Skyrim:Mining|mine ores]] in place of a regular [[Skyrim:Pickaxe|Pickaxe]].&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Okin}}&amp;lt;br/&amp;gt;{{ID|(0008ffde)}} || 1 Hand War Axe&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 11 || 320 || 12&lt;br /&gt;
| ''Target takes 10 points of frost damage to Health and Stamina:''&lt;br /&gt;
* [[Skyrim:Frost Damage|Frost Damage]], 10 pts&lt;br /&gt;
* [[Skyrim:Slow|Slow]], 50 pts for 3 secs&lt;br /&gt;
* Charge/Cost = Uses: 500/2=250&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| See Quest: '''[[Skyrim:Silenced Tongues|Silenced Tongues]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Poacher's Axe}}&amp;lt;br/&amp;gt;{{ID|(000ae086)}} || 1 Hand War Axe&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 10 || 32 || 5&lt;br /&gt;
| ''3 points of extra damage to Animals:''&lt;br /&gt;
* [[Skyrim:Huntsman's Prowess|Huntsman's Prowess]], 3 pts&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Found in [[Skyrim:Halted Stream Camp|Halted Stream Camp]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Red Eagle's Bane}}&amp;lt;br/&amp;gt;{{ID|(000ab703)}} || 1 Hand Sword&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Dwarven Smithing|Dwarven]]&lt;br /&gt;
| 15 || 100 || 11&lt;br /&gt;
| ''Undead up to level 13 are set on fire and flee for 30 seconds:''&lt;br /&gt;
* [[Skyrim:Fire Damage|Red Eagle Fire Damage]], 10 pts&lt;br /&gt;
* [[Skyrim:Turn Undead|Red Eagle Turn Undead]], 13 pts for 30 secs&lt;br /&gt;
* Charge/Cost = Uses: 500/81=6&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| Quest Reward: '''[[Skyrim:Rebel's Cairn (quest)|Rebel's Cairn]]'''&lt;br /&gt;
*Appearance: Ancient Nord Sword.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Rundi's Dagger}}&amp;lt;br/&amp;gt;{{ID|(000ecd53)}} || 1 Hand Dagger&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]];&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 2.5 || 18 || 5&lt;br /&gt;
| None&lt;br /&gt;
| Found 750 ft ESE of [[sr:Winterhold|Winterhold]] on an unmarked altar&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Shiv}}&amp;lt;br/&amp;gt;{{ID|(000426c8)}} || 1 Hand Dagger&lt;br /&gt;
| Not possible&lt;br /&gt;
| 2 || 5 || 5&lt;br /&gt;
| None&lt;br /&gt;
| See Quest: '''[[Skyrim:No One Escapes Cidhna Mine|No One Escapes Cidhna Mine]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Steel Battleaxe of Fiery Souls}}&amp;lt;br/&amp;gt;{{ID|(00040002)}} || 2 Hand Battleaxe&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 21 || 320 || 18&lt;br /&gt;
| ''If target dies within 5 seconds, fills a soul gem:''&lt;br /&gt;
* [[Skyrim:Soul Trap|Soul Trap]], for 5 secs&lt;br /&gt;
* [[Skyrim:Fire Damage|Fire Damage]], 10 pts for 1 sec&lt;br /&gt;
* Charge/Cost = Uses: 1000/13=76&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Found in [[Skyrim:Ironbind_Barrow|Ironbind Barrow]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Trollsbane}}&amp;lt;br/&amp;gt;{{ID|(0006af63)}} || 2 Hand Warhammer&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 25 || 121 || 20&lt;br /&gt;
| ''Burns Trolls for 15 points:''&lt;br /&gt;
* [[Skyrim:Fire Damage|Fire Damage]], 15 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| Owned by [[sr:Frofnir Trollsbane|Frofnir Trollsbane]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Valdr's Lucky Dagger}}&amp;lt;br/&amp;gt;{{ID|(000b994e)}} || 1 Hand Dagger&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]];&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 2.5 || 15 || 5&lt;br /&gt;
| ''25% chance of a critical hit''&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| See Quest: '''[[Skyrim:Moss Mother Cavern (quest)|Moss Mother Cavern]]'''&lt;br /&gt;
Given to the player by [[Skyrim:Valdr|Valdr]]&lt;br /&gt;
* Appearance: Steel Dagger&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Windshear}}&amp;lt;br/&amp;gt;{{ID|(0006ea8b)}} || 1 Hand Sword&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 10 || 40 || 11&lt;br /&gt;
| ''Bash attacks made with this weapon have a chance of knocking enemies down:''&lt;br /&gt;
* [[Skyrim:Stagger Attack|Stagger Attack]], 100 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| Found in [[Skyrim:The Katariah|The Katariah]]&lt;br /&gt;
* Appearance: Scimitar&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unique Apparel==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name (ID)&lt;br /&gt;
!Type&lt;br /&gt;
![[Skyrim:Workbench|Tempering]]&lt;br /&gt;
!width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
!width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
!width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
!Enchantment&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Ancient Helmet of the Unburned}}&amp;lt;br/&amp;gt;{{ID|(000f494e)}} || Heavy Helmet&lt;br /&gt;
| [[Skyrim:Iron Ingot|Iron Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Daedric Smithing|Daedric]]&lt;br /&gt;
| 4 || 841 || 15&lt;br /&gt;
| ''Increases Fire Resistance by 40%:''&lt;br /&gt;
* [[Skyrim:Resist Fire|Resist Fire]], 40 pts&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Found in [[Skyrim:Labyrinthian (place)|Labyrinthian]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Ancient Shrouded Armor}}&amp;lt;br/&amp;gt;{{ID|(000e1f15)}} || Light Armor&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 5 || 617 || 33&lt;br /&gt;
| ''Increases Poison Resistance by 100%:''&lt;br /&gt;
* [[Skyrim:Resist Poison|Resist Poison]], 100 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|rowspan=4| Quest Reward: '''[[Skyrim:Locate the Assassin of Old|Locate the Assassin of Old]]'''&lt;br /&gt;
&lt;br /&gt;
Wearing a full set of Shrouded Armor gives you a 25 point armor bonus from the [[Skyrim:Shrouded Armor Full Set|Shrouded Armor Full Set]] ability.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Ancient Shrouded Boots}}&amp;lt;br/&amp;gt;{{ID|(000e1f14)}} || Light Boots&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 0.5 || 355 || 12&lt;br /&gt;
| ''Wearer is muffled and moves silently:''&lt;br /&gt;
* [[Skyrim:Muffle (effect)|Muffle]], 0.5 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Ancient Shrouded Cowl}}&amp;lt;br/&amp;gt;{{ID|(000e1f17)}} || Light Helmet&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 1 || 1199 || 15&lt;br /&gt;
| ''Bows do 35% more damage:''&lt;br /&gt;
* [[Skyrim:Fortify Archery|Fortify Archery]], 35 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
* The Mesh doesn't display when wearing it with Argonians. Their hair will disappear as if wearing a helmet, but it will not show.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Ancient Shrouded Gloves}}&amp;lt;br/&amp;gt;{{ID|(000e1f16)}} || Light Gauntlets&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 1 || 175 || 12&lt;br /&gt;
| ''Double sneak attack damage with one-handed weapons:''&lt;br /&gt;
* [[Skyrim:Backstab|Backstab]]&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|The Bond of Matrimony}}&amp;lt;br/&amp;gt;{{ID|(000c5809)}} || Ring&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.25 || 496 || 0&lt;br /&gt;
| ''Restoration spells cost 10% less to cast:''&lt;br /&gt;
* [[Skyrim:Fortify Restoration|Fortify Restoration]], 10 pts&lt;br /&gt;
* Disenchant: Yes&amp;lt;ref name=&amp;quot;TheBondsOfMartimonyEnchtEff&amp;quot;&amp;gt;Blessing of Mara enchanting effect can be learned by disenchanting this item, however there seems to be no suitable item type for this enchantment to be applied.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| Quest Reward: '''[[Skyrim:The Bonds of Matrimony|The Bonds of Matrimony]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Charmed Necklace}}&amp;lt;br/&amp;gt;{{ID|(000c72e8)}} || Amulet&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.5 || 790 || 0&lt;br /&gt;
| ''Carrying capacity increased by 25 points:''&lt;br /&gt;
* [[Skyrim:Fortify Carry Weight|Fortify Carry Weight]], 25 pts&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Possibly given to the player by randomly-encountered [[sr:Reveler|Revelers]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Cicero's Boots}}&amp;lt;br/&amp;gt;{{ID|(0006492a)}} || Shoes&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.5 || 355 || 0&lt;br /&gt;
| ''Wearer is muffled and moves silently:''&lt;br /&gt;
* [[Skyrim:Muffle (effect)|Muffle]], 0.5 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|rowspan=4| Found in [[Skyrim:Dawnstar_Sanctuary|Dawnstar Sanctuary]] on [[Skyrim:Cicero|Cicero]].&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Cicero's Clothes}}&amp;lt;br/&amp;gt;{{ID|(0006492c)}} || Clothing&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 || 1946 || 0&lt;br /&gt;
| ''Prices are 20% better:''&lt;br /&gt;
* [[Skyrim:Fortify Barter|Fortify Barter]], 20 pts&lt;br /&gt;
* [[Skyrim:Fortify One-Handed|Fortify One-Handed]], 20 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Cicero's Gloves}}&amp;lt;br/&amp;gt;{{ID|(0006492d)}} || Gloves&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.5 || 175 || 0&lt;br /&gt;
| ''Double sneak attack damage with one-handed weapons:''&lt;br /&gt;
* [[Skyrim:Backstab|Backstab]]&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Cicero's Hat}}&amp;lt;br/&amp;gt;{{ID|(0006492e)}} || Hood&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.5 || 2168 || 0&lt;br /&gt;
| ''Sneaking is 35% better:''&lt;br /&gt;
* [[Skyrim:Fortify Sneak|Fortify Sneak]], 35 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Diadem of the Savant}}&amp;lt;br/&amp;gt;{{ID|(000f9904)}} || Light Helmet&lt;br /&gt;
| Not possible&lt;br /&gt;
| 4 || 1201 || 7&lt;br /&gt;
| ''Spells in all schools cost less magicka to cast:''&lt;br /&gt;
* [[Skyrim:Fortify Alteration|Fortify Alteration]], 5 pts&lt;br /&gt;
* [[Skyrim:Fortify Conjuration|Fortify Conjuration]], 5 pts&lt;br /&gt;
* [[Skyrim:Fortify Destruction|Fortify Destruction]], 5 pts&lt;br /&gt;
* [[Skyrim:Fortify Restoration|Fortify Restoration]], 5 pts&lt;br /&gt;
* [[Skyrim:Fortify Illusion|Fortify Illusion]], 5 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| One diadem is found near [[Skyrim:Froki's Shack|Froki's Shack]] on a wood chopping block, and another is a reward for completing [[Skyrim:Shalidor's Maze|Shalidor's Maze]] in [[Skyrim:Labyrinthian (place)|Labyrinthian]].&lt;br /&gt;
*This is technically Light Armor, but because it does not have the ArmorLight keyword, you can wear it without disabling the [[Skyrim:Mage Armor|Mage Armor]] perk.&lt;br /&gt;
*It's possible to wear a Falmer helmet over the diadem and have the enchantments of both affect your character. It's not possible to wear light armor over it. Needs further testing.{{VN|Aren't they both classed as helmets?}}&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Enchanted Ring}}&amp;lt;br/&amp;gt;{{ID|(0002584c)}} || Ring&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.25 || 207 || 0&lt;br /&gt;
| ''Increases your health by 20 points:''&lt;br /&gt;
* [[Skyrim:Fortify Health|Fortify Health]], 20 pts&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| See Quest: '''[[Skyrim:Under Saarthal|Under Saarthal]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Execution Hood}}&amp;lt;br/&amp;gt;{{ID|(0005a9df)}}&amp;lt;br/&amp;gt;{{ID|0005a9e3}} || Heavy Helmet&lt;br /&gt;
| Not possible&lt;br /&gt;
| 0.5 || 5 || 0&lt;br /&gt;
| None&lt;br /&gt;
| See Quest: '''[[sr:With Friends Like These...|With Friends Like These...]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|General Tullius' Armor}}&amp;lt;br/&amp;gt;{{ID|(0005cbfe)}} || Clothing&amp;lt;br/&amp;gt;(Heavy Armor)&lt;br /&gt;
| [[Skyrim:Steel Ingot|Steel Ingot]];&amp;lt;br&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 18 || 65 || 31&lt;br /&gt;
| &lt;br /&gt;
| {{Bug|This item is classified as clothing, but is also considered to be heavy armor|nobullet=1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Gilded Wristguards}}&amp;lt;br/&amp;gt;{{ID|000e84c1}}&lt;br /&gt;
| Light Gauntlets&lt;br /&gt;
| Not possible&lt;br /&gt;
| 0.5 || 21 || 7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Identified internally as Jarl's gloves. A pair can be found in the Emperor's ship cabin during the [[Skyrim:Hail_Sithis!|Hail Sithis!]] quest.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Gloves of the Pugilist}}&amp;lt;br/&amp;gt;{{ID|(0010a06a)}} || Light Gauntlets&lt;br /&gt;
| 2&amp;amp;times;[[Skyrim:Leather Strips|Leather Strips]] + [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 2 || 194 || 5&lt;br /&gt;
| ''Unarmed strikes do 10 additional damage:''&lt;br /&gt;
* [[Skyrim:Fortify Unarmed Damage|Fortify Unarmed Damage]], 10 pts&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Can be found in [[Skyrim:The Ratway|The Ratway]] on Gian the Fist&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Guild Master's Armor}}&amp;lt;br/&amp;gt;{{ID|(000e35d7)}} || Light Armor&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 10 || 1779 || 38&lt;br /&gt;
| ''Carrying capacity increased by 50 points:''&lt;br /&gt;
* [[Skyrim:Fortify Carry Weight|Fortify Carry Weight]], 50 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|rowspan=4| Quest Reward: '''[[Skyrim:Under New Management|Under New Management]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Guild Master's Boots}}&amp;lt;br/&amp;gt;{{ID|(000e35d6)}} || Light Boots&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 2 || 649 || 11&lt;br /&gt;
| ''Pickpocket success is 35% better:''&lt;br /&gt;
* [[Skyrim:Fortify Pickpocket|Fortify Pickpocket]], 35 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Guild Master's Gloves}}&amp;lt;br/&amp;gt;{{ID|(000e35d8)}} || Light Gauntlets&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 2 || 599 || 11&lt;br /&gt;
| ''Lockpicking is 35% easier:''&lt;br /&gt;
* [[Skyrim:Fortify Lockpicking|Fortify Lockpicking]], 35 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Guild Master's Hood}}&amp;lt;br/&amp;gt;{{ID|(000e35d9)}} || Light Helmet&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 3 || 1252 || 16&lt;br /&gt;
| ''Prices are 20% better:''&lt;br /&gt;
* [[Skyrim:Fortify Barter|Fortify Barter]], 20 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Ilas-Tei's Ring}}&amp;lt;br/&amp;gt;{{ID|(000d5047)}} || Ring&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.25 || 40 || 0&lt;br /&gt;
| None&lt;br /&gt;
| Found between [[sr:Ysgramor's Tomb|Ysgramor's Tomb]] and [[sr:Septimus Signus's Outpost|Septimus Signus's Outpost]], next to a [[sr:Shrine of Talos|Shrine of Talos]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Ironhand Gauntlets}}&amp;lt;br/&amp;gt;{{ID|(000e1643)}} || Heavy Gauntlets&lt;br /&gt;
| [[Skyrim:Iron Ingot|Iron Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;[[Skyrim:Steel Smithing|Steel]]&lt;br /&gt;
| 4 || 444 || 12&lt;br /&gt;
| ''Two-handed attacks do 15% more damage:''&lt;br /&gt;
* [[Skyrim:Fortify Two-Handed|Fortify Two-Handed]], 15 pts&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Worn by [[sr:Hajvarr Iron-Hand|Hajvarr Iron-Hand]] in [[sr:White River Watch|White River Watch]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Jester's Boots}}&amp;lt;br/&amp;gt;{{ID|(000cee70)}} || Shoes&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 || 305 || 0&lt;br /&gt;
| ''Wearer is muffled and moves silently:''&lt;br /&gt;
* [[Skyrim:Muffle (effect)|Muffle]], 0.5 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|rowspan=4| Found in [[Skyrim:Dawnstar_Sanctuary|Dawnstar Sanctuary]] on a table.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Jester's Clothes}}&amp;lt;br/&amp;gt;{{ID|(000cee6e)}} || Clothing&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 || 1163 || 0&lt;br /&gt;
| ''Prices are 12% better, and damage with One-Handed weapons is 12% better:''&lt;br /&gt;
* [[Skyrim:Fortify Barter|Fortify Barter]], 12 pts&lt;br /&gt;
* [[Skyrim:Fortify One-Handed|Fortify One-Handed]], 12 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Jester's Gloves}}&amp;lt;br/&amp;gt;{{ID|(000cee74)}} || Gloves&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.5 || 125 || 0&lt;br /&gt;
| ''Double sneak attack damage with one-handed weapons:''&lt;br /&gt;
* [[Skyrim:Backstab|Backstab]]&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Jester's Hat}}&amp;lt;br/&amp;gt;{{ID|(000cee72)}} || Hood&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.5 || 1806 || 0&lt;br /&gt;
| ''Sneaking is 30% better:''&lt;br /&gt;
* [[Skyrim:Fortify Sneak|Fortify Sneak]], 30 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Karliah's Armor}}&amp;lt;br/&amp;gt;{{ID|(000e35e8)}} || Light Armor&lt;br /&gt;
| Not possible&lt;br /&gt;
| 0 || 0 || 29&lt;br /&gt;
| &lt;br /&gt;
|rowspan=4|Worn by [[Skyrim:Karliah|Karliah]].&lt;br /&gt;
&lt;br /&gt;
None of Karliah's equipment can be equipped by the player.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Karliah's Boots}}&amp;lt;br/&amp;gt;{{ID|(000e35e7)}} || Light Boots&lt;br /&gt;
| Not possible&lt;br /&gt;
| 0 || 0 || 8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Karliah's Gloves}}&amp;lt;br/&amp;gt;{{ID|(000e35e9)}} || Light Gauntlets&lt;br /&gt;
| Not possible&lt;br /&gt;
| 1 || 0 || 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Karliah's Hood}}&amp;lt;br/&amp;gt;{{ID|(000e35ea)}} || Light Helmet&lt;br /&gt;
| Not possible&lt;br /&gt;
| 0 || 0 || 13&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Kyne's Token}}&amp;lt;br/&amp;gt;{{ID|(00107e2d)}} || Amulet&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 || 325 || 0&lt;br /&gt;
| ''Damage taken from animals is reduced 10%:''&lt;br /&gt;
* Kyne's Blessing&lt;br /&gt;
* [[Skyrim:Fortify Archery|Fortify Archery]], 5 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| Quest Reward: '''[[Skyrim:Kyne's Sacred Trials|Kyne's Sacred Trials]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Linwe's Armor}}&amp;lt;br/&amp;gt;{{ID|(00108544)}} || Light Armor&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 8 || 368 || 31&lt;br /&gt;
| ''Increases your stamina by 15 points:''&lt;br /&gt;
* [[Skyrim:Fortify Stamina|Fortify Stamina]], 15 pts&lt;br /&gt;
* Disenchant: Yes&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=4| Found on [[Skyrim:Linwe|Linwe]] during '''[[Skyrim:Summerset_Shadows|Summerset Shadows]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Linwe's Boots}}&amp;lt;br/&amp;gt;{{ID|(00108543)}} || Light Boots&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 2 || 837 || 11&lt;br /&gt;
| ''Sneaking is 15% better:''&lt;br /&gt;
* [[Skyrim:Fortify Sneak|Fortify Sneak]], 15 pts&lt;br /&gt;
* Disenchant: Yes&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Linwe's Gloves}}&amp;lt;br/&amp;gt;{{ID|(00108545)}} || Light Gauntlets&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 2 || 483 || 11&lt;br /&gt;
| ''One-handed attacks do 15% more damage:''&lt;br /&gt;
* [[Skyrim:Fortify One-Handed|Fortify One-Handed]], 15 pts&lt;br /&gt;
* Disenchant: Yes&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Linwe's Hood}}&amp;lt;br/&amp;gt;{{ID|(00108546)}} || Light Helmet&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 2 || 563 || 16&lt;br /&gt;
| ''Bows do 15% more damage:''&lt;br /&gt;
* [[Skyrim:Fortify Archery|Fortify Archery]], 15 pts&lt;br /&gt;
* Disenchant: Yes&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Movarth's Boots}}&amp;lt;br/&amp;gt;{{ID|(00096d9b)}} || Light Boots&lt;br /&gt;
| {{Bug|Not possible|nobullet=1}}&lt;br /&gt;
| 1 || 792 || 5&lt;br /&gt;
| ''Sneaking is 15% better:''&lt;br /&gt;
* [[Skyrim:Fortify Sneak|Fortify Sneak]], 15 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| Found in [[sr:Movarth's Lair|Movarth's Lair]]&lt;br /&gt;
See Quest: '''[[Skyrim:Laid to Rest|Laid to Rest]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Muiri's Ring}}&amp;lt;br/&amp;gt;{{ID|(0006b218)}} || Ring&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.25 || 434 || 0&lt;br /&gt;
| ''Created potions are 15% more powerful:''&lt;br /&gt;
* [[Skyrim:Fortify Alchemy|Fortify Alchemy]], 15 pts&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Possible Quest Reward: '''[[Skyrim:Mourning Never Comes|Mourning Never Comes]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Mythic Dawn Robes}}&amp;lt;br/&amp;gt;{{ID|(000b144d)}}&amp;lt;br/&amp;gt;{{ID|00109c11}} || Clothing&lt;br /&gt;
| N/A&lt;br /&gt;
| 2 || 75 || 0&lt;br /&gt;
| ''Magicka regenerates 75% faster:''&lt;br /&gt;
* [[Skyrim:Regenerate Magicka|Regenerate Magicka]], 75 pts&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Found in [[sr:Silus Vesuius's House|Silus Vesuius's House]], worn by [[sr:Silus Vesuius|Silus Vesuius]]&lt;br /&gt;
See Quest: '''[[Skyrim:Pieces of the Past|Pieces of the Past]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Nightweaver's Band}}&amp;lt;br/&amp;gt;{{ID|(00068b83)}} || Ring&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.25 || 1131 || 0&lt;br /&gt;
| ''Sneaking is 10% better:''&lt;br /&gt;
* [[Skyrim:Fortify Sneak|Fortify Sneak]], 10 pts&lt;br /&gt;
* [[Skyrim:Fortify Destruction|Fortify Destruction]], 10 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| Quest Reward: '''[[Skyrim:Recipe for Disaster|Recipe for Disaster]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Armor of the Old Gods}}&amp;lt;br/&amp;gt;{{ID|(000eafd0)}} || Light Armor&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 3 || 611 || 24&lt;br /&gt;
| ''Destruction spells cost 15% less to cast:''&lt;br /&gt;
* [[Skyrim:Fortify Destruction|Fortify Destruction]], 15 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|rowspan=4| Possible Quest Reward: '''[[Skyrim:No One Escapes Cidhna Mine|No One Escapes Cidhna Mine]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Boots of the Old Gods}}&amp;lt;br/&amp;gt;{{ID|(000eafd3)}} || Light Boots&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 1.5 || 1104 || 7&lt;br /&gt;
| ''Sneaking is 20% better:''&lt;br /&gt;
* [[Skyrim:Fortify Sneak|Fortify Sneak]], 20 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Gauntlets of the Old Gods}}&amp;lt;br/&amp;gt;{{ID|(000eafd2)}} || Light Gauntlets&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 0.5 || 592 || 7&lt;br /&gt;
| ''Bows do 20% more damage:''&lt;br /&gt;
* [[Skyrim:Fortify Archery|Fortify Archery]], 20 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Helmet of the Old Gods}}&amp;lt;br/&amp;gt;{{ID|(000eafd1)}} || Light Helmet&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 1 || 345 || 12&lt;br /&gt;
| ''Increases your Magicka by 30 points:''&lt;br /&gt;
* [[Skyrim:Fortify Magicka|Fortify Magicka]], 30 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Predator's Grace}}&amp;lt;br/&amp;gt;{{ID|(000a4dcd)}} || Light Boots&lt;br /&gt;
| [[Skyrim:Iron Ingot|Iron Ingot]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 1 || 117 || 5&lt;br /&gt;
| ''Wearer is muffled and moves silently:''&lt;br /&gt;
* [[Skyrim:Muffle (effect)|Muffle]], 1 pt&lt;br /&gt;
* [[Skyrim:Regenerate Stamina|Regenerate Stamina]], 1%&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| Found next to a chest above a waterfall to the right of the [[Skyrim:Hag's_End|Hag's End]] top level.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Saarthal Amulet}}&amp;lt;br/&amp;gt;{{ID|(000233d0)}} || Amulet&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.75 || 184 || 0&lt;br /&gt;
| ''Spells cost 3% less to cast:''&lt;br /&gt;
* [[Skyrim:Fortify Spells|Fortify Spells]], 3 pts&lt;br /&gt;
* [[Skyrim:Fortify Conjuration|Fortify Conjuration]], 3 pts&lt;br /&gt;
* [[Skyrim:Fortify Destruction|Fortify Destruction]], 3 pts&lt;br /&gt;
* [[Skyrim:Fortify Illusion|Fortify Illusion]], 3 pts&lt;br /&gt;
* [[Skyrim:Fortify Restoration|Fortify Restoration]], 3 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| See Quest: '''[[Skyrim:Under Saarthal|Under Saarthal]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Savos Aren's Amulet}}&amp;lt;br/&amp;gt;{{ID|(000f1b33)}} || Amulet&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 || 818 || 0&lt;br /&gt;
| ''Increases your Magicka by 50 points:''&lt;br /&gt;
* [[Skyrim:Fortify Magicka|Fortify Magicka]], 50 pts&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Quest Reward: '''[[sr:Containment|Containment]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Sheogorath Boots}}&amp;lt;br/&amp;gt;{{ID|(000c7cbd)}} || Shoes&lt;br /&gt;
| N/A&lt;br /&gt;
| 0 || 25 || 0&lt;br /&gt;
| &lt;br /&gt;
|rowspan=2| &lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Sheogorath Outfit}}&amp;lt;br/&amp;gt;{{ID|(000c7cbb)}} || Clothing&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 || 25 || 0&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Shrouded Armor}}&amp;lt;br/&amp;gt;{{ID|(000d2844)}} || Light Armor&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 7 || 373 || 29&lt;br /&gt;
| ''Increases Poison Resistance by 50%:''&lt;br /&gt;
* [[Skyrim:Resist Poison|Resist Poison]], 50 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|rowspan=2|Wearing a full set of Shrouded Armor gives you a 25 point armor bonus from the [[Skyrim:Shrouded Armor Full Set|Shrouded Armor Full Set]] ability.&lt;br /&gt;
&lt;br /&gt;
The second version of this armor (&amp;lt;code&amp;gt;0005abc3&amp;lt;/code&amp;gt;) is a short-sleeved version which cannot be equipped by the player.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Shrouded Armor}}&amp;lt;br/&amp;gt;{{ID|(0005abc3)}} || Light Armor&lt;br /&gt;
| Not possible&lt;br /&gt;
| 32 || 448 || 43&lt;br /&gt;
| ''Increases Poison Resistance by 50%:''&lt;br /&gt;
* [[Skyrim:Resist Poison|Resist Poison]], 50 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Shrouded Boots}}&amp;lt;br/&amp;gt;{{ID|(000d2845)}} || Light Boots&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 2 || 305 || 8&lt;br /&gt;
| ''Wearer is muffled and moves silently:''&lt;br /&gt;
* [[Skyrim:Muffle (effect)|Muffle]], 0.5 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Shrouded Cowl}}&amp;lt;br/&amp;gt;{{ID|(000d2842)}} || Light Helmet&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 2 || 677 || 13&lt;br /&gt;
| ''Bows do 20% more damage:''&lt;br /&gt;
* [[Skyrim:Fortify Archery|Fortify Archery]], 20 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Shrouded Cowl Maskless}}&amp;lt;br/&amp;gt;{{ID|(0005abc4)}} || Light Helmet&lt;br /&gt;
| {{Bug|Not possible|nobullet=1}}&lt;br /&gt;
| 2 || 677 || 13&lt;br /&gt;
| ''Bows do 20% more damage:''&lt;br /&gt;
* [[Skyrim:Fortify Archery|Fortify Archery]], 20 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Shrouded Gloves}}&amp;lt;br/&amp;gt;{{ID|(000d2843)}} || Light Gauntlets&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 2 || 125 || 8&lt;br /&gt;
| ''Backstab does double damage:''&lt;br /&gt;
* [[Skyrim:Backstab|Backstab]]&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Shrouded Hand Wraps}}&amp;lt;br/&amp;gt;{{ID|(000cf8a9)}} || Gauntlets&lt;br /&gt;
| {{Bug|Not possible|nobullet=1}}&lt;br /&gt;
| 0.5 || 50 || 6&lt;br /&gt;
| ''Double sneak attack damage with one-handed weapons:''&lt;br /&gt;
* [[Skyrim:Backstab|Backstab]]&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| {{Bug|These hand wraps are classified as gauntlets, i.e., armor, but are not governed by either the light armor or heavy armor skill.|nobullet=1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Shrouded Hood}}&amp;lt;br/&amp;gt;{{ID|(000cf8a1)}} || Hood&lt;br /&gt;
| {{Bug|Not possible|nobullet=1}}&lt;br /&gt;
| 0.5 || 1485 || 10&lt;br /&gt;
| ''Sneaking is 25% better:''&lt;br /&gt;
* [[Skyrim:Fortify Sneak|Fortify Sneak]], 25 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| {{Bug|This hood is classified as a helmet, i.e., armor, but is not governed by either the light armor or heavy armor skill.|nobullet=1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Shrouded Robes}}&amp;lt;br/&amp;gt;{{ID|(000cf8a0)}} || Armor&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.5 || 711 || 0&lt;br /&gt;
| ''Destruction spells cost 15% less to cast:''&lt;br /&gt;
* [[Skyrim:Fortify Destruction|Fortify Destruction]], 15 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Shrouded Shoes}}&amp;lt;br/&amp;gt;{{ID|(000cf89f)}} || Shoes&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.5 || 150 || 0&lt;br /&gt;
| ''Wearer is muffled and moves silently:''&lt;br /&gt;
* [[Skyrim:Muffle (effect)|Muffle]], 0.5 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Silver-Blood Family Ring}}&amp;lt;br/&amp;gt;{{ID|(00024cff)}} || Ring&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.25 || 772 || 0&lt;br /&gt;
| ''Weapons and armor can be improved 15% better:''&lt;br /&gt;
* [[Skyrim:Fortify Smithing|Fortify Smithing]], 15 pts&lt;br /&gt;
* Disenchant: Yes&lt;br /&gt;
| Possible Quest Reward: '''[[Skyrim:No One Escapes Cidhna Mine|No One Escapes Cidhna Mine]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Thieves Guild Armor}}&amp;lt;br/&amp;gt;{{ID|(000d3ac3)}} || Light Armor&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 7 || 665 || 29&lt;br /&gt;
| ''Carrying capacity increased by 20 points:''&lt;br /&gt;
* [[Skyrim:Fortify Carry Weight|Fortify Carry Weight]], 20 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|rowspan=2|The second version of the armor (&amp;lt;code&amp;gt;000d3acc&amp;lt;/code&amp;gt;) is the Improved version.  Note that there is also an [[Skyrim:Specialty Gear#Thieves Guild Armor|unenchanted version]] of this armor which cannot used by the player.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Thieves Guild Armor}}&amp;lt;br/&amp;gt;{{ID|(000d3acc)}} || Light Armor&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 6 || 1299 || 30&lt;br /&gt;
| ''Carrying capacity increased by 35 points:''&lt;br /&gt;
* [[Skyrim:Fortify Carry Weight|Fortify Carry Weight]], 35 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Thieves Guild Boots}}&amp;lt;br/&amp;gt;{{ID|(000d3ac2)}} || Light Boots&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 1.5 || 241 || 9&lt;br /&gt;
| ''Pickpocket success is 15% better:''&lt;br /&gt;
* [[Skyrim:Fortify Pickpocket|Fortify Pickpocket]], 15 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|rowspan=2|The second version of the boots (&amp;lt;code&amp;gt;000d3acb&amp;lt;/code&amp;gt;) is the Improved version.  Note that there is also an [[Skyrim:Specialty Gear#Thieves Guild Boots|unenchanted version]] of these boots which cannot used by the player.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Thieves Guild Boots}}&amp;lt;br/&amp;gt;{{ID|(000d3acb)}} || Light Boots&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 1 || 479 || 10&lt;br /&gt;
| ''Pickpocket success is 25% better:''&lt;br /&gt;
* [[Skyrim:Fortify Pickpocket|Fortify Pickpocket]], 25 pts &lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Thieves Guild Gloves}}&amp;lt;br/&amp;gt;{{ID|(000d3ac4)}} || Light Gauntlets&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 1 || 222 || 9&lt;br /&gt;
| ''Lockpicking is 15% easier:''&lt;br /&gt;
* [[Skyrim:Fortify Lockpicking|Fortify Lockpicking]], 15 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|rowspan=2|The second version of the gloves (&amp;lt;code&amp;gt;000d3acd&amp;lt;/code&amp;gt;) is the Improved version.  Note that there is also an [[Skyrim:Specialty Gear#Thieves Guild Gloves|unenchanted version]] of these gloves which cannot used by the player.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Thieves Guild Gloves}}&amp;lt;br/&amp;gt;{{ID|(000d3acd)}} || Light Gauntlets&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 1 || 445 || 10&lt;br /&gt;
| ''Lockpicking is 25% easier:''&lt;br /&gt;
* [[Skyrim:Fortify Lockpicking|Fortify Lockpicking]], 25 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Thieves Guild Hood}}&amp;lt;br/&amp;gt;{{ID|(000d3ac5)}} || Light Helmet&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 1.5 || 551 || 13&lt;br /&gt;
| ''Prices are 10% better:''&lt;br /&gt;
* [[Skyrim:Fortify Barter|Fortify Barter]], 10 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|rowspan=2|The second version of the hood (&amp;lt;code&amp;gt;000d3ace&amp;lt;/code&amp;gt;) is the Improved version.  Note that there is also an [[Skyrim:Specialty Gear#Thieves Guild Hood|unenchanted version]] of this hood which cannot used by the player.&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Thieves Guild Hood}}&amp;lt;br/&amp;gt;{{ID|(000d3ace)}} || Light Helmet&lt;br /&gt;
| [[Skyrim:Leather|Leather]]&amp;lt;br/&amp;gt;perk:&amp;amp;nbsp;none&lt;br /&gt;
| 1 || 967 || 15&lt;br /&gt;
| ''Prices are 15% better:''&lt;br /&gt;
* [[Skyrim:Fortify Barter|Fortify Barter]], 15 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Tumblerbane Gloves}}&amp;lt;br/&amp;gt;{{ID|(000f5981)}} || Light Gauntlets&lt;br /&gt;
| {{Bug|Not possible|nobullet=1}}&lt;br /&gt;
| 2 || 325 || 7&lt;br /&gt;
| ''Lockpicking is 20% easier:''&lt;br /&gt;
* [[Skyrim:Fortify Lockpicking|Fortify Lockpicking]], 20 pts&lt;br /&gt;
* Disenchant: No&lt;br /&gt;
| Found at the foot of the bed in the main bedroom of the [[sr:Dawnstar Sanctuary|Dawnstar Sanctuary]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Vaermina Robes}}&amp;lt;br/&amp;gt;{{ID|(000e739b)}} || Clothing&lt;br /&gt;
| N/A&lt;br /&gt;
| 5 || 10 || 0&lt;br /&gt;
| None&lt;br /&gt;
| Two can be found inside [[Skyrim:Nightcaller Temple|Nightcaller Temple]]&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Vittoria's Wedding Band}}&amp;lt;br/&amp;gt;{{ID|(000f5a1c)}} || Ring&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.25 || 100 || 0&lt;br /&gt;
| None&lt;br /&gt;
| See Quest: '''[[Skyrim:Bound Until Death|Bound Until Death]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Yisra's Necklace}}&amp;lt;br&amp;gt;{{ID|(000d4ff7)}} || Amulet&lt;br /&gt;
| N/A&lt;br /&gt;
| 0.5 || 50 || 0&lt;br /&gt;
| None&lt;br /&gt;
| Found east of [[sr:Dawnstar|Dawnstar]] and south of [[sr:Yngvild|Yngvild]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;{{Bug|Although Linwe's Armor, Boots, Hood, and Gloves can all be disenchanted, the effects that you learn are unusable, making disenchanting pointless. The items each use variants of the standard Fortify effects, named Shadowthrive, Shadowstrength, Shadowsight, and Shadowstrike, respectively.  These versions of the effects are not enabled for any enchanting slots, meaning they cannot be applied to any items.|nobullet=1}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>24.156.216.144</name></author>
		
	</entry>
</feed>