<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=50.99.131.84</id>
	<title>UESPWiki - User Contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=50.99.131.84"/>
	<link rel="alternate" type="text/html" href="https://en.uesp.net/wiki/Special:Contributions/50.99.131.84"/>
	<updated>2026-06-09T22:39:20Z</updated>
	<subtitle>User Contributions</subtitle>
	<generator>MediaWiki 1.32.6</generator>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Vampirism&amp;diff=1124899</id>
		<title>Skyrim:Vampirism</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Vampirism&amp;diff=1124899"/>
		<updated>2013-02-12T22:31:21Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Vampire Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Disease}}&lt;br /&gt;
{{NeedsImage|Before/after comparison of a Nord, Redguard, Imperial, Orc, Wood Elf, Argonian race characters, preferably several male. Right now we have Khajiit, Dunmer, Altmer and Breton.}}&lt;br /&gt;
{{About|the disease Vampirism, in particular the effects it has on the player|NPCs who are vampires|Skyrim:Vampire}}&lt;br /&gt;
&lt;br /&gt;
In Skyrim, '''vampirism''', or ''[[Skyrim:Sanguinare Vampiris|Sanguinare Vampiris]]'', is an unusual  [[Skyrim:Disease|disease]] which first weakens, then transforms those infected into the feared creatures of the night. &lt;br /&gt;
The [[Skyrim:Dawnguard|Dawnguard]] [[Skyrim:Official_Plug-ins|plug-in]] allows you to transform into the powerful [[Skyrim:Vampire_Lord|Vampire Lord]], which introduces a whole new aspect of gameplay.&lt;br /&gt;
&lt;br /&gt;
[[File:SR-npc-Vampirism Comparison Khajiit.jpg|right|thumb|A female Khajiit, before and after undergoing the transformation to vampirism]]&lt;br /&gt;
[[File:SR-npc-Vampirism Comparison Dunmer.jpg|right|thumb|A female Dunmer, before and after becoming a vampire]]&lt;br /&gt;
[[File:SR-npc-Vampirism Comparison Breton (Dawnguard).jpg|right|thumb|A female Breton before and after becoming a vampire with Dawnguard plugin installed.]]&lt;br /&gt;
&lt;br /&gt;
== Vampirism in Skyrim ==&lt;br /&gt;
Compared to the [[Oblivion:Porphyric_Hemophilia#Porphyric_Hemophilia|Porphyric Hemophilia]] infected vampires of [[Oblivion:Oblivion|Oblivion]], Skyrim's ''Sanguinare Vampiris'' vampires are significantly less powerful in most aspects and gain no bonuses to normal weapons resistance, weapon skills, or speed. That said, they are only weakened by sunlight rather than being fatally allergic to it like their [[Oblivion:vampirism|Cyrodilic counterparts]]. The powers and abilities granted by their particular strain of vampirism make them ideal thieves, assassins, and illusionists, although other styles of play are also feasible. Their vampiric blood allows them to resist the effects of poison, disease, and extreme cold, but also afflicts them with a deadly weakness to fire. Vampires are hated and feared by the general population and will be attacked on sight if their true nature is discovered.&lt;br /&gt;
&lt;br /&gt;
Vampirism and [[Skyrim:Werewolves|lycanthropy]] cannot co-exist in Skyrim; one cannot be both a werewolf and a vampire at the same time. After becoming a werewolf, a vampire is cured of ''Sanguinare Vampiris''. Because lycanthropy provides total disease immunity, this prevents you from becoming infected with ''Sanguinare Vampiris'' while the ''Beast Blood'' ability is present. Note that you can, however, cure lycanthropy (just as you can cure vampirism), so you will be able to become a vampire again should you choose to forgo your ''Beast Blood''. Curing lycanthropy, on the other hand, is a one-way ticket in the original version of the game—once you are no longer a werewolf, you will never become one again. If the [[Skyrim:Dawnguard|Dawnguard plug-in]] is installed, Aela the Huntress can give you lycanthropy again, but only once.&lt;br /&gt;
&lt;br /&gt;
It may be easier to fast travel as a vampire in Skyrim than in Cyrodiil. Instead of worrying about instant death due to sunlight damage, one only needs to worry about the possibility of reaching stage four after traveling. Stage four vampirism causes all NPCs to become hostile and attack you, hence a vampire should make sure to be reasonably satiated before fast traveling long distances. However, if the Dawnguard plug-in is installed, NPCs are not instantly hostile toward stage four vampires, only Vampire Lords.&lt;br /&gt;
&lt;br /&gt;
== Becoming a Vampire ==&lt;br /&gt;
Whenever a vampire casts ''Vampiric Drain'' on you, there is a 10% chance for you to be infected with ''Sanguinare Vampiris''.&lt;br /&gt;
&lt;br /&gt;
Initially, this is a normal disease that reduces your total Health by 25 points. It is subject to the rules which govern any other disease, and can be [[Skyrim:Cure Disease|cured]] in the same fashion. However, if the disease is not cured within three days, it will progress to full vampirism, and at that point, the effects can no longer be reversed with a normal cure.&lt;br /&gt;
&lt;br /&gt;
''Sanguinare Vampiris'' gives messages to you each day at certain times, indicating their condition. At sunrise, a message will appear saying &amp;quot;''You feel strangely weakened by the sunrise''&amp;quot;. At sunset, the message is &amp;quot;''You feel a strange thirst come over you''&amp;quot;. After the third day, ''Sanguinare Vampiris'' will disappear from your active effects and you will awaken as a stage one vampire.&lt;br /&gt;
&lt;br /&gt;
There are several ways to contract the disease; many of them involve encountering hostile vampires and letting them attack you. However, rather than letting them hit you in melee, you should keep your distance and only allow them to cast their draining spell as this is the only attack that can impart the disease. To speed up contraction, repeatedly lose and gain sight of the target vampire so the spell is cast multiple times. The check for giving you the disease is passed only when the draining spell hits you, not over sustained action.&lt;br /&gt;
&lt;br /&gt;
If you have the Dawnguard plug-in installed, you can also let [[Skyrim:Lord Harkon|Lord Harkon]] infect you when you return his daughter [[Skyrim:Serana|Serana]] to him. Alternatively, you can activate the Bloodspring in [[Skyrim:Redwater Den|Redwater Den]] or let  Serana infect you during or after the [[Skyrim:Dawnguard_Quests#Main Quests|Dawnguard main questline]] on the [[Skyrim:Dawnguard (faction)|Dawnguard]] side.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
[[File:SR-npc-Vampirism Comparison Altmer (Dawnguard).jpg|thumb|right|Dawnguard also changes how a vampire looks.]]&lt;br /&gt;
When a human or elf becomes a vampire they will usually get black eyes with red irises, pale skin, fangs, and a more gaunt look as the cheekbones are more visible, however some vampire appearances are different as they have a more gold or hazel eyes instead of red ones.&lt;br /&gt;
&lt;br /&gt;
[[SR:Argonian|Argonians]] and [[SR:Khajiit|Khajiit]] both have slitted pupils upon transformation. An Argonian's scales will pale (perhaps appearing to have a green hue) and they will have four fangs instead of two, and Khajiit will have fangs that resemble a [[SR:Sabre Cat|sabre cat]]. Their fur also becomes much lighter, almost white. [[SR:Orc|Orcs]] will have four tusks protruding from their mouth instead of two.&lt;br /&gt;
&lt;br /&gt;
After downloading the Dawnguard plug-in, vampires eyes will be a glowing yellow with an orange tint. Some vampire faces also appear more &amp;quot;bat-like&amp;quot; or monstrous, with a slit running through their lip, ridges above the eyes like a dark elf, and a &amp;quot;bat nose.&amp;quot; Nords will have a set of reddish orange glowing eyes with a gaunt human face.&lt;br /&gt;
&lt;br /&gt;
== Stages &amp;amp; Effects of Vampirism ==&lt;br /&gt;
Full vampirism is made up of four distinct stages, starting at stage one and progressing to stage four. You advance one stage for every 24 hours you go without feeding on a sleeping NPC. Feeding always returns you to stage one.&lt;br /&gt;
&lt;br /&gt;
Contracting vampirism will change the appearance of your character, giving you pale skin (or fur), fangs and vampiric eyes. This does not seem to become more apparent as you progress through the stages. NPCs may comment on your appearance, but they will only become hostile when you reach stage four. This no longer happens if the Dawnguard plug-in has been installed.&lt;br /&gt;
&lt;br /&gt;
=== Advantages &amp;amp; Disadvantages ===&lt;br /&gt;
As a vampire, you will experience both beneficial and detrimental changes depending on your current stage. The longer you go without blood, the more extreme these changes will become.&lt;br /&gt;
&lt;br /&gt;
'''All Stages'''&lt;br /&gt;
*You have a 100% resistance to disease.&lt;br /&gt;
*You have a 100% resistance to poison.&lt;br /&gt;
*Illusion spells are 25% more powerful.  This is applied after perks and increases the maximum level of enemies you can affect by two.&lt;br /&gt;
*You are considered undead, which means that [[SR:Necromage (perk)|Necromage]] will boost the strength of spells targeting yourself.&lt;br /&gt;
*It is 25% harder for NPCs to detect you while sneaking.&lt;br /&gt;
*While outside during daylight, [[SR:Health|Health]], [[SR:Magicka|Magicka]], and [[SR:Stamina|Stamina]] regeneration is stunted by 100%. In other words, your health, magicka, and stamina will not regenerate. However, any effect that fortifies the regeneration of any of them will still work.&lt;br /&gt;
&lt;br /&gt;
'''Stage One'''&lt;br /&gt;
*You have a 25% Resistance to Frost and a 25% Weakness to Fire.&lt;br /&gt;
** If you have the [[Skyrim:Dawnguard|Dawnguard]] plug-in, the Resistance to Frost and Weakness to Fire are both 20%.&lt;br /&gt;
*While outside during daylight, Health, Magicka, and Stamina have an automatic -15 to their total.&lt;br /&gt;
&lt;br /&gt;
'''Stage Two'''&lt;br /&gt;
*You have a 50% Resistance to Frost and a 50% Weakness to Fire.&lt;br /&gt;
** If you have the Dawnguard plug-in, the Resistance to Frost and Weakness to Fire are both 30%.&lt;br /&gt;
*While outside during daylight, Health, Magicka, and Stamina have an automatic -30 to their total.&lt;br /&gt;
&lt;br /&gt;
'''Stage Three'''&lt;br /&gt;
*You have 75% Resistance to Frost and a 75% Weakness to Fire.&lt;br /&gt;
** If you have the Dawnguard plug-in, the Resistance to Frost and Weakness to Fire are both 40%.&lt;br /&gt;
*While outside during daylight, Health, Magicka, and Stamina have an automatic -45 to their total.&lt;br /&gt;
&lt;br /&gt;
'''Stage Four'''&lt;br /&gt;
*You have a 100% Resistance to Frost and a 100% Weakness to Fire.&lt;br /&gt;
** If you have the Dawnguard plug-in, the Resistance to Frost and Weakness to Fire are both 50%.&lt;br /&gt;
*While outside during daylight, Health, Magicka, and Stamina have an automatic -60 to their total.&lt;br /&gt;
*Nearly all NPCs become hostile and will attack on sight, including [[Skyrim:marriage|spouses]] and [[Skyrim:Followers|followers]]. &lt;br /&gt;
**With the Dawnguard plug-in, this is no longer a problem; though you will still get a message saying you are hated and feared by all, there is no actual increase in hostility.&lt;br /&gt;
&lt;br /&gt;
=== Vampire Powers &amp;amp; Spells ===&lt;br /&gt;
In addition, as you progress through the stages you gain several unique powers and spells, some of which will grow more powerful with each stage. Returning to stage one will remove the higher level powers and reset the remaining ones to their original strength.&lt;br /&gt;
&lt;br /&gt;
'''{{LE|Champion of the Night}}'''&amp;lt;br&amp;gt;&lt;br /&gt;
A permanent active effect you gain from stage one onwards that increases the potency of your [[SR:Illusion|Illusion]] spells by 25%.&lt;br /&gt;
&lt;br /&gt;
'''{{LE|Nightstalker's Footsteps}}'''&amp;lt;br&amp;gt;&lt;br /&gt;
A permanent active effect you gain from stage one onwards that makes you 25% harder to detect while sneaking.&lt;br /&gt;
&lt;br /&gt;
'''{{LE|Vampire's Sight}}'''&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Skyrim:lesser power|lesser power]] that grants improved night vision.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 and onwards: Improved [[Skyrim:Night Eye|night vision]] for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
'''{{LE|Vampire's Servant}}'''&amp;lt;br&amp;gt;&lt;br /&gt;
A power that allows you to reanimate a dead body to fight for you for one minute, once a day. It increases in power with every stage of vampirism. Note that servants raised with this power may not always disintegrate to ash as with the standard Conjuration spells (they retain normal form when the timer runs out, but if they are killed in combat, or if you fast travel/change instance, they will disintegrate).&lt;br /&gt;
&lt;br /&gt;
*Stage 1: [[Skyrim:Reanimate|Reanimate]] a weak dead body for 60 seconds.&lt;br /&gt;
*Stage 2: Reanimate an average dead body for 60 seconds.&lt;br /&gt;
*Stage 3: Reanimate a strong dead body for 60 seconds.&lt;br /&gt;
*Stage 4: Reanimate a very strong dead body for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
'''{{LE|[[Skyrim:Vampiric Drain|Vampiric Drain]]}}''' &amp;lt;br&amp;gt;&lt;br /&gt;
A unique Novice Destruction spell that continuously absorbs a small amount of health from a single target and adds it to your own. While ''Vampiric Drain'' can be dual-cast with the corresponding Destruction skill perk, its cost is not reduced by any Destruction proficiency perks and using it does not train your Destruction skill. However, equipment and apparel reducing Destruction skill costs will still have effect, making it possible to cast ''Vampiric Drain'' for free. Unfortunately, this spell is not as powerful as the version cast by vampire NPCs (which can reach up to over 20 HP per second), but it can be useful to damage an enemy while healing yourself, especially at lower levels, avoiding the inconvenience of having to switch to individual spells.&lt;br /&gt;
&lt;br /&gt;
*Stage 1: [[Skyrim:Drain Health|Drains]] 2 health per second. Costs 6 magicka per second.&lt;br /&gt;
*Stage 2: Drains 3 health per second. Costs 10 magicka per second.&lt;br /&gt;
*Stage 3: Drains 4 health per second. Costs 13 magicka per second.&lt;br /&gt;
*Stage 4: Drains 5 health per second. Costs 17 magicka per second.&lt;br /&gt;
&lt;br /&gt;
'''{{LE|Vampire's Seduction}}''' &amp;lt;br&amp;gt;&lt;br /&gt;
A power that is similar to the Illusion spell &amp;quot;[[Skyrim:Calm|Calm]]&amp;quot;. It can be used once a day. Useful when vampirism reaches stage 4, as it can allow interaction with quest NPCs.{{VN|Tested only so far on spouse, it's an assumption as of now that it will work on quest NPCs}} Once the Dawnguard plug-in is installed, Vampire's Seduction will allow you to feed on them no matter if they're asleep or not. If you do not possess this power during the quest [[Skyrim:Prophet_(Vampire)|Prophet (Vampire)]]{{DG}}, you will temporarily receive it in order to enthrall [[Skyrim:Dexion Evicus|Dexion Evicus]], only to have it disappear after use.&lt;br /&gt;
&lt;br /&gt;
*Stage 2 and onwards: [[Skyrim:Pacify (effect)|Calm]] creatures and people up to level 10 for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
'''{{LE|Embrace of Shadows}}''' &amp;lt;br&amp;gt;&lt;br /&gt;
A power that is similar to the Illusion spell [[Skyrim:Invisibility (effect)|Invisibility]]. It also applies improved night vision for the duration of the spell. Interacting with the environment or attacking will make you visible again. It can be used once per day.&lt;br /&gt;
&lt;br /&gt;
*Stage 4: Invisible with improved [[Skyrim:Night Eye|night vision]] for 180 seconds.&lt;br /&gt;
&lt;br /&gt;
{{Mod Note|Dawnguard}}&lt;br /&gt;
&lt;br /&gt;
==Dawnguard==&lt;br /&gt;
The [[Skyrim:Dawnguard|Dawnguard]] [[Skyrim:Official_Plug-ins|plug-in]] has made some significant changes to vampirism: Weakness to Fire and Frost Resistance have been lowered from 25/50/75/100% to 20/30/40/50%, NPCs will no longer attack you just for being at stage four, your eyes will now glow yellow/orange, and the Vampire's Seduction power will now allow you to feed on victims who are awake.&lt;br /&gt;
&lt;br /&gt;
Dawnguard adds coffins that vampires can sleep in. Sleeping in a coffin as a vampire grants the [[Skyrim:Vampiric Blood Rested|Vampiric Blood Rested]] bonus, which gives &amp;quot;a surge of Vampiric power&amp;quot;, and 10% [[Skyrim:Resist Magic|Resist Magic]] for one day.&lt;br /&gt;
&lt;br /&gt;
=== Vampire Lord Form ===&lt;br /&gt;
The Dawnguard plug-in grants access to the ability to transform into a [[Skyrim:Vampire Lord|Vampire Lord]]. Upon choosing to receive Harkon's or Serana's &amp;quot;gift&amp;quot;, you will be granted the &amp;quot;Vampire Lord&amp;quot; ability, which allows you to transform in a manner similar to the beast form of [[Skyrim:Werewolf|werewolves]] (i.e. you are forced to play in the third person, transforming in settlements is considered a crime, the normal menu cannot be accessed, most items/doors cannot be interacted with, and there is a period of immobility while transforming in which you can still be harmed). The ability can be used an unlimited number of times and at any point during normal gameplay. After transformation, the player will remain in Vampire Lord form until the &amp;quot;Revert Form&amp;quot; ability is used. While in this form, you will also have access to a unique skill tree with perks that make the form stronger. While not in Vampire Lord form, you will still have all the characteristics of a normal vampire.&lt;br /&gt;
&lt;br /&gt;
===Skill Perks===&lt;br /&gt;
{{Perk Tree Setup|width=630}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|498|407|Power of the Grave|Power of the Grave: 50 point bonus to health, magicka and stamina as Vampire Lord|position=bottom}}&lt;br /&gt;
{{Image Mark|430|241|Blood Healing|Blood Healing: Killing a person with a power attack bite restores all your health.|position=bottom}}&lt;br /&gt;
{{Image Mark|569|242|Unearthly Will|Unearthly Will: Night Powers and Blood Magic cost 33% less.|position=bottom}}&lt;br /&gt;
{{Image Mark|499|170|Poison Talons|Poison Talons: Melee attacks do 20 points of poison damage.|position=bottom}}&lt;br /&gt;
{{Image Mark|500|110|Night Cloak|Night Cloak: In combat you are surrounded by a cloud of bats that feed on enemies within melee range.|position=bottom}}&lt;br /&gt;
{{Image Mark|313|332|Detect All Creatures|Detect All Creatures: Night Power: Detect all creatures, even Dwarven Automatons.|position=bottom}}&lt;br /&gt;
{{Image Mark|243|239|Mist Form|Mist Form: Night Power: Transform into an invulnerable mist, while health, magicka, and stamina regenerate.|position=bottom}}&lt;br /&gt;
{{Image Mark|163|217|Supernatural Reflexes|Supernatural Reflexes: Night Power: Everything slows down while you move faster.|position=left}}&lt;br /&gt;
{{Image Mark|672|332|Vampiric Grip|Vampiric Grip: Blood Magic: Can pull a creature to you from a distance, and do choking damage once it's close.|position=bottom}}&lt;br /&gt;
{{Image Mark|745|242|Summon Gargoyle|Summon Gargoyle: Blood Magic: Can conjure a gargoyle to fight for you|position=bottom}}&lt;br /&gt;
{{Image Mark|837|217|Corpse Curse|Corpse Curse: Blood Magic: Target is paralyzed.|position=right}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|[[Skyrim:Form ID|ID]]&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Power of the Grave}}''&lt;br /&gt;
| 50 point bonus to health, magicka and stamina as Vampire Lord.&lt;br /&gt;
| {{ID|xx005998}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Blood Healing}}''&lt;br /&gt;
| Killing a person with a power attack bite restores all your health.&lt;br /&gt;
| {{ID|xx005994}}&lt;br /&gt;
| Power of the Grave&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Detect All Creatures}}''&lt;br /&gt;
| Night Power: Detect all creatures, even [[Skyrim:Dwarven_Automatons|Dwarven Automatons]].&lt;br /&gt;
| {{ID|xx00599b}}&lt;br /&gt;
| Power of the Grave&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Mist Form}}''&lt;br /&gt;
| Night Power: Transform into an invulnerable mist, while health, magicka, and stamina regenerate.&lt;br /&gt;
| {{ID|xx00599c}}&lt;br /&gt;
| Detect All Creatures&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Supernatural Reflexes}}''&lt;br /&gt;
| Night Power: Everything slows down while you move faster.&lt;br /&gt;
| {{ID|xx00599e}}&lt;br /&gt;
| Mist Form&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Unearthly Will}}''&lt;br /&gt;
| Night Powers and Blood Magic cost 33% less.&lt;br /&gt;
| {{ID|xx005995}}&lt;br /&gt;
| Power of the Grave&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Poison Talons}}''&lt;br /&gt;
| Melee attacks do 20 points of poison damage.&lt;br /&gt;
| {{ID|xx005996}}&lt;br /&gt;
| Blood Healing ''or'' Unearthly Will&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Night Cloak}}''&lt;br /&gt;
| In combat you are surrounded by a cloud of bats that feed on enemies within melee range.&lt;br /&gt;
| {{ID|xx005997}}&lt;br /&gt;
| Poison Talons&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Vampiric Grip}}''&lt;br /&gt;
| Blood Magic: Can pull a creature to you from a distance, and do choking damage once it's close.&lt;br /&gt;
| {{ID|xx00599a}}&lt;br /&gt;
| Power of the Grave&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Summon Gargoyle}}''&lt;br /&gt;
| Blood Magic: Can conjure a [[Skyrim:Gargoyle|gargoyle]] to fight for you.&lt;br /&gt;
| {{ID|xx016908}}&lt;br /&gt;
| Vampiric Grip&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Corpse Curse}}''&lt;br /&gt;
| Blood Magic: Target is paralyzed.&lt;br /&gt;
| {{ID|xx008a70}}&lt;br /&gt;
| Summon Gargoyle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Achievements ===&lt;br /&gt;
One [[Skyrim:Achievements|achievement]] is related to being a vampire:&lt;br /&gt;
* {{achievement|Vampire Mastered}}&lt;br /&gt;
** There are 11 available perks, so all of the vampire perks must be unlocked for this achievement.&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
== Feeding ==&lt;br /&gt;
[[File:SR-npc-Vampire Feeding on Sigrid.jpg|right|thumb|Feeding on [[Skyrim:Sigrid|Sigrid]]]]&lt;br /&gt;
In order to remain at, or return to, the first stage of vampirism, you must feed on a sleeping NPC. To do this press ''Use'' while crouching or standing over them and select ''feed''. Feeding should be done stealthily, as witnesses will immediately become hostile. You are able to feed on almost any NPC that can sleep in a bed, including all races and even ghosts and other vampires, but not children. It's a good idea to make any followers you have wait outside the room while you feed, in case the sleeping NPC you are feeding on awakens and attacks because they may have detected your follower(s). The most effective and safe way to feed is to use an [[Skyrim:Invisibility (effect)|Invisibility]] effect from either a potion, spell, or the vampire ability Embrace of Shadows. This is because feeding is one of the few actions which ''does not'' cancel the effect.&lt;br /&gt;
&lt;br /&gt;
While there are almost an endless number of feeding targets, some are easier to access than others. The following is a list of useful feeding sources, some of which become available through certain quests.&lt;br /&gt;
&lt;br /&gt;
*The [[SR:Companions|Companions]] in [[Skyrim:Whiterun|Whiterun]] will not turn hostile towards you as long as you have joined the Companions before reaching the final stage of vampirism. This can be rather useful since other Companions can be fed on without much difficulty during the nighttime hours. &lt;br /&gt;
&lt;br /&gt;
*The [[SR:Dark Brotherhood|Dark Brotherhood]] are friendly to you as a Stage 4 vampire, although they will still turn hostile if you are caught feeding on them. However, their beds are scattered throughout the sanctuary and isolating one sleeping member is relatively easy.&lt;br /&gt;
&lt;br /&gt;
*The [[SR:Thieves Guild (faction)|Thieves Guild]] is friendly to stage four vampires and if you are a member, you can fast travel to the secret guild entrance without attracting the attention of the guards.&lt;br /&gt;
&lt;br /&gt;
*The mages of the [[SR:College of Winterhold (faction)|College of Winterhold]] will also not attack a Stage 4 vampire, provided you are a member of the college prior to becoming Stage 4, and you are not seen feeding.&lt;br /&gt;
&lt;br /&gt;
*Followers can be fed on with total impunity, assuming there are no other witnesses. Simply order them to sleep in a bed and feed on them before they stand up again. This makes them a reliable source of easy blood.&lt;br /&gt;
&lt;br /&gt;
*A sickly farmer in the [[Skyrim:Temple_of_Kynareth|Temple of Kynareth]] can also prove good feeding. This location can be convenient, provided your sneaking skills are good enough, as the farmer will be asleep during the day time as well as night, thus providing sustenance whenever you need it. The wounded soldier on the other side of the room, on the other hand, is almost always being attended to by a healer.&lt;br /&gt;
&lt;br /&gt;
*The guards barracks in each major town has sleeping guards available for the brave and/or stealthy vampire both day and night. &lt;br /&gt;
&lt;br /&gt;
*Another reliable feeding strategy is to do the quest [[Skyrim:The_Taste_of_Death|The Taste of Death]] in [[Skyrim:Markarth|Markarth]], but never finish the final step in the quest. After you lure [[Skyrim:Brother_Verulus|Verulus]] to the altar, he will lie down, allowing you to feed on him. Leave him there and you can return to feed whenever you need to, just fast travel to the [[Skyrim:Reachcliff_Secret_Entrance|Reachcliff Secret Entrance]].&lt;br /&gt;
&lt;br /&gt;
*If you are unable to enter a city and feed due to becoming a Stage 4 vampire, head to a military camp between the hours of 7pm and 5am and then become invisible. You'll find soldiers sleeping in tents that can be approached and fed upon without disrupting the invisibility.&lt;br /&gt;
&lt;br /&gt;
*If you have the Dawnguard plug-in and follow the vampire questline, you can simply go to [[Skyrim:Castle Volkihar|Castle Volkihar]] to feed on the [[Skyrim:Vampire Cattle|Vampire Cattle]] without any potential drawbacks. You can also find [[Skyrim:Potion of Blood|Potions of Blood]] inside the castle and receive them from doing miscellaneous quests. Drinking one of these potions counts as feeding.&lt;br /&gt;
&lt;br /&gt;
== Cure for Vampirism ==&lt;br /&gt;
If you’ve contracted the disease during battle with a vampire, you won’t become a vampire yourself for three days. Until then, you can rid yourself of the disease with a [[SR:Cure Disease|Cure Disease]] potion or any [[SR:Blessings|blessing]].&lt;br /&gt;
&lt;br /&gt;
After the first three days of infection, or if you obtained your vampirism from [[Skyrim:Lord Harkon|Lord Harkon]] or [[Skyrim:Serana|Serana]], the task of finding a cure becomes more complex and a quest must be completed. While visiting any inn, talk to the innkeeper and he or she will send you to [[Skyrim:Morthal|Morthal]] to speak to a man named [[Skyrim:Falion|Falion]]. This will start the quest [[Skyrim:Rising_at_Dawn|Rising at Dawn]]. However, if you are in one of the later stages of vampirism, the innkeepers will attack you on sight. If this happens, you will need to feed in order to lessen the effects of your vampirism, making NPCs friendly again. With Dawnguard installed, NPCs will only attack you if you are in Vampire Lord form.&lt;br /&gt;
&lt;br /&gt;
You can also cure your vampirism by becoming a werewolf through the [[Skyrim:Companions|Companions]] faction. However, once you contract [[Skyrim:Werewolves|lycanthropy]], you gain a 100% resistance to disease and cannot be re-infected with ''Sanguinare Vampiris'' by normal means. There are three main quests and two radiant quests that need to be completed before you can become a werewolf (during the quest [[Skyrim:The_Silver_Hand|The Silver Hand]]) and in turn, cure vampirism.&lt;br /&gt;
&lt;br /&gt;
== Vampire Tips and Tricks ==&lt;br /&gt;
When you are in sunlight, your magicka, stamina, and health cannot regenerate. There are several things you can do to somewhat counter the effects:&lt;br /&gt;
#You can enchant some armor with stamina, magicka, or health regeneration. This will work but the problem is it will be slower than usual. For example: Stamina regenerates at 100%. That is normal. If you add an enchantment for 25% faster regeneration, it becomes 125%. Now if you have no regeneration powers anyway, but you have the 25% bonus, your stamina will only regenerate at 25% the normal speed. &lt;br /&gt;
#You can get the spell tome [[Skyrim:Equilibrium|Equilibrium]] from [[Skyrim:Labyrinthian|Labyrinthian]] during the quest [[Skyrim:The_Staff_of_Magnus|The Staff of Magnus]] that is part of the College of Winterhold questline. You will also need the spell tome [[Skyrim:Fast_Healing|Fast Healing]] to make this trick work very well. After you have these two spells, you will need to have a Restoration skill of 40 and have the perk Respite (part of the Restoration perk tree). Equip Equilibrium in one hand, Fast Healing in the other. Hold down the Equilibrium spell and it will drain your health (you ''can'' die). In your other hand keep using Fast Healing. Since you have the Respite perk your stamina will be restored, and since Equilibrium is draining health to give you magicka, your magicka regenerates. Even though Fast Healing uses magicka, Equilibrium gives more magicka than Fast Healing uses and since Equilibrium drains health, Fast Healing restores it. As you can see this trick is confusing so try it out and you will see. After about five uses of Fast Healing while using Equilibrium, your health, magicka, and stamina will be restored.&lt;br /&gt;
#You can obtain [[Skyrim:Auriel's_Bow|Auriel's Bow]] through the [[Skyrim:Dawnguard|Dawnguard]] questline to blot out the sun and counter its effects.&lt;br /&gt;
#The perk granted by the [[Skyrim:The Lady Stone|Lady Stone]] grants a continuous boost to health and stamina regeneration (not a power as the game loading screen indicates), which will allow you to regenerate those two slowly in sunlight.&lt;br /&gt;
#The ''Wind Walker'' perk from the [[Skyrim:Light_Armor|Light Armor]] skill tree will increase your stamina regeneration rate by 50% so a vampire in daylight will still be able to regenerate their stamina but only at half the normal speed and only if a full set of light armor is being worn.&lt;br /&gt;
#The ''Recovery'' perk from the [[Skyrim:Restoration|Restoration]] skill tree will increase your magicka regeneration (it can be taken twice; the regeneration boost is 25% per perk taken). You can then use Restoration magic to restore your health, and if you have the ''Respite'' perk your stamina as well.&lt;br /&gt;
#The ''Become Ethereal'' shout allows you regen normally&lt;br /&gt;
&lt;br /&gt;
=== Vampire Necromage ===&lt;br /&gt;
Becoming a vampire will flag your character as undead. As such, the effects of the [[Skyrim:Restoration|Restoration]] perk [[SR:Necromage (perk)|Necromage]] will affect you too. Shouts, spells, and equipment will all receive boosts to their magnitudes (25% to power and 50% to duration). For example, an enchanted ring that supplies 60% Magicka Regen will now provide 75% Magicka Regen. Negative effects will also be affected, such as Fire Weakness and Magicka/Health/Stamina damage.&lt;br /&gt;
&lt;br /&gt;
Some perks will also be affected if taken after acquisition of the Necromage perk. The bonuses below apply to the perk bonus. For instance, the Atronach perk 30% spell absorbtion chance becomes 37.5%&lt;br /&gt;
*Steady Hand: is actually bugged and unusable at Tier 2&lt;br /&gt;
*Power Shot: 25% more stagger&lt;br /&gt;
*Quick Shot: 25% more overall speed increase&lt;br /&gt;
*Fists of Steel: 25% more damage per armor rate&lt;br /&gt;
*Quick Reflexes: 25% more slowing&lt;br /&gt;
*Dual Flurry: 25% more overall speed increase&lt;br /&gt;
*Wind Walker: 25% more stamina regeneration&lt;br /&gt;
*Muffle: 25% more noise reduction increase&lt;br /&gt;
*Extra pockets: 25% more carry weight increase&lt;br /&gt;
*Recover: 25% more magicka regeneration increase&lt;br /&gt;
*Avoid Death: 25% healing&lt;br /&gt;
*Magic Resistance: 25% more magic resistance increase&lt;br /&gt;
*Atronach: 25% more spell absorption increase&lt;br /&gt;
&lt;br /&gt;
Curing vampirism after the obtention of the Necromage perk does not remove said bonuses, nor does it remove bonuses to enchantments, as long as they are not unequipped afterwards.&lt;br /&gt;
&lt;br /&gt;
A vampire taking the Necromage perk before taking both Atronach Perk and Atronach Stone can reach a permanent 100% [[Skyrim:Spell_Absorption|Spell Absorption]], thus becoming immune to all spells affected by Spell Absorption.&lt;br /&gt;
&lt;br /&gt;
A vampire necromage can benefit from the Enchanting/Alchemy loop further, eventually getting effects 65% higher than standard enchantments.&lt;br /&gt;
&lt;br /&gt;
== Vampire Lore ==&lt;br /&gt;
The book [[Skyrim:Immortal Blood|Immortal Blood]] describes the vampires of Skyrim, &amp;quot;the Volkihar&amp;quot;, as having great supernatural power. The book also claims they are capable of reaching through solid ice to snatch up unsuspecting travelers and freeze them. However, Skyrim's vampires are more akin to their [[Lore:Cyrodiil|Cyrodiilic]] cousins as they are capable of walking in the sun (if having recently fed). Cyrodiilic vampirism grows more outwardly noticeable between feedings. The vampires of Skyrim are capable of Frost-based magic and share a number of minor powers with their Cyrodiilic brethren. Skyrim's vampires share the same traits as the Cyrodiilic vampires, able to blend in and more inclined to feed on a sleeping individual. This is contradictory to vampiric lore, as the Cyrodiilic vampires are the only vampires able to maintain a human-like appearance if recently fed. The Volkihar, however, do not have a change in appearance throughout the stages or when recently fed, so their inhuman eyes, pale skin, and fangs are present at all times.&lt;br /&gt;
&lt;br /&gt;
== Vampire-Related Quests ==&lt;br /&gt;
* {{Quest Link|Laid to Rest}}&lt;br /&gt;
* {{Quest Link|A Daedra's Best Friend}}&lt;br /&gt;
* {{Quest Link|Rising at Dawn}}&lt;br /&gt;
* {{Quest Link|Kill Hern}}&lt;br /&gt;
* {{Quest Link|Kill the Vampire}}&lt;br /&gt;
* {{Quest Link|Dark Ancestor}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Night time begins at 7pm and ends at 5am. During this time, you will not experience the health, magicka, and stamina penalties.&lt;br /&gt;
* With the vampiric power ''Champion of the Night'', you can effectively raise the cap for Illusion spells to over level 70, provided you have all relevant perks and the spell is dual-cast. This can make the game considerably easier for illusionists as almost every opponent is susceptible to Calm, Fear, and Fury spells. Note that Master level Illusion spells do not gain the power increase of dual-casting, and will hence not affect higher level enemies.&lt;br /&gt;
* Despite the 100% resistance to disease effect, you may still receive messages telling you that you have contracted one, but they may not appear in the active effects menu.{{vn|section=Immunity to Disease}}&lt;br /&gt;
* Though vampirism gives 100% resistance to poison, the actual poison resistance is capped at 85%, like many other resistances, and will not protect you from the poison gas in Calcelmo's Laboratory (the poison damage is scripted and cannot be resisted).&lt;br /&gt;
* In [[OB:Porphyric Hemophilia|Oblivion]] and [[Morrowind:Porphyric Hemophilia|Morrowind]], the disease that causes vampirism is named ''Porphyric Hemophilia''.&lt;br /&gt;
* Using the console command &amp;lt;code&amp;gt;showracemenu&amp;lt;/code&amp;gt; while a vampire will reset your character if you change race.&lt;br /&gt;
* If you use the Calm spell, you are able to feed without getting caught in front of NPCs.&lt;br /&gt;
* Drinking the blood of an NPC that you know to be a werewolf will not infect you with lycanthropy and does not provide you with any special benefits.&lt;br /&gt;
* Feeding does not break invisibility, making it much easier to feed without being detected, especially when [[Skyrim:Muffle (effect)|muffled]] and sneaking.&lt;br /&gt;
* Dunmer are more useful as vampires due to their fire resistance, which partially counters the weakness to fire. (With the Dawnguard plug-in, the reduced weakness to fire is fully negated by the Dunmer's fire resistance.) Also, having a high magic resistance helps (common sources of magic resistance include being a Breton, the [[Skyrim:The Lord Stone|Lord Stone]], enchanted items and potions, Agent of Mara, and the Alteration perk tree), as most sources of fire damage are magical.&lt;br /&gt;
* If you are a vampire and have [[Skyrim:Hearthfire|Hearthfire]] installed, you can add a coffin to use for sleeping in the cellar of your new homes: [[Skyrim:Heljarchen Hall|Heljarchen Hall]], [[Skyrim:Lakeview Manor|Lakeview Manor]], and [[Skyrim:Windstad Manor|Windstad Manor]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|At stage 3 of vampirism, the stunted regeneration effect while in sunlight has a magnitude of 75%, even though all other stages have a magnitude of 100%|OSP}}&lt;br /&gt;
{{Bug|When playing as a female vampire, quitting the game and reloading the vampire save can result in a burnt or dirty face effect that does not go away on its own. The visual bug can be corrected either by curing vampirism or creating a new save where you are infected with the vampire disease but have not yet become a vampire.|confirmed=1}}&lt;br /&gt;
**The mechanics of this fix are explained [http://www.gamefaqs.com/boards/615803-the-elder-scrolls-v-skyrim/61653704?page=2 here]. If this bug has already been triggered and there is no previous 'clean face save', a new one can be created after curing vampirism by doing Falion's quest and then re-contracting the vampire disease. Then, before becoming a full vampire, save the game as a fresh file and do not overwrite it. To avoid this glitch in the future, the 'clean face save' must be loaded prior to the primary save file.&lt;br /&gt;
**Transforming into a Vampire Lord from the Dawnguard plug-in will fix the color alteration.&lt;br /&gt;
{{Bug|Attempting to feed on an NPC sleeping in a bed with something next to it (such as a table or chest) can cause the feeding sequence to not animate correctly. The screen will still glow red and you will revert to Stage 1 vampirism, but your character will be stuck in place, unable to move.|vn=1}}&lt;br /&gt;
{{Bug|Imperial and Breton males suffer from a glitch that affect the color of their skin. Right after becoming a stage 1 vampire males of these races will have their body turn a shade similar to that of the palest Redguard's skin tone. Their heads and hands will also become darker, even more than that of the body which will easily expose the creases between neck/hand and body, to that of the average Redguard tone.|vn=1}}&lt;br /&gt;
{{Bug|Both Ebony and Blades shields become invisible when equipped as a vampire.|vn=1}}&lt;br /&gt;
{{Bug|[[SR:Nord|Nords]] will not get the glowing yellow eyes that all other races get when becoming a vampire after Dawnguard is installed; they instead get a glowing version of their old vampire eyes.|vn=1}}&lt;br /&gt;
{{Bug|[[SR:Khajiit|Khajiit]] will not get the glowing yellow eyes that the other races get when becoming a vampire after Dawnguard has been installed. Their appearance remains that of a regular Khajiit vampire. Pinkish eyes, light fur and saber-cat-like fangs.|vn=1}}&lt;br /&gt;
{{Bug|As a vampire, you may be unable to feed off NPCs affected by the Vampire's Seduction power in [[Skyrim:Dawnguard|Dawnguard]]; clicking &amp;quot;Feed&amp;quot; at the black box does nothing.|vn=1}}&lt;br /&gt;
{{Bug|While a vampire, sometimes wearing the [[Skyrim:Thieves Guild Hood|Thieves Guild Hood]] or [[Skyrim:Guild Master's Hood|Guild Master's Hood]] makes the top of your head bald and the hood doesn't show. This enables a vampire to equip those hoods together with other headgear. A vampire can thus wear up to three pieces of headgear simultaneously: thieves hood, circlet and Penitus Oculatus/Falmer helmet.|vn=1}}&lt;br /&gt;
{{Bug|Sometimes the bounty from transforming into a Vampire Lord will not disappear after killing all of the nearby witnesses.|vn=1}}&lt;br /&gt;
{{Bug|Sometimes, you will be made a vampire and have all the effects, but the game will not recognize it and you will be unable to feed or cure vampirism.|vn=1}}&lt;br /&gt;
**{{Pc22}} To fix this, enter &amp;lt;code&amp;gt;player.setrace [playerrace]racevampire&amp;lt;/code&amp;gt; (e.g., &amp;lt;code&amp;gt;player.setrace highelfracevampire&amp;lt;/code&amp;gt;).&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Alteration&amp;diff=1124825</id>
		<title>Skyrim:Alteration</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Alteration&amp;diff=1124825"/>
		<updated>2013-02-12T20:04:34Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Casting Telekinesis */ didn't work out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Alteration.png&lt;br /&gt;
|Special=Magic&lt;br /&gt;
|ExTrail=[[Skyrim:Magic Overview|Magic]]&lt;br /&gt;
}}&lt;br /&gt;
'''Alteration''', one of the five schools of [[Skyrim:Magic|magic]] in Skyrim, affects the world around it by altering the laws of reality and manipulating it to one's own accord. Increasing this skill reduces magicka cost when casting Alteration spells. Historical information about the School of Alteration is provided in the [[Lore:Alteration|lore article]]. The Alteration skill tree has a total of 10 perks, requiring a total of 14 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The School of Alteration involves the manipulation of the physical world and its natural properties. This skill makes it easier to cast spells like Waterbreathing, magical protection, and Paralysis.''&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Alteration contains a range of defensive and utility effects. &lt;br /&gt;
*'''[[Skyrim:Armor (effect)|Magic Armor]]''' spells provide a high, but temporary, level of armor protection, particularly with the right perks. &lt;br /&gt;
*'''[[Skyrim:Resist Magic|Magic Resistance]]''' up to a passive 30% bonus is available via perks.&lt;br /&gt;
*'''[[Skyrim:Spell Absorption|Spell Absorption]]''' via the ''Atronach'' perk.  This is one of only three ways to obtain spell absorption.&lt;br /&gt;
*'''Utility spells''' like ''[[Skyrim:Light|Candle/Magelight]]'', ''[[Skyrim:Waterbreathing (effect)|Waterbreathing]]'', ''[[Skyrim:Telekinesis Effect|Telekinesis]]'', ''[[Skyrim:Detect Life (effect)|Detect Life]]'' and ''[[Skyrim:Detect Dead|Detect Dead]]'' are all of general use when exploring.&lt;br /&gt;
*'''[[Skyrim:Transmute Mineral Ore|Transmute]]''' allows you to turn [[Skyrim:Iron Ore|Iron Ore]] into [[Skyrim:Silver Ore|Silver Ore]] and Silver Ore into [[Skyrim:Gold Ore|Gold Ore]].&lt;br /&gt;
*'''[[Skyrim:Paralyze (effect)|Paralyze]]''' is the only really offensive aspect of this School of Magic.&lt;br /&gt;
In some ways the protective spells in Alteration are an alternative to the [[Skyrim:Ward|Wards]] found in the school of [[Skyrim:Restoration|Restoration]].&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|451|785|Novice Alteration|mark_alt=Novice Alteration: 0 Alteration. Cast Novice level Alteration spells for half Magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|336|590|Alteration Dual Casting|mark_alt=Alteration Dual Casting: 20 Alteration. Dual-casting an Alteration spell overcharges the effects into an even more powerful version.|position=bottomleft}}&lt;br /&gt;
{{Image Mark|488|540|Apprentice Alteration|mark_alt=Apprentice Alteration: 25 Alteration. Cast Apprentice level Alteration spells for half Magicka.|position=}}&lt;br /&gt;
{{Image Mark|640|368|Magic Resistance|mark_alt= Magic Resistance (3 ranks): 30/50/70 Alteration. Blocks 10/20/30% of a spell's effects.|position=bottomright}}&lt;br /&gt;
{{Image Mark|492|322|Adept Alteration|mark_alt=Adept Alteration: 50 Alteration. Cast Adept level Alteration spells for half Magicka.|position=right}}&lt;br /&gt;
{{Image Mark|570|236|Expert Alteration|mark_alt=Expert Alteration: 75 Alteration. Cast Expert level Alteration spells for half Magicka.|position=right}}&lt;br /&gt;
{{Image Mark|313|85|Atronach|mark_alt=Atronach: 100 Alteration. Absorb 30% of the Magicka of any spells that hit you.|position=top}}&lt;br /&gt;
{{Image Mark|715|125|Master Alteration|mark_alt=Master Alteration: 100 Alteration. Cast Master level Alteration spells for half Magicka.|position=top}}&lt;br /&gt;
{{Image Mark|394|219|Stability|mark_alt=Stability: 70 Alteration. Alteration spells have greater duration.|position=left}}&lt;br /&gt;
{{Image Mark|356|350|Mage Armor|mark_alt=Mage Armor (3 ranks): 30/50/70 Alteration. Protection spells like ''Stoneflesh'' are 2/2.5/3 times as strong if not wearing armor.|position=left}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|[[Skyrim:Form ID|ID]]&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Novice Alteration}}''&lt;br /&gt;
| Cast Novice level Alteration spells for half magicka.&lt;br /&gt;
| {{ID|000f2ca6}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Alteration Dual Casting}}''&lt;br /&gt;
| Dual casting an Alteration spell overcharges the effects into an even more powerful version.&lt;br /&gt;
| {{ID|000153cd}}&lt;br /&gt;
| 20 Alteration&lt;br /&gt;
| Novice Alteration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Apprentice Alteration}}''&lt;br /&gt;
| Cast Apprentice level Alteration spells for half magicka.&lt;br /&gt;
| {{ID|000c44b7}}&lt;br /&gt;
| 25 Alteration&lt;br /&gt;
| Novice Alteration&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Magic Resistance}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Blocks 10% of a spell's effects.&lt;br /&gt;
| {{ID|00053128}}&lt;br /&gt;
| 30 Alteration&lt;br /&gt;
|rowspan=3|Apprentice Alteration&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Blocks 20% of a spell's effects.&lt;br /&gt;
| {{ID|00053129}}&lt;br /&gt;
| 50 Alteration&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Blocks 30% of a spell's effects.&lt;br /&gt;
| {{ID|0005312a}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 70 Alteration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Adept Alteration}}''&lt;br /&gt;
| Cast Adept level Alteration spells for half magicka.&lt;br /&gt;
| {{ID|000c44b8}}&lt;br /&gt;
| 50 Alteration&lt;br /&gt;
| Apprentice Alteration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Expert Alteration}}''&lt;br /&gt;
| Cast Expert level Alteration spells for half magicka.&lt;br /&gt;
| {{ID|000c44b9}}&lt;br /&gt;
| 75 Alteration&lt;br /&gt;
| Adept Alteration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Atronach}}''&lt;br /&gt;
| [[Skyrim:Spell Absorption|Absorb]] 30% of the magicka of any spells that hit you.&lt;br /&gt;
| {{ID|000581f7}}&lt;br /&gt;
| 100 Alteration&lt;br /&gt;
| Expert Alteration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Master Alteration}}''&lt;br /&gt;
| Cast Master level Alteration spells for half magicka.&lt;br /&gt;
| {{ID|000c44ba}}&lt;br /&gt;
| 100 Alteration&lt;br /&gt;
| Expert Alteration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Stability}}''&lt;br /&gt;
| Alteration spells have 50% greater duration.&lt;br /&gt;
| {{ID|000581fc}}&lt;br /&gt;
| 70 Alteration&lt;br /&gt;
| Adept Alteration&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Mage Armor}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Protection spells like Stoneflesh are twice as strong if not wearing armor.&lt;br /&gt;
| {{ID|000d7999}}&lt;br /&gt;
| 30 Alteration&lt;br /&gt;
|rowspan=3|Apprentice Alteration&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Protection spells like Stoneflesh are 2.5 times as strong if not wearing armor.&lt;br /&gt;
| {{ID|000d799a}}&lt;br /&gt;
| 50 Alteration&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Protection spells like Stoneflesh are three times as strong if not wearing armor.&lt;br /&gt;
| {{ID|000d799b}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 70 Alteration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{Skyrim:Alteration Spells}}&lt;br /&gt;
===Spell List Notes===&lt;br /&gt;
{{Skyrim:Spell List Notes|noheader=1}}&lt;br /&gt;
===Mage Armor and Exceptions===&lt;br /&gt;
Despite the phrasing of the ''[[Skyrim:Mage Armor|Mage Armor]]'' perk, wielding a shield does not negate the effects.  The user receives the benefit of this perk along with the usual benefits of a shield.&lt;br /&gt;
&lt;br /&gt;
There are also a small assortment of apparel that have armor ratings, but can be worn without disabling ''Mage Armor'''s effect:&lt;br /&gt;
*[[Skyrim:Amulet of Articulation|Amulet of Articulation]]&lt;br /&gt;
*[[Skyrim:Diadem of the Savant|Diadem of the Savant]]&lt;br /&gt;
*[[Skyrim:Fine Armguards|Fine Armguards]]&lt;br /&gt;
*[[Skyrim:General Tullius' Armor|General Tullius' Armor]]&lt;br /&gt;
*[[Skyrim:Locket of Saint Jiub|Locket of Saint Jiub]]&lt;br /&gt;
*[[Dragonborn:Miraak's Boots|Miraak's Boots]]&lt;br /&gt;
&lt;br /&gt;
===Magical Effects===&lt;br /&gt;
A list of standard alteration spells can be found on the [[Skyrim:Alteration_Spells|Alteration spells]] page.  The following individual effects are all considered to be be part of the school of Alteration (see the individual effect pages for full details on availability; the [[Skyrim:Magical Effects#Alteration|Magical Effects]] article also provides a summary):&lt;br /&gt;
*{{icon|sp|Alteration|24}} [[Skyrim:Armor (effect)|Armor]]&lt;br /&gt;
*{{icon|sp|Detect Life|24}} [[Skyrim:Detect Life (effect)|Detect Life]]&lt;br /&gt;
*{{icon|sp|Detect Life|24}} [[Skyrim:Detect Undead|Detect Undead]]&lt;br /&gt;
*{{icon|sp|Light|24}} [[Skyrim:Light|Light]]&lt;br /&gt;
*{{icon|sp|Paralyze|24}} [[Skyrim:Paralyze (effect)|Paralyze]]&lt;br /&gt;
*{{icon|sp|Telekinesis|24}} [[Skyrim:Telekinesis Effect|Telekinesis]]&lt;br /&gt;
*{{icon|sp|Alteration|24}} [[Skyrim:Transmute Mineral Ore|Transmute]]&lt;br /&gt;
*{{icon|sp|Alteration|24}} [[Skyrim:Waterbreathing (effect)|Waterbreathing]]&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Alteration:&lt;br /&gt;
* +5 bonus: [[Skyrim:Altmer|Altmer]], [[Skyrim:Argonian|Argonian]], [[Skyrim:Breton|Breton]], [[Skyrim:Dunmer|Dunmer]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Dravynea the Stoneweaver|Dravynea the Stoneweaver]] in [[Skyrim:Kynesgrove|Kynesgrove]] (Expert)&lt;br /&gt;
* [[Skyrim:Tolfdir|Tolfdir]] in the [[Skyrim:College of Winterhold (place)|College of Winterhold]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:Breathing Water|Breathing Water]]''&lt;br /&gt;
* ''[[Skyrim:Daughter of the Niben|Daughter of the Niben]]''&lt;br /&gt;
* ''[[Skyrim:The Lunar Lorkhan|The Lunar Lorkhan]]''&lt;br /&gt;
* ''[[Skyrim:Reality &amp;amp; Other Falsehoods|Reality &amp;amp; Other Falsehoods]]''&lt;br /&gt;
* ''[[Skyrim:Sithis|Sithis]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Alteration reward from [[Skyrim:Dravynea the Stoneweaver|Dravynea the Stoneweaver]] for completing the quest [[Skyrim:Dravynea's Frost Salts|Dravynea's Frost Salts]].&lt;br /&gt;
* +1 Alteration reward (as well as +1 to all other magic skills) from [[Skyrim:Pantea_Ateia|Pantea Ateia]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Pantea's_Flute|Pantea's Flute]].&lt;br /&gt;
* +5 to Alteration (and other Magic skills)  by selecting &amp;quot;The Path of Magic&amp;quot; when reading the [[Skyrim:Oghma Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* Casting higher level spells gives generally faster skill increases (Novice&amp;lt;Apprentice&amp;lt;Adept&amp;lt;Expert&amp;lt;Master).&lt;br /&gt;
* [[Skyrim:Regenerate Magicka|Regenerate Magicka]] effects help reduce downtimes while training. &lt;br /&gt;
* It is possible to reduce or even completely eliminate the magicka cost of spells by stacking [[Skyrim:Fortify Alteration|Fortify Alteration]] enchanting effects, which is very helpful for Alteration training.&lt;br /&gt;
&lt;br /&gt;
====Casting with Enemies Nearby====&lt;br /&gt;
Repeatedly casting high-duration Alteration spells (like ''Oak Flesh'', ''Stone Flesh'', ''Iron Flesh'', or ''Ebony Flesh'') while in a combat situation will quickly increase one's Alteration skill.&lt;br /&gt;
An effective method for doing so very quickly:&lt;br /&gt;
# Find a place with an enemy or enemies that only use melee attacks that also has a high platform or place otherwise out of reach of the enemies. Preferably, kill all but one of the enemies: Bleakwind Basin works very well for this purpose.  Alternatively, along the shore of the Sea of Ghosts, the Horkers can be made aggressive without them actually attacking, allowing one to move far enough away to use the Wait function but still close enough to train the skill. And then there's [[Skyrim:Roadside_Ruins|Roadside Ruins]], where a Spriggan Matron will notice the player, but she cannot attack since she's trapped inside. Slaughterfish can also be exploited by getting their attention and then standing on a nearby shore to cast. &lt;br /&gt;
# With both hands, continually cast the highest level Alteration armor spell. Casting the higher-level spells progresses the skill faster (Oak &amp;lt; Stone &amp;lt; Iron &amp;lt; Ebony), so it might be advisable to take a break part way through to go buy them once you've reached a level where the better spells are available.  Often the enemy will run far enough away from your location to allow you to use the Wait function.  If so, wait an hour to get more Magicka to keep casting the spell, or just wait until it refills itself.  The giants in [[Skyrim:Bleakwind Basin|Bleakwind Basin]] will almost assuredly run away, though, if you're standing on the rectangular pillar near their fire. Mammoths never run away from you when they can't reach you. Using this method, one can go from 0 Alteration to 100 Alteration in roughly 40 minutes, but it depends on total Magicka available, particular spells cast, and the location chosen.&lt;br /&gt;
# Use a follower or permanent summon to continuously attack an NPC that cannot be killed. If your ally can keep the NPC on their knees, this leaves you free to repeatedly cast a spell.&lt;br /&gt;
&lt;br /&gt;
====Water Breathing Trick====&lt;br /&gt;
After you learn ''Water Breathing'', another way to quickly level Alteration is to stand in water and repeatedly cast ''Water Breathing''. You don't actually have to be underwater, just standing in it (this only applies to pools of water you could actually dive into; so the small streams in [[Skyrim:Whiterun|Whiterun]] won't work, but the river outside will).&lt;br /&gt;
&lt;br /&gt;
====Casting Detect Life Spell in cities====&lt;br /&gt;
The ''[[Skyrim:Detect Life (spell)|Detect Life]]'' spell increases Alteration depending on amount of targets it is currently highlighting. Using it on your horse in the wilderness is almost useless. Using it in crowded location (market in Riften at daytime) gives incredible training speed. The more living objects in sight, the better.&lt;br /&gt;
&lt;br /&gt;
[[Skyrim:Solitude|Solitude]] - 8:00am until 5:00pm, from the west entrance, follow the road leading to the [[Skyrim:Blue Palace|Blue Palace]], just a little bit after you go under the bridge is a small &amp;quot;cliff side&amp;quot; on your left. If you stand there with 100% Alteration Magicka reduction, two-hand casting of Detect Life for about 10-15 minutes should get you to 100 Alteration. The downstairs of the Blue Palace, once the player has completed the [[Skyrim:Stormcloaks|Stormcloaks]] questline, is also a good place to train, as there will be up to 15 people, mostly former [[sr:Jarl|Jarls]], within the reach of your spell.&lt;br /&gt;
&lt;br /&gt;
====Casting Telekinesis====&lt;br /&gt;
Holding any object in the air with ''[[Skyrim:Telekinesis|Telekinesis]]'' without picking it up also gives a very high amount of experience. If the suspended object touches any NPC they will become hostile though, so be careful.&lt;br /&gt;
{{Skyrim Alteration Effects}}&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:High_Elf&amp;diff=1123379</id>
		<title>Skyrim talk:High Elf</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:High_Elf&amp;diff=1123379"/>
		<updated>2013-02-11T18:10:20Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* They have the highest damage multiplier and run speed due to their height (1.08). */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Update ==&lt;br /&gt;
Don't you think we should update the part about the Weaknesses to Elemental Magic and the resistance to disease? {{Unsigned|94.15.93.225|17:31, 22 November 2011}}&lt;br /&gt;
:Definitely. Right now it says they used to be &amp;quot;invulnerable to magic&amp;quot;. [[Special:Contributions/81.233.217.129|81.233.217.129]] 19:24, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== They have the highest damage multiplier and run speed due to their height (1.08). ==&lt;br /&gt;
&lt;br /&gt;
What exactly does this mean?--[[User:RumblePen|RumblePen]] 01:50, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Skyrim has a (IMO really dumb) hidden scaling of speed and damage based on a scale value dependent on race and gender. Altmer have a scale of 1.08, which means they deal 8% more damage, take 8% less damage, and run 8% faster. --[[User:Evil4Zerggin|Evil4Zerggin]] 01:51, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Does this apply to PCs or just NPCs?--[[User:RumblePen|RumblePen]] 04:06, 9 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I have found playing Altmer breaks the game, they are easily the best race. No, not saying that because I like them. I actually don't like them. I wanted to make one character just to min max, and there is really no comparison. The only thing that even gets a tiny bit close is an orc. Even then their rage being limited pulls them down. With Altmer you can go melee/stealth/magic and get bonuses to all of it on one race. Every other race seems to have one, possibly two they are good at. I know with a pc you can just change your size etc, seems a bit like cheating if you ask me though. I could be wrong on this though, but it seems that the 8% is applied to the weapon, then multiplied by the sneak attack bonus. While 8% doesn't seem like much I found with smithing/alchemy/enchanting and a daedric dagger I was able to get the damage to around 100 and my one handed was not maxed. Even so 8% when you are doing 15x damage is pretty insane. Also I think someone said that their lower weight meant they were stunned more often, but I never found that to be the case. Almost level 50 and I have yet to be stunned even when I'm sword and boarding it. Again I could just be lucky, or maybe not noticing it. [[Special:Contributions/65.0.171.238|65.0.171.238]] 09:52, 9 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Indeed you're wrong! Maybe being taller for you means better but you're damn wrong! Just like that if you're bigger it means easier to hit, easier to target with a bow, easier to detect something bigger while sneaking, so don't tell me Altmer are the best!!! Think a little bit more, you know! They say knowledge is it's own reward. {{Unsigned|65.92.82.98|19:58, 17 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:::::You are indeed correct that the poster is wrong, but not for the right reasons. Height does make the Altmer the fastest race, but height has no effect on damage--that is where they are wrong. As for being easier to hit or notice, that is not really correct, I'm afraid. The weight multiplier of .5, makes them actually a smaller target than most other races, despite being so tall; the extra speed makes NPCs miss more often with ranged weapons. They are not easier to detect whilst sneaking, as well. The conclusion that they are the best is obviously incorrect, so I agree with you there. As for being the best mage; well, I'm afraid that they are without question the best in that regard. Being the fastest gives them the best ability to kite; no race can match their speed and thus no race can catch them. Also, they have the best bonuses to magicka. Also, the weight multiplier does not effect stagger as the page says currently. I have tested this empirically. For other minimal magic-oriented roles, I don't think they are particularly powerful; for example, a pure warrior would be better off being a Nord, IMHO. Lastly, the game isn't PvP, so the balance really isn't a big issue. That being said, I'd be more concerned about the fact that weapons can be forged to arbitrary power using alchemy, which is just plain broken, currently. {{Unsigned|69.248.237.209|17:10, 24 December 2011}}&lt;br /&gt;
&lt;br /&gt;
{{od}}Someone tested this and posted some information on the [[Skyrim_talk:Races#Weight.3F|race discussion page]]. I've also heard other reports that weight has no effect on anything. --[[User:SushiSquid|SushiSquid]] 04:59, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Height definately has an influence on damage. Just compare an Altmer and a female breton or a male bosmer. They all start with 15 in two-handed. Now try all of them with the iron greatsword. Breton and Bosmer are like they should be, but Altmer are as deadly as Nords with their 25. Reason could be that they hit their opponents more often at their heads and npcs usually dont wear (good) head armor. Also, Altmer most likely have longer arms as well which means they can outrange their opponents. {{Uns2|21:29, 25 September 2012|87.157.175.14}&lt;br /&gt;
&lt;br /&gt;
::lol no, there's no headshot in this game [[Special:Contributions/50.99.131.84|50.99.131.84]] 18:10, 11 February 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Altmer height glitch ==&lt;br /&gt;
Are Altmers still bugged so that when you go into first person, you are tinier than what you actually are? I've actually had people look DOWN on me as a male Altmer! I was even eye to eye with a female breton! [[Special:Contributions/66.79.230.31|66.79.230.31]] 03:14, 2 April 2012 (UTC)random person on teh interwebz&lt;br /&gt;
:I believe they are because that same thing happened to me in [[Skyrim:Dawnguard|Dawnguard]]. [[User:2dum2live|2dum2live]] 13:28, 30 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Conjuration&amp;diff=1122521</id>
		<title>Skyrim:Conjuration</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Conjuration&amp;diff=1122521"/>
		<updated>2013-02-10T19:44:06Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Notes */ corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Conjuration.png&lt;br /&gt;
|Special=Magic&lt;br /&gt;
|ExTrail=[[Skyrim:Magic Overview|Magic]]&lt;br /&gt;
}}&lt;br /&gt;
'''Conjuration''', one of the five schools of [[Skyrim:Magic|magic]] in Skyrim, is the school dedicated to summoning creatures or objects the caster desires. Increasing this skill reduces the [[Skyrim:magicka|magicka]] cost when casting Conjuration spells. Historical information about the School of Conjuration is provided in the [[Lore:Conjuration|lore article]]. The Conjuration skill tree has a total of 15 perks, requiring a total of 16 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The School of Conjuration governs raising the dead or summoning creations from Oblivion. This skill makes it easier to cast these spells as well as Soul Trap and bindings.''&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Conjuration is strongly focused on combat, but in a rather different way to other schools. It has four main areas:&lt;br /&gt;
*'''[[Skyrim:Summon|Summon]]''' spells conjure a creature such as a [[Skyrim:Daedra|Daedra]] to fight for the caster. Characters can only have one summoned creature or reanimated zombie at a time, two with the [[#Twin Souls|Twin Souls]] perk.&lt;br /&gt;
*'''[[Skyrim:Reanimate|Reanimation]]''' spells animate the corpse of dead NPCs to fight for the caster. Characters can only have one summoned creature or reanimated zombie at a time, two with the ''Twin Souls'' perk.&lt;br /&gt;
*'''[[Skyrim:Banish|Banish]]''' spells return summoned Daedra to Oblivion.&lt;br /&gt;
*'''[[Skyrim:Command|Command]]''' spells place summoned Daedra under the caster's control.&lt;br /&gt;
*'''[[Skyrim:Bound Weapon|Bound Weapon]]''' spells conjure an ethereal weapon to your hand. With a few perks that are available at even a low level, bound weapons become very powerful.&lt;br /&gt;
*The '''[[Skyrim:Soul Trap (spell)|Soul Trap]]''' spell, important to anyone who wishes to [[Skyrim:Enchanting|enchant]] items or recharge magic weapons. While filled [[Skyrim:Soul Gems|soul gem]]s can be bought, and weapons enchanted with Soul Trap can be found, this is a low-level spell and it is often easier to capture your own souls even if you do not otherwise use Conjuration magic much.&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=400}}{{Perk Tree&lt;br /&gt;
|perks=&lt;br /&gt;
{{Image Mark|540|739|Novice Conjuration|mark_alt=Novice Conj.: 0 Conj. Cast Novice level Conj. spells for half magicka.|position=right}}&lt;br /&gt;
{{Image Mark|714|467|Apprentice Conjuration|mark_alt=Apprentice Conj.: 25 Conj. Cast Apprentice level Conj. spells for half magicka.|position=bottomright}}&lt;br /&gt;
{{Image Mark|740|317|Adept Conjuration|mark_alt=Adept Conj.: 50 Conj. Cast Adept level Conj. spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|713|200|Expert Conjuration|mark_alt=Expert Conj.: 75 Conj. Cast Expert level Conj. spells for half magicka.|position=bottomright}}&lt;br /&gt;
{{Image Mark|608|81|Master Conjuration|mark_alt=Master Conj.: 100 Conj. Cast Master level Conj. spells for half magicka.|position=right}}&lt;br /&gt;
{{Image Mark|418|540|Conjuration Dual Casting|mark_alt=Conj. Dual Casting: 20 Conj. Dual casting a Conj. spell overcharges the spell, allowing it to last longer.|position=bottom}}&lt;br /&gt;
{{Image Mark|576|533|Mystic Binding|mark_alt=Mystic Binding: 20 Conj. Bound weapons do more damage.|position=top}}&lt;br /&gt;
{{Image Mark|593|276|Soul Stealer|mark_alt=Soul Stealer: 30 Conj. Bound weapons cast Soul Trap on targets.|position=bottom}}&lt;br /&gt;
{{Image Mark|586|203|Oblivion Binding|mark_alt=Oblivion Binding: 50 Conj. Bound weapons will banish summoned creatures and turn raised ones.|position=top}}&lt;br /&gt;
{{Image Mark|361|254|Necromancy|mark_alt=Necromancy: 40 Conj. Greater duration for reanimated undead.|position=bottom}}&lt;br /&gt;
{{Image Mark|361|154|Dark Souls|mark_alt=Dark Souls: 70 Conj. Reanimated undead have 100 points more health.|position=bottom}}&lt;br /&gt;
{{Image Mark|254|489|Summoner|mark_alt=Summoner (2 ranks): 30/70 Conj. Can summon atronachs or raise undead twice/three times as far away.|position=left}}&lt;br /&gt;
{{Image Mark|229|263|Atromancy|mark_alt=Atromancy: 40 Conj. Double duration for conjured Atronachs.|position=bottomleft}}&lt;br /&gt;
{{Image Mark|240|164|Elemental Potency|mark_alt=Elemental Potency: 80 Conj. Conjured Atronachs are 50% more powerful.|position=topleft}}&lt;br /&gt;
{{Image Mark|374|101|Twin Souls|mark_alt=Twin Souls: 100 Conj. You can have two atronachs or reanimated zombies.|position=top}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|[[Skyrim:Form ID|ID]]&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Novice Conjuration}}''&lt;br /&gt;
| Cast Novice level Conjuration spells for half magicka.&lt;br /&gt;
| {{ID|000f2ca7}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Apprentice Conjuration}}''&lt;br /&gt;
| Cast Apprentice level Conjuration spells for half magicka.&lt;br /&gt;
| {{ID|000c44bb}}&lt;br /&gt;
| 25 Conjuration&lt;br /&gt;
| Novice Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Adept Conjuration}}''&lt;br /&gt;
| Cast Adept level Conjuration spells for half magicka.&lt;br /&gt;
| {{ID|000c44bc}}&lt;br /&gt;
| 50 Conjuration&lt;br /&gt;
| Apprentice Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Expert Conjuration}}''&lt;br /&gt;
| Cast Expert level Conjuration spells for half magicka.&lt;br /&gt;
| {{ID|000c44bd}}&lt;br /&gt;
| 75 Conjuration&lt;br /&gt;
| Adept Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Master Conjuration}}''&lt;br /&gt;
| Cast Master level Conjuration spells for half magicka.&lt;br /&gt;
| {{ID|000c44be}}&lt;br /&gt;
| 100 Conjuration&lt;br /&gt;
| Expert Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Conjuration Dual Casting}}''&lt;br /&gt;
| Dual casting a Conjuration spell overcharges the spell, allowing it to last longer.&lt;br /&gt;
| {{ID|000153ce}}&lt;br /&gt;
| 20 Conjuration&lt;br /&gt;
| Novice Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Mystic Binding}}''&lt;br /&gt;
| Bound weapons do more damage.&lt;br /&gt;
| {{ID|000640b3}}&lt;br /&gt;
| 20 Conjuration&lt;br /&gt;
| Novice Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Soul Stealer}}''&lt;br /&gt;
| Bound weapons cast Soul Trap on targets.&lt;br /&gt;
| {{ID|000d799e}}&lt;br /&gt;
| 30 Conjuration&lt;br /&gt;
| Mystic Binding&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Oblivion Binding}}''&lt;br /&gt;
| Bound weapons will banish summoned creatures and turn raised ones.&lt;br /&gt;
| {{ID|000d799c}}&lt;br /&gt;
| 50 Conjuration&lt;br /&gt;
| Soul Stealer&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Necromancy}}''&lt;br /&gt;
| Greater duration for reanimated undead.&lt;br /&gt;
| {{ID|000581dd}}&lt;br /&gt;
| 40 Conjuration&lt;br /&gt;
| Novice Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Dark Souls}}''&lt;br /&gt;
| Reanimated undead have 100 points more health.&lt;br /&gt;
| {{ID|000581de}}&lt;br /&gt;
| 70 Conjuration&lt;br /&gt;
| Necromancy&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Summoner}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Can summon atronachs or raise undead twice as far away.&amp;lt;ref name=&amp;quot;Dremora&amp;quot;&amp;gt;Perks affect [[Skyrim:Dremora Lord|Dremora Lords]] too.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{ID|00105f30}}&lt;br /&gt;
| 30 Conjuration&lt;br /&gt;
| Novice Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Can summon atronachs or raise undead three times as far away.&amp;lt;ref name=&amp;quot;Dremora&amp;quot;&amp;gt;Perks effect [[Skyrim:Dremora Lord|Dremora Lords]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{ID|00105f31}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 70 Conjuration&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Atromancy}}''&lt;br /&gt;
| Double duration for conjured Atronachs.&amp;lt;ref name=&amp;quot;Dremora&amp;quot;&amp;gt;Perks affect [[Skyrim:Dremora Lord|Dremora Lords]] too.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{ID|000cb419}}&lt;br /&gt;
| 40 Conjuration&lt;br /&gt;
| Summoner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Elemental Potency}}''&lt;br /&gt;
| Conjured Atronachs are 50% more powerful.&lt;br /&gt;
| {{ID|000cb41a}}&lt;br /&gt;
| 80 Conjuration&lt;br /&gt;
| Atromancy&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Twin Souls}}''&lt;br /&gt;
| You can have two atronachs or reanimated zombies. &amp;lt;ref name=&amp;quot;Dremora&amp;quot;&amp;gt;Perks affect [[Skyrim:Dremora Lord|Dremora Lords]] too.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{ID|000d5f1c}}&lt;br /&gt;
| 100 Conjuration&lt;br /&gt;
| Dark Souls ''or'' Elemental Potency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Skyrim:Conjuration Spells}}&lt;br /&gt;
===Spell List Notes===&lt;br /&gt;
{{Skyrim:Spell List Notes|noheader=1}}&lt;br /&gt;
&lt;br /&gt;
===Magical Effects===&lt;br /&gt;
A list of standard Conjuration spells can be found on the [[Skyrim:Conjuration_Spells|Spells]] page. The following individual effects are all considered to be part of the school of Conjuration (see the individual effect pages for full details on availability; the [[Skyrim:Magical Effects#Conjuration|Magical Effects]] article also provides a summary):&lt;br /&gt;
*{{icon|sp|Banish|24px}} [[Skyrim:Banish|Banish]]&lt;br /&gt;
*{{icon|sp|Bound|24px}} [[Skyrim:Bound Weapon|Bound Weapon]]&lt;br /&gt;
*{{icon|sp|Banish|24px}} [[Skyrim:Command|Command]]&lt;br /&gt;
*{{icon|sp|Summon|24px}} [[Skyrim:Conjure|Conjure]]&lt;br /&gt;
*{{icon|sp|Reanimate|24px}} [[Skyrim:Reanimate|Reanimate]]&lt;br /&gt;
*{{icon|sp|Banish|24px}} [[Skyrim:Soul Trap (effect)|Soul Trap]]&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Conjuration:&lt;br /&gt;
* +10 bonus: [[Skyrim:Breton|Breton]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Altmer|Altmer]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Runil|Runil]] in [[Skyrim:Falkreath|Falkreath]] (Common)&lt;br /&gt;
* [[Skyrim:Phinis Gestor|Phinis Gestor]] in the [[Skyrim:College of Winterhold (place)|College of Winterhold]] (Expert)&lt;br /&gt;
* [[Skyrim:Falion|Falion]] of [[Skyrim:Morthal|Morthal]] (Master)&lt;br /&gt;
* [[Dragonborn:Talvas Fathryon|Talvas Fathryon]]{{DB}} in [[Dragonborn:Tel Mithryn (tower)|Tel Mithryn]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:2920, Frostfall, v10|2920, Frostfall, v10]]''&lt;br /&gt;
* ''[[Skyrim:2920, Hearth Fire, v9|2920, Hearth Fire, v9]]''&lt;br /&gt;
* ''[[Skyrim:The Doors of Oblivion|The Doors of Oblivion]]''&lt;br /&gt;
* ''[[Skyrim:Liminal Bridges|Liminal Bridges]]''&lt;br /&gt;
* ''[[Skyrim:The Warrior's Charge|The Warrior's Charge]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Conjuration reward (and other magic skills) from [[Skyrim:Pantea_Ateia|Pantea Ateia]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Pantea's_Flute|Pantea's Flute]].&lt;br /&gt;
* +5 to Conjuration (and other magic skills)  by selecting &amp;quot;The Path of Magic&amp;quot; when reading the [[Skyrim:Oghma Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* Casting higher level spells gives generally faster skill increases (Novice&amp;lt;Apprentice&amp;lt;Adept&amp;lt;Expert&amp;lt;Master).&lt;br /&gt;
* [[Skyrim:Regenerate Magicka|Regenerate Magicka]] effects help reduce downtimes while training. &lt;br /&gt;
* It is possible to reduce or even completely eliminate the magicka cost of spells by stacking [[Skyrim:Fortify Conjuration|Fortify Conjuration]] enchanting effects, which is very helpful, but also quite overpowered.&lt;br /&gt;
* Casting any of the bound weapons and not sheathing it will grant XP over time.&lt;br /&gt;
* Summoning or reanimating anything and fighting it grants experience.&lt;br /&gt;
&lt;br /&gt;
====Casting with Enemies Nearby====&lt;br /&gt;
Repeatedly casting high-duration, low-magicka Conjuration spells (''Bound Sword'' for example) while in a combat situation will also quickly increase one's Conjuration skill.&lt;br /&gt;
An effective method for doing so very quickly:&lt;br /&gt;
# Find a place with an enemy or enemies that only use melee attacks that also has a high platform or place otherwise out of reach of the enemies. Preferably, kill all but one of the enemies. [[Skyrim:Bleakwind_Basin|Bleakwind Basin]] works very well for this purpose as well as encountering a [[Skyrim:Slaughterfish|slaughterfish]] while staying on shore.&lt;br /&gt;
# Continually cast ''Bound Sword'' (with both hands individually, preferably). Use a hotkey for the spell to be able to quickly equip it repeatedly (as casting it equips the bound weapon itself). Often the enemy will run far enough away from your location to allow you to use the wait function. If so, wait to get more magicka to keep casting the spell, or just wait until it refills itself. The [[Skyrim:Giant|giants]] in Bleakwind Basin will almost assuredly run away, though, if you're standing on the rectangular pillar near their fire.&lt;br /&gt;
&lt;br /&gt;
Upon completing the [[Skyrim:Dark_Brotherhood|Dark Brotherhood]] questline, three of the Emperor's [[Skyrim:Penitus_Oculatus|Penitus Oculatus]] guards will be found at the top of the tower to the northeast of [[Skyrim:Solitude|Solitude's]] entrance (the one that joins to the small bridge you cross while escaping). They will appear as enemies on the radar and you will be prohibited from auto-saving or fast traveling while standing amongst them. However, they will ''not'' attack you, leaving you to cast Conjuration spells while in combat without fear of injury. Using this method, one can go from 0 Conjuration to 100 Conjuration in roughly 25 minutes.&lt;br /&gt;
&lt;br /&gt;
If you have enough magicka (or reduction), using high-level Conjuration spells is even faster, with [[Skyrim:Conjure_Dremora_Lord|Conjure Dremora Lord]] getting you one level within less than 10 casts (roughly 5 seconds), even on 80+.&lt;br /&gt;
&lt;br /&gt;
Another option is to find a [[Skyrim:Horker|horker]] up in the north, equip ''Bound Sword'' in both hands and walk in circles around the horker continuously casting and recasting the spell. The horker is too slow to catch up and will keep trying anyway. If your armor is strong enough then you can just stand there and take the hits. This will level up your armor, too.&lt;br /&gt;
&lt;br /&gt;
In most Imperial and Stormcloak camps there is one person that cannot be killed. Kill everyone else in the camp and hit the leader until he is on the ground. Then cast ''Bound Sword'' and sheath (the swords don't have to appear to get the experience you just have to cast the spell then sheath). Once he gets up hit him until he has low health then run around to wait for your magicka to regenerate and repeat.&lt;br /&gt;
&lt;br /&gt;
Continuously, if you have not started [[Skyrim:A_Cornered_Rat|A Cornered Rat]], travel to [[Skyrim:The_Ratway|The Riften Ratway Warrens]] and find [[Skyrim:Esbern|Esbern]]. Once you find him, use either [[Skyrim:Sparks|Sparks]] or [[Skyrim:Ice_Storm|Ice Storm]] to hit him through the door. This will turn Esbern hostile (and incur a 40 gold bounty, but this can be reset afterwards simply by activating the door again), but because he's behind the door he won't do anything, and neither will any summons. Once your magicka runs out, you may activate Esbern's door again. This will reset Esbern, turning him non-hostile and removing any bounty you might have gained from assaulting him. Once your magicka is high enough, simply repeat the process.&lt;br /&gt;
&lt;br /&gt;
Lastly, casting near giant frostbite spiders ([[Skyrim:Nimhe|Nimhe]] in [[Skyrim:Nchuand-Zel|Nechuand-Zel]], the [[Skyrim:Wounded_Frostbite_Spider|wounded frostbite spider]] in [[Skyrim:Bleak_Falls_Barrow (place)|Bleak Falls Barrow]] and the spider in [[Skyrim:Cronvangr_Cave|Cronvangr Cave]]) is also an easy way to hone your skills. A good method is to use Bleak Falls Barrow's wounded frostbite spider early on, allowing you to easily be a master-level conjurer near the beginning of your game. All you have to do is stay out of reach from the spiders and, if you want, dodge the poison at regular intervals.&lt;br /&gt;
&lt;br /&gt;
====Soul Trapping a Corpse====&lt;br /&gt;
An even faster way to level, although one that exploits a bug, would be to find any sort of dead body and repeatedly cast ''Soul Trap'' on it with dual-cast, you can go from level 40 to 91 in less than 10 minutes. If you stand near the big magic well in the [[Skyrim:College_of_Winterhold (place)|College of Winterhold]], you will gain additional magicka regeneration. If this is combined with the Altmer's ''Highborn'' racial power, your magicka will regenerate extremely quickly. The best way to do this is have your horse walk up near the magic well and kill it. [[Skyrim:Shadowmere|Shadowmere]] works as well since he will respawn in the location of his death. You can also just wait for one hour if magicka is regenerating too slowly.&lt;br /&gt;
&lt;br /&gt;
====Soul Trap on a Horse====&lt;br /&gt;
Faster still, repeatedly cast soul trap on your horse.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*[[Skyrim:Bound Sword (item)|Bound Sword]]'s damage without [[Skyrim:Mystic Binding|Mystic Binding]] is equivalent to a [[Skyrim:Steel_Sword|steel sword]], and with ''Mystic Binding'' is equivalent to a [[Skyrim:Daedric_Sword|Daedric sword]].&lt;br /&gt;
*[[Skyrim:Bound Battleaxe (item)|Bound Battleaxe]]'s damage without ''Mystic Binding'' lies between [[Skyrim:Iron_Battleaxe|iron]] and [[Skyrim:Steel_Battleaxe|steel battleaxes]], and with ''Mystic Binding'' is equivalent to a [[Skyrim:Glass_Battleaxe|glass battleaxe]].&lt;br /&gt;
*[[Skyrim:Bound Bow (item)|Bound Bow]]'s damage without ''Mystic Binding'' has the bow's damage between [[Skyrim:Ebony_Bow|ebony]] and [[Skyrim:Daedric_Bow|Daedric]] and arrow damage equivalent to a Daedric{{VN|plain}}, and with ''Mystic Binding'' the bow's damage is equivalent to a Daedric (Exquisite) and arrows equivalent to Daedric.&lt;br /&gt;
*If you have the ''Soul Stealer'' perk and plan to use Bound Weapons much, Souls can be removed from soul gems by dropping them to avoid wasteful petty soul in a grand soul gem. This only works on soul gems that you filled yourself, not pre-filled gems purchased from vendors.&lt;br /&gt;
*Bound weapons cannot be disarmed.&lt;br /&gt;
*Unlike in previous games, there are no Bound Armor spells. They have been substituted with the Alteration line of flesh spells.&lt;br /&gt;
*When using Bound Bow, your will have daedric quality bound arrows.&lt;br /&gt;
*Guards will comment on your abilities if you're proficient in the school of Conjuration: &amp;quot;Hail, Summoner!  Conjure me up a warm bed, would you?&amp;quot;&lt;br /&gt;
*If you cast any of the damaging Cloak spells while you have a conjured creature active, the creature will be dismissed. The reverse is not true; if you conjure a creature while a Cloak is active, both spells remain in effect. When using [[Skyrim:Twin Souls|Twin Souls]] perk then both summons are dismissed. With [[Skyrim:Elemental Potency|Elemental Potency]] perk all Elemental summons (Fire, Frost, Shock) are not affected by this issue (Dremora Lord is affected even with the perk).&lt;br /&gt;
*Decapitated NPCs cannot be reanimated no matter what spell you use. &lt;br /&gt;
*Creatures and NPCs brought back from the dead with Novice, Apprentice, Adept, and Expert-level spells will disintegrate into a pile of ash upon death, banishment, or once the effect wears off. NPCs reanimated with the Master-level spell, [[Skyrim:Dead_Thrall|Dead Thrall]], will not disintegrate and can be reanimated indefinitely. The level cap of reanimated undead targets can be raised by 25% with [[Skyrim:Restoration|Restoration]] perk [[Skyrim:Restoration#Necromage|Necromage]].&lt;br /&gt;
*NPCs reanimated with Dead Thrall can be used as a pack mule. Store whatever you want them to carry on their corpse and then reanimate them. If you wish to access your items afterwards or add more for the thrall to carry, kill it or summon/reanimate something else (this will cause the thrall to die) then take your things from the corpse or add more. The NPC can be reanimated again afterwards. You can also use this method to re-equip your thrall with any extra equipment you may have, although some may not equip heavy armor, and they usually wait until entering a new area to update their equipment.&lt;br /&gt;
**There is the potential, though, that certain circumstances will cause the thrall to stop following you, and if left in a cell that resets, your items may be lost.&lt;br /&gt;
*Thralls will refuse to come out of [[Skyrim:Broken Oar Grotto|Broken Oar Grotto]] for some reason, and dead thralls will resurrect after a certain amount of time.(PC,PS3)&lt;br /&gt;
*Only one Ash Spawn may be summoned at a time. Only one Ash Guardian may be summoned at a time. An Ash Spawn and an Ash Guardian may be summoned simultaneously. Summoning an Ash Spawn will banish a Seeker. Summoning a seeker will banish an Ash Spawn. Summoning an Ash Spawn may banish two conjured Wrathmen. Summoning a Wrathman banishes one of a Wrathman and an Ash Spawn. An uncontrolled Ash Guardian may be summoned in addition to two Wrathmen.&lt;br /&gt;
*The Necromancy, Atromancy, Dark Souls and Elemental Potency perks have no effect on the Ash Spawn, Ash Guardian and Seeker conjurations.&lt;br /&gt;
*The Conjure Ash Guardian tome may be obtained as a quest reward at Tel Mithryn. The Conjure Seeker tome and Conjure Ash Spawn tome may be obtained through the enchanting chamber of Tel Mithryn.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Attempting to summon something while being affected by a [[Skyrim:Spell Absorption|Spell Absorption]] effect can cause the summoned creature to not appear, &amp;quot;refunding&amp;quot; the casting cost for no net loss.|USKP|1.0}}&lt;br /&gt;
{{Bug|The skill perk ''Summoner'' does not seem to have an effect on Reanimate spells as it states in the description.|vn=1}}&lt;br /&gt;
{{Bug|When in third-person view, summoning a bound weapon in caves or dungeons may cause you to become frozen with an invisible weapon in your hands. The only way to fix this is to reload a previous save.|vn=1}}&lt;br /&gt;
{{Bug|Summon Thrall spells can occasionally become &amp;quot;stuck&amp;quot; on your character, causing NPCs to constantly remark ''&amp;quot;That spell looks dangerous!&amp;quot;''|confirmed=1}}&lt;br /&gt;
**{{Pc22}} Use the console command &amp;lt;code&amp;gt;player.dispelallspells&amp;lt;/code&amp;gt; to remove all temporary effects.&lt;br /&gt;
**{{Ps22}} Workaround: If you can turn into a werewolf, it will remove the effect and thus stop the comments. Not yet tested on PC.&lt;br /&gt;
**Alternately, going to jail can get rid of this effect, as it dispels any active effects on you that are time-based. Because the Thrall effect is on your character for a certain amount of hours (that never count down), it is dispelled when sent to jail.&lt;br /&gt;
{{Bug|Summoning staves (e.g., Staff of Fire Atronach or [[Skyrim:Sanguine Rose|Sanguine Rose]]) won't work if you have the ''Elemental Potency'' perk.|OSP|1.5}}&lt;br /&gt;
{{Bug|As a [[Skyrim:Werewolf|werewolf]], corpses that you have already devoured can be essentially 'tapped' again with a low level raise dead spell and will grant extra werewolf xp even if you are unable to resurrect the mob. This effect also applies to animals and undead if you have the werewolf perk ''[[Skyrim:Savage Feeding|Savage Feeding]]''.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
{{Skyrim Conjuration Effects}}&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Jeancey&amp;diff=1102765</id>
		<title>User talk:Jeancey</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Jeancey&amp;diff=1102765"/>
		<updated>2013-01-23T05:10:25Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* for your undo of my edit in &amp;quot;cursed tribe&amp;quot; */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome! ==&lt;br /&gt;
&lt;br /&gt;
Hiya Jeancey! Welcome to UESPWiki. It's great when we get new members. Just thought I'd send you a welcome with some helpful info. Check out the following links:&lt;br /&gt;
&lt;br /&gt;
* '''[[UESPWiki:Policies and Guidelines|Policies and Guidelines]]''': UESPWiki standards and expectations&lt;br /&gt;
* '''[[Help:Contents|Help Contents]]''': a list of in-depth Help pages&lt;br /&gt;
* '''[[Help:Quick Editing Guide|Quick Editing Guide]]''': a quick guide to wiki markup&lt;br /&gt;
* '''[[UESPWiki:Getting Started|Getting Started]]''': how you can help&lt;br /&gt;
If you would like to spice up [[Special:Mypage|your userpage]], take a look at the '''[[UESPWiki:Userboxes|Userboxes]]''' page: a near complete list of userboxes, including a guide to making your own.&lt;br /&gt;
&lt;br /&gt;
When you're editing, it's always a good idea to leave [[Help:Edit Summary|edit summaries]] to explain the changes you have made to a particular page, and remember to sign your talk page posts with four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; (do not sign edits to articles). Also, the &amp;quot;[[Help:Show Preview|show preview]]&amp;quot; button is a great way to view the changes you've made so far without actually saving the page ([[UESPWiki:Patrollers|patrollers]] really appreciate it!). &lt;br /&gt;
&lt;br /&gt;
Feel free to practice editing in the [[UESPWiki:Sandbox|sandbox]] or discuss the games in the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://forums.uesp.net/ forums]&amp;lt;/span&amp;gt;. If you need any help, don't hesitate to contact one of our [[UESPWiki:Mentor Program|mentors]]. Have fun! — [[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; 00:09, 5 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Words of the Wind ==&lt;br /&gt;
&lt;br /&gt;
Did the Dragonborn version of this book have those brackets encompassing the first paragraph? If not, they should not be transcluded to the DB namespace. Alfwyn had this issue with {{Lore Link|Nerevar at Red Mountain}}; you can take a look at its edit history to figure out how to omit the brackets. I'd do it myself, but I'm low on time. Have a good one, thanks![[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; 01:09, 6 December 2012 (GMT)&lt;br /&gt;
:Ooo, it didn't. Good catch! [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]])&lt;br /&gt;
&lt;br /&gt;
== Arrow Crafting ==&lt;br /&gt;
&lt;br /&gt;
Thanks for actually checking this. Looking a bit closer I see that the recipe for the arrows require a global value of DLC2ArowSmithing to be set. This is probably the reason they can't be crafted without DG installed. Another thing, it looks like you have to complete [[Dragonborn:A New Source of Stalhrim|A New Source of Stalhrim]], before you can do any Stalhrim smithing at all, can you confirm that? --[[User:Alfwyn|Alfwyn]] ([[User talk:Alfwyn|talk]]) 11:46, 7 December 2012 (GMT)&lt;br /&gt;
:Yes, I can confirm that. After completing the quest, you can create Stalhrim weapons and armor. You can temper Stalhrim items BEFORE completing the quest though, if you buy or find them. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 11:48, 7 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Tel - Black Book ==&lt;br /&gt;
&lt;br /&gt;
You're right, there are several quests before the steward one becomes available, but that is the quest you have to complete before it will open. [[User:Manic|Manic]] ([[User talk:Manic|talk]]) 22:29, 8 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Cheese! ==&lt;br /&gt;
{{Cheese|I've been on a patrolling spree, and I've been seeing your name all over the place. Your edits are great, verifiable, and easy to quickly mark as patrolled. Thanks for doing such a great job, and keep up the good work!}}&lt;br /&gt;
— [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 23:48, 11 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Thanks! [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 23:49, 11 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Small favor though - could you mark your edits as &amp;quot;minor&amp;quot; when all you're doing is changing small stuff like caps/spelling or grammar?  It makes it far easier to weed out signal from noise on the Recent Changes page.  Good work though.  [[User:TheRealLurlock|TheRealLurlock]] ([[User talk:TheRealLurlock|talk]]) 01:12, 14 December 2012 (GMT)&lt;br /&gt;
:::Sure thing.  Most of those would have been minor, but it was late at night, and the one extra step was just too much more me at the time. But, I'll look for those small ones in the future and mark them as minor. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 01:16, 14 December 2012 (GMT)&lt;br /&gt;
::::Some people set their user preferences so all revisions are marked as minor by default. Of course, if you did that, then you'd have to take the extra step of unchecking that box when your edits aren't minor. ;) — [[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; 01:25, 14 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Sorry about the bug confirmation ==&lt;br /&gt;
&lt;br /&gt;
I am sorry about the bug confirmation. A bit too hurried when I copy-pasted it in, so I forgot to change the value. —[[User:MortenOSlash|MortenOSlash]] ([[User talk:MortenOSlash|talk]]) 08:14, 23 December 2012 (GMT)&lt;br /&gt;
:No worries :) [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 08:23, 23 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Bug confirmed ==&lt;br /&gt;
&lt;br /&gt;
Ah, I forgot about the confirmed thing, thanks. It was actully the talk page I should have referred to in that description, I had no idea where I was though. [[Morrowind_talk:Gathering_Scrib_Jelly]] [[User:Lukish|Lukish]] ([[User talk:Lukish|talk]]) 11:25, 27 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Nord Names ==&lt;br /&gt;
&lt;br /&gt;
I'm looking through your recent contributions to [[Lore:Nord Names]] (which are excellent), and I couldn't find the source for the name ''Kadrik''. Do you know the source of this name? • &amp;lt;span style=&amp;quot;font-family:DragonscriptRegular;&amp;quot;&amp;gt;[[User:Jak Atackka|&amp;lt;span title=&amp;quot;Jak Atackka&amp;quot; style=&amp;quot;line-height:1.0; font-size:16px; color: #C10;&amp;quot;&amp;gt;JA&amp;lt;/span&amp;gt;]][[User talk:Jak Atackka|&amp;lt;sup&amp;gt;&amp;lt;span title=&amp;quot;Talk&amp;quot; style=&amp;quot;color:black;&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;]]&amp;lt;/span&amp;gt; 13:11, 4 January 2013 (GMT)&lt;br /&gt;
:That's because I had a teensy-weensy typo.  :P It is Hadrik the Oaken-Heart, not Kadrik.  He's an author. :P [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 13:50, 4 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Janus not having weapons revert ==&lt;br /&gt;
&lt;br /&gt;
Please, could you express your opinion in more words there. Thank you.&lt;br /&gt;
http://www.uesp.net/wiki/Oblivion_talk:Janus_Hassildor#Janus_not_having_weapons&lt;br /&gt;
[[User:Sergio Morozov|Sergio Morozov]] ([[User talk:Sergio Morozov|talk]]) 21:14, 5 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== The Light Armor/Heavy Armor bug ==&lt;br /&gt;
&lt;br /&gt;
There's been editing back and forth on Aela's page. I'm not sure it qualifies as a bug either but as long as it's being treated as a bug on Aela's page it should be treated as such on other NPC pages. --[[User:Morrolan|Morrolan]] ([[User talk:Morrolan|talk]]) 19:21, 10 January 2013 (GMT)&lt;br /&gt;
:Ok, good to know! [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 19:28, 10 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Wha? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering if you fantasize that the text [http://www.uesp.net/w/index.php?title=Skyrim:Hard_Answers&amp;amp;diff=next&amp;amp;oldid=1094981 here] is coherent. I find it ... criminally tangled, unwieldy, turbid, prolix&amp;amp;mdash;in short, poopy&amp;amp;mdash;and intend to launch a formal disciplinary proceeding against you if not rendered comprehensible within 24 hours. --[[User:JR|JR]] ([[User talk:JR|talk]]) 12:41, 13 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Congrats! ==&lt;br /&gt;
&lt;br /&gt;
{{Gold Star|message=Congrats on your successful nomination!  Welcome to the team.  May a million jillion red exclamations haunt you to the end of your days :D. &amp;lt;font color=&amp;quot;#2187A3&amp;quot;&amp;gt;'''&amp;amp;#8672;'''&amp;lt;/font&amp;gt;[[User:Eshe|&amp;lt;font color=&amp;quot;#756651&amp;quot;&amp;gt;eshe&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;'''[[User talk:Eshe|&amp;lt;font color=&amp;quot;#A32E1F&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]'''&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:37, 16 January 2013 (GMT)}}&lt;br /&gt;
:Congratulations, Jeancy!(: Have fun slaying exclamation points.--[[User:Skyrimplayer|Skyrimplayer]] ([[User talk:Skyrimplayer|talk]]) 15:46, 16 January 2013 (GMT)&lt;br /&gt;
::Way to go! Welcome to the team. :) Now get 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; 16:29, 16 January 2013 (GMT)&lt;br /&gt;
::::Congratulations! Now we won't have to spend more time patrolling your edits than you do making them! • &amp;lt;span style=&amp;quot;font-family:DragonscriptRegular;&amp;quot;&amp;gt;[[User:Jak Atackka|&amp;lt;span title=&amp;quot;Jak Atackka&amp;quot; style=&amp;quot;line-height:1.0; font-size:16px; color: #C10;&amp;quot;&amp;gt;JA&amp;lt;/span&amp;gt;]][[User talk:Jak Atackka|&amp;lt;sup&amp;gt;&amp;lt;span title=&amp;quot;Talk&amp;quot; style=&amp;quot;color:black;&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;]]&amp;lt;/span&amp;gt; 17:10, 16 January 2013 (GMT)&lt;br /&gt;
:::::Congrats, Jeancey, and thanks for your contributions! --[[User:JR|JR]] ([[User talk:JR|talk]]) 18:21, 16 January 2013 (GMT)&lt;br /&gt;
::::::Great to have you as part of the team! Especially impressive considering how recently you joined the site. &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; font-size:140%; font-family:Vladimir Script,serif&amp;quot;&amp;gt;Robin Hood&amp;lt;/span&amp;gt;]]&amp;amp;nbsp; [[User_talk:RobinHood70|&amp;lt;sup style=&amp;quot;font-size:70%&amp;quot;&amp;gt;(talk)&amp;lt;/sup&amp;gt;]]&amp;lt;/span&amp;gt; 20:29, 16 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Hah, I see I've inadvertently given you a new task ==&lt;br /&gt;
&lt;br /&gt;
One good thing about that template change I made was it makes it super-obvious which place pages neglected to put a marker icon in.  I've also noticed we don't use icons on Morrowind place pages for some reason, even though [[:Category:Morrowind-Images-Icons-Map|the icons exist]], so if after finishing these you're bored and looking for another huge and tedious task, that might be a way to go... [[User:TheRealLurlock|TheRealLurlock]] ([[User talk:TheRealLurlock|talk]]) 16:57, 17 January 2013 (GMT)&lt;br /&gt;
:Ha, well, I think the reason they aren't on the Morrowind pages is that you can't fast travel to them, and when they appear on the map, there are only squares, and only for the large settlements and major dungeons. :) But i'll think about it ;) [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 17:00, 17 January 2013 (GMT)&lt;br /&gt;
::Hmm, you're right now that I think of it.  Those icons were uploaded a long time ago and never used - I think the person that uploaded them created them from scratch.  We are using them (or something very similar to them) on the interactive maps, so it at least adds internal consistency even if they're not actually official.  I was actually going to ask why we were using Morrowind icons on the Oblivion maps, but it's actually closer to the other way around, isn't it?  (Also, we might want to come up with some generic icon to use for locations which don't show on the map.  And I think it might be possible to tweak up some templates so that we can also get icons for places which don't use the Place Summary template - major cities for example.) [[User:TheRealLurlock|TheRealLurlock]] ([[User talk:TheRealLurlock|talk]]) 17:10, 17 January 2013 (GMT)&lt;br /&gt;
:::Would it also be possible to suppress adding them to the Discoverable cat? since that stat and whole process isn't tracked in Morrowind. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 17:13, 17 January 2013 (GMT)&lt;br /&gt;
::::From what I gather, that's caused by the marker_id parameter on the Oblivion and Skyrim sub-templates.  Just using marker_icon shouldn't cause that on Morrowind pages.  Though we could make a feature on the [[Template:Place Summary/Morrowind|Morrowind sub-template]] that gives you the icon functionality without the category functionality.  I might look into that a bit later.  [[User:TheRealLurlock|TheRealLurlock]] ([[User talk:TheRealLurlock|talk]]) 23:19, 20 January 2013 (GMT)&lt;br /&gt;
:::::Well... there is still the issue of it not being official in any way. There aren't any icons for it in the data files, and which icons to use would be entirely subjective. The what do we use for the cities? What about for Tombs? Or for the Strongholds? There are too many types of places that only appear in Morrowind that wouldn't be able to get accurate icons.  I think we should just leave the icons off morrowind pages. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 23:26, 20 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Edit Summary, Dwemer vs. Dwarven ==&lt;br /&gt;
&lt;br /&gt;
Regarding [http://www.uesp.net/w/index.php?title=Skyrim:Debate_Hall&amp;amp;curid=109621&amp;amp;diff=1101425&amp;amp;oldid=1098417 this] edit. Sorry, the redirect is not foolish. The term &amp;quot;Dwemer Ruin&amp;quot; appears ingame among other in the books [[Skyrim:Dwemer Inquiries Vol I|Dwemer Inquiries Vol I]] and [[Skyrim:The Aetherium Wars|The Aetherium Wars]], on two [[Skyrim:Loading Screens|loading screens]] and in the dialogue of [[Skyrim:Mjoll the Lioness|Mjoll the Lioness]]. Some internally used string that is never displayed ingame is not automatically more important. However, looking a bit closer at the issue it looks like the games uses the term &amp;quot;Dwarven&amp;quot; about 2/3 of times and &amp;quot;Dwemer&amp;quot; about 1/3 of times. I'm just not sure that this justifies a mass-replacement of Dwemer by Dwarven - the term Dwarven is prone to be misunderstood to mean short people. --[[User:Alfwyn|Alfwyn]] ([[User talk:Alfwyn|talk]]) 15:32, 21 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== for your undo of my edit in &amp;quot;cursed tribe&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
it's not speculation, it's all explained in the in-game dialog. the priestess orc said the giant invaded because they sense weakness. the voice of the daedra person said he cursed the tribe because the giants invaded his shrine.&lt;br /&gt;
the giants invasions is not the curse, but the reason for the curse (which is not quite explained, i think it might be insomnia since the chief orc said, i have not slept for days)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Volendrung&amp;diff=1098773</id>
		<title>Skyrim:Volendrung</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Volendrung&amp;diff=1098773"/>
		<updated>2013-01-17T16:53:59Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: Undo revision 1098546 by Jeancey (talk)This is a wiki, assume ignorance, not knowledge.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt; {{Trail|Items|Artifacts}}[[Category:Skyrim-Weapons-Warhammers]] [[Category:Skyrim-Items-Artifacts]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{Artifact Summary&lt;br /&gt;
|PageName=Volendrung&lt;br /&gt;
|Image=SR-item-Volendrung.jpg&lt;br /&gt;
|Damage=25&lt;br /&gt;
|Weight=26&lt;br /&gt;
|Value=1843&lt;br /&gt;
|Charge= 3000/129=23&lt;br /&gt;
|Enchant=''[[Skyrim:Absorb Stamina|Absorb]] 50 points of [[Skyrim:Stamina|Stamina]]''&lt;br /&gt;
|Type=[[Skyrim:Two-handed|Two-handed]] [[Skyrim:Warhammer|Warhammer]]&lt;br /&gt;
|ArtifactType=Daedric Artifact&lt;br /&gt;
|EditorID=DA06Volendrung&lt;br /&gt;
|ObjectID=0002acd2&lt;br /&gt;
|Tempering=[[Skyrim:Ebony Ingot|Ebony Ingot]]&lt;br /&gt;
|Perk=None&lt;br /&gt;
|Speed=0.7&lt;br /&gt;
|Reach=1.3&lt;br /&gt;
}}&lt;br /&gt;
[[Skyrim:Volendrung|Volendrung]], or The Hammer of Might, is said to have been created by the [[Lore:Dwemer|Dwemer]] of the now abandoned clan of Rourken, hundreds of years before they disappeared from the world of [[Lore:Tamriel|Tamriel]]. Like the Dwarves who created it, Volendrung is prone to disappearing suddenly, resurfacing sometimes in days, sometimes in eons. As in previous games, it is the reward for completing [[Lore:Malacath|Malacath's]] daedric quest. It can be [[Skyrim:Grindstone|tempered]] with an [[Skyrim:Ebony Ingot|ebony ingot]]. In addition, guards will occasionally comment on the weapon if you have it equipped, saying ''&amp;quot;That is one... big hammer&amp;quot;'' or ''&amp;quot;What do you aim to do with that hammer, friend? Knock down a house?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;For more information, see the [[Skyrim:Volendrung|Volendrung]] article.&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{NewLeft}}&lt;br /&gt;
==Related Quests==&lt;br /&gt;
{{Quest Link|The Cursed Tribe}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*In [[Arena:Volendrung|Arena]], [[Daggerfall:Volendrung|Daggerfall]], and [[Oblivion:Volendrung|Oblivion]], Volendrung had the ability to absorb health and paralyze opponents, but it was unenchanted in [[MW:Volendrung|Morrowind]].&lt;br /&gt;
*Volendrung swings much faster than a warhammer, and is equal to that of a greatsword.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:The_Cursed_Tribe&amp;diff=1098541</id>
		<title>Skyrim:The Cursed Tribe</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:The_Cursed_Tribe&amp;diff=1098541"/>
		<updated>2013-01-17T04:56:23Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=Multiple&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=Kiz&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{DEFAULTSORT:Cursed Tribe, The}}{{Trail2|Quests|Daedric|link2=Daedric Quests}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Atub|Atub]]&lt;br /&gt;
|Reward=[[Skyrim:Volendrung|Volendrung]]&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Skyrim:Largashbur|Largashbur]], [[Skyrim:Fallowstone Cave|Fallowstone Cave]], [[Skyrim:Giant's Grove|Giant's Grove]]&lt;br /&gt;
|ReqLevel=9&lt;br /&gt;
|SuggLevel=32&lt;br /&gt;
|Difficulty=Medium&lt;br /&gt;
|ReqItem=[[Skyrim:Daedra Heart|Daedra Heart]], [[Skyrim:Troll Fat|Troll Fat]], [[sr:Shagrol's Warhammer|Shagrol's Warhammer]]&lt;br /&gt;
|Image=SR-quest-The_Cursed_Tribe_07.jpg&lt;br /&gt;
|ImgDesc=''&amp;quot;Yamarz was a coward and a weakling.&amp;quot;''&lt;br /&gt;
|description=Help lift the curse placed on the [[SR:Orc|Orcs]] of [[Skyrim:Largashbur|Largashbur]] by [[Lore:Malacath|Malacath]].&lt;br /&gt;
|ID=DA06&lt;br /&gt;
|Icon=SR-qico-Daedric.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# (Optional) Hear rumors that something is happening in [[Skyrim:Largashbur|Largashbur]].&lt;br /&gt;
# Help the [[Skyrim:Orc|Orcs]] of Largashbur repel a [[Skyrim:Giant|giant]] attack.&lt;br /&gt;
# Speak to [[Skyrim:Atub|Atub]].&lt;br /&gt;
# Bring a bowl of [[Skyrim:Troll Fat|troll fat]] and a [[Skyrim:Daedra Heart|daedra heart]] to Atub.&lt;br /&gt;
# Observe Atub's ritual.&lt;br /&gt;
# Speak with [[Skyrim:Chief Yamarz|Chief Yamarz]].&lt;br /&gt;
# Meet Yamarz at [[Skyrim:Fallowstone Cave|Fallowstone Cave]].&lt;br /&gt;
# Protect Yamarz as he journeys to the [[Skyrim:Giant's Grove|Giant's Grove]].&lt;br /&gt;
# Defeat the giant.&lt;br /&gt;
# Take [[Skyrim:Shagrol's Warhammer|Shagrol's Hammer]] back to Largashbur.&lt;br /&gt;
# Place Shagrol's Hammer on the shrine in Largashbur.&lt;br /&gt;
# Collect your [[Skyrim:Volendrung|reward]].&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Giant Attack===&lt;br /&gt;
[[File:SR-quest-The_Cursed_Tribe_02.jpg|thumb|right|A giant is attacking the Orcs at Largashbur]]&lt;br /&gt;
While visiting [[Skyrim:Riften|Riften]], you may hear rumors from guards{{vn|section=Quest Initiation}} that something odd is going on at the [[Skyrim:Orc Strongholds|Orc stronghold]] of [[Skyrim:Largashbur|Largashbur]]. The [[SR:Orc|Orc]] camp is located in [[Skyrim:The Rift|The Rift]] southwest of Riften. As you approach the town for the first time, a [[Skyrim:Giant|giant]] will be actively attacking the Orcs at the gate. It's advisable to hurry in and help distract the giant, as it will kill unnamed Orcs left and right and may kill potential followers such as [[Skyrim:Ugor|Ugor]]. After defeating the giant, Ugor and a caster named [[Skyrim:Atub|Atub]] will begin bickering. Atub will apologize to you and explain that their tribe and leader have been cursed. She has a ritual that may be able to remove it, but needs a bowl of [[Skyrim:Troll Fat|troll fat]] and a [[Skyrim:Daedra Heart|daedra heart]] to perform it. She'll ask you to retrieve them. Details on where to find them are provided on their individual pages, however the closest place to get both items is in the Jorrvaskr Living Quarters in Whiterun.&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
===Malacath's Ritual===&lt;br /&gt;
[[File:SR-quest-The_Cursed_Tribe_03.jpg|thumb|right|''&amp;quot;Now, we begin the ritual...&amp;quot;'']]&lt;br /&gt;
After you bring the ingredients to Atub, she will enter [[Skyrim:Largashbur Longhouse|Largashbur Longhouse]] and speak with [[Skyrim:Chief Yamarz|Chief Yamarz]] about performing the ritual. The Chief isn't thrilled about the ritual, but ultimately agrees to follow her out to the altar. Atub successfully reaches [[Skyrim:Malacath|Malacath]], whose disembodied voice berates Yamarz for his weakness, abhorring Yamarz for being so weak that even giants openly attack his stronghold. Malacath demands him to kill the giant's leader and return with his club as an offering. Yamarz is irked and demands your assistance in his task, promising lots of gold for helping him.&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
===Hammer Time===&lt;br /&gt;
[[File:SR-quest-The_Cursed_Tribe_04.jpg|thumb|right|''&amp;quot;I'll lead the way, but you'd better back me up.&amp;quot;'']]&lt;br /&gt;
Yamarz will run off towards [[Skyrim:Fallowstone Cave|Fallowstone Cave]]. If you fast travel there you'll meet him at the entrance and avoid the long trek. He leads the way through the cave. The cave is remarkably spacious, but very straight forward. [[Skyrim:Bear|Bears]] and [[Skyrim:Troll|trolls]] may be in the cave and pose some threat, but the giants should be far enough away to be avoided entirely. Yamarz will charge down several ledges following the flow of a stream to a pool on the lowest level. He will continue to follow the stream deeper into the cave out of the spacious area. A dark path on the right leads up to an area fraught with bones and the exit to the [[Skyrim:Giant's Grove|Giant's Grove]].&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
===Yamarz's Fork===&lt;br /&gt;
[[File:SR-quest-The_Cursed_Tribe_05.jpg|thumb|left|''&amp;quot;Of course, I can't let you leave here alive. Wouldn't want anyone finding out.&amp;quot;'']]&lt;br /&gt;
[[File:SR-quest-The_Cursed_Tribe_06.jpg|thumb|right|''&amp;quot;This should only take a second.&amp;quot;'']]&lt;br /&gt;
Once in the grove, Yamarz will offer to pay you even more gold if you kill the giant yourself and let him take credit. If you agree, he will ultimately betray you afterwards saying that no one can ever know the truth of what happened here. He is extremely well-armored and has tremendous blocking ability, but doesn't hit hard. After killing him, Malacath will praise you for removing both the giant and the conniving, weakling chief. He asks you to take [[Skyrim:Shagrol's Warhammer|Shagrol's Hammer]] back to Largashbur and whip the other Orcs back to shape. If you persuade Yamarz to perform his duty, he'll be killed almost immediately by the giant and you'll be left to kill the giant anyway. Malacath will again deride the fallen weakling Chief and send you back to Largashbur. In either situation, you're left fighting the giant in a very small area. After defeating the giant, the only way out is back via Fallowstone - only this time you get to the entrance via a long ledge. Just after you enter back into the cave, take the tunnel almost immediately to your left, and follow the ledge round to the left, past the locked chest (unlock and loot, if you've not done so already). Keep going until you see the waterfall ahead of you, then jump down and cross the stream just in front of the waterfall, then follow the route back to the cave entrance.&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
===Claiming Volendrung===&lt;br /&gt;
[[File:SR-quest-The_Cursed_Tribe.jpg|thumb|right|A gift from Malacath.]]&lt;br /&gt;
Once you return, speak with Atub and tell her of Yamarz's fate. Malacath will speak once more, naming [[Skyrim:Gularzob|Gularzob]] the new chief. He will command you to place Shagrol's Hammer on the shrine, where it transforms into the fearsome [[Skyrim:Volendrung|Volendrung]], the Hammer of Might. Make sure you take it from the shrine where it rests in the skull's antlers.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* If you leave the area without picking up Volendrung, it will be lying on the ground behind the altar upon your return. &lt;br /&gt;
* Fallowstone Cave can be visited and cleared prior to this quest. Accepting this quest turns it into a giant themed zone.&lt;br /&gt;
* After you complete this quest, you will become [[Skyrim:Blood-Kin|Blood-Kin]] to the Orcs.&lt;br /&gt;
* It is possible to complete the quest without Yamarz dying by killing the giant yourself and using a [[SR:Pacify|Pacify]] effect on Yamarz on your way back to Largashbur. The objective for protecting Yamarz remains marked as incomplete, but the quest will still complete. The pacified Yamarz will continue his normal routine at his longhouse. However, every time you revisit the stronghold, you will have to pacify him as he will turn hostile.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Upon arriving at Largashbur, the giant may be attacking but the gate may be closed and locked. Ugor may also have been killed by the giants.|USKP|1.2.5}}&lt;br /&gt;
**Workaround: Proceed west from the gate along the stronghold's wall and turn left at the end. You can jump over the wall from the slanted support poles between the wall and the adjacent rocky mountain base. The NPCs will then behave as if the gate had been unlocked. Speak to Atub to initiate the quest. She is usually located atop the guard tower next to the gate.&lt;br /&gt;
{{Bug|Sometimes if you tell Yamarz to kill the giant, the giant will not respond to Yamarz's attacks and will be killed. When you talk to Yamarz he will behave as though you killed the giant for him and attack you. When you strike back he will die instantly.|vn=1}}&lt;br /&gt;
{{Bug|If the player kills the Giant and Yamarz, Malacath may say that &amp;quot;Giants took care of Yamarz&amp;quot;, and if the player allows the Giant kill Yamarz, Malacath may say that the player took care of both &amp;quot;Giants&amp;quot; and Yamarz.|vn=1}}&lt;br /&gt;
{{Bug|After placing Shagrol's Hammer on the shrine, Volendrung does not appear. Try loading a previous save and attemping again.|vn=1}}&lt;br /&gt;
{{Bug|{{ps22}}{{xbox22}}It seems that transforming into a werewolf renders the player unable to transform back while in Giant's Grove, which can make the fight against the giant (and potentially Yamarz as well) much more difficult.  Once you leave Giant's Grove, you can use the wait function (1-2 hours is enough) to transform back; until that point, attempting to wait will give you a &amp;quot;you can't wait in this location&amp;quot; message.|vn=1}}&lt;br /&gt;
{{Bug| Occasionally, Yamarz may attack your follower, if you have one. Once your follower's health is depleted and they run off, the quest will continue as usual, and your follower should return after the giant is defeated.|vn=1}}&lt;br /&gt;
{{Bug|{{xbox22}}At the end of the mission, after you've defeated the final giant and had your romp with Yamarz the treacherous orc, you may not be able to search the corpse of the Giant. The arrow will remain over his head, but you will be unable to search his inventory for his gold, giant's toe, and most importantly Shagrol's Hammer.|vn=1}}&lt;br /&gt;
**To fix this, fast travel between Fallowstone Cave and Giant's Grove (to launch the loading screen) and this time around you should be able to search the giant to find the quest item.&lt;br /&gt;
{{Bug|Sometimes upon discovering the stronghold, there will be no giant and no one at the gate. If you attempt to enter, some of the orcs will attack.|vn=1}}&lt;br /&gt;
{{Bug| Even after completing this quest and gaining Malacath's forgiveness for the tribe and ridding them of the curse, giants will still attack them after enough time has passed.|USKP|1.2.5}} Wrongfully fixed bug. The giants are the reason of the curse, not the curse itself. The giants attack because they want more territory. &lt;br /&gt;
{{Bug|Yamarz may not follow you through the exit and entrance to the cave. Simply go through and back behind him and he will move.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||I've heard rumors there's some kind of problem in the Orc settlement of Largashbur, southwest of Riften.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Find out what's happening in Largashbur&lt;br /&gt;
|50||The orcs of Largashbur are besieged by giants, and have been forbidden to leave their stronghold. Atub, the wise woman of the tribe, has asked me to find her Troll Fat and a Daedra Heart so that she may contact Malacath for guidance.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Bring Troll Fat and a Daedra Heart to Atub&lt;br /&gt;
|60||{{Quest Comment|Objective is assigned}}: Observe Atub's ritual&lt;br /&gt;
|70||Malacath has spoken to his followers and expressed disappointment in them. He is angry they allowed his shrine to be desecrated, and has commanded the chieftain of Largashbur, Yamarz, to return to the shrine and reclaim it.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Speak with Yamarz&lt;br /&gt;
|80||Despite being specifically instructed by Malacath to see to it himself, Yamarz wants my help in defeating the giants that have overrun Fallowstone Cave and the shrine of Malacath. He's promised to pay me in exchange for making sure he arrives there safely.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Meet Yamarz at Fallowstone Cave&lt;br /&gt;
|90||{{Quest Comment|Objective is assigned}}: Protect Yamarz&lt;br /&gt;
|100||After Malacath ordered him to retake the shrine in Fallowstone Cave, Yamarz insisted that I escort him there to make sure he arrived safely. Now he has offered to pay me even more in exchange for killing the giant myself, to which I have agreed.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Defeat the giant&lt;br /&gt;
|110||After escorting Yamarz to Fallowstone Cave and proving myself more worthy, Malacath has commanded me to return to Largashbur and deliver Shagrol's Hammer there.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Take Shagrol's Hammer back to Largashbur&lt;br /&gt;
|120||{{Quest Comment|Objective is assigned}}: Place Shagrol's Hammer on the shrine in Largashbur&lt;br /&gt;
|200|Yes|The curse placed on the Orcs of Largashbur is lifted. The tribe's leader, Yamarz, was revealed as a shiftless weakling in Malacath's eyes, and I have redeemed his actions by defeating the giant that had taken over the shrine in Fallowstone Cave. Malacath has named Gularzob as the new chief, and has named me his new Champion.&lt;br /&gt;
|missing=0, 20, 30, 40, 255&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Volendrung&amp;diff=1098539</id>
		<title>Skyrim:Volendrung</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Volendrung&amp;diff=1098539"/>
		<updated>2013-01-17T04:54:40Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt; {{Trail|Items|Artifacts}}[[Category:Skyrim-Weapons-Warhammers]] [[Category:Skyrim-Items-Artifacts]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{Artifact Summary&lt;br /&gt;
|PageName=Volendrung&lt;br /&gt;
|Image=SR-item-Volendrung.jpg&lt;br /&gt;
|Damage=25&lt;br /&gt;
|Weight=26&lt;br /&gt;
|Value=1843&lt;br /&gt;
|Charge= 3000/129=23&lt;br /&gt;
|Enchant=''[[Skyrim:Absorb Stamina|Absorb]] 50 points of [[Skyrim:Stamina|Stamina]]''&lt;br /&gt;
|Type=[[Skyrim:Two-handed|Two-handed]] [[Skyrim:Warhammer|Warhammer]]&lt;br /&gt;
|ArtifactType=Daedric Artifact&lt;br /&gt;
|EditorID=DA06Volendrung&lt;br /&gt;
|ObjectID=0002acd2&lt;br /&gt;
|Tempering=[[Skyrim:Ebony Ingot|Ebony Ingot]]&lt;br /&gt;
|Perk=None&lt;br /&gt;
|Speed=0.7&lt;br /&gt;
|Reach=1.3&lt;br /&gt;
}}&lt;br /&gt;
[[Skyrim:Volendrung|Volendrung]], or The Hammer of Might, is said to have been created by the [[Lore:Dwemer|Dwemer]] of the now abandoned clan of Rourken, hundreds of years before they disappeared from the world of [[Lore:Tamriel|Tamriel]]. Like the Dwarves who created it, Volendrung is prone to disappearing suddenly, resurfacing sometimes in days, sometimes in eons. As in previous games, it is the reward for completing [[Lore:Malacath|Malacath's]] daedric quest. It can be [[Skyrim:Grindstone|tempered]] with an [[Skyrim:Ebony Ingot|ebony ingot]]. In addition, guards will occasionally comment on the weapon if you have it equipped, saying ''&amp;quot;That is one... big hammer&amp;quot;'' or ''&amp;quot;What do you aim to do with that hammer, friend? Knock down a house?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Much faster than a regular greathammer. Roughly as fast as a greatsword. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;For more information, see the [[Skyrim:Volendrung|Volendrung]] article.&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{NewLeft}}&lt;br /&gt;
==Related Quests==&lt;br /&gt;
{{Quest Link|The Cursed Tribe}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*In [[Arena:Volendrung|Arena]], [[Daggerfall:Volendrung|Daggerfall]], and [[Oblivion:Volendrung|Oblivion]], Volendrung had the ability to absorb health and paralyze opponents, but it was unenchanted in [[MW:Volendrung|Morrowind]].&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Two-handed&amp;diff=1098038</id>
		<title>Skyrim:Two-handed</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Two-handed&amp;diff=1098038"/>
		<updated>2013-01-16T20:04:38Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Skill Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Two-handed.png&lt;br /&gt;
|Special=Combat&lt;br /&gt;
|ExTrail=[[Skyrim:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Two-handed''' skill is the skill that governs your ability to use larger weapons that require two hands to operate, such as greatswords, warhammers, and battleaxes. The higher your skill in Two-handed, the more damage is done with two-handed weapons. The Two-handed skill tree has a total of 9 perks, requiring a total of 19 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The art of combat using two-handed weapons, such as greatswords, battle axes, and warhammers.  Those trained in this skill deliver deadlier blows.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}{{Perk Tree&lt;br /&gt;
|perks=&lt;br /&gt;
{{Image Mark|445|1097|Barbarian|Barbarian (5 ranks): 0/20/40/60/80 Two-handed. Two-handed weapons do 20/40/60/80/100% more damage.|position=bottom}}&lt;br /&gt;
{{Image Mark|265|737|Limbsplitter|mark_alt=Limbsplitter (3 ranks):Attacks with battleaxes do extra bleeding damage.|position=top}}&lt;br /&gt;
{{Image Mark|452|853|Champion's Stance|mark_alt=Champion's Stance:Power attacks cost 25% less stamina.|position=bottom}}&lt;br /&gt;
{{Image Mark|515|569|Devastating Blow|mark_alt=Devastating Blow:Standing power attacks do 25% bonus damage. It may also decapitate an enemy.|position=topright}}&lt;br /&gt;
{{Image Mark|381|579|Great Critical Charge|mark_alt=Great Critical Charge:Sprinting power attacks do double critical damage.|position=topleft}}&lt;br /&gt;
{{Image Mark|462|313|Sweep|mark_alt=Sweep:Sideways power attacks hit all nearby targets.|position=top}}&lt;br /&gt;
{{Image Mark|467|118|Warmaster|mark_alt=Warmaster:Backwards power attacks have 25% chance of causing paralysis.|position=top}}&lt;br /&gt;
{{Image Mark|639|713|Deep Wounds|mark_alt=Deep Wounds (3 ranks):Attacks with greatswords have a 10% chance of doing critical damage.|position=bottom}}&lt;br /&gt;
{{Image Mark|776|699|Skullcrusher|mark_alt=Skullcrusher (3 ranks):Attacks with warhammers ignore 25% of the target's armor rating.|position=top}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description &lt;br /&gt;
!class=unsortable|[[Skyrim:Form ID|ID]]&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Barbarian}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Two-Handed weapons do 20% more damage.&lt;br /&gt;
| {{ID|000babe8}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Two-Handed weapons do 40% more damage.&lt;br /&gt;
| {{ID|00079346}}&lt;br /&gt;
| 20 Two-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Two-Handed weapons do 60% more damage.&lt;br /&gt;
| {{ID|00079347}}&lt;br /&gt;
| 40 Two-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Two-Handed weapons do 80% more damage.&lt;br /&gt;
| {{ID|00079348}}&lt;br /&gt;
| 60 Two-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Two-Handed weapons do twice as much damage.&lt;br /&gt;
| {{ID|00079349}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 Two-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Champion's Stance}}''&lt;br /&gt;
| [[Skyrim:Power Attack|Power attacks]] with two-handed weapons cost 25% less stamina.&lt;br /&gt;
| {{ID|00052d51}}&lt;br /&gt;
| 20 Two-handed&lt;br /&gt;
| Barbarian&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Devastating Blow}}''&lt;br /&gt;
| Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.&lt;br /&gt;
| {{ID|00052d52}}&lt;br /&gt;
| 50 Two-handed&lt;br /&gt;
| Champion's Stance&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Great Critical Charge}}''&lt;br /&gt;
| Can do a two-handed power attack while sprinting that does double critical damage.&lt;br /&gt;
| {{ID|000cb407}}&lt;br /&gt;
| 50 Two-handed&lt;br /&gt;
| Champion's Stance&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Sweep}}''&lt;br /&gt;
| Sideways power attacks with two-handed weapons hit all targets in front of you.&lt;br /&gt;
| {{ID|0003af9e}}&lt;br /&gt;
| 70 Two-handed&lt;br /&gt;
| Great Critical Charge ''or'' Devastating Blow&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Warmaster}}''&lt;br /&gt;
| Backwards power attack has a 25% chance to paralyze the target.&lt;br /&gt;
| {{ID|0003afa7}}&lt;br /&gt;
| 100 Two-handed&lt;br /&gt;
| Sweep&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Deep Wounds}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:greatsword|greatsword]]s have a 10% chance of doing critical damage.&lt;br /&gt;
| {{ID|0003af83}}&lt;br /&gt;
| 30 Two-handed&lt;br /&gt;
| Barbarian&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with greatswords have a 15% chance of doing more critical damage.&lt;br /&gt;
| {{ID|000c1e94}}&lt;br /&gt;
| 60 Two-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with greatswords have a 20% chance of doing even more critical damage.&lt;br /&gt;
| {{ID|000c1e95}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 Two-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Limbsplitter}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:Battle Axe|battle axes]] cause extra bleeding damage.&lt;br /&gt;
| {{ID|000c5c05}}&lt;br /&gt;
| 30 Two-handed&lt;br /&gt;
| Barbarian&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with battle axes cause more bleeding damage.&lt;br /&gt;
| {{ID|000c5c06}}&lt;br /&gt;
| 60 Two-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with battle axes cause even more bleeding damage.&lt;br /&gt;
| {{ID|000c5c07}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 Two-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Skullcrusher}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:warhammer|warhammer]]s ignore 25% of armor.&lt;br /&gt;
| {{ID|0003af84}}&lt;br /&gt;
| 30 Two-handed&lt;br /&gt;
| Barbarian&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with warhammers ignore 50% of armor.&lt;br /&gt;
| {{ID|000c1e96}}&lt;br /&gt;
| 60 Two-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with warhammers ignore 75% of armor.&lt;br /&gt;
| {{ID|000c1e97}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 Two-handed&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Usage ==&lt;br /&gt;
Greatswords swing faster than battleaxes, which swing faster than warhammers. To balance this, warhammers deal more damage than battleaxes which deal more damage than greatswords. In comparison to [[Skyrim:One-handed|one-handed]] weapons, two-handed weapons are slower, but they inflict much more damage with each blow. Additionally, two-handed power attacks are much more likely to stagger an opponent, whether they're blocking or not.&lt;br /&gt;
&lt;br /&gt;
While the One-handed skill can approach this level of damage with dual-wielding, two-handed weapons retain the ability to block. However, the effect is diminished, and two-handed weapons prevent the player from equipping a shield, thus preventing the use of certain [[Skyrim:Block|Block]] perks that specifically use shields. (e.g. ''Deflect Arrows'', ''Elemental Protection'')&lt;br /&gt;
&lt;br /&gt;
Another advantage of two-handed weapons over one-handed weapons is it's longer range. There's a sweet-spot where a two-handed wielder can attack freely without worry about getting hit by one-handed or creature attacks.&lt;br /&gt;
&lt;br /&gt;
In regards to individual perks, both weapon skills are very much alike, making the choice of Two-handed over One-handed mostly preferential. For example, ''Limbsplitter'', ''Deep Wounds'', and ''Skullcrusher'' are the Two-handed parallels to One-handed's ''Hack and Slash'', ''Bladesman'', and ''Bone Breaker'' perks, respectively; they have the exact same effects, but affecting either one- or two-handed weapons.  However, 2H has a unique Sweeping attack that strike multiple foes, which can be extremely effective by spreading multiple instances of weapon enchantments at once.  (Especially Absorb Stat effects, like Health.)  There is no equivalent in 1H, but there is the triple power attack when dual-weilding to compensate.&lt;br /&gt;
&lt;br /&gt;
=== Comparison of Two-handed Weapons ===&lt;br /&gt;
Approximate weapon speeds are given in the following table:&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon type !! Attacks per second !! Relative damage&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || 0.7 || +0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Axe || 0.7 || +1&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 0.6 || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Increases ==&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Two-handed:&lt;br /&gt;
* +10 bonus: [[Skyrim:Nord|Nord]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Orc|Orc]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
*[[Skyrim:Torbjorn Shatter-Shield|Torbjorn Shatter-Shield]] in [[Skyrim:Windhelm|Windhelm]] (Expert)&lt;br /&gt;
*[[Skyrim:Vilkas|Vilkas]] of the Companions in [[Skyrim:Whiterun|Whiterun]] (Master)&lt;br /&gt;
*[[Skyrim:Fura Bloodmouth|Fura Bloodmouth]] in [[Skyrim:Volkihar_Keep|Volkihar Keep]] (Master)&lt;br /&gt;
**You must have the [[Skyrim:Dawnguard|Dawnguard]] plug-in installed for her to be available.&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:Battle of Sancre Tor|Battle of Sancre Tor]]''&lt;br /&gt;
* ''[[Skyrim:The Legendary Sancre Tor|The Legendary Sancre Tor]]''&lt;br /&gt;
* ''[[Skyrim:King|King]]''&lt;br /&gt;
* ''[[Skyrim:Song Of Hrormir|Song Of Hrormir]]''&lt;br /&gt;
* ''[[Skyrim:Words and Philosophy|Words and Philosophy]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Two-handed reward from [[Skyrim:Octieve San|Octieve San]] for completing the quest [[Skyrim:A Few Words with You|A Few Words with You]].&lt;br /&gt;
* +1 Two-handed reward (and other [[Skyrim:Combat|Combat]] skills) from [[Skyrim:Giraud Gemane|Giraud Gemane]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Rjorn's Drum|Rjorn's Drum]].&lt;br /&gt;
* +5 to Two-handed (and other Combat skills) by selecting &amp;quot;The Path of Might&amp;quot; from the [[Skyrim:Oghma_Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP ===&lt;br /&gt;
* In Skyrim, weapon skill gains are based on damage dealt. Choosing the best available DPS weapon should result in fastest skill gains.&lt;br /&gt;
* Good 'dummies' for weapon training include: [[Skyrim:Shadowmere|Shadowmere]], [[Skyrim:Hadvar|Hadvar]]/[[Skyrim:Ralof|Ralof]] during [[Skyrim:Unbound|Unbound]], conjured creatures.&lt;br /&gt;
* Boosting weapon damage via skill perks or equipment enchantments does not increase XP earned per hit.&lt;br /&gt;
*A good strategy for leveling two-handed is to use the Ebony Blade because it swings the fastest of all two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Blocking with a Two-handed weapon, though less effective than using a shield, will benefit from any [[Skyrim:Block|Block]] perk that does not mention a shield.&lt;br /&gt;
*The [[Skyrim:Block|Block]] perk [[Skyrim:Block_Runner|Block Runner]] allows you to move faster if you block while sneaking. This specific effect applies to all types of block including Two-handed weapons.&lt;br /&gt;
* Great Critical Charge adds a new power attack animation. You have to use the sprint button and do a power attack. Without the perk you cannot even attack while sprinting. All power attacks have double damage compared to normal attacks.&lt;br /&gt;
* After acquiring [[Skyrim:Shadowmere|Shadowmere]], the player can attack the horse repeatedly with a two-handed weapon to level up the Two-Handed skill to 100. Shadowmere will not fight back or flee and has such a high health regeneration rate that it will appear to have infinite health. This also works for all other skills that require dealing damage to gain experience (One-Handed, Archery, Destruction, and Sneak).&lt;br /&gt;
*A strategy used for both One-handed and Two-handed makes use of the Specific Bleeding Perk for the axe weapons and the Specific Armor Penetration Perk for the blunt weapons (mace and warhammer). A person would carry both blunt and axe weapons for two different kinds of enemies: Humanoid and Creature. Many humanoids wear armor, therefore, armor penetration would be most useful. For creatures, such as dragons and other wildlife, bleeding would be most useful. Unfortunately, it is a waste of perks to invest in both trees and armor penetration provides only a negligible increase in damage because humanoids do not have light or heavy armor perks.&lt;br /&gt;
*Warmaster is not actually a paralysis effect. It is a knockdown, so it will work on things that are immune to paralysis.&lt;br /&gt;
*When you have a high skill in two-handed, [[Skyrim:Guards|guards]] may sometimes say ''&amp;quot;The Gods gave you two hands, and you use them both for your weapon. I can respect that.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|''Warmaster'''s chance to activate is actually 26%.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Wabbajack&amp;diff=1096706</id>
		<title>Skyrim:Wabbajack</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Wabbajack&amp;diff=1096706"/>
		<updated>2013-01-15T03:17:19Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Trail|Items|Artifacts}} [[Category:Skyrim-Weapons-Staves]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{Artifact Summary&lt;br /&gt;
|PageName=Wabbajack&lt;br /&gt;
|image=SR-item-Wabbajack.jpg&lt;br /&gt;
|Damage=27&lt;br /&gt;
|Weight=10&lt;br /&gt;
|Value=1565&lt;br /&gt;
|Enchant=''A blast from Wabbajack with an unpredictable effect''&lt;br /&gt;
|Charge=3000/150=20&lt;br /&gt;
|Type=Staff&lt;br /&gt;
|ArtifactType=Daedric Artifact&lt;br /&gt;
|ObjectID=0002ac6f&lt;br /&gt;
|EditorID=DA15Wabbajack&lt;br /&gt;
}}&lt;br /&gt;
[[Skyrim:Wabbajack|Wabbajack]] is a Daedric artifact given to the player by [[Skyrim:Sheogorath|Sheogorath]] in [[Skyrim:The Mind of Madness|The Mind of Madness]] quest. The staff applies a variety of random effects on the target it is used against. It can randomly cause [[Skyrim:Fire Damage|fire]], [[Skyrim:Frost Damage|frost]], or [[Skyrim:Shock Damage|shock]] damage, [[Skyrim:Absorb Health|absorb health]], make the target invisible, heal the target, and in some cases instantly kill the target. Along with its offensive abilities it can also randomly transform a target into a [[Skyrim:Chicken|chicken]], [[Skyrim:Rabbit|rabbit]], [[Skyrim:Mudcrab|mudcrab]], [[Skyrim:Dremora|Dremora]] or very rarely a [[Skyrim:Sweet Roll|sweet roll]] or a bottle of [[Skyrim:Wine|wine]], or even more rarely into a shower of gold coins. Transforming the target into a sweet roll or gold coins usually terminates the target. However, if the Wabbajack is used to transform a target into an animal, it only delays the fight as they often transform back a short time later with full health (using it on the same target will return them to their true form where the fight can continue as normal).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;For more information, see the [[Skyrim:Wabbajack|Wabbajack]] article.&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{NewLeft}}&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|The Mind of Madness}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Wabbajack could be used to reset your [[SR:Followers|followers]], allowing their level and stats to scale with yours, or reach their max level. Since patch 1.6, this has become unnecessary as your followers level with you.&lt;br /&gt;
**To do this, take your follower to a secluded area, save (since it could kill them or turn them hostile), dismiss them, use the Wabbajack on them until they transform into something, and then punch them to break them out of it. This will cause them to respawn, which will fix their level and stats.&lt;br /&gt;
* When used on [[Skyrim:Dragon|dragons]], [[Skyrim:Essential NPCs|essential]] NPCs, [[Skyrim:Giant|giants]] or Dead Thralls, it will exclusively cause elemental explosions.&lt;br /&gt;
* The Wabbajack is a long-range weapon, making it quite useful for fighting dragons while staying out of their path.&lt;br /&gt;
* The Wabbajack can be a useful tool against strong opponents such as [[Skyrim:Dragon Priest|Dragon Priests]] due to its range of debilitating and/or instantly fatal effects.&lt;br /&gt;
* While you are in the [[Skyrim:The Mind of Madness|Mind of Pelagius]], you are given a different version of Wabbajack with a description reading ''&amp;quot;It's all you've got...&amp;quot;'' that is tied to various quest triggers. This alternate Wabbajack's FormID is &amp;lt;code&amp;gt;0009b2b2&amp;lt;/code&amp;gt;. This version does nothing if acquired through the console once outside of the Mind of Pelagius. It will be counted as a weapon and does 1 damage, but it won't give bounty to the player if used nor will the &amp;quot;victim&amp;quot; of the Wabbajack become hostile. The only thing it will do is give a reddish aura to the NPC that the Wabbajack hits for a few seconds.&lt;br /&gt;
* The majority of the Wabbajack's effects are considered harmful, thus making it a [[SR:Crime|crime]] to use it against villagers.&lt;br /&gt;
* A [[Skyrim:Sheogorath|Sheogorath]] [[Skyrim:Madwoman|worshipper]] may ask you to &amp;quot;wabbajack&amp;quot; her.&lt;br /&gt;
* The Wabbajack will not work on anything if the wielder is a follower.&lt;br /&gt;
* On the top of the Wabbajack are three faces with varying expressions; this is also present at the portal to the [[Shivering:Shivering Isles|Shivering Isles]] in [[Oblivion:Oblivion|Oblivion]].&lt;br /&gt;
* While used on a man sitting in a cart, the Wabbajack will transform the cart as well.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
For more information, see the [[Lore:Artifacts#Wabbajack|lore article]].&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Wabbajack&amp;diff=1096705</id>
		<title>Skyrim talk:Wabbajack</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Wabbajack&amp;diff=1096705"/>
		<updated>2013-01-15T03:16:49Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Orchendor Resistant to Wabbajack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Madwoman ==&lt;br /&gt;
&lt;br /&gt;
Greetings all :) This is my first post here, but I am an avid Elder Scrolls player/fanatic/junkie! ;) I just wanted to make a note. When I was walking up above Dragon's Bridge on quests in relation to Solitude - I had played the Sheogorath mini quest - which by the way was SO cool to see our favourite DLC madman again! But, a lady came running up to me, begging to be &amp;quot;wabbajack'd&amp;quot;, saying it would be an honour. As I know it's a weapon, I thought about it, but then complied. Her name was &amp;quot;A Madwoman&amp;quot;.  I saved the game, in case in killed her, and cast Wabbajack, and it turned her into a bunny, and she went hopping off! Afterwords there was a text dialogue saying &amp;quot;last witness killed - bounty 41&amp;quot;, but she didn't show up as a murder nor a kill, nor was there a bounty added. *head scratch*  I didn't like the wabbajack much in Oblivion, or rather I didn't use it much, either for Martin's quest, nor as a carry around.  But it seems kinda fun in this game. Would love to know more, and am looking forward to seeing these articles added to as we play on!! Am loving Skyrim so far, and the many improvements.  Happy Gaming, all! Namaste - Lotus Hamilton, Washington State, USA - [[Special:Contributions/98.125.208.2|98.125.208.2]] 07:51, 23 December 2011 (UTC)&lt;br /&gt;
:In all probability, this is what occured: by striking the madwoman with Wabbajack you were given an &amp;quot;assault&amp;quot; charge of 40 gold (I'm not sure where the 1 is coming from) she turned into a rabbit and hopped into some sort of pit-fall: off a cliff, into a troll, etc. This killed her/the rabbit and removed your bounty as the &amp;quot;last witness&amp;quot; had died. Does that sound reasonable to you?-[[Special:Contributions/69.157.165.134|69.157.165.134]]&lt;br /&gt;
::Well, the Wabbajack does deal damage with every strike. Hence the &amp;quot;assault&amp;quot; charge.--[[Special:Contributions/98.238.243.104|98.238.243.104]] 12:39, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If the madwoman is facing you when you wabbajack her, you get the fine and immediately after a message about how the last witness is dead. Simply wabbajacking her from behind prevents this from occuring. [[Special:Contributions/124.148.182.134|124.148.182.134]] 01:03, 10 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Charge reduction? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if there's a magic school that reduces the charge cost for the Wabbajack?&lt;br /&gt;
I've also wondered if that load screen blurb applied to Wabbajack. Is there a page with the formula for finding staff charge? {{uns2|04:50, 1 January 2012|67.255.88.166}} &lt;br /&gt;
&lt;br /&gt;
:Wabbajack's spell effect is Destruction school in the CK. (I guess they just had to pick something.)&lt;br /&gt;
:It doesn't appear that its charge level is handled differently from any other staff, so boost your Destruction and expect Wabbajack to work longer on a charge. [[Special:Contributions/70.100.92.119|70.100.92.119]] 07:43, 12 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bounty ==&lt;br /&gt;
&lt;br /&gt;
So far, I've successfully attacked several guards with the Wabbajack without incurring a bounty. Also, when the target transforms into something else, it actually spawns a separate entity rather than transforming the target. Any thoughts? [[User:Gideon Dragontongue|Gideon Dragontongue]] 16:00, 25 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boss fights ==&lt;br /&gt;
&lt;br /&gt;
It seems Wabbajack reverts to only causing explosions during boss fights, I tried using it during the boss fight at the end of Blindsighted and those are the only effects I got. [[Special:Contributions/24.62.136.31|24.62.136.31]] 19:20, 29 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
...And not two minuets of testing later, Mercer gets turned into a chicken.  Never mind.  [[Special:Contributions/24.62.136.31|24.62.136.31]] 19:22, 29 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Tested against Morokei (Staff os Magnus quest Dragon Priest), no health was regenerated while turned into bunny, chicken or mudcrab. And no healt was lost when it &amp;quot;spawned&amp;quot; a sweetroll.--[[User:Elfslayerx|Elfslayerx]] 04:09, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== myself ==&lt;br /&gt;
&lt;br /&gt;
What will it happen if NPC use it to attack me([[User:Vvardfell|Vvardfell]] 09:00, 1 January 2012 (UTC))&lt;br /&gt;
:If anyone other than the Dovahkiin uses it (on anyone), all of its effects that don't deal damage are disabled, but it still works as a weapon. [[Special:Contributions/142.166.16.9|142.166.16.9]] 19:49, 23 February 2012 (UTC)&lt;br /&gt;
::How much damage does it do when a follower hits someone with the wabbajack?--[[Special:Contributions/82.46.168.98|82.46.168.98]] 08:44, 27 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== leveled item ==&lt;br /&gt;
&lt;br /&gt;
If it can respawn leveled npc,can it respawn the leveled weapon they carry and increase its level ([[User:Vvardfell|Vvardfell]] 12:09, 28 January 2012 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Glitch/bug ... Something annoying  ==&lt;br /&gt;
{{Good Question|Apr 2012}}&lt;br /&gt;
I ran across a bug that when Wabbajack turns the target into a Demora Markynaz, the target becomes invincible, unable to take any damage of any kind and never turns back into the original target. Is this even a bug? Can anyone Verify this? ( I play on the XBox){{unsigned|J'ZhirrthePriest|2 April 2012}}&lt;br /&gt;
&lt;br /&gt;
==Dremora effect==&lt;br /&gt;
I didn't see it listed here, but while trying to force-update a follower they were turned into a dremora valynaz. {{uns|71.195.221.156|00:30, 30 April 2012}}&lt;br /&gt;
:It's listed. Quoting the article, &amp;quot;''Along with its offensive abilities it can also randomly transform a target into a Chicken, Rabbit, Mudcrab, '''Dremora''' or very rarely a Sweet Roll or a Bottle of Wine...''&amp;quot; • [[User:Jak Atackka|&amp;lt;span title=&amp;quot;Jak Atackka&amp;quot; style=&amp;quot;line-height:1.0; font-size:16px; font-family:DragonscriptRegular; color:#4faf4f;&amp;quot;&amp;gt;JA&amp;lt;/span&amp;gt;]][[User talk:Jak Atackka|&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;]] 01:15, 30 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== bandit and rabbits? ==&lt;br /&gt;
&lt;br /&gt;
Once I attacked a bandit with Wabbajack and... peculiarly, it appeared that he began to poop out/give birth to rabbits. That is, he would squat down in the frightened pose, and then a rabbit would apparently spawn from his backside. He did that several times before going back to normal. I do not believe that it was just odd timing with rabbits, as it happened in a cave without rabbits in it. I've never been able to duplicate this effect, after a few hundred Wabbajackings. I was wondering if this was possibly the weirdest Skyrim glitch ever, or if it is a legitimate Wabbajack effect?[[Special:Contributions/184.3.29.100|184.3.29.100]] 03:26, 22 May 2012 (UTC)&lt;br /&gt;
:It sounds to me like a very odd glitch. Considering the fact that the Wabbajack is able to transform the target into a rabbit, and the target can transform back to their true form a short time later, I'm assuming this is what was ''supposed'' to happen, and it just glitched out for some reason. [[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; 04:34, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 2 Wabbajacks ==&lt;br /&gt;
&lt;br /&gt;
Ok found a glitch to get 2 wabbajacks YES TWO and one of them has UNLIMITED charges.&lt;br /&gt;
&lt;br /&gt;
The wabbajack tht you get in Pelagius' mind has unlimited charges but disappears when you finish the quest. Well, if you fast travel out of Pelagius' mind after starting the dialog with sheogorath for the &amp;quot;I've done wht u said&amp;quot; bit then the quest will complete after you fast travel. You have a 10 second (ish) gap where you can put the quest Wabbajack on a weapon rack in breeze home. You will then be transported back to the pelagius wing in the blue palace and will have the normal Wabbajack in your inventory. [[User:KingK|KingK]] 17:49, 30 June 2012 (UTC)&lt;br /&gt;
:But does the second do anything, or is it just the one with the script effects for the associated quest? [[User:Schiffy|Schiffy]] ([[User talk:Schiffy|talk]]) 02:59, 2 October 2012 (GMT)&lt;br /&gt;
::Looking at the code, the quest Wabbajack dunBluePalaceWabbajack doesn't really do anything useful outside the quest. It has it's own enchantment with it's own Script attached, and the effects all seem to work only on very specific targets. --[[User:Alfwyn|Alfwyn]] ([[User talk:Alfwyn|talk]]) 19:56, 2 October 2012 (GMT)&lt;br /&gt;
:::I'm aware of that, I was wondering if this &amp;quot;unlimited charge&amp;quot; Wabbajack was the one that does nothing. [[User:Schiffy|Schiffy]] ([[User talk:Schiffy|talk]]) 11:40, 3 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Follower leveling  trick with Shadowmere? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if the Follower Leveling trick work with Shadowmere? He seems to die quite often for me in battle but I don't remember if I got him too early or not. Is he even leveled? [[Special:Contributions/70.26.1.159|70.26.1.159]] 02:40, 9 July 2012 (UTC)&lt;br /&gt;
:His level is fixed at 50. [[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; 16:50, 12 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Orchendor Resistant to Wabbajack ==&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;During the Only Cure, you will face a powerful mage called Orchendor, who can resist its effects&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Does this mean that he is resistant/immune to some of the effects or all of the effects. This needs clarification. --[[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; 18:40, 28 July 2012 (UTC)&lt;br /&gt;
:Orchendor has a constant 100% resist magic effect, thus making him immune to all of the effects of the Wabbajack, possibly even the damage done by it, I'll test it out. [[User:Jman514|Jman514]] ([[User talk:Jman514|talk]]) 14:26, 5 September 2012 (EDT)&lt;br /&gt;
::But the question is, if he can resist becoming an animal. He can resist the elmental effects, but can he resist the transformation effects?--[[User:Skyrimplayer|Skyrimplayer]] ([[User talk:Skyrimplayer|talk]]) 14:30, 5 September 2012 (EDT)&lt;br /&gt;
::: Having recently done the quest, I can confirm that he can be transformed into an animal, but I haven't seen anything else except Elemental Explosion and Chickenification yet. [[Special:Contributions/91.7.206.30|91.7.206.30]] 21:54, 26 December 2012 (GMT)&lt;br /&gt;
:::: then this line should be removed since he's not immune to all effects, and the reason he's immune (100% magic resist) has nothing to do with wabbajack [[Special:Contributions/50.99.131.84|50.99.131.84]] 03:16, 15 January 2013 (GMT)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Illusion&amp;diff=1096275</id>
		<title>Skyrim talk:Illusion</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Illusion&amp;diff=1096275"/>
		<updated>2013-01-14T21:14:36Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Fury will ignite oil pools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Nov 2011 - Jan 2012&lt;br /&gt;
}}&lt;br /&gt;
==Master of the Mind - Invisibility==&lt;br /&gt;
Does the perk Master of the Mind make you more effectively invisible for daedra? {{uns|74.199.100.113|13 May 2012}}&lt;br /&gt;
:I would assume this perk only affects on target spells, so my answer would be no ~ [[User:Dwarfmp|Dwarfmp]] 08:39, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Area of Effect? ==&lt;br /&gt;
&lt;br /&gt;
One of my characters has completed the illusion tree.  While doing so I've noticed that the Frenzy style spells seem to explode on landing even if they do not score a direct hit on an NPC, and that those near the explosion will act as if directly hit and attack each other.  This is especially noticeable from very long range while sneaking.  So is there a specific &amp;quot;area of effect&amp;quot; like within 10 feet for this (or other) illusion spells?  Am I alone in this observation?  If there is an AOE should the page mention it? [[User:Kalevala|Kalevala]] 20:08, 21 June 2012 (UTC)&lt;br /&gt;
: Looking at the effect names, Calm, Fury and Fear all seem to follow the same progression: First spell: One target. Second spell: ranged area effect. Third spell: self-centred area effect. I agree it would be good to list this in the article. --[[User:Irrevenant|Irrevenant]] ([[User talk:Irrevenant|talk]]) 05:26, 20 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Advancing Illusion Experience ==&lt;br /&gt;
&lt;br /&gt;
My in-game experience in advancing a new illusion character seems to indicate a requirement to burn through a fixed amount of magicka by some combination of spells to advance the skill.  In this case for an illusion skill in the twenties,  it works out to about 7 times the skill level to advance one level.  So, one muffle for 120 + 2 courage at 33 each, totaling 186 in fact moved the skill from 25 to 26.  This &amp;quot;cost&amp;quot; may only be nominal, in that the actual magicka lost can mitigated to zero by various equipment and potions, however the game seems to credit progress based upon what the spell's nominal cost was. Can anyone else verify my experience here?  If so, should something like this be noted on the page: &lt;br /&gt;
&lt;br /&gt;
The formula for advancing from X, to X+1 requires 7X magicka be used by the applicable spells.&lt;br /&gt;
&lt;br /&gt;
The next logical question: is this applicable to other schools? [[User:Kalevala|Kalevala]] 20:31, 21 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dual Casting Courage/Rally ==&lt;br /&gt;
&lt;br /&gt;
Any word on how dual casting those spells affects the resulting effects; do they simply last longer or increase health and stamina further, etc.? {{uns2|13:51, 29 June 2012|Arpaleggia}}&lt;br /&gt;
:Dual casting increases duration only. [[User:Vinifera7|Vinifera7]] ([[User talk:Vinifera7|talk]]) 18:43, 5 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Fury will ignite oil pools ==&lt;br /&gt;
&lt;br /&gt;
Found out Fury will ignite oil pools (those multi-hued &amp;quot;puddles&amp;quot; in most dungeons.)&lt;br /&gt;
&lt;br /&gt;
Curiously, Frenzy will NOT.  Anyone found additional uses for spells?  For example, i use the weakest repulse undead to stagger Deathlords and Dragon Priests. {{uns2|06:52, 10 July 2012|199.38.208.130}}&lt;br /&gt;
&lt;br /&gt;
neither ignite oil pools, tested [[Special:Contributions/50.99.131.84|50.99.131.84]] 21:14, 14 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Master of the Mind and Necromage ==&lt;br /&gt;
&lt;br /&gt;
Using these two perks would suggest that a spell with 20 points of potency would supply another 5 points of potency to undead. If this is true, at what point would this apply to the dual casting bonus? Would dual casting on undead result in 55 points or 49 points? [[Special:Contributions/174.6.88.222|174.6.88.222]] 16:01, 19 July 2012 (UTC)Havik&lt;br /&gt;
&lt;br /&gt;
== Table for affected levels ==&lt;br /&gt;
&lt;br /&gt;
Wasn't there a half-completed table on this talk page some weeks ago that showed what level NPCs each type of spell could affect? A finished version of that table (including the changes applied by dual casting, perks, vampirism, and Necromage vampirism) would be extremely useful, if anyone has the tools to get the hard data in place. There's not even any confirmation on the main page as to whether the Dual Casting bonus is applied before or after the perk bonuses.[[Special:Contributions/172.163.133.206|172.163.133.206]] 03:10, 9 October 2012 (GMT)&lt;br /&gt;
:The table you're referring to can be found [[Skyrim_talk:Illusion/Archive_1#.22Higher_Level_Opponents.22|here]] in the archives of this talk page. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 03:21, 9 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== To Anyone Who Doubts the Utility of Illusion (Especially at Higher Levels...) ==&lt;br /&gt;
&lt;br /&gt;
I've had Skyrim (my first Elder Scrolls game...) since a little after it was released, and I've played through most of the quests and the main story a number of times (I have this had odd compulsion, first with Fallout 3 and New Vegas, now with Skyrim, to try and figure out &amp;quot;the perfect&amp;quot; order, like there is such a thing, to play through all of the quests, get the items, etc--I think it's a subconscious excuse to keep playing them, over and over...), mostly as your standard melee combat characters with a splash of magic thrown in. &lt;br /&gt;
&lt;br /&gt;
I discovered Alteration magic first, then actually leveled up and learned how use Restoration magic (for the longest time I only used healing spells at the worst possible times, died, and then went &amp;quot;aww man...Restoration sucks!&amp;quot;), and then I thought I'd try out Illusion with the perks and all of that, when I had something like 9 unused perks that I couldn't find a use for to save my life. I didn't even expect to keep all of it, and I was super careful to make back up saves, yada yada. &lt;br /&gt;
&lt;br /&gt;
Holy cripes was I missing out. Just the Muffle spell rocks enough by itself (even if you have the Muffle enchantment on everything, like moi...), of course, casting Calm on children is friggin' hilarious (maybe that's just me...I didn't even know about the whole &amp;quot;wow that was fun! do it again!&amp;quot; deal until Hearthfire came out and I was messing around), and Fury is probably my favorite way to assassinate people for the Dark Brotherhood stuff.   &lt;br /&gt;
&lt;br /&gt;
Oh baby, the Master spells? Talk about awesome (the only downside is that a lot of followers will crap themselves when you cast Hysteria, particularly my favorite follower, Kharjo). &lt;br /&gt;
&lt;br /&gt;
I assume that anyone reading this hates the Falmer to an extent that would concern any good psychologist, just like I do. I'll also assume that ya hate those godforsaken Dwarven spiders and spheres just as much, if not more. &lt;br /&gt;
&lt;br /&gt;
Well, I don't care what level you are: cast Hysteria (which kind of functions like Detect Life in a way, with a way bigger area of effect), and even then, cast Mayhem. Oh yeah, cast Hysteria again, then Mayhem again. Not only are about 80% of those miserable ********ers dead and on their way to Hell, but those super high level monsters like Shadowmasters etc? Assuming they're not dead too (since affecting even half of the enemies in a dungeon or whatever --&amp;gt; just about all of them getting into a big battle royal and either losing 80% of their health or getting killed), you'll know they're up ahead because casting the spell gives you a nice little inventory of all of the enemies who are too strong to be affected. &lt;br /&gt;
&lt;br /&gt;
That being said, Shadowmasters are about the only enemies that I haven't seen affected by Master spells or the others, augmented with dual casting and their related-perks...yes, that includes Briar hearts and those evil ass Draugr Deathlords with Ebony everything and a zillion shouts that seem way cooler than yours (including that Disarm/Unrelenting Force hybrid, where your followers always lose that bad ass weapon you made for them...COUGH cough KHARJO cough COUGH Dragonbone War Axe COUGH). &lt;br /&gt;
&lt;br /&gt;
I will close my argument in favor of Illusion by sharing a little more of my own experiences: using the Mayhem and Hysteria cycle above, I went through the Alftland part of Discerning the Transmundane and the final Thieves Guild quest at Irkngthand, both which are usually agonizing and monotonous to me and take forever, in less (I mean way less...) ''than a half hour'' a piece. I'm so not kidding or exaggerating.--[[User:Timfever|Timfever]] ([[User talk:Timfever|talk]]) 11:57, 5 November 2012 (GMT)&lt;br /&gt;
:Timfever, this kind of thing is really best suited to our {{forums}}.  You may wish to take up your cause over there ;). &amp;lt;font color=&amp;quot;#1E4382&amp;quot;&amp;gt;&amp;amp;#8672;&amp;lt;/font&amp;gt;[[User:Eshe|&amp;lt;font color=&amp;quot;#009E54&amp;quot;&amp;gt;eshe&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;'''[[User talk:Eshe|&amp;lt;font color=&amp;quot;#1E4382&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]'''&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:10, 5 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, as I've started to post and contribute more regularly, I'm realizing how many times I've done stuff like this and I feel quite silly. Thank you for being gentle!--[[User:Timfever|Timfever]] ([[User talk:Timfever|talk]]) 09:48, 8 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Turn Undead vs Fear ==&lt;br /&gt;
&lt;br /&gt;
If ''Master of the Mind'' makes undead susceptible to Illusions spells and ''Necromage'' makes those spells more effective, what is the relative effectiveness of ''Turn Undead'' + ''Necromage'' versus ''Fear''/''Rout'' + ''MotM'' + ''Necromage''?  Assuming this extends to weapon enchantments, does this mean a weapon with Turn Undead and Fear would be redundant? [[User:SonGoharotto|SonGoharotto]] ([[User talk:SonGoharotto|talk]]) 17:47, 20 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Master of the Mind + Animage/Kindred Mage ==&lt;br /&gt;
&lt;br /&gt;
Are undead, deadra, and automatons affected by the Animage or Kindred Mage perks after you've unlocked Master of the Mind?  If so, then which one?  For that matter, what about dremora, who are both NPCs and daedra?  Needs to be tested.  [[User:TheRealLurlock|TheRealLurlock]] ([[User talk:TheRealLurlock|talk]]) 19:35, 20 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Master of the Mind and Enchantments ==&lt;br /&gt;
&lt;br /&gt;
Does MotM make a Fear-enchanted weapon function like Turn Undead, the way it does with spells? [[User:SonGoharotto|SonGoharotto]] ([[User talk:SonGoharotto|talk]]) 23:58, 20 December 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Heavy_Armor&amp;diff=1092383</id>
		<title>Skyrim:Heavy Armor</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Heavy_Armor&amp;diff=1092383"/>
		<updated>2013-01-10T18:03:58Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Comparison to Light Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Heavy_Armor.png&lt;br /&gt;
|Special=Combat&lt;br /&gt;
|ExTrail=[[Skyrim:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''Heavy Armor''' is the skill governing your ability to move and fight in heavy [[Skyrim:Armor|armor]]. Each skill point increases your armor rating from Heavy Armor by 0.4% (1.5% for NPCs). The Heavy Armor skill tree has a total of 8 perks, requiring a total of 12 perk points to fill. This article focuses on Heavy Armor as a skill. For a list of generic heavy armor, see [[Skyrim:Armor#Heavy Armor|this page]].&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''Those trained to use Heavy Armor make more efficient use of Iron, Steel, Dwarven, Orcish, Ebony, and Daedric armors.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}{{Perk Tree&lt;br /&gt;
|perks=&lt;br /&gt;
{{Image Mark|504|878|Juggernaut|mark_alt=Juggernaut (5 ranks): 0/20/40/60/80 Heavy Armor. Increases armor rating for Heavy Armor by 20/40/60/80/100%.|position=bottom}}&lt;br /&gt;
{{Image Mark|278|668|Fists of Steel|mark_alt=Fists of Steel: 30 Heavy Armor. Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage.|position=bottom}}&lt;br /&gt;
{{Image Mark|156|465|Cushioned|mark_alt=Cushioned: 50 Heavy Armor. Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet.|position=right}}&lt;br /&gt;
{{Image Mark|168|239|Conditioning|mark_alt=Conditioning: 70 Heavy Armor. Heavy Armor weighs nothing and doesn't slow you down when worn.|position=right}}&lt;br /&gt;
{{Image Mark|725|650|Well Fitted|mark_alt=Well Fitted: 30 Heavy Armor. 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.|position=bottom}}&lt;br /&gt;
{{Image Mark|791|425|Tower of Strength|mark_alt=Tower of Strength: 50 Heavy Armor. 50% less stagger when wearing only Heavy Armor.}}&lt;br /&gt;
{{Image Mark|851|292|Matching Set|mark_alt=Matching Set: 70 Heavy Armor. Additional 25% Armor bonus if wearing a matched set of Heavy Armor.}}&lt;br /&gt;
{{Image Mark|800|69 |Reflect Blows|mark_alt=Reflect Blows: 100 Heavy Armor. 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|[[Skyrim:Form ID|ID]]&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Juggernaut}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Increases armor rating for Heavy Armor by 20%.&amp;lt;ref name=&amp;quot;NoShield&amp;quot;&amp;gt;Does not affect shields.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{ID|000bcd2a}}&lt;br /&gt;
| Initially Available&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Increases armor rating for Heavy Armor by 40%.&amp;lt;ref name=&amp;quot;NoShield&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|0007935e}}&lt;br /&gt;
| 20 Heavy Armor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Increases armor rating for Heavy Armor by 60%.&amp;lt;ref name=&amp;quot;NoShield&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|00079361}}&lt;br /&gt;
| 40 Heavy Armor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Increases armor rating for Heavy Armor by 80%.&amp;lt;ref name=&amp;quot;NoShield&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|00079362}}&lt;br /&gt;
| 60 Heavy Armor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Increases armor rating for Heavy Armor by 100%.&amp;lt;ref name=&amp;quot;NoShield&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|00079374}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 Heavy Armor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Fists of Steel}}''&lt;br /&gt;
| Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage.&lt;br /&gt;
| {{ID|00058f6e}}&lt;br /&gt;
| 30 Heavy Armor&lt;br /&gt;
| Juggernaut&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Cushioned}}''&lt;br /&gt;
| Half damage from [[Skyrim:Combat#Falling Damage|falling]] if wearing all Heavy Armor: head, chest, hands, feet.&amp;lt;ref name=&amp;quot;AllHeavy&amp;quot;&amp;gt;&amp;quot;All/Only Heavy Armor&amp;quot; does not necessarily need to be a matching set, e.g., some pieces might be Dwarven and others might be Orcish.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{ID|000bcd2b}}&lt;br /&gt;
| 50 Heavy Armor&lt;br /&gt;
| Fists of Steel&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Conditioning}}''&lt;br /&gt;
| Heavy Armor weighs nothing and doesn't slow you down when worn.&lt;br /&gt;
| {{ID|00058f6d}}&lt;br /&gt;
| 70 Heavy Armor&lt;br /&gt;
| Cushioned&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Well Fitted}}''&lt;br /&gt;
| 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.&amp;lt;ref name=&amp;quot;AllHeavy&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|00058f6f}}&lt;br /&gt;
| 30 Heavy Armor&lt;br /&gt;
| Juggernaut&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Tower of Strength}}''&lt;br /&gt;
| 50% less stagger when wearing only Heavy Armor.&amp;lt;ref name=&amp;quot;AllHeavy&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|00058f6c}}&lt;br /&gt;
| 50 Heavy Armor&lt;br /&gt;
| Well Fitted&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Matching Set}}''&lt;br /&gt;
| Additional 25% Armor bonus if wearing a matched set of Heavy Armor.&lt;br /&gt;
| {{ID|00107832}}&lt;br /&gt;
| 70 Heavy Armor&lt;br /&gt;
| Tower of Strength&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Reflect Blows}}''&lt;br /&gt;
| 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.&amp;lt;ref name=&amp;quot;AllHeavy&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|00105f33}}&lt;br /&gt;
| 100 Heavy Armor&lt;br /&gt;
| Matching Set&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Comparison to [[Skyrim:Light Armor|Light Armor]]==&lt;br /&gt;
Advantages:&lt;br /&gt;
*Heavy armor is more protective than light armor.&lt;br /&gt;
*You can deal more unarmed damage with the ''Fists of Steel'' perk. This can be combined with the [[Skyrim:Fortify_Unarmed_Damage|Fortify Unarmed]] enchantment to provide a viable damage-dealing means.&lt;br /&gt;
*More enemies may be engaged at once, providing more confidence to the player.&lt;br /&gt;
*''Reflect Blows'' grants more offensive possibilities, allowing for more damage in the same amount of time.&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
*Heavy armor causes you to move more slowly than when wearing light armor (this may be negated by [[Skyrim:The Steed Stone|The Steed Stone]] or the ''Conditioning'' perk).&lt;br /&gt;
*Sprinting in heavy armor uses more stamina than sprinting in light armor or clothing (may also be nulled by [[Skyrim:The Steed Stone|The Steed Stone]] or the ''Conditioning'' perk).&lt;br /&gt;
*Heavy armor weighs more than light armor, which increases the chance of being detected while moving in stealth mode and leaves you unable to add as much to your inventory before your [[Skyrim:Carry_Weight|carry weight]] is exceeded (again, negated by [[Skyrim:The Steed Stone|The Steed Stone]] or the ''Conditioning'' perk or [[Muffle]]).&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
===Character Creation===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Heavy Armor:&lt;br /&gt;
* +10 bonus: [[Skyrim:Orc|Orc]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Imperial|Imperial]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Gharol|Gharol]] in [[Skyrim:Dushnikh Yal|Dushnikh Yal]] (Expert)&lt;br /&gt;
* [[Skyrim:Farkas|Farkas]] of the Companions in [[Skyrim:Whiterun|Whiterun]] (Master)&lt;br /&gt;
* [[Skyrim:Isran|Isran]] of the [[Skyrim:Dawnguard (faction)|Dawnguard]] faction (Master)&lt;br /&gt;
**You must have the [[Skyrim:Dawnguard|Dawnguard]] plug-in for him to be available.&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Heavy Armor reward from [[Skyrim:Brunwulf_Free-Winter|Brunwulf Free-Winter]] in Windhelm for [[Skyrim:Kill_the_Bandit_Leader|clearing a bandit hideout]].&lt;br /&gt;
* +1 Heavy Armor reward (and other Combat skills) from [[Skyrim:Giraud Gemane|Giraud Gemane]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Rjorn's Drum|Rjorn's Drum]].&lt;br /&gt;
* +5 to Heavy Armor (and other Combat skills) by selecting &amp;quot;The Path of Might&amp;quot; from the [[Skyrim:Oghma_Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:2920, MidYear, v6|2920, MidYear, v6]]''&lt;br /&gt;
* ''[[Skyrim:Chimarvamidium|Chimarvamidium]]''&lt;br /&gt;
* ''[[Skyrim:Hallgerd's Tale|Hallgerd's Tale]]''&lt;br /&gt;
* ''[[Skyrim:The Knights of the Nine|The Knights of the Nine]]''&lt;br /&gt;
* ''[[Skyrim:Orsinium and the Orcs|Orsinium and the Orcs]]''&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* Armor skill increases are based on incoming damage, i.e. tougher enemies advance your armor skill faster.&lt;br /&gt;
* [[Skyrim:Regenerate Health|Regenerate Health]] potions and enchantments can help staying alive while training, potentially allowing to leave the game unattended. This can also be accomplished with natural health regeneration during [[Skyrim:brawl|brawl]]ing sessions with NPCs or fighting very weak enemies like skeevers, though skill gains will be very slow.&lt;br /&gt;
* Healing while getting bashed is a good way to train the [[Skyrim:Restoration|Restoration]] skill in the process.&lt;br /&gt;
* Armor skills are best trained together with the [[Skyrim:Block|Block]] skill.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Once your Heavy Armor skill is level 30 or higher, [[Skyrim:Guard Dialogue#Reactions to Player's Skill Level|guards]] will begin to say, ''&amp;quot;Best offense is a good defense, am I right?&amp;quot;''&lt;br /&gt;
* Reflect Blows will not reduce damage taken. When it triggers, a melee attacker will take the full damage dealt to you, but you will still take that damage. You are only now sharing it.&lt;br /&gt;
* Heavy armor obviously protects better than light armor, but at the expense of being heavier in terms of carrying weight and giving a penalty to movement. The movement penalty lessens as the skill goes up, and the ''Conditioning'' perk eliminates both drawbacks. However, heavy armor is also noisier to move in than light armor, so it always adds a penalty to stealth. The ''Silence'' perk of the [[Skyrim:Sneak|Sneak]] skill eliminates this drawback, as does the [[Skyrim:Muffle|Muffle]] spell/enchantment. The weight and movement penalties can also be compensated with the [[Skyrim:The Steed Stone|Steed Standing Stone]], so it's a possible alternative until the ''Conditioning'' perk is achieved, or replaced entirely if the player does not wish to spend a perk point.&lt;br /&gt;
* Heavy Armor is the only skill that can directly modify unarmed attacks by way of the ''Fists of Steel'' perk.  The perk modifies the damage done by unarmed attacks by the worn gauntlets' base armor rating, unmodified by perks, enchantments, or skill levels. This means Daedric gauntlets only add 18 damage to your unarmed attacks no matter what. The Khajiit ''Claws'' racial ability should be on par with the Orcish gauntlets (15 base armor rating). The ''Claws'' ability stacks with this perk (so ''Claws'' + 100% base armor rating of gauntlets + base damage = damage). Making use of the [[Skyrim:Fortify Unarmed Damage|Fortify Unarmed Damage]] enchantment will further raise the damage done with fists.&lt;br /&gt;
* Note that when leveling up heavy armor, you HAVE to take damage from an outside source (i.e ''Equilibrium'' (Alteration skill) does not level up your armor) and the amount of damage will dictate the amount of experience you gain (NOT the number of hits you take). One way of leveling up Heavy Armor is by fighting giants. From a starting level of 15, by training against a giant you can reach a level of over 50+ within 5 mins of getting bludgeoned, provided you don't die. A Restoration spell (''Healing'', ''Grand Healing'', etc) would be most helpful while training. Note that at early levels try to avoid the giant's ground shatter attack with his club, unless you have a lot of Health to spare.&lt;br /&gt;
** A far slower way is to brawl with good enough armor (and/or health-regeneration enchantments) that you can survive indefinitely. It takes about 20 minutes to gain the final level (99 to 100), but lower levels will be faster.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Bug|With the ''Conditioning'' perk, when you carry more weight than you could without the perk, and you save a game, upon loading from inside the game, you will be over-encumbered (as if you didn't have the perk) until you open your inventory. This typically occurs only after an event, such as your death, removing all of your active effects. If you die and then quickload, you may become affected by this bug until you relaunch the game. The same behavior can be observed with the Steed Stone effect which is identical to ''Conditioning'' and the Light Armor perk ''Unhindered''.|vn=1}}&lt;br /&gt;
{{Bug|Ebony armor is affected by the Light Armor perk ''Unhindered'' instead of the Heavy Armor perk ''Matching Set''.|USKP|1.0}}&lt;br /&gt;
{{Bug|When wearing an ebony helmet in third person, you may notice that your character's shadow does not have a head.|USKP|1.2.2}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Fortify_Fatigue&amp;diff=1049379</id>
		<title>Oblivion:Fortify Fatigue</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Fortify_Fatigue&amp;diff=1049379"/>
		<updated>2012-10-31T06:59:28Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Effects Summary&lt;br /&gt;
|image=OB-icon-Fortify.png&lt;br /&gt;
|school=Restoration&lt;br /&gt;
|type=Defensive&lt;br /&gt;
|id=FOFA&lt;br /&gt;
|cost=0.04&lt;br /&gt;
|barter=25&lt;br /&gt;
|avail=[[Oblivion:List of Spells by Effect#Fortify Fatigue|Spells]]&amp;lt;br&amp;gt;[[Oblivion:Alchemy_Effects#Fortify_Fatigue|Custom Potions]]&amp;lt;br&amp;gt;[[Oblivion:Potions#Fortify_Fatigue|Built-In Potions]]&amp;lt;br&amp;gt;[[Oblivion:Scrolls#Fortify Fatigue|Scrolls]]&amp;lt;br&amp;gt;[[Oblivion:Enchanting#Fortify Fatigue|Sigil Stones]]&amp;lt;br&amp;gt;[[Oblivion:Generic Magic Apparel#Fortify Fatigue|Apparel]]&lt;br /&gt;
|syntax=Fortify Fatigue M points for D seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Fortify Fatigue'' increases the target's [[Oblivion:Fatigue|Fatigue]] level by '''M''' points for '''D''' seconds. Remember, the more ''Fatigue'' you have, the better you are at combat. Swinging heavy weapons requires a lot of ''Fatigue'' points and therefore all fighter-type characters should consider creating at least one custom spell with this effect.&lt;br /&gt;
&lt;br /&gt;
Fortifying your Fatigue will make the damage you do with your attacks lower at slower rate. For more details, see [[Oblivion:The Complete Damage Formula|The Complete Damage Formula]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This effect can be gained for [[Oblivion:Spell Making|spell making]] and [[Oblivion:Enchanting|enchanting]] via [[Oblivion:List of Spells by Effect#Fortify Fatigue|spells]], choosing the [[Oblivion:Orc#Traits|Orc]] race, or the [[Oblivion:Dragon_Stone|Dragon Stone]] Doomstone.&lt;br /&gt;
* If you have a Fortify Fatigue effect active and less Fatigue than the magnitude of the Fortify Fatigue effect, when the Fortify Fatigue effect expires your character will fall down because of the negative Fatigue.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Sections:&lt;br /&gt;
* '''[[Oblivion:Magical Effects#Restore vs Fortify vs Absorb|Restore vs Fortify vs Absorb]]''': A comparison of these similar effects.&lt;br /&gt;
&lt;br /&gt;
Related effects:&lt;br /&gt;
* [[Oblivion:Absorb Fatigue|Absorb Fatigue]], [[Oblivion:Damage Fatigue|Damage Fatigue]], [[Oblivion:Drain Fatigue|Drain Fatigue]], [[Oblivion:Restore Fatigue|Restore Fatigue]]&lt;br /&gt;
* [[Oblivion:Fortify Attribute|Fortify Attribute]], [[Oblivion:Fortify Health|Fortify Health]], [[Oblivion:Fortify Magicka|Fortify Magicka]], [[Oblivion:Fortify Skill|Fortify Skill]]&lt;br /&gt;
&lt;br /&gt;
==Alchemy Ingredients==&lt;br /&gt;
The following alchemy ingredients can be used to create a potion of Fortify Fatigue:&lt;br /&gt;
{{Ingredients By Effect}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Marksman&amp;diff=1046050</id>
		<title>Oblivion:Marksman</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Marksman&amp;diff=1046050"/>
		<updated>2012-10-26T03:10:03Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Mastery Perks */ no opinions for wiki, it's a bad idea anyways, switching weapon takes time, just shoot it some more while backing up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=MarksmanTitle.gif&lt;br /&gt;
|Attrib=Agility&lt;br /&gt;
|Special=Stealth&lt;br /&gt;
|ExTrail=[[Oblivion:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''Marksman''' is the art of using [[Oblivion:Bow|bows]] and [[Oblivion:Ammunition|arrows]]. There are no crossbows or other ranged weapons in the game. While the trajectory of the arrow is predetermined and marksman skill doesn't change your accuracy, it significantly increases the damage of a ranged attack.&lt;br /&gt;
&lt;br /&gt;
==Mastery==&lt;br /&gt;
===Mastery Perks===&lt;br /&gt;
* A '''Novice''' suffers normal fatigue loss when drawing a bow.&lt;br /&gt;
* An '''Apprentice''' suffers no fatigue loss when drawing a bow.&lt;br /&gt;
* A '''Journeyman''' has the ability to zoom when drawing a bow by holding the ''block'' button.&lt;br /&gt;
** This can be particularly useful in dark environments, like caves or outdoors at night.&lt;br /&gt;
* An '''Expert's''' successful hit has a 5% chance of ''knockdown''.*&lt;br /&gt;
** This is especially useful against melee fighters, since it will send them flying back, providing you more time to do some damage.&lt;br /&gt;
* A '''Master's''' successful hit has a 5% chance of [[Oblivion:Paralyze|paralysis]]. This [[Oblivion:Paralyze|Paralyze]] effect ignores [[Oblivion:Resist Paralysis|Resist Paralysis]].&lt;br /&gt;
&lt;br /&gt;
* While the melee-oriented skills of [[Oblivion:Blade|Blade]], [[Oblivion:Blunt|Blunt]], and [[Oblivion:Hand to Hand|Hand to Hand]] require a slower ''power attack'' to deliver knockdown/paralysis effects, an Expert/Master marksman simply uses their normal attack to deliver those same effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;While the expert marksman perk only has a base 5% chance of knockdown there are other factors that affect knockdown chances. Specifically if your target has a high agility you will be less likely to knock them down (this does not however alter the base 5% chance added by the perk) and if your weapon has a high damage you are more likely to achieve a knockdown. Therefore in effect the chance of knocking your target down can vary although it will never go below five percent.&lt;br /&gt;
&lt;br /&gt;
===Skill Benefits===&lt;br /&gt;
&lt;br /&gt;
Improving your marksman skill increases the [[Oblivion:The Complete Damage Formula|damage]] that you do, as reflected in the damage shown for bows and arrows in your inventory.&lt;br /&gt;
&lt;br /&gt;
===Skill Increases===&lt;br /&gt;
The only way to increase your skill level is to successfully hit a living target.  You gain 0.8 experience points per successful hit, regardless of damage inflicted.  The archery targets found at most [[Oblivion:Fighters Guild|Fighters Guilds]], the [[Oblivion:arena (building)| Imperial City Arena Bloodworks]], and some wilderness inns can be useful to learn how to shoot more accurately, but do not give you experience points.&lt;br /&gt;
&lt;br /&gt;
General tips on how to increase your marksman skill are provided at [[Oblivion:Increasing Skills#General  Combat Strategies|General Combat Strategies]].&lt;br /&gt;
&lt;br /&gt;
Some useful techniques specifically for marksmanship are:&lt;br /&gt;
* [[Oblivion:Summon|Summon]] a creature for target practice. Most creatures absorb the arrows, and you will not be able to loot them afterwards to get your shot arrows back. There are some notable exceptions of creature types where the arrows will bounce off or fly through the creature (if your bow is not enchanted). [[Oblivion:Skeleton|Skeletons]], [[Oblivion:Undead#Ethereal Undead|Ethereal Undead]] and [[Oblivion:Daedra|Atronachs]] are good targets for this purpose. &lt;br /&gt;
&lt;br /&gt;
* The horse [[Oblivion:Shadowmere|Shadowmere]], obtained through the [[Oblivion:Dark Brotherhood|Dark Brotherhood]] questline, can also be useful for target practice, as she is always essential and will never turn hostile towards you.&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
* '''[[Oblivion:Increasing Skills#Agility|Increasing Skills]]:''' Tips on how to improve your skills semi-naturally.&lt;br /&gt;
* '''[[Oblivion:Trainers#Marksman|Trainers]]:''' Pay for marksmanship lessons.&lt;br /&gt;
* {{Quest Link|quest=Marksman Training}}&lt;br /&gt;
* '''[[Oblivion:Skill Books#Marksman|Skill Books]]:''' Books that provide lessons in marksman.&lt;br /&gt;
* '''[[Oblivion:Increasing Attributes#Agility|Increasing Attributes]]:''' Tips on training skills to improve the [[Oblivion:Agility|Agility]] attribute.&lt;br /&gt;
* '''[[Oblivion:Free Skill Boosts|Free Skill Boosts]]:''' One free marksman skill boost (for 2 points) is available by completing the quest [[Oblivion:Whodunit?|Whodunit?]].&lt;br /&gt;
* '''[[Oblivion:Generic_Magic_Apparel|Magic Items]]''': There are multiple generic items with the fortify marksman enchantment.&lt;br /&gt;
* '''[[Oblivion:Unique_Items|Unique Items]]''': A list of unique bows, as well as several unique items that fortify the marksman skill. These do not include [[Oblivion:Leveled_Items|Leveled Items]] such as those received from quests, or [[Oblivion:Artifacts|Artifacts]].&lt;br /&gt;
: Unique items include:&lt;br /&gt;
::*[[Oblivion:Shrouded_Armor|Shrouded Armor]], which is awarded upon joining the [[Oblivion:Dark_Brotherhood|Dark Brotherhood]] after the quest [[Oblivion:A_Knife_in_the_Dark|A Knife in the Dark]]. Amongst other enchantments, the armor fortifies the marksman skill by 8, while the hood fortifies marksman skill by 2.&lt;br /&gt;
::*[[Oblivion:Black_Hand_Robe|Black Hand Armor]] is a unique set consisting of a robe and a hood. Amongst other things the robe fortifies your marksman skill by 11 points, while the [[Oblivion:Unique_Items#Black_Hand_Hood|Black Hand Hood]] fortifies your marksman skill by 4 points.&lt;br /&gt;
::*[[Oblivion:Cowl_of_the_Druid|Cowl of the Druid]] is a unique hood which can be obtained from [[Oblivion:Borba_gra-Uzgash|Borba gra-Uzgash]] in [[Oblivion:Borba's_Goods_and_Stores|Borba's Goods and Stores]]. Amongst other enchantments, the hood fortifies your marksman skill by 5 points.&lt;br /&gt;
::*[[Oblivion:Ring_of_the_Gray|Ring of the Gray]] is a reward for completing the quest [[Oblivion:The_Rosethorn_Cache|The Rosethorn Cache]]. Amongst other enchantments the ring fortifies your marksman skill by 5 points.&lt;br /&gt;
&lt;br /&gt;
===Dialogue===&lt;br /&gt;
When your skill reaches 70 or higher, NPCs will start saying: &amp;quot;You have the eyes of a trained marksman.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
The following races provide initial skill bonuses in marksman:&lt;br /&gt;
* +5 bonus: [[Oblivion:Dunmer|Dunmer]]&lt;br /&gt;
* +10 bonus: [[Oblivion:Bosmer|Bosmer]]&lt;br /&gt;
&lt;br /&gt;
The following standard classes include Marksman as a major skill:&lt;br /&gt;
* [[Oblivion:Classes#Acrobat|Acrobat]], [[Oblivion:Classes#Agent|Agent]], [[Oblivion:Classes#Archer|Archer]], [[Oblivion:Classes#Assassin|Assassin]], [[Oblivion:Classes#Monk|Monk]], [[Oblivion:Classes#Thief|Thief]], [[Oblivion:Classes#Witchhunter|Witchhunter]]&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Archery requires both a '''bow''' and an '''arrow''', both of which must be equipped in your inventory to be able to loose a shot.  The total damage done is the sum of the damage due to the bow and the damage due to the arrow.  Both bows and arrows can be '''enchanted''', although [[Oblivion:Enchanting|custom enchantments]] are only possible for bows.  '''[[Oblivion:Poison|Poison]]''' can also be used to increase archery damage; poison is only applied to the bow.&lt;br /&gt;
&lt;br /&gt;
Enemies who are [[Oblivion:Resist Normal Weapons|immune to normal weapons]] can be hurt with silver, daedric or magical arrows, or with ''any'' arrows shot from a silver, magical or daedric bow.  Poison can also be used; note that even enemies who are immune both to poison and normal weapons (like [[Oblivion:Ghost|ghosts]]) will be hurt by poisoned normal arrows (although the poison effect will be resisted).&lt;br /&gt;
&lt;br /&gt;
===Bows===&lt;br /&gt;
[[Oblivion:Bow|Bows]], like all other weapons, can be made of various materials ranging from Rusty Iron (the poorest quality and least damage) to Daedric (the best quality and most damage). A wide range of [[Oblivion:Generic Magic Weapons|enchanted bows]] can be also be obtained; [[Oblivion:Enchanting|custom enchantments]] are also possible.&lt;br /&gt;
&lt;br /&gt;
Here is a short list of some notable bows.&lt;br /&gt;
*Black bows are the best bows available at level 1.  They can be obtained from [[Oblivion:Rockmilk Cave|Rockmilk Cave]], with or without completing the related quest, [[Oblivion:Knights of the White Stallion (quest)|Knights of the White Stallion]].&lt;br /&gt;
*[[Oblivion:Bound Weapon|Bound bows]] can be acquired using [[Oblivion:List of Spells by Effect#Bound Weapon|spells]] or from [[Oblivion:Magical Stones#Sidri-Ashak Rune Stones|Sidri-Ashak Rune Stones]]. By using the [[Oblivion:Exploitable Glitches#Permanent Bound Item|permanent bound item glitch]] you can get a good bow (better than elven) that is weightless, works on creatures who are [[Oblivion:Resist Normal Weapons|immune to normal weapons]], and can be enchanted. &lt;br /&gt;
*[[Oblivion:Hatreds Soul|Hatreds Soul]] is the strongest bow in the game if acquired at a high level. Even when uncharged the level 19+ version is stronger than a daedric bow and much lighter. Found in [[Oblivion:Random Oblivion World 2|Random Oblivion World 2]]. &lt;br /&gt;
&lt;br /&gt;
In order to use '''[[Oblivion:Potions#Poisons|poison]]''', you apply the poison to the bow.  Therefore, the bow you wish to use must currently be your equipped weapon.  Select the poison you wish to use from your inventory, and you will be asked whether you wish to poison the bow.  Because the poison is applied to the bow, you can still switch arrows, and the poison effect will remain. It will be added only to the next arrow you shoot from that bow. If you miss your shot, the dose of poison is lost (the arrow on the ground is not poisoned anymore).&lt;br /&gt;
&lt;br /&gt;
Have in mind, that every arrow shot from the bow (no matter if it hits or misses), damages the bow, making it less effective, with the exception of the PS3 version of the game.&lt;br /&gt;
&lt;br /&gt;
===Arrows===&lt;br /&gt;
[[Oblivion:Ammunition|Arrows]] also come in many materials, ranging from Iron to Daedric.  When you equip a quiver of arrows, those arrows stay equipped even if you use a melee weapon, so hotkeying your arrows is not necessary.  If you wish to rapidly change arrows (i.e. from one enchantment to another), however, hotkeys can be useful.  When you run out of the specific type of arrows that are equipped you will no longer be able to use your bow, until you select another type of arrow from your inventory.&lt;br /&gt;
&lt;br /&gt;
Custom enchantments for arrows are not possible.  However, you can find [[Oblivion:Ammunition#Magic|enchanted arrows]] in loot and purchase them from merchants (as with all items, the best quality ones can only be found in loot, not purchased).  If you have the [[Oblivion:Mehrunes' Razor|Mehrunes' Razor]] [[Oblivion:Official Plug-ins|official plug-in]] many arrows can be found there.  The fletcher, once purchased, in the [[Oblivion:Thieves Den|Thieves Den]] [[Oblivion:Official Plug-ins|official plug-in]] also sells a variety of enchanted arrows.&lt;br /&gt;
&lt;br /&gt;
===Enchantments===&lt;br /&gt;
The best enchantments to use on your bows and arrows depend upon the desired effect.&lt;br /&gt;
* For '''maximum damage''', [[Oblivion:Elemental Damage|Elemental Damage]] can be very effective, in particular if you choose an element for which your target has a natural [[Oblivion:Creature_Resistances|weakness]]. When combined with arrows dealing damage with the same element, the effects are particularly pronounced.&lt;br /&gt;
* '''[[Oblivion:Absorb Health|Absorb Health]]''' works with bows, but the Marksman must be within melee range for the Absorb effect to be successful.  It appears the developers intended to limit the range of Absorb effects, but did not remove them from the list of possible &amp;quot;on Strike&amp;quot; effects for bow enchanting.  Currently, further testing is required, and the exact maximum range is unknown.&lt;br /&gt;
* Try a '''[[Oblivion:Burden|Burden]]''' or '''[[Oblivion:Drain Strength|Drain Strength]]''' enchantment, which if strong enough can freeze your target in place, allowing you to get in multiple easy shots.&lt;br /&gt;
* Soul trap for at least 1 sec is very useful for keeping your enchanted bow fully charged.&lt;br /&gt;
&lt;br /&gt;
===Custom Spells===&lt;br /&gt;
Proper use of magic may allow you to do more damage to an opponent. Ideally, you want to make a custom spell that weaken your target while strengthening yourself.&lt;br /&gt;
&lt;br /&gt;
Here are some good effects you may want to consider using for your custom spell; make sure the effects last long enough for your arrow to find its target:&lt;br /&gt;
[[Oblivion:Weakness to Magic|Weakness to Magic]], weakness to elemental damage, [[Oblivion:Drain Health|Drain Health]] , [[Oblivion:Paralyze|Paralyze]], all on target.&lt;br /&gt;
[[Oblivion:Fortify Skill|Fortify Marksman]] and [[Oblivion:Invisibility|Invisibility]], both on self.&lt;br /&gt;
&lt;br /&gt;
Tailor the spell for the bow you plan to use. Weakness to magic is an obvious choice for any enchanted bow while elemental damage needs to be tailored to your specific bow. Drain health gives a useful extra boost while paralyze can make sure your target remains in place long enough for you to hit him with an arrow.&lt;br /&gt;
Fortify marksman makes your attack even deadlier (fortify agility and luck may also help here) while invisibility makes sure you remain undetected.&lt;br /&gt;
&lt;br /&gt;
==Using a Bow and Arrow==&lt;br /&gt;
It is worth practicing using your bow and arrow on a practice target to learn how to aim; this will not improve your character's marksman skill, but will allow you to learn how to aim.  Since arrows fly in a ballistic curve, you need to aim somewhat higher than your target (depending upon the distance). You should practice this at an archery range such as the one behind the [[Oblivion:Chorrol|Chorrol]] [[Oblivion:Fighters Guild|Fighters Guild]]. Since arrows only travel so quickly you will also need to give mobile targets some space between where you are shooting and where the target currently is. The idea is to shoot where your target is going to be, not where it is.&lt;br /&gt;
&lt;br /&gt;
Position yourself a good distance from the target (e.g., the distance 3-4 seconds of running backwards takes you).  Press and hold the attack button; a quick press and release will only drop the arrow immediately in front of you. Aim your crosshairs slightly above where you want to hit – for the target practice, this means about the top of the red circle. Against an actual person, depending on how far away you are you will aim for their head or above; remember that arrows will drop as they fly. Release the attack button, and watch the arrow fly!&lt;br /&gt;
&lt;br /&gt;
Before you leave to check on where you hit, mark your location with a piece of dropped equipment. That way you can keep practicing from the same distance and improve your aim. Go and see where your arrow is. If it is stuck in low, aim higher and try again. If it’s too high, aim lower. Keep practicing until you get it right, and try and remember how far the target is. When you’re shooting at an enemy, knowing the distance and how high above your target you have to aim is essential. Keep on practicing farther and farther back, marking your place with equipment to aid you. The best part about this kind of practice is that you can retrieve your arrows afterwards, so you aren’t wasting any.&lt;br /&gt;
&lt;br /&gt;
Note that while you are holding the attack button (i.e., have the string drawn on your bow), you can perform many actions (apply poisons, drink potions, open doors etc.). The list of things that cannot be done is much shorter:&lt;br /&gt;
*You cannot cast spells while in this position.&lt;br /&gt;
*Blocking is impossible with a drawn bow. Blocking with a bow is only possible if you don't have an arrow nocked on the string.&lt;br /&gt;
*A Novice of [[Oblivion:Acrobatics|Acrobatics]] cannot jump while an arrow is nocked.&lt;br /&gt;
*If you have an arrow drawn on your bow, you can initiate conversations with an NPC but if it is the NPC that tries to start a conversation, the arrow is released and you may end up shooting the person if you're facing them.&lt;br /&gt;
*You cannot remove or equip new armor or weapons.&lt;br /&gt;
&lt;br /&gt;
If you access the '''inventory''' just remember to hold the attack button while entering and leaving it; while in the inventory you can release the attack button.  Since the game is paused while you are in your inventory, it is easy to apply poison to multiple successive rapid shots. Or you could simply hotbar poisons for quicker archery.&lt;br /&gt;
&lt;br /&gt;
There are three ways you can remove a nocked arrow from a drawn bow, preserving the enchantment charge or poison on the weapon.&lt;br /&gt;
*First, you can initiate a conversation with an NPC: exiting from the conversation will return your bow to a resting state (be sure to release the attack button before exiting the conversation, or you'll nock the arrow again). The limitation of this technique is that you must first find an NPC who is willing to talk.&lt;br /&gt;
*Secondly, a Journeyman of Acrobatics can disarm their bow by using the Dodge feature. There is the sound of an arrow being shot off, but a look at your ammunition and/or enchantment charges should show that no shot was actually taken.&lt;br /&gt;
*Thirdly, when you are staggered or knocked down by a hit while an arrow is nocked. Generally, this will happen in a situation where you may have preferred shooting the arrow off rather than keeping it.&lt;br /&gt;
&lt;br /&gt;
The bow is virtually useless '''underwater''' and against underwater enemies.  Although you can fire a shot, the arrow drops almost immediately; even if you are close enough to make contact with your enemy, very little damage is inflicted. Using a bow while swimming is also unreliable and difficult. However, archery while [[Oblivion:Water Walking|Water Walking]] is perfectly possible and can be a powerful tactic.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
The ideal situation for an archer is: one arrow, one kill.  Not only do you not waste any ammunition, but there is no worry about defending yourself from your target's retaliation.  Early in the game, the [[Oblivion:Sneak|sneak]] attack bonus can be sufficient to kill most creatures with one shot.  Higher-level enemies can be much more difficult to kill however.&lt;br /&gt;
&lt;br /&gt;
===Sniper Tips===&lt;br /&gt;
* Be patient: don’t try and make a shot if the target is wandering about. Wait until you know their routine, how long they stop walking for, and what way they’re facing.&lt;br /&gt;
* Remain undetected: wait until your target is far enough away from other enemies that loosing your shot will not attract anyone else's attention.&lt;br /&gt;
* Use enchantments: combine an elementally enchanted bow with damage-enchanted arrows for best effect.&lt;br /&gt;
* Use poisons: brew your own damage health poisons to use on your arrows.&lt;br /&gt;
* Remember that you can combine the sneak bonus, arrow enchantment, bow enchantment and multi-effect poison for a large amount of damage.&lt;br /&gt;
* A headshot does not do any additional damage to the target, so your priority should be simply hitting your enemy.&lt;br /&gt;
&lt;br /&gt;
===Melee Enemies===&lt;br /&gt;
This can be the most difficult type of enemy to deal with as a marksman. Your best bet is to start off in [[Oblivion:Sneak|sneak]] mode. Getting that extra 3x damage is essential for the long-range character.  Try to position yourself with lots of obstacles between you and your targets to hinder their advance. Continue to shoot as they run towards you to cause as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
If you have enough room, especially against slow opponents, try '''kiting''' (running backwards while continuing to shoot).  If your [[Oblivion:Acrobatics|acrobatics]] skill is at least 50, you can hold block and press back and jump:  you will backflip very quickly out of the way and put more distance between you and your enemies.  If you are cornered, prepare to pull out a backup melee weapon.  Hopefully, you will have done enough damage already that you can quickly finish them off.&lt;br /&gt;
&lt;br /&gt;
If there are multiple melee enemies, there are two main options:&lt;br /&gt;
* Bows and arrows with '''area effect''' damage enchantments (e.g., [[Oblivion:Ammunition#Fire Damage|Arrow of Immolation]] (65 fire damage in 10 feet), [[Oblivion:Ammunition#Shock Damage|Stormcall Arrow]], etc.) can be shot into a group, doing wonders to even the odds.  After a couple of shots, any remaining enemies will be significantly weakened.&lt;br /&gt;
* Or, shoot a single arrow from the shadows at the closest enemy, then lure that one enemy to an out-of-the-way location so you can dispatch them at your leisure. Repeat until all enemies have been dispatched.&lt;br /&gt;
&lt;br /&gt;
Occasionally, these tactics will lead to you getting swarmed by many large and intimidating foes. Should this occur, simply use every archer’s fallback: [[Oblivion:Invisibility|Invisibility]].  For example,  [[Oblivion:Potions#Invisibility|weak potions of invisibility]] are fairly priced; each one will give you 15 seconds of respite, allowing you to make your escape and come back to the battle on your own terms.&lt;br /&gt;
&lt;br /&gt;
Melee enemies could actually be the easiest enemies to deal with if you could take advantage of the terrain. Since their weapons have limited range, go to places where they would not be able to attack you while you can still shoot arrows at them. For example, you could jump on top of ledges, walls or big rocks. If a place like this is far away, you could lure the enemy to the place.&lt;br /&gt;
&lt;br /&gt;
===Magical Enemies===&lt;br /&gt;
As before, your best bet is to begin in sneak mode and try to get in a good first strike. Mages rarely wear armor, so a one-hit kill is a definite possibility. It is often unnecessary to use poison on the first enemy.&lt;br /&gt;
&lt;br /&gt;
Even though mages usually have a low amount of health you may not always be able to kill them before they spot you. [[Oblivion:Silence|Silence]] spells or arrows are particularly helpful, but beware that some mages are also quite adept at melee combat.&lt;br /&gt;
&lt;br /&gt;
If you fail to silence them, just strafe or dodge (for a journeyman of [[Oblivion:Acrobatics|Acrobatics]]) out of the way of their offensive spells and keep shooting.  If a mage succeeds in [[Oblivion:Summon|summoning]] a creature, do your best to ignore the summon. Once the mage dies, the creature will vanish. If the creature gets close or is blocking your shot, use [[Oblivion:Invisibility|invisibility]] to reposition and get a better angle for your shot.&lt;br /&gt;
&lt;br /&gt;
===Archer Enemies===&lt;br /&gt;
As always, the first arrow should be shot from sneak mode for the damage bonus. When the archer notices you, they will usually come a bit closer and then start shooting arrows at you. The general pattern of the archer is to nock and shoot an arrow, then strafe back and forth so you can’t get a bead on them before aiming and shooting again. You can waste a lot of arrows shooting at these jokers if you’re not ready for their dodging tactics.&lt;br /&gt;
&lt;br /&gt;
The best option available is to only shoot when they make ready an arrow. Draw your bow back and wait as they strafe. When they pull out an arrow, shoot and prepare to do some strafing of your own. Typically, archers won’t shoot when you’re strafing, so pause briefly and give them something to shoot at before sidestepping the arrow. If you are a journeyman in acrobatics, then you may be able to get two arrows away at them before their one arrow gets to where you are. When they stop moving and pull out an arrow, shoot the first arrow and immediately shoot the second. Then go into a side roll (hold block and hit strafe and jump) and avoid the arrow just in time. It takes good timing and lots of practice, but is incredibly satisfying to pull off.&lt;br /&gt;
&lt;br /&gt;
When their bows break (archer NPCs NEVER run out of arrows) or they're just plain frustrated, archers will drop their bow and pull out a secondary weapon (usually a dagger); their blade skill is usually poor, so you don't need to worry about their dagger too much.&lt;br /&gt;
&lt;br /&gt;
Good enchantments for fighting archers (besides the standard damage enchantments) are hard to come by. Using a [[Oblivion:Calm|Calm]] enchantment will get them to put their bow away and stop dodging however, which can be very convenient.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
The following table provides the messages that are displayed when your Marksman skill levels up.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Level !! Message&lt;br /&gt;
|-&lt;br /&gt;
| Apprentice ||     The twang of the bow and the scraping of arrow fletchings are quite familiar to you. As a new Apprentice Marksman, holding the bowstring with a nocked arrow no longer fatigues you.&lt;br /&gt;
|-&lt;br /&gt;
| Journeyman ||     The twang of the bow and the scraping of arrow fletchings are quite familiar to you. As a new Journeyman Marksman, your vision focuses in on the target if you hold block with an arrow nocked.&lt;br /&gt;
|-&lt;br /&gt;
| Expert ||     The twang of the bow and the scraping of arrow fletchings are quite familiar to you. As a new Expert Marksman, your arrows now have a chance to knock down your opponent.&lt;br /&gt;
|-&lt;br /&gt;
| Master ||     The twang of the bow and the scraping of arrow fletchings are quite familiar to you. As a new Master Marksman, your arrows now have a chance to paralyze your opponent.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Remember to pull the string all the way (hold attack button), the damage caused will be much stronger and range much greater, while the time increases only slightly. You can also time the attack more accurately (the arrow is released the moment you release the button.)&lt;br /&gt;
* Enemies can't jump! If you find a spot that can only be reached by jumping, enemies without ranged weapons/spell can be attacked with impunity.  Before you attack, check if the spot is really available (some convenient sniper spots are surrounded with invisible walls).&lt;br /&gt;
* You can (poorly) block attacks with the bow.&lt;br /&gt;
* When shooting from far away while in [[Oblivion:Sneak|sneak]] mode, switch to a melee weapon right after shooting your bow and before the arrow has hit its target: then the melee weapon and not the ranged weapon damage multiplier applies (4x or 6x instead of 2x or 3x) - double the deadliness of your shots!&lt;br /&gt;
*The [[Oblivion:Sneak|sneak]] mode bonus is applied if you are in [[Oblivion:Sneak|sneak]] mode and undetected at the moment that the arrow hits its mark. So if you have been spotted, firing an arrow, and then moving to cover in sneak mode can result in the enemy losing track of you and the arrow getting the sneak bonus anyway. (This works best with high levels of sneak)&lt;br /&gt;
:*This can also be used to make arrows fired from the regular standing position count as sneak attacks, just release the arrow, then go into [[Oblivion:Sneak|sneak]] mode. Assuming you're undetected when the arrow hits its mark, you will get the bonus. (This works best with high levels of sneak)&lt;br /&gt;
* Once your {{Renown}} reaches 40, you can visit the [[Oblivion:Magical Stones#Sithian Stone|Sithian Stone]] to receive the greater power ''Sithian Web''.  One of several benefits of this power is that it [[Oblivion:Fortify Skill|fortifies]] your marksman skill 20 points once a day for 120 seconds.&lt;br /&gt;
*After your enemy is dead, check its inventory for arrows you have shot at it, which you can retrieve for re-use. Some will be missing however, presumably too damaged to be used again. Enchanted arrows cannot be retrieved.&lt;br /&gt;
:*Arrows will not stick into skeletons, ghosts or atronachs, and they will fall to the ground after damaging those enemies. These arrows can be retrieved.&lt;br /&gt;
:*If you use a silver or daedric bow, then any kind of arrow will damage and be absorbed by ghosts. If you are not using a silver or daedric bow, then you can use silver or daedric arrows to achieve the same effect.&lt;br /&gt;
*It is possible to retrieve a missed enchanted arrow, providing you can reach the arrow quickly enough. Otherwise, it will disappear and essentially be deleted. &lt;br /&gt;
*A handy way to get free arrows is to watch NPC archers practice, retrieve the arrows that the NPC shot and keep the arrows for yourself.&lt;br /&gt;
*Another way to get free arrows is to let NPC enemies (especially guards as they have silver arrows at all levels) shoot at you, sidestepping everything all the while.&lt;br /&gt;
*A somewhat less handy, but more convenient, way to get free arrows is to be hit by an enemy archer's shot. Sometimes, arrows that strike you will be added directly to your inventory, without having to pick them up. Note that if you're close to your weight limit, this can cause you to become over-encumbered unexpectedly.&lt;br /&gt;
*As stated above, Absorb effects(Health, Magicka, Fatigue, Skills, Stats), although available for custom enchantments on Bows, are broken by range limitation on the magical effect itself.  Currently there are no patches which address this issue, either by removing the effects from the enchanting list, or extending the range.  The maximum range is unknown. {{VN|This obviously needs checking. In addition to the two notes on this page, there are notes on the [[Oblivion:Absorb Health|Absorb Health]], [[Oblivion:Absorb Attribute|Absorb Attribute]], [[Oblivion:Absorb Fatigue|Absorb Fatigue]], [[Oblivion:Absorb Magicka|Absorb Magicka]] and [[Oblivion:Absorb Skill|Absorb Skill]] pages.}}&lt;br /&gt;
{{Skills in Oblivion}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Lost_Histories&amp;diff=1037256</id>
		<title>Oblivion:Lost Histories</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Lost_Histories&amp;diff=1037256"/>
		<updated>2012-10-11T20:08:36Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Notes */ &amp;quot;a guy&amp;quot; is gender neutral&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Thieves Guild}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:S'Krivva|S'Krivva]] in [[Oblivion:Bravil|Bravil]]&lt;br /&gt;
|Icon=OB-qico-ThievesGuild.png&lt;br /&gt;
|Reward=400 gold&lt;br /&gt;
|Fame=Infamy +2&lt;br /&gt;
|ID=TG06Atonement&lt;br /&gt;
|Prev=[[Oblivion:Misdirection|Misdirection]], 400 gold fenced&lt;br /&gt;
|Next=[[Oblivion:Taking_Care_of_Lex|Taking Care of Lex]]&lt;br /&gt;
|Loc=[[Oblivion:Skingrad|Skingrad]]&lt;br /&gt;
|Image=OB-quest-Lost Histories.jpg&lt;br /&gt;
|ImgDesc=The plot thickens, as does the blood trail...&lt;br /&gt;
|description=Finish a job from which a [[Oblivion:Theranis|guildmate]] has not returned.&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
#After fencing 400 gold in stolen items, talk to [[Oblivion:S'Krivva|S'Krivva]] &lt;br /&gt;
#Travel to Skingrad to locate the missing thief [[Oblivion:Theranis|Theranis]] and the book ''[[Oblivion:Lost Histories of Tamriel|Lost Histories of Tamriel]]''&lt;br /&gt;
#Follow Theranis' trail in Skingrad to Castle Skingrad's dungeon&lt;br /&gt;
#Discover Theranis' grisly fate&lt;br /&gt;
#Free a familiar face and retrieve the book&lt;br /&gt;
#Return to S'Krivva for your reward&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===The Missing Thief===&lt;br /&gt;
After fencing items until you've received at least 400 gold from your illicit dealings, speak to [[Oblivion:S'Krivva|S'Krivva]] in [[Oblivion:Bravil|Bravil]]. She will tell you that another thief, [[Oblivion:Theranis|Theranis]], was sent to steal the book ''[[Oblivion:Lost Histories of Tamriel|Lost Histories of Tamriel]]'' from a wizard in Castle Skingrad.  You have to recover the book for the Gray Fox, with or without Theranis.&lt;br /&gt;
&lt;br /&gt;
Travel to Skingrad and talk to any of the beggars to discover that Theranis has been arrested after drunkenly bragging about stealing the book at a Skingrad tavern. You will have to get into Skingrad dungeon to talk to him.&lt;br /&gt;
&lt;br /&gt;
===Visit the Prisoner===&lt;br /&gt;
Upon travelling to Castle Skingrad and locating the dungeon it becomes obvious that talking to Theranis won't be a simple task. The door to the cells in the dungeon is locked and the guard posted outside cannot be bribed to gain access.  Raising the guard's disposition to get him to accept the bribe will not work.&lt;br /&gt;
&lt;br /&gt;
Talking to the guard will allow you to glean the information that Castle Skingrad's butler, [[Oblivion:Shum_gro-Yarug|Shum gro-Yarug]], is looking to hire staff.&lt;br /&gt;
&lt;br /&gt;
You now have several avenues available to gain access to the prisoner's cells:&lt;br /&gt;
*'''Live on the Wages of a Slop-Drudge''':  This is the method suggested by the quest.   After gaining the tip from the guard that the butler at Castle Skingrad is looking to hire staff, track him down and speak to him.  The butler, Shum gro-Yarug, is normally located in the Skingrad County Main Hall, however asking around at the castle will reveal he has a daily schedule he sticks to - he travels to the West Weald Inn at 10:00 AM and then to the Colovian Traders at 12:00 PM.&amp;lt;br&amp;gt;Once you speak to him about gaining a job at the castle, he will tell you his need to hire a new 'slop drudge' to feed the prisoners.  The pay is terrible, and he is genuinely surprised when you choose to accept the job.  Shum will indicate that you can choose to feed the prisoners at any time of the day, and that the guard in the dungeon will open the main door for you. Return to the dungeon and speak to the guard, using the new dialogue option indicating you are the new slop drudge.  The guard will grumble about having to open the door - wishing they would just give you a key - but will oblige, granting you access to the cells.&lt;br /&gt;
&lt;br /&gt;
*'''Break into Jail''':  Sneak or use magic to break into the dungeon.  You can also pickpocket the key from the dungeon guard (particularly easy if you follow the off-duty guard to his barracks and pickpocket him there).  If you fail, however, this method can backfire, for example by causing a fight that injures your cell mate.&lt;br /&gt;
&lt;br /&gt;
*'''Charm the Jail Guard''':  You can raise the disposition of the jail guard as high as possible, using some of the tips provided at the article on [[Oblivion:Disposition|Disposition]]. Work quickly, as the door will eventually re-lock itself.&lt;br /&gt;
&lt;br /&gt;
*'''Trojan Thief''': Get arrested and choose the go to jail option.  To intentionally get arrested, steal a cheap item from a guard.  You should stow away your items in a safe place before attempting this method—just remember to keep a lockpick with you.&lt;br /&gt;
&lt;br /&gt;
*'''Alternate Route''': You can get into the jail cells using the secret back entrance.  Enter the castle via the main hall. Pick the lock on the door to the dining hall area at the top of the main balcony in the alcove next to the long stairs that lead up to the Lord's Chambers. Go down into the basement through the pantry to the left (first door on the right).  At the end of the Wine Cellar hallway, next to a small bedroom, activate the candle on the right to expose the secret tunnel to the prison.&lt;br /&gt;
&lt;br /&gt;
===Inside Man===&lt;br /&gt;
Once you've gained access to the prisoner's cells, it quickly becomes obvious that Theranis is nowhere to be seen.  Only one prisoner is currently a guest of the dungeon, [[Oblivion:Larthjar_the_Laggard|Larthjar the Laggard]], a [[Oblivion:Nord|Nord]] hailing from Imperial City.&lt;br /&gt;
&lt;br /&gt;
Speak to Larthjar and you discover that a &amp;quot;[[Oblivion:Pale Lady|Pale Lady]]&amp;quot; takes prisoners from their cells regularly, and when they've been taken for a third time they don't return.  It seems Theranis has made his third journey with her days ago and she has now taken his [[Oblivion:Argonian|Argonian]] cell-mate. Larthjar indicates that the Argonian put up a struggle and he was bleeding when he was taken. &lt;br /&gt;
&lt;br /&gt;
Looking around the other cells you will notice that there is a trail of blood leading to a blank wall. A macabre 'trail of breadcrumbs'...&lt;br /&gt;
&lt;br /&gt;
===The Trail of Blood===&lt;br /&gt;
The trail of blood ends at the wall at the end of the passageway between the prisoner's cell.  Looking around the wall you will notice that the sconce to the right of the wall marked as a &amp;quot;Strange Candle&amp;quot; can be activated - opening a secret passage.&lt;br /&gt;
&lt;br /&gt;
Following the trail of blood through a roughly hewn tunnel will lead you to another wall, this time with a lever on the left.  Activating the lever opens the wall, leading back into the halls of Castle Skingrad.&lt;br /&gt;
&lt;br /&gt;
The trail of blood continues to the Skingrad wine cellar (the very one Shum gro-Yarug said he better not catch you in if you took the slop drudge job). The trail ends at a large wine cask - but logic dictates finding a switch to open yet another secret door.  Looking around the other wine cask to the right where blood is also present will allow you to find another 'strange candle' switch - activate this to open the wine cask.&lt;br /&gt;
&lt;br /&gt;
===The Pale Lady===&lt;br /&gt;
Following another short hewn passageway will lead you to the hidden chamber with the [[Oblivion:Pale_Lady|Pale Lady]] holding audience in her feeding room.  The Pale Lady will attack you on sight, so take her down quickly and watch out as you can contract [[Oblivion:Porphyric Hemophilia|porphyric hemophilia]] from her.  This is one of the few cases where you are allowed to kill someone while on a Thieves Guild quest; you do not receive any blood price penalty for killing the Pale Lady.&lt;br /&gt;
&lt;br /&gt;
Once the Pale Lady is dead, you can survey the surroundings and will notice the body of Theranis on the floor and an Argonian in a cell.  Looting Theranis' body will activate a quest message - but the book he had stolen is not on his corpse.&lt;br /&gt;
&lt;br /&gt;
Upon speaking to the Argonian prisoner you will discover it is your old acquaintance [[Oblivion:Amusei|Amusei]]! He shares with you his current 'adventures' and indicates that Theranis told him where he hid his 'special treasure'.  &lt;br /&gt;
&lt;br /&gt;
Amusei will agree to tell you where Theranis hid his treasure - which you assume to be the book - if you help him escape.&lt;br /&gt;
&lt;br /&gt;
Alternately, you could sneak behind the Pale Lady, pickpocket the key from her and free Amusei, assuming your sneak skill is high enough. You will want to have an invisibility on target or on touch spell in your inventory for the following to work. Use the spell on Amusei, then make yourself invisible and you can escape from the dungeon without bloodshed. If Amusei seems to get lost, don't worry. Just keep going to the objective marker and he'll reappear upon entering a new cell (when you see the loading screen).&lt;br /&gt;
&lt;br /&gt;
===Get Amusei to Freedom===&lt;br /&gt;
Open the portcullis on Amusei's cell using the [[Oblivion:Secret Cell Key|key]] from the Pale Lady and he will start following you. You have to get out of Castle Skingrad without being detected (sneaking), so check the time of day before starting out - it is best to attempt to escape at around 2 a.m., when all of the castle's inhabitants are asleep.&lt;br /&gt;
&lt;br /&gt;
Use the secret passage back to the wine cellar. Now you can go back the same way you came, sneaking past the dungeon guard, maybe also using chameleon (this is the easiest way as you have only one NPC to sneak past). Or you use the longer way: turn right as you arrive the wine cellar and exit using the door to the Castle proper which leads to the Dining Hall area. There may be people in the Dining Hall when trying to escape with Amusei, although this can be avoided by waiting until nightfall. Sneak by—using Invisibility/Chameleon as required depending on your sneak ability—when they are sitting at the table with their backs to the door, or you will get a 500 gold bounty.  If you don't commit any crimes (like killing guards), however, this bounty will be removed when you get to the safe point outside the castle and have met with Amusei (if he was not with you at the time). Proceed through the dining area to the door on the right.  This hall leads to another door leading back to the courtyard area.  If Amusei tends to run around to another door after you've gone through a locked door en route, try reverse pickpocketing the [[Oblivion:Skingrad Castle Key|Skingrad Castle Key]] onto him.  While you will then have to pick door locks, at least he will follow you rather than running a different route in front of a guard.&lt;br /&gt;
&lt;br /&gt;
Leave the castle grounds via the main gate and cross the bridge leading back to the path to Skingrad. The guard that is normally present at the archway to the bridge should be absent. Make sure you follow the actual path down the hillside towards town - don't shortcut down the hillside to the left as the quest flag may not update.&lt;br /&gt;
&lt;br /&gt;
Once you have received a quest update message indicating you and Amusei have successfully escaped, talk to Amusei and he will tell you that the 'treasure' is located &amp;quot;under a bush, behind Nerastarel's house, near a well&amp;quot;.  He will also admit he was going to retrieve it himself, but he owes you for bailing him out. It seems he is going to try his hand again at entering the Thieves Guild.&lt;br /&gt;
&lt;br /&gt;
===The Book Regained===&lt;br /&gt;
Locate Nerastarel's house in Skingrad, it is directly across from [[Oblivion:Skingrad_Map|Hammer and Tongs]]. Retrieve the book from behind the bush at the rear of the house, near the well as per Amusei's instructions. &lt;br /&gt;
&lt;br /&gt;
Return to S'Krivva with the book for a reward of 400 gold.&lt;br /&gt;
&lt;br /&gt;
==Blood Price==&lt;br /&gt;
Killing any of the following NPCs while this quest is active will require you to pay a blood price to S'Krivva:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Hal-Liurz|Hal-Liurz]]&lt;br /&gt;
* [[Oblivion:Janus Hassildor|Janus Hassildor]]&lt;br /&gt;
* [[Oblivion:Larthjar the Laggard|Larthjar the Laggard]]&lt;br /&gt;
* [[Oblivion:Mercator Hosidus|Mercator Hosidus]]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
* [[Oblivion:Rona Hassildor|Rona Hassildor]]&lt;br /&gt;
* [[Oblivion:Shum gro-Yarug|Shum gro-Yarug]]&lt;br /&gt;
* [[Oblivion:Skingrad Guard|Skingrad Guard]]&lt;br /&gt;
* [[Oblivion:Skingrad Jailor|Skingrad Jailor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* If you are having trouble defeating the Pale Lady without contracting porphyric hemophilia and are decently fast, you can provoke her from a distance and then run back to the castle courtyard. Once you are outside, daylight and the castle guards will do most of your work for you.&lt;br /&gt;
* Most residents of [[Oblivion:Skingrad|Skingrad]] castle are included in the list of NPCs whose death will incur a Blood Price during this quest.  This is an issue for [[Oblivion:Mercator Hosidus|Mercator Hosidus]] in particular, who dies during the Mages Guild quest [[Oblivion:Ulterior Motives|Ulterior Motives]].&lt;br /&gt;
* If you have 100% [[Oblivion:Chameleon|Chameleon]] or an invisibility potion there is no need to worry about people spotting Amusei. People will yell that prisoners are escaping but they will make no attempts to stop you.&lt;br /&gt;
* If you lock Amusei in the secret passage (close it before he comes out) after you rescue him, you can escape without him. Then just wait an hour by where you two were supposed to meet up and he magically escapes without giving you the bounty of 500.&lt;br /&gt;
* It is highly inadvisable to undertake this quest while ''any'' other quest involving Count Hassildor is active, since he may track you down to advance the other quest while you are trespassing.&lt;br /&gt;
* The book does not exist until Amusei tells you where to look for it.&lt;br /&gt;
* An easier alternative to escape without much work is make sure you have enough gold to pay for the bounty and then choose the &amp;quot; Pay gold&amp;quot; option when the guard catches you. When ever you end up outside the castle Amusei will still be there with you. You may have to re-enter then re-exit the castle for the quest to move on.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* [[Oblivion:Shum gro-Yarug|Shum gro-Yarug]] may be the most likely candidate for &amp;quot;sudden NPC death&amp;quot;, because he tends to fall from the bridge. If you are playing on the PC version of the game and this happens to you, you can use the following console commands: {{Pre|&amp;lt;nowiki&amp;gt;prid 0002C466&lt;br /&gt;
resurrect 1&lt;br /&gt;
enable&amp;lt;/nowiki&amp;gt;}} If you are playing the Xbox 360 or PS3 version, you will have to use an alternate method to complete the quest, other than speaking to him.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* Sometimes when leading [[Oblivion:Amusei|Amusei]] out of the prison, he will disappear. The game will still think he is following you however: you will still get fined 500 gold if a guard catches you and you will still get the journal update from reaching the point outside Skingrad. He will be nowhere to be found.  If you sleep in one of the prison beds, Amusei will reappear. Or, if you are arrested (if you got caught), after you pay the fine, Amusei will be right there, ready to tell you where to find the book.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* If the guards attack you while breaking into the dungeon, and you free [[Oblivion:Larthjar_the_Laggard|Larthjar the Laggard]], he will help you fight the guards. If the guards defeat him, rather than dying, he may freeze in mid-air. {{verification needed}}&lt;br /&gt;
* As you are sneaking out of the ale barrel secret door, [[Oblivion:Janus Hassildor]] may walk up to you. If you are in sneak mode and in the shadow, he will not see you will activate you repeatedly and not leave. If you begin to move he will attack you and you will receive a bounty.&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|5||{{Quest Comment|Set to determine if Larthjar is rescued}}&lt;br /&gt;
|7||{{Quest Comment|Set quest target for Shum gro-Yarug}}&lt;br /&gt;
|8||A beggar reminded me that S'krivva can be found at the Lonely Suitors Lodge and at the Arena. I'll need to speak with her to see if there are any special {{sic|Thievs|Thieves}} Guild assignments available.&lt;br /&gt;
|10||S'krivva of the Thieves Guild has asked me to find out what happened to the thief named Theranis. He was sent to steal a book entitled Lost Histories of Tamriel from the wizard in Castle Skingrad. My job is to recover the book. S'krivva doesn't care if Theranis delivers it to her or I do.  I'm getting 400 gold coins either way.&lt;br /&gt;
|15||I discovered that Theranis was arrested. It seems he was found in a tavern, drunk and bragging about stealing something from Castle Skingrad. The Captain of the Skingrad Guard overheard him and arrested him. I'm going to have to break into the dungeon if I want to speak to Theranis.&lt;br /&gt;
|20||I tried to bribe my way into the jail to see Theranis, but the jailor is too honest. Either that or he is terrified of Count Hassildor. It's too bad I can't get a job in the castle. What does a guy have to do in this town to see the inside of the jail? Get arrested?&lt;br /&gt;
|25||It seems that the butler, Shum gro-Yarug, is hiring up at Castle Skingrad. Penetrating the castle would be much easier if I had that job.&lt;br /&gt;
|30||I got myself hired as a servant in Castle Skingrad. I only have access to the Great Keep, but that should help. Shum gro-Yarug says that the jailors will open the prison door for me. Now I just have to find Theranis.&lt;br /&gt;
|40||The only prisoner in Castle Skingrad's jail is Larthjar. He told me that the Pale Lady, whoever she is, took Theranis days ago. I don't like the sound of that. There was an Argonian prisoner in the same cell as Theranis. Apparently he was also taken by the Pale Lady just a couple of hours ago. The Argonian put up quite a struggle and was bleeding. It's the only clue I've got right now. I'd better follow it.&lt;br /&gt;
|45||Theranis is dead. I found his body in the secret chamber with Amusei and the Pale Lady.&lt;br /&gt;
|50||The Argonian in the cell with Theranis turned out to be Amusei! Before he died, Theranis told Amusei where he hid a special treasure, which I assume is the book. If I can get him out of here, Amusei will tell me where the book is hidden. Of course being seen helping a known prisoner to escape is a crime. I'll have to avoid the guards in the castle.&lt;br /&gt;
|51||Amusei and I escaped from Castle Skingrad. Let's see if he will keep his word and tell me about the book.&lt;br /&gt;
|52||Amusei was grateful for being saved from the Pale Lady and told me where to find the book. It is under a bush, behind Nerastarel's house, near a well.&lt;br /&gt;
|60||I have the Lost Histories of Tamriel. Now all I have to do is return it to S'krivva in Bravil.&lt;br /&gt;
|65||{{Quest Comment|Amusei joins the Thieves Guild and moves to the Imperial City}}&lt;br /&gt;
|70|fin|S'krivva has rewarded me for recovering Lost Histories of Tamriel.&lt;br /&gt;
|100||&lt;br /&gt;
|!|Blood Price|TG06BloodPrice&lt;br /&gt;
|60||I have killed someone while trying to the Lost Histories of Tamriel. I've been warned that I'll have to pay a blood price if I want to stay in the Thieves Guild. I can pay S'krivva.&lt;br /&gt;
|61||S'krivva has kicked me out of the Thieves Guild for killing someone while recovering Ahdarji's ring. The only way I can get back into the guild is to pay a blood price of 1000 gold coins for each person I killed. I can pay  S'krivva.&lt;br /&gt;
|65|fin|When I paid the blood price, S'krivva restored my standing with the Thieves Guild.&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer|Prev=[[Oblivion:Misdirection|Misdirection]]|Up=[[Oblivion:Thieves Guild|Thieves Guild]]|Next=[[Oblivion:Taking Care of Lex|Taking Care of Lex]]}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Hern&amp;diff=1012536</id>
		<title>Skyrim talk:Hern</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Hern&amp;diff=1012536"/>
		<updated>2012-08-30T03:37:55Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: Created page with 'is he really a vampire? maybe someone just needed an excuse to hire the dark brotherhood'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;is he really a vampire? maybe someone just needed an excuse to hire the dark brotherhood&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Block&amp;diff=945476</id>
		<title>Skyrim talk:Block</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Block&amp;diff=945476"/>
		<updated>2012-05-04T21:04:40Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Needs to be more clear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1|| Sep 2011 - Feb 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bash Damage==&lt;br /&gt;
What determines the amount of damage you do with a bash attack?  For shields, is it based on the defense of the shield?  What about bashing without a shield, then?  Does the Block skill itself effect the damage like weapon skills do for attacks?  There's a lot of variables that I'm totally unsure of.  [[User:Lovless510|Lovless510]] 18:37, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Shields with higher armor rating seem to deal more damage, though not as much as the armor increase would suggest. I wonder if there's a way to increase your bash damage. Also, iron 2h sword seem to deal as much (or nearly as much) bash damage as flawless ebony shield, but it's range totally sucks.&lt;br /&gt;
&lt;br /&gt;
::It seems as though all shields do the same damage regardless of type, armor rating, and heavy / light class. Additionally, I seem to have realized that the more stamina I have left, the more damage I do. After nearly an hour of testing, I've come to realize that at first I could cripple Olfrid Battle-Born in Whiterun in two hard shots where the first took out nearly 2/3rds of his health, whereas nearing the end of my stamina when his health recovered fully, it now took three... I've tested it with the following, if anyone wants to try and recreate the same situation:&lt;br /&gt;
&lt;br /&gt;
::Two-Handed Weapon: Silver Greatsword&lt;br /&gt;
&lt;br /&gt;
::One-Handed Weapon: Hjalti's Sword - Steel War Axe (Legendary)&lt;br /&gt;
&lt;br /&gt;
::Shield: Blades - Daedric - Dragonplate (Leg) - Ebony (Leg) - Ebony - Dwarven (Leg) - Dwarven - Glass (Leg) - Glass - Imperial Light Shield (Leg) - Imperial Light Shield - Orcish Shield of Frost Abatement (Leg) - Spellbreaker (Leg) - Steel Shield (Leg) - Steel Shield - Hide Shield (Leg) - Hide Shield - Targe of the Blooded.&lt;br /&gt;
&lt;br /&gt;
::Interestingly enough, the Targe of the Blooded did the same amount of damage as any other shield, before Bleedout of 15dmg of course. However TotB does not cripple an opponent. In other words, using TotB is not advised if wanting to exploit any techniques.&lt;br /&gt;
&lt;br /&gt;
::Additionally, be it a Light Shield or a Heavy Shield, they take the same stamina. In other words, a Legendary Daedric Shield does the same exact damage as a non-improved Hide Shield. It seems as though the same applies for weapons, both One-Handed and Two-Handed as well.&lt;br /&gt;
&lt;br /&gt;
::In other words, be it an Iron Dagger, a Hide Shield, or a Legendary Daedric Shield or Legendary Daedric Warhammer, everything takes the same Stamina and does the same damage... However, the more Stamina you have, the more damage you seem to bash out. A flawed system, if you ask me. 4:35 AM 15th, December 2011 (CST)&lt;br /&gt;
:::My testing shows otherwise. You can find my specific numbers here; [http://forums.bethsoft.com/index.php?/topic/1313851-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-7/page__view__findpost__p__19787969] [[User:Kai Heilos|Kai Heilos]] 08:08, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
i think the formula is (without deadly bash) :&lt;br /&gt;
&lt;br /&gt;
:Shield bash damage = base shield armor rating / 8&lt;br /&gt;
:Power shield bash damage = 3 x shield bash damage&lt;br /&gt;
:Best shield for bash: Spellbreaker (38 base armor rating, 4.75 shield bash damage)&lt;br /&gt;
&lt;br /&gt;
:Weapon bash damage = base weapon damage / 4&lt;br /&gt;
:Power weapon bash damage = 3 x weapon bash damage&lt;br /&gt;
:Best weapon for bash: Daedric War Hammer (27 base damage, 6.75 weapon bash damage)&lt;br /&gt;
&lt;br /&gt;
Only base armor rating &amp;amp; weapon damage are calculated. Smithing, skill, perk not include in calculation. Deadly bash multiply all damage five times. untested with one handed weapon bash (without shield). Sorry for bad english.&lt;br /&gt;
--[[User:Alcyone|Alcyone]] 05:08, 12 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Important but not answered ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, what is the limit of Block effectiveness? Is there a &amp;quot;cap&amp;quot;? &lt;br /&gt;
The Notes section states that most of the damage will be cut by half. Now, what does that mean? Blocking with anything, be it an Iron Dagger or Daedric Battleaxe or Shield of Ysgramor, will be cut by half mostly? What are the percentages? How much percent on Fortify Block is required to reach the maximum effectiveness? There is also the Shield Wall perk(s) which proves that it must be different than just 50% reduction globally. Would be nice to clear this up, thanks.&lt;br /&gt;
&lt;br /&gt;
:: yeah I had the same question, I'd really appreciate more information, especially with regards to perk'd vs. unperk'd blocking. On the harder difficulty settings the damage you take can be beastly, and if active blocking helps, I want it, but I don't want to invest the perks if it isn't helpful beyond the standard 80% cap for armor. {{uns|65.23.113.146|January 9, 2012 12:07}}&lt;br /&gt;
&lt;br /&gt;
I don't think there is any real cap. One of my character got around 500 armor rating and almost every Block perk, and when I block an attack from an Ancient Dragon (a physical one, that is) I take almost no damage; if I don't block, I lose nearly 100 hp. Blocking with a two-handed weapon, however, isn't as effective, since none of the perks work for them. [[User:Elakyn|Elakyn]] 23:04, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This is not answer at all. The &amp;quot;cap&amp;quot; must exist obviously couse 100% blocking damage is just... :D&lt;br /&gt;
:: For example - I have all shields perk and enchanted ring with 40% block. Does ring really matter anything?&lt;br /&gt;
:: So - how much is at max ? --[[Special:Contributions/156.17.226.219|156.17.226.219]] 12:11, 13 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
85% cap i think.&lt;br /&gt;
&lt;br /&gt;
combine with 80% damage resistance cap from armor rating = 97% damage resistance (98.5% damage resistance with berserk). sorry for bad english.&lt;br /&gt;
--[[User:Alcyone|Alcyone]] 05:21, 12 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deflect Arrows and Shield Wall ==&lt;br /&gt;
&lt;br /&gt;
First of all, I'll just mention that Shield Wall is lying about its values. It actually adds 10% blocking effectiveness per rank, and that does exactly what you think it would: with rank 5, you can block an attack and take half the damage you would have if you had no ranks of Shield Wall. Your Block skill also affects damage taken, and the combination of Block skill, Shield Wall ranks, and Fortify Block effects cannot negate more than 85% damage total. Due to the 85% cap, higher Shield Wall ranks are wasted once your Block skill rises into higher levels if you are using a shield. Shield Wall may have shield in the name, but there is no requirement that you be using a shield for it to work, so higher ranks do help when blocking with weapons, which are naturally less effective.&lt;br /&gt;
&lt;br /&gt;
But let's discuss Deflect Arrows. Everything about this perk requires a shield, so it does nothing if you block with a weapon. We all know it lies about negating arrow damage because they still hurt some, but that's because again, blocking cannot stop more than 85% of damage. The perk has two parts. The first sets blocking effectiveness to maximum and the second sets blocking chance against arrows to 100%. But that first part simply sets blocking effectiveness to maximum against '''everything'''. If you have Deflect Arrows, then when blocking with a shield, you will have the full 85% damage mitigation regardless of your Block skill, Shield Wall Ranks, and Fortify Block effects.&lt;br /&gt;
&lt;br /&gt;
I've added this information to the main page. This stuff was done under game version 1.3.10.0, in case this ever gets fixed in the future.--[[User:SushiSquid|SushiSquid]] 12:44, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sorry dont know how to respond to a post, but are you saying that currently Block is bugged to the point of getting full Block equivalent (85) by just picking deflect arrows as a perk?{{unsigned|174.252.19.200|22:23, 16 January 2012}}&lt;br /&gt;
::I've edited your message to be a response to the above section and added a signature. To answer the question: yes, but only when blocking with a shield, not a weapon. If you are using a shield, then in addition to letting you block arrows, Deflect Arrows also maximizes blocking ability (85% damage reduction) against all attacks regardless of any other factors. If you are not using a shield, Deflect Arrows does nothing at all.--[[User:SushiSquid|SushiSquid]] 02:43, 17 January 2012 (UTC)&lt;br /&gt;
::: Does &amp;quot;any other factors&amp;quot; include shield construction/materiel?  In other words, will an unimproved Hide shield block as much damage as an Epic Deadric?  I assume armor rating will only apply to the 15% of damage the sheild does not block.[[User:The12black|The12black]] 03:59, 17 January 2012 (UTC)&lt;br /&gt;
:::: The entry point it uses sets blocking damage mitigation to == 1. That translates to 100% effectiveness, but due to the 85% cap, it just means you hit the cap. Deflect Arrows is bugged in two ways. First, because of the 85% cap, it doesn't matter that it sets effectiveness to 100%. You'll still take 15% damage from blocked arrows. The second issue actually is a problem with the perk itself: it applies its effects to all blocking. There's no conditional run on the attacker's weapon to check if it's a bow. In fact, I don't know if you can run such a conditional. The options for perk conditionals are perk owner, perk owner's weapon, and target. There's isn't a target's weapon option that I know of. This may change in the future. For example, when Fallout: New Vegas was first released, some of its perks didn't work correctly because the engine didn't include correct conditionals for implementing them. Later this was patched, so things like [http://www.falloutwiki.com/Hit_the_Deck Hit the Deck] and [http://www.falloutwiki.com/Stonewall Stonewall] now function as their descriptions say they should. It's possible we'll see a future patch to fix this behavior. For now though, Deflect Arrows is bugged and I don't know if it can be fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
:::: And yes, armor still applies as usual. If you have 667 armor or higher (80% combat damage mitigation) and block for full value (85%), you take 3% of normal damage.--[[User:SushiSquid|SushiSquid]] 04:20, 17 January 2012 (UTC)&lt;br /&gt;
::::: So it basically means that just by taking the ''Deflect Arrows'' it increases Blocking chance to its maximum of 85% regardless of what would hit the shield? So for example, wearing rings and amulets which increase blocking chance is completly useless with the ''Deflect Arrows'' perk, am I right? --[[User:Arkhon|Arkhon]] 06:55, 17 January 2012 (UTC)&lt;br /&gt;
:::::: Yes. If you have Deflect Arrows and you use a shield (not a weapon) to block, all other forms of increasing blocking damage mitigation are worthless. Deflect Arrows already maxes it out.--07:24, 17 January 2012 (UTC)&lt;br /&gt;
::::::: Wow, thank you for the confirmation. --[[User:Arkhon|Arkhon]] 03:01, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, Deflect Arrows is bugged, it maximizes the blocking to 85% regardless your block skill &amp;amp; type of shield used, and it`s really so bad &amp;amp; annoying. No need to search, smith or upgrade the shield (or even the Armor), no need to train or enhance blocking skill, all you have to do is just raise your shield and now you are in the GOD mode, it just made the game unchallenging..&lt;br /&gt;
I think Bethesda must do something about it and quick , a patch or something..&lt;br /&gt;
&lt;br /&gt;
:Is that thing with Deflect Arrows bug still true with 1.4 (or 1.5 beta) patches? Because I have that perk, I have armor rate over armor cap and I still receive quite a beat up during (for example) fighting dragons (of course with shield raised). I can´t find myself proper measure technique for this problem. --Luke the Hero 13:41, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that they have fixed this bug in 1.5. --[[User:Arkhon|Arkhon]] 18:54, 23 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Is it possible anyhow to install 1.4 or 1.5 beta patches without steam??&lt;br /&gt;
&lt;br /&gt;
:::The notes for the 1.5 patch say: &amp;quot;Fixed issue with Deflect Arrows perk not calculating properly.&amp;quot; I assume this means that they have fixed this bug. [[User:GrogGrogGrog|GrogGrogGrog]] 07:13, 23 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shield Charge appears to be broken as of patch 1.5 ==&lt;br /&gt;
&lt;br /&gt;
No longer works for me.  Can someone confirm?[[Special:Contributions/174.0.116.189|174.0.116.189]] 14:50, 5 April 2012 (UTC)&lt;br /&gt;
:It seems to work fine for my character but it does seem possible that some people would experience glitches at this stage. Maybe a note should be added on the page? [[User:RIM|RIM]] 15:04, 5 April 2012 (UTC)&lt;br /&gt;
::Seems someone has already added a note, but it's not particularly helpful.  &amp;quot;...to fix this simply use console remove it and add it back.&amp;quot;  That's fine for PC players but &amp;quot;simply use the console&amp;quot; doesn't apply to those of us on xbox and PS3 and it annoys me when notes read as though the presumption is that everyone is playing on PC.  Furthermore what does &amp;quot;after some time&amp;quot; mean exactly?  That the skill just spontaneously stops working?  For no apparent reason?  Because it had been working fine for me right up until I installed patch 1.5 and it seems rather unlikely that this was a mere coincidence.  Finally, was the note added because someone else has experienced the same bug (i.e. confirmation)?[[Special:Contributions/174.0.116.189|174.0.116.189]] 22:44, 5 April 2012 (UTC)&lt;br /&gt;
:::It wasn't me that added that note but I don't think there would be any solution on the Xbox or PS3 unfortunately.[[User:RIM|RIM]] 08:38, 6 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Needs to be more clear ==&lt;br /&gt;
*Deflect Arrows doesn't work some of the times. If you put shield up and face the enemy archery, a few arrows can still get past your shield as if you didn't block it.&lt;br /&gt;
This is poorly worded and doesn't describe the bug in detail. The way it's worded it sounds like someone didn't understand that it has to hit the shield for Deflect Arrows to work. What I think it's trying to say:&lt;br /&gt;
*At a close enough range, arrows can actually be fired ''behind'' a shield bypassing the Deflect Arrows perk.&lt;br /&gt;
I think a rewrite is in order. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:02, 2 May 2012 (UTC)&lt;br /&gt;
:I just removed it because it really doesn't need to be stated that only arrows that hit the shield will do no damage. Archers can fire around the shield to do damage. [[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; 21:10, 2 May 2012 (UTC)&lt;br /&gt;
::Except I think this bug is saying that it an archer is close enough, the arrow will technically be behind the shield when it is launched. I don't know if that's true or not. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:13, 2 May 2012 (UTC)&lt;br /&gt;
:::If the arrow is technically behind the shield then obviously it won't hit the shield. Therefore the bug is not a bug. [[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; 21:15, 2 May 2012 (UTC)&lt;br /&gt;
::::Not a bug with Deflect Arrows, no. A graphical bug perhaps? Archery? It's not something that SHOULD happen so it's got to be a bug of some kind. I guess what I'm trying to say is this statement needs a better home. [[User:NFITC1|NFITC1]] 21:22, 2 May 2012 (UTC)&lt;br /&gt;
{{od}}Honestly I don't think it's a important enough to mention anywhere. But I think it can happen wih melee weapons, so if anywhere, it's a grapical bug. [[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; 21:35, 2 May 2012 (UTC)&lt;br /&gt;
:It has nothing to do with &amp;quot;being hit by arrow in close range&amp;quot;, whatever gave you that idea. With enemy archery at normal ranged distances, in front of you. roughly half of the arrows don't get blocked at all. It is not poorly worded, you just confused this bug with another one. It describes exactly what happens. [[Special:Contributions/50.99.131.84|50.99.131.84]] 19:05, 4 May 2012 (UTC)&lt;br /&gt;
::You shouldn't readd it until the confusion is cleared. Your reasoning has nothing do with the perk. The perk stops damage, not the arrow, what you are saying is that holding a shield in front of you does not stop all arrows, that is how it works. The perk is about stopping damage from arrows that hit the shield, nothing in this description is related to the bug which is why I removed it for being extremely poorly written. The bug as it is written is basically saying that arrows go through the shield, which makes it a bug related to using a shield, not the perk. [[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; 19:18, 4 May 2012 (UTC)&lt;br /&gt;
Apparently you are lacking sense to understand common English. An arrow hits you, you take damage. Is that so hard to understand.? [[Special:Contributions/50.99.131.84|50.99.131.84]] 20:53, 4 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Stop being stubborn. This is an important bug that affects game play regularly. Stop finding reasons to delete it because you misunderstood it and is now embarrassed. Reword it if you have to.[[Special:Contributions/50.99.131.84|50.99.131.84]] 20:56, 4 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
And this IS the page for block, and I don't know if the arrows that damages you are doing full damage, (block didn't work) or are doing partial damage (perk didn't work) [[Special:Contributions/50.99.131.84|50.99.131.84]] 21:04, 4 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Block&amp;diff=945475</id>
		<title>Skyrim talk:Block</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Block&amp;diff=945475"/>
		<updated>2012-05-04T20:57:16Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Needs to be more clear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1|| Sep 2011 - Feb 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bash Damage==&lt;br /&gt;
What determines the amount of damage you do with a bash attack?  For shields, is it based on the defense of the shield?  What about bashing without a shield, then?  Does the Block skill itself effect the damage like weapon skills do for attacks?  There's a lot of variables that I'm totally unsure of.  [[User:Lovless510|Lovless510]] 18:37, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Shields with higher armor rating seem to deal more damage, though not as much as the armor increase would suggest. I wonder if there's a way to increase your bash damage. Also, iron 2h sword seem to deal as much (or nearly as much) bash damage as flawless ebony shield, but it's range totally sucks.&lt;br /&gt;
&lt;br /&gt;
::It seems as though all shields do the same damage regardless of type, armor rating, and heavy / light class. Additionally, I seem to have realized that the more stamina I have left, the more damage I do. After nearly an hour of testing, I've come to realize that at first I could cripple Olfrid Battle-Born in Whiterun in two hard shots where the first took out nearly 2/3rds of his health, whereas nearing the end of my stamina when his health recovered fully, it now took three... I've tested it with the following, if anyone wants to try and recreate the same situation:&lt;br /&gt;
&lt;br /&gt;
::Two-Handed Weapon: Silver Greatsword&lt;br /&gt;
&lt;br /&gt;
::One-Handed Weapon: Hjalti's Sword - Steel War Axe (Legendary)&lt;br /&gt;
&lt;br /&gt;
::Shield: Blades - Daedric - Dragonplate (Leg) - Ebony (Leg) - Ebony - Dwarven (Leg) - Dwarven - Glass (Leg) - Glass - Imperial Light Shield (Leg) - Imperial Light Shield - Orcish Shield of Frost Abatement (Leg) - Spellbreaker (Leg) - Steel Shield (Leg) - Steel Shield - Hide Shield (Leg) - Hide Shield - Targe of the Blooded.&lt;br /&gt;
&lt;br /&gt;
::Interestingly enough, the Targe of the Blooded did the same amount of damage as any other shield, before Bleedout of 15dmg of course. However TotB does not cripple an opponent. In other words, using TotB is not advised if wanting to exploit any techniques.&lt;br /&gt;
&lt;br /&gt;
::Additionally, be it a Light Shield or a Heavy Shield, they take the same stamina. In other words, a Legendary Daedric Shield does the same exact damage as a non-improved Hide Shield. It seems as though the same applies for weapons, both One-Handed and Two-Handed as well.&lt;br /&gt;
&lt;br /&gt;
::In other words, be it an Iron Dagger, a Hide Shield, or a Legendary Daedric Shield or Legendary Daedric Warhammer, everything takes the same Stamina and does the same damage... However, the more Stamina you have, the more damage you seem to bash out. A flawed system, if you ask me. 4:35 AM 15th, December 2011 (CST)&lt;br /&gt;
:::My testing shows otherwise. You can find my specific numbers here; [http://forums.bethsoft.com/index.php?/topic/1313851-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-7/page__view__findpost__p__19787969] [[User:Kai Heilos|Kai Heilos]] 08:08, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
i think the formula is (without deadly bash) :&lt;br /&gt;
&lt;br /&gt;
:Shield bash damage = base shield armor rating / 8&lt;br /&gt;
:Power shield bash damage = 3 x shield bash damage&lt;br /&gt;
:Best shield for bash: Spellbreaker (38 base armor rating, 4.75 shield bash damage)&lt;br /&gt;
&lt;br /&gt;
:Weapon bash damage = base weapon damage / 4&lt;br /&gt;
:Power weapon bash damage = 3 x weapon bash damage&lt;br /&gt;
:Best weapon for bash: Daedric War Hammer (27 base damage, 6.75 weapon bash damage)&lt;br /&gt;
&lt;br /&gt;
Only base armor rating &amp;amp; weapon damage are calculated. Smithing, skill, perk not include in calculation. Deadly bash multiply all damage five times. untested with one handed weapon bash (without shield). Sorry for bad english.&lt;br /&gt;
--[[User:Alcyone|Alcyone]] 05:08, 12 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Important but not answered ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, what is the limit of Block effectiveness? Is there a &amp;quot;cap&amp;quot;? &lt;br /&gt;
The Notes section states that most of the damage will be cut by half. Now, what does that mean? Blocking with anything, be it an Iron Dagger or Daedric Battleaxe or Shield of Ysgramor, will be cut by half mostly? What are the percentages? How much percent on Fortify Block is required to reach the maximum effectiveness? There is also the Shield Wall perk(s) which proves that it must be different than just 50% reduction globally. Would be nice to clear this up, thanks.&lt;br /&gt;
&lt;br /&gt;
:: yeah I had the same question, I'd really appreciate more information, especially with regards to perk'd vs. unperk'd blocking. On the harder difficulty settings the damage you take can be beastly, and if active blocking helps, I want it, but I don't want to invest the perks if it isn't helpful beyond the standard 80% cap for armor. {{uns|65.23.113.146|January 9, 2012 12:07}}&lt;br /&gt;
&lt;br /&gt;
I don't think there is any real cap. One of my character got around 500 armor rating and almost every Block perk, and when I block an attack from an Ancient Dragon (a physical one, that is) I take almost no damage; if I don't block, I lose nearly 100 hp. Blocking with a two-handed weapon, however, isn't as effective, since none of the perks work for them. [[User:Elakyn|Elakyn]] 23:04, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This is not answer at all. The &amp;quot;cap&amp;quot; must exist obviously couse 100% blocking damage is just... :D&lt;br /&gt;
:: For example - I have all shields perk and enchanted ring with 40% block. Does ring really matter anything?&lt;br /&gt;
:: So - how much is at max ? --[[Special:Contributions/156.17.226.219|156.17.226.219]] 12:11, 13 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
85% cap i think.&lt;br /&gt;
&lt;br /&gt;
combine with 80% damage resistance cap from armor rating = 97% damage resistance (98.5% damage resistance with berserk). sorry for bad english.&lt;br /&gt;
--[[User:Alcyone|Alcyone]] 05:21, 12 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deflect Arrows and Shield Wall ==&lt;br /&gt;
&lt;br /&gt;
First of all, I'll just mention that Shield Wall is lying about its values. It actually adds 10% blocking effectiveness per rank, and that does exactly what you think it would: with rank 5, you can block an attack and take half the damage you would have if you had no ranks of Shield Wall. Your Block skill also affects damage taken, and the combination of Block skill, Shield Wall ranks, and Fortify Block effects cannot negate more than 85% damage total. Due to the 85% cap, higher Shield Wall ranks are wasted once your Block skill rises into higher levels if you are using a shield. Shield Wall may have shield in the name, but there is no requirement that you be using a shield for it to work, so higher ranks do help when blocking with weapons, which are naturally less effective.&lt;br /&gt;
&lt;br /&gt;
But let's discuss Deflect Arrows. Everything about this perk requires a shield, so it does nothing if you block with a weapon. We all know it lies about negating arrow damage because they still hurt some, but that's because again, blocking cannot stop more than 85% of damage. The perk has two parts. The first sets blocking effectiveness to maximum and the second sets blocking chance against arrows to 100%. But that first part simply sets blocking effectiveness to maximum against '''everything'''. If you have Deflect Arrows, then when blocking with a shield, you will have the full 85% damage mitigation regardless of your Block skill, Shield Wall Ranks, and Fortify Block effects.&lt;br /&gt;
&lt;br /&gt;
I've added this information to the main page. This stuff was done under game version 1.3.10.0, in case this ever gets fixed in the future.--[[User:SushiSquid|SushiSquid]] 12:44, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sorry dont know how to respond to a post, but are you saying that currently Block is bugged to the point of getting full Block equivalent (85) by just picking deflect arrows as a perk?{{unsigned|174.252.19.200|22:23, 16 January 2012}}&lt;br /&gt;
::I've edited your message to be a response to the above section and added a signature. To answer the question: yes, but only when blocking with a shield, not a weapon. If you are using a shield, then in addition to letting you block arrows, Deflect Arrows also maximizes blocking ability (85% damage reduction) against all attacks regardless of any other factors. If you are not using a shield, Deflect Arrows does nothing at all.--[[User:SushiSquid|SushiSquid]] 02:43, 17 January 2012 (UTC)&lt;br /&gt;
::: Does &amp;quot;any other factors&amp;quot; include shield construction/materiel?  In other words, will an unimproved Hide shield block as much damage as an Epic Deadric?  I assume armor rating will only apply to the 15% of damage the sheild does not block.[[User:The12black|The12black]] 03:59, 17 January 2012 (UTC)&lt;br /&gt;
:::: The entry point it uses sets blocking damage mitigation to == 1. That translates to 100% effectiveness, but due to the 85% cap, it just means you hit the cap. Deflect Arrows is bugged in two ways. First, because of the 85% cap, it doesn't matter that it sets effectiveness to 100%. You'll still take 15% damage from blocked arrows. The second issue actually is a problem with the perk itself: it applies its effects to all blocking. There's no conditional run on the attacker's weapon to check if it's a bow. In fact, I don't know if you can run such a conditional. The options for perk conditionals are perk owner, perk owner's weapon, and target. There's isn't a target's weapon option that I know of. This may change in the future. For example, when Fallout: New Vegas was first released, some of its perks didn't work correctly because the engine didn't include correct conditionals for implementing them. Later this was patched, so things like [http://www.falloutwiki.com/Hit_the_Deck Hit the Deck] and [http://www.falloutwiki.com/Stonewall Stonewall] now function as their descriptions say they should. It's possible we'll see a future patch to fix this behavior. For now though, Deflect Arrows is bugged and I don't know if it can be fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
:::: And yes, armor still applies as usual. If you have 667 armor or higher (80% combat damage mitigation) and block for full value (85%), you take 3% of normal damage.--[[User:SushiSquid|SushiSquid]] 04:20, 17 January 2012 (UTC)&lt;br /&gt;
::::: So it basically means that just by taking the ''Deflect Arrows'' it increases Blocking chance to its maximum of 85% regardless of what would hit the shield? So for example, wearing rings and amulets which increase blocking chance is completly useless with the ''Deflect Arrows'' perk, am I right? --[[User:Arkhon|Arkhon]] 06:55, 17 January 2012 (UTC)&lt;br /&gt;
:::::: Yes. If you have Deflect Arrows and you use a shield (not a weapon) to block, all other forms of increasing blocking damage mitigation are worthless. Deflect Arrows already maxes it out.--07:24, 17 January 2012 (UTC)&lt;br /&gt;
::::::: Wow, thank you for the confirmation. --[[User:Arkhon|Arkhon]] 03:01, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, Deflect Arrows is bugged, it maximizes the blocking to 85% regardless your block skill &amp;amp; type of shield used, and it`s really so bad &amp;amp; annoying. No need to search, smith or upgrade the shield (or even the Armor), no need to train or enhance blocking skill, all you have to do is just raise your shield and now you are in the GOD mode, it just made the game unchallenging..&lt;br /&gt;
I think Bethesda must do something about it and quick , a patch or something..&lt;br /&gt;
&lt;br /&gt;
:Is that thing with Deflect Arrows bug still true with 1.4 (or 1.5 beta) patches? Because I have that perk, I have armor rate over armor cap and I still receive quite a beat up during (for example) fighting dragons (of course with shield raised). I can´t find myself proper measure technique for this problem. --Luke the Hero 13:41, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that they have fixed this bug in 1.5. --[[User:Arkhon|Arkhon]] 18:54, 23 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Is it possible anyhow to install 1.4 or 1.5 beta patches without steam??&lt;br /&gt;
&lt;br /&gt;
:::The notes for the 1.5 patch say: &amp;quot;Fixed issue with Deflect Arrows perk not calculating properly.&amp;quot; I assume this means that they have fixed this bug. [[User:GrogGrogGrog|GrogGrogGrog]] 07:13, 23 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shield Charge appears to be broken as of patch 1.5 ==&lt;br /&gt;
&lt;br /&gt;
No longer works for me.  Can someone confirm?[[Special:Contributions/174.0.116.189|174.0.116.189]] 14:50, 5 April 2012 (UTC)&lt;br /&gt;
:It seems to work fine for my character but it does seem possible that some people would experience glitches at this stage. Maybe a note should be added on the page? [[User:RIM|RIM]] 15:04, 5 April 2012 (UTC)&lt;br /&gt;
::Seems someone has already added a note, but it's not particularly helpful.  &amp;quot;...to fix this simply use console remove it and add it back.&amp;quot;  That's fine for PC players but &amp;quot;simply use the console&amp;quot; doesn't apply to those of us on xbox and PS3 and it annoys me when notes read as though the presumption is that everyone is playing on PC.  Furthermore what does &amp;quot;after some time&amp;quot; mean exactly?  That the skill just spontaneously stops working?  For no apparent reason?  Because it had been working fine for me right up until I installed patch 1.5 and it seems rather unlikely that this was a mere coincidence.  Finally, was the note added because someone else has experienced the same bug (i.e. confirmation)?[[Special:Contributions/174.0.116.189|174.0.116.189]] 22:44, 5 April 2012 (UTC)&lt;br /&gt;
:::It wasn't me that added that note but I don't think there would be any solution on the Xbox or PS3 unfortunately.[[User:RIM|RIM]] 08:38, 6 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Needs to be more clear ==&lt;br /&gt;
*Deflect Arrows doesn't work some of the times. If you put shield up and face the enemy archery, a few arrows can still get past your shield as if you didn't block it.&lt;br /&gt;
This is poorly worded and doesn't describe the bug in detail. The way it's worded it sounds like someone didn't understand that it has to hit the shield for Deflect Arrows to work. What I think it's trying to say:&lt;br /&gt;
*At a close enough range, arrows can actually be fired ''behind'' a shield bypassing the Deflect Arrows perk.&lt;br /&gt;
I think a rewrite is in order. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:02, 2 May 2012 (UTC)&lt;br /&gt;
:I just removed it because it really doesn't need to be stated that only arrows that hit the shield will do no damage. Archers can fire around the shield to do damage. [[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; 21:10, 2 May 2012 (UTC)&lt;br /&gt;
::Except I think this bug is saying that it an archer is close enough, the arrow will technically be behind the shield when it is launched. I don't know if that's true or not. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:13, 2 May 2012 (UTC)&lt;br /&gt;
:::If the arrow is technically behind the shield then obviously it won't hit the shield. Therefore the bug is not a bug. [[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; 21:15, 2 May 2012 (UTC)&lt;br /&gt;
::::Not a bug with Deflect Arrows, no. A graphical bug perhaps? Archery? It's not something that SHOULD happen so it's got to be a bug of some kind. I guess what I'm trying to say is this statement needs a better home. [[User:NFITC1|NFITC1]] 21:22, 2 May 2012 (UTC)&lt;br /&gt;
{{od}}Honestly I don't think it's a important enough to mention anywhere. But I think it can happen wih melee weapons, so if anywhere, it's a grapical bug. [[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; 21:35, 2 May 2012 (UTC)&lt;br /&gt;
:It has nothing to do with &amp;quot;being hit by arrow in close range&amp;quot;, whatever gave you that idea. With enemy archery at normal ranged distances, in front of you. roughly half of the arrows don't get blocked at all. It is not poorly worded, you just confused this bug with another one. It describes exactly what happens. [[Special:Contributions/50.99.131.84|50.99.131.84]] 19:05, 4 May 2012 (UTC)&lt;br /&gt;
::You shouldn't readd it until the confusion is cleared. Your reasoning has nothing do with the perk. The perk stops damage, not the arrow, what you are saying is that holding a shield in front of you does not stop all arrows, that is how it works. The perk is about stopping damage from arrows that hit the shield, nothing in this description is related to the bug which is why I removed it for being extremely poorly written. The bug as it is written is basically saying that arrows go through the shield, which makes it a bug related to using a shield, not the perk. [[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; 19:18, 4 May 2012 (UTC)&lt;br /&gt;
Apparently you are lacking sense to understand common English. An arrow hits you, you take damage. Is that so hard to understand.? [[Special:Contributions/50.99.131.84|50.99.131.84]] 20:53, 4 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Stop being stubborn. This is an important bug that affects game play regularly. Stop finding reasons to delete it because you misunderstood it and is now embarrassed. Reword it if you have to.[[Special:Contributions/50.99.131.84|50.99.131.84]] 20:56, 4 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Block&amp;diff=945473</id>
		<title>Skyrim talk:Block</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Block&amp;diff=945473"/>
		<updated>2012-05-04T20:56:51Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Needs to be more clear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1|| Sep 2011 - Feb 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bash Damage==&lt;br /&gt;
What determines the amount of damage you do with a bash attack?  For shields, is it based on the defense of the shield?  What about bashing without a shield, then?  Does the Block skill itself effect the damage like weapon skills do for attacks?  There's a lot of variables that I'm totally unsure of.  [[User:Lovless510|Lovless510]] 18:37, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Shields with higher armor rating seem to deal more damage, though not as much as the armor increase would suggest. I wonder if there's a way to increase your bash damage. Also, iron 2h sword seem to deal as much (or nearly as much) bash damage as flawless ebony shield, but it's range totally sucks.&lt;br /&gt;
&lt;br /&gt;
::It seems as though all shields do the same damage regardless of type, armor rating, and heavy / light class. Additionally, I seem to have realized that the more stamina I have left, the more damage I do. After nearly an hour of testing, I've come to realize that at first I could cripple Olfrid Battle-Born in Whiterun in two hard shots where the first took out nearly 2/3rds of his health, whereas nearing the end of my stamina when his health recovered fully, it now took three... I've tested it with the following, if anyone wants to try and recreate the same situation:&lt;br /&gt;
&lt;br /&gt;
::Two-Handed Weapon: Silver Greatsword&lt;br /&gt;
&lt;br /&gt;
::One-Handed Weapon: Hjalti's Sword - Steel War Axe (Legendary)&lt;br /&gt;
&lt;br /&gt;
::Shield: Blades - Daedric - Dragonplate (Leg) - Ebony (Leg) - Ebony - Dwarven (Leg) - Dwarven - Glass (Leg) - Glass - Imperial Light Shield (Leg) - Imperial Light Shield - Orcish Shield of Frost Abatement (Leg) - Spellbreaker (Leg) - Steel Shield (Leg) - Steel Shield - Hide Shield (Leg) - Hide Shield - Targe of the Blooded.&lt;br /&gt;
&lt;br /&gt;
::Interestingly enough, the Targe of the Blooded did the same amount of damage as any other shield, before Bleedout of 15dmg of course. However TotB does not cripple an opponent. In other words, using TotB is not advised if wanting to exploit any techniques.&lt;br /&gt;
&lt;br /&gt;
::Additionally, be it a Light Shield or a Heavy Shield, they take the same stamina. In other words, a Legendary Daedric Shield does the same exact damage as a non-improved Hide Shield. It seems as though the same applies for weapons, both One-Handed and Two-Handed as well.&lt;br /&gt;
&lt;br /&gt;
::In other words, be it an Iron Dagger, a Hide Shield, or a Legendary Daedric Shield or Legendary Daedric Warhammer, everything takes the same Stamina and does the same damage... However, the more Stamina you have, the more damage you seem to bash out. A flawed system, if you ask me. 4:35 AM 15th, December 2011 (CST)&lt;br /&gt;
:::My testing shows otherwise. You can find my specific numbers here; [http://forums.bethsoft.com/index.php?/topic/1313851-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-7/page__view__findpost__p__19787969] [[User:Kai Heilos|Kai Heilos]] 08:08, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
i think the formula is (without deadly bash) :&lt;br /&gt;
&lt;br /&gt;
:Shield bash damage = base shield armor rating / 8&lt;br /&gt;
:Power shield bash damage = 3 x shield bash damage&lt;br /&gt;
:Best shield for bash: Spellbreaker (38 base armor rating, 4.75 shield bash damage)&lt;br /&gt;
&lt;br /&gt;
:Weapon bash damage = base weapon damage / 4&lt;br /&gt;
:Power weapon bash damage = 3 x weapon bash damage&lt;br /&gt;
:Best weapon for bash: Daedric War Hammer (27 base damage, 6.75 weapon bash damage)&lt;br /&gt;
&lt;br /&gt;
Only base armor rating &amp;amp; weapon damage are calculated. Smithing, skill, perk not include in calculation. Deadly bash multiply all damage five times. untested with one handed weapon bash (without shield). Sorry for bad english.&lt;br /&gt;
--[[User:Alcyone|Alcyone]] 05:08, 12 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Important but not answered ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, what is the limit of Block effectiveness? Is there a &amp;quot;cap&amp;quot;? &lt;br /&gt;
The Notes section states that most of the damage will be cut by half. Now, what does that mean? Blocking with anything, be it an Iron Dagger or Daedric Battleaxe or Shield of Ysgramor, will be cut by half mostly? What are the percentages? How much percent on Fortify Block is required to reach the maximum effectiveness? There is also the Shield Wall perk(s) which proves that it must be different than just 50% reduction globally. Would be nice to clear this up, thanks.&lt;br /&gt;
&lt;br /&gt;
:: yeah I had the same question, I'd really appreciate more information, especially with regards to perk'd vs. unperk'd blocking. On the harder difficulty settings the damage you take can be beastly, and if active blocking helps, I want it, but I don't want to invest the perks if it isn't helpful beyond the standard 80% cap for armor. {{uns|65.23.113.146|January 9, 2012 12:07}}&lt;br /&gt;
&lt;br /&gt;
I don't think there is any real cap. One of my character got around 500 armor rating and almost every Block perk, and when I block an attack from an Ancient Dragon (a physical one, that is) I take almost no damage; if I don't block, I lose nearly 100 hp. Blocking with a two-handed weapon, however, isn't as effective, since none of the perks work for them. [[User:Elakyn|Elakyn]] 23:04, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This is not answer at all. The &amp;quot;cap&amp;quot; must exist obviously couse 100% blocking damage is just... :D&lt;br /&gt;
:: For example - I have all shields perk and enchanted ring with 40% block. Does ring really matter anything?&lt;br /&gt;
:: So - how much is at max ? --[[Special:Contributions/156.17.226.219|156.17.226.219]] 12:11, 13 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
85% cap i think.&lt;br /&gt;
&lt;br /&gt;
combine with 80% damage resistance cap from armor rating = 97% damage resistance (98.5% damage resistance with berserk). sorry for bad english.&lt;br /&gt;
--[[User:Alcyone|Alcyone]] 05:21, 12 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deflect Arrows and Shield Wall ==&lt;br /&gt;
&lt;br /&gt;
First of all, I'll just mention that Shield Wall is lying about its values. It actually adds 10% blocking effectiveness per rank, and that does exactly what you think it would: with rank 5, you can block an attack and take half the damage you would have if you had no ranks of Shield Wall. Your Block skill also affects damage taken, and the combination of Block skill, Shield Wall ranks, and Fortify Block effects cannot negate more than 85% damage total. Due to the 85% cap, higher Shield Wall ranks are wasted once your Block skill rises into higher levels if you are using a shield. Shield Wall may have shield in the name, but there is no requirement that you be using a shield for it to work, so higher ranks do help when blocking with weapons, which are naturally less effective.&lt;br /&gt;
&lt;br /&gt;
But let's discuss Deflect Arrows. Everything about this perk requires a shield, so it does nothing if you block with a weapon. We all know it lies about negating arrow damage because they still hurt some, but that's because again, blocking cannot stop more than 85% of damage. The perk has two parts. The first sets blocking effectiveness to maximum and the second sets blocking chance against arrows to 100%. But that first part simply sets blocking effectiveness to maximum against '''everything'''. If you have Deflect Arrows, then when blocking with a shield, you will have the full 85% damage mitigation regardless of your Block skill, Shield Wall Ranks, and Fortify Block effects.&lt;br /&gt;
&lt;br /&gt;
I've added this information to the main page. This stuff was done under game version 1.3.10.0, in case this ever gets fixed in the future.--[[User:SushiSquid|SushiSquid]] 12:44, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sorry dont know how to respond to a post, but are you saying that currently Block is bugged to the point of getting full Block equivalent (85) by just picking deflect arrows as a perk?{{unsigned|174.252.19.200|22:23, 16 January 2012}}&lt;br /&gt;
::I've edited your message to be a response to the above section and added a signature. To answer the question: yes, but only when blocking with a shield, not a weapon. If you are using a shield, then in addition to letting you block arrows, Deflect Arrows also maximizes blocking ability (85% damage reduction) against all attacks regardless of any other factors. If you are not using a shield, Deflect Arrows does nothing at all.--[[User:SushiSquid|SushiSquid]] 02:43, 17 January 2012 (UTC)&lt;br /&gt;
::: Does &amp;quot;any other factors&amp;quot; include shield construction/materiel?  In other words, will an unimproved Hide shield block as much damage as an Epic Deadric?  I assume armor rating will only apply to the 15% of damage the sheild does not block.[[User:The12black|The12black]] 03:59, 17 January 2012 (UTC)&lt;br /&gt;
:::: The entry point it uses sets blocking damage mitigation to == 1. That translates to 100% effectiveness, but due to the 85% cap, it just means you hit the cap. Deflect Arrows is bugged in two ways. First, because of the 85% cap, it doesn't matter that it sets effectiveness to 100%. You'll still take 15% damage from blocked arrows. The second issue actually is a problem with the perk itself: it applies its effects to all blocking. There's no conditional run on the attacker's weapon to check if it's a bow. In fact, I don't know if you can run such a conditional. The options for perk conditionals are perk owner, perk owner's weapon, and target. There's isn't a target's weapon option that I know of. This may change in the future. For example, when Fallout: New Vegas was first released, some of its perks didn't work correctly because the engine didn't include correct conditionals for implementing them. Later this was patched, so things like [http://www.falloutwiki.com/Hit_the_Deck Hit the Deck] and [http://www.falloutwiki.com/Stonewall Stonewall] now function as their descriptions say they should. It's possible we'll see a future patch to fix this behavior. For now though, Deflect Arrows is bugged and I don't know if it can be fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
:::: And yes, armor still applies as usual. If you have 667 armor or higher (80% combat damage mitigation) and block for full value (85%), you take 3% of normal damage.--[[User:SushiSquid|SushiSquid]] 04:20, 17 January 2012 (UTC)&lt;br /&gt;
::::: So it basically means that just by taking the ''Deflect Arrows'' it increases Blocking chance to its maximum of 85% regardless of what would hit the shield? So for example, wearing rings and amulets which increase blocking chance is completly useless with the ''Deflect Arrows'' perk, am I right? --[[User:Arkhon|Arkhon]] 06:55, 17 January 2012 (UTC)&lt;br /&gt;
:::::: Yes. If you have Deflect Arrows and you use a shield (not a weapon) to block, all other forms of increasing blocking damage mitigation are worthless. Deflect Arrows already maxes it out.--07:24, 17 January 2012 (UTC)&lt;br /&gt;
::::::: Wow, thank you for the confirmation. --[[User:Arkhon|Arkhon]] 03:01, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, Deflect Arrows is bugged, it maximizes the blocking to 85% regardless your block skill &amp;amp; type of shield used, and it`s really so bad &amp;amp; annoying. No need to search, smith or upgrade the shield (or even the Armor), no need to train or enhance blocking skill, all you have to do is just raise your shield and now you are in the GOD mode, it just made the game unchallenging..&lt;br /&gt;
I think Bethesda must do something about it and quick , a patch or something..&lt;br /&gt;
&lt;br /&gt;
:Is that thing with Deflect Arrows bug still true with 1.4 (or 1.5 beta) patches? Because I have that perk, I have armor rate over armor cap and I still receive quite a beat up during (for example) fighting dragons (of course with shield raised). I can´t find myself proper measure technique for this problem. --Luke the Hero 13:41, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that they have fixed this bug in 1.5. --[[User:Arkhon|Arkhon]] 18:54, 23 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Is it possible anyhow to install 1.4 or 1.5 beta patches without steam??&lt;br /&gt;
&lt;br /&gt;
:::The notes for the 1.5 patch say: &amp;quot;Fixed issue with Deflect Arrows perk not calculating properly.&amp;quot; I assume this means that they have fixed this bug. [[User:GrogGrogGrog|GrogGrogGrog]] 07:13, 23 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shield Charge appears to be broken as of patch 1.5 ==&lt;br /&gt;
&lt;br /&gt;
No longer works for me.  Can someone confirm?[[Special:Contributions/174.0.116.189|174.0.116.189]] 14:50, 5 April 2012 (UTC)&lt;br /&gt;
:It seems to work fine for my character but it does seem possible that some people would experience glitches at this stage. Maybe a note should be added on the page? [[User:RIM|RIM]] 15:04, 5 April 2012 (UTC)&lt;br /&gt;
::Seems someone has already added a note, but it's not particularly helpful.  &amp;quot;...to fix this simply use console remove it and add it back.&amp;quot;  That's fine for PC players but &amp;quot;simply use the console&amp;quot; doesn't apply to those of us on xbox and PS3 and it annoys me when notes read as though the presumption is that everyone is playing on PC.  Furthermore what does &amp;quot;after some time&amp;quot; mean exactly?  That the skill just spontaneously stops working?  For no apparent reason?  Because it had been working fine for me right up until I installed patch 1.5 and it seems rather unlikely that this was a mere coincidence.  Finally, was the note added because someone else has experienced the same bug (i.e. confirmation)?[[Special:Contributions/174.0.116.189|174.0.116.189]] 22:44, 5 April 2012 (UTC)&lt;br /&gt;
:::It wasn't me that added that note but I don't think there would be any solution on the Xbox or PS3 unfortunately.[[User:RIM|RIM]] 08:38, 6 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Needs to be more clear ==&lt;br /&gt;
*Deflect Arrows doesn't work some of the times. If you put shield up and face the enemy archery, a few arrows can still get past your shield as if you didn't block it.&lt;br /&gt;
This is poorly worded and doesn't describe the bug in detail. The way it's worded it sounds like someone didn't understand that it has to hit the shield for Deflect Arrows to work. What I think it's trying to say:&lt;br /&gt;
*At a close enough range, arrows can actually be fired ''behind'' a shield bypassing the Deflect Arrows perk.&lt;br /&gt;
I think a rewrite is in order. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:02, 2 May 2012 (UTC)&lt;br /&gt;
:I just removed it because it really doesn't need to be stated that only arrows that hit the shield will do no damage. Archers can fire around the shield to do damage. [[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; 21:10, 2 May 2012 (UTC)&lt;br /&gt;
::Except I think this bug is saying that it an archer is close enough, the arrow will technically be behind the shield when it is launched. I don't know if that's true or not. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:13, 2 May 2012 (UTC)&lt;br /&gt;
:::If the arrow is technically behind the shield then obviously it won't hit the shield. Therefore the bug is not a bug. [[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; 21:15, 2 May 2012 (UTC)&lt;br /&gt;
::::Not a bug with Deflect Arrows, no. A graphical bug perhaps? Archery? It's not something that SHOULD happen so it's got to be a bug of some kind. I guess what I'm trying to say is this statement needs a better home. [[User:NFITC1|NFITC1]] 21:22, 2 May 2012 (UTC)&lt;br /&gt;
{{od}}Honestly I don't think it's a important enough to mention anywhere. But I think it can happen wih melee weapons, so if anywhere, it's a grapical bug. [[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; 21:35, 2 May 2012 (UTC)&lt;br /&gt;
:It has nothing to do with &amp;quot;being hit by arrow in close range&amp;quot;, whatever gave you that idea. With enemy archery at normal ranged distances, in front of you. roughly half of the arrows don't get blocked at all. It is not poorly worded, you just confused this bug with another one. It describes exactly what happens. [[Special:Contributions/50.99.131.84|50.99.131.84]] 19:05, 4 May 2012 (UTC)&lt;br /&gt;
::You shouldn't readd it until the confusion is cleared. Your reasoning has nothing do with the perk. The perk stops damage, not the arrow, what you are saying is that holding a shield in front of you does not stop all arrows, that is how it works. The perk is about stopping damage from arrows that hit the shield, nothing in this description is related to the bug which is why I removed it for being extremely poorly written. The bug as it is written is basically saying that arrows go through the shield, which makes it a bug related to using a shield, not the perk. [[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; 19:18, 4 May 2012 (UTC)&lt;br /&gt;
Apparently you are lacking sense to understand common English. An arrow hits you, you take damage. Is that so hard to understand.? [[Special:Contributions/50.99.131.84|50.99.131.84]] 20:53, 4 May 2012 (UTC)&lt;br /&gt;
Stop being stubborn. This is an important bug that affects game play regularly. Stop find reasons to delete it because you misunderstood it and is now embarrassed. Reword it if you have to.[[Special:Contributions/50.99.131.84|50.99.131.84]] 20:56, 4 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Block&amp;diff=945472</id>
		<title>Skyrim talk:Block</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Block&amp;diff=945472"/>
		<updated>2012-05-04T20:53:00Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Needs to be more clear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1|| Sep 2011 - Feb 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bash Damage==&lt;br /&gt;
What determines the amount of damage you do with a bash attack?  For shields, is it based on the defense of the shield?  What about bashing without a shield, then?  Does the Block skill itself effect the damage like weapon skills do for attacks?  There's a lot of variables that I'm totally unsure of.  [[User:Lovless510|Lovless510]] 18:37, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Shields with higher armor rating seem to deal more damage, though not as much as the armor increase would suggest. I wonder if there's a way to increase your bash damage. Also, iron 2h sword seem to deal as much (or nearly as much) bash damage as flawless ebony shield, but it's range totally sucks.&lt;br /&gt;
&lt;br /&gt;
::It seems as though all shields do the same damage regardless of type, armor rating, and heavy / light class. Additionally, I seem to have realized that the more stamina I have left, the more damage I do. After nearly an hour of testing, I've come to realize that at first I could cripple Olfrid Battle-Born in Whiterun in two hard shots where the first took out nearly 2/3rds of his health, whereas nearing the end of my stamina when his health recovered fully, it now took three... I've tested it with the following, if anyone wants to try and recreate the same situation:&lt;br /&gt;
&lt;br /&gt;
::Two-Handed Weapon: Silver Greatsword&lt;br /&gt;
&lt;br /&gt;
::One-Handed Weapon: Hjalti's Sword - Steel War Axe (Legendary)&lt;br /&gt;
&lt;br /&gt;
::Shield: Blades - Daedric - Dragonplate (Leg) - Ebony (Leg) - Ebony - Dwarven (Leg) - Dwarven - Glass (Leg) - Glass - Imperial Light Shield (Leg) - Imperial Light Shield - Orcish Shield of Frost Abatement (Leg) - Spellbreaker (Leg) - Steel Shield (Leg) - Steel Shield - Hide Shield (Leg) - Hide Shield - Targe of the Blooded.&lt;br /&gt;
&lt;br /&gt;
::Interestingly enough, the Targe of the Blooded did the same amount of damage as any other shield, before Bleedout of 15dmg of course. However TotB does not cripple an opponent. In other words, using TotB is not advised if wanting to exploit any techniques.&lt;br /&gt;
&lt;br /&gt;
::Additionally, be it a Light Shield or a Heavy Shield, they take the same stamina. In other words, a Legendary Daedric Shield does the same exact damage as a non-improved Hide Shield. It seems as though the same applies for weapons, both One-Handed and Two-Handed as well.&lt;br /&gt;
&lt;br /&gt;
::In other words, be it an Iron Dagger, a Hide Shield, or a Legendary Daedric Shield or Legendary Daedric Warhammer, everything takes the same Stamina and does the same damage... However, the more Stamina you have, the more damage you seem to bash out. A flawed system, if you ask me. 4:35 AM 15th, December 2011 (CST)&lt;br /&gt;
:::My testing shows otherwise. You can find my specific numbers here; [http://forums.bethsoft.com/index.php?/topic/1313851-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-7/page__view__findpost__p__19787969] [[User:Kai Heilos|Kai Heilos]] 08:08, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
i think the formula is (without deadly bash) :&lt;br /&gt;
&lt;br /&gt;
:Shield bash damage = base shield armor rating / 8&lt;br /&gt;
:Power shield bash damage = 3 x shield bash damage&lt;br /&gt;
:Best shield for bash: Spellbreaker (38 base armor rating, 4.75 shield bash damage)&lt;br /&gt;
&lt;br /&gt;
:Weapon bash damage = base weapon damage / 4&lt;br /&gt;
:Power weapon bash damage = 3 x weapon bash damage&lt;br /&gt;
:Best weapon for bash: Daedric War Hammer (27 base damage, 6.75 weapon bash damage)&lt;br /&gt;
&lt;br /&gt;
Only base armor rating &amp;amp; weapon damage are calculated. Smithing, skill, perk not include in calculation. Deadly bash multiply all damage five times. untested with one handed weapon bash (without shield). Sorry for bad english.&lt;br /&gt;
--[[User:Alcyone|Alcyone]] 05:08, 12 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Important but not answered ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, what is the limit of Block effectiveness? Is there a &amp;quot;cap&amp;quot;? &lt;br /&gt;
The Notes section states that most of the damage will be cut by half. Now, what does that mean? Blocking with anything, be it an Iron Dagger or Daedric Battleaxe or Shield of Ysgramor, will be cut by half mostly? What are the percentages? How much percent on Fortify Block is required to reach the maximum effectiveness? There is also the Shield Wall perk(s) which proves that it must be different than just 50% reduction globally. Would be nice to clear this up, thanks.&lt;br /&gt;
&lt;br /&gt;
:: yeah I had the same question, I'd really appreciate more information, especially with regards to perk'd vs. unperk'd blocking. On the harder difficulty settings the damage you take can be beastly, and if active blocking helps, I want it, but I don't want to invest the perks if it isn't helpful beyond the standard 80% cap for armor. {{uns|65.23.113.146|January 9, 2012 12:07}}&lt;br /&gt;
&lt;br /&gt;
I don't think there is any real cap. One of my character got around 500 armor rating and almost every Block perk, and when I block an attack from an Ancient Dragon (a physical one, that is) I take almost no damage; if I don't block, I lose nearly 100 hp. Blocking with a two-handed weapon, however, isn't as effective, since none of the perks work for them. [[User:Elakyn|Elakyn]] 23:04, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This is not answer at all. The &amp;quot;cap&amp;quot; must exist obviously couse 100% blocking damage is just... :D&lt;br /&gt;
:: For example - I have all shields perk and enchanted ring with 40% block. Does ring really matter anything?&lt;br /&gt;
:: So - how much is at max ? --[[Special:Contributions/156.17.226.219|156.17.226.219]] 12:11, 13 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
85% cap i think.&lt;br /&gt;
&lt;br /&gt;
combine with 80% damage resistance cap from armor rating = 97% damage resistance (98.5% damage resistance with berserk). sorry for bad english.&lt;br /&gt;
--[[User:Alcyone|Alcyone]] 05:21, 12 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deflect Arrows and Shield Wall ==&lt;br /&gt;
&lt;br /&gt;
First of all, I'll just mention that Shield Wall is lying about its values. It actually adds 10% blocking effectiveness per rank, and that does exactly what you think it would: with rank 5, you can block an attack and take half the damage you would have if you had no ranks of Shield Wall. Your Block skill also affects damage taken, and the combination of Block skill, Shield Wall ranks, and Fortify Block effects cannot negate more than 85% damage total. Due to the 85% cap, higher Shield Wall ranks are wasted once your Block skill rises into higher levels if you are using a shield. Shield Wall may have shield in the name, but there is no requirement that you be using a shield for it to work, so higher ranks do help when blocking with weapons, which are naturally less effective.&lt;br /&gt;
&lt;br /&gt;
But let's discuss Deflect Arrows. Everything about this perk requires a shield, so it does nothing if you block with a weapon. We all know it lies about negating arrow damage because they still hurt some, but that's because again, blocking cannot stop more than 85% of damage. The perk has two parts. The first sets blocking effectiveness to maximum and the second sets blocking chance against arrows to 100%. But that first part simply sets blocking effectiveness to maximum against '''everything'''. If you have Deflect Arrows, then when blocking with a shield, you will have the full 85% damage mitigation regardless of your Block skill, Shield Wall Ranks, and Fortify Block effects.&lt;br /&gt;
&lt;br /&gt;
I've added this information to the main page. This stuff was done under game version 1.3.10.0, in case this ever gets fixed in the future.--[[User:SushiSquid|SushiSquid]] 12:44, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sorry dont know how to respond to a post, but are you saying that currently Block is bugged to the point of getting full Block equivalent (85) by just picking deflect arrows as a perk?{{unsigned|174.252.19.200|22:23, 16 January 2012}}&lt;br /&gt;
::I've edited your message to be a response to the above section and added a signature. To answer the question: yes, but only when blocking with a shield, not a weapon. If you are using a shield, then in addition to letting you block arrows, Deflect Arrows also maximizes blocking ability (85% damage reduction) against all attacks regardless of any other factors. If you are not using a shield, Deflect Arrows does nothing at all.--[[User:SushiSquid|SushiSquid]] 02:43, 17 January 2012 (UTC)&lt;br /&gt;
::: Does &amp;quot;any other factors&amp;quot; include shield construction/materiel?  In other words, will an unimproved Hide shield block as much damage as an Epic Deadric?  I assume armor rating will only apply to the 15% of damage the sheild does not block.[[User:The12black|The12black]] 03:59, 17 January 2012 (UTC)&lt;br /&gt;
:::: The entry point it uses sets blocking damage mitigation to == 1. That translates to 100% effectiveness, but due to the 85% cap, it just means you hit the cap. Deflect Arrows is bugged in two ways. First, because of the 85% cap, it doesn't matter that it sets effectiveness to 100%. You'll still take 15% damage from blocked arrows. The second issue actually is a problem with the perk itself: it applies its effects to all blocking. There's no conditional run on the attacker's weapon to check if it's a bow. In fact, I don't know if you can run such a conditional. The options for perk conditionals are perk owner, perk owner's weapon, and target. There's isn't a target's weapon option that I know of. This may change in the future. For example, when Fallout: New Vegas was first released, some of its perks didn't work correctly because the engine didn't include correct conditionals for implementing them. Later this was patched, so things like [http://www.falloutwiki.com/Hit_the_Deck Hit the Deck] and [http://www.falloutwiki.com/Stonewall Stonewall] now function as their descriptions say they should. It's possible we'll see a future patch to fix this behavior. For now though, Deflect Arrows is bugged and I don't know if it can be fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
:::: And yes, armor still applies as usual. If you have 667 armor or higher (80% combat damage mitigation) and block for full value (85%), you take 3% of normal damage.--[[User:SushiSquid|SushiSquid]] 04:20, 17 January 2012 (UTC)&lt;br /&gt;
::::: So it basically means that just by taking the ''Deflect Arrows'' it increases Blocking chance to its maximum of 85% regardless of what would hit the shield? So for example, wearing rings and amulets which increase blocking chance is completly useless with the ''Deflect Arrows'' perk, am I right? --[[User:Arkhon|Arkhon]] 06:55, 17 January 2012 (UTC)&lt;br /&gt;
:::::: Yes. If you have Deflect Arrows and you use a shield (not a weapon) to block, all other forms of increasing blocking damage mitigation are worthless. Deflect Arrows already maxes it out.--07:24, 17 January 2012 (UTC)&lt;br /&gt;
::::::: Wow, thank you for the confirmation. --[[User:Arkhon|Arkhon]] 03:01, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, Deflect Arrows is bugged, it maximizes the blocking to 85% regardless your block skill &amp;amp; type of shield used, and it`s really so bad &amp;amp; annoying. No need to search, smith or upgrade the shield (or even the Armor), no need to train or enhance blocking skill, all you have to do is just raise your shield and now you are in the GOD mode, it just made the game unchallenging..&lt;br /&gt;
I think Bethesda must do something about it and quick , a patch or something..&lt;br /&gt;
&lt;br /&gt;
:Is that thing with Deflect Arrows bug still true with 1.4 (or 1.5 beta) patches? Because I have that perk, I have armor rate over armor cap and I still receive quite a beat up during (for example) fighting dragons (of course with shield raised). I can´t find myself proper measure technique for this problem. --Luke the Hero 13:41, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that they have fixed this bug in 1.5. --[[User:Arkhon|Arkhon]] 18:54, 23 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Is it possible anyhow to install 1.4 or 1.5 beta patches without steam??&lt;br /&gt;
&lt;br /&gt;
:::The notes for the 1.5 patch say: &amp;quot;Fixed issue with Deflect Arrows perk not calculating properly.&amp;quot; I assume this means that they have fixed this bug. [[User:GrogGrogGrog|GrogGrogGrog]] 07:13, 23 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shield Charge appears to be broken as of patch 1.5 ==&lt;br /&gt;
&lt;br /&gt;
No longer works for me.  Can someone confirm?[[Special:Contributions/174.0.116.189|174.0.116.189]] 14:50, 5 April 2012 (UTC)&lt;br /&gt;
:It seems to work fine for my character but it does seem possible that some people would experience glitches at this stage. Maybe a note should be added on the page? [[User:RIM|RIM]] 15:04, 5 April 2012 (UTC)&lt;br /&gt;
::Seems someone has already added a note, but it's not particularly helpful.  &amp;quot;...to fix this simply use console remove it and add it back.&amp;quot;  That's fine for PC players but &amp;quot;simply use the console&amp;quot; doesn't apply to those of us on xbox and PS3 and it annoys me when notes read as though the presumption is that everyone is playing on PC.  Furthermore what does &amp;quot;after some time&amp;quot; mean exactly?  That the skill just spontaneously stops working?  For no apparent reason?  Because it had been working fine for me right up until I installed patch 1.5 and it seems rather unlikely that this was a mere coincidence.  Finally, was the note added because someone else has experienced the same bug (i.e. confirmation)?[[Special:Contributions/174.0.116.189|174.0.116.189]] 22:44, 5 April 2012 (UTC)&lt;br /&gt;
:::It wasn't me that added that note but I don't think there would be any solution on the Xbox or PS3 unfortunately.[[User:RIM|RIM]] 08:38, 6 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Needs to be more clear ==&lt;br /&gt;
*Deflect Arrows doesn't work some of the times. If you put shield up and face the enemy archery, a few arrows can still get past your shield as if you didn't block it.&lt;br /&gt;
This is poorly worded and doesn't describe the bug in detail. The way it's worded it sounds like someone didn't understand that it has to hit the shield for Deflect Arrows to work. What I think it's trying to say:&lt;br /&gt;
*At a close enough range, arrows can actually be fired ''behind'' a shield bypassing the Deflect Arrows perk.&lt;br /&gt;
I think a rewrite is in order. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:02, 2 May 2012 (UTC)&lt;br /&gt;
:I just removed it because it really doesn't need to be stated that only arrows that hit the shield will do no damage. Archers can fire around the shield to do damage. [[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; 21:10, 2 May 2012 (UTC)&lt;br /&gt;
::Except I think this bug is saying that it an archer is close enough, the arrow will technically be behind the shield when it is launched. I don't know if that's true or not. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:13, 2 May 2012 (UTC)&lt;br /&gt;
:::If the arrow is technically behind the shield then obviously it won't hit the shield. Therefore the bug is not a bug. [[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; 21:15, 2 May 2012 (UTC)&lt;br /&gt;
::::Not a bug with Deflect Arrows, no. A graphical bug perhaps? Archery? It's not something that SHOULD happen so it's got to be a bug of some kind. I guess what I'm trying to say is this statement needs a better home. [[User:NFITC1|NFITC1]] 21:22, 2 May 2012 (UTC)&lt;br /&gt;
{{od}}Honestly I don't think it's a important enough to mention anywhere. But I think it can happen wih melee weapons, so if anywhere, it's a grapical bug. [[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; 21:35, 2 May 2012 (UTC)&lt;br /&gt;
:It has nothing to do with &amp;quot;being hit by arrow in close range&amp;quot;, whatever gave you that idea. With enemy archery at normal ranged distances, in front of you. roughly half of the arrows don't get blocked at all. It is not poorly worded, you just confused this bug with another one. It describes exactly what happens. [[Special:Contributions/50.99.131.84|50.99.131.84]] 19:05, 4 May 2012 (UTC)&lt;br /&gt;
::You shouldn't readd it until the confusion is cleared. Your reasoning has nothing do with the perk. The perk stops damage, not the arrow, what you are saying is that holding a shield in front of you does not stop all arrows, that is how it works. The perk is about stopping damage from arrows that hit the shield, nothing in this description is related to the bug which is why I removed it for being extremely poorly written. The bug as it is written is basically saying that arrows go through the shield, which makes it a bug related to using a shield, not the perk. [[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; 19:18, 4 May 2012 (UTC)&lt;br /&gt;
Apparently you are lacking sense to understand common English. An arrow hits you, you take damage. Is that so hard to understand.? [[Special:Contributions/50.99.131.84|50.99.131.84]] 20:53, 4 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Block&amp;diff=945471</id>
		<title>Skyrim:Block</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Block&amp;diff=945471"/>
		<updated>2012-05-04T20:51:48Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Bugs */ fine, happy now?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Block.png&lt;br /&gt;
|Special=Combat&lt;br /&gt;
|ExTrail=[[Skyrim:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''Block''' allows you to reduce damage from melee and ranged combat, using a shield or weapons.  As perks are gained, block allows you to do damage with your shield, or disarm your opponent. The Block skill tree has a total of 9 perks, requiring a total of 13 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The art of blocking an enemy's blows with a shield or weapon.  Blocking reduces the damage and staggering from physical attacks.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|x=525|y=790|label=Shield Wall|mark_alt=Shield Wall (5 ranks): 0/20/40/60/80 Block. Blocking is 20/25/30/35/40% more effective|position=right}}&lt;br /&gt;
{{Image Mark|x=93|y=577|label=Deflect Arrows|mark_alt=Deflect Arrows: 30 Block|position=bottomright}}&lt;br /&gt;
{{Image Mark|x=340|y=160 |label=Block Runner|position=left|mark_alt=Block Runner: 70 Block. Able to move faster with a shield or weapon raised.}}&lt;br /&gt;
{{Image Mark|x=215|y=240|label=Elemental Protection|position=right}}&lt;br /&gt;
{{Image Mark|x=428|y=500|label=Quick Reflexes|mark_alt=Quick Reflexes: 30 Block. Time slows down if you are blocking during an enemy's power attack|position=top}}&lt;br /&gt;
{{Image Mark|x=888|y=563|label=Power Bash|mark_alt=Power Bash: 30 Block. Able to do a power bash|position=left}}&lt;br /&gt;
{{Image Mark|x=868|y=325|label=Deadly Bash|mark_alt=Deadly Bash: 50 Block. Bashing does five times more damage.|position=left}}&lt;br /&gt;
{{Image Mark|x=785|y=150 |label=Disarming Bash|mark_alt=Bash Disarm: 70 Block. Chance to disarm when power bashing.|position=bottom}}&lt;br /&gt;
{{Image Mark|x=525|y=92 |label=Shield Charge|mark_alt=Shield Charge: 100 Block. Sprinting with a shield raised knocks down most targets.|position=right}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Shield Wall}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Blocking is 20% more effective. [Actually 10%]&lt;br /&gt;
| {{ID|000bccae}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Blocking is 25% more effective. [Actually 20%]&lt;br /&gt;
| {{ID|00079355}}&lt;br /&gt;
| 20 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Blocking is 30% more effective.&lt;br /&gt;
| {{ID|00079356}}&lt;br /&gt;
| 40 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Blocking is 35% more effective. [Actually 40%]&lt;br /&gt;
| {{ID|00079357}}&lt;br /&gt;
| 60 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Blocking is 40% more effective. [Actually 50%]&lt;br /&gt;
| {{ID|00079358}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deflect Arrows}}''&lt;br /&gt;
| Arrows that hit the shield do no damage.&lt;br /&gt;
| {{ID|00058f68}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Elemental Protection}}''&lt;br /&gt;
| Blocking with a shield reduces incoming fire, frost, and shock damage by 50%.&lt;br /&gt;
| {{ID|00058f69}}&lt;br /&gt;
| 50 Block&lt;br /&gt;
| Deflect Arrows&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Block Runner}}''&lt;br /&gt;
| Able to move faster with a shield or weapon raised.&lt;br /&gt;
| {{ID|00106253}}&lt;br /&gt;
| 70 Block&lt;br /&gt;
| Elemental Protection&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Power Bash}}''&lt;br /&gt;
| Able to do a power bash.&lt;br /&gt;
| {{ID|00058f67}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deadly Bash}}''&lt;br /&gt;
| Bashing does five times more damage.&lt;br /&gt;
| {{ID|0005f594}}&lt;br /&gt;
| 50 Block&lt;br /&gt;
| Power Bash&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Disarming Bash}}''&lt;br /&gt;
| Chance to disarm when power bashing.&lt;br /&gt;
| {{ID|00058f66}}&lt;br /&gt;
| 70 Block&lt;br /&gt;
| Deadly Bash&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Shield Charge}}''&lt;br /&gt;
| Sprinting with a shield raised knocks down most targets.&lt;br /&gt;
| {{ID|00058f6a}}&lt;br /&gt;
| 100 Block&lt;br /&gt;
| Disarming Bash ''or'' Block Runner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Quick Reflexes}}''&lt;br /&gt;
| Time slows down if you are blocking during an enemy's power attack.&lt;br /&gt;
| {{ID|000d8c33}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Usage ==&lt;br /&gt;
If nothing, a shield or a torch is equipped in the left hand, or if a two-handed weapon is equipped, incoming attacks can be blocked by holding the [[Skyrim:Controls#Left Hand|Left Hand]] (block) control. While blocking, movement speed is reduced. Blocking cannot be used when dual-wielding weapons or when a spell is assigned to both hands.  Blocking is always done with the left hand and shields can only be equipped to the left hand, despite pre-release statements to the contrary.&lt;br /&gt;
&lt;br /&gt;
When you are blocking, the damage reduction is determined by your Block skill level and is improved by perks and [[Skyrim:Fortify Block|Fortify Block]] effects. Maximum blocking effectiveness is 85%. &lt;br /&gt;
&lt;br /&gt;
Attempting to [[Skyrim:Controls#Attack|attack]] while blocking will execute a basic shield bash that may stagger an opponent and can interrupt an opponent's power attack. All forms of bashing can be done using two-handed weapons or bows, as well as shields. &lt;br /&gt;
&lt;br /&gt;
The Elemental Protection perk blocks spell damage taken from any angle, not just spells that actually hit the shield. Its damage reduction stacks multiplicatively with other spell resistances, but it will only reduce health damage taken. Secondary effects such as Stamina and Magicka loss still occur normally.&lt;br /&gt;
&lt;br /&gt;
== Skill Increases==&lt;br /&gt;
If you take Vegetable soup or any food item that regenerates stamina over 720 seconds you can shield bash or power bash an unlimited amount of times, resulting in your target being stun locked and unable to attack you. This will slowly kill them and level your Block very quickly without you taking any damage. If you're looking to level Block quickly, do not take the Deadly Bash perk, as even on Master Difficulty you will quickly kill bosses with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
If you're looking to 'boost' your shield skill, one strategy is to engage a single Mudcrab. Holding down your block button should increase your blocking by at least 2-3 levels per minute.&lt;br /&gt;
&lt;br /&gt;
If you wish to level up your block skill later in the game, an ideal opponent is the Draugr Deathlord, because it will attack you with a very powerful bow. By continuously blocking its arrows and by healing your health and stamina as necessary, you can raise your block skill from its base level to level 75 in approximately 10 minutes, and then the rest of the way to level 100 in approximately 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Once you become the harbinger of the [[Skyrim:Companions|Companions]], you can exploit the [[Skyrim:Followers#Follower_Trainers|Follower/Trainer]] method with [[Skyrim:Njada Stonearm|Njada Stonearm]].&lt;br /&gt;
&lt;br /&gt;
Also, if you have a good block rating, you can get the last points by blocking dragons after forcing them to land (about 5 hits by Ancient Dragon for one level when over 90, 100th requires 6). For mid-high levels, the same technique can be used against giants and mammoths, which are more plentiful in the early game. &lt;br /&gt;
&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] provide initial skill bonuses in Block:&lt;br /&gt;
* +5 bonus: [[Skyrim:Imperial|Imperial]], [[Skyrim:Nord|Nord]], [[Skyrim:Orc|Orc]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Njada Stonearm|Njada Stonearm]] of the Companions in [[Skyrim:Whiterun|Whiterun]] (Expert)&lt;br /&gt;
* [[Skyrim:Chief Larak|Chief Larak]] in [[Skyrim:Mor Khazgur|Mor Khazgur]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:Battle of Red Mountain|Battle of Red Mountain]]''&lt;br /&gt;
* ''[[Skyrim:A Dance in Fire, v2|A Dance in Fire, v2]]''&lt;br /&gt;
* ''[[Skyrim:Death Blow of Abernanit|Death Blow of Abernanit]]''&lt;br /&gt;
* ''[[Skyrim:The Mirror|The Mirror]]''&lt;br /&gt;
* ''[[Skyrim:Warrior (book)|Warrior]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Block reward (as well as +1 [[Skyrim:One-handed|One-handed]]) from [[Skyrim:Amren|Amren]] ([[Skyrim:Whiterun|Whiterun]]) for completing the quest [[Skyrim:Dungeon Delving (Bandits)|Find Amren's Family Sword inside &amp;lt;Alias=Dungeon&amp;gt;]].&lt;br /&gt;
* +1 Block reward from [[Skyrim:Roggi Knot-Beard|Roggi Knot-Beard]] ([[sr:Kynesgrove|Kynesgrove]]) for completing the quest [[sr:Dungeon Delving (Caves)|Find Roggi's Ancestral Shield inside &amp;lt;Alias=Dungeon&amp;gt;]].&lt;br /&gt;
* +1 Block reward (as well as +1 to all other combat skills) from [[Skyrim:Giraud Gemane|Giraud Gemane]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Rjorn's Drum|Rjorn's Drum]].&lt;br /&gt;
* +1 Block reward (as well as +1 [[Skyrim:One-handed|One-handed]]) from the [[Skyrim:Ghost of Old Hroldan|Ghost of Old Hroldan]] ([[Skyrim:Old Hroldan|Old Hroldan]]) for completing the quest [[Skyrim:The Ghost of Old Hroldan|The Ghost of Old Hroldan]].&lt;br /&gt;
* +1 Block reward from [[Skyrim:Horgeir|Horgeir]] ([[Skyrim:Dragon Bridge|Dragon Bridge]]) for giving the [[SR:Dragon's Breath Mead (item)|Dragon's Breath Mead]] to him in the quest [[Skyrim:Dragon's Breath Mead (quest)|Dragon's Breath Mead (quest)]].&lt;br /&gt;
+5 to Block (and other Combat skills) by selecting &amp;quot;The Path of Might&amp;quot; from the [[Skyrim:Oghma Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning the Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* In Skyrim, Block skill gains are based on the amount of damage blocked. Using better shields and getting hit by tougher enemies advances the Block skill faster.&lt;br /&gt;
* Performing shield bashes increases the skill considerably more than simply blocking, but costs a lot of stamina. Use enchants, potions and food to regenerate faster.&lt;br /&gt;
* Experience is gained when using weapons for blocking or bashing, as well as when using shields.&lt;br /&gt;
* Practicing blocking also raises armor skills.&lt;br /&gt;
* [[Skyrim:Regenerate Health|Regenerate Health]] potions and enchantments can help staying alive while training, potentially allowing to leave the game unattended. This can also be accomplished with natural health regeneration during [[Skyrim:brawl|brawl]]ing sessions with NPCs or fighting very weak enemies like skeevers, though skill gains will be very slow.&lt;br /&gt;
* Using the [[Skyrim:Spellbreaker|Spellbreaker]] shield allows to train Block against tougher, magic-wielding opponents, such as conjured [[Skyrim:Dremora Lord|Dremora Lord]]s.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
* Once you have 30 ranks in Block, guards will begin to say &amp;quot;Best offense is a good defense, am I right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Attacks can be blocked using a torch and bashing with one will set opponents on fire.&lt;br /&gt;
* Blocking is also useful when being bombarded by arrows, however, you need the &amp;quot;Deflect Arrows&amp;quot; perk in order for this skill to be of use.&lt;br /&gt;
* Combining master blocking with a high armor rating, one can manage to reduce all physical damage to zero with a shield, when blocking incoming melee attacks.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Shield Charge will stop working after some playing time, to fix this simply use console remove it and add it back. ''player.removeperk 00058F6A'' and ''player.addperk 00058F6A''.}}&lt;br /&gt;
{{Bug|Shield Charge can be exploited for use with two-handed weapons or one-handed weapons without a shield. See the [[Skyrim_talk:Block#Bug:_Shield_Charge_seems_to_.28sometimes.29_work_with_2-handed_weapons|block discussion]] page for an explanation.}}&lt;br /&gt;
{{Bug|Shield Wall's listed values are incorrect. It actually improves blocking effectiveness by 10% for each rank.|confirmed=1}}&lt;br /&gt;
{{Bug|If you have the perk Block Runner and are blocking with a shield while sneaking, you will move as fast as you would by doing the same without sneaking. This can be used to move quickly around while not being noticed, but in the other hand, the shield takes a bit of your view, making it a bit tricky to hit straight.}}&lt;br /&gt;
{{Bug|Sometimes, when fighting alone against multiple opponents with the quick reflexes perk, the slow time effect will continue indefinitely if you shield bash an opponent while they are power attacking. This makes it possible to easily slaughter any enemy in the game, as they are basically frozen. However, interactions in the game (such as opening chests or entering doors) are also slowed down. A variety of methods can be used to break the effect, however the only fool-proof way is to stand in front of an enemy and block until they power attack you again.}}&lt;br /&gt;
{{Bug|Deflect Arrows is bugged. It sets blocking effectiveness to the maximum value of 85% against all attacks, regardless of your Block skill, Shield Wall ranks, or Fortify Block effects. It does not work when blocking with weapons, but if you use a shield, Deflect Arrows renders all other forms of increasing Block strength obsolete.|OSP|1.5}}&lt;br /&gt;
{{Bug|Deflect Arrows doesn't work some of the times. If you put shield up and face the enemy archery, a few arrows can still damage you as if you didn't block it.}}&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Block&amp;diff=945470</id>
		<title>Skyrim:Block</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Block&amp;diff=945470"/>
		<updated>2012-05-04T20:51:22Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: Undo revision 945445 by The Silencer (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Block.png&lt;br /&gt;
|Special=Combat&lt;br /&gt;
|ExTrail=[[Skyrim:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''Block''' allows you to reduce damage from melee and ranged combat, using a shield or weapons.  As perks are gained, block allows you to do damage with your shield, or disarm your opponent. The Block skill tree has a total of 9 perks, requiring a total of 13 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The art of blocking an enemy's blows with a shield or weapon.  Blocking reduces the damage and staggering from physical attacks.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|x=525|y=790|label=Shield Wall|mark_alt=Shield Wall (5 ranks): 0/20/40/60/80 Block. Blocking is 20/25/30/35/40% more effective|position=right}}&lt;br /&gt;
{{Image Mark|x=93|y=577|label=Deflect Arrows|mark_alt=Deflect Arrows: 30 Block|position=bottomright}}&lt;br /&gt;
{{Image Mark|x=340|y=160 |label=Block Runner|position=left|mark_alt=Block Runner: 70 Block. Able to move faster with a shield or weapon raised.}}&lt;br /&gt;
{{Image Mark|x=215|y=240|label=Elemental Protection|position=right}}&lt;br /&gt;
{{Image Mark|x=428|y=500|label=Quick Reflexes|mark_alt=Quick Reflexes: 30 Block. Time slows down if you are blocking during an enemy's power attack|position=top}}&lt;br /&gt;
{{Image Mark|x=888|y=563|label=Power Bash|mark_alt=Power Bash: 30 Block. Able to do a power bash|position=left}}&lt;br /&gt;
{{Image Mark|x=868|y=325|label=Deadly Bash|mark_alt=Deadly Bash: 50 Block. Bashing does five times more damage.|position=left}}&lt;br /&gt;
{{Image Mark|x=785|y=150 |label=Disarming Bash|mark_alt=Bash Disarm: 70 Block. Chance to disarm when power bashing.|position=bottom}}&lt;br /&gt;
{{Image Mark|x=525|y=92 |label=Shield Charge|mark_alt=Shield Charge: 100 Block. Sprinting with a shield raised knocks down most targets.|position=right}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Shield Wall}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Blocking is 20% more effective. [Actually 10%]&lt;br /&gt;
| {{ID|000bccae}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Blocking is 25% more effective. [Actually 20%]&lt;br /&gt;
| {{ID|00079355}}&lt;br /&gt;
| 20 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Blocking is 30% more effective.&lt;br /&gt;
| {{ID|00079356}}&lt;br /&gt;
| 40 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Blocking is 35% more effective. [Actually 40%]&lt;br /&gt;
| {{ID|00079357}}&lt;br /&gt;
| 60 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Blocking is 40% more effective. [Actually 50%]&lt;br /&gt;
| {{ID|00079358}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deflect Arrows}}''&lt;br /&gt;
| Arrows that hit the shield do no damage.&lt;br /&gt;
| {{ID|00058f68}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Elemental Protection}}''&lt;br /&gt;
| Blocking with a shield reduces incoming fire, frost, and shock damage by 50%.&lt;br /&gt;
| {{ID|00058f69}}&lt;br /&gt;
| 50 Block&lt;br /&gt;
| Deflect Arrows&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Block Runner}}''&lt;br /&gt;
| Able to move faster with a shield or weapon raised.&lt;br /&gt;
| {{ID|00106253}}&lt;br /&gt;
| 70 Block&lt;br /&gt;
| Elemental Protection&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Power Bash}}''&lt;br /&gt;
| Able to do a power bash.&lt;br /&gt;
| {{ID|00058f67}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deadly Bash}}''&lt;br /&gt;
| Bashing does five times more damage.&lt;br /&gt;
| {{ID|0005f594}}&lt;br /&gt;
| 50 Block&lt;br /&gt;
| Power Bash&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Disarming Bash}}''&lt;br /&gt;
| Chance to disarm when power bashing.&lt;br /&gt;
| {{ID|00058f66}}&lt;br /&gt;
| 70 Block&lt;br /&gt;
| Deadly Bash&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Shield Charge}}''&lt;br /&gt;
| Sprinting with a shield raised knocks down most targets.&lt;br /&gt;
| {{ID|00058f6a}}&lt;br /&gt;
| 100 Block&lt;br /&gt;
| Disarming Bash ''or'' Block Runner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Quick Reflexes}}''&lt;br /&gt;
| Time slows down if you are blocking during an enemy's power attack.&lt;br /&gt;
| {{ID|000d8c33}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Usage ==&lt;br /&gt;
If nothing, a shield or a torch is equipped in the left hand, or if a two-handed weapon is equipped, incoming attacks can be blocked by holding the [[Skyrim:Controls#Left Hand|Left Hand]] (block) control. While blocking, movement speed is reduced. Blocking cannot be used when dual-wielding weapons or when a spell is assigned to both hands.  Blocking is always done with the left hand and shields can only be equipped to the left hand, despite pre-release statements to the contrary.&lt;br /&gt;
&lt;br /&gt;
When you are blocking, the damage reduction is determined by your Block skill level and is improved by perks and [[Skyrim:Fortify Block|Fortify Block]] effects. Maximum blocking effectiveness is 85%. &lt;br /&gt;
&lt;br /&gt;
Attempting to [[Skyrim:Controls#Attack|attack]] while blocking will execute a basic shield bash that may stagger an opponent and can interrupt an opponent's power attack. All forms of bashing can be done using two-handed weapons or bows, as well as shields. &lt;br /&gt;
&lt;br /&gt;
The Elemental Protection perk blocks spell damage taken from any angle, not just spells that actually hit the shield. Its damage reduction stacks multiplicatively with other spell resistances, but it will only reduce health damage taken. Secondary effects such as Stamina and Magicka loss still occur normally.&lt;br /&gt;
&lt;br /&gt;
== Skill Increases==&lt;br /&gt;
If you take Vegetable soup or any food item that regenerates stamina over 720 seconds you can shield bash or power bash an unlimited amount of times, resulting in your target being stun locked and unable to attack you. This will slowly kill them and level your Block very quickly without you taking any damage. If you're looking to level Block quickly, do not take the Deadly Bash perk, as even on Master Difficulty you will quickly kill bosses with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
If you're looking to 'boost' your shield skill, one strategy is to engage a single Mudcrab. Holding down your block button should increase your blocking by at least 2-3 levels per minute.&lt;br /&gt;
&lt;br /&gt;
If you wish to level up your block skill later in the game, an ideal opponent is the Draugr Deathlord, because it will attack you with a very powerful bow. By continuously blocking its arrows and by healing your health and stamina as necessary, you can raise your block skill from its base level to level 75 in approximately 10 minutes, and then the rest of the way to level 100 in approximately 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Once you become the harbinger of the [[Skyrim:Companions|Companions]], you can exploit the [[Skyrim:Followers#Follower_Trainers|Follower/Trainer]] method with [[Skyrim:Njada Stonearm|Njada Stonearm]].&lt;br /&gt;
&lt;br /&gt;
Also, if you have a good block rating, you can get the last points by blocking dragons after forcing them to land (about 5 hits by Ancient Dragon for one level when over 90, 100th requires 6). For mid-high levels, the same technique can be used against giants and mammoths, which are more plentiful in the early game. &lt;br /&gt;
&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] provide initial skill bonuses in Block:&lt;br /&gt;
* +5 bonus: [[Skyrim:Imperial|Imperial]], [[Skyrim:Nord|Nord]], [[Skyrim:Orc|Orc]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Njada Stonearm|Njada Stonearm]] of the Companions in [[Skyrim:Whiterun|Whiterun]] (Expert)&lt;br /&gt;
* [[Skyrim:Chief Larak|Chief Larak]] in [[Skyrim:Mor Khazgur|Mor Khazgur]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:Battle of Red Mountain|Battle of Red Mountain]]''&lt;br /&gt;
* ''[[Skyrim:A Dance in Fire, v2|A Dance in Fire, v2]]''&lt;br /&gt;
* ''[[Skyrim:Death Blow of Abernanit|Death Blow of Abernanit]]''&lt;br /&gt;
* ''[[Skyrim:The Mirror|The Mirror]]''&lt;br /&gt;
* ''[[Skyrim:Warrior (book)|Warrior]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Block reward (as well as +1 [[Skyrim:One-handed|One-handed]]) from [[Skyrim:Amren|Amren]] ([[Skyrim:Whiterun|Whiterun]]) for completing the quest [[Skyrim:Dungeon Delving (Bandits)|Find Amren's Family Sword inside &amp;lt;Alias=Dungeon&amp;gt;]].&lt;br /&gt;
* +1 Block reward from [[Skyrim:Roggi Knot-Beard|Roggi Knot-Beard]] ([[sr:Kynesgrove|Kynesgrove]]) for completing the quest [[sr:Dungeon Delving (Caves)|Find Roggi's Ancestral Shield inside &amp;lt;Alias=Dungeon&amp;gt;]].&lt;br /&gt;
* +1 Block reward (as well as +1 to all other combat skills) from [[Skyrim:Giraud Gemane|Giraud Gemane]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Rjorn's Drum|Rjorn's Drum]].&lt;br /&gt;
* +1 Block reward (as well as +1 [[Skyrim:One-handed|One-handed]]) from the [[Skyrim:Ghost of Old Hroldan|Ghost of Old Hroldan]] ([[Skyrim:Old Hroldan|Old Hroldan]]) for completing the quest [[Skyrim:The Ghost of Old Hroldan|The Ghost of Old Hroldan]].&lt;br /&gt;
* +1 Block reward from [[Skyrim:Horgeir|Horgeir]] ([[Skyrim:Dragon Bridge|Dragon Bridge]]) for giving the [[SR:Dragon's Breath Mead (item)|Dragon's Breath Mead]] to him in the quest [[Skyrim:Dragon's Breath Mead (quest)|Dragon's Breath Mead (quest)]].&lt;br /&gt;
+5 to Block (and other Combat skills) by selecting &amp;quot;The Path of Might&amp;quot; from the [[Skyrim:Oghma Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning the Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* In Skyrim, Block skill gains are based on the amount of damage blocked. Using better shields and getting hit by tougher enemies advances the Block skill faster.&lt;br /&gt;
* Performing shield bashes increases the skill considerably more than simply blocking, but costs a lot of stamina. Use enchants, potions and food to regenerate faster.&lt;br /&gt;
* Experience is gained when using weapons for blocking or bashing, as well as when using shields.&lt;br /&gt;
* Practicing blocking also raises armor skills.&lt;br /&gt;
* [[Skyrim:Regenerate Health|Regenerate Health]] potions and enchantments can help staying alive while training, potentially allowing to leave the game unattended. This can also be accomplished with natural health regeneration during [[Skyrim:brawl|brawl]]ing sessions with NPCs or fighting very weak enemies like skeevers, though skill gains will be very slow.&lt;br /&gt;
* Using the [[Skyrim:Spellbreaker|Spellbreaker]] shield allows to train Block against tougher, magic-wielding opponents, such as conjured [[Skyrim:Dremora Lord|Dremora Lord]]s.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
* Once you have 30 ranks in Block, guards will begin to say &amp;quot;Best offense is a good defense, am I right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Attacks can be blocked using a torch and bashing with one will set opponents on fire.&lt;br /&gt;
* Blocking is also useful when being bombarded by arrows, however, you need the &amp;quot;Deflect Arrows&amp;quot; perk in order for this skill to be of use.&lt;br /&gt;
* Combining master blocking with a high armor rating, one can manage to reduce all physical damage to zero with a shield, when blocking incoming melee attacks.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Shield Charge will stop working after some playing time, to fix this simply use console remove it and add it back. ''player.removeperk 00058F6A'' and ''player.addperk 00058F6A''.}}&lt;br /&gt;
{{Bug|Shield Charge can be exploited for use with two-handed weapons or one-handed weapons without a shield. See the [[Skyrim_talk:Block#Bug:_Shield_Charge_seems_to_.28sometimes.29_work_with_2-handed_weapons|block discussion]] page for an explanation.}}&lt;br /&gt;
{{Bug|Shield Wall's listed values are incorrect. It actually improves blocking effectiveness by 10% for each rank.|confirmed=1}}&lt;br /&gt;
{{Bug|If you have the perk Block Runner and are blocking with a shield while sneaking, you will move as fast as you would by doing the same without sneaking. This can be used to move quickly around while not being noticed, but in the other hand, the shield takes a bit of your view, making it a bit tricky to hit straight.}}&lt;br /&gt;
{{Bug|Sometimes, when fighting alone against multiple opponents with the quick reflexes perk, the slow time effect will continue indefinitely if you shield bash an opponent while they are power attacking. This makes it possible to easily slaughter any enemy in the game, as they are basically frozen. However, interactions in the game (such as opening chests or entering doors) are also slowed down. A variety of methods can be used to break the effect, however the only fool-proof way is to stand in front of an enemy and block until they power attack you again.}}&lt;br /&gt;
{{Bug|Deflect Arrows is bugged. It sets blocking effectiveness to the maximum value of 85% against all attacks, regardless of your Block skill, Shield Wall ranks, or Fortify Block effects. It does not work when blocking with weapons, but if you use a shield, Deflect Arrows renders all other forms of increasing Block strength obsolete.|OSP|1.5}}&lt;br /&gt;
{{Bug|Deflect Arrows doesn't work some of the times. If you put shield up and face the enemy archery, a few arrows can still get past your shield as if you didn't block it.}}&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Block&amp;diff=945433</id>
		<title>Skyrim talk:Block</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Block&amp;diff=945433"/>
		<updated>2012-05-04T19:07:14Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Needs to be more clear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1|| Sep 2011 - Feb 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bash Damage==&lt;br /&gt;
What determines the amount of damage you do with a bash attack?  For shields, is it based on the defense of the shield?  What about bashing without a shield, then?  Does the Block skill itself effect the damage like weapon skills do for attacks?  There's a lot of variables that I'm totally unsure of.  [[User:Lovless510|Lovless510]] 18:37, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Shields with higher armor rating seem to deal more damage, though not as much as the armor increase would suggest. I wonder if there's a way to increase your bash damage. Also, iron 2h sword seem to deal as much (or nearly as much) bash damage as flawless ebony shield, but it's range totally sucks.&lt;br /&gt;
&lt;br /&gt;
::It seems as though all shields do the same damage regardless of type, armor rating, and heavy / light class. Additionally, I seem to have realized that the more stamina I have left, the more damage I do. After nearly an hour of testing, I've come to realize that at first I could cripple Olfrid Battle-Born in Whiterun in two hard shots where the first took out nearly 2/3rds of his health, whereas nearing the end of my stamina when his health recovered fully, it now took three... I've tested it with the following, if anyone wants to try and recreate the same situation:&lt;br /&gt;
&lt;br /&gt;
::Two-Handed Weapon: Silver Greatsword&lt;br /&gt;
&lt;br /&gt;
::One-Handed Weapon: Hjalti's Sword - Steel War Axe (Legendary)&lt;br /&gt;
&lt;br /&gt;
::Shield: Blades - Daedric - Dragonplate (Leg) - Ebony (Leg) - Ebony - Dwarven (Leg) - Dwarven - Glass (Leg) - Glass - Imperial Light Shield (Leg) - Imperial Light Shield - Orcish Shield of Frost Abatement (Leg) - Spellbreaker (Leg) - Steel Shield (Leg) - Steel Shield - Hide Shield (Leg) - Hide Shield - Targe of the Blooded.&lt;br /&gt;
&lt;br /&gt;
::Interestingly enough, the Targe of the Blooded did the same amount of damage as any other shield, before Bleedout of 15dmg of course. However TotB does not cripple an opponent. In other words, using TotB is not advised if wanting to exploit any techniques.&lt;br /&gt;
&lt;br /&gt;
::Additionally, be it a Light Shield or a Heavy Shield, they take the same stamina. In other words, a Legendary Daedric Shield does the same exact damage as a non-improved Hide Shield. It seems as though the same applies for weapons, both One-Handed and Two-Handed as well.&lt;br /&gt;
&lt;br /&gt;
::In other words, be it an Iron Dagger, a Hide Shield, or a Legendary Daedric Shield or Legendary Daedric Warhammer, everything takes the same Stamina and does the same damage... However, the more Stamina you have, the more damage you seem to bash out. A flawed system, if you ask me. 4:35 AM 15th, December 2011 (CST)&lt;br /&gt;
:::My testing shows otherwise. You can find my specific numbers here; [http://forums.bethsoft.com/index.php?/topic/1313851-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-7/page__view__findpost__p__19787969] [[User:Kai Heilos|Kai Heilos]] 08:08, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
i think the formula is (without deadly bash) :&lt;br /&gt;
&lt;br /&gt;
:Shield bash damage = base shield armor rating / 8&lt;br /&gt;
:Power shield bash damage = 3 x shield bash damage&lt;br /&gt;
:Best shield for bash: Spellbreaker (38 base armor rating, 4.75 shield bash damage)&lt;br /&gt;
&lt;br /&gt;
:Weapon bash damage = base weapon damage / 4&lt;br /&gt;
:Power weapon bash damage = 3 x weapon bash damage&lt;br /&gt;
:Best weapon for bash: Daedric War Hammer (27 base damage, 6.75 weapon bash damage)&lt;br /&gt;
&lt;br /&gt;
Only base armor rating &amp;amp; weapon damage are calculated. Smithing, skill, perk not include in calculation. Deadly bash multiply all damage five times. untested with one handed weapon bash (without shield). Sorry for bad english.&lt;br /&gt;
--[[User:Alcyone|Alcyone]] 05:08, 12 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Important but not answered ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, what is the limit of Block effectiveness? Is there a &amp;quot;cap&amp;quot;? &lt;br /&gt;
The Notes section states that most of the damage will be cut by half. Now, what does that mean? Blocking with anything, be it an Iron Dagger or Daedric Battleaxe or Shield of Ysgramor, will be cut by half mostly? What are the percentages? How much percent on Fortify Block is required to reach the maximum effectiveness? There is also the Shield Wall perk(s) which proves that it must be different than just 50% reduction globally. Would be nice to clear this up, thanks.&lt;br /&gt;
&lt;br /&gt;
:: yeah I had the same question, I'd really appreciate more information, especially with regards to perk'd vs. unperk'd blocking. On the harder difficulty settings the damage you take can be beastly, and if active blocking helps, I want it, but I don't want to invest the perks if it isn't helpful beyond the standard 80% cap for armor. {{uns|65.23.113.146|January 9, 2012 12:07}}&lt;br /&gt;
&lt;br /&gt;
I don't think there is any real cap. One of my character got around 500 armor rating and almost every Block perk, and when I block an attack from an Ancient Dragon (a physical one, that is) I take almost no damage; if I don't block, I lose nearly 100 hp. Blocking with a two-handed weapon, however, isn't as effective, since none of the perks work for them. [[User:Elakyn|Elakyn]] 23:04, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This is not answer at all. The &amp;quot;cap&amp;quot; must exist obviously couse 100% blocking damage is just... :D&lt;br /&gt;
:: For example - I have all shields perk and enchanted ring with 40% block. Does ring really matter anything?&lt;br /&gt;
:: So - how much is at max ? --[[Special:Contributions/156.17.226.219|156.17.226.219]] 12:11, 13 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
85% cap i think.&lt;br /&gt;
&lt;br /&gt;
combine with 80% damage resistance cap from armor rating = 97% damage resistance (98.5% damage resistance with berserk). sorry for bad english.&lt;br /&gt;
--[[User:Alcyone|Alcyone]] 05:21, 12 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deflect Arrows and Shield Wall ==&lt;br /&gt;
&lt;br /&gt;
First of all, I'll just mention that Shield Wall is lying about its values. It actually adds 10% blocking effectiveness per rank, and that does exactly what you think it would: with rank 5, you can block an attack and take half the damage you would have if you had no ranks of Shield Wall. Your Block skill also affects damage taken, and the combination of Block skill, Shield Wall ranks, and Fortify Block effects cannot negate more than 85% damage total. Due to the 85% cap, higher Shield Wall ranks are wasted once your Block skill rises into higher levels if you are using a shield. Shield Wall may have shield in the name, but there is no requirement that you be using a shield for it to work, so higher ranks do help when blocking with weapons, which are naturally less effective.&lt;br /&gt;
&lt;br /&gt;
But let's discuss Deflect Arrows. Everything about this perk requires a shield, so it does nothing if you block with a weapon. We all know it lies about negating arrow damage because they still hurt some, but that's because again, blocking cannot stop more than 85% of damage. The perk has two parts. The first sets blocking effectiveness to maximum and the second sets blocking chance against arrows to 100%. But that first part simply sets blocking effectiveness to maximum against '''everything'''. If you have Deflect Arrows, then when blocking with a shield, you will have the full 85% damage mitigation regardless of your Block skill, Shield Wall Ranks, and Fortify Block effects.&lt;br /&gt;
&lt;br /&gt;
I've added this information to the main page. This stuff was done under game version 1.3.10.0, in case this ever gets fixed in the future.--[[User:SushiSquid|SushiSquid]] 12:44, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sorry dont know how to respond to a post, but are you saying that currently Block is bugged to the point of getting full Block equivalent (85) by just picking deflect arrows as a perk?{{unsigned|174.252.19.200|22:23, 16 January 2012}}&lt;br /&gt;
::I've edited your message to be a response to the above section and added a signature. To answer the question: yes, but only when blocking with a shield, not a weapon. If you are using a shield, then in addition to letting you block arrows, Deflect Arrows also maximizes blocking ability (85% damage reduction) against all attacks regardless of any other factors. If you are not using a shield, Deflect Arrows does nothing at all.--[[User:SushiSquid|SushiSquid]] 02:43, 17 January 2012 (UTC)&lt;br /&gt;
::: Does &amp;quot;any other factors&amp;quot; include shield construction/materiel?  In other words, will an unimproved Hide shield block as much damage as an Epic Deadric?  I assume armor rating will only apply to the 15% of damage the sheild does not block.[[User:The12black|The12black]] 03:59, 17 January 2012 (UTC)&lt;br /&gt;
:::: The entry point it uses sets blocking damage mitigation to == 1. That translates to 100% effectiveness, but due to the 85% cap, it just means you hit the cap. Deflect Arrows is bugged in two ways. First, because of the 85% cap, it doesn't matter that it sets effectiveness to 100%. You'll still take 15% damage from blocked arrows. The second issue actually is a problem with the perk itself: it applies its effects to all blocking. There's no conditional run on the attacker's weapon to check if it's a bow. In fact, I don't know if you can run such a conditional. The options for perk conditionals are perk owner, perk owner's weapon, and target. There's isn't a target's weapon option that I know of. This may change in the future. For example, when Fallout: New Vegas was first released, some of its perks didn't work correctly because the engine didn't include correct conditionals for implementing them. Later this was patched, so things like [http://www.falloutwiki.com/Hit_the_Deck Hit the Deck] and [http://www.falloutwiki.com/Stonewall Stonewall] now function as their descriptions say they should. It's possible we'll see a future patch to fix this behavior. For now though, Deflect Arrows is bugged and I don't know if it can be fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
:::: And yes, armor still applies as usual. If you have 667 armor or higher (80% combat damage mitigation) and block for full value (85%), you take 3% of normal damage.--[[User:SushiSquid|SushiSquid]] 04:20, 17 January 2012 (UTC)&lt;br /&gt;
::::: So it basically means that just by taking the ''Deflect Arrows'' it increases Blocking chance to its maximum of 85% regardless of what would hit the shield? So for example, wearing rings and amulets which increase blocking chance is completly useless with the ''Deflect Arrows'' perk, am I right? --[[User:Arkhon|Arkhon]] 06:55, 17 January 2012 (UTC)&lt;br /&gt;
:::::: Yes. If you have Deflect Arrows and you use a shield (not a weapon) to block, all other forms of increasing blocking damage mitigation are worthless. Deflect Arrows already maxes it out.--07:24, 17 January 2012 (UTC)&lt;br /&gt;
::::::: Wow, thank you for the confirmation. --[[User:Arkhon|Arkhon]] 03:01, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, Deflect Arrows is bugged, it maximizes the blocking to 85% regardless your block skill &amp;amp; type of shield used, and it`s really so bad &amp;amp; annoying. No need to search, smith or upgrade the shield (or even the Armor), no need to train or enhance blocking skill, all you have to do is just raise your shield and now you are in the GOD mode, it just made the game unchallenging..&lt;br /&gt;
I think Bethesda must do something about it and quick , a patch or something..&lt;br /&gt;
&lt;br /&gt;
:Is that thing with Deflect Arrows bug still true with 1.4 (or 1.5 beta) patches? Because I have that perk, I have armor rate over armor cap and I still receive quite a beat up during (for example) fighting dragons (of course with shield raised). I can´t find myself proper measure technique for this problem. --Luke the Hero 13:41, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that they have fixed this bug in 1.5. --[[User:Arkhon|Arkhon]] 18:54, 23 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Is it possible anyhow to install 1.4 or 1.5 beta patches without steam??&lt;br /&gt;
&lt;br /&gt;
:::The notes for the 1.5 patch say: &amp;quot;Fixed issue with Deflect Arrows perk not calculating properly.&amp;quot; I assume this means that they have fixed this bug. [[User:GrogGrogGrog|GrogGrogGrog]] 07:13, 23 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shield Charge appears to be broken as of patch 1.5 ==&lt;br /&gt;
&lt;br /&gt;
No longer works for me.  Can someone confirm?[[Special:Contributions/174.0.116.189|174.0.116.189]] 14:50, 5 April 2012 (UTC)&lt;br /&gt;
:It seems to work fine for my character but it does seem possible that some people would experience glitches at this stage. Maybe a note should be added on the page? [[User:RIM|RIM]] 15:04, 5 April 2012 (UTC)&lt;br /&gt;
::Seems someone has already added a note, but it's not particularly helpful.  &amp;quot;...to fix this simply use console remove it and add it back.&amp;quot;  That's fine for PC players but &amp;quot;simply use the console&amp;quot; doesn't apply to those of us on xbox and PS3 and it annoys me when notes read as though the presumption is that everyone is playing on PC.  Furthermore what does &amp;quot;after some time&amp;quot; mean exactly?  That the skill just spontaneously stops working?  For no apparent reason?  Because it had been working fine for me right up until I installed patch 1.5 and it seems rather unlikely that this was a mere coincidence.  Finally, was the note added because someone else has experienced the same bug (i.e. confirmation)?[[Special:Contributions/174.0.116.189|174.0.116.189]] 22:44, 5 April 2012 (UTC)&lt;br /&gt;
:::It wasn't me that added that note but I don't think there would be any solution on the Xbox or PS3 unfortunately.[[User:RIM|RIM]] 08:38, 6 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Needs to be more clear ==&lt;br /&gt;
*Deflect Arrows doesn't work some of the times. If you put shield up and face the enemy archery, a few arrows can still get past your shield as if you didn't block it.&lt;br /&gt;
This is poorly worded and doesn't describe the bug in detail. The way it's worded it sounds like someone didn't understand that it has to hit the shield for Deflect Arrows to work. What I think it's trying to say:&lt;br /&gt;
*At a close enough range, arrows can actually be fired ''behind'' a shield bypassing the Deflect Arrows perk.&lt;br /&gt;
I think a rewrite is in order. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:02, 2 May 2012 (UTC)&lt;br /&gt;
:I just removed it because it really doesn't need to be stated that only arrows that hit the shield will do no damage. Archers can fire around the shield to do damage. [[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; 21:10, 2 May 2012 (UTC)&lt;br /&gt;
::Except I think this bug is saying that it an archer is close enough, the arrow will technically be behind the shield when it is launched. I don't know if that's true or not. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:13, 2 May 2012 (UTC)&lt;br /&gt;
:::If the arrow is technically behind the shield then obviously it won't hit the shield. Therefore the bug is not a bug. [[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; 21:15, 2 May 2012 (UTC)&lt;br /&gt;
::::Not a bug with Deflect Arrows, no. A graphical bug perhaps? Archery? It's not something that SHOULD happen so it's got to be a bug of some kind. I guess what I'm trying to say is this statement needs a better home. [[User:NFITC1|NFITC1]] 21:22, 2 May 2012 (UTC)&lt;br /&gt;
{{od}}Honestly I don't think it's a important enough to mention anywhere. But I think it can happen wih melee weapons, so if anywhere, it's a grapical bug. [[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; 21:35, 2 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has nothing to do with &amp;quot;being hit by arrow in close range&amp;quot;, whatever gave you that idea. With enemy archery at normal ranged distances, in front of you. roughly half of the arrows don't get blocked at all. It is not poorly worded, you just confused this bug with another one. It describes exactly what happens. [[Special:Contributions/50.99.131.84|50.99.131.84]] 19:05, 4 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Block&amp;diff=945432</id>
		<title>Skyrim talk:Block</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Block&amp;diff=945432"/>
		<updated>2012-05-04T19:05:42Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Needs to be more clear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1|| Sep 2011 - Feb 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bash Damage==&lt;br /&gt;
What determines the amount of damage you do with a bash attack?  For shields, is it based on the defense of the shield?  What about bashing without a shield, then?  Does the Block skill itself effect the damage like weapon skills do for attacks?  There's a lot of variables that I'm totally unsure of.  [[User:Lovless510|Lovless510]] 18:37, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Shields with higher armor rating seem to deal more damage, though not as much as the armor increase would suggest. I wonder if there's a way to increase your bash damage. Also, iron 2h sword seem to deal as much (or nearly as much) bash damage as flawless ebony shield, but it's range totally sucks.&lt;br /&gt;
&lt;br /&gt;
::It seems as though all shields do the same damage regardless of type, armor rating, and heavy / light class. Additionally, I seem to have realized that the more stamina I have left, the more damage I do. After nearly an hour of testing, I've come to realize that at first I could cripple Olfrid Battle-Born in Whiterun in two hard shots where the first took out nearly 2/3rds of his health, whereas nearing the end of my stamina when his health recovered fully, it now took three... I've tested it with the following, if anyone wants to try and recreate the same situation:&lt;br /&gt;
&lt;br /&gt;
::Two-Handed Weapon: Silver Greatsword&lt;br /&gt;
&lt;br /&gt;
::One-Handed Weapon: Hjalti's Sword - Steel War Axe (Legendary)&lt;br /&gt;
&lt;br /&gt;
::Shield: Blades - Daedric - Dragonplate (Leg) - Ebony (Leg) - Ebony - Dwarven (Leg) - Dwarven - Glass (Leg) - Glass - Imperial Light Shield (Leg) - Imperial Light Shield - Orcish Shield of Frost Abatement (Leg) - Spellbreaker (Leg) - Steel Shield (Leg) - Steel Shield - Hide Shield (Leg) - Hide Shield - Targe of the Blooded.&lt;br /&gt;
&lt;br /&gt;
::Interestingly enough, the Targe of the Blooded did the same amount of damage as any other shield, before Bleedout of 15dmg of course. However TotB does not cripple an opponent. In other words, using TotB is not advised if wanting to exploit any techniques.&lt;br /&gt;
&lt;br /&gt;
::Additionally, be it a Light Shield or a Heavy Shield, they take the same stamina. In other words, a Legendary Daedric Shield does the same exact damage as a non-improved Hide Shield. It seems as though the same applies for weapons, both One-Handed and Two-Handed as well.&lt;br /&gt;
&lt;br /&gt;
::In other words, be it an Iron Dagger, a Hide Shield, or a Legendary Daedric Shield or Legendary Daedric Warhammer, everything takes the same Stamina and does the same damage... However, the more Stamina you have, the more damage you seem to bash out. A flawed system, if you ask me. 4:35 AM 15th, December 2011 (CST)&lt;br /&gt;
:::My testing shows otherwise. You can find my specific numbers here; [http://forums.bethsoft.com/index.php?/topic/1313851-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-7/page__view__findpost__p__19787969] [[User:Kai Heilos|Kai Heilos]] 08:08, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
i think the formula is (without deadly bash) :&lt;br /&gt;
&lt;br /&gt;
:Shield bash damage = base shield armor rating / 8&lt;br /&gt;
:Power shield bash damage = 3 x shield bash damage&lt;br /&gt;
:Best shield for bash: Spellbreaker (38 base armor rating, 4.75 shield bash damage)&lt;br /&gt;
&lt;br /&gt;
:Weapon bash damage = base weapon damage / 4&lt;br /&gt;
:Power weapon bash damage = 3 x weapon bash damage&lt;br /&gt;
:Best weapon for bash: Daedric War Hammer (27 base damage, 6.75 weapon bash damage)&lt;br /&gt;
&lt;br /&gt;
Only base armor rating &amp;amp; weapon damage are calculated. Smithing, skill, perk not include in calculation. Deadly bash multiply all damage five times. untested with one handed weapon bash (without shield). Sorry for bad english.&lt;br /&gt;
--[[User:Alcyone|Alcyone]] 05:08, 12 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Important but not answered ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, what is the limit of Block effectiveness? Is there a &amp;quot;cap&amp;quot;? &lt;br /&gt;
The Notes section states that most of the damage will be cut by half. Now, what does that mean? Blocking with anything, be it an Iron Dagger or Daedric Battleaxe or Shield of Ysgramor, will be cut by half mostly? What are the percentages? How much percent on Fortify Block is required to reach the maximum effectiveness? There is also the Shield Wall perk(s) which proves that it must be different than just 50% reduction globally. Would be nice to clear this up, thanks.&lt;br /&gt;
&lt;br /&gt;
:: yeah I had the same question, I'd really appreciate more information, especially with regards to perk'd vs. unperk'd blocking. On the harder difficulty settings the damage you take can be beastly, and if active blocking helps, I want it, but I don't want to invest the perks if it isn't helpful beyond the standard 80% cap for armor. {{uns|65.23.113.146|January 9, 2012 12:07}}&lt;br /&gt;
&lt;br /&gt;
I don't think there is any real cap. One of my character got around 500 armor rating and almost every Block perk, and when I block an attack from an Ancient Dragon (a physical one, that is) I take almost no damage; if I don't block, I lose nearly 100 hp. Blocking with a two-handed weapon, however, isn't as effective, since none of the perks work for them. [[User:Elakyn|Elakyn]] 23:04, 6 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This is not answer at all. The &amp;quot;cap&amp;quot; must exist obviously couse 100% blocking damage is just... :D&lt;br /&gt;
:: For example - I have all shields perk and enchanted ring with 40% block. Does ring really matter anything?&lt;br /&gt;
:: So - how much is at max ? --[[Special:Contributions/156.17.226.219|156.17.226.219]] 12:11, 13 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
85% cap i think.&lt;br /&gt;
&lt;br /&gt;
combine with 80% damage resistance cap from armor rating = 97% damage resistance (98.5% damage resistance with berserk). sorry for bad english.&lt;br /&gt;
--[[User:Alcyone|Alcyone]] 05:21, 12 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deflect Arrows and Shield Wall ==&lt;br /&gt;
&lt;br /&gt;
First of all, I'll just mention that Shield Wall is lying about its values. It actually adds 10% blocking effectiveness per rank, and that does exactly what you think it would: with rank 5, you can block an attack and take half the damage you would have if you had no ranks of Shield Wall. Your Block skill also affects damage taken, and the combination of Block skill, Shield Wall ranks, and Fortify Block effects cannot negate more than 85% damage total. Due to the 85% cap, higher Shield Wall ranks are wasted once your Block skill rises into higher levels if you are using a shield. Shield Wall may have shield in the name, but there is no requirement that you be using a shield for it to work, so higher ranks do help when blocking with weapons, which are naturally less effective.&lt;br /&gt;
&lt;br /&gt;
But let's discuss Deflect Arrows. Everything about this perk requires a shield, so it does nothing if you block with a weapon. We all know it lies about negating arrow damage because they still hurt some, but that's because again, blocking cannot stop more than 85% of damage. The perk has two parts. The first sets blocking effectiveness to maximum and the second sets blocking chance against arrows to 100%. But that first part simply sets blocking effectiveness to maximum against '''everything'''. If you have Deflect Arrows, then when blocking with a shield, you will have the full 85% damage mitigation regardless of your Block skill, Shield Wall Ranks, and Fortify Block effects.&lt;br /&gt;
&lt;br /&gt;
I've added this information to the main page. This stuff was done under game version 1.3.10.0, in case this ever gets fixed in the future.--[[User:SushiSquid|SushiSquid]] 12:44, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sorry dont know how to respond to a post, but are you saying that currently Block is bugged to the point of getting full Block equivalent (85) by just picking deflect arrows as a perk?{{unsigned|174.252.19.200|22:23, 16 January 2012}}&lt;br /&gt;
::I've edited your message to be a response to the above section and added a signature. To answer the question: yes, but only when blocking with a shield, not a weapon. If you are using a shield, then in addition to letting you block arrows, Deflect Arrows also maximizes blocking ability (85% damage reduction) against all attacks regardless of any other factors. If you are not using a shield, Deflect Arrows does nothing at all.--[[User:SushiSquid|SushiSquid]] 02:43, 17 January 2012 (UTC)&lt;br /&gt;
::: Does &amp;quot;any other factors&amp;quot; include shield construction/materiel?  In other words, will an unimproved Hide shield block as much damage as an Epic Deadric?  I assume armor rating will only apply to the 15% of damage the sheild does not block.[[User:The12black|The12black]] 03:59, 17 January 2012 (UTC)&lt;br /&gt;
:::: The entry point it uses sets blocking damage mitigation to == 1. That translates to 100% effectiveness, but due to the 85% cap, it just means you hit the cap. Deflect Arrows is bugged in two ways. First, because of the 85% cap, it doesn't matter that it sets effectiveness to 100%. You'll still take 15% damage from blocked arrows. The second issue actually is a problem with the perk itself: it applies its effects to all blocking. There's no conditional run on the attacker's weapon to check if it's a bow. In fact, I don't know if you can run such a conditional. The options for perk conditionals are perk owner, perk owner's weapon, and target. There's isn't a target's weapon option that I know of. This may change in the future. For example, when Fallout: New Vegas was first released, some of its perks didn't work correctly because the engine didn't include correct conditionals for implementing them. Later this was patched, so things like [http://www.falloutwiki.com/Hit_the_Deck Hit the Deck] and [http://www.falloutwiki.com/Stonewall Stonewall] now function as their descriptions say they should. It's possible we'll see a future patch to fix this behavior. For now though, Deflect Arrows is bugged and I don't know if it can be fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
:::: And yes, armor still applies as usual. If you have 667 armor or higher (80% combat damage mitigation) and block for full value (85%), you take 3% of normal damage.--[[User:SushiSquid|SushiSquid]] 04:20, 17 January 2012 (UTC)&lt;br /&gt;
::::: So it basically means that just by taking the ''Deflect Arrows'' it increases Blocking chance to its maximum of 85% regardless of what would hit the shield? So for example, wearing rings and amulets which increase blocking chance is completly useless with the ''Deflect Arrows'' perk, am I right? --[[User:Arkhon|Arkhon]] 06:55, 17 January 2012 (UTC)&lt;br /&gt;
:::::: Yes. If you have Deflect Arrows and you use a shield (not a weapon) to block, all other forms of increasing blocking damage mitigation are worthless. Deflect Arrows already maxes it out.--07:24, 17 January 2012 (UTC)&lt;br /&gt;
::::::: Wow, thank you for the confirmation. --[[User:Arkhon|Arkhon]] 03:01, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, Deflect Arrows is bugged, it maximizes the blocking to 85% regardless your block skill &amp;amp; type of shield used, and it`s really so bad &amp;amp; annoying. No need to search, smith or upgrade the shield (or even the Armor), no need to train or enhance blocking skill, all you have to do is just raise your shield and now you are in the GOD mode, it just made the game unchallenging..&lt;br /&gt;
I think Bethesda must do something about it and quick , a patch or something..&lt;br /&gt;
&lt;br /&gt;
:Is that thing with Deflect Arrows bug still true with 1.4 (or 1.5 beta) patches? Because I have that perk, I have armor rate over armor cap and I still receive quite a beat up during (for example) fighting dragons (of course with shield raised). I can´t find myself proper measure technique for this problem. --Luke the Hero 13:41, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that they have fixed this bug in 1.5. --[[User:Arkhon|Arkhon]] 18:54, 23 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Is it possible anyhow to install 1.4 or 1.5 beta patches without steam??&lt;br /&gt;
&lt;br /&gt;
:::The notes for the 1.5 patch say: &amp;quot;Fixed issue with Deflect Arrows perk not calculating properly.&amp;quot; I assume this means that they have fixed this bug. [[User:GrogGrogGrog|GrogGrogGrog]] 07:13, 23 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shield Charge appears to be broken as of patch 1.5 ==&lt;br /&gt;
&lt;br /&gt;
No longer works for me.  Can someone confirm?[[Special:Contributions/174.0.116.189|174.0.116.189]] 14:50, 5 April 2012 (UTC)&lt;br /&gt;
:It seems to work fine for my character but it does seem possible that some people would experience glitches at this stage. Maybe a note should be added on the page? [[User:RIM|RIM]] 15:04, 5 April 2012 (UTC)&lt;br /&gt;
::Seems someone has already added a note, but it's not particularly helpful.  &amp;quot;...to fix this simply use console remove it and add it back.&amp;quot;  That's fine for PC players but &amp;quot;simply use the console&amp;quot; doesn't apply to those of us on xbox and PS3 and it annoys me when notes read as though the presumption is that everyone is playing on PC.  Furthermore what does &amp;quot;after some time&amp;quot; mean exactly?  That the skill just spontaneously stops working?  For no apparent reason?  Because it had been working fine for me right up until I installed patch 1.5 and it seems rather unlikely that this was a mere coincidence.  Finally, was the note added because someone else has experienced the same bug (i.e. confirmation)?[[Special:Contributions/174.0.116.189|174.0.116.189]] 22:44, 5 April 2012 (UTC)&lt;br /&gt;
:::It wasn't me that added that note but I don't think there would be any solution on the Xbox or PS3 unfortunately.[[User:RIM|RIM]] 08:38, 6 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Needs to be more clear ==&lt;br /&gt;
*Deflect Arrows doesn't work some of the times. If you put shield up and face the enemy archery, a few arrows can still get past your shield as if you didn't block it.&lt;br /&gt;
This is poorly worded and doesn't describe the bug in detail. The way it's worded it sounds like someone didn't understand that it has to hit the shield for Deflect Arrows to work. What I think it's trying to say:&lt;br /&gt;
*At a close enough range, arrows can actually be fired ''behind'' a shield bypassing the Deflect Arrows perk.&lt;br /&gt;
I think a rewrite is in order. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:02, 2 May 2012 (UTC)&lt;br /&gt;
:I just removed it because it really doesn't need to be stated that only arrows that hit the shield will do no damage. Archers can fire around the shield to do damage. [[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; 21:10, 2 May 2012 (UTC)&lt;br /&gt;
::Except I think this bug is saying that it an archer is close enough, the arrow will technically be behind the shield when it is launched. I don't know if that's true or not. [[Special:Contributions/130.184.55.63|130.184.55.63]] 21:13, 2 May 2012 (UTC)&lt;br /&gt;
:::If the arrow is technically behind the shield then obviously it won't hit the shield. Therefore the bug is not a bug. [[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; 21:15, 2 May 2012 (UTC)&lt;br /&gt;
::::Not a bug with Deflect Arrows, no. A graphical bug perhaps? Archery? It's not something that SHOULD happen so it's got to be a bug of some kind. I guess what I'm trying to say is this statement needs a better home. [[User:NFITC1|NFITC1]] 21:22, 2 May 2012 (UTC)&lt;br /&gt;
{{od}}Honestly I don't think it's a important enough to mention anywhere. But I think it can happen wih melee weapons, so if anywhere, it's a grapical bug. [[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; 21:35, 2 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has nothing to do with &amp;quot;being hit by arrow in close range&amp;quot;, whatever gave you that idea. With enemy archery at normal ranged distances, in front of you. roughly half of the arrows don't get blocked at all. [[Special:Contributions/50.99.131.84|50.99.131.84]] 19:05, 4 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Block&amp;diff=945430</id>
		<title>Skyrim:Block</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Block&amp;diff=945430"/>
		<updated>2012-05-04T19:03:58Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: Undo revision 944350 by The Silencer (Talk) you misundersood the bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Block.png&lt;br /&gt;
|Special=Combat&lt;br /&gt;
|ExTrail=[[Skyrim:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''Block''' allows you to reduce damage from melee and ranged combat, using a shield or weapons.  As perks are gained, block allows you to do damage with your shield, or disarm your opponent. The Block skill tree has a total of 9 perks, requiring a total of 13 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The art of blocking an enemy's blows with a shield or weapon.  Blocking reduces the damage and staggering from physical attacks.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|x=525|y=790|label=Shield Wall|mark_alt=Shield Wall (5 ranks): 0/20/40/60/80 Block. Blocking is 20/25/30/35/40% more effective|position=right}}&lt;br /&gt;
{{Image Mark|x=93|y=577|label=Deflect Arrows|mark_alt=Deflect Arrows: 30 Block|position=bottomright}}&lt;br /&gt;
{{Image Mark|x=340|y=160 |label=Block Runner|position=left|mark_alt=Block Runner: 70 Block. Able to move faster with a shield or weapon raised.}}&lt;br /&gt;
{{Image Mark|x=215|y=240|label=Elemental Protection|position=right}}&lt;br /&gt;
{{Image Mark|x=428|y=500|label=Quick Reflexes|mark_alt=Quick Reflexes: 30 Block. Time slows down if you are blocking during an enemy's power attack|position=top}}&lt;br /&gt;
{{Image Mark|x=888|y=563|label=Power Bash|mark_alt=Power Bash: 30 Block. Able to do a power bash|position=left}}&lt;br /&gt;
{{Image Mark|x=868|y=325|label=Deadly Bash|mark_alt=Deadly Bash: 50 Block. Bashing does five times more damage.|position=left}}&lt;br /&gt;
{{Image Mark|x=785|y=150 |label=Disarming Bash|mark_alt=Bash Disarm: 70 Block. Chance to disarm when power bashing.|position=bottom}}&lt;br /&gt;
{{Image Mark|x=525|y=92 |label=Shield Charge|mark_alt=Shield Charge: 100 Block. Sprinting with a shield raised knocks down most targets.|position=right}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Shield Wall}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Blocking is 20% more effective. [Actually 10%]&lt;br /&gt;
| {{ID|000bccae}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Blocking is 25% more effective. [Actually 20%]&lt;br /&gt;
| {{ID|00079355}}&lt;br /&gt;
| 20 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Blocking is 30% more effective.&lt;br /&gt;
| {{ID|00079356}}&lt;br /&gt;
| 40 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Blocking is 35% more effective. [Actually 40%]&lt;br /&gt;
| {{ID|00079357}}&lt;br /&gt;
| 60 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Blocking is 40% more effective. [Actually 50%]&lt;br /&gt;
| {{ID|00079358}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deflect Arrows}}''&lt;br /&gt;
| Arrows that hit the shield do no damage.&lt;br /&gt;
| {{ID|00058f68}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Elemental Protection}}''&lt;br /&gt;
| Blocking with a shield reduces incoming fire, frost, and shock damage by 50%.&lt;br /&gt;
| {{ID|00058f69}}&lt;br /&gt;
| 50 Block&lt;br /&gt;
| Deflect Arrows&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Block Runner}}''&lt;br /&gt;
| Able to move faster with a shield or weapon raised.&lt;br /&gt;
| {{ID|00106253}}&lt;br /&gt;
| 70 Block&lt;br /&gt;
| Elemental Protection&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Power Bash}}''&lt;br /&gt;
| Able to do a power bash.&lt;br /&gt;
| {{ID|00058f67}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deadly Bash}}''&lt;br /&gt;
| Bashing does five times more damage.&lt;br /&gt;
| {{ID|0005f594}}&lt;br /&gt;
| 50 Block&lt;br /&gt;
| Power Bash&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Disarming Bash}}''&lt;br /&gt;
| Chance to disarm when power bashing.&lt;br /&gt;
| {{ID|00058f66}}&lt;br /&gt;
| 70 Block&lt;br /&gt;
| Deadly Bash&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Shield Charge}}''&lt;br /&gt;
| Sprinting with a shield raised knocks down most targets.&lt;br /&gt;
| {{ID|00058f6a}}&lt;br /&gt;
| 100 Block&lt;br /&gt;
| Disarming Bash ''or'' Block Runner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Quick Reflexes}}''&lt;br /&gt;
| Time slows down if you are blocking during an enemy's power attack.&lt;br /&gt;
| {{ID|000d8c33}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Usage ==&lt;br /&gt;
If nothing, a shield or a torch is equipped in the left hand, or if a two-handed weapon is equipped, incoming attacks can be blocked by holding the [[Skyrim:Controls#Left Hand|Left Hand]] (block) control. While blocking, movement speed is reduced. Blocking cannot be used when dual-wielding weapons or when a spell is assigned to both hands.  Blocking is always done with the left hand and shields can only be equipped to the left hand, despite pre-release statements to the contrary.&lt;br /&gt;
&lt;br /&gt;
When you are blocking, the damage reduction is determined by your Block skill level and is improved by perks and [[Skyrim:Fortify Block|Fortify Block]] effects. Maximum blocking effectiveness is 85%. &lt;br /&gt;
&lt;br /&gt;
Attempting to [[Skyrim:Controls#Attack|attack]] while blocking will execute a basic shield bash that may stagger an opponent and can interrupt an opponent's power attack. All forms of bashing can be done using two-handed weapons or bows, as well as shields. &lt;br /&gt;
&lt;br /&gt;
The Elemental Protection perk blocks spell damage taken from any angle, not just spells that actually hit the shield. Its damage reduction stacks multiplicatively with other spell resistances, but it will only reduce health damage taken. Secondary effects such as Stamina and Magicka loss still occur normally.&lt;br /&gt;
&lt;br /&gt;
== Skill Increases==&lt;br /&gt;
If you take Vegetable soup or any food item that regenerates stamina over 720 seconds you can shield bash or power bash an unlimited amount of times, resulting in your target being stun locked and unable to attack you. This will slowly kill them and level your Block very quickly without you taking any damage. If you're looking to level Block quickly, do not take the Deadly Bash perk, as even on Master Difficulty you will quickly kill bosses with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
If you're looking to 'boost' your shield skill, one strategy is to engage a single Mudcrab. Holding down your block button should increase your blocking by at least 2-3 levels per minute.&lt;br /&gt;
&lt;br /&gt;
If you wish to level up your block skill later in the game, an ideal opponent is the Draugr Deathlord, because it will attack you with a very powerful bow. By continuously blocking its arrows and by healing your health and stamina as necessary, you can raise your block skill from its base level to level 75 in approximately 10 minutes, and then the rest of the way to level 100 in approximately 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Once you become the harbinger of the [[Skyrim:Companions|Companions]], you can exploit the [[Skyrim:Followers#Follower_Trainers|Follower/Trainer]] method with [[Skyrim:Njada Stonearm|Njada Stonearm]].&lt;br /&gt;
&lt;br /&gt;
Also, if you have a good block rating, you can get the last points by blocking dragons after forcing them to land (about 5 hits by Ancient Dragon for one level when over 90, 100th requires 6). For mid-high levels, the same technique can be used against giants and mammoths, which are more plentiful in the early game. &lt;br /&gt;
&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] provide initial skill bonuses in Block:&lt;br /&gt;
* +5 bonus: [[Skyrim:Imperial|Imperial]], [[Skyrim:Nord|Nord]], [[Skyrim:Orc|Orc]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Njada Stonearm|Njada Stonearm]] of the Companions in [[Skyrim:Whiterun|Whiterun]] (Expert)&lt;br /&gt;
* [[Skyrim:Chief Larak|Chief Larak]] in [[Skyrim:Mor Khazgur|Mor Khazgur]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:Battle of Red Mountain|Battle of Red Mountain]]''&lt;br /&gt;
* ''[[Skyrim:A Dance in Fire, v2|A Dance in Fire, v2]]''&lt;br /&gt;
* ''[[Skyrim:Death Blow of Abernanit|Death Blow of Abernanit]]''&lt;br /&gt;
* ''[[Skyrim:The Mirror|The Mirror]]''&lt;br /&gt;
* ''[[Skyrim:Warrior (book)|Warrior]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Block reward (as well as +1 [[Skyrim:One-handed|One-handed]]) from [[Skyrim:Amren|Amren]] ([[Skyrim:Whiterun|Whiterun]]) for completing the quest [[Skyrim:Dungeon Delving (Bandits)|Find Amren's Family Sword inside &amp;lt;Alias=Dungeon&amp;gt;]].&lt;br /&gt;
* +1 Block reward from [[Skyrim:Roggi Knot-Beard|Roggi Knot-Beard]] ([[sr:Kynesgrove|Kynesgrove]]) for completing the quest [[sr:Dungeon Delving (Caves)|Find Roggi's Ancestral Shield inside &amp;lt;Alias=Dungeon&amp;gt;]].&lt;br /&gt;
* +1 Block reward (as well as +1 to all other combat skills) from [[Skyrim:Giraud Gemane|Giraud Gemane]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Rjorn's Drum|Rjorn's Drum]].&lt;br /&gt;
* +1 Block reward (as well as +1 [[Skyrim:One-handed|One-handed]]) from the [[Skyrim:Ghost of Old Hroldan|Ghost of Old Hroldan]] ([[Skyrim:Old Hroldan|Old Hroldan]]) for completing the quest [[Skyrim:The Ghost of Old Hroldan|The Ghost of Old Hroldan]].&lt;br /&gt;
* +1 Block reward from [[Skyrim:Horgeir|Horgeir]] ([[Skyrim:Dragon Bridge|Dragon Bridge]]) for giving the [[SR:Dragon's Breath Mead (item)|Dragon's Breath Mead]] to him in the quest [[Skyrim:Dragon's Breath Mead (quest)|Dragon's Breath Mead (quest)]].&lt;br /&gt;
+5 to Block (and other Combat skills) by selecting &amp;quot;The Path of Might&amp;quot; from the [[Skyrim:Oghma Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning the Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* In Skyrim, Block skill gains are based on the amount of damage blocked. Using better shields and getting hit by tougher enemies advances the Block skill faster.&lt;br /&gt;
* Performing shield bashes increases the skill considerably more than simply blocking, but costs a lot of stamina. Use enchants, potions and food to regenerate faster.&lt;br /&gt;
* Experience is gained when using weapons for blocking or bashing, as well as when using shields.&lt;br /&gt;
* Practicing blocking also raises armor skills.&lt;br /&gt;
* [[Skyrim:Regenerate Health|Regenerate Health]] potions and enchantments can help staying alive while training, potentially allowing to leave the game unattended. This can also be accomplished with natural health regeneration during [[Skyrim:brawl|brawl]]ing sessions with NPCs or fighting very weak enemies like skeevers, though skill gains will be very slow.&lt;br /&gt;
* Using the [[Skyrim:Spellbreaker|Spellbreaker]] shield allows to train Block against tougher, magic-wielding opponents, such as conjured [[Skyrim:Dremora Lord|Dremora Lord]]s.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
* Once you have 30 ranks in Block, guards will begin to say &amp;quot;Best offense is a good defense, am I right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Attacks can be blocked using a torch and bashing with one will set opponents on fire.&lt;br /&gt;
* Blocking is also useful when being bombarded by arrows, however, you need the &amp;quot;Deflect Arrows&amp;quot; perk in order for this skill to be of use.&lt;br /&gt;
* Combining master blocking with a high armor rating, one can manage to reduce all physical damage to zero with a shield, when blocking incoming melee attacks.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Shield Charge will stop working after some playing time, to fix this simply use console remove it and add it back. ''player.removeperk 00058F6A'' and ''player.addperk 00058F6A''.}}&lt;br /&gt;
{{Bug|Shield Charge can be exploited for use with two-handed weapons or one-handed weapons without a shield. See the [[Skyrim_talk:Block#Bug:_Shield_Charge_seems_to_.28sometimes.29_work_with_2-handed_weapons|block discussion]] page for an explanation.}}&lt;br /&gt;
{{Bug|Shield Wall's listed values are incorrect. It actually improves blocking effectiveness by 10% for each rank.|confirmed=1}}&lt;br /&gt;
{{Bug|If you have the perk Block Runner and are blocking with a shield while sneaking, you will move as fast as you would by doing the same without sneaking. This can be used to move quickly around while not being noticed, but in the other hand, the shield takes a bit of your view, making it a bit tricky to hit straight.}}&lt;br /&gt;
{{Bug|Sometimes, when fighting alone against multiple opponents with the quick reflexes perk, the slow time effect will continue indefinitely if you shield bash an opponent while they are power attacking. This makes it possible to easily slaughter any enemy in the game, as they are basically frozen. However, interactions in the game (such as opening chests or entering doors) are also slowed down. A variety of methods can be used to break the effect, however the only fool-proof way is to stand in front of an enemy and block until they power attack you again.}}&lt;br /&gt;
{{Bug|Deflect Arrows is bugged. It sets blocking effectiveness to the maximum value of 85% against all attacks, regardless of your Block skill, Shield Wall ranks, or Fortify Block effects. It does not work when blocking with weapons, but if you use a shield, Deflect Arrows renders all other forms of increasing Block strength obsolete.|OSP|1.5}}&lt;br /&gt;
{{Bug|Deflect Arrows doesn't work some of the times. If you put shield up and face the enemy archery, a few arrows can still get past your shield as if you didn't block it.}}&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Urag_gro-Shub&amp;diff=934496</id>
		<title>Skyrim talk:Urag gro-Shub</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Urag_gro-Shub&amp;diff=934496"/>
		<updated>2012-04-18T03:35:00Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Urag gro-Shub's Age */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Glories and Laments bug==&lt;br /&gt;
Having an issue with turning in the book &amp;quot; Glories and Laments &amp;quot;.  For some reason Mr gro-Shub doesnt realize I had already found the book before he asked for it. Playing on the PS3 with no other problems whatsoever to this point. Any advice or suggestions would be extremely appreciated. Thanks! [[Special:Contributions/70.178.135.61|70.178.135.61]] 01:27, 18 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm having the same problem already found the book before I got the quest but there is no option to turn it in. I'm playing on PC and I've tried kill and resurrect in the command console but came up with nothing. I also can't sell the elder scroll I found during Discerning the Transmundance to him. Noyman29 22:43, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is a common bug when returning one of the three books to him, i can't return &amp;quot;Cleansing of the Fane&amp;quot; because i found it beforehand. I've tried using the console to remove the book from my inventory and adding another one and picking it up from the empty chest, but that doesn't work. Can anyone find the quest id and stage for acquiring each book? It should work if you do the right &amp;quot;setstage (questid) (stage)&amp;quot;.--[[User:Bonabopn|Bonabopn]] 20:35, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This can be fixed by typing &amp;quot;setstage mgr20b 20&amp;quot;&lt;br /&gt;
::I guessed 20 for the stage and it works, but the way to search for what quest it is is to type &amp;quot;help mgr 0&amp;quot; in console, it searches for ALL (the 0 part) of any script that contains MGR, then you can use pg up and pg down to search for the relevant quest and such. {{unsigned|137.28.239.196|01:25, 29 November 2011}}&lt;br /&gt;
&lt;br /&gt;
It may sound strange, but he really does not want your earlier copy of the book.  He wants you to do his little quest of going to a random dungeon/location, opening the chest, and taking the book, which was randomly chosen from list 4, so that the quest is updated.  He then will accept that copy since it is marked as a quest item.  [[User:Kalevala|Kalevala]] 05:18, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's not the case. Following the mission pointer leaves you confronted with an empty chest with no book. Cannot remove the quest item from the inventory to fill and take again. PS3. ---- SV {{unsigned|82.132.249.28|4 April 2012}}&lt;br /&gt;
&lt;br /&gt;
::Yo, SV.  I've done this repeatable quest more than a dozen times on the PC.  It works as indicated.  Can you provide the circumstances surrounding the glitch.  Some questions come to mind:  Was the chest empty but you still got the desired book as a quest item?  Was it in your inventory and not a quest item prior to finding the chest?  By &amp;quot;inventory&amp;quot; do you actually mean &amp;quot;quest list&amp;quot; since you say &amp;quot;to fill and take again&amp;quot; and might you have meant &amp;quot;to fulfill/complete the quest and try it again.&amp;quot;  Was there the little arrow mission pointer just above the chest, because the real chest may be behind the wall behind the chest you opened? [[User:Kalevala|Kalevala]] 17:33, 4 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Already collected book from same chest in previous separate mission. Urag sent the character to same dungeon, was already cleared and no bad guys or chests had respawned. There is one chest only, the same chest, the arrow does not clear. You cannot drop the book (that I already had) from your inventory as it is a quest item. SV---- {{unsigned|82.132.249.49|4 April 2012}}&lt;br /&gt;
&lt;br /&gt;
:::Read the Bug section of [[Skyrim:Fetch_me_that_Book!|Fetch Me That Book]] which explains how to get out of your predicament on the PC.  Sorry, no work around seems to exist for gaming consoles.  [[User:Kalevala|Kalevala]] 16:34, 11 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reference to the Ultimate Heist from Oblivion. ==&lt;br /&gt;
&lt;br /&gt;
When talking to him about the elder scroll during Elder Knowledge he mentions that if they had an elder scroll it would be kept under the highest security, and that not even the greatest thief in the world could lay a finger on it, this is clearly a reference to the quest in oblivion where you, the greatest thief in the world, steal an elder scroll from the imperial palace. Just thought it was an interesting little nod to Oblivion. [[User:SneakyPenguin77|SneakyPenguin77 (also my Gamertag)]] 05:27, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Souls, Black and White fix ==&lt;br /&gt;
&lt;br /&gt;
If you've already found the book &amp;quot;Souls, Black and White&amp;quot; before Urag gave you the quest to get it, type in: setstage mgr20 20 &lt;br /&gt;
&lt;br /&gt;
This will complete the part where you needed to have found the book in the chest, and will allow you to proceed to giving the book to Urag. {{unsigned|99.136.224.214|22:45, 26 November 2011}}&lt;br /&gt;
&lt;br /&gt;
: I had a book with another name (didn't remember, something with &amp;quot;Wolf Queen 6&amp;quot;), and &amp;quot;setstage mgr20 20&amp;quot; worked for it too. {{unsigned|178.206.13.105|06:22, 27 November 2011}}&lt;br /&gt;
&lt;br /&gt;
:: It worked for me as well with &amp;quot;Brothers of Darkness&amp;quot;. - [[Special:Contributions/83.103.179.60|83.103.179.60]] 22:45, 28 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Well it worked for me kinda, I'm at the next stage of the quest but still have not the dialog option to hand in the book to him... {{unsigned|94.255.236.124|21:05, 10 December 2011}}&lt;br /&gt;
&lt;br /&gt;
::::how do you fix the glitch of having the book before the quest begins if you have PS3? {{unsigned|66.31.173.190|18:21, 8 December 2011}}&lt;br /&gt;
&lt;br /&gt;
== Urag gro shub ==&lt;br /&gt;
&lt;br /&gt;
so im at the part of the elder knowledge quest where youre supposed to find out where the scroll is from urag and its not in the topic menu. is this a bug or do i need to do something for him to activate the dialogue {{uns|Iacles|23:58, 10 December 2011}}&lt;br /&gt;
:GREAT QUESTION! im having the same problem did you find an answer? {{uns|98.27.195.141|15:20, 19 February 2012}}&lt;br /&gt;
&lt;br /&gt;
== Urag won't take books issue... (PS3) ==&lt;br /&gt;
&lt;br /&gt;
He wouldn't accept the books, then I completed the Staff of Magnus quest and then went to him with the books, and he accepted them finally.  [[Special:Contributions/74.71.170.249|74.71.170.249]] 00:33, 3 January 2012 (UTC)Holmesgrown&lt;br /&gt;
&lt;br /&gt;
== Store inventory. ==&lt;br /&gt;
&lt;br /&gt;
Since Urag is the only specialised book merchant (that I know of), I was wondering how useful he is to someone wanting to collect every available book. Perhaps a list of the books he does/doesn't stock would be an appropriate addition to this page.&lt;br /&gt;
Just a thought.&lt;br /&gt;
Ste V B ([[Special:Contributions/86.24.100.45|86.24.100.45]] 14:47, 15 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Urag's stock is randomly reset with a certain number of books from each of the lists (0,1,2,3, &amp;amp; 4.)&lt;br /&gt;
If you were willing to visit him often enough you could eventually buy every book off of those lists.&lt;br /&gt;
( [[Skyrim:Books#Book Types|Lists]] )&lt;br /&gt;
[[User:Kalevala|Kalevala]] 05:07, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sells ==&lt;br /&gt;
&lt;br /&gt;
The character table says he will sell random items from the buys list, which is spell tomes and books, but I've never seen him selling a spell tome. I'm going to change it, post here if there are any objections. --[[User:Kotekzot|Kotekzot]] 13:58, 13 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just confirmed it in the Construction Kit. All he sells are books, not spell tomes. &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; 07:13, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Urag gro-Shub's Age ==&lt;br /&gt;
&lt;br /&gt;
When talking to the Orcish librarian in the College of Winterhold by prompting him with the phrase &amp;quot;You take your work very seriously&amp;quot; he states &amp;quot;Of course I do, if I didn't most of these books would have been burned to ashes or dissolved to nothing before the Third Era. Mages need to be reminded to be careful around research materials.&amp;quot; On searching for this in google I only found one other page of someone noticing this line. Either this line is a mistake or this orc was responsible for taking care of these books over 635 years ago... [[User:Bushwhacker|Bushwhacker]] 14:56, 8 March 2012 (UTC)&lt;br /&gt;
:He has two other noteworthy lines of dialogue, it seems; &amp;quot;''Hundreds of years have gone into assembling this collection. It's going to stay pristine, understand?''&amp;quot;, and &amp;quot;''We've been keeping this collection since the Second Era. Books have come and gone during that time, but it's mostly intact.''&amp;quot; This does beg the question - how old must he be? [[User:Kitkat1749|Kitkat]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 15:27, 8 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A leader of the Psijics, Rite Master Iachesis, apparently led them throughout the entire First Era (about three thousand years), giving some indication of the potential longevity of the Altmer.&amp;quot; &amp;lt;sup&amp;gt;[[Lore:Altmer|Altmer Longevity]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
Orcs are also called Orsimer. &amp;quot;The Orcs were supposedly created when the Daedric Prince Boethiah defeated the Aldmeri god Trinimac, transforming him into Malacath and his faithful, the Orsimer, into Orcs.&amp;quot; &amp;lt;sup&amp;gt;[[Lore:Orc#History|Orc Origins]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
So Orcs are the transformed descendents of mer, specifically of the Aldmeri of the Aldmeri Dominion who occupied the provinces of Sommerset Isles and Valenwood.   &amp;lt;sup&amp;gt;[[Lore:Aldmeri_Dominion|Orc Ancestors]]&amp;lt;/sup&amp;gt; It is not surprising then that they have seemingly inherited the longevity of their forebears. [[User:Kalevala|Kalevala]] 07:18, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Remember when the archmage Savos Aren said &amp;quot;What you have learned here will last you a lifetime. Several, if you are skilled enough&amp;quot; He long age most likely have to do with magic [[Special:Contributions/50.99.131.84|50.99.131.84]] 03:34, 18 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:The_Silencer&amp;diff=931763</id>
		<title>User talk:The Silencer</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:The_Silencer&amp;diff=931763"/>
		<updated>2012-04-15T06:10:55Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* How do you know.. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome ==&lt;br /&gt;
&lt;br /&gt;
Hello! Welcome to UESPWiki. It's always good to have new members. If you would like to help improve any of our pages, you may want to take a look at the following links:&lt;br /&gt;
&lt;br /&gt;
* '''[[UESPWiki:Policies and Guidelines|Policies and Guidelines]]''': UESPWiki standards and expectations&lt;br /&gt;
* '''[[Help:Quick Editing Guide|Quick Editing Guide]]''': a quick guide to wiki markup&lt;br /&gt;
* '''[[UESPWiki:Getting Started|Getting Started]]''': how you can help&lt;br /&gt;
If you, on the other hand, would like to spice up your [[Special:Mypage|userpage]], take a look at this link:&lt;br /&gt;
&lt;br /&gt;
* '''[[UESPWiki:Userboxes|Userboxes]]''':  near complete list of userboxes, including a guide to make your own&lt;br /&gt;
&lt;br /&gt;
When you're editing, it's always a good idea to leave [[Help:Edit Summary|edit summaries]] to explain the changes you have made to a particular page, and remember to sign your talk page posts with four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. Also, the &amp;quot;[[Help:Show Preview|show preview]]&amp;quot; button is a great way to view the changes you've made so far without actually saving the page (our [[UESPWiki:Patrollers|patrollers]] really appreciate it!).&lt;br /&gt;
&lt;br /&gt;
I also noticed you created a talk page for an unregistered user. Please refrain from doing this in the future.&lt;br /&gt;
&lt;br /&gt;
Feel free to practice editing in the [[UESPWiki:Sandbox|sandbox]] or discuss the games in the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://forums.uesp.net/ forums]&amp;lt;/span&amp;gt;. If you need any help, don't hesitate to contact one of our [[UESPWiki:Mentor Program|mentors]]. Have fun! --[[User:SkoomaManiac|SkoomaManiac]] 00:46, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: OK. Just getting a feel for editing, thought I was creating my own talk page. {{unsigned|The Silencer|4 March}}&lt;br /&gt;
&lt;br /&gt;
::It's ok! We all have to start somewhere :) —[[User:SkoomaManiac|SkoomaManiac]] 01:01, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Order of spells on effect pages ==&lt;br /&gt;
&lt;br /&gt;
When changing the order of spells, I notice you've been posting your reason on the talk pages. You only need to put the reason in your edit summary--it's short enough to fit into the box, and some pages are already sorted by skill level, so I doubt there will be issues with it. --[[User:Velyanthe|Velyanthe]] 00:01, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the tip, didn't want to clutter main pages.--[[User:The Silencer|The Silencer]] 00:10, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sandbox ==&lt;br /&gt;
&lt;br /&gt;
Hey there!  Just so you know, I moved the sandbox you just made to [[User:The Silencer/Sandbox1]].  I'm going to go ahead and delete the old page, which right now is just a redirect to the new one.   You can link to it from the discussion at the Ebony Blade article ;). –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 14:56, 13 March 2012 (UTC)&lt;br /&gt;
:Thanks.--[[User:The Silencer|The Silencer]] 14:57, 13 March 2012 (UTC)&lt;br /&gt;
:Edited ebony blade before i saw your update, and with that i can see how to link to it.--[[User:The Silencer|The Silencer]] 15:05, 13 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stubs ==&lt;br /&gt;
&lt;br /&gt;
Hey, I just wanted to let you know that some of the stub tags you've been removing should probably still be there. A few that I noticed in the Recent Changes are pages which can be fleshed out a lot more. I would advise not removing the stub tags unless you're sure that all relevant information is included. For NPCs, things like schedules, dialogue, what they have equipped or in their inventory, etc., should be added to pages eventually. Your other edits are quite good, so don't let this discourage you in any way. I'm just pointing out something I learned by doing the same thing myself a while back. :) [[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; 02:09, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I hadn't thought of some of those things, inventory, is there any npc page that i could use as a basic of all that can be discoverd.[[User:The Silencer|The Silencer]] 02:37, 15 March 2012 (UTC)&lt;br /&gt;
::I can't think of any in the Skyrim namespace offhand, since so many pages are being edited constantly, but here's an example of a random NPC page from Oblivion which shows just how much they can be expanded upon: [[Oblivion:Fathis Aren]]. They won't all end up that long, of course, but many will eventually. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 02:48, 15 March 2012 (UTC)&lt;br /&gt;
:Mabye I was a little hasty. :)--[[User:The Silencer|The Silencer]] 20:07, 15 March 2012 (UTC)&lt;br /&gt;
::It's not a big deal at all, I did the same thing on some quest or place pages (don't remember which) a while back and had those edits reverted for the same reason, so I figured I'd mention it. You've been making quite a few good contributions to the site lately, so this isn't anything to worry about at all. :) [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 20:23, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
ABC, would you be kind enough to check my [[User:The_Silencer/Sandbox1|sandbox]] for serious errors, before I replace the Ebony Blade page. It mostly deals with the suggested kills section which was in serious debate on the talk page.--[[User:The Silencer|The Silencer]] 20:57, 15 March 2012 (UTC)&lt;br /&gt;
:Sure thing. I don't know that I'm the best person to look over it, but I'll do what I can. :) I'll put my comments in the talk page for your sandbox. [[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; 02:11, 16 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== star ==&lt;br /&gt;
&lt;br /&gt;
{{Gold Star|message=Nice work on the [[Skyrim:Keys|Keys]] page! You've been making a lot of great edits recently, keep it up. You've really been helping the site along lately. :) &amp;lt;br&amp;gt; –[[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; 10:32, 27 March 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:Thankyou, that brightens my day. [[User:The Silencer|The Silencer]] 10:34, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Congratulations! ==&lt;br /&gt;
&lt;br /&gt;
After confirming that you meet the requiremenets, I've made you a userpatroller. Welcome to the team! Feel free to add &amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;[[Template:User Userspace Patroller]]&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt; to your userpage. You may wish to read [[UESPWiki:Patrollers/Patrolling Guidelines]], if you haven't already. And if you have, you may wish to refresh your memory. If you have any questions, feel free to ask me or anyone else you believe can answer. Welcome to the team! --[[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; 02:22, 29 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Congrats, Silencer! Enjoy those tiny red exclamation points :) --[[User:Velyanthe|Velyanthe]] 02:24, 29 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you, I didn't expect it to be that quick. I think it best to go slow and steady so not too many patrols just yet. look at that &amp;gt; [[User:The Silencer|The Silencer has spoken]] 02:34, 29 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Yay! Congrats on the new Userpatroller position. :) I will warn ya, though, that even if you're online all the time like I am most days, there's hardly any edits in Userspace to patrol most of the time because they get patrolled so quickly. So if you don't see many red exclamation points, don't fret. It just means other User/RC patrollers are more addicted to UESP/patrolling than you. ;) [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 03:55, 29 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::You scared me there ABC, I saved a page and looked at the recent changes, only to see your edit summary said '''warning''', AHHH. Most of the recent userspace changes seem to be mine, bummer. :) [[User:The Silencer|The Silencer has spoken]] 04:39, 29 March 2012 (UTC) &lt;br /&gt;
::::I'm going to be the first to congratulate you on your promotion, it doesn't look like anyone is going to oppose. [[User:The Silencer|The Silencer has spoken]] 04:41, 29 March 2012 (UTC)&lt;br /&gt;
:::::It said warning with a smileyface, though! Sorry for worrying ya, haha. And thanks, hopefully the 847 users who might have grudges against me don't all decide to vote in opposition before the week's out. :P [[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; 05:16, 29 March 2012 (UTC)&lt;br /&gt;
{{od}}PS: You can choose to hide patrolled edits and to hide your edits when looking for things to patrol, it might help a tiny bit when scanning the list... though there's not much to patrol in Userspace most of the time anyway, as I warned you about already. [[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; 05:19, 29 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I'd love to add to the pile and say congratulations too! There's few and far between any edits in the Userspace that need patrolling anymore, I for one notice that when I spend hours on end looking at the Recent Changes page. Also to [[User:Alphabetface|Alphabetface]] - you keep count of all the people who hold grudges against you? :P [[User:Helenaannevalentine|Helenaannevalentine]] 05:22, 29 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Congrats. It seems like only yesterday that I became a UP. No joke, there really isn't much to patrol, but anyway, welcome to the team and good luck in the future! --[[User:Manic|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Manic&amp;lt;/font&amp;gt;]] 13:17, 29 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quotes, a question ==&lt;br /&gt;
&lt;br /&gt;
I have some quotes that I would like to put on my user page from time to time, on a rotating system. Is there some way have this done automatically, so it changes itself to another one, or must it be done manually? The quotes are [[User:The Silencer/Quotes|here]] if you want to have a peek. [[User:The Silencer|The Silencer has spoken]] 23:29, 30 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quest Ordering ==&lt;br /&gt;
&lt;br /&gt;
Is there a consensus on the order of related quests on a page, or how many locations it can have before it shouldn't be included, ie Thieves Guild [[Skyrim:The Heist Job]] has 29 known locations and [[Skyrim:The Break of Dawn|Merida's Beacon]] has 153 locations and both are radiantly assigned, alternatively [[Skyrim:The Bonds of Matrimony|The Bonds of Matrimony]] is set but you can choose (I support this one staying as it is). &lt;br /&gt;
Quest ordering mostly seems random to me, as in a new one is just added to the bottom of the list, is there an order to them; the same order on the Quests page, ie Main Quest, Factions, Other. Please point me in the right direction if this has already been discussed. [[User:The Silencer|The Silencer has spoken]] 14:35, 31 March 2012 (UTC)&lt;br /&gt;
:There's a bit of a conversation [[UESPWiki:Community_Portal#Related_Quests_and_Radiant_Options|here]], and I think you should add on to that one with your thoughts on how many quests should be included; no consensus appears to have yet been reached. I don't think there's ever been conversation on quest ordering, but I think that question could go along with that conversation, since they're thinking of splitting quests into radiant/not radiant sections. If we check out the [[Morrowind:Seyda_Neen#Quests|MW:Seyda Neen]] page, they're sorted by faction, and I know someone a while ago went around adding a &amp;quot;vampire&amp;quot; category to those in the MW namespace. I don't think there's usually enough quests to split them into subsections like that, but ordering it that way might not hurt, though I'd prefer alphabetical ordering. --'''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Velyanthe&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&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;/sup&amp;gt; 14:51, 31 March 2012 (UTC)&lt;br /&gt;
::I usually alphabetize quests in the Related Quests section if there aren't enough for anything more structured, and I think it's a good way to go in that case. If there are enough quests for more organization, it makes sense to do so, but this should be done on a case-by-case basis using judgement calls, in my opinion. As for the radiant quest discussion, ''please'' do add your input. A consensus on this matter should be reached since it affects so many of Skyrim's pages, and the discussion has not really gone anywhere in that regard. Hopefully one more person adding their opinions will get other people to add their input as well. [[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; 15:15, 31 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor Confusion ==&lt;br /&gt;
&lt;br /&gt;
Your edit {{Pl|Goldenglow Estate|here|3=&amp;amp;diff=921126&amp;amp;oldid=920273}}. You marked it as minor... Did you copy-paste it from an older version or something? Or did you type it all out and mark it as minor out of habit? Just want to make sure I'm not missing anything here, because it doesn't look minor to me. --'''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Velyanthe&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&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;/sup&amp;gt; 23:50, 31 March 2012 (UTC)&lt;br /&gt;
:All of mine are auto minor, sorry, that took about 3 hours to compile running around the estate and watching TV, while listening to the radio. [[User:The Silencer|The Silencer has spoken]] 23:59, 31 March 2012 (UTC)&lt;br /&gt;
::Hah, nice. I did check your contribs and all the rest are fine being minor, so don't worry about that. Was just checking. --'''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Velyanthe&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&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;/sup&amp;gt; 00:03, 1 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glitch knowledge ==&lt;br /&gt;
&lt;br /&gt;
Hello, I noticed you undo my edit about glitches, well let me tell you a story... once when I was playing Oblivion, I was trying to be cautious with bugs and such. On one page, the character page it said a glitch associated with that NPC. On the other, the quest the NPC is involved with, there was another NPC glitch that was NOT on the NPC's personal page. When you have people who have questions, left unanswered as you are too busy perfecting the individual pages, not caring for new players that do not know what to look for on a page they might not know exist. You better, for greater simplicity, add it to pages that people browse as a catch-all page for the information they are looking for, and you know, I believe the Glicthes page deserves ALL glitches under various categories so players can browse on ONE page all the glitches in the game and what to look out for. Think about the players and you might attract more users than the offical laggy wiki. {{Uns|99.169.161.243|03:34, 2 April 2012}}&lt;br /&gt;
&lt;br /&gt;
:I undid your edit because it did not fit within the guidllines for the page, adding all glitches to that page would make it incomprehensible. I do care about new users as it says on my userpage. If you have questions then leave them on the talk pages and someone will answer and your not really a new user going by your contributions. [[User:The Silencer|The Silencer has spoken]] 03:42, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Tch, take a look at Oblivion: Generic Magical Weapons and dont' tell me that looks incomprehensible. I am not a new user, true but I care for the safety of my gaming experience, as do all gamers to fully enjoy the game. So, if your guidelines don't have any reference of putting important/vital/caution tags or notes, that tells me it needs some serious updates. C'mon not putting near game breaking glitches on a relevant page? Sure it wasn't gamebreaking, but what if be in the future? it will be on one insignificant page, that no one checks as they do not know about it.{{Uns|99.169.161.243|03:51, 2 April 2012}}&lt;br /&gt;
&lt;br /&gt;
:::Your argument is invalid. Individual glitches and bugs go on individual pages. This is the policy. If you disagree with this, take it up on the Community Portal. —[[User:SkoomaManiac|SkoomaManiac]] &amp;lt;sup&amp;gt;[[User talk:SkoomaManiac|Talk]] ♫ [[:Special:Contributions/SkoomaManiac|Contribs]]&amp;lt;/sup&amp;gt; 03:56, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Fine, then at the very least reference the pages(aka clickable links to the pages) in the glitches section if this problem comes up again {{od}}  {{Uns|99.169.161.243|2 April 2012}}&lt;br /&gt;
&lt;br /&gt;
{{od}}(ec) If you mean [[Oblivion:Generic Magic Weapons]], then that is a nicely layed out page, but the glitches need more detail. Check out [[Skyrim:Blood on the Ice]] and tell me if they should all go on the glitches page, there are still more bugs being discovered for that quest. Any gamebreaking glitches should go on the page, but thats hardly going to help someone coming to find out what has just happened to their game. And sign your posts. [[User:The Silencer|The Silencer has spoken]] 04:03, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:IP user, if you wish all glitches of any sort to be listed on the general glitches page, then feel free to make the request [[UESP:Community Portal|here]] with your reasoning. As of now, Silencer is correct in that, if the glitch fits on another page, it goes on that specific page and not the general one. --'''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Velyanthe&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&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;/sup&amp;gt; 19:14, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shiny gold star ==&lt;br /&gt;
&lt;br /&gt;
{{Shiny Gold Star|message=''You've done a '''lot''' of work fleshing out a ton of pages. So much detail, lots of info... Do you even sleep at night? Keep up the hard work with your awesome additions!'' '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 21:18, 7 April 2012 (UTC)}}&lt;br /&gt;
:I second this award. Excellent job! • [[User:Jak Atackka|&amp;lt;span title=&amp;quot;Jak Atackka&amp;quot; style=&amp;quot;line-height:1.0; font-size:16px; font-family:DragonscriptRegular; color:#4faf4f;&amp;quot;&amp;gt;JA&amp;lt;/span&amp;gt;]][[User talk:Jak Atackka|&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;]] 21:20, 7 April 2012 (UTC)&lt;br /&gt;
::Sleeping is an option I sometimes take :) Thankyou. [[User:The Silencer|The Silencer has spoken]] 21:23, 7 April 2012 (UTC)&lt;br /&gt;
::Just for the record, this post is at 2am. [[User:The Silencer|The Silencer has spoken]] 01:00, 8 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Residents? ==&lt;br /&gt;
&lt;br /&gt;
A lot of the residents you have been putting into the articles are just replications of info from the {{tl|Place Summary}}. [[Skyrim:Sleeping Giant Inn|Sleeping Giant Inn]] is a good example. I don't believe adding these are necessary, and they should probably be removed. Obviously, if they aren't listed in the template, they should be. But do you think it's beneficial? [[User:Elliot|elliot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;([[User_talk:Elliot|talk]])&amp;lt;/small&amp;gt; 01:58, 8 April 2012 (UTC)&lt;br /&gt;
:I was informed that the occupants bit is only for enemies and such in caves. Residents as a separate table seems to be the way to go, for example Jorrvaskr, could we put all of them into the place summary? [[User:The Silencer|The Silencer has spoken]] 02:05, 8 April 2012 (UTC)&lt;br /&gt;
:If you mean the relationship info then some need a reason to why they live there imo. [[User:The Silencer|The Silencer has spoken]] 02:11, 8 April 2012 (UTC)&lt;br /&gt;
::No, not occupants. The information at [[Skyrim:Sleeping Giant Inn|Sleeping Giant Inn]] is a prime example. Delphine, Orgnar, and Sven are all listed twice. As I already said before, if they don't fit into the template, then they should be added in a table. But there is no reason to duplicate the information. [[User:Elliot|elliot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;([[User_talk:Elliot|talk]])&amp;lt;/small&amp;gt; 02:14, 8 April 2012 (UTC)&lt;br /&gt;
:::Sven isn't listed, he has his own house, its Embry the town drunk who lives there. It would look wierd having the only 'resident' as the drunk. [[User:The Silencer|The Silencer has spoken]] 02:17, 8 April 2012 (UTC)&lt;br /&gt;
::::I overlooked that. However, [[Skyrim:Warmaiden's|Warmaiden's]] is another example. [[User:Elliot|elliot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;([[User_talk:Elliot|talk]])&amp;lt;/small&amp;gt; 02:20, 8 April 2012 (UTC)&lt;br /&gt;
:::::Thats why I didn't include a second column, but what about [[Skyrim:The Drunken Huntsman|The Drunken Huntsman]] where only 2 are listed but 5 live ther. It's duplicating info I know, but I think it's appropriate. [[User:The Silencer|The Silencer has spoken]] 02:26, 8 April 2012 (UTC)&lt;br /&gt;
::::::If they are listed in the summary, they probably shouldn't be listed again. If there is more than what is listed, then they should ''all'' be listed in a &amp;quot;Residents&amp;quot; section. [[User:Elliot|elliot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;([[User_talk:Elliot|talk]])&amp;lt;/small&amp;gt; 02:28, 8 April 2012 (UTC)&lt;br /&gt;
{{od}}I would agree with that except then pages would look different, some info duplicated and some not. [[User:The Silencer|The Silencer has spoken]] 02:32, 8 April 2012 (UTC)&lt;br /&gt;
:If you are going to continue adding this information, I thought I would point out that several pages already have sections titled 'NPCs Living Here' (see: [[Skyrim:Mor_Khazgur|Mor Khazgur]]). I think it would be best to keep consistency with the section titles across the various pages if they contain the same type of information, but that's just my opinion on the matter. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 03:58, 8 April 2012 (UTC)&lt;br /&gt;
::It just sounds so formal that way but I will change to be consistant. [[User:The Silencer|The Silencer has spoken]] 04:01, 8 April 2012 (UTC)&lt;br /&gt;
:::It doesn't really matter which one stays in place, as long as it's consistent. I would say, whichever one there's more of already, change the others-- that way, there's less to change. And if you prefer to keep the one there's less of, be prepared to make more changes. :) [[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; 04:16, 8 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Legate = template? ==&lt;br /&gt;
&lt;br /&gt;
I would never have expected or realized. {{uns2|10:34, April 11, 2012|SFK363}}&lt;br /&gt;
&lt;br /&gt;
:If you don't have the CK to check, you can use [[UESPWiki:CSList|CSList]]. [http://content3.uesp.net/oblivion/cs/cslist.php?game=sr&amp;amp;formid=0x000205c9 Here's] the info on the Legate, scroll down and it says who uses the template. If it's a template it's typically not used in-game as its own character. '''[[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; 15:17, 11 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Keys Page ==&lt;br /&gt;
&lt;br /&gt;
{{Shiny Gold Star|message=''Keys page is so great. If there is a Nobel Prize category that fits this kind of work, I would nominate you.''}} --[[User:JR|JR]]&amp;lt;sup&amp;gt;[[User_talk:JR|Talk]] [[Special:EmailUser/JR|E-mail]]&amp;lt;/sup&amp;gt; 03:49, 12 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== PS3 bug ==&lt;br /&gt;
&lt;br /&gt;
If I removed a recent bug that you have added about water on the PS3, it is because it a general bug that affects all water. The solution is&lt;br /&gt;
&lt;br /&gt;
* Delete update and game data in the Game Data Utility&lt;br /&gt;
&lt;br /&gt;
* Redownload the update and reinstall the data&lt;br /&gt;
&lt;br /&gt;
The game should now work normally with better visuals underwater. [[User:The Silencer|The Silencer has spoken]] 22:02, 14 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do you know.. ==&lt;br /&gt;
&lt;br /&gt;
How do you know for the quest blood on the ice, the murder is suppose to happen after 2am? Is this seen in the game script? cause it's not shown in any in game dialog.[[Special:Contributions/50.99.131.84|50.99.131.84]] 06:10, 15 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Blood_on_the_Ice&amp;diff=931760</id>
		<title>Skyrim talk:Blood on the Ice</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Blood_on_the_Ice&amp;diff=931760"/>
		<updated>2012-04-15T06:08:54Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Timing may be broken under patch 1.5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Nov 2011 - Dec 2011&lt;br /&gt;
|Archive 2||Dec 2011 - Jan 2012&lt;br /&gt;
|Archive 3||Jan 2012 - Feb 2012&lt;br /&gt;
}}&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
== The BIG Blood on the Ice Investigation ==&lt;br /&gt;
&lt;br /&gt;
Okay, it is time to narrow down all the various complaints, glitches bugs and what have we – and everything is now archived [[Skyrim_talk:Blood_on_the_Ice/Archive_1|here]], so please don't edit that page. As far as I can see, not counting the bugs already mentioned on the quest page, the following needs to be tested:&lt;br /&gt;
&lt;br /&gt;
* Why is Calixto invincible for certain users? '''(SOLVED - explanation [[Skyrim_talk:Blood_on_the_Ice/Archive_2#Invincible Calixto bug solved!|here]])'''&lt;br /&gt;
* Why will Calixto disappear for an unknown amount of time during the quest?&lt;br /&gt;
* Why will Viola disappear for unknown reasons? Note; unknown reasons does not include completing war quests, fighting dragons and the like.&lt;br /&gt;
* How will the Stormcloaks quest line affect the quest? (provided BOTI quest is not initiated before completion of quest line)&lt;br /&gt;
* How will the Imperial quest line affect the quest? (provided BOTI quest is not initiated before completion of quest line)&lt;br /&gt;
* Will it affect the quest if you pickpocket Calixto’s key and read the secret journal from his chest?&lt;br /&gt;
&lt;br /&gt;
As far as I can tell from the hundreds of posts above, it all boils down to these six questions. Mind you, there IS a reason I keep removing cheats like “sell Calixto the Amulet over and over”, because basically you are not supposed to use cheats – this is an Elder Scrolls game, and every stupid thing you do can affect a quest like this. &lt;br /&gt;
&lt;br /&gt;
In short: IF you have a saved file from BEFORE you ever entered Windhelm, then you can help answering the questions above. If you have cheated or done stupid stuff in Windhelm (even killing the quest-related horse sellers outside counts as stupid stuff), then you’re in no position to help out here. Same with questionable console codes, by the way. I have completed this quest 20 times without experiencing a single bug  - so it all boils down to figuring out what can be done “wrong” in Windhelm. Also, if you want to help out here, do not add your theories/ideas/console codes – add well-researched info that you have tested yourself. If you can’t be bothered with in-game testing, don’t bother contributing.  Lastly, this is NOT a Hjerim-related bug-investigation – Hjerim is heavily involved in the quest, but it’s not important if some cupboard doesn’t spawn when you purchase the house. This is Blood on the Ice stuff only and is the final attempt to get everything right on the page. Despite what sounds like strict rules, I really hope people will make an effort and help out. Thanks in advance. &amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Krusty|Krusty]] 22:35, 30 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I played the quest without guides or spoilers up until the point I found out I could not kill Calixto. Then I looked at the storyline description at ElderScrolls Wiki and found that I had completely skipped step 12 (i.e. talking with Calixto and showing him the amulet before putting the mage into the prison). So, the bug is either letting me skip that step, or not taking into account that the step can be skipped. {{unsigned|217.140.247.122|13:32, 4 January 2012}}&lt;br /&gt;
&lt;br /&gt;
:: Sorry, but I just tested that and it doesn't affect the quest. Nevertheless, you pointed me in the right direction; see [[#Invincible Calixto bug solved!|this section]] for details on how to bug Cailxto. --[[User:Krusty|Krusty]] 19:11, 9 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Pickpocketing his key and stealing his Journal had no effect at all. Did every possible route to finish the quest having stolen the Journal, but it isn't even mentioned. {{unsigned|84.248.192.31|19:29, 9 January 2012}}&lt;br /&gt;
&lt;br /&gt;
:::: I know. But some people claims that if you are caught pickpocketing him, he will bug and stay inside his museum, breaking the quest. I don't really believe it, but if you have the patience, please do a test. :) --[[User:Krusty|Krusty]] 19:43, 9 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}} I hadn't started BOTI until level 48, was trying to get Hjerim. Did all the quests going in Windhelm but didn't get a house offer as in other holds. My latest save that could trigger the quest was at level 40, in between I'd killed Nilsine under the DB questline and completed the imperial questline (just to try and get the house!) amongst other things. Getting the key from tova didn't get the quest to trigger on entering Hjerim. After raging for a bit and doing the quest from the old save I eventually got it to fire from a level 47 save just before starting the imperial questline, what worked for me was:&lt;br /&gt;
* using console to resurrect nilsine and tova (prid 1b12c/prid 1b12a, resurrect, disable, enable, moveto player)&lt;br /&gt;
* StopQuest MS11PreEssentializing&lt;br /&gt;
* StartQuest MS11PreEssentializing&lt;br /&gt;
* fast travel to winterhold, set MS11EnteringWindhelmCount to 3, wait till 9pm&lt;br /&gt;
* fast travel to windhelm, immediately walk left via the market to the cemetery.&lt;br /&gt;
I think that MS11PreEssentializing gets stuck if certain NPCs involved in the quest die. I think completing the imperial questline also breaks it (whether just because of the guard who gives the quest dying or some effect on Jorleif or other objects). If anyone is still stuck triggering the quest they might try what I did but include all the NPCs in the quest aliases (via sqv) and the stormcloak guard (45c25). --[[Skyrim:PeterW|PeterW]] [[Special:Contributions/88.104.224.235|88.104.224.235]] 01:42, 12 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: If you have a good save file that works with the quest, you could try killing the guards around there &amp;amp; see if you still get it.  Not sure if anyone has tried this yet, I haven't seen people mention it besides some saying that Imperial quest &amp;quot;always bugs it, period.&amp;quot; If the guard has some specific ID, maybe resurrecting him would help (unlikely as it doesn't seem to work with other quests [unless there's an additional command to reset them after resurrecting], but worth a mention) [[User:Ryshu|Ryshu]] 07:35, 18 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: More information: I created a character that did the Imperial side of the war quest before any other quests and only entered Windhelm twice for that quest line (deliver axe &amp;amp; final assualt) just before the 1.4 patch.  As soon as the patch came in I took the character to Windhelm (3rd confirmed visit) at 6:15pm in-game time to find the body and the onlookers but there was no Imperial Guard around, and I ran around town initiating conversation with every guard to see if one would have the dialogue until 11:30pm (I was afraid to travel out of town and break the quest).  I eventually pickpocketed the Hjerim key from Tova and as soon as I entered the quest started.  I never did find the supposed Imperial replacement guard, but that could have been because of the time (6:15pm) that I arrived to find the body. I was never able to question witnesses, and Susanna's body soon disappeared and is not in the Hall of the Dead (I tried &amp;quot;player.moveto&amp;quot; and it is in that weird dead body containing cell). [[User:Anubis Priest|Anubis Priest]] 21:32, 5 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Thanks Peter, your fix worked perfectly for me after I had tried just about everything else that was suggested. I did this after I had finished the Imperial Legion questline and I'm on patch 1.4.27. I couldn't get it to start before but using those console commands got the graveyard scene to trigger with an Imperial guard instead of the normal Windhelm guard. No problems with the rest of the quest so far and everything seems to be going in order. [[User:Conviction|Conviction]] 10:00, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Confirmed that PeterW's fix allowed me to trigger the quest as well. Traced it to Arivanya being dead due to a Dragon attack on the stables (located her coffin in the HotD). Ilsine and Tova were both alive, not completed the Imperial questline (I'm a Stormcloak). However, did not need to Stop/Start the PreEssentializing quest, just needed to prid 1b144, resurrect, disable, enable, moveto player on her. EnteringWindhelmCount was at 27 but the quest still triggered, so it looks like it needs to be 4+ rather than exactly 4. I assume this means that, although NPCs can be killed during the quest and they just turn up as dead bodies, they must be alive to trigger the quest. Hope this helps. [[User:Andykimbrey|Andykimbrey]] 22:07, 19 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I'm level 41, completed all the faction questlines (Tova committed suicide), did the Civil War quest for the Imperials, and I can confirm that Peter W's fix worked.  All I did were the steps to resurrect Tova outside of Windhelm, waited until 2am, and the graveyard scene finally triggered for me.  It looks like Tova is the key for not being able to complete this quest.&lt;br /&gt;
&lt;br /&gt;
== Solved my game, post 1.4 ==&lt;br /&gt;
&lt;br /&gt;
Similar details to everyone else, visited Windhelm countless times, haven't done Civil War quests, haven't messed with Calixto, haven't gone around killing random people, killed Nilsine during Dark Brotherhood, Tova suicided and is long gone from this world, all this was played in 1.3.&lt;br /&gt;
&lt;br /&gt;
These two things made the event start for me. I resurrected Tova, moved her to me and also had to enable her. I also resurrected Arivanya, who was dead in my game for some reason. She didn't need to be enabled. Resurrecting one or the other didn't start the event. Of note, I was in Winterhold (though I believe anywhere outside the Windhelm area is fine), and I didn't wait for two ladies to get back to their proper places; I travelled to Windhelm immediately after I resurrected them, arrived around 8pm and the event in the graveyard was happening. Also, I believe these two were the only NPCs implicated in the quest that were dead. At least checking the Catacombs, I could only find two coffins, one that certainly belonged to Arivanya and the other probably belonged to Nilsine. There was a third coffin but it was empty.&lt;br /&gt;
&lt;br /&gt;
More Details: I tried the solution two posts above, about talking to the Captain, didn't work for me. I also tried some other things on another save that I'm fairly sure hadn't seen Windhelm on 1.4 yet, that did not make a difference. Nor did anything else I tried.&lt;br /&gt;
&lt;br /&gt;
Important Find: Just for kicks I decided to dick around the world for a week, did pcb on the console to make sure I wasn't going back to the buffered version of Windhelm and lo and behold, graveyard scene was still happening. During the day even. Seems like Bethesda fixed something after all.&lt;br /&gt;
&lt;br /&gt;
Now I'll go on ahead and see if everything else works fine.--[[Special:Contributions/201.1.29.2|201.1.29.2]] 07:28, 8 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I had conquered Windhelm without starting this quest. I had to reenable Tova before the quest would start. Resetted enteringwindhelmcount to 3. {{uns2|00:33, 9 March 2012|72.136.173.74}}&lt;br /&gt;
&lt;br /&gt;
== Calixto victims ==&lt;br /&gt;
&lt;br /&gt;
Please detail which NPCs that Calixto is scheduled to assassinate (or attempt to assassinate). [[Special:Contributions/90.229.34.175|90.229.34.175]] 10:39, 1 March 2012 (UTC)&lt;br /&gt;
:Arivanya is the second kill, and Shahvee seems to be the third optional kill, if you go down that line.[[User:The Silencer|The Silencer]] 02:45, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-Side Quest ==&lt;br /&gt;
&lt;br /&gt;
I've added a note to the page stating that this quest does not count as a side quest in your statistics (in &amp;quot;Side Quests Completed&amp;quot;, under General Stats-&amp;gt;Quest) because based on my save files, it doesn't.  I thought I should back that statement up with more complete details here on the talk page, however, given the bugginess of the quest, the fact that by all other indications (CK type, knotwork) it is a side quest, and that the Official Guide claims it does count.&lt;br /&gt;
&lt;br /&gt;
I completed both MS11 and MS11b (i.e., all the way through killing Calixto).  This is on the Xbox 360, and I believe it's with the 1.4 patch (I finished the quest in the evening of Feb. 9, the same day that the patch came out for Xbox -- which means I should have downloaded the patch earlier that day).  I did the quest without jailing Wuunferth, and without letting a second victim die (I attacked Calixto before he was able to finish killing her).  So it's possible another set of choices could cause this quest to count.  On the other hand, I've scoured all of the quest stage scripting and any dialogue scripts where it seems possible that end-of-quest stuff could happen, and I can't see any place in this quest where the command &amp;lt;code&amp;gt;AchievementsQuest.IncSideQuests()&amp;lt;/code&amp;gt; gets called.&lt;br /&gt;
&lt;br /&gt;
Also, for what it's worth, when I was initially looking at my game statistics, I mistakenly thought that this quest had counted, because my quest counter said 7 side quests, and I could count 7 side quests (including Blood on the Ice) in my list of completed quests.  However, it turns out that completing [[Skyrim:Delayed Burial|Delayed Burial]] increments the Side Quests Completed counter -- so that was my 7th quest, not Blood on the Ice.  I went back through my save files to confirm each individual quest completion that increased the counter.  Just in case any one else mistakenly thinks that Blood on the Ice counted solely based on the numbers adding up correctly in the end. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:12, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Key stolen but no quest ==&lt;br /&gt;
&lt;br /&gt;
I stole the key to hjerim as the quest would not trigger. I have competed the battle or skyrim as a stormcloak. When I entered the house I got the beware note and 2 journals. Suzanna is still alive. Is it possible now for the quest to trigger or am I just screwed? {{uns2|02:37, 4 March 2012|75.9.38.26}}&lt;br /&gt;
&lt;br /&gt;
== Pop Culture Reference ==&lt;br /&gt;
&lt;br /&gt;
Is it worth mentioning the possible parallels between the quest's story and that of other fiction such Frankenstein, or Bride of Re-animator, both of which feature the construction of a being from the bodies of others? -- [[User:Haravikk|Haravikk]] 15:04, 4 March 2012 (UTC)&lt;br /&gt;
:If it should be mentioned anywhere, it would be the [[Skyrim:Easter_Eggs|Easter Eggs]] page, not the quest page itself. Check the page to see if it's already there, and if it's not, check the discussion page to see if it's already been proposed as an addition. [[User:Alphabetface|Alphabetface]] 18:04, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quest Required NPCs? ==&lt;br /&gt;
&lt;br /&gt;
The one character I have had since Skyrim's release could never get this quest to trigger. '''I mean never'''. Through much painstaking research I have finally got it to trigger. I have found that ''ALL of these NPCs'' seem to be required for the quest to trigger flawlessly (if so this might be of utmost importance to so many) and many are not set as essential in the Creation Kit so a dragon attack could kill them, along with quests and so forth:&lt;br /&gt;
*Susanna the Wicked - in Candlehearth Hall - 1st victim;&lt;br /&gt;
*Viola Giordano - at her home or Candlehearth Hall - for information as a part of the quest;&lt;br /&gt;
*Calixto Corrium - at Calixto's House of Curiosities - suspect/murderer;&lt;br /&gt;
*Arivanya - at Windhelm Stables or in Windhelm - possible 2nd victim (although she is 2nd victim I had to resurrect her to trigger quest);&lt;br /&gt;
*Wuunfurth the Unliving - in Palace of the Kings - suspect;&lt;br /&gt;
*Silda the Unseen - on streets of Windhelm - witness;&lt;br /&gt;
*Jorleif - in Palace of the Kings - allows you to investigate the murders, ends quest;&lt;br /&gt;
*Helgird - in Hall of the Dead or at graveyard - witness;&lt;br /&gt;
*Nilsine Shatter-Shield - in House of Clan Shatter-Shield or wandering streets - unknown (I had to resurrect her: my research in the CK doesn't show me why I had to);&lt;br /&gt;
*Tova Shatter-Shield - in House of Clan Shatter-Shield - to receive key to Hjerim (at least her body is needed) (I did resurrect her);&lt;br /&gt;
*A Guard - patrol route is Windhelm at night only - initiates investigation (this is the guard the update was to fix).&lt;br /&gt;
If you are like me and fought with this quest for almost four and a half months, check the list above because resurrecting an NPC might be the solution.--[[User:Anubis Priest|Anubis Priest]] 05:30, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Good work - thanks for that. An &amp;quot;NPCs required&amp;quot; list is needed right on top of the article, and this is a nice first step. There's still some stuff to figure out before it is helpful to all gamers (many of these NPCs will be essential at one point or the other, as far as I remember), but the list seems complete. By the way, I just tested the quest with the entire Imperial Civil War quest line completed, and, after the 1.4, the Imperial Guard will deifinitely initiate the quest for you and it plays out as intended. Question here is - will he also do that if you triggered the bug before installing the patch? --[[User:Krusty|Krusty]] 06:04, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I believe that my first character/play through triggered the bug back in mid November because a dragon attack killed Arivanya at the stables (I had the stables key since then), and soon after I killed Nilsine for Muiri as a part of the Dark Brotherhood quest.  Without any console commands to manipulate the quest (setstage, etc.) but by only ensuring all the above NPC were alive after the 1.4 update the quest triggered tonight for that character (that sat idle 2 months as I figured this stuff out). --[[User:Anubis Priest|Anubis Priest]] 06:10, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Could be that, at least in earlier patch - for whatever reason, I never experienced any real bugs with the quest (unless I really did my best to make them happen). I do know, however, that at some point I experimented with killing Arivanya after turning in Wuunferth - which resulted in her dying &amp;quot;twice&amp;quot; as her dead is scripted - or ''starts'' to be scripted at some point. A discovery like that was what lead me to wait on the CK for a full &amp;quot;cast list&amp;quot; -but, unfortunately, the CK didn't really help. --[[User:Krusty|Krusty]] 06:20, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: After determining Arivanya was dead by locating her coffin in the HotD, I enabled her and did a player.placeAtMe on her. She's now just wandering outside of Candlehearth Hall where I placed her. Fast-travelled to Winterhold, back to Windhelm Stables, waited until 2AM and re-entered the city, but no dead body in the graveyard. Am I missing something in resurrecting Arivanya or is this a different bug I am experiencing? [[User:Andykimbrey|Andykimbrey]] 08:19, 19 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: Arivanya is scripted to die, so even if she is dead when you turn Wuunferth in (by talking to Jorleif), she will show up as a dead body on the streets for part two of the quest. Because of this, I'm not sure messing around with the console will help you. --[[User:Krusty|Krusty]] 23:47, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::: As written above, confirmed that Arivanya must be alive to trigger the quest, even though she can die later and turn up as a dead body. To resurrect her if you can't see her, you need to prid 1b144, resurrect, disable, enable, moveto player. [[User:Andykimbrey|Andykimbrey]] 22:10, 19 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Repeat visits not necessary? ==&lt;br /&gt;
&lt;br /&gt;
Despite both this UESP website and the Official Strategy Guide stating that you must Fast Travel to/from Windhelm on four seperate occassions in order to fully trigger this quest, this does not seem to be the case. I first attempted 'Blood on the Ice' with a level 37 character and 104 in-game days. Although I had explored the area surrounding Windhelm quite extensively, I had never entered the city itself. The first time I ever entered Windhelm and approached the graveyard, at 10:30 p.m., all of the relevent NPCs were present in the graveyard, the guard approached me, triggering the quest and I was able to proceed normally without encountering any of the seemingly prevalent glitches, bugs or issues. A friend then informed me that the quest can trigger even if the player is just in the general area of Windhelm, so I started a brand new game. I played through the Helgen introduction, walked from the Helgen cave exit to Riverwood and from there to the Whiterun stables - without talking to any unnecessary NPCs or advancing any quests - where I used the carriage to journey straight to the Windhelm stables. I entered the city on the second in-game day at 2:00 p.m. and headed straight for the graveyard: once again, all relevent NPCs were present and I was again able to trigger the quest and proceed on a perfectly normal playthrough.&lt;br /&gt;
This was tested on a PS3 release-version of Skyrim with no patches or updates installed.&lt;br /&gt;
&lt;br /&gt;
Just to clarify: in my original playthrough I had not touched the Imperial/Stormcloak Civil War questline, had just completed the 'Diplomatic Immunity' segment of the Main Quest, and the 'Purity of Revenge' segment of the Companions questline, in addition to several dozen Miscellaneous Objectives and multiple Side Quests - though none involving Windhelm itself or any of the inhabitants - as well as most of the Daedric quests. On both playthroughs I spoke to no-one else in Windhelm and concentrated solely on 'Blood on the Ice' itself.&lt;br /&gt;
The above-mentioned friend, who had all sorts of issues trying to trigger the quest, and who had adhered to the Fast Travel rule, also started a new game, this time following my lead, and was able to sucessfully trigger the quest and have a problem/bug-free playthrough.&lt;br /&gt;
Sorry for rambling on, but there seem to be so many issues with this particular quest, and after watching my friend almost tear his hair out in frustration, I thought that any possible help or information may be valuable. Feel free to edit/delete/ignore as much of this as you care to.&lt;br /&gt;
I also have a save file from my second playthrough, at the Whiterun stables immediately before activating the carriage to Windhelm. If there is anything anyone would like me to try and check out, feel free to ask and I'll do my best to help. {{unsigned|Shadowyn77|9 March 2012}}&lt;br /&gt;
&lt;br /&gt;
: Thank you for your input. It seems that there are enough problems with this quest (in my first character's case I had multiple NPCs dead) that sometimes it is not just one issue, or is an issue not even realized. My second character triggered it (pre 1.4 patch) on the fourth Windhelm '''area''' entrance, and my third character has triggered the quest on the first Windhelm area entrance (after 1.4 patch). For PC players that may mean the four times count is not required due to the 1.4 patch.  I do not play on X-box, but I am curious if X-box users have patch control as PC users don't seem to: in my own opinion only, to completely validate your information patch control needs to be verified and I certainly do not know such things. --[[User:Anubis Priest|Anubis Priest]] 21:58, 10 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I did some tests recently (PS3 with 1.4 patch) and the visit count is definitely there. The quest can easily be triggered by just fast traveling back and forth between another major city, like Whiterun, and directly to Windhelm. The entrance door has nothing to do with it. Tricky part is, you HAVE to arrive between 7pm and 3am, but it will always trigger the quest. Problem with the count is that the counter activates if you even touch the Windhelm Hold, and if you do that four times, thre quest will trigger the next time you enter Windhelm, providing you arrive at the mentioned times. --[[User:Krusty|Krusty]] 22:42, 10 March 2012 (UTC)&lt;br /&gt;
::: Better late than never, but my post above was a bit unclear. For the counter to work, you can fast-travel to Windhelm at any time of the day - but you HAVE to arrive between 7pm and 3am the 4th time. --[[User:Krusty|Krusty]] 08:30, 19 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Aw come on admins ==&lt;br /&gt;
&lt;br /&gt;
How could no one have connected this to Jack the Ripper? All young women, all mutilated in a way, and all were attracted to calixto, the same way &lt;br /&gt;
Jack the Ripper drew his victims in, its obvious really. [[User:Emzi43|Emzi43]] 20:38, 9 March 2012 (UTC)&lt;br /&gt;
:This would count as an easter egg, and is therefore not information we put on pages. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;  {{#ifeq:{{PAGENAME}}|Kiz| &amp;lt;span style=font-size:85%&amp;gt;'''[[Special:EmailUser/Kiz|email]]'''&amp;lt;/span&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:Kiz|talk]]'''&amp;lt;/sup&amp;gt;&amp;lt;sub style=&amp;quot;padding-right: 35px&amp;quot;&amp;gt;'''[[Special:EmailUser/Kiz|email]]'''&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt;}} 20:40, 9 March 2012 (UTC)&lt;br /&gt;
::As it is an easter egg, it would be better to be proposed [[Skyrim_talk:Easter_Eggs|here]]. There is already a [[Skyrim_talk:Easter_Eggs#Blood_on_the_Ice.2C_Possible_Allusion_to_Frankenstein.2FBride_of_Re-animator.3F|discussion]] about what this quest is based on, though that's more related to Frankenstein than Jack the Ripper. --[[User:Velyanthe|Velyanthe]] 20:43, 9 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't Start Quest. Confused  ==&lt;br /&gt;
&lt;br /&gt;
I've been wanting to own all the houses in Skyrim and by the time I've come across obtaining Hjeirm in Windhelm but can't seem the get the quest to start. I've completed the Companions, Mage's College and Thieves Guild quests and The Main quest, the dragon priest masks and became thane everywhere except Windhelm.I,ve haven't even gone near the Civil War quests cause I've read how much they've affect other quests. I've pickpocketed the key off of Tova Shatter-Shield and went into Hjeirm and took the journals, amulet and flyer and still nothing happens. I've checked if all the necessary NPCs are there and they check out but i can never tell if the guard that activates the quest is dead or not. And the console commands aren't working either. Any help would be appreciated. {{uns2|03:28, 26 March 2012|Spikeboarder360}}&lt;br /&gt;
:I have completed the theives guild, dark brotherhood, civil war, main, and past the 250 day limit is there any way i can get hjerm, the house in windhelm? {{uns2|21:06, 26 March 2012|66.72.233.192}}&lt;br /&gt;
&lt;br /&gt;
== Randomly dead?? ==&lt;br /&gt;
&lt;br /&gt;
I started this quest and it was all fine at the start but i finished the stormcloak storyline and went into the house without getting the pbjective and i come out viola giordano appears dead i never killed her or done anything bad but i also get 2000 bounty and i never payed it off or had guards after me from anywhere and it goes away???? {{uns2|06:06, 27 March 2012|74.38.20.174}}&lt;br /&gt;
&lt;br /&gt;
== Force starting BOTI quest ==&lt;br /&gt;
&lt;br /&gt;
So i got frustrated that even after ditching my level 61 save(hence starting a new game) i couldn't get the BOTI quest to initiate normally.. &lt;br /&gt;
&lt;br /&gt;
Hopefully after a few minutes of teeth grinding i figured it out.Hopefully, it should come to use for anyone who like me couldn't get the quest to initiate..&lt;br /&gt;
&lt;br /&gt;
So what i did was the following using the console after fast travelling to windhelm:-&lt;br /&gt;
&lt;br /&gt;
1.) Open console by pressing ~ key then typing &amp;quot;setstage ms11 1&amp;quot; without the quotes&lt;br /&gt;
&lt;br /&gt;
2.) in console type &amp;quot;set ms11EnteringWindhelmCount = 3&amp;quot; in the console without quotes&lt;br /&gt;
&lt;br /&gt;
3.) To verify, type &amp;quot;getstage ms11&amp;quot; without quotes in the console.It should return the value 1.&lt;br /&gt;
&lt;br /&gt;
Wait outside the gates till 8-9 pm then enter windhelm.The quest should now begin normally.&lt;br /&gt;
&lt;br /&gt;
But the thing is, i've lost all my saves so , can anyone confirm that this can be done with a mid-level character? {{unsigned|117.194.32.120|31 March 2012}}&lt;br /&gt;
&lt;br /&gt;
== Timing may be broken under patch 1.5 ==&lt;br /&gt;
&lt;br /&gt;
I just did this quest completely under patch 1.5 and hit a new bug. After talking to Wuunferth and being advised the Butcher would strike the next night, the butcher actually struck as soon as I got to the Stone Quarter to do some shopping. It was 2:10 pm in the afternoon game-time, not night. The Butcher murdered Arivanya with everyone there and took off pursed by me and 1 guard. No other problems with it though, it worked smoothly. I'm speculating the AM/PM in the scripting got thrown off.--[[Special:Contributions/68.74.28.21|68.74.28.21]] 05:44, 6 April 2012 (UTC) (Alessar)&lt;br /&gt;
:Actually, that issue has occurred since the game originally came out. I'm still playing an un-patched version of the game, and that's been the case for me every single time I've done this quest on different characters. So, unless it was fixed and then un-fixed, I don't think it's a 'new' issue related to the 1.5 patch. [[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; 05:46, 6 April 2012 (UTC)&lt;br /&gt;
::so where did people get the &amp;quot;2am&amp;quot; anyways, maybe it's not a bug at all and meant this way.[[Special:Contributions/50.99.131.84|50.99.131.84]] 06:08, 15 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Woman who Jorleif hates ==&lt;br /&gt;
&lt;br /&gt;
Her name is Viola i think. &lt;br /&gt;
&lt;br /&gt;
I'm not sure what happend but she isnt dead, but I cant find her. I need her to advance into the rest of the quest. {{unsigned|23.16.4.84|9 April 2012}}&lt;br /&gt;
: Her name is Viola, and you will get a quest marker pointing towards her after speaking with Jorleif. With patch 1.4, I experienced a tiny bug where she would be locked up inside her house, and you had to pick the lock to get her out of there. You could try that, map marker or not. Just tested the same tiny bug with 1.5, and it seems to be fixed. --[[User:Krusty|Krusty]] 11:26, 11 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cant start please help ==&lt;br /&gt;
&lt;br /&gt;
hey i have skyrim on ps3, and i cant start the mission! i did the civil war quests as the empire (second time around) and i wanted to buy hjerim cause its such a good house but i cant start the quest! i have the new 1.5 update and i think ive been to windhelm atleast like 10 times and i cant getit done. calixto is there viola is there all the people he kills are alive still and i just cant figure out what the problem is! all the people in all the lists above are still alive in my game. ive even like broke in and taken a beware the butcher poster thing and it still didnt activate&lt;br /&gt;
&lt;br /&gt;
== Strange Amulet bug still present with 1.5 ==&lt;br /&gt;
&lt;br /&gt;
Just a quick note for future reference; it's still not possible to drop the strange amulet after completing the quest, even with patch 1.5 installed. --[[User:Krusty|Krusty]] 11:53, 11 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Blood_on_the_Ice&amp;diff=931616</id>
		<title>Skyrim:Blood on the Ice</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Blood_on_the_Ice&amp;diff=931616"/>
		<updated>2012-04-15T00:50:53Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Catch the Killer! */ it's not after 2am, it's as asson as you leave the palace. Personal experience and talk page says the same&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Side Quests}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Windhelm Guard|Windhelm Guard]]&lt;br /&gt;
|Reward=[[Skyrim:Necromancer Amulet|Necromancer Amulet]], &amp;lt;br&amp;gt;Free cleanup of [[Skyrim:Hjerim|Hjerim]] when purchased.&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Skyrim:Windhelm|Windhelm]]&lt;br /&gt;
|Image=SR-quest-Blood on the Ice2.jpg&lt;br /&gt;
|ImgDesc=A serial killer is on the loose in Windhelm.&lt;br /&gt;
|description=[[Skyrim:Windhelm|Windhelm]] is plagued by a shadowy killer.&lt;br /&gt;
|ID=MS11, MS11b&lt;br /&gt;
|Icon=&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Go to the murder scene in Windhelm's graveyard and talk to the guard.&lt;br /&gt;
# Talk to [[Skyrim:Jorleif|Jorleif]] in the castle.&lt;br /&gt;
# Talk to [[Skyrim:Helgird|Helgird]] in Windhelm's [[Skyrim:Hall of the Dead|Hall of the Dead]].&lt;br /&gt;
# Follow the trail of blood to [[Skyrim:Hjerim|Hjerim]] and obtain the key.&lt;br /&gt;
# Talk to [[Skyrim:Viola Giordano|Viola Giordano]] and [[Skyrim:Calixto Corrium|Calixto Corrium]].&lt;br /&gt;
# Make an important [[#Follow Your Instincts|choice]].&lt;br /&gt;
# Patrol the Stone Quarter at night and catch the murderer.&lt;br /&gt;
# Report back to Jorleif.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===A Killer on the Loose===&lt;br /&gt;
When you first visit Windhelm, a few of the citizens and guards will mention a serial killer on the loose. A general fear is noticeable, but nobody will really talk about the serial killer, and it remains nothing but a rumor. The fourth time you fast travel to the city from another hold capital, however, a new victim, [[Skyrim:Candlehearth Hall|Candlehearth Hall]] waitress [[Skyrim:Susanna the Wicked|Susanna the Wicked]], will appear in the graveyard, surrounded by witnesses. If you try to investigate the scene, a [[Skyrim:Windhelm Guard|Windhelm Guard]] will stop you and explain a bit about the murders. He also explains about the local watch being too busy with the war to do any real investigation, and they would gladly accept some help from you. For starters, he tasks you with questioning the three townsfolk gathered around the body.&lt;br /&gt;
&lt;br /&gt;
===Investigator of Windhelm===&lt;br /&gt;
On a rare venture outside the [[Skyrim:Hall of the Dead (Windhelm)|Hall of the Dead]], [[Skyrim:Helgird|Helgird]] will be little help at the moment, but will point out that Susanna's coin purse is still intact. [[Skyrim:Calixto Corrium|Calixto Corrium]] claims he saw 'a fellow run away but didn't get a good look at him', while local beggar [[Skyrim:Silda the Unseen|Silda the Unseen]] never made it to the scene before Susanna was dead and the killer gone. The guard will not be particularly surprised with the lack of hard evidence or witnesses, and will point you towards Castle Steward [[Skyrim:Jorleif|Jorleif]] for assistance and helpful advice.&lt;br /&gt;
&lt;br /&gt;
In the [[Skyrim:Palace of the Kings|Palace of the Kings]], Jorleif will be shocked to hear about the fourth killing, and will gladly accept your help. He will promise you assistance from himself and all the town guards during the investigation. A map marker will now always point towards him, but he will rarely be helpful. Now it's time to investigate the crime scene without interference from the guard.&lt;br /&gt;
&lt;br /&gt;
Susanna's body will now be absent from the crime scene, and only the spatters of blood remain. The guard has noticed the blood as well, and hints that this evidence possibly holds a clue; however, for now you are to talk to [[Skyrim:Helgird|Helgird]] in the Hall of the Dead. Due to her profession and life-long experience with dead bodies, she may be able to come up with some answers.&lt;br /&gt;
&lt;br /&gt;
Enter the Hall of the Dead and find Helgird busy examining Susanna's dead body, obviously puzzled by the large diagonal cuts she finds. When asked, she will reveal the shape of the cuts to be somewhat unusual, like they were made with a curved blade designed for embalming, the exact tools she uses. You can choose to indicate her involvement in the killings or simply to leave the conversation, but the results are the same. Helgird will refuse to speak to you further and will ask to be left in peace so she can prepare the body for the funeral. With [[Skyrim:Jorleif|Jorleif]] and the guard not able to do anything at the moment, your only hope for finding a clue is in the graveyard.&lt;br /&gt;
&lt;br /&gt;
The remaining evidence seems to be a trail of blood leading from the graveyard. Follow the bloody trail around the corner and up the stairs, where it ends at the entrance to [[Skyrim:Hjerim|Hjerim]], a huge manor opposite the [[Skyrim:House of Clan Cruel-Sea|House of Clan Cruel-Sea]].&lt;br /&gt;
&lt;br /&gt;
===Hjerim===&lt;br /&gt;
The front door is locked, so either pick the lock or ask any guard in town about access to Hjerim. The guard will briefly tell you about how the house used to belong to the deceased Friga Shatter-Shield, and it has been abandoned ever since her untimely death. They will also point you toward her mother, [[Skyrim:Tova Shatter-Shield|Tova Shatter-Shield]]. When you approach the grieving mother, it becomes apparent that Friga was one of the former victims of the killer. Naturally, Tova will be more than willing to hand you the [[Skyrim:Key to Hjerim|key]] so you can go take a look inside. If you killed Tova's other daughter, [[Skyrim:Nilsine_Shatter-Shield|Nilsine]], during the [[Skyrim:Dark Brotherhood|Dark Brotherhood]] quest [[Skyrim:Mourning Never Comes|Mourning Never Comes]], Tova will have committed suicide and you will have to find her coffin in the Hall of the Dead for the key (In some cases, her body will still be in the house on floor next to suicide note on upper floor). In any case, return to Hjerim and enter.&lt;br /&gt;
&lt;br /&gt;
[[File:SR-quest-Blood_on_the_Ice.jpg|thumb|right|The secret chamber.]]&lt;br /&gt;
When entering Hjerim, a [[#Journal Entries|quest update]] will immediately tell you to look for clues, so take a look around. The blood trail leads to a chest in the southeastern corner, so investigate it and pry it open; inside,you will find 11 pamphlets called ''[[Skyrim:Beware the Butcher!|Beware the Butcher!]]'' along with the ''[[Skyrim:Butcher Journal 1|Butcher Journal #1]]''. Even though your quest journal now encourages you to follow up on these clues, keep looking around the house. Ignore the mead scattered on the floor and proceed to the two wardrobes in the western alcove. The wardrobe to the right is nailed to the wall, so open it and remove the false back panel. This will reveal the killers' hideout, a room filled with bones, bloody remains and the suspected embalming tools. Investigate the altar and pick up the ''[[Skyrim:Butcher Journal 2|Butcher Journal #2]]'' for more evidence. Leave the room, and investigate the small shelf between the wardrobes. It contains even more pamphlets, but also a [[Skyrim:Strange Amulet|strange amulet]]. This is the last piece of evidence, so make sure to pick it up. Read the pamphlet to learn about a Windhelm citizen named [[Skyrim:Viola Giordano|Viola Giordano]]. Take a pamphlet with you, as you won't get a dialogue option from her without it.&lt;br /&gt;
&lt;br /&gt;
===Follow up on the Clues===&lt;br /&gt;
Pay a quick visit to the helpful Jorleif (or a guard) for advice on how to proceed. When you show him the amulet, he will be quite puzzled but will point you to Calixto at the [[Skyrim:Calixto's House of Curiosities|House of Curiosities]] for an opinion. When asked about the term 'the Butcher' he will spitefully refer you to Viola Giordano, the author of the pamphlets and the one to seek out for background information on the killings. At this point, map markers will point to both Viola and Calixto, but it is recommended to visit Calixto first.&lt;br /&gt;
&lt;br /&gt;
====Calixto Corrium====&lt;br /&gt;
Calixto had opened up his small museum with his now deceased sister, showcasing the various items they found during the adventures they shared back in the day. These days, Calixto spends most of his time sitting in a chair doing absolutely nothing but mourn the loss of his sister and rambling about how happy she'd have been seeing all the curious items under one roof. Not surprisingly, Calixto will, for a small fee, offer a guided tour around the small House of Curiosities and explain the background for a few of the items. It is a good idea to accept this tour, just for the investigation. When you present him with the strange amulet, he will recognize it as the Wheelstone, traditionally carried by court mages. He will then offer to take it off your hands for 500 gold. Due to a [[#Bugs|bug]] with the amulet, it is recommended to accept this offer.&lt;br /&gt;
&lt;br /&gt;
====Viola Giordano====&lt;br /&gt;
Viola is an [[Skyrim:Imperial|Imperial]] who tends to wander the streets of Windhelm during the day and hang out at [[Skyrim:Candlehearth Hall|Candlehearth Hall]] in the evening. Track her down (with a &amp;quot;Beware the Butcher!&amp;quot; flyer from Hjerim in your inventory) and question her. She is understandably upset about the presence of a serial killer and the apathy of the town guards. If you failed to pick up the journal in the hidden chamber back in Hjerim, Viola will immediately take interest in the old house and set off at a running pace to help with the investigation. If you already have the journal, Viola will point to [[Skyrim:Wuunferth the Unliving|Wuunferth]], the court mage in the Palace of the Kings, as the most likely person to be experimenting with Necromancy. If you chose to speak to Viola before Calixto, the map marker pointing toward him will now be gone. Still, go sell him the strange amulet before going anywhere near the Palace of the Kings. This will net you 500 gold and one less [[#Bugs|bug]] to worry about. &lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: dotted 1px black&amp;quot;|&lt;br /&gt;
'''At this point, your next decision will affect how the quest proceeds, and whether the killer is able to strike again.'''&lt;br /&gt;
&lt;br /&gt;
Even if the map marker now points you towards the Palace and your journal tells you to confront Jorleif with the evidence against the court mage, talking to Jorleif can be fatal for the townsfolk of Windhelm. Another option is available, although it's unsaid. You can go directly to the accused [[Skyrim:Wuunferth the Unliving|Wuunferth]] and confront him yourself, without ever talking to Jorleif.&lt;br /&gt;
&lt;br /&gt;
* See [[#Wuunferth|this section]] if you choose to confront '''Wuunferth'''.&lt;br /&gt;
* See [[#Jorleif|this section]] if you choose to confront '''Jorleif'''. &lt;br /&gt;
&lt;br /&gt;
Your reward will remain the same regardless of your choice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Follow Your Instincts===&lt;br /&gt;
====Wuunferth====&lt;br /&gt;
Wuunferth the Unliving lives a secluded life in the Palace of the Kings, but you are free to go visit him at any time. During the day, he will be in his quarters (first door on the left on entering, upstairs, at the far end). He spends his nights wandering around downstairs. Confront him with the rumors about him performing necromancy. He will be quite insulted and will ramble on about him being a member of the [[Skyrim:College of Winterhold (faction)|College of Winterhold]]. When you mention the journals and describe the amulet he will immediately identify it as the legendary [[Skyrim:Necromancer Amulet|Necromancer Amulet]], while he will only feel sorry for Calixto's wild theories about it being the Wheelstone. &lt;br /&gt;
&lt;br /&gt;
He reveals that he himself has been investigating the killings of Windhelm for quite some time. He has noted a pattern with the location and timing of the killings, so he ends up asking you to keep watch in the Stone Quarters at night, as he predicts the killer will strike again. Now leave Wuunferth alone, ignore the map marker still pointing towards Jorleif, and head to the Stone Quarters and wait until nighttime.&lt;br /&gt;
&lt;br /&gt;
Proceed with the walkthrough in [[#Catch the Killer!|this section]].&lt;br /&gt;
&lt;br /&gt;
====Jorleif====&lt;br /&gt;
When you tell Jorleif that Wuunferth is the main suspect and tell him about the necromancer lair in Hjerim, he will be shocked at first; he will, however, find the evidence convincing enough to take action. After thanking you for making the streets of Windhelm safe again, he will set off towards the guard patrolling the palace entrance and order him to come along for an arrest. At this point, the quest will end and you will be left behind in the main hall, without any reward whatsoever.&lt;br /&gt;
&lt;br /&gt;
Following Jorleif and the guard into Wuunferth's chambers and eavesdropping during the arrest will prove quite unsettling. A frustrated Wuunferth will claim that he was investigating the murders as well, and will shout that this isn't over when the guard drags him to the Bloodworks. At this point it is impossible to talk to any of the characters, but there's an unsettling feeling that something is terribly wrong and that Windhelm may not be freed from the nightmare just yet. Wuunferth the Unliving, the only person with the answer will be behind bars and will offer no information.&lt;br /&gt;
&lt;br /&gt;
After three days spent outside Windhelm, you will see some familiar scenery upon your return. A guard will be standing next to yet another slain victim (she is on the right of Candlehearth Hall when looking from the Palace of the Kings)  an [[Skyrim:Altmer|Altmer]] named [[Skyrim:Arivanya|Arivanya]] from [[Skyrim:Windhelm Stables|Windhelm Stables]]. The guard will be devastated and quick to inform you of your failure. A new quest with the same name will pop up in your journal, and the guard will suggest you attempt to make things right by talking to the imprisoned Wuunferth. Head to the Bloodworks underneath the Palace and speak to the wizard. When you tell him that the Butcher has claimed yet another victim, he will point out that he is behind bars and take a stab at your abilities as an investigator. When you tell him about the journal and the amulet, he will deny any knowledge of a journal and will ask for the shape of the amulet. He will then identify it as the rare and legendary [[Skyrim:Necromancer Amulet|Necromancer Amulet]]. While he will reject Calixto's Wheelstone theory on the spot, he will reveal that he has noted a pattern in the location and timing of the killings, and will end up asking you to keep watch in the Stone Quarters at night, as he predicts the killer will strike again.&lt;br /&gt;
&lt;br /&gt;
===Catch the Killer!===&lt;br /&gt;
When you head outside, the Stone Quarters will be incredibly quiet. You will hear a desperate cry for help, so get to the market as quickly as possible. As expected, the entire market is devoid of people, including guards. Look around and you will witness elderly museum owner [[Skyrim:Calixto Corrium|Calixto Corrium]] sneak up behind a female citizen (see [[#Notes|notes]]), with his knife drawn for the next kill. If you fail to dispose of him before he slits her throat, he will panic and take off at a running pace towards his necromancer chamber in Hjerim. Follow him and be ready for a fight. Calixto shouldn't pose much of a problem and when he falls to the ground, loot his dead body for the now restored Necromancer Amulet and a few other valuable items. Make sure to pick up his [[Skyrim:Calixto's Key|key]] as it will help you reveal the truth behind his murderous scheme. If you managed to slay him outside, the guards will now arrive, but will do nothing but point you towards Jorleif for one final conversation. Jorleif will thank you.&lt;br /&gt;
&lt;br /&gt;
While optional, it is worth your time to pay a visit to Calixto's now abandoned museum of curiosities, just to find out the reason for all the bloodshed. In the upstairs area, you will find his chest, unlocked with the key you claimed from his body. Inside are all of his embalming tools, along with the first part of his ''[[Skyrim:Butcher Journal|Journal]]''. When reading through it, it becomes apparent that the untimely death of his sister Lucilla drove him to madness and that the murders, body parts and necromancer rituals were all part of a desperate attempt to bring her back to life.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* After talking to Wuunferth, you can encounter Calixto attempting his next murder around the clock, not only at night. Because of the increased amount of NPCs present at the market during the day, it is highly recommended to stick to the script and go to the market at night. &lt;br /&gt;
* The front door to Hjerim will change from a 'key required' lock to a normal 'master' lock when the quest is initiated, whether you own the house or not. &lt;br /&gt;
* Even when [[Skyrim:Ulfric Stormcloak|Ulfric Stormcloak]] makes [[Skyrim:Hjerim|Hjerim]] available for purchase, you will have to meet the requirements for this quest before Jorleif will sell you the house. If you enter the house before visiting the graveyard, you will trigger the quest prematurely and encounter the same set of bugs described [[#Bugs|here]].&lt;br /&gt;
* After investigating Hjerim, you need to carry at least one of the two journals, the pamphlet and the strange amulet, as you will have to show them to the quest-related NPCs for the quest to advance.&lt;br /&gt;
* Arivanya is scripted to be the second victim, so even if she died before the quest her body will still show up on the street. &lt;br /&gt;
* Pickpocketing the Hjerim key from Tova before the quest will grant you access to Hjerim, but you still have to meet the requirements for the quest to start.&lt;br /&gt;
* If Calixto tells you to leave his house and recognizes you as a trespasser, preventing you from selling him the amulet, there is one work-around. However, this will result in a small bounty on your character. Stand by the door with weapons at the ready, but do not attack him. Once he starts to attack the player head outside and walk away from the door. Lower your guard and he should eventually stop attacking you. Now, before he returns to his home you may talk to him and sell him the amulet obtaining your 500 gold.&lt;br /&gt;
* If you pickpocket Calixto and give him the amulet back, it will become the Necromancer Amulet when the quest is completed.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|When you are told to question the witnesses, stay away from Hjerim. Approaching the front door will trigger the 'Gain access to Hjerim' [[#Journal Entries|update]] and clear the graveyard. This will leave you with no witnesses or map markers for the remainder of the quest.}} &lt;br /&gt;
{{Bug| Selling Calixto the strange amulet is the only way to turn it into the Necromancer's Amulet. If you reject his offer, the strange amulet will remain a quest item and be stuck in your inventory indefinitely.}} &lt;br /&gt;
** {{Pc22}} It can be removed using the console by typing &amp;lt;code&amp;gt;player.removeitem 000D2328 1&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Bug|The &amp;quot;Get Assistance from Jorleif&amp;quot; objective will never register as completed.}}&lt;br /&gt;
{{Bug|Even before the quest is initiated, speaking to Calixto outside his store will cause him to close it permanently. Do not attempt to pick the lock, as he will become hostile. Instead, if you want information about the Amulet, find him at Candlehearth Hall between 5pm and 7pm.}}&lt;br /&gt;
{{Bug|If you take the first journal to Viola, she will direct you to talk to Jorleif whether or not you have found the amulet.  The quest will proceed as though you had found the amulet when talking to Jorleif and Wuunferth, even though you do not.}}&lt;br /&gt;
{{Bug|This quest will cause all sorts of problems when you purchase Hjerim and try to decorate it. See [[Skyrim:Hjerim#Bugs|this section]].}}&lt;br /&gt;
{{Bug|If you capture Windhelm for the Imperials before you start the quest, the witnesses will be around the corpse but the guard may not be (since the Windhelm guards have been replaced by Imperial Legion soldiers), making it impossible to start the quest.|OSP|1.4}}&lt;br /&gt;
{{Bug|In the above circumstances, Hjerim's lock is changed to Master instead of Requires Key during the battle, even if you don't own the house. Breaking in will jump to that point in the quest.}}&lt;br /&gt;
{{Bug|If Viola has died for some reason the quest may not start or will be impossible to finish.|OSP|1.5}}&lt;br /&gt;
{{Bug|If Tova is dead, the quest marker will point to where she would be if she was still alive rather than where her corpse is.}}&lt;br /&gt;
{{Bug|If you speak to Wuunferth directly, instead of Jorleif, then Calixto will attempt to murder [[Skyrim:Arivanya|Arivanya]] in the Stone Quarter. If you choose to have Wuunferth arrested, then Arivanya will be found murdered. For the [[#Catch the Killer!|final showdown]], a random, female NPC {{Verification needed|please wait for the CK before adding NPCs to this section}} will be chosen as the next victim. If the game runs out of potential victims, one of two bugs will trigger:}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:30px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bug|Calixto will stay inside his House of Curiosities and will never attempt his last kill.|vn=1}} &lt;br /&gt;
{{Bug|After speaking to Wuunferth, the journal will immediately update to stage 130. After chasing Calixto into Hjerim, he cannot be killed. He then will not leave Hjerim and becomes hostile when you enter.|OSP|1.4}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Bug|Although this quest is categorized as a Side Quest in your journal, it does not count towards the &amp;quot;Side Quests Completed&amp;quot; statistic in your General Stats, nor does it count towards the [[Skyrim:Sideways|Sideways]] [[Skyrim:Achievements|achievement]].}}&lt;br /&gt;
{{Bug|If the quest is started and the player waits too long before continuing it, the blood splatters leading to Hjerim can disappear.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries|id=MS11&lt;br /&gt;
|0||&lt;br /&gt;
|1||{{Quest Comment|Objective is assigned}}: Get assistance from Jorleif&lt;br /&gt;
|10||Windhelm is plagued by a shadowy killer. I've been asked to help investigate the latest murder.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Question the witnesses&lt;br /&gt;
|20||{{Quest Comment|Objective is assigned}}: Report to the guard&lt;br /&gt;
|30||{{Quest Comment|Objective is assigned}}: Talk to &amp;lt;Alias&amp;amp;#61;AuthorityFigure&amp;gt;&lt;br /&gt;
|40||Windhelm is plagued by a shadowy killer. I've been asked to help investigate the latest murder. Jorleif, the steward, may have advice from time to time.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Examine the crime scene&lt;br /&gt;
|41||{{Quest Comment|Objective is assigned}}: Talk to Helgird&lt;br /&gt;
|50||{{Quest Comment|Objective is assigned}}: Get access to Hjerim&lt;br /&gt;
|60||{{Quest Comment|Objective is assigned}}: Look for clues&lt;br /&gt;
|70||{{Quest Comment|Objective is assigned}}: Follow up on the clues from Hjerim&lt;br /&gt;
|76||{{Quest Comment|Objective is assigned}}: Meet Viola outside of Hjerim&lt;br /&gt;
|80||{{Quest Comment|Objective is assigned}}: Investigate Hjerim with Viola&lt;br /&gt;
|90||{{Quest Comment|Objective is assigned}}: Talk to &amp;lt;Alias&amp;amp;#61;AuthorityFigure&amp;gt;&lt;br /&gt;
|100|Yes|I discovered that Wuunferth the Unliving was the Butcher of Windhelm, and helped bring him to justice. &lt;br /&gt;
|105||&lt;br /&gt;
|110||&lt;br /&gt;
|120||{{Quest Comment|Objective is assigned}}: Patrol the streets of the Stone Quarter at night&lt;br /&gt;
|130||{{Quest Comment|Objective is assigned}}: Catch the murderer&lt;br /&gt;
|150||{{Quest Comment|Objective is assigned}}: Talk to &amp;lt;Alias&amp;amp;#61;AuthorityFigure&amp;gt;&lt;br /&gt;
|200||&lt;br /&gt;
|205||&lt;br /&gt;
|250|Yes|I discovered that Calixto Corrium was the Butcher of Windhelm, and helped bring him to justice.&lt;br /&gt;
|!|Blood on the Ice|MS11b&lt;br /&gt;
|0||&lt;br /&gt;
|10||&lt;br /&gt;
|15||The Butcher has struck again in Windhelm, after Wuunferth the Unliving was imprisoned. It appears he may have been innocent. I need to find the real killer.&lt;br /&gt;
|20|Yes|I discovered that Calixto Corrium was the true Butcher of Windhelm, helped bring him to justice, and exonerated Wuunferth.&lt;br /&gt;
|110||{{Quest Comment|Objective is assigned}}: Speak to Wuunferth&lt;br /&gt;
|120||{{Quest Comment|Objective is assigned}}: Patrol the streets of the Stone Quarter at night&lt;br /&gt;
|130||{{Quest Comment|Objective is assigned}}: Catch the murderer&lt;br /&gt;
|150||{{Quest Comment|Objective is assigned}}: Speak to Jorleif for reward&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Illusion&amp;diff=931298</id>
		<title>Skyrim:Illusion</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Illusion&amp;diff=931298"/>
		<updated>2012-04-14T18:04:12Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Notes */ doesn't give exp if you are alone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Illusion.png&lt;br /&gt;
|Special=Magic&lt;br /&gt;
|ExTrail=[[Skyrim:Magic Overview|Magic]]&lt;br /&gt;
}}&lt;br /&gt;
'''Illusion''' is one of the five schools of [[Skyrim:Magic Overview|magic]] in Skyrim. Illusion magic focuses on changing the perception of the world from the viewpoint of the target. Increasing this skill reduces magicka cost when casting Illusion spells. Historical information about the School of Illusion is provided in the [[Lore:Illusion|lore article]]. The Illusion skill tree has a total of 13 perks, requiring a total of 13 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The School of Illusion involves manipulating the mind of the enemy.  This skill makes it easier to cast spells like Fear, Calm, and Invisibility.''&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Illusion contains a range of spells that play with your enemies' minds. While no Illusion spell does any direct damage, spells and perks in this school are a good supplement to Stealth-focused characters, and make stealthy play more viable for mages. However, Illusion magic has some important drawbacks. Until you reach very high levels, many enemies you will face (including all [[Skyrim:Undead|Undead]], [[Skyrim:Daedra|Daedra]], and [[Skyrim:Dwarven Automatons|Dwarven Automatons]]) are immune to spells of this nature. Furthermore, Illusion is most effective on the lowest-level beings, which are also the easiest for you to slay or evade by other means.&lt;br /&gt;
&lt;br /&gt;
The main Illusion effects are as follows; progressively more powerful spells with each of these effects are available as your character develops.&lt;br /&gt;
*'''[[Skyrim:Pacify|Pacify]]''' spells prevent people from attacking you.&lt;br /&gt;
*'''[[Skyrim:Fear|Fear]]''' spells cause your enemies to run away.&lt;br /&gt;
*'''[[Skyrim:Frenzy|Frenzy]]''' spells cause your enemies to attack one another.&lt;br /&gt;
*'''[[Skyrim:Rally|Rally]]''' spells increase the stats of a friendly NPC temporarily and prevent them from fleeing.&lt;br /&gt;
*'''[[Skyrim:Muffle (effect)|Muffle]]''' and '''[[Skyrim:Invisibility|Invisibility]]''' spells considerably help your character's stealth.&lt;br /&gt;
Some of these effects can be readily produced using [[Skyrim:Alchemy|Alchemy]] and [[Skyrim:Enchanting|enchantments]].&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=400}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|540|678|Novice Illusion|mark_alt=Novice Illusion: 0 Illusion. Cast Novice level Illusion spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|781|542|Animage|mark_alt=Animage: 20 Illusion. Illusion spells now work on higher level animals.|position=right}}&lt;br /&gt;
{{Image Mark|643|374|Kindred Mage|mark_alt=Kindred Mage: 40 Illusion. All Illusion spells work on higher level people.|position=right}}&lt;br /&gt;
{{Image Mark|633|239|Quiet Casting|mark_alt=Quiet Casting: 50 Illusion. All spells you cast from any school of magic are silent to others.|position=right}}&lt;br /&gt;
{{Image Mark|315|469|Apprentice Illusion|mark_alt=Apprentice Illusion: 25 Illusion. Cast Apprentice level Illusion spells for half magicka.|position=left}}&lt;br /&gt;
{{Image Mark|329|308|Adept Illusion|mark_alt=Adept Illusion: 50 Illusion. Cast Adept level Illusion spells for half magicka.|position=left}}&lt;br /&gt;
{{Image Mark|319|222|Expert Illusion|mark_alt=Expert Illusion: 75 Illusion. Cast Expert level Illusion spells for half magicka.|position=left}}&lt;br /&gt;
{{Image Mark|429|118|Master Illusion|mark_alt=Master Illusion: 100 Illusion. Cast Master level Illusion spells for half magicka.|position=topleft}}&lt;br /&gt;
{{Image Mark|515|421|Hypnotic Gaze|mark_alt=Hypnotic Gaze: 30 Illusion. Calm spells now work on higher level opponents. Cumulative with Kindred Mage and Animage.|position=bottom}}&lt;br /&gt;
{{Image Mark|446|268|Aspect of Terror|mark_alt=Aspect of Terror: 50 Illusion. Fear spells work on higher level opponents. Cumulative with Kindred Mage and Animage.|position=bottomright}}&lt;br /&gt;
{{Image Mark|507|235|Rage|mark_alt=Rage: 70 Illusion. Frenzy spells work on higher level opponents. Cumulative with Kindred Mage and Animage.|position=topleft}}&lt;br /&gt;
{{Image Mark|576|129|Master of the Mind|mark_alt=Master of the Mind: 90 Illusion. Illusion spells work on undead, daedra and automatons.|position=topright}}&lt;br /&gt;
{{Image Mark|197|661|Illusion Dual Casting|mark_alt=Illusion Dual Casting: 20 Illusion. Dual casting an Illusion spell overcharges the effects into an even more powerful version.|position=top}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Novice Illusion}}''&lt;br /&gt;
| Cast Novice level Illusion spells for half magicka.&lt;br /&gt;
| {{ID|000f2ca9}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Animage}}''&lt;br /&gt;
| Illusion spells now work on higher level animals (+8 levels to the spell maximum).&lt;br /&gt;
| {{ID|000581e1}}&lt;br /&gt;
| 20 Illusion&lt;br /&gt;
| Novice Illusion&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Kindred Mage}}''&lt;br /&gt;
| All Illusion spells work on higher level people (+10 levels to the spell maximum).&lt;br /&gt;
| {{ID|000581e2}}&lt;br /&gt;
| 40 Illusion&lt;br /&gt;
| Animage&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Quiet Casting}}''&lt;br /&gt;
| All spells you cast from any school of magic are silent to others (all shouts are also silent).&lt;br /&gt;
| {{ID|000581fd}}&lt;br /&gt;
| 50 Illusion&lt;br /&gt;
| Kindred Mage&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Apprentice Illusion}}''&lt;br /&gt;
| Cast Apprentice level Illusion spells for half magicka.&lt;br /&gt;
| {{ID|000c44c3}}&lt;br /&gt;
| 25 Illusion&lt;br /&gt;
| Novice Illusion&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Adept Illusion}}''&lt;br /&gt;
| Cast Adept level Illusion spells for half magicka.&lt;br /&gt;
| {{ID|000c44c4}}&lt;br /&gt;
| 50 Illusion&lt;br /&gt;
| Apprentice Illusion&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Expert Illusion}}''&lt;br /&gt;
| Cast Expert level Illusion spells for half magicka.&lt;br /&gt;
| {{ID|000c44c5}}&lt;br /&gt;
| 75 Illusion&lt;br /&gt;
| Adept Illusion&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Master Illusion}}''&lt;br /&gt;
| Cast Master level Illusion spells for half magicka.&lt;br /&gt;
| {{ID|000c44c6}}&lt;br /&gt;
| 100 Illusion&lt;br /&gt;
| Expert Illusion&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Hypnotic Gaze}}''&lt;br /&gt;
| Calm spells now work on higher level opponents (+8 levels to spell maximum). Cumulative with Kindred Mage and Animage.&lt;br /&gt;
| {{ID|00059b77}}&lt;br /&gt;
| 30 Illusion&lt;br /&gt;
| Novice Illusion&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Aspect of Terror}}''&lt;br /&gt;
| Fear spells work on higher level opponents (+10 levels to spell maximum). Cumulative with Kindred Mage and Animage.&lt;br /&gt;
NOTE: This perk is glitched to also give extra 10 points of damage to fire spells, since they have a &amp;quot;fear&amp;quot; effect on them.&lt;br /&gt;
| {{ID|00059b78}}&lt;br /&gt;
| 50 Illusion&lt;br /&gt;
| Hypnotic Gaze&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Rage}}''&lt;br /&gt;
| Frenzy spells work on higher level opponents (+12 levels to spell maximum). Cumulative with Kindred Mage and Animage.&lt;br /&gt;
| {{ID|000c44b5}}&lt;br /&gt;
| 70 Illusion&lt;br /&gt;
| Aspect of Terror&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Master of the Mind}}''&lt;br /&gt;
| Illusion spells work on undead, daedra and automatons.&lt;br /&gt;
| {{ID|00059b76}}&lt;br /&gt;
| 90 Illusion&lt;br /&gt;
| Quiet Casting ''or'' Rage&lt;br /&gt;
|-&lt;br /&gt;
|''{{LE|Illusion Dual Casting}}''&lt;br /&gt;
| Dual casting an Illusion spell overcharges the effects into an even more powerful version. This slightly more than doubles the maximum level of any level-based Illusion spell. Level adjustments from Animage or Kindred Mage or Hypnotic Gaze or Aspect of Terror or Rage are applied before the doubling effect (220% spell power for 280% magicka cost).&lt;br /&gt;
| {{ID|000153d0}}&lt;br /&gt;
| 20 Illusion&lt;br /&gt;
| Novice Illusion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{Skyrim:Illusion Spells}}&lt;br /&gt;
===Spell List Notes===&lt;br /&gt;
{{Skyrim:Spell List Notes|noheader=1}}&lt;br /&gt;
&lt;br /&gt;
===Magical Effects===&lt;br /&gt;
A list of standard Illusion spells can be found on the [[Skyrim:Illusion Spells|Spells]] page.  The following individual effects are all considered to be part of the school of Illusion (see the individual effect pages for full details on availability; the [[Skyrim:Magical Effects#Illusion|Magical Effects]] article also provides a summary):&lt;br /&gt;
&lt;br /&gt;
*[[Image:O-Light_small.png|Light]] [[Skyrim:Clairvoyance|Clairvoyance]]&lt;br /&gt;
*[[Image:O-Rally_small.png|Rally]] [[Skyrim:Courage|Courage]], [[Skyrim:Rally|Rally]], [[Skyrim:Call_to_Arms|Call to Arms]]&lt;br /&gt;
*[[Image:O-Demoralize_small.png|Demoralize]] [[Skyrim:Fear|Fear]], [[Skyrim:Rout|Rout]], [[Skyrim:Hysteria|Hysteria]]&lt;br /&gt;
*[[Image:O-Frenzy_small.png|Frenzy]] [[Skyrim:Fury|Fury]], [[Skyrim:Frenzy|Frenzy]], [[Skyrim:Mayhem|Mayhem]]&lt;br /&gt;
*[[Image:O-Calm_small.png|Frenzy]] [[Skyrim:Calm|Calm]], [[Skyrim:Pacify|Pacify]], [[Skyrim:Harmony|Harmony]]&lt;br /&gt;
*[[Image:O-Invisibility_small.png|Invisibility]] [[Skyrim:Invisibility|Invisibility]]&lt;br /&gt;
*[[Image:O-Invisibility_small.png|Invisibility]] [[Skyrim:Muffle|Muffle]]&lt;br /&gt;
&lt;br /&gt;
== Skill Increases ==&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Illusion:&lt;br /&gt;
* +10 bonus: [[Skyrim:Altmer|Altmer]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Breton|Breton]], [[Skyrim:Dunmer|Dunmer]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Atub|Atub]] in [[Skyrim:Largashbur|Largashbur]] (Expert)&lt;br /&gt;
* [[Skyrim:Drevis Neloren|Drevis Neloren]] in the [[Skyrim:College of Winterhold (place)|College of Winterhold]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:2920, Sun's Dawn, v2|2920, Sun's Dawn, v2]]''&lt;br /&gt;
* ''[[Skyrim:Before the Ages of Man|Before the Ages of Man]]''&lt;br /&gt;
* ''[[Skyrim:The Black Arts On Trial|The Black Arts On Trial]]''&lt;br /&gt;
* ''[[Skyrim:Incident at Necrom|Incident at Necrom]]''&lt;br /&gt;
* ''[[Skyrim:Mystery of Talara, Part 4|Mystery of Talara, Part 4]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Illusion reward from [[Skyrim:Sybille Stentor|Sybille Stentor]] for completing the quest [[Skyrim:Kill the Vampire|Kill the Vampire]].&lt;br /&gt;
* +1 Illusion reward (and other magic skills) from [[Skyrim:Pantea_Ateia|Pantea Ateia]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Pantea's_Flute|Pantea's Flute]].&lt;br /&gt;
* +5 to Illusion (and other Magic skills)  by selecting &amp;quot;The Path of Magic&amp;quot; when reading the [[Skyrim:Oghma Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* Casting higher level spells gives generally faster skill increases (Novice&amp;lt;Apprentice&amp;lt;Adept&amp;lt;Expert&amp;lt;Master).&lt;br /&gt;
* [[Skyrim:Regenerate Magicka|Regenerate Magicka]] effects help reduce downtimes while training. &lt;br /&gt;
* It is possible to reduce or even completely eliminate the magicka cost of spells by stacking [[Skyrim:Fortify Illusion|Fortify Illusion]] enchanting effects, which is very helpful, but also quite overpowered.&lt;br /&gt;
* Casting Muffle on yourself repeatedly will level up your Illusion fast, even if there are no enemies around&lt;br /&gt;
* Casting Courage or Rally on NPCs is effective and is not considered a crime. Courage uses less magicka, but Rally will level the skill more quickly. However, both can rarely turn a few otherwise non-hostile NPCs hostile, such as [[Skyrim:Vigilant_of_Stendarr|Vigilants of Stendarr]] and [[Skyrim:Reveler|Revelers]].&lt;br /&gt;
* If using Rally to level, try to hit as many people as possible in one shot. Casting it into groups of people will raise the skill much faster than hitting singular targets.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
When the player reaches a high level in this skill, NPCs (particularly guards) will sometimes comment:&lt;br /&gt;
:&amp;quot;You're the one casts those illusions. Impressive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*''Muffle'', ''Clairvoyance'' and ''Invisibility'' can be cast as long as there are people around you to gain experience in the skill, all other spells must be cast on a valid target to gain experience, although this does not have to be an enemy.&lt;br /&gt;
*Casting ''Invisibility'' without the Quiet Casting perk may allow your character to still be detected. Enemies will investigate the sound, and may find you even if you have moved from where you originally cast the spell.&lt;br /&gt;
*[[Skyrim:Vampire|Vampires]] are not affected by Illusion spells unless you have ''Master of the Mind''. Even then, they are not counted as people (''Kindred Mage'' has no effect).&lt;br /&gt;
*[[Skyrim:Falmer|Falmer]] can be affected by Illusion spells without ''Master of the Mind'', but are not affected by ''Kindred Mage'' or ''Animage''.&lt;br /&gt;
*[[Skyrim:Dragon|Dragons]] are completely immune to Illusion spells of any kind, regardless of skill level or perks.&lt;br /&gt;
*''Vision of the Tenth Eye'' can be used as a kind of [[Skyrim:Night-Eye|Night-eye]] spell with some effectiveness if needed, which does not appear to increase the ability of NPCs to detect you and allows for vision beyond the limited range of [[Skyrim:Candlelight|Candlelight]] and [[Skyrim:Magelight|Magelight]], though its long cast time and glare from light sources can be considerable downsides.&lt;br /&gt;
*Master Illusion spells do not benefit from Dual Casting, however they can still overcome the level 50+ cap with the relevant perks and by using of Fortify Illusion potions.&lt;br /&gt;
*Mayhem will often cause items in the vicinity to shift around and become unable to retrieved.&lt;br /&gt;
*Quiet Casting also affects Shouts.&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:One-handed&amp;diff=930368</id>
		<title>Skyrim:One-handed</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:One-handed&amp;diff=930368"/>
		<updated>2012-04-13T21:38:40Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Skill Usage */ more typo. doh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup|There are a lot of dubious statements in this article based, apparently, on user experience and a nine-page forum thread. Some of these don't appear to be supported by the Creation Kit, though in-game results may be different. Information should be verified and reworded or removed until we have more factual information.}}&lt;br /&gt;
{{Skills Summary&lt;br /&gt;
|Image=SR-skill-One-handed.png&lt;br /&gt;
|Special=Combat&lt;br /&gt;
|ExTrail=[[Skyrim:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''One-handed''' governs your ability to use one-handed weapons, including daggers, swords, maces, and war axes. With the addition of dual-wielding, one-handed weapons can be put in both hands in any combination. The higher your skill in One-handed, the more damage is done with one-handed weapons. The One-Handed skill tree has a total of 10 perks, requiring a total of 21 perk points to fill. Each skill point grants a +0.5% bonus to the damage dealt with one-handed weapons (+2% for NPCs). This bonus stacks multiplicatively with the ones provided by the Armsman perk and by Smithing-related improvements.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The art of combat using one-handed weapons, such as daggers, swords, maces, and war axes.  Those trained in this skill deliver deadlier blows.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|436|874|Armsman|mark_alt=Armsman (5 ranks): 0/20/40/60/80 One-handed. One-Handed weapons do 20/40/60/80/100% more damage.|position=left}}&lt;br /&gt;
{{Image Mark|622|560|Bladesman|mark_alt=Bladesman (3 ranks): 30/60/90 One-handed. Attacks with swords have a 10/15/20% chance of doing critical damage.|position=bottomright}}&lt;br /&gt;
{{Image Mark|532|556|Bone Breaker|mark_alt=Bone Breaker (3 ranks): 30/60/90 One-handed. Attacks with maces ignore 25/50/75% of armor.|position=topright}}&lt;br /&gt;
{{Image Mark|783|735|Dual Flurry|mark_alt=Dual Flurry (2 ranks): 30/50 One-handed. Dual wielding attacks are 20/35% faster.|position=bottom}}&lt;br /&gt;
{{Image Mark|688|284|Dual Savagery|mark_alt=Dual Savagery: 70 One-handed. Dual wielding power attacks do 50% bonus damage.|position=top}}&lt;br /&gt;
{{Image Mark|443|667|Fighting Stance|mark_alt=Fighting Stance: 20 One-handed. Power attacks with one-handed weapons cost 25% less stamina.|position=bottom}}&lt;br /&gt;
{{Image Mark|504|418|Critical Charge|mark_alt=Critical Charge: 50 One-handed. Can do a one-handed power attack while sprinting that does double critical damage.|position=right}}&lt;br /&gt;
{{Image Mark|369|408|Savage Strike|mark_alt=Savage Strike: 50 One-handed. Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.|position=left}}&lt;br /&gt;
{{Image Mark|444|60|Paralyzing Strike|mark_alt=Paralyzing Strike: 100 One-handed. Backwards power attack has a 25% chance to paralyze the target.|position=right}}&lt;br /&gt;
{{Image Mark|259|541|Hack and Slash|mark_alt=Hack and Slash (3 ranks): 30/60/90 One-handed. Attacks with war axes cause extra/more/even more bleeding damage.|position=bottom}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Armsman}}''&lt;br /&gt;
| 1&lt;br /&gt;
| One-Handed weapons do 20% more damage.&lt;br /&gt;
| {{ID|000babe4}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| One-Handed weapons do 40% more damage.&lt;br /&gt;
| {{ID|00079343}}&lt;br /&gt;
| 20 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| One-Handed weapons do 60% more damage.&lt;br /&gt;
| {{ID|00079342}}&lt;br /&gt;
| 40 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| One-Handed weapons do 80% more damage.&lt;br /&gt;
| {{ID|00079344}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| One-Handed weapons do twice as much damage.&lt;br /&gt;
| {{ID|00079345}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Bladesman}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:sword|sword]]s have a 10% chance of doing critical damage (+0% crit damage &amp;lt;ref name=&amp;quot;Bladesman&amp;quot;&amp;gt;Only affects base damage of weapon--smithing, skill, perks, etc. do not affect the critical damage. Source: [http://forums.bethsoft.com/index.php?/topic/1310006-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-6]{{VN|See Cleanup tag}}&amp;lt;/ref&amp;gt;).&lt;br /&gt;
| {{ID|0005f56f}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with swords have a 15% chance of doing more critical damage (+25% crit damage &amp;lt;ref name=&amp;quot;Bladesman&amp;quot;/&amp;gt;).&lt;br /&gt;
| {{ID|000c1e90}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with  swords have a 20% chance of doing even more critical damage (+50.0% crit damage &amp;lt;ref name=&amp;quot;Bladesman&amp;quot;/&amp;gt;).&lt;br /&gt;
| {{ID|000c1e91}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Bone Breaker}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:mace|mace]]s ignore 25% of armor.&lt;br /&gt;
| {{ID|0005f592}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with maces ignore 50% of armor.&lt;br /&gt;
| {{ID|000c1e92}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with maces ignore 75% of armor.&lt;br /&gt;
| {{ID|000c1e93}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Dual Flurry}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Dual wielding attacks are 20% faster.&lt;br /&gt;
| {{ID|00106256}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Dual wielding attacks are 35% faster.&lt;br /&gt;
| {{ID|00106257}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 50 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Dual Savagery}}''&lt;br /&gt;
| Dual wielding [[Skyrim:Power Attack|power attack]]s do 50% bonus damage.&lt;br /&gt;
| {{ID|00106258}}&lt;br /&gt;
| 70 One-handed&lt;br /&gt;
| Dual Flurry&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Fighting Stance}}''&lt;br /&gt;
| Power attacks with one-handed weapons cost 25% less [[Skyrim:stamina|stamina]].&lt;br /&gt;
| {{ID|00052d50}}&lt;br /&gt;
| 20 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Critical Charge}}''&lt;br /&gt;
| Can do a one-handed power attack while sprinting that does double critical damage.&lt;br /&gt;
| {{ID|000cb406}}&lt;br /&gt;
| 50 One-handed&lt;br /&gt;
| Fighting Stance&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Savage Strike}}''&lt;br /&gt;
| Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.&lt;br /&gt;
| {{ID|0003af81}}&lt;br /&gt;
| 50 One-handed&lt;br /&gt;
| Fighting Stance&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Paralyzing Strike}}''&lt;br /&gt;
| Backwards power attack has a 25% chance to paralyze the target.&lt;br /&gt;
| {{ID|0003afa6}}&lt;br /&gt;
| 100 One-handed&lt;br /&gt;
| Critical Charge ''or'' Savage Strike&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Hack and Slash}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:War Axe|war axe]]s cause extra bleeding damage.&amp;lt;ref name=&amp;quot;HackAndSlash&amp;quot;&amp;gt;Bleeding damage seems to be a fixed amount over 3-7 seconds depending only on the weapon material, ranging from 3 total damage with rank 1 of this perk and an Iron weapon, to 18 with rank 3 of this perk and a Daedric weapon. Multiple bleeding effects stack(possibly only from different material weapons;needs testing).{{VN|See Cleanup tag}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{ID|0003fffa}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with war axes cause more bleeding damage.&amp;lt;ref name=&amp;quot;HackAndSlash&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|000c3678}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with war axes cause even more bleeding damage.&amp;lt;ref name=&amp;quot;HackAndSlash&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|000c3679}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 One-handed&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skill Usage ==&lt;br /&gt;
&lt;br /&gt;
Approximate weapon speeds are given in the following table:&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon type !! Attacks per second !! Relative damage&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1.3 || -3&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 0.8 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sword || 1.1 || +0&lt;br /&gt;
|-&lt;br /&gt;
| War Axe || 0.9 || +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your primary hand seems to attack about 15% faster. Swords normally do highest damage per second. However, because of dagger's fast speed, high-end daggers upgraded to Legendary will outclass even swords in DPS (Legendary Ebony Dagger has same DPS as Legendary Daedric Sword). Furthermore daggers are the lightest melee weapons, which is important when it comes to power attacks as the amount of stamina lost depends on the weight of the weapon. The downside to using daggers is that they do not have a weapon specialization (they get a perk in the Sneak skill tree instead which works only with sneak attacks) and they do not benefit from [[Skyrim:Fortify_One-handed|Fortify One-handed]] effects, which can dramatically increase the damage output of one-handed weapons. Temporary enchantments like the [[Skyrim:Elemental Fury|Elemental Fury]] shout, poisons, weapon enchantments and the Armsman perk ''do'' work with daggers.&lt;br /&gt;
&lt;br /&gt;
Additionally, daggers have a shorter range, making it easier to &amp;quot;miss&amp;quot; a target if not close enough. This should be taken into consideration when under heavy attack and needing to gain ground or run to recover via Restoration.&lt;br /&gt;
&lt;br /&gt;
===One-Handed Fighting Styles===&lt;br /&gt;
See [[Skyrim:Combat#Melee Style Comparison|Skyrim:Combat]].&lt;br /&gt;
&lt;br /&gt;
== Skill Increases ==&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to One-handed:&lt;br /&gt;
* +10 bonus: [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Imperial|Imperial]], [[Skyrim:Khajiit|Khajiit]], [[Skyrim:Nord|Nord]], [[Skyrim:Orc|Orc]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Amren|Amren]] of [[Skyrim:Whiterun|Whiterun]] (Common)&lt;br /&gt;
* [[Skyrim:Athis|Athis]] of [[Skyrim:Companions|the Companions]] in [[Skyrim:Whiterun|Whiterun]] (Expert)&lt;br /&gt;
* [[Skyrim:Chief Burguk|Chief Burguk]] in [[Skyrim:Dushnikh Yal|Dushnikh Yal]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:2920, Morning Star, v1|2920, Morning Star, v1]]''&lt;br /&gt;
* ''[[Skyrim:Fire and Darkness|Fire and Darkness]]''&lt;br /&gt;
* ''[[Skyrim:The Importance of Where|The Importance of Where]]''&lt;br /&gt;
* ''[[Skyrim:Mace Etiquette|Mace Etiquette]]''&lt;br /&gt;
* ''[[Skyrim:Night Falls on Sentinel|Night Falls on Sentinel]]''&lt;br /&gt;
&lt;br /&gt;
===[[SR:Free Skill Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 One-handed reward (as well as +1 [[Skyrim:Block|Block]]) from [[Skyrim:Amren|Amren]] ([[Skyrim:Whiterun|Whiterun]]) for completing the quest [[Skyrim:Dungeon Delving (Bandits)|Find Amren's Family Sword inside &amp;lt;Dungeon&amp;gt;]].&lt;br /&gt;
* +1 One-handed reward (as well as +1 [[Skyrim:Block|Block]]) from the [[Skyrim:Ghost of Old Hroldan|Ghost of Old Hroldan]] ([[Skyrim:Old Hroldan|Old Hroldan]]) for completing the quest [[Skyrim:The Ghost of Old Hroldan|The Ghost of Old Hroldan]].&lt;br /&gt;
* +1 One-handed reward (and other Combat skills) from [[Skyrim:Giraud Gemane|Giraud Gemane]] ([[Skyrim:Bards College|Bards College]]) for completing the quest [[Skyrim:Rjorn's Drum|Rjorn's Drum]].&lt;br /&gt;
* +5 to One-handed (and other Combat skills) by selecting &amp;quot;The Path of Might&amp;quot; from the [[Skyrim:Oghma_Infinium_(item)|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP ===&lt;br /&gt;
* In Skyrim, weapon skill gains are based on damage dealt. Choosing the best available DPS weapon should result in fastest skill gains.&lt;br /&gt;
* Good 'dummies' for weapon training include: [[Skyrim:Shadowmere|Shadowmere]], [[Skyrim:Hadvar|Hadvar]]/[[Skyrim:Ralof|Ralof]] during [[Skyrim:Unbound|Unbound]], conjured creatures, [[Skyrim:Paarthurnax_(dragon)|Paarthurnax]] (before starting [[Skyrim:Paarthurnax|his quest]]) and [[Skyrim:M'aiq_the_Liar|M'aiq the Liar]].&lt;br /&gt;
* Boosting One-handed damage via skill perks or equipment enchantments does not speed up XP gain.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Bladesman gives a relatively minor increase to damage—having all three levels of this perk only increases your average damage by 10% of the weapon's ''base damage'', or at most 2.1 damage per attack. &lt;br /&gt;
*Blade and Blunt from Oblivion no longer exist. They have been divided between One-handed and Two-handed instead which allows for dual wielding of maces, swords, and war axes.&lt;br /&gt;
*Torches can also be used as weapons.  They may set fire to the target for a short time.&lt;br /&gt;
*Using a torch as the off-hand weapon will not allow the triple-strike attack, as its default action is to block, then bash when adding the second button press, much like a shield. &lt;br /&gt;
*Finishing moves are mostly performed when a final enemy in your view is slain by either a normal attack or a power attack. (Finishing move animations are random, they are not specific to power or normal attacks.)&lt;br /&gt;
*Depending on the style of play, the One-handed tree may cost more or less in perks to finish when compared to Two-handed.  For blocking characters, One-handed is one point less, assuming you take all, none, or matching sword/axe/mace perks as Two-handed and none of the dual wielding path.  For dual wielding or fully mastering the tree, One-handed requires two more perks.  However, this may free many perk points otherwise spent in the Block skill. &lt;br /&gt;
&lt;br /&gt;
'''The following information is not fully researched but appears to be accurate''':Weapon specific perks are not a large factor when determining weapon choice, as their effects are very minor.&lt;br /&gt;
*Bladesman only works off of base damage of the weapon, which is a fraction of a total damage at high levels. For example using a Legendary Daedric Sword with 100 One-handed and 5/5 Armsman you will deliver 72 damage per hit. However base damage for Daedric Sword is only 14, so 3/3 Bladesman perk will have 20% chance to cause 10.5 additional damage. For reference, a critical hit with a 1h iron sword will do an extra 3 damage at Bladesman 1, or 4.5 damage at Bladesman 3 (1.5x the base crit damage). For a 1h Daedric sword, it would be 7 and 10.5, respectively. Nothing modifies these numbers, so even if you're doing 300 damage a hit &amp;quot;normally&amp;quot;, a crit would still only do 3-10.5 more damage.&lt;br /&gt;
*The bleeding effect of Hack and Slash depends on weapon material and skill level and lasts six seconds. However even a Daedric weapon used with level 3 of Hack and Slash will cause only 18 bleeding damage. While multiple bleeding effects stack, by the time you apply several of them the enemy will most likely already be dead. However, this is useful for playing the game on Master level. Note also it appears that multiple bleeds will not apply from the same weapon material, so 3 quick slashes with a daedric weapon will not stack 3 bleeds (verification needed)&lt;br /&gt;
*The armor-ignoring effect of Bone Breaker is almost completely irrelevant because most enemies are lightly armored. Even heavy armored enemies frequently have no armor skill, no armor perks and no armor upgrades, so an opponent clad full in Daedric Armor will have 49+18+18+23=108 armor rating, which gives him a negligible damage reduction.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Paralyzing Strike's chance to activate is actually 26%.}}&lt;br /&gt;
{{Bug|The [[Skyrim:Ebony Blade|Ebony Blade]] incorrectly benefits from the One-Handed skill.|USKP|1.0.0}}&lt;br /&gt;
{{Bug|The [[Skyrim:Headsman's Axe|Headsman's Axe]] incorrectly benefits from the One-Handed skill.|OSP|1.5.24}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:One-handed&amp;diff=930367</id>
		<title>Skyrim:One-handed</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:One-handed&amp;diff=930367"/>
		<updated>2012-04-13T21:38:12Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Skill Usage */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup|There are a lot of dubious statements in this article based, apparently, on user experience and a nine-page forum thread. Some of these don't appear to be supported by the Creation Kit, though in-game results may be different. Information should be verified and reworded or removed until we have more factual information.}}&lt;br /&gt;
{{Skills Summary&lt;br /&gt;
|Image=SR-skill-One-handed.png&lt;br /&gt;
|Special=Combat&lt;br /&gt;
|ExTrail=[[Skyrim:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''One-handed''' governs your ability to use one-handed weapons, including daggers, swords, maces, and war axes. With the addition of dual-wielding, one-handed weapons can be put in both hands in any combination. The higher your skill in One-handed, the more damage is done with one-handed weapons. The One-Handed skill tree has a total of 10 perks, requiring a total of 21 perk points to fill. Each skill point grants a +0.5% bonus to the damage dealt with one-handed weapons (+2% for NPCs). This bonus stacks multiplicatively with the ones provided by the Armsman perk and by Smithing-related improvements.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The art of combat using one-handed weapons, such as daggers, swords, maces, and war axes.  Those trained in this skill deliver deadlier blows.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|436|874|Armsman|mark_alt=Armsman (5 ranks): 0/20/40/60/80 One-handed. One-Handed weapons do 20/40/60/80/100% more damage.|position=left}}&lt;br /&gt;
{{Image Mark|622|560|Bladesman|mark_alt=Bladesman (3 ranks): 30/60/90 One-handed. Attacks with swords have a 10/15/20% chance of doing critical damage.|position=bottomright}}&lt;br /&gt;
{{Image Mark|532|556|Bone Breaker|mark_alt=Bone Breaker (3 ranks): 30/60/90 One-handed. Attacks with maces ignore 25/50/75% of armor.|position=topright}}&lt;br /&gt;
{{Image Mark|783|735|Dual Flurry|mark_alt=Dual Flurry (2 ranks): 30/50 One-handed. Dual wielding attacks are 20/35% faster.|position=bottom}}&lt;br /&gt;
{{Image Mark|688|284|Dual Savagery|mark_alt=Dual Savagery: 70 One-handed. Dual wielding power attacks do 50% bonus damage.|position=top}}&lt;br /&gt;
{{Image Mark|443|667|Fighting Stance|mark_alt=Fighting Stance: 20 One-handed. Power attacks with one-handed weapons cost 25% less stamina.|position=bottom}}&lt;br /&gt;
{{Image Mark|504|418|Critical Charge|mark_alt=Critical Charge: 50 One-handed. Can do a one-handed power attack while sprinting that does double critical damage.|position=right}}&lt;br /&gt;
{{Image Mark|369|408|Savage Strike|mark_alt=Savage Strike: 50 One-handed. Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.|position=left}}&lt;br /&gt;
{{Image Mark|444|60|Paralyzing Strike|mark_alt=Paralyzing Strike: 100 One-handed. Backwards power attack has a 25% chance to paralyze the target.|position=right}}&lt;br /&gt;
{{Image Mark|259|541|Hack and Slash|mark_alt=Hack and Slash (3 ranks): 30/60/90 One-handed. Attacks with war axes cause extra/more/even more bleeding damage.|position=bottom}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Armsman}}''&lt;br /&gt;
| 1&lt;br /&gt;
| One-Handed weapons do 20% more damage.&lt;br /&gt;
| {{ID|000babe4}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| One-Handed weapons do 40% more damage.&lt;br /&gt;
| {{ID|00079343}}&lt;br /&gt;
| 20 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| One-Handed weapons do 60% more damage.&lt;br /&gt;
| {{ID|00079342}}&lt;br /&gt;
| 40 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| One-Handed weapons do 80% more damage.&lt;br /&gt;
| {{ID|00079344}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| One-Handed weapons do twice as much damage.&lt;br /&gt;
| {{ID|00079345}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Bladesman}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:sword|sword]]s have a 10% chance of doing critical damage (+0% crit damage &amp;lt;ref name=&amp;quot;Bladesman&amp;quot;&amp;gt;Only affects base damage of weapon--smithing, skill, perks, etc. do not affect the critical damage. Source: [http://forums.bethsoft.com/index.php?/topic/1310006-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-6]{{VN|See Cleanup tag}}&amp;lt;/ref&amp;gt;).&lt;br /&gt;
| {{ID|0005f56f}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with swords have a 15% chance of doing more critical damage (+25% crit damage &amp;lt;ref name=&amp;quot;Bladesman&amp;quot;/&amp;gt;).&lt;br /&gt;
| {{ID|000c1e90}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with  swords have a 20% chance of doing even more critical damage (+50.0% crit damage &amp;lt;ref name=&amp;quot;Bladesman&amp;quot;/&amp;gt;).&lt;br /&gt;
| {{ID|000c1e91}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Bone Breaker}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:mace|mace]]s ignore 25% of armor.&lt;br /&gt;
| {{ID|0005f592}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with maces ignore 50% of armor.&lt;br /&gt;
| {{ID|000c1e92}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with maces ignore 75% of armor.&lt;br /&gt;
| {{ID|000c1e93}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Dual Flurry}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Dual wielding attacks are 20% faster.&lt;br /&gt;
| {{ID|00106256}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Dual wielding attacks are 35% faster.&lt;br /&gt;
| {{ID|00106257}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 50 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Dual Savagery}}''&lt;br /&gt;
| Dual wielding [[Skyrim:Power Attack|power attack]]s do 50% bonus damage.&lt;br /&gt;
| {{ID|00106258}}&lt;br /&gt;
| 70 One-handed&lt;br /&gt;
| Dual Flurry&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Fighting Stance}}''&lt;br /&gt;
| Power attacks with one-handed weapons cost 25% less [[Skyrim:stamina|stamina]].&lt;br /&gt;
| {{ID|00052d50}}&lt;br /&gt;
| 20 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Critical Charge}}''&lt;br /&gt;
| Can do a one-handed power attack while sprinting that does double critical damage.&lt;br /&gt;
| {{ID|000cb406}}&lt;br /&gt;
| 50 One-handed&lt;br /&gt;
| Fighting Stance&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Savage Strike}}''&lt;br /&gt;
| Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.&lt;br /&gt;
| {{ID|0003af81}}&lt;br /&gt;
| 50 One-handed&lt;br /&gt;
| Fighting Stance&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Paralyzing Strike}}''&lt;br /&gt;
| Backwards power attack has a 25% chance to paralyze the target.&lt;br /&gt;
| {{ID|0003afa6}}&lt;br /&gt;
| 100 One-handed&lt;br /&gt;
| Critical Charge ''or'' Savage Strike&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Hack and Slash}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:War Axe|war axe]]s cause extra bleeding damage.&amp;lt;ref name=&amp;quot;HackAndSlash&amp;quot;&amp;gt;Bleeding damage seems to be a fixed amount over 3-7 seconds depending only on the weapon material, ranging from 3 total damage with rank 1 of this perk and an Iron weapon, to 18 with rank 3 of this perk and a Daedric weapon. Multiple bleeding effects stack(possibly only from different material weapons;needs testing).{{VN|See Cleanup tag}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{ID|0003fffa}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with war axes cause more bleeding damage.&amp;lt;ref name=&amp;quot;HackAndSlash&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|000c3678}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with war axes cause even more bleeding damage.&amp;lt;ref name=&amp;quot;HackAndSlash&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|000c3679}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 One-handed&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skill Usage ==&lt;br /&gt;
&lt;br /&gt;
Approximate weapon speeds are given in the following table:&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon type !! Attacks per second !! Relative damage&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1.3 || -3&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 0.8 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sword || 1.1 || +0&lt;br /&gt;
|-&lt;br /&gt;
| War Axe || 0.9 || +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your primary hand seems to attack about 15% faster. Swords normally do highest damage per second. Hovewer, because of dagger's fast speed, high-end daggers upgraded to Legendary will outclass even swords in DPS (Legendary Ebony Dagger has same DPS as Legendary Daedric Sword). Furthermore daggers are the lightest melee weapons, which is important when it comes to power attacks as the amount of stamina lost depends on the weight of the weapon. The downside to using daggers is that they do not have a weapon specialization (they get a perk in the Sneak skill tree instead which works only with sneak attacks) and they do not benefit from [[Skyrim:Fortify_One-handed|Fortify One-handed]] effects, which can dramatically increase the damage output of one-handed weapons. Temporary enchantments like the [[Skyrim:Elemental Fury|Elemental Fury]] shout, poisons, weapon enchantments and the Armsman perk ''do'' work with daggers.&lt;br /&gt;
&lt;br /&gt;
Additionally, daggers have a shorter range, making it easier to &amp;quot;miss&amp;quot; a target if not close enough. This should be taken into consideration when under heavy attack and needing to gain ground or run to recover via Restoration.&lt;br /&gt;
&lt;br /&gt;
===One-Handed Fighting Styles===&lt;br /&gt;
See [[Skyrim:Combat#Melee Style Comparison|Skyrim:Combat]].&lt;br /&gt;
&lt;br /&gt;
== Skill Increases ==&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to One-handed:&lt;br /&gt;
* +10 bonus: [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Imperial|Imperial]], [[Skyrim:Khajiit|Khajiit]], [[Skyrim:Nord|Nord]], [[Skyrim:Orc|Orc]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Amren|Amren]] of [[Skyrim:Whiterun|Whiterun]] (Common)&lt;br /&gt;
* [[Skyrim:Athis|Athis]] of [[Skyrim:Companions|the Companions]] in [[Skyrim:Whiterun|Whiterun]] (Expert)&lt;br /&gt;
* [[Skyrim:Chief Burguk|Chief Burguk]] in [[Skyrim:Dushnikh Yal|Dushnikh Yal]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:2920, Morning Star, v1|2920, Morning Star, v1]]''&lt;br /&gt;
* ''[[Skyrim:Fire and Darkness|Fire and Darkness]]''&lt;br /&gt;
* ''[[Skyrim:The Importance of Where|The Importance of Where]]''&lt;br /&gt;
* ''[[Skyrim:Mace Etiquette|Mace Etiquette]]''&lt;br /&gt;
* ''[[Skyrim:Night Falls on Sentinel|Night Falls on Sentinel]]''&lt;br /&gt;
&lt;br /&gt;
===[[SR:Free Skill Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 One-handed reward (as well as +1 [[Skyrim:Block|Block]]) from [[Skyrim:Amren|Amren]] ([[Skyrim:Whiterun|Whiterun]]) for completing the quest [[Skyrim:Dungeon Delving (Bandits)|Find Amren's Family Sword inside &amp;lt;Dungeon&amp;gt;]].&lt;br /&gt;
* +1 One-handed reward (as well as +1 [[Skyrim:Block|Block]]) from the [[Skyrim:Ghost of Old Hroldan|Ghost of Old Hroldan]] ([[Skyrim:Old Hroldan|Old Hroldan]]) for completing the quest [[Skyrim:The Ghost of Old Hroldan|The Ghost of Old Hroldan]].&lt;br /&gt;
* +1 One-handed reward (and other Combat skills) from [[Skyrim:Giraud Gemane|Giraud Gemane]] ([[Skyrim:Bards College|Bards College]]) for completing the quest [[Skyrim:Rjorn's Drum|Rjorn's Drum]].&lt;br /&gt;
* +5 to One-handed (and other Combat skills) by selecting &amp;quot;The Path of Might&amp;quot; from the [[Skyrim:Oghma_Infinium_(item)|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP ===&lt;br /&gt;
* In Skyrim, weapon skill gains are based on damage dealt. Choosing the best available DPS weapon should result in fastest skill gains.&lt;br /&gt;
* Good 'dummies' for weapon training include: [[Skyrim:Shadowmere|Shadowmere]], [[Skyrim:Hadvar|Hadvar]]/[[Skyrim:Ralof|Ralof]] during [[Skyrim:Unbound|Unbound]], conjured creatures, [[Skyrim:Paarthurnax_(dragon)|Paarthurnax]] (before starting [[Skyrim:Paarthurnax|his quest]]) and [[Skyrim:M'aiq_the_Liar|M'aiq the Liar]].&lt;br /&gt;
* Boosting One-handed damage via skill perks or equipment enchantments does not speed up XP gain.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Bladesman gives a relatively minor increase to damage—having all three levels of this perk only increases your average damage by 10% of the weapon's ''base damage'', or at most 2.1 damage per attack. &lt;br /&gt;
*Blade and Blunt from Oblivion no longer exist. They have been divided between One-handed and Two-handed instead which allows for dual wielding of maces, swords, and war axes.&lt;br /&gt;
*Torches can also be used as weapons.  They may set fire to the target for a short time.&lt;br /&gt;
*Using a torch as the off-hand weapon will not allow the triple-strike attack, as its default action is to block, then bash when adding the second button press, much like a shield. &lt;br /&gt;
*Finishing moves are mostly performed when a final enemy in your view is slain by either a normal attack or a power attack. (Finishing move animations are random, they are not specific to power or normal attacks.)&lt;br /&gt;
*Depending on the style of play, the One-handed tree may cost more or less in perks to finish when compared to Two-handed.  For blocking characters, One-handed is one point less, assuming you take all, none, or matching sword/axe/mace perks as Two-handed and none of the dual wielding path.  For dual wielding or fully mastering the tree, One-handed requires two more perks.  However, this may free many perk points otherwise spent in the Block skill. &lt;br /&gt;
&lt;br /&gt;
'''The following information is not fully researched but appears to be accurate''':Weapon specific perks are not a large factor when determining weapon choice, as their effects are very minor.&lt;br /&gt;
*Bladesman only works off of base damage of the weapon, which is a fraction of a total damage at high levels. For example using a Legendary Daedric Sword with 100 One-handed and 5/5 Armsman you will deliver 72 damage per hit. However base damage for Daedric Sword is only 14, so 3/3 Bladesman perk will have 20% chance to cause 10.5 additional damage. For reference, a critical hit with a 1h iron sword will do an extra 3 damage at Bladesman 1, or 4.5 damage at Bladesman 3 (1.5x the base crit damage). For a 1h Daedric sword, it would be 7 and 10.5, respectively. Nothing modifies these numbers, so even if you're doing 300 damage a hit &amp;quot;normally&amp;quot;, a crit would still only do 3-10.5 more damage.&lt;br /&gt;
*The bleeding effect of Hack and Slash depends on weapon material and skill level and lasts six seconds. However even a Daedric weapon used with level 3 of Hack and Slash will cause only 18 bleeding damage. While multiple bleeding effects stack, by the time you apply several of them the enemy will most likely already be dead. However, this is useful for playing the game on Master level. Note also it appears that multiple bleeds will not apply from the same weapon material, so 3 quick slashes with a daedric weapon will not stack 3 bleeds (verification needed)&lt;br /&gt;
*The armor-ignoring effect of Bone Breaker is almost completely irrelevant because most enemies are lightly armored. Even heavy armored enemies frequently have no armor skill, no armor perks and no armor upgrades, so an opponent clad full in Daedric Armor will have 49+18+18+23=108 armor rating, which gives him a negligible damage reduction.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Paralyzing Strike's chance to activate is actually 26%.}}&lt;br /&gt;
{{Bug|The [[Skyrim:Ebony Blade|Ebony Blade]] incorrectly benefits from the One-Handed skill.|USKP|1.0.0}}&lt;br /&gt;
{{Bug|The [[Skyrim:Headsman's Axe|Headsman's Axe]] incorrectly benefits from the One-Handed skill.|OSP|1.5.24}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:One-handed&amp;diff=930366</id>
		<title>Skyrim:One-handed</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:One-handed&amp;diff=930366"/>
		<updated>2012-04-13T21:37:51Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Skill Usage */ dwarf sword or iron sword (superior) have 12 base damage instead of 10 as the article said. The wording is also confusing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup|There are a lot of dubious statements in this article based, apparently, on user experience and a nine-page forum thread. Some of these don't appear to be supported by the Creation Kit, though in-game results may be different. Information should be verified and reworded or removed until we have more factual information.}}&lt;br /&gt;
{{Skills Summary&lt;br /&gt;
|Image=SR-skill-One-handed.png&lt;br /&gt;
|Special=Combat&lt;br /&gt;
|ExTrail=[[Skyrim:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''One-handed''' governs your ability to use one-handed weapons, including daggers, swords, maces, and war axes. With the addition of dual-wielding, one-handed weapons can be put in both hands in any combination. The higher your skill in One-handed, the more damage is done with one-handed weapons. The One-Handed skill tree has a total of 10 perks, requiring a total of 21 perk points to fill. Each skill point grants a +0.5% bonus to the damage dealt with one-handed weapons (+2% for NPCs). This bonus stacks multiplicatively with the ones provided by the Armsman perk and by Smithing-related improvements.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The art of combat using one-handed weapons, such as daggers, swords, maces, and war axes.  Those trained in this skill deliver deadlier blows.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|436|874|Armsman|mark_alt=Armsman (5 ranks): 0/20/40/60/80 One-handed. One-Handed weapons do 20/40/60/80/100% more damage.|position=left}}&lt;br /&gt;
{{Image Mark|622|560|Bladesman|mark_alt=Bladesman (3 ranks): 30/60/90 One-handed. Attacks with swords have a 10/15/20% chance of doing critical damage.|position=bottomright}}&lt;br /&gt;
{{Image Mark|532|556|Bone Breaker|mark_alt=Bone Breaker (3 ranks): 30/60/90 One-handed. Attacks with maces ignore 25/50/75% of armor.|position=topright}}&lt;br /&gt;
{{Image Mark|783|735|Dual Flurry|mark_alt=Dual Flurry (2 ranks): 30/50 One-handed. Dual wielding attacks are 20/35% faster.|position=bottom}}&lt;br /&gt;
{{Image Mark|688|284|Dual Savagery|mark_alt=Dual Savagery: 70 One-handed. Dual wielding power attacks do 50% bonus damage.|position=top}}&lt;br /&gt;
{{Image Mark|443|667|Fighting Stance|mark_alt=Fighting Stance: 20 One-handed. Power attacks with one-handed weapons cost 25% less stamina.|position=bottom}}&lt;br /&gt;
{{Image Mark|504|418|Critical Charge|mark_alt=Critical Charge: 50 One-handed. Can do a one-handed power attack while sprinting that does double critical damage.|position=right}}&lt;br /&gt;
{{Image Mark|369|408|Savage Strike|mark_alt=Savage Strike: 50 One-handed. Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.|position=left}}&lt;br /&gt;
{{Image Mark|444|60|Paralyzing Strike|mark_alt=Paralyzing Strike: 100 One-handed. Backwards power attack has a 25% chance to paralyze the target.|position=right}}&lt;br /&gt;
{{Image Mark|259|541|Hack and Slash|mark_alt=Hack and Slash (3 ranks): 30/60/90 One-handed. Attacks with war axes cause extra/more/even more bleeding damage.|position=bottom}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Armsman}}''&lt;br /&gt;
| 1&lt;br /&gt;
| One-Handed weapons do 20% more damage.&lt;br /&gt;
| {{ID|000babe4}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| One-Handed weapons do 40% more damage.&lt;br /&gt;
| {{ID|00079343}}&lt;br /&gt;
| 20 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| One-Handed weapons do 60% more damage.&lt;br /&gt;
| {{ID|00079342}}&lt;br /&gt;
| 40 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| One-Handed weapons do 80% more damage.&lt;br /&gt;
| {{ID|00079344}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| One-Handed weapons do twice as much damage.&lt;br /&gt;
| {{ID|00079345}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Bladesman}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:sword|sword]]s have a 10% chance of doing critical damage (+0% crit damage &amp;lt;ref name=&amp;quot;Bladesman&amp;quot;&amp;gt;Only affects base damage of weapon--smithing, skill, perks, etc. do not affect the critical damage. Source: [http://forums.bethsoft.com/index.php?/topic/1310006-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-6]{{VN|See Cleanup tag}}&amp;lt;/ref&amp;gt;).&lt;br /&gt;
| {{ID|0005f56f}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with swords have a 15% chance of doing more critical damage (+25% crit damage &amp;lt;ref name=&amp;quot;Bladesman&amp;quot;/&amp;gt;).&lt;br /&gt;
| {{ID|000c1e90}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with  swords have a 20% chance of doing even more critical damage (+50.0% crit damage &amp;lt;ref name=&amp;quot;Bladesman&amp;quot;/&amp;gt;).&lt;br /&gt;
| {{ID|000c1e91}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Bone Breaker}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:mace|mace]]s ignore 25% of armor.&lt;br /&gt;
| {{ID|0005f592}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with maces ignore 50% of armor.&lt;br /&gt;
| {{ID|000c1e92}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with maces ignore 75% of armor.&lt;br /&gt;
| {{ID|000c1e93}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Dual Flurry}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Dual wielding attacks are 20% faster.&lt;br /&gt;
| {{ID|00106256}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Dual wielding attacks are 35% faster.&lt;br /&gt;
| {{ID|00106257}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 50 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Dual Savagery}}''&lt;br /&gt;
| Dual wielding [[Skyrim:Power Attack|power attack]]s do 50% bonus damage.&lt;br /&gt;
| {{ID|00106258}}&lt;br /&gt;
| 70 One-handed&lt;br /&gt;
| Dual Flurry&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Fighting Stance}}''&lt;br /&gt;
| Power attacks with one-handed weapons cost 25% less [[Skyrim:stamina|stamina]].&lt;br /&gt;
| {{ID|00052d50}}&lt;br /&gt;
| 20 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Critical Charge}}''&lt;br /&gt;
| Can do a one-handed power attack while sprinting that does double critical damage.&lt;br /&gt;
| {{ID|000cb406}}&lt;br /&gt;
| 50 One-handed&lt;br /&gt;
| Fighting Stance&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Savage Strike}}''&lt;br /&gt;
| Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.&lt;br /&gt;
| {{ID|0003af81}}&lt;br /&gt;
| 50 One-handed&lt;br /&gt;
| Fighting Stance&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Paralyzing Strike}}''&lt;br /&gt;
| Backwards power attack has a 25% chance to paralyze the target.&lt;br /&gt;
| {{ID|0003afa6}}&lt;br /&gt;
| 100 One-handed&lt;br /&gt;
| Critical Charge ''or'' Savage Strike&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Hack and Slash}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:War Axe|war axe]]s cause extra bleeding damage.&amp;lt;ref name=&amp;quot;HackAndSlash&amp;quot;&amp;gt;Bleeding damage seems to be a fixed amount over 3-7 seconds depending only on the weapon material, ranging from 3 total damage with rank 1 of this perk and an Iron weapon, to 18 with rank 3 of this perk and a Daedric weapon. Multiple bleeding effects stack(possibly only from different material weapons;needs testing).{{VN|See Cleanup tag}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{ID|0003fffa}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with war axes cause more bleeding damage.&amp;lt;ref name=&amp;quot;HackAndSlash&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|000c3678}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with war axes cause even more bleeding damage.&amp;lt;ref name=&amp;quot;HackAndSlash&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|000c3679}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 One-handed&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skill Usage ==&lt;br /&gt;
&lt;br /&gt;
Approximate weapon speeds are given in the following table:&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon type !! Attacks per second !! Relative damage&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1.3 || -3&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 0.8 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sword || 1.1 || +0&lt;br /&gt;
|-&lt;br /&gt;
| War Axe || 0.9 || +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your primary hand seems to attack about 15% faster. Swords normally does highest damage per second. Hovewer, because of dagger's fast speed, high-end daggers upgraded to Legendary will outclass even swords in DPS (Legendary Ebony Dagger has same DPS as Legendary Daedric Sword). Furthermore daggers are the lightest melee weapons, which is important when it comes to power attacks as the amount of stamina lost depends on the weight of the weapon. The downside to using daggers is that they do not have a weapon specialization (they get a perk in the Sneak skill tree instead which works only with sneak attacks) and they do not benefit from [[Skyrim:Fortify_One-handed|Fortify One-handed]] effects, which can dramatically increase the damage output of one-handed weapons. Temporary enchantments like the [[Skyrim:Elemental Fury|Elemental Fury]] shout, poisons, weapon enchantments and the Armsman perk ''do'' work with daggers.&lt;br /&gt;
&lt;br /&gt;
Additionally, daggers have a shorter range, making it easier to &amp;quot;miss&amp;quot; a target if not close enough. This should be taken into consideration when under heavy attack and needing to gain ground or run to recover via Restoration.&lt;br /&gt;
&lt;br /&gt;
===One-Handed Fighting Styles===&lt;br /&gt;
See [[Skyrim:Combat#Melee Style Comparison|Skyrim:Combat]].&lt;br /&gt;
&lt;br /&gt;
== Skill Increases ==&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to One-handed:&lt;br /&gt;
* +10 bonus: [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Imperial|Imperial]], [[Skyrim:Khajiit|Khajiit]], [[Skyrim:Nord|Nord]], [[Skyrim:Orc|Orc]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Amren|Amren]] of [[Skyrim:Whiterun|Whiterun]] (Common)&lt;br /&gt;
* [[Skyrim:Athis|Athis]] of [[Skyrim:Companions|the Companions]] in [[Skyrim:Whiterun|Whiterun]] (Expert)&lt;br /&gt;
* [[Skyrim:Chief Burguk|Chief Burguk]] in [[Skyrim:Dushnikh Yal|Dushnikh Yal]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:2920, Morning Star, v1|2920, Morning Star, v1]]''&lt;br /&gt;
* ''[[Skyrim:Fire and Darkness|Fire and Darkness]]''&lt;br /&gt;
* ''[[Skyrim:The Importance of Where|The Importance of Where]]''&lt;br /&gt;
* ''[[Skyrim:Mace Etiquette|Mace Etiquette]]''&lt;br /&gt;
* ''[[Skyrim:Night Falls on Sentinel|Night Falls on Sentinel]]''&lt;br /&gt;
&lt;br /&gt;
===[[SR:Free Skill Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 One-handed reward (as well as +1 [[Skyrim:Block|Block]]) from [[Skyrim:Amren|Amren]] ([[Skyrim:Whiterun|Whiterun]]) for completing the quest [[Skyrim:Dungeon Delving (Bandits)|Find Amren's Family Sword inside &amp;lt;Dungeon&amp;gt;]].&lt;br /&gt;
* +1 One-handed reward (as well as +1 [[Skyrim:Block|Block]]) from the [[Skyrim:Ghost of Old Hroldan|Ghost of Old Hroldan]] ([[Skyrim:Old Hroldan|Old Hroldan]]) for completing the quest [[Skyrim:The Ghost of Old Hroldan|The Ghost of Old Hroldan]].&lt;br /&gt;
* +1 One-handed reward (and other Combat skills) from [[Skyrim:Giraud Gemane|Giraud Gemane]] ([[Skyrim:Bards College|Bards College]]) for completing the quest [[Skyrim:Rjorn's Drum|Rjorn's Drum]].&lt;br /&gt;
* +5 to One-handed (and other Combat skills) by selecting &amp;quot;The Path of Might&amp;quot; from the [[Skyrim:Oghma_Infinium_(item)|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP ===&lt;br /&gt;
* In Skyrim, weapon skill gains are based on damage dealt. Choosing the best available DPS weapon should result in fastest skill gains.&lt;br /&gt;
* Good 'dummies' for weapon training include: [[Skyrim:Shadowmere|Shadowmere]], [[Skyrim:Hadvar|Hadvar]]/[[Skyrim:Ralof|Ralof]] during [[Skyrim:Unbound|Unbound]], conjured creatures, [[Skyrim:Paarthurnax_(dragon)|Paarthurnax]] (before starting [[Skyrim:Paarthurnax|his quest]]) and [[Skyrim:M'aiq_the_Liar|M'aiq the Liar]].&lt;br /&gt;
* Boosting One-handed damage via skill perks or equipment enchantments does not speed up XP gain.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Bladesman gives a relatively minor increase to damage—having all three levels of this perk only increases your average damage by 10% of the weapon's ''base damage'', or at most 2.1 damage per attack. &lt;br /&gt;
*Blade and Blunt from Oblivion no longer exist. They have been divided between One-handed and Two-handed instead which allows for dual wielding of maces, swords, and war axes.&lt;br /&gt;
*Torches can also be used as weapons.  They may set fire to the target for a short time.&lt;br /&gt;
*Using a torch as the off-hand weapon will not allow the triple-strike attack, as its default action is to block, then bash when adding the second button press, much like a shield. &lt;br /&gt;
*Finishing moves are mostly performed when a final enemy in your view is slain by either a normal attack or a power attack. (Finishing move animations are random, they are not specific to power or normal attacks.)&lt;br /&gt;
*Depending on the style of play, the One-handed tree may cost more or less in perks to finish when compared to Two-handed.  For blocking characters, One-handed is one point less, assuming you take all, none, or matching sword/axe/mace perks as Two-handed and none of the dual wielding path.  For dual wielding or fully mastering the tree, One-handed requires two more perks.  However, this may free many perk points otherwise spent in the Block skill. &lt;br /&gt;
&lt;br /&gt;
'''The following information is not fully researched but appears to be accurate''':Weapon specific perks are not a large factor when determining weapon choice, as their effects are very minor.&lt;br /&gt;
*Bladesman only works off of base damage of the weapon, which is a fraction of a total damage at high levels. For example using a Legendary Daedric Sword with 100 One-handed and 5/5 Armsman you will deliver 72 damage per hit. However base damage for Daedric Sword is only 14, so 3/3 Bladesman perk will have 20% chance to cause 10.5 additional damage. For reference, a critical hit with a 1h iron sword will do an extra 3 damage at Bladesman 1, or 4.5 damage at Bladesman 3 (1.5x the base crit damage). For a 1h Daedric sword, it would be 7 and 10.5, respectively. Nothing modifies these numbers, so even if you're doing 300 damage a hit &amp;quot;normally&amp;quot;, a crit would still only do 3-10.5 more damage.&lt;br /&gt;
*The bleeding effect of Hack and Slash depends on weapon material and skill level and lasts six seconds. However even a Daedric weapon used with level 3 of Hack and Slash will cause only 18 bleeding damage. While multiple bleeding effects stack, by the time you apply several of them the enemy will most likely already be dead. However, this is useful for playing the game on Master level. Note also it appears that multiple bleeds will not apply from the same weapon material, so 3 quick slashes with a daedric weapon will not stack 3 bleeds (verification needed)&lt;br /&gt;
*The armor-ignoring effect of Bone Breaker is almost completely irrelevant because most enemies are lightly armored. Even heavy armored enemies frequently have no armor skill, no armor perks and no armor upgrades, so an opponent clad full in Daedric Armor will have 49+18+18+23=108 armor rating, which gives him a negligible damage reduction.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Paralyzing Strike's chance to activate is actually 26%.}}&lt;br /&gt;
{{Bug|The [[Skyrim:Ebony Blade|Ebony Blade]] incorrectly benefits from the One-Handed skill.|USKP|1.0.0}}&lt;br /&gt;
{{Bug|The [[Skyrim:Headsman's Axe|Headsman's Axe]] incorrectly benefits from the One-Handed skill.|OSP|1.5.24}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:One-handed&amp;diff=930201</id>
		<title>Skyrim:One-handed</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:One-handed&amp;diff=930201"/>
		<updated>2012-04-13T16:51:40Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Skill Usage */ 20% to what?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup|There are a lot of dubious statements in this article based, apparently, on user experience and a nine-page forum thread. Some of these don't appear to be supported by the Creation Kit, though in-game results may be different. Information should be verified and reworded or removed until we have more factual information.}}&lt;br /&gt;
{{Skills Summary&lt;br /&gt;
|Image=SR-skill-One-handed.png&lt;br /&gt;
|Special=Combat&lt;br /&gt;
|ExTrail=[[Skyrim:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''One-handed''' governs your ability to use one-handed weapons, including daggers, swords, maces, and war axes. With the addition of dual-wielding, one-handed weapons can be put in both hands in any combination. The higher your skill in One-handed, the more damage is done with one-handed weapons. The One-Handed skill tree has a total of 10 perks, requiring a total of 21 perk points to fill. Each skill point grants a +0.5% bonus to the damage dealt with one-handed weapons (+2% for NPCs). This bonus stacks multiplicatively with the ones provided by the Armsman perk and by Smithing-related improvements.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The art of combat using one-handed weapons, such as daggers, swords, maces, and war axes.  Those trained in this skill deliver deadlier blows.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|436|874|Armsman|mark_alt=Armsman (5 ranks): 0/20/40/60/80 One-handed. One-Handed weapons do 20/40/60/80/100% more damage.|position=left}}&lt;br /&gt;
{{Image Mark|622|560|Bladesman|mark_alt=Bladesman (3 ranks): 30/60/90 One-handed. Attacks with swords have a 10/15/20% chance of doing critical damage.|position=bottomright}}&lt;br /&gt;
{{Image Mark|532|556|Bone Breaker|mark_alt=Bone Breaker (3 ranks): 30/60/90 One-handed. Attacks with maces ignore 25/50/75% of armor.|position=topright}}&lt;br /&gt;
{{Image Mark|783|735|Dual Flurry|mark_alt=Dual Flurry (2 ranks): 30/50 One-handed. Dual wielding attacks are 20/35% faster.|position=bottom}}&lt;br /&gt;
{{Image Mark|688|284|Dual Savagery|mark_alt=Dual Savagery: 70 One-handed. Dual wielding power attacks do 50% bonus damage.|position=top}}&lt;br /&gt;
{{Image Mark|443|667|Fighting Stance|mark_alt=Fighting Stance: 20 One-handed. Power attacks with one-handed weapons cost 25% less stamina.|position=bottom}}&lt;br /&gt;
{{Image Mark|504|418|Critical Charge|mark_alt=Critical Charge: 50 One-handed. Can do a one-handed power attack while sprinting that does double critical damage.|position=right}}&lt;br /&gt;
{{Image Mark|369|408|Savage Strike|mark_alt=Savage Strike: 50 One-handed. Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.|position=left}}&lt;br /&gt;
{{Image Mark|444|60|Paralyzing Strike|mark_alt=Paralyzing Strike: 100 One-handed. Backwards power attack has a 25% chance to paralyze the target.|position=right}}&lt;br /&gt;
{{Image Mark|259|541|Hack and Slash|mark_alt=Hack and Slash (3 ranks): 30/60/90 One-handed. Attacks with war axes cause extra/more/even more bleeding damage.|position=bottom}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Armsman}}''&lt;br /&gt;
| 1&lt;br /&gt;
| One-Handed weapons do 20% more damage.&lt;br /&gt;
| {{ID|000babe4}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| One-Handed weapons do 40% more damage.&lt;br /&gt;
| {{ID|00079343}}&lt;br /&gt;
| 20 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| One-Handed weapons do 60% more damage.&lt;br /&gt;
| {{ID|00079342}}&lt;br /&gt;
| 40 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| One-Handed weapons do 80% more damage.&lt;br /&gt;
| {{ID|00079344}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| One-Handed weapons do twice as much damage.&lt;br /&gt;
| {{ID|00079345}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Bladesman}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:sword|sword]]s have a 10% chance of doing critical damage (+0% crit damage &amp;lt;ref name=&amp;quot;Bladesman&amp;quot;&amp;gt;Only affects base damage of weapon--smithing, skill, perks, etc. do not affect the critical damage. Source: [http://forums.bethsoft.com/index.php?/topic/1310006-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-6]{{VN|See Cleanup tag}}&amp;lt;/ref&amp;gt;).&lt;br /&gt;
| {{ID|0005f56f}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with swords have a 15% chance of doing more critical damage (+25% crit damage &amp;lt;ref name=&amp;quot;Bladesman&amp;quot;/&amp;gt;).&lt;br /&gt;
| {{ID|000c1e90}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with  swords have a 20% chance of doing even more critical damage (+50.0% crit damage &amp;lt;ref name=&amp;quot;Bladesman&amp;quot;/&amp;gt;).&lt;br /&gt;
| {{ID|000c1e91}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Bone Breaker}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:mace|mace]]s ignore 25% of armor.&lt;br /&gt;
| {{ID|0005f592}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with maces ignore 50% of armor.&lt;br /&gt;
| {{ID|000c1e92}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with maces ignore 75% of armor.&lt;br /&gt;
| {{ID|000c1e93}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Dual Flurry}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Dual wielding attacks are 20% faster.&lt;br /&gt;
| {{ID|00106256}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Dual wielding attacks are 35% faster.&lt;br /&gt;
| {{ID|00106257}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 50 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Dual Savagery}}''&lt;br /&gt;
| Dual wielding [[Skyrim:Power Attack|power attack]]s do 50% bonus damage.&lt;br /&gt;
| {{ID|00106258}}&lt;br /&gt;
| 70 One-handed&lt;br /&gt;
| Dual Flurry&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Fighting Stance}}''&lt;br /&gt;
| Power attacks with one-handed weapons cost 25% less [[Skyrim:stamina|stamina]].&lt;br /&gt;
| {{ID|00052d50}}&lt;br /&gt;
| 20 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Critical Charge}}''&lt;br /&gt;
| Can do a one-handed power attack while sprinting that does double critical damage.&lt;br /&gt;
| {{ID|000cb406}}&lt;br /&gt;
| 50 One-handed&lt;br /&gt;
| Fighting Stance&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Savage Strike}}''&lt;br /&gt;
| Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.&lt;br /&gt;
| {{ID|0003af81}}&lt;br /&gt;
| 50 One-handed&lt;br /&gt;
| Fighting Stance&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Paralyzing Strike}}''&lt;br /&gt;
| Backwards power attack has a 25% chance to paralyze the target.&lt;br /&gt;
| {{ID|0003afa6}}&lt;br /&gt;
| 100 One-handed&lt;br /&gt;
| Critical Charge ''or'' Savage Strike&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Hack and Slash}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Attacks with [[Skyrim:War Axe|war axe]]s cause extra bleeding damage.&amp;lt;ref name=&amp;quot;HackAndSlash&amp;quot;&amp;gt;Bleeding damage seems to be a fixed amount over 3-7 seconds depending only on the weapon material, ranging from 3 total damage with rank 1 of this perk and an Iron weapon, to 18 with rank 3 of this perk and a Daedric weapon. Multiple bleeding effects stack(possibly only from different material weapons;needs testing).{{VN|See Cleanup tag}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{ID|0003fffa}}&lt;br /&gt;
| 30 One-handed&lt;br /&gt;
| Armsman&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Attacks with war axes cause more bleeding damage.&amp;lt;ref name=&amp;quot;HackAndSlash&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|000c3678}}&lt;br /&gt;
| 60 One-handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Attacks with war axes cause even more bleeding damage.&amp;lt;ref name=&amp;quot;HackAndSlash&amp;quot;/&amp;gt;&lt;br /&gt;
| {{ID|000c3679}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 One-handed&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skill Usage ==&lt;br /&gt;
&lt;br /&gt;
Approximate weapon speeds are given in the following table:&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon type !! Attacks per second !! Relative damage&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 1.3 || -3&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 0.8 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sword || 1.1 || +0&lt;br /&gt;
|-&lt;br /&gt;
| War Axe || 0.9 || +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your primary hand seems to attack about 15% faster. The break-even point in DPS between swords, axes, and maces occurs at about 10 base sword damage. This is equal to an unimproved Dwarven weapon or a Superior Iron weapon. At or above this base damage value swords will do damage at a faster rate, all other things being equal, because of faster attack speed. Hovewer, because of dagger's fast speed, high-end daggers upgraded to Legendary will outclass even swords in DPS (Legendary Ebony Dagger has same DPS as Legendary Daedric Sword). Furthermore daggers are the lightest melee weapons, which is important when it comes to power attacks as the amount of stamina lost depends on the weight of the weapon. The downside to using daggers is that they do not have a weapon specialization (they get a perk in the Sneak skill tree instead which works only with sneak attacks) and they do not benefit from [[Skyrim:Fortify_One-handed|Fortify One-handed]] effects, which can dramatically increase the damage output of one-handed weapons. Temporary enchantments like the [[Skyrim:Elemental Fury|Elemental Fury]] shout, poisons, weapon enchantments and the Armsman perk ''do'' work with daggers.&lt;br /&gt;
&lt;br /&gt;
Additionally, daggers have a shorter range, making it easier to &amp;quot;miss&amp;quot; a target if not close enough. This should be taken into consideration when under heavy attack and needing to gain ground or run to recover via Restoration.&lt;br /&gt;
&lt;br /&gt;
===One-Handed Fighting Styles===&lt;br /&gt;
See [[Skyrim:Combat#Melee Style Comparison|Skyrim:Combat]].&lt;br /&gt;
&lt;br /&gt;
== Skill Increases ==&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to One-handed:&lt;br /&gt;
* +10 bonus: [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Imperial|Imperial]], [[Skyrim:Khajiit|Khajiit]], [[Skyrim:Nord|Nord]], [[Skyrim:Orc|Orc]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Amren|Amren]] of [[Skyrim:Whiterun|Whiterun]] (Common)&lt;br /&gt;
* [[Skyrim:Athis|Athis]] of [[Skyrim:Companions|the Companions]] in [[Skyrim:Whiterun|Whiterun]] (Expert)&lt;br /&gt;
* [[Skyrim:Chief Burguk|Chief Burguk]] in [[Skyrim:Dushnikh Yal|Dushnikh Yal]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:2920, Morning Star, v1|2920, Morning Star, v1]]''&lt;br /&gt;
* ''[[Skyrim:Fire and Darkness|Fire and Darkness]]''&lt;br /&gt;
* ''[[Skyrim:The Importance of Where|The Importance of Where]]''&lt;br /&gt;
* ''[[Skyrim:Mace Etiquette|Mace Etiquette]]''&lt;br /&gt;
* ''[[Skyrim:Night Falls on Sentinel|Night Falls on Sentinel]]''&lt;br /&gt;
&lt;br /&gt;
===[[SR:Free Skill Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 One-handed reward (as well as +1 [[Skyrim:Block|Block]]) from [[Skyrim:Amren|Amren]] ([[Skyrim:Whiterun|Whiterun]]) for completing the quest [[Skyrim:Dungeon Delving (Bandits)|Find Amren's Family Sword inside &amp;lt;Dungeon&amp;gt;]].&lt;br /&gt;
* +1 One-handed reward (as well as +1 [[Skyrim:Block|Block]]) from the [[Skyrim:Ghost of Old Hroldan|Ghost of Old Hroldan]] ([[Skyrim:Old Hroldan|Old Hroldan]]) for completing the quest [[Skyrim:The Ghost of Old Hroldan|The Ghost of Old Hroldan]].&lt;br /&gt;
* +1 One-handed reward (and other Combat skills) from [[Skyrim:Giraud Gemane|Giraud Gemane]] ([[Skyrim:Bards College|Bards College]]) for completing the quest [[Skyrim:Rjorn's Drum|Rjorn's Drum]].&lt;br /&gt;
* +5 to One-handed (and other Combat skills) by selecting &amp;quot;The Path of Might&amp;quot; from the [[Skyrim:Oghma_Infinium_(item)|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP ===&lt;br /&gt;
* In Skyrim, weapon skill gains are based on damage dealt. Choosing the best available DPS weapon should result in fastest skill gains.&lt;br /&gt;
* Good 'dummies' for weapon training include: [[Skyrim:Shadowmere|Shadowmere]], [[Skyrim:Hadvar|Hadvar]]/[[Skyrim:Ralof|Ralof]] during [[Skyrim:Unbound|Unbound]], conjured creatures, [[Skyrim:Paarthurnax_(dragon)|Paarthurnax]] (before starting [[Skyrim:Paarthurnax|his quest]]) and [[Skyrim:M'aiq_the_Liar|M'aiq the Liar]].&lt;br /&gt;
* Boosting One-handed damage via skill perks or equipment enchantments does not speed up XP gain.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Bladesman gives a relatively minor increase to damage—having all three levels of this perk only increases your average damage by 10% of the weapon's ''base damage'', or at most 2.1 damage per attack. &lt;br /&gt;
*Blade and Blunt from Oblivion no longer exist. They have been divided between One-handed and Two-handed instead which allows for dual wielding of maces, swords, and war axes.&lt;br /&gt;
*Torches can also be used as weapons.  They may set fire to the target for a short time.&lt;br /&gt;
*Using a torch as the off-hand weapon will not allow the triple-strike attack, as its default action is to block, then bash when adding the second button press, much like a shield. &lt;br /&gt;
*Finishing moves are mostly performed when a final enemy in your view is slain by either a normal attack or a power attack. (Finishing move animations are random, they are not specific to power or normal attacks.)&lt;br /&gt;
*Depending on the style of play, the One-handed tree may cost more or less in perks to finish when compared to Two-handed.  For blocking characters, One-handed is one point less, assuming you take all, none, or matching sword/axe/mace perks as Two-handed and none of the dual wielding path.  For dual wielding or fully mastering the tree, One-handed requires two more perks.  However, this may free many perk points otherwise spent in the Block skill. &lt;br /&gt;
&lt;br /&gt;
'''The following information is not fully researched but appears to be accurate''':Weapon specific perks are not a large factor when determining weapon choice, as their effects are very minor.&lt;br /&gt;
*Bladesman only works off of base damage of the weapon, which is a fraction of a total damage at high levels. For example using a Legendary Daedric Sword with 100 One-handed and 5/5 Armsman you will deliver 72 damage per hit. However base damage for Daedric Sword is only 14, so 3/3 Bladesman perk will have 20% chance to cause 10.5 additional damage. For reference, a critical hit with a 1h iron sword will do an extra 3 damage at Bladesman 1, or 4.5 damage at Bladesman 3 (1.5x the base crit damage). For a 1h Daedric sword, it would be 7 and 10.5, respectively. Nothing modifies these numbers, so even if you're doing 300 damage a hit &amp;quot;normally&amp;quot;, a crit would still only do 3-10.5 more damage.&lt;br /&gt;
*The bleeding effect of Hack and Slash depends on weapon material and skill level and lasts six seconds. However even a Daedric weapon used with level 3 of Hack and Slash will cause only 18 bleeding damage. While multiple bleeding effects stack, by the time you apply several of them the enemy will most likely already be dead. However, this is useful for playing the game on Master level. Note also it appears that multiple bleeds will not apply from the same weapon material, so 3 quick slashes with a daedric weapon will not stack 3 bleeds (verification needed)&lt;br /&gt;
*The armor-ignoring effect of Bone Breaker is almost completely irrelevant because most enemies are lightly armored. Even heavy armored enemies frequently have no armor skill, no armor perks and no armor upgrades, so an opponent clad full in Daedric Armor will have 49+18+18+23=108 armor rating, which gives him a negligible damage reduction.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Paralyzing Strike's chance to activate is actually 26%.}}&lt;br /&gt;
{{Bug|The [[Skyrim:Ebony Blade|Ebony Blade]] incorrectly benefits from the One-Handed skill.|USKP|1.0.0}}&lt;br /&gt;
{{Bug|The [[Skyrim:Headsman's Axe|Headsman's Axe]] incorrectly benefits from the One-Handed skill.|OSP|1.5.24}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Breaching_Security&amp;diff=929652</id>
		<title>Skyrim:Breaching Security</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Breaching_Security&amp;diff=929652"/>
		<updated>2012-04-12T20:18:46Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Dark Brotherhood}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Astrid|Astrid]]&lt;br /&gt;
|Reward=[[Skyrim:Olava's Token|Olava's Token]], [[Skyrim:Shadowmere|Shadowmere]], leveled gold&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=[[Skyrim:Bound Until Death|Bound Until Death]]&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=[[Skyrim:The Cure for Madness|The Cure for Madness]]&lt;br /&gt;
|Loc=&lt;br /&gt;
|Image=SR-quest-Breaching Security.jpg&lt;br /&gt;
|ImgDesc=Gaius Maro at the start of his journey in [[Skyrim:Dragon Bridge|Dragon Bridge]].&lt;br /&gt;
|description=Kill and frame the son of a high-ranking [[Skyrim:Commander_Maro|Imperial guard]].&lt;br /&gt;
|ID=DB06&lt;br /&gt;
|Icon=SR-qico-Dark Brotherhood.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
&lt;br /&gt;
#Speak with [[Skyrim:Gabriella|Gabriella]] in the [[Skyrim:Dark_Brotherhood_Sanctuary|Dark Brotherhood Sanctuary]].&lt;br /&gt;
#Travel to [[Skyrim:Dragon Bridge|Dragon Bridge]].&lt;br /&gt;
#(Optional) Steal [[Skyrim:Gaius Maro|Gaius Maro]]'s travel schedule.&lt;br /&gt;
#Kill Gaius Maro and plant the [[SR:Incriminating Letter (DB)|Incriminating Letter]]. For a bonus, kill him in a [[SR:Cities|major city]].&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Your Next Assignment===&lt;br /&gt;
&lt;br /&gt;
First, you will be instructed to speak to [[SR:Gabriella|Gabriella]] inside the Sanctuary. She will give you your mission: you are to kill [[SR:Gaius Maro|Gaius Maro]], the son of [[Skyrim:Commander_Maro|Commander Maro]], and plant a [[Skyrim:Incriminating Letter (DB)|letter]] implicating him in a plot against the Emperor. Killing him in a city other than [[SR:Dragon Bridge|Dragon Bridge]] will grant you a &amp;quot;reading of your future&amp;quot;, according to Gabriella, but this is optional.&lt;br /&gt;
&lt;br /&gt;
===Dragon Bridge===&lt;br /&gt;
&lt;br /&gt;
Travel to the town of Dragon Bridge first, and if you choose, steal Gaius' [[Skyrim:Gaius Maro's Schedule|travel schedule]]. This makes things much easier, and you really have no reason not to do it - simply sneak into the building the schedule is in and nab it. Even if not in Sneak mode, a soldier will only yell ''&amp;quot;Hey, you won't get away with that!&amp;quot;'', but no bounty is incurred and they do not follow if you leave immediately. Once outside, check what day of the week it is in-game, then read the schedule and travel to the appropriate city.&lt;br /&gt;
&lt;br /&gt;
This is the schedule as it appears in game that you steal from the Pentius Oculatus Outpost:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Day &lt;br /&gt;
! Location&lt;br /&gt;
! Notes&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Morndas &lt;br /&gt;
| [[Skyrim:Solitude|Solitude]], the Emperor's Tower &lt;br /&gt;
| -&lt;br /&gt;
|- bgcolor=&amp;quot;#efefef&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Morndas evening &lt;br /&gt;
| Solitude, [[Skyrim:Castle_Dour|Castle Dour]]&lt;br /&gt;
| Food and sleep.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tirdas &lt;br /&gt;
| [[Skyrim:Windhelm|Windhelm]], the [[Skyrim:Palace_of_the_Kings|Palace of the Kings]]&lt;br /&gt;
| - &lt;br /&gt;
|- bgcolor=&amp;quot;#efefef&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tirdas evening &lt;br /&gt;
| Windhelm, Barracks &lt;br /&gt;
| Food and sleep.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Middas &lt;br /&gt;
| [[Skyrim:Riften|Riften]], [[Skyrim:Mistveil_Keep|Mistveil Keep]]&lt;br /&gt;
| -&lt;br /&gt;
|- bgcolor=&amp;quot;#efefef&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Turdas &lt;br /&gt;
| [[Skyrim:Whiterun|Whiterun]], [[Skyrim:Dragonsreach|Dragonsreach]]&lt;br /&gt;
| -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Turdas evening &lt;br /&gt;
| Whiterun, the Bannered Mare &lt;br /&gt;
| Food and sleep.&lt;br /&gt;
|- bgcolor=&amp;quot;#efefef&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Fredas &lt;br /&gt;
| [[Skyrim:Markarth|Markarth]], [[Skyrim:Understone_Keep|Understone Keep]]&lt;br /&gt;
| -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Fredas evening &lt;br /&gt;
| Markarth, guard tower &lt;br /&gt;
| Food and sleep.&lt;br /&gt;
|- bgcolor=&amp;quot;#efefef&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Loredas &lt;br /&gt;
| -&lt;br /&gt;
| To be spent at your discretion.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sundas&lt;br /&gt;
| -&lt;br /&gt;
| To be spent at your discretion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Stalking Assassin===&lt;br /&gt;
&lt;br /&gt;
Don't be afraid to simply wait for a day. There is no time limit on this quest, and when he has completed his schedule, he will repeat the same schedule next week. It is much easier to assassinate him on the road when he is alone, but you forfeit your bonus reward by doing so. Wherever you kill him, loot his corpse and plant the Incriminating Letter on his body, then return to the Sanctuary. Alternatively, you can reverse-pickpocket the note prior to killing him.&lt;br /&gt;
&lt;br /&gt;
To easily kill Gaius in a city, wait until he stays at the [[Skyrim:The_Bannered_Mare|Bannered Mare Inn]] in [[SR:Whiterun|Whiterun]]. He will go to sleep in a room alone around midnight, allowing for an easy sneak attack. Alternatively, you can speak to Gaius and provoke him into attacking you; this allows you to kill him in self-defense without a crime being registered.&lt;br /&gt;
&lt;br /&gt;
You will be rewarded with leveled gold. Gaius himself carries a set of rare Penitus Oculatus light armor. If Gaius died in a city, you will also receive [[Skyrim:Olava's Token|Olava's Token]]. The token will give you a [[Skyrim:Locate_the_Assassin_of_Old|miscellaneous quest]] to find an &amp;quot;assassin of old&amp;quot;, which will lead you to a dead Dark Brotherhood member in a cave dressed with an upgraded version of every piece of Dark Brotherhood armor.&lt;br /&gt;
&lt;br /&gt;
====Reward====&lt;br /&gt;
{{SRLeveledReward|Large}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|If you choose to follow [[Skyrim:Gaius Maro|Gaius]] he might get lost on his way to [[Skyrim:Solitude|Solitude]], and simply walk or stand around by the water near Solitude (possibly anywhere in Skyrim), or even swim in it. Fast traveling or waiting should make him remember what he is doing, and he might suddenly travel at a higher speed than possible for the player until he has caught up with his schedule.|vn=1}}&lt;br /&gt;
{{Bug|Sometimes when at the Bannered Mare in Whiterun, Gaius will never enter his room at all, instead periodically getting up and changing chairs before he leaves in the morning.|vn=1}}&lt;br /&gt;
{{Bug|After killing Gaius Maro, you can report back to Gabriella and she'll just repeat that he's &amp;quot;still alive&amp;quot;.|vn=1}}&lt;br /&gt;
{{Bug|The quest token is required to receive a fortune reading from Olava the Feeble.|OSP|1.4}}&lt;br /&gt;
{{Bug|If you are apprehended in Dragon Bridge by a guard, and you have a bounty, Gaius may not leave the town.}}&lt;br /&gt;
{{Bug|Gaius and his father may be hostile to the player and citizens without reason. Being essential until they finish their initial conversation, this may cause the deaths of many residents of Dragon Bridge.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|5||Astrid informed me that I should speak to Gabriella about my next contract, which has something to do with the Emperor's security.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Speak with Gabriella&lt;br /&gt;
|8||{{Quest Comment|Objective is assigned}}: (Optional) Steal Gaius Maro's travel schedule&lt;br /&gt;
|10||I must kill Gaius Maro, an agent of the Emperor's security force. Once he's dead, I must plant a letter on his body that will incriminate him in a plot to kill the Emperor. If I wish to earn a bonus, I must not kill him in Dragon Bridge, or on the road, but in one of the cities he visits.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Kill Gaius Maro&lt;br /&gt;
|20||{{Quest Comment|Objective is assigned}}: Plant the Incriminating Letter on Gaius Maro's body&lt;br /&gt;
|30||{{Quest Comment|Objective is assigned}}: Report back to Gabriella&lt;br /&gt;
|200|Yes|I have killed Gaius Maro, and planted the Incriminating Letter on his body. This will surely disrupt the security plan for the Emperor's visit, ruin Commander Maro emotionally, and make the Emperor believe the only plot to kill him has been foiled.&lt;br /&gt;
|255||&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;br /&gt;
&lt;br /&gt;
{{Quest Footer|Next=[[Skyrim:The Cure for Madness|The Cure For Madness]]|Up=[[SR:Dark Brotherhood|Dark Brotherhood]]|Prev=[[Skyrim:Bound Until Death|Bound Until Death]]}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:The_Cure_for_Madness&amp;diff=929648</id>
		<title>Skyrim:The Cure for Madness</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:The_Cure_for_Madness&amp;diff=929648"/>
		<updated>2012-04-12T20:17:46Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Dark Brotherhood}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Gabriella|Gabriella]]&lt;br /&gt;
|Reward=[[Skyrim:Shadowmere|Shadowmere]] if failed optional objection in previous quest.&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=[[Skyrim:Breaching Security|Breaching Security]]&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=[[Skyrim:Recipe_for_Disaster|Recipe For Disaster]]&lt;br /&gt;
|Loc=&lt;br /&gt;
|Image=SR-quest-The Cure for Madness.jpg&lt;br /&gt;
|ImgDesc=Arnbjorn injured outside the Dawnstar Sanctuary.&lt;br /&gt;
|description=Confront the traitor among the [[SR:Dark Brotherhood|Dark Brotherhood]].&lt;br /&gt;
|ID=DB07&lt;br /&gt;
|Icon=SR-qico-Dark Brotherhood.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
&lt;br /&gt;
#Speak to [[Skyrim:Astrid|Astrid]].&lt;br /&gt;
#Find [[Skyrim:Cicero|Cicero]]'s journal and take it to Astrid.&lt;br /&gt;
#(Optional) Mount Astrid's horse, [[Skyrim:Shadowmere|Shadowmere]].&lt;br /&gt;
#Travel to the abandoned Brotherhood sanctuary outside [[Skyrim:Dawnstar|Dawnstar]].&lt;br /&gt;
#Choose to either kill or spare Cicero.&lt;br /&gt;
#Return to Astrid.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Cicero===&lt;br /&gt;
&lt;br /&gt;
[[Image:SR-quest-The_Cure_for_Madness_02.jpg|thumb|Cicero feigning injury deep inside the Dawnstar Sanctuary.]]&lt;br /&gt;
&lt;br /&gt;
After completing [[Skyrim:Breaching Security|Breaching Security]], Gabriella will inform you that there was an incident with [[SR:Cicero|Cicero]] and direct you to discuss it with Astrid.&lt;br /&gt;
&lt;br /&gt;
Astrid reveals that Cicero attempted to murder her and the other members of the Dark Brotherhood, grievously wounding [[Skyrim:Veezara|Veezara]] in the process. [[SR:Arnbjorn|Arnbjorn]] pursued him as he fled from the sanctuary. She asks you to search Cicero's room for clues as to his whereabouts. Inside the room you find five [[Skyrim:Cicero's Journal|journals]], with the final journal indicating that Cicero might be headed for the long-abandoned [[SR:Dawnstar Sanctuary|sanctuary]] outside [[SR:Dawnstar|Dawnstar]]. &lt;br /&gt;
&lt;br /&gt;
Astrid will grant you use of her horse, [[SR:Shadowmere|Shadowmere]]. Immediately outside the sanctuary he will rise from the black, bubbling liquid. Mount him if you wish, and head to Dawnstar's abandoned Brotherhood sanctuary.&lt;br /&gt;
&lt;br /&gt;
===Dawnstar Sanctuary===&lt;br /&gt;
&lt;br /&gt;
You will find an injured Arnbjorn outside the sanctuary. He reveals that he and Cicero seriously wounded each other before Cicero escaped into the safety of the sanctuary and instructs you to ''&amp;quot;just follow the blood&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
A pass phrase is needed to enter the sanctuary; it can be found in the final volume of Cicero's journal (''&amp;quot;Innocence, my brother&amp;quot;'').&lt;br /&gt;
&lt;br /&gt;
Once inside, Cicero will begin to speak to you. You can find a set of enchanted clothing similar to what he uses on the table: &lt;br /&gt;
&lt;br /&gt;
* [[Skyrim:Jester's Boots|Jester's Boots]]&lt;br /&gt;
* [[Skyrim:Jester's Clothes|Jester's Clothes]]&lt;br /&gt;
* [[Skyrim:Jester's Gloves|Jester's Gloves]] &lt;br /&gt;
* [[Skyrim:Jester's Hat|Jester's Hat]]&lt;br /&gt;
&lt;br /&gt;
At this point, summoning [[Skyrim:Spectral Assassin|Lucien Lachance]] will add more to the story. He strongly suggests that the [[Lore:Sithis|Dread Father]] would not want you to kill Cicero.&lt;br /&gt;
&lt;br /&gt;
While the sanctuary is abandoned, it is not unoccupied. It is inhabited by [[Skyrim:Sanctuary Guardian|ghosts]] of the previous Dark Brotherhood residents, who will attack on sight. They can be tough in melee combat and not easy to sneak by. The second room is a circular chamber with another room below and a bridge. The spike trap can be avoided by avoiding the bridge and crawling along the left-hand wall; there is enough of a ledge to allow this. First shoot the second ghost in the room on the far side, either killing him or forcing him to cross the trap to attack you. &lt;br /&gt;
&lt;br /&gt;
Across the bridge at the foot of the stairs, you will find two skill books: ''[[Skyrim:Fire and Darkness|Fire and Darkness]]'' and ''[[Skyrim:The Marksmanship Lesson|The Marksmanship Lesson]]''. You can also find unenchanted, lesser quality versions of the Shrouded Armor on the shelf nearby, if you want to keep the appearance of your armor but add your own enchantments. The floor of this room is full of spilled oil  and can be lit by fire spell or shooting down a lamp before entering the room proper. Do not fire the oil too soon or else the oil will burn before the ghosts appear. If you do not light the oil yourself, the ghosts may light it.&lt;br /&gt;
&lt;br /&gt;
Continuing along, you will enter the cave of the [[Skyrim:Udefrykte|Udefrykte]]. It is easy to simply sneak past it if you wish. You will also encounter more ghosts as you continue.&lt;br /&gt;
&lt;br /&gt;
===Keeper of The Old Ways===&lt;br /&gt;
&lt;br /&gt;
At the end, you will find Cicero curled up in a fetal position pretending to be injured. Cicero cautions you that the Night Mother will not be happy if you kill him. At this point it is your choice whether to kill him or not. If you attack him he leaps to his feet, obviously unhurt, and gleefully screams ''&amp;quot;Haha! Behold the final trick of the Fool of Hearts! You think me near death? Haha! Think again.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
His corpse, if you choose to kill him, contains: &lt;br /&gt;
&lt;br /&gt;
* [[Skyrim:Cicero's Boots|Cicero's Boots]]&lt;br /&gt;
* [[Skyrim:Cicero's Clothes|Cicero's Clothes]]&lt;br /&gt;
* [[Skyrim:Cicero's Gloves|Cicero's Gloves]]&lt;br /&gt;
* [[Skyrim:Cicero's Hat|Cicero's Hat]]&lt;br /&gt;
* A leveled, unenchanted dagger&lt;br /&gt;
&lt;br /&gt;
If you decide not to kill him, he returns to serve after you complete [[Skyrim:Hail_Sithis!|Hail Sithis!]]. You can pickpocket his clothes with the perk [[Skyrim:Perfect Touch|Perfect Touch]], however the chestpiece is hard to steal and the hat requires maxed Pickpocketing and all success increasing perks for a chance of success under 20%. He can also potentially be a [[SR:followers|follower]]. A chest can be found to the left of Cicero.&lt;br /&gt;
&lt;br /&gt;
Whatever your decision, the quest is now complete. Speak to Astrid to begin your next mission.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*While killing the ghosts under the bridge, there is a ghost that can be pickpocketed for a bow and a large amount of arrows.&lt;br /&gt;
*After killing or leaving Cicero, you will be asked to leave the cave. If you use the [[SR:clairvoyance|clairvoyance]] spell, it asks you to run up some steps through the door in front of you which are blocked by two iron bar entrances. To avoid having to return all the way back through the cave, simply look left at the top of the stairs where there is a bench behind the barred exit. Sit on the bench and your character will appear at the other side, next to the exit. Alternatively, use the pull chain near the base of the steps to open one of the sets of bars.&lt;br /&gt;
*It is possible to pick up the weapons used by the ghosts, but they are difficult to find and disappear very quickly. The weapons are dropped in the same manner as any other NPC's weapon when killed. Since you only have a couple of seconds, it may be easier to tap the action button repeatedly and follow the weapon as it falls out of the ghost's hand.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Sometimes, when you come back after completing the Breaching Security quest, Astrid will only say &amp;quot;''Oh good, you're back, you're going to want to hear this''&amp;quot;.|vn=1}}&lt;br /&gt;
{{Bug|If you attempt to pickpocket Cicero while he is lying on the floor and you fail, he will get up and start attacking you.|vn=1}}&lt;br /&gt;
{{Bug|If you strike Cicero while he is saying ''&amp;quot;Do what you will... In the end, Sithis will judge us both&amp;quot;'', he will start to jump up and attack you, but then lay back down to finish his sentence, and will stay there after he finishes talking.|vn=1}}&lt;br /&gt;
{{Bug|If you attack Cicero with Lightning Bolt, he will stand up when shocked, then lie back down again, repeating this each time you shock him. He will not attack you, even after he says ''&amp;quot;Haha! Behold the final trick of the Fool of Hearts! You think me near death? Haha! Think again.&amp;quot;''|vn=1}}&lt;br /&gt;
{{Bug|If you raise Cicero from the dead before you report back to Astrid, she won't talk and you will never be able to finish the quest even if you kill your Cicero zombie. Cicero's armor will respawn on your Cicero zombie every time you go through a loading screen, meaning you can loot an infinite set of Cicero's armor.|vn=1|fixedby=OSP|fixversion=1.4}}&lt;br /&gt;
{{Bug|If you have a follower with you and you enter the tomb, he or she will not follow you once inside or once you leave. You must reenter the sanctuary if your follower does not follow you out. Once you enter, your follower will follow you once again.|vn=1}}&lt;br /&gt;
{{Bug|On rare occasions, you will hear the animation and see the bubbles, yet Shadowmere will not appear.|vn=1}}&lt;br /&gt;
**To fix this, load to a previous save, or during [[Skyrim:Death Incarnate|Death Incarnate]], coax enemies near the pool to lure Shadowmere out via his aggressiveness. You can also try fast traveling to all the stables untill you see Shadowmere for a split second afterwards, and then fast travel back to the sanctuary's pool to see if he has been untrapped.&lt;br /&gt;
**Looking off to the side of pool during Shadowmere animation (not looking at it) can also possibly prevent the above glitch.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|10||Upon my return to the Sanctuary, I was informed by Gabriella that there was some kind of &amp;quot;incident&amp;quot; with Cicero. I need to speak to Astrid to find out what happened.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Talk to Astrid&lt;br /&gt;
|15||While I was away, Cicero went berserk and tried to kill Astrid. He fled the Sanctuary, with Arnbjorn in pursuit. I need to locate them both, and then kill Cicero.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Search Cicero's room&lt;br /&gt;
|17||{{Quest Comment|Objective is assigned}}: Read Cicero's diary&lt;br /&gt;
|19||{{Quest Comment|Objective is assigned}}: Talk to Astrid&lt;br /&gt;
|20||{{Quest Comment|Objective is assigned}}: Locate Arnbjorn&lt;br /&gt;
|25||{{Quest Comment|Objective is assigned}}: Talk to Arnbjorn&lt;br /&gt;
|30||{{Quest Comment|Objective is assigned}}: Enter the Dawnstar Sanctuary&lt;br /&gt;
|40||{{Quest Comment|Objective is assigned}}: Kill Cicero&lt;br /&gt;
|50||{{Quest Comment|Objective is assigned}}: Kill Cicero, or leave the Sanctuary&lt;br /&gt;
|60||{{Quest Comment|Objective is assigned}}: Report back to Astrid&lt;br /&gt;
|200|Yes|After learning that Cicero went berserk and tried to kill Astrid, I was ordered to go to the Dawnstar Sanctuary, find him, and end his life. The matter has now been resolved.&lt;br /&gt;
|255||&lt;br /&gt;
|666||{{Quest Comment|Objective is assigned}}: Behold Shadowmere&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Block&amp;diff=929258</id>
		<title>Skyrim:Block</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Block&amp;diff=929258"/>
		<updated>2012-04-12T04:54:50Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Block.png&lt;br /&gt;
|Special=Combat&lt;br /&gt;
|ExTrail=[[Skyrim:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''Block''' allows you to reduce damage from melee and ranged combat, using a shield or weapons.  As perks are gained, block allows you to do damage with your shield, or disarm your opponent. The Block skill tree has a total of 9 perks, requiring a total of 13 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The art of blocking an enemy's blows with a shield or weapon.  Blocking reduces the damage and staggering from physical attacks.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|x=525|y=790|label=Shield Wall|mark_alt=Shield Wall (5 ranks): 0/20/40/60/80 Block. Blocking is 20/25/30/35/40% more effective|position=right}}&lt;br /&gt;
{{Image Mark|x=93|y=577|label=Deflect Arrows|mark_alt=Deflect Arrows: 30 Block|position=bottomright}}&lt;br /&gt;
{{Image Mark|x=340|y=160 |label=Block Runner|position=left|mark_alt=Block Runner: 70 Block. Able to move faster with a shield or weapon raised.}}&lt;br /&gt;
{{Image Mark|x=215|y=240|label=Elemental Protection|position=right}}&lt;br /&gt;
{{Image Mark|x=428|y=500|label=Quick Reflexes|mark_alt=Quick Reflexes: 30 Block. Time slows down if you are blocking during an enemy's power attack|position=top}}&lt;br /&gt;
{{Image Mark|x=888|y=563|label=Power Bash|mark_alt=Power Bash: 30 Block. Able to do a power bash|position=left}}&lt;br /&gt;
{{Image Mark|x=868|y=325|label=Deadly Bash|mark_alt=Deadly Bash: 50 Block. Bashing does five times more damage.|position=left}}&lt;br /&gt;
{{Image Mark|x=785|y=150 |label=Disarming Bash|mark_alt=Bash Disarm: 70 Block. Chance to disarm when power bashing.|position=bottom}}&lt;br /&gt;
{{Image Mark|x=525|y=92 |label=Shield Charge|mark_alt=Shield Charge: 100 Block. Sprinting with a shield raised knocks down most targets.|position=right}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Shield Wall}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Blocking is 20% more effective. [Actually 10%]&lt;br /&gt;
| {{ID|000bccae}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Blocking is 25% more effective. [Actually 20%]&lt;br /&gt;
| {{ID|00079355}}&lt;br /&gt;
| 20 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Blocking is 30% more effective.&lt;br /&gt;
| {{ID|00079356}}&lt;br /&gt;
| 40 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Blocking is 35% more effective. [Actually 40%]&lt;br /&gt;
| {{ID|00079357}}&lt;br /&gt;
| 60 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Blocking is 40% more effective. [Actually 50%]&lt;br /&gt;
| {{ID|00079358}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deflect Arrows}}''&lt;br /&gt;
| Arrows that hit the shield do no damage.&lt;br /&gt;
| {{ID|00058f68}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Elemental Protection}}''&lt;br /&gt;
| Blocking with a shield reduces incoming fire, frost, and shock damage by 50%.&lt;br /&gt;
| {{ID|00058f69}}&lt;br /&gt;
| 50 Block&lt;br /&gt;
| Deflect Arrows&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Block Runner}}''&lt;br /&gt;
| Able to move faster with a shield or weapon raised.&lt;br /&gt;
| {{ID|00106253}}&lt;br /&gt;
| 70 Block&lt;br /&gt;
| Elemental Protection&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Power Bash}}''&lt;br /&gt;
| Able to do a power bash.&lt;br /&gt;
| {{ID|00058f67}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deadly Bash}}''&lt;br /&gt;
| Bashing does five times more damage.&lt;br /&gt;
| {{ID|0005f594}}&lt;br /&gt;
| 50 Block&lt;br /&gt;
| Power Bash&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Disarming Bash}}''&lt;br /&gt;
| Chance to disarm when power bashing.&lt;br /&gt;
| {{ID|00058f66}}&lt;br /&gt;
| 70 Block&lt;br /&gt;
| Deadly Bash&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Shield Charge}}''&lt;br /&gt;
| Sprinting with a shield raised knocks down most targets.&lt;br /&gt;
| {{ID|00058f6a}}&lt;br /&gt;
| 100 Block&lt;br /&gt;
| Disarming Bash ''or'' Block Runner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Quick Reflexes}}''&lt;br /&gt;
| Time slows down if you are blocking during an enemy's power attack.&lt;br /&gt;
| {{ID|000d8c33}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Usage ==&lt;br /&gt;
If nothing, a shield or a torch is equipped in the left hand, or if a two-handed weapon is equipped, incoming attacks can be blocked by holding the [[Skyrim:Controls#Left Hand|Left Hand]] (block) control. While blocking, movement speed is reduced. Blocking cannot be used when dual-wielding weapons or when a spell is assigned to both hands.  Blocking is always done with the left hand and shields can only be equipped to the left hand, despite pre-release statements to the contrary.&lt;br /&gt;
&lt;br /&gt;
When you are blocking, the damage reduction is determined by your Block skill level and is improved by perks and [[Skyrim:Fortify Block|Fortify Block]] effects. Maximum blocking effectiveness is 85%. &lt;br /&gt;
&lt;br /&gt;
Attempting to [[Skyrim:Controls#Attack|attack]] while blocking will execute a basic shield bash that may stagger an opponent and can interrupt an opponent's power attack. All forms of bashing can be done using two-handed weapons or bows, as well as shields. &lt;br /&gt;
&lt;br /&gt;
The Elemental Protection perk blocks spell damage taken from any angle, not just spells that actually hit the shield. Its damage reduction stacks multiplicatively with other spell resistances, but it will only reduce health damage taken. Secondary effects such as Stamina and Magicka loss still occur normally.&lt;br /&gt;
&lt;br /&gt;
== Skill Increases==&lt;br /&gt;
If you take Vegetable soup or any food item that regenerates stamina over 720 seconds you can shield bash or power bash an unlimited amount of times, resulting in your target being stun locked and unable to attack you. This will slowly kill them and level your Block very quickly without you taking any damage. If you're looking to level Block quickly, do not take the Deadly Bash perk, as even on Master Difficulty you will quickly kill bosses with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
If you're looking to 'boost' your shield skill, one strategy is to engage a single Mudcrab. Holding down your block button should increase your blocking by at least 2-3 levels per minute.&lt;br /&gt;
&lt;br /&gt;
If you wish to level up your block skill later in the game, an ideal opponent is the Draugr Deathlord, because it will attack you with a very powerful bow. By continuously blocking its arrows and by healing your health and stamina as necessary, you can raise your block skill from its base level to level 75 in approximately 10 minutes, and then the rest of the way to level 100 in approximately 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Once you become the harbinger of the [[Skyrim:Companions|Companions]], you can exploit the [[Skyrim:Followers#Follower_Trainers|Follower/Trainer]] method with [[Skyrim:Njada Stonearm|Njada Stonearm]].&lt;br /&gt;
&lt;br /&gt;
Also, if you have a good block rating, you can get the last points by blocking dragons after forcing them to land (about 5 hits by Ancient Dragon for one level when over 90, 100th requires 6). For mid-high levels, the same technique can be used against giants and mammoths, which are more plentiful in the early game. &lt;br /&gt;
&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] provide initial skill bonuses in Block:&lt;br /&gt;
* +5 bonus: [[Skyrim:Imperial|Imperial]], [[Skyrim:Nord|Nord]], [[Skyrim:Orc|Orc]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Njada Stonearm|Njada Stonearm]] of the Companions in [[Skyrim:Whiterun|Whiterun]] (Expert)&lt;br /&gt;
* [[Skyrim:Chief Larak|Chief Larak]] in [[Skyrim:Mor Khazgur|Mor Khazgur]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:Battle of Red Mountain|Battle of Red Mountain]]''&lt;br /&gt;
* ''[[Skyrim:A Dance in Fire, v2|A Dance in Fire, v2]]''&lt;br /&gt;
* ''[[Skyrim:Death Blow of Abernanit|Death Blow of Abernanit]]''&lt;br /&gt;
* ''[[Skyrim:The Mirror|The Mirror]]''&lt;br /&gt;
* ''[[Skyrim:Warrior (book)|Warrior]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Block reward (as well as +1 [[Skyrim:One-handed|One-handed]]) from [[Skyrim:Amren|Amren]] ([[Skyrim:Whiterun|Whiterun]]) for completing the quest [[Skyrim:Dungeon Delving (Bandits)|Find Amren's Family Sword inside &amp;lt;Alias=Dungeon&amp;gt;]].&lt;br /&gt;
* +1 Block reward from [[Skyrim:Roggi Knot-Beard|Roggi Knot-Beard]] ([[sr:Kynesgrove|Kynesgrove]]) for completing the quest [[sr:Dungeon Delving (Caves)|Find Roggi's Ancestral Shield inside &amp;lt;Alias=Dungeon&amp;gt;]].&lt;br /&gt;
* +1 Block reward (as well as +1 to all other combat skills) from [[Skyrim:Giraud Gemane|Giraud Gemane]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Rjorn's Drum|Rjorn's Drum]].&lt;br /&gt;
* +1 Block reward (as well as +1 [[Skyrim:One-handed|One-handed]]) from the [[Skyrim:Ghost of Old Hroldan|Ghost of Old Hroldan]] ([[Skyrim:Old Hroldan|Old Hroldan]]) for completing the quest [[Skyrim:The Ghost of Old Hroldan|The Ghost of Old Hroldan]].&lt;br /&gt;
+5 to Block (and other Combat skills) by selecting &amp;quot;The Path of Might&amp;quot; from the [[Skyrim:Oghma Infinium (item)|Oghma Infinium]] after completing the quest [[Skyrim:Discerning the Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* In Skyrim, Block skill gains are based on the amount of damage blocked. Using better shields and getting hit by tougher enemies advances the Block skill faster.&lt;br /&gt;
* Performing shield bashes increases the skill considerably more than simply blocking, but costs a lot of stamina. Use enchants, potions and food to regenerate faster.&lt;br /&gt;
* Experience is gained when using weapons for blocking or bashing, as well as when using shields.&lt;br /&gt;
* Practicing blocking also raises armor skills.&lt;br /&gt;
* [[Skyrim:Regenerate Health|Regenerate Health]] potions and enchantments can help staying alive while training, potentially allowing to leave the game unattended. This can also be accomplished with natural health regeneration during [[Skyrim:brawl|brawl]]ing sessions with NPCs or fighting very weak enemies like skeevers, though skill gains will be very slow.&lt;br /&gt;
* Using the [[Skyrim:Spellbreaker|Spellbreaker]] shield allows to train Block against tougher, magic-wielding opponents, such as conjured [[Skyrim:Dremora Lord|Dremora Lord]]s.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
* Once you have 30 ranks in Block, guards will begin to say &amp;quot;Best offense is a good defense, am I right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Attacks can be blocked using a torch and bashing with one will set opponents on fire.&lt;br /&gt;
* Blocking is also useful when being bombarded by arrows, however, you need the &amp;quot;Deflect Arrows&amp;quot; perk in order for this skill to be of use.&lt;br /&gt;
* Combining master blocking with a high armor rating, one can manage to reduce all physical damage to zero with a shield, when blocking incoming melee attacks.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Shield charge will stop working after some playing time, to fix this simply use console remove it and add it back. ''player.removeperk 00058F6A'' and ''player.addperk 00058F6A''.}}&lt;br /&gt;
{{Bug|Shield Charge can be exploited for use with two-handed weapons or one-handed weapons without a shield. See the [[Skyrim_talk:Block#Bug:_Shield_Charge_seems_to_.28sometimes.29_work_with_2-handed_weapons|block discussion]] page for an explanation.}}&lt;br /&gt;
{{Bug|Shield Wall's listed values are incorrect. It actually improves blocking effectiveness by 10% for each rank.|confirmed=1}}&lt;br /&gt;
{{Bug|If you have the perk Block Runner and are blocking with a shield while sneaking, you will move as fast as you would by doing the same without sneaking. This can be used to move quickly around while not being noticed, but in the other hand, the shield takes a bit of your view, making it a bit tricky to hit straight.}}&lt;br /&gt;
{{Bug|Sometimes, when fighting alone against multiple opponents with the quick reflexes perk, the slow time effect will continue indefinitely if you shield bash an opponent while they are power attacking. This makes it possible to easily slaughter any enemy in the game, as they are basically frozen. However, interactions in the game (such as opening chests or entering doors) are also slowed down. A variety of methods can be used to break the effect, however the only fool-proof way is to stand in front of an enemy and block until they power attack you again.}}&lt;br /&gt;
{{Bug|Deflect Arrows is bugged. It sets blocking effectiveness to the maximum value of 85% against all attacks, regardless of your Block skill, Shield Wall ranks, or Fortify Block effects. It does not work when blocking with weapons, but if you use a shield, Deflect Arrows renders all other forms of increasing Block strength obsolete.|OSP|1.5}}&lt;br /&gt;
{{Bug|Deflect Arrows doesn't work some of the times. If you put shield up and face the enemy archery, a few arrows can still get past your shield as if you didn't block it.}}&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Archery&amp;diff=929256</id>
		<title>Skyrim talk:Archery</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Archery&amp;diff=929256"/>
		<updated>2012-04-12T04:51:24Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* recoil? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Nov. 11 2011 - Jan. 25 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
How does the different damage ratings of the Bow plus the arrows factor into the damage of the attack? {{uns|12.184.144.30|13:20, November 14, 2011}}&lt;br /&gt;
&lt;br /&gt;
:To above^&lt;br /&gt;
:I've done some calculations and I think I found the damage equation:&lt;br /&gt;
:Dam = (Base x (1 + (skill/200)) x (Perk bonus)) + Arrow&lt;br /&gt;
:It seems that Arrows don't improve with skill or perk bonuses. Perk bonus represents the 1st perk in the tree Ex: with 5 points perk bonus would be 2, with 4: 1.8&lt;br /&gt;
:[[Special:Contributions/67.253.177.161|67.253.177.161]] 01:48, 23 November 2011 (UTC)&lt;br /&gt;
 &lt;br /&gt;
::Uhh, isn't the formula just (Bow damage + Arrow damage)? {{Unsigned|71.231.219.171|08:36, 5 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:::Regarding enchants that increase bow damage, they are additive, so the formula is :&lt;br /&gt;
:::Dam = (Base x (1 + (skill/200)) x (1 + (sum of enchants)/100) x (1 + (Overdraw rank)*5/100) + Arrow {{uns|88.170.85.182|14:58, January 29, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Skill down ==&lt;br /&gt;
&lt;br /&gt;
For some reason my archery skill dropped significantly, it is down to 15 (before it was in the 50s) but the Magic Tab says that I do not have any adverse effects running. How come - and more importantly - how to do away with this? --[[Special:Contributions/93.232.154.164|93.232.154.164]] 02:48, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
That happened to me too; you can either train until your archery skill goes up a level, or do it the easy way by going to a trainer. I recommend just training unless you have a perk point to use on archery. I took the lazy way and went to the archery trainer hanging around near the Companions. --[[Special:Contributions/74.108.158.212|74.108.158.212]] 20:12, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Doesn't it say on one of the loading screen that you can lose skill points when you spend time in jail? Maybe that's what happened--[[Special:Contributions/193.252.26.70|193.252.26.70]] 09:39, 2 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::you don't lose whole skill levels -.-, just the progress made in the level you're on. {{uns|121.208.104.114|01:58, December 9, 2011}}&lt;br /&gt;
&lt;br /&gt;
:::This is a very common bug, usually related to [[Skyrim:One-handed|One Handed]]. Most times you can fix this by simply activating any [[Skyrim:shrines|shrine]], drinking a [[Skyrim:Cure Disease|cure disease potion]] - other times you need to wait until the next level up. {{uns|81.61.40.53|20:06, December 30, 2011}}&lt;br /&gt;
&lt;br /&gt;
::::This has been reported several places. It is only a display glitch in the Skill display. If you go into the Archery Perk Tree it will show your correct value. It has NO effect on the damage value of bow shots and it will auto correct on the next level-up or skill-up. [[User:Philbert|Philbert]] 20:05, 31 January 2012 (UTC)&lt;br /&gt;
::::Update - This just happened again at archery skill=93, I read a skill book to bring it to a fast 94 and it cleared. There must be several values where this happens through a skills progression or its a random occurrence. I did no tests to see if the damage dropped (PS3 so I can't see the stats.) [[User:Philbert|Philbert]] 01:38, 13 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::The damage does drop when it happens, so it`s quite annoying to have it lowered by up to 50% at times ... Although you don`t have any active negative effects, a cure diseases / shrine will fix it and if you`re on the PC version you can have an easy fix by changing the marksman value to a random amount and then back to normal [ marksman = real name of archery when dealing with it through the console ] [[User:zomiganowai|zomiganowai]] 03:29, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Damage per second? ==&lt;br /&gt;
&lt;br /&gt;
So say I have a hunting bow and a elven bow and I am using generic arrows for both (lets just say steel), the hunting bow draws much faster than the elven bow, but the elven bow does more damage per shot. Is it better to use the hunting bow if I can reliably hit the target due to its speed and then hope I can get more shots off to equal or exceed elven bow damage, or is the raw power but slower speed of the elven bow better? I feel like the hunting bow would be interrupted less often in combat. The chart in the above category seems to say no but any ideas? {{uns|50.82.61.72|18:04, December 17, 2011}}&lt;br /&gt;
&lt;br /&gt;
:Quite the paradox you have there... but, when you get to thinking Archery (for me) is about distance what can ready faster aim faster and kill faster... usually faster wins by ¾, but really damage is what to think about ultimately killing faster and more accuratly so use the elven bow with more damage. {{uns|67.182.46.50|21:37, December 17, 2011}}&lt;br /&gt;
&lt;br /&gt;
::Remember there is a perk cost for getting Elven Smithing not to mention Arcane Blacksmith if you want to hone an enchanted bow. If you want to wear leather (and leather is a viable armor all the way through the game), then you can save the 3 perk points for smithing and put them in archery and the Elven Bow damage will be less than the Longbow, or you can put 2 in archery damage and 1 in steel and the Hunting Bow will have more damage than Elven and less damage than Longbow. It's really your choice. At higher levels of smithing the difference in Armor rating between leather and Elven or Glass isn't that much. Once you get over 1000 (easy to do with leather) I'm not sure the difference is noticeable. {{uns|74.141.192.170|02:40, January 30, 2012}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have also noticed that long bows and hunting bows seem to draw much faster than ebony and daedric bows, and discovered a formula relating bow weight to draw time:&lt;br /&gt;
&lt;br /&gt;
Total Draw time = 1 + 0.4 * [1 + (0.1 * bow weight)]&lt;br /&gt;
&lt;br /&gt;
This does not take into account the quick shot perk in the archery skill tree which cuts down draw time significantly.&lt;br /&gt;
After doing some dps calculations in excel and after taking into account variables such as arrow type, archery skill, smithing improvement and enchantment damage, I can conclude that when you have an unenchanted bow, daedric, ebony and glass bows provide the greatest DPS, compared to long bows and hunting bows. To make a long bow or hunting bow equal the DPS of a Daedric bow, they would need to be enchantment with at least 80 extra damage from enchantments (such as fire, frost or shock damage).&lt;br /&gt;
&lt;br /&gt;
A very strong contender against daedric bows is the Nord Hero bow, with a base damage somewhere between orcish and dwarven but the weight of a hunting bow, which with enchantments can make it surpass the daedric bow. To acquire this, you need to start the Companions questline for this to be available for purchase from Eorland Gray-Mane at the Skyforge.&lt;br /&gt;
&lt;br /&gt;
Another very stong contender is the bound bow and the mystic bound bow (bound bow with mystic binding perk from the conjuration tree). The mystic bound bow has the same base damage as the daedric bow, comes with 100 daedric equivalent arrows when summoned and it has a weight of zero, so it can be drawn very quickly. This makes it very desirably, however it cannot be improved by smithing or enchanted. This said, a legendary daedric bow would have to be enchanted with at least 45 enchantment damage to surpass the mystic bound bow's DPS.&lt;br /&gt;
&lt;br /&gt;
So what does all this mean? Well, if you don't plan on maxing out your enchanting and smithing skills, the mystic bound bow is the way to go, but it requires around 185 magicka to conjure, although this can be lessened with the conjuration skill and perks, or armor with fortify conjuration or fortify magicka. &lt;br /&gt;
&lt;br /&gt;
If you dont want to invest in perks in conjuration, enchanted conjuring equipment or in extra magicka, you should aim to get the Nord Hero bow, especially for lower levels.&lt;br /&gt;
&lt;br /&gt;
Other than that, the best bow is generally the one with the highest base damage, namely the Daedric Bow, which is definitively the best bow in the game if you intend to invest in enchanting and smithing.&lt;br /&gt;
&lt;br /&gt;
One final thing. If you don't want to invest in enchanting, another good choice is the Nightingale Bow, available through the Thieves' Guild questline which is a levelled item, so the magnitude of the enchantments is greater if you obtain it when you are a higher level. For 46+, it comes with the same base damage as a daedric bow as well as 30 frost damage and 15 shock damage. To rival this, you would have to enchant a Daedric bow with two weapon enchantments which requires 100 enchanting.&lt;br /&gt;
&lt;br /&gt;
So all in all, the best bow really just depends on your playstyle.&lt;br /&gt;
&lt;br /&gt;
== Block leveling up with bow? ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me for the second time. My block skill went up when I was doing a bow right click. I noticed I got hit by a second enemy while doing the pushback animation on the second time it happened (can't remember the first).&lt;br /&gt;
Anyone else had this happen?&lt;br /&gt;
My block is very low. {{uns|50.21.132.136|22:36, December 18, 2011}}&lt;br /&gt;
&lt;br /&gt;
:It does work.   With my first player, I was a bowman, and when the enemies were asking mercy, I butted them with my bow (to save arrows) and my skill went up.  Probably since the block button is used to bash with the bow. {{uns|96.38.133.242|04:34, January 26, 2012}}&lt;br /&gt;
&lt;br /&gt;
::I had a different experience. My Archery leveled up upon bow bashing instead of my block. This has only happened to me once so far. ````{{uns|112.209.253.143|10:11, 19 February 2012}}&lt;br /&gt;
&lt;br /&gt;
== Practical tests: hunting vs. daedric: arrow speed, range ==&lt;br /&gt;
Effective range:&lt;br /&gt;
&lt;br /&gt;
I did a test on this today. I summoned Lydia, turned off AI/Combat AI, set myself to 9999 stamina, turned on God mode, made Lydia essential and gave her 9999 health. I then gave myself a hunting bow, a glass bow, and a daedric bow.&lt;br /&gt;
&lt;br /&gt;
My initial target on any test was Lydia's head. The first round of tests used steel arrows. Using the hunting bow with steel arrows, I backed off to the point that I had to start to aim over Lydia's head to hit her (using bow arc). The arrows landed in her boot at this point. Finding out that the Daedric bow hit her straight in the head at that range, I then backed up to the point that I had to start aiming just a bit over her head with the Daedric bow to hit her. The arrows hit around her shoulders despite the same amount of over-aim; the velocity of the arrows (and thus the ballistic curve) causes this, see below.&lt;br /&gt;
&lt;br /&gt;
From this range, I then switched back to the hunting bow. To my chagrin, I had to aim about 3 Lydia heights above her head to hit her with the hunting bow. The glass bow faired surprisingly well; at the same range (the extreme limit for the range for the Daedric bow aiming at her head), the glass bow only needed a small rise above her head. Their effective ranges are quite close (especially good considering that the glass bow is 70 smithing and the daedric is 90).&lt;br /&gt;
&lt;br /&gt;
With all this in mind, I started to wonder if arrow type affected arrow arc/bow range. I switched to Daedric arrows and found out that the test results were exactly the same.&lt;br /&gt;
&lt;br /&gt;
I went to the hunting-bow extreme range (with a target on her head), and placed Faendal there. Then I backed up - making sure to stay on a flat plane - and placed From-Deepest-Fathoms at the range of the Daedric bow. I then turned clipping off and flew up into the sky until I had a good view, and determined that the Daedric bow had about a ~50-60% further range (before needing to arc over the target) than the hunting bow!&lt;br /&gt;
&lt;br /&gt;
I wondered what might cause this. My hypothesis was arrow speed. I closed in the range so that the hunting bow actually hit her in the head (instead of in the foot) when I aimed there. I found I had to lower the Daedric how's aim to compensate for this; the Daedric bow shot over her head at this distance when I aimed at her. Anyhow.&lt;br /&gt;
&lt;br /&gt;
Point being, I used a metronome (counting beats with it set fast) to figure out that arrows from the Daedric bow travel *roughly* twice as fast as arrows from the hunting bow.&lt;br /&gt;
&lt;br /&gt;
There's another important thing here: these tests show how far until arrows aimed at a character's head hit their boots. Obviously this is not ideal; you do not need to try to be lining up a target's head during combat just to ensure you hit some part of their body (i.e. their boots). You want to be able to target them reasonably and hit somewhere close to that. I did a quick re-test and found that, with the hunting bow, the arrows hit Lydia's head from (my perspective) too short a distance, and they were accurate with the Daedric bow to roughly three times the distance of the hunting bow. Three times!&lt;br /&gt;
&lt;br /&gt;
What does this mean in a practical sense? It means you're more accurate on moving targets with a heavier bow, because your lead time is much narrower and closer to the target, and because you have much more leniency for not getting your shot vertically lined up perfectly. It means you can snipe from further away. It means that you will be more accurate because at the practical combat distance limit (aiming at her head and hitting her head) with the hunting bow you have to be three times closer than the Daedric bow!&lt;br /&gt;
&lt;br /&gt;
For short-range engagements - practically melee engagements - the upgraded hunting bow's draw speed may be an advantage, however, as an archer, you want to be at a longer range, I assume. Or at least to have some flexibility to shoot from different ranges. You get much, much improved accuracy with a heavier bow. I think that the 30% faster draw speed perk is meant to offset the slower draw of heavier bows.&lt;br /&gt;
&lt;br /&gt;
Oh, character stats: level 18, archery 63, overdraw 80%, steady hand 1/2, power shot. No 30% increased draw speed. Glass bows were only outperformed by Daedric bows by a very small amount.&lt;br /&gt;
[[Special:Contributions/96.39.118.124|96.39.118.124]] 19:49, 18 January 2012 (UTC)&lt;br /&gt;
:Nice tests, thanks a lot! [[Special:Contributions/178.183.246.92|178.183.246.92]] 19:52, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Not to taint your results or anything, some time ago I did some tests on arrow range too, and I noticed the same thing about range (used daedric, mystic bound and hunting bow, had 30% less draw time perk). Daedric has the greatest range, mystic has a decent range and hunting has the shortest range among the three. HOWEVER, the objective of my tests was to compare arrow range with drawing time and between different bows. I concluded, albeit not with certainty, that arrow range for all bows follows a constant distance/time-drawn ratio, modified by how far the bow can shoot. And the max distance is achieved holding the fire button for 3 seconds regardless of bow type. This means that all bows (that I tested) will only shoot the farthest if you hold the button for 3 seconds, if you hold it for 2 seconds, they'll all shoot at the &amp;quot;same&amp;quot; range, that is, proportional with the max arrow range for that bow, and if you fumble (just click the button), the arrows will land at distances proportional to the max range of the bow as well. Since there's no reliable way measure distances and degrees, there's no reliable way to confirm any of this. However, measuring time is easier, so at the very least I will stand with my conclusion that to shoot the farthest, one must hold the mouse button for at least approximately 3 seconds, even if you're using a bound bow that draws much faster than that. So, talking to the OP again, did you make sure you were always firing the furthest for all bows during your tests?&lt;br /&gt;
::Of course, all this could be completely wrong, but I'm sure of at least one thing: shot distance is completely unrelated to the drawing animation. Perhaps the drawing animation indicates how much damage the shot will do.--[[Special:Contributions/201.1.30.131|201.1.30.131]] 05:26, 29 January 2012 (UTC)&lt;br /&gt;
:::Shot distance is definitely related to the drawing animation. Try holding down the mouse button for the shortest possible time that will fire an arrow; it noticeably goes very little distance at all. &lt;br /&gt;
&lt;br /&gt;
:::What I'm wondering is, is this all calculated independently or is it just derived from the speed of the arrow? [[Special:Contributions/199.74.93.170|199.74.93.170]] 19:11, 9 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
For what it is worth, my range test (savestates and a giant's leg) came out roughly like this: Long &amp;lt; Hunting = Ancient Nord = Nord Hero = Mystic(bound) = Forsworn = Imperial = Drainspell &amp;lt; Orcish &amp;lt; Dwarven = Falmer &amp;lt; Elven &amp;lt; Glass &amp;lt; Ebony &amp;lt; Daedric. Tempering a bow does not seem to improve its range. Make of that what you will. (Edit: Supple bows have equal range to their counterparts. They are just heavier, and do more damage.) Also, with some very basic tests the shortest possible draw seems to do about 1/3 the damage of a full draw.--[[Special:Contributions/98.235.34.121|98.235.34.121]] 16:21, 26 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==NPC dodge==&lt;br /&gt;
&lt;br /&gt;
It seems that NPCs can randomly dodge arrows. I was shooting a bandit, and right before the arrow hits him, he slides to the side. I try again, and the same thing happens. he was running towards me, and the sneak :meter was almost fully open. This was after the quest Trinity Restored. Help? {{Uns2|00:56, 14 February 2012|98.198.190.208}}&lt;br /&gt;
&lt;br /&gt;
:That's a part of the AI. If they see an arrow coming towards them, they can dodge it just like the player would, and will even try to track it back to its source. Sucks having artificial intelligence actually being intelligent sometimes, doesn't it? ;) &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 01:25, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I noticed that this only happens when an NPC at least partially detects you.  I've never seen it happen when i'm completely hidden, only when i'm either completely visible, or when i'm still undetected, but the enemy knows that i'm there.  Your first shot will still never be &amp;quot;dodged&amp;quot; if you are completely undetected when you fire it.[[User:Limduhl|Limduhl]] 15:31, 14 February 2012 (UTC)&lt;br /&gt;
==Shot Location and Blocking==&lt;br /&gt;
&lt;br /&gt;
The main article says that shot location on a target doesn't matter, which seems to be true as far as i've been able to tell, BUT it can matter in at least one specific corner case.  I was playing at level 51 with oversmithed daedric gear and high +archery damage enchants and i was playing through the second quest in the Civil war questline.  It was laughably easy, with any imperial or stormcloak character dying in only one hit even without the bow drawn back all the way.  I noticed one thing that was really cool to see, but did, in fact, make arrow location matter.  At one point while i was firing on an enemy soldier who was in combat with allied soldiers, the enemy soldier raised his shield JUST as i fired at him.  The arrow, instead of slaying him outright, instead bounced off his shield without damaging him.  My GUESS, is that at very high levels, it is possible for NPCs to have the block perk that makes arrows do no damage if they hit a shield.  This is, however, probably only possible while the enemy target is fighting something else, as they would otherwise have no reason to raise their shield.  This isn't a particularly game changing find...in fact its pretty insignificant, but i thought it worthwhile at least to note it on the talk page that in at least one extreme corner case, shot location CAN matter. [[User:Limduhl|Limduhl]] 15:28, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== remove light vs heavy bow pro vs con chart? ==&lt;br /&gt;
&lt;br /&gt;
The entire discussion is pointless, with higher end bows you can always choose to draw partially for faster shooting rate. {{uns2|20:38, 23 February 2012|50.99.131.84}}&lt;br /&gt;
&lt;br /&gt;
:True, but you don't get stagger effect with a partial draw. With 100(+100% enchant) smithing and a double +30 damage enchant a daedric bow will do 117 base damage and a Nordic Hero bow 109, a difference of 18. Without Quick draw this give us 55 dps for a Daedric bow and 65 dps for a Nordic Hero bow. Including Quick Draw gives us ~88 versus 91. The Daedric bow might bridge this gap by not drawing fully (haven't actually calculated dps for partial draw) but even then a Nordic Hero bow will retain the stagger effect from full draw+Power Shot while a Daedric bow wouldn't.&lt;br /&gt;
:&amp;gt;A reinforced and enchanted light bow has shorter draw time and higher dps, but less range and lower arrow speed (as discussed above), allowing them rapid fire while still staggering with the appropriate perk. Effective at close to medium range.&lt;br /&gt;
:&amp;gt;A reinforced and enchanted heavy bow has longer draw time and lower dps (migitated by Quick Draw), but better range and higher arrow speed (as discussed above) as well as higher single-shot damage, making them suited for accurate long-range combat.&lt;br /&gt;
:&amp;gt;Higher effective smithing skill and higher effective enchanting skill will both increase dps for light bows faster than heavy bows. At 100 smithing and enchanting + Quick Draw (no alchemy), a longbow will outperform an otherwise identical Daedric bow in terms of dps at full draw. Using Alchemy to increase smithing and enchanting only increases the gap. The daedric bow WILL, however, always have a more powerful single shot.&lt;br /&gt;
:Needless to say, I think the light bow vs heavy bow pros-cons chart should be reinstated.{{unsigned|90.227.80.118|28 March 2012}}&lt;br /&gt;
::ok so cheaper bows stagger more, but better bows still always have equal or better dps. [[Special:Contributions/50.99.131.84|50.99.131.84]]&lt;br /&gt;
:::With everything maxed (including +160% archery and 100% smithing from gear), but no alchemy loop or restoration loop, Daedric bow should land at around 382 dps. Longbow will have 370 dps +more stagger. Nordic Hero bow will have 386 dps +more stagger.&lt;br /&gt;
:::With max Archery, smithing (+100% from gear) and enchantment, but no help from potions or +archery gear, Daedric bow should land at around 144 dps. Longbow will have 138 dps +more stagger. Nordic Hero bow will have 145 dps +more stagger.&lt;br /&gt;
:::If we ignore the Nordic Hero Bow, heavier bows always have more dps. Nordic Hero bow is clearly overpowered. :P{{unsigned|90.227.80.118|11 April 2012}}&lt;br /&gt;
::::you are still forgetting you can do half draws for slower weapons, better bows ALWAYS have better dps, doesn't matter how you calculator it.[[Special:Contributions/50.99.131.84|50.99.131.84]] 04:48, 12 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Power Shot Issues ==&lt;br /&gt;
&lt;br /&gt;
I'm hoping that someone else on here can test this out for me because I can't find any specific references to this issue on the site.&lt;br /&gt;
According to the in-game description, Power Shot causes 'arrows [to] stagger all but the largest opponents 50% of the time'. I don't know about anyone else, but for me this definitely is NOT the case. I would assume that 'all but the largest opponents' includes the likes of Giants, Mammoths, Dragons, etc, leaving any regular-sized enemy - bandits, Forsworn, mages, most animals/creatures - susceptible to the effect. 50% works out to roughly half of your shots staggering those enemies, however; if I manage to get ONE single stagger during any given fight I am extremely lucky.&lt;br /&gt;
&lt;br /&gt;
I took the Power Shot perk at level 15 as soon as my Archery skill hit 50. I am currently level 44, using a Glass Bow (Legendary) enchanted with Fire Damage and Ebony Arrows, with an Archery skill of 93; I have all 5 ranks of Overdraw, rank 1 of Critical Shot, Hunter's Discipline, Ranger, Eagle Eye, rank 1 of Steady Hand, and Quick Shot.&lt;br /&gt;
When I played a mage character on my first playthrough, the Impact perk in the Destruction tree lived up to its description and genuinely staggered enemies virtually every time the conditions were met. A friend of mine, also playing a stealth/archer character, has said that, despite taking the Power Shot perk as well, he also very rarely staggers any opponents.&lt;br /&gt;
&lt;br /&gt;
I'm playing on PS3, so I have no way of checking the Construction/Creation Kit or going 'behind-the-scenes' to check things out - I don't know if I am doing something wrong, if I need to be a certain level or have a certain level/quality of gear, whether it's the enemies I'm fighting, or what. As an example: I have just spent over 90 minutes playing the game. I fought my way through Bilegulch Mine, on to Lost Valley Redoubt and up to Bard's Leap Summit. Despite using my Archery exclusively, and fighting several dozen 'normal-sized' opponents (Forsworn, Hagravens, bandits), I did not get one single stagger on any of them.&lt;br /&gt;
&lt;br /&gt;
I would very much appreciate it if someone here would take a good look at the exact mechanics governing this perk/ability, and find out exactly what is going on, because it really is ruining my enjoyment of using the Archey skill. Thanks. {{uns|Shadowyn77}}&lt;br /&gt;
&lt;br /&gt;
:only works for a FULL draw, it's not a full draw if the arrow bounces and won't stick [[Special:Contributions/50.99.131.84|50.99.131.84]] 12:33, 11 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah it works just about half the time for me and I always fully draw the bow. In fact, I'm not sure what the &amp;quot;biggest opponents&amp;quot; are as I'm able to stagger dragons frequently and obviously with the perk. I can't remember if it has ever worked on giants or mammoths, but they are... smaller... than dragons. [[User:GrogGrogGrog|GrogGrogGrog]] 18:15, 22 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hunter's Discipline ==&lt;br /&gt;
&lt;br /&gt;
What exactly does this perk do?&lt;br /&gt;
&amp;quot;Recover twice as many arrows from corpses&amp;quot;... how?&lt;br /&gt;
I've had this perk for a few days now, and I see no difference in the arrows looted from corpses.&lt;br /&gt;
I did, however, notice an increase in arrow drops from already dead mobs (most noticeably in Dwarven Centurions, which usually have 4-5 arrows with them, and now drop up to 10).&lt;br /&gt;
Is this all that perk does? If so, can it be considered just a perkpoint-sink on the way to Ranger or Bullseye?&lt;br /&gt;
[[User:WooShell|WooShell]] 12:08, 30 March 2012 (UTC)&lt;br /&gt;
it does exactly what it says. With the perk higher percentage of arrows are left on the corpse for you to loot back. Nothing to do with how much arrows Centurions drop. [[Special:Contributions/50.99.131.84|50.99.131.84]] 04:50, 12 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maximum Effective Range ==&lt;br /&gt;
&lt;br /&gt;
I'm surprised that there seems to be no discussion of the maximum effective range of arrows.  Has nobody noticed that arrows tend to disappear after a certain distance?  Particularly noticeable when shooting at mammoths. &lt;br /&gt;
&lt;br /&gt;
If you fire at a mammoth at the maximum distance you can see the animal, the arrow will fly right through it by the time it arrives.  You can actually watch the arrow pass through the animal without touching it. [[User:Varus2319|Varus2319]] 23:42, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite-Melee with a Bow? ==&lt;br /&gt;
&lt;br /&gt;
I just found out that you can melee with a bow, quickly press &amp;quot;Crouch&amp;quot; twice, and the character will auto-attack again, using stamina. However, if the player runs out of stamina, they will continue to keep thrusting. This can be a potentially game-breaking new bug making bow characters reliable melee fighters as well. (Tested with a Epic Ebony Bow and 66 Archery on Master difficulty)&lt;br /&gt;
--RandomPlayer268 20:39, 5 April 2012 (UTC)&lt;br /&gt;
:Hate to disappoint, but what your character is actually doing is blocking and 'shield bashing' with their bow. --[[User:Gaebrial|Gaebrial]] 10:33, 6 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== recoil? ==&lt;br /&gt;
&lt;br /&gt;
this page says archery has 3 stages, nock draw and recoil? Never noticed any recoil. {{Uns|50.99.131.84|01:01, 7 April 2012}}&lt;br /&gt;
&lt;br /&gt;
:There is small amount of time before you can redraw the bow, so not technically a recoil, just a delay. [[User:The Silencer|The Silencer has spoken]] 01:08, 7 April 2012 (UTC)&lt;br /&gt;
::well it's extremely misleading, i suggest we change to to 'cool down'? perhaps 'rest'? any better ideas? [[Special:Contributions/50.99.131.84|50.99.131.84]]&lt;br /&gt;
:::Although the term recoil does not describe what actually happens, it is the correct term for what should happen. It was probably extremely hard to implement the vibration of the string, and so they forced a small delay to simulate the recoil happening. If you can think of a better descriptive term for what happens/what should happen then feel free to change the article. [[User:The Silencer|The Silencer has spoken]] 19:16, 9 April 2012 (UTC)&lt;br /&gt;
::::im no pro archer but my high school gym class made us learn it for a couple of weeks. Bows don't have recoils.[[Special:Contributions/50.99.131.84|50.99.131.84]] 04:51, 12 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Archery&amp;diff=929255</id>
		<title>Skyrim talk:Archery</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Archery&amp;diff=929255"/>
		<updated>2012-04-12T04:51:12Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* recoil? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Nov. 11 2011 - Jan. 25 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
How does the different damage ratings of the Bow plus the arrows factor into the damage of the attack? {{uns|12.184.144.30|13:20, November 14, 2011}}&lt;br /&gt;
&lt;br /&gt;
:To above^&lt;br /&gt;
:I've done some calculations and I think I found the damage equation:&lt;br /&gt;
:Dam = (Base x (1 + (skill/200)) x (Perk bonus)) + Arrow&lt;br /&gt;
:It seems that Arrows don't improve with skill or perk bonuses. Perk bonus represents the 1st perk in the tree Ex: with 5 points perk bonus would be 2, with 4: 1.8&lt;br /&gt;
:[[Special:Contributions/67.253.177.161|67.253.177.161]] 01:48, 23 November 2011 (UTC)&lt;br /&gt;
 &lt;br /&gt;
::Uhh, isn't the formula just (Bow damage + Arrow damage)? {{Unsigned|71.231.219.171|08:36, 5 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:::Regarding enchants that increase bow damage, they are additive, so the formula is :&lt;br /&gt;
:::Dam = (Base x (1 + (skill/200)) x (1 + (sum of enchants)/100) x (1 + (Overdraw rank)*5/100) + Arrow {{uns|88.170.85.182|14:58, January 29, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Skill down ==&lt;br /&gt;
&lt;br /&gt;
For some reason my archery skill dropped significantly, it is down to 15 (before it was in the 50s) but the Magic Tab says that I do not have any adverse effects running. How come - and more importantly - how to do away with this? --[[Special:Contributions/93.232.154.164|93.232.154.164]] 02:48, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
That happened to me too; you can either train until your archery skill goes up a level, or do it the easy way by going to a trainer. I recommend just training unless you have a perk point to use on archery. I took the lazy way and went to the archery trainer hanging around near the Companions. --[[Special:Contributions/74.108.158.212|74.108.158.212]] 20:12, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Doesn't it say on one of the loading screen that you can lose skill points when you spend time in jail? Maybe that's what happened--[[Special:Contributions/193.252.26.70|193.252.26.70]] 09:39, 2 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::you don't lose whole skill levels -.-, just the progress made in the level you're on. {{uns|121.208.104.114|01:58, December 9, 2011}}&lt;br /&gt;
&lt;br /&gt;
:::This is a very common bug, usually related to [[Skyrim:One-handed|One Handed]]. Most times you can fix this by simply activating any [[Skyrim:shrines|shrine]], drinking a [[Skyrim:Cure Disease|cure disease potion]] - other times you need to wait until the next level up. {{uns|81.61.40.53|20:06, December 30, 2011}}&lt;br /&gt;
&lt;br /&gt;
::::This has been reported several places. It is only a display glitch in the Skill display. If you go into the Archery Perk Tree it will show your correct value. It has NO effect on the damage value of bow shots and it will auto correct on the next level-up or skill-up. [[User:Philbert|Philbert]] 20:05, 31 January 2012 (UTC)&lt;br /&gt;
::::Update - This just happened again at archery skill=93, I read a skill book to bring it to a fast 94 and it cleared. There must be several values where this happens through a skills progression or its a random occurrence. I did no tests to see if the damage dropped (PS3 so I can't see the stats.) [[User:Philbert|Philbert]] 01:38, 13 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::The damage does drop when it happens, so it`s quite annoying to have it lowered by up to 50% at times ... Although you don`t have any active negative effects, a cure diseases / shrine will fix it and if you`re on the PC version you can have an easy fix by changing the marksman value to a random amount and then back to normal [ marksman = real name of archery when dealing with it through the console ] [[User:zomiganowai|zomiganowai]] 03:29, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Damage per second? ==&lt;br /&gt;
&lt;br /&gt;
So say I have a hunting bow and a elven bow and I am using generic arrows for both (lets just say steel), the hunting bow draws much faster than the elven bow, but the elven bow does more damage per shot. Is it better to use the hunting bow if I can reliably hit the target due to its speed and then hope I can get more shots off to equal or exceed elven bow damage, or is the raw power but slower speed of the elven bow better? I feel like the hunting bow would be interrupted less often in combat. The chart in the above category seems to say no but any ideas? {{uns|50.82.61.72|18:04, December 17, 2011}}&lt;br /&gt;
&lt;br /&gt;
:Quite the paradox you have there... but, when you get to thinking Archery (for me) is about distance what can ready faster aim faster and kill faster... usually faster wins by ¾, but really damage is what to think about ultimately killing faster and more accuratly so use the elven bow with more damage. {{uns|67.182.46.50|21:37, December 17, 2011}}&lt;br /&gt;
&lt;br /&gt;
::Remember there is a perk cost for getting Elven Smithing not to mention Arcane Blacksmith if you want to hone an enchanted bow. If you want to wear leather (and leather is a viable armor all the way through the game), then you can save the 3 perk points for smithing and put them in archery and the Elven Bow damage will be less than the Longbow, or you can put 2 in archery damage and 1 in steel and the Hunting Bow will have more damage than Elven and less damage than Longbow. It's really your choice. At higher levels of smithing the difference in Armor rating between leather and Elven or Glass isn't that much. Once you get over 1000 (easy to do with leather) I'm not sure the difference is noticeable. {{uns|74.141.192.170|02:40, January 30, 2012}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have also noticed that long bows and hunting bows seem to draw much faster than ebony and daedric bows, and discovered a formula relating bow weight to draw time:&lt;br /&gt;
&lt;br /&gt;
Total Draw time = 1 + 0.4 * [1 + (0.1 * bow weight)]&lt;br /&gt;
&lt;br /&gt;
This does not take into account the quick shot perk in the archery skill tree which cuts down draw time significantly.&lt;br /&gt;
After doing some dps calculations in excel and after taking into account variables such as arrow type, archery skill, smithing improvement and enchantment damage, I can conclude that when you have an unenchanted bow, daedric, ebony and glass bows provide the greatest DPS, compared to long bows and hunting bows. To make a long bow or hunting bow equal the DPS of a Daedric bow, they would need to be enchantment with at least 80 extra damage from enchantments (such as fire, frost or shock damage).&lt;br /&gt;
&lt;br /&gt;
A very strong contender against daedric bows is the Nord Hero bow, with a base damage somewhere between orcish and dwarven but the weight of a hunting bow, which with enchantments can make it surpass the daedric bow. To acquire this, you need to start the Companions questline for this to be available for purchase from Eorland Gray-Mane at the Skyforge.&lt;br /&gt;
&lt;br /&gt;
Another very stong contender is the bound bow and the mystic bound bow (bound bow with mystic binding perk from the conjuration tree). The mystic bound bow has the same base damage as the daedric bow, comes with 100 daedric equivalent arrows when summoned and it has a weight of zero, so it can be drawn very quickly. This makes it very desirably, however it cannot be improved by smithing or enchanted. This said, a legendary daedric bow would have to be enchanted with at least 45 enchantment damage to surpass the mystic bound bow's DPS.&lt;br /&gt;
&lt;br /&gt;
So what does all this mean? Well, if you don't plan on maxing out your enchanting and smithing skills, the mystic bound bow is the way to go, but it requires around 185 magicka to conjure, although this can be lessened with the conjuration skill and perks, or armor with fortify conjuration or fortify magicka. &lt;br /&gt;
&lt;br /&gt;
If you dont want to invest in perks in conjuration, enchanted conjuring equipment or in extra magicka, you should aim to get the Nord Hero bow, especially for lower levels.&lt;br /&gt;
&lt;br /&gt;
Other than that, the best bow is generally the one with the highest base damage, namely the Daedric Bow, which is definitively the best bow in the game if you intend to invest in enchanting and smithing.&lt;br /&gt;
&lt;br /&gt;
One final thing. If you don't want to invest in enchanting, another good choice is the Nightingale Bow, available through the Thieves' Guild questline which is a levelled item, so the magnitude of the enchantments is greater if you obtain it when you are a higher level. For 46+, it comes with the same base damage as a daedric bow as well as 30 frost damage and 15 shock damage. To rival this, you would have to enchant a Daedric bow with two weapon enchantments which requires 100 enchanting.&lt;br /&gt;
&lt;br /&gt;
So all in all, the best bow really just depends on your playstyle.&lt;br /&gt;
&lt;br /&gt;
== Block leveling up with bow? ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me for the second time. My block skill went up when I was doing a bow right click. I noticed I got hit by a second enemy while doing the pushback animation on the second time it happened (can't remember the first).&lt;br /&gt;
Anyone else had this happen?&lt;br /&gt;
My block is very low. {{uns|50.21.132.136|22:36, December 18, 2011}}&lt;br /&gt;
&lt;br /&gt;
:It does work.   With my first player, I was a bowman, and when the enemies were asking mercy, I butted them with my bow (to save arrows) and my skill went up.  Probably since the block button is used to bash with the bow. {{uns|96.38.133.242|04:34, January 26, 2012}}&lt;br /&gt;
&lt;br /&gt;
::I had a different experience. My Archery leveled up upon bow bashing instead of my block. This has only happened to me once so far. ````{{uns|112.209.253.143|10:11, 19 February 2012}}&lt;br /&gt;
&lt;br /&gt;
== Practical tests: hunting vs. daedric: arrow speed, range ==&lt;br /&gt;
Effective range:&lt;br /&gt;
&lt;br /&gt;
I did a test on this today. I summoned Lydia, turned off AI/Combat AI, set myself to 9999 stamina, turned on God mode, made Lydia essential and gave her 9999 health. I then gave myself a hunting bow, a glass bow, and a daedric bow.&lt;br /&gt;
&lt;br /&gt;
My initial target on any test was Lydia's head. The first round of tests used steel arrows. Using the hunting bow with steel arrows, I backed off to the point that I had to start to aim over Lydia's head to hit her (using bow arc). The arrows landed in her boot at this point. Finding out that the Daedric bow hit her straight in the head at that range, I then backed up to the point that I had to start aiming just a bit over her head with the Daedric bow to hit her. The arrows hit around her shoulders despite the same amount of over-aim; the velocity of the arrows (and thus the ballistic curve) causes this, see below.&lt;br /&gt;
&lt;br /&gt;
From this range, I then switched back to the hunting bow. To my chagrin, I had to aim about 3 Lydia heights above her head to hit her with the hunting bow. The glass bow faired surprisingly well; at the same range (the extreme limit for the range for the Daedric bow aiming at her head), the glass bow only needed a small rise above her head. Their effective ranges are quite close (especially good considering that the glass bow is 70 smithing and the daedric is 90).&lt;br /&gt;
&lt;br /&gt;
With all this in mind, I started to wonder if arrow type affected arrow arc/bow range. I switched to Daedric arrows and found out that the test results were exactly the same.&lt;br /&gt;
&lt;br /&gt;
I went to the hunting-bow extreme range (with a target on her head), and placed Faendal there. Then I backed up - making sure to stay on a flat plane - and placed From-Deepest-Fathoms at the range of the Daedric bow. I then turned clipping off and flew up into the sky until I had a good view, and determined that the Daedric bow had about a ~50-60% further range (before needing to arc over the target) than the hunting bow!&lt;br /&gt;
&lt;br /&gt;
I wondered what might cause this. My hypothesis was arrow speed. I closed in the range so that the hunting bow actually hit her in the head (instead of in the foot) when I aimed there. I found I had to lower the Daedric how's aim to compensate for this; the Daedric bow shot over her head at this distance when I aimed at her. Anyhow.&lt;br /&gt;
&lt;br /&gt;
Point being, I used a metronome (counting beats with it set fast) to figure out that arrows from the Daedric bow travel *roughly* twice as fast as arrows from the hunting bow.&lt;br /&gt;
&lt;br /&gt;
There's another important thing here: these tests show how far until arrows aimed at a character's head hit their boots. Obviously this is not ideal; you do not need to try to be lining up a target's head during combat just to ensure you hit some part of their body (i.e. their boots). You want to be able to target them reasonably and hit somewhere close to that. I did a quick re-test and found that, with the hunting bow, the arrows hit Lydia's head from (my perspective) too short a distance, and they were accurate with the Daedric bow to roughly three times the distance of the hunting bow. Three times!&lt;br /&gt;
&lt;br /&gt;
What does this mean in a practical sense? It means you're more accurate on moving targets with a heavier bow, because your lead time is much narrower and closer to the target, and because you have much more leniency for not getting your shot vertically lined up perfectly. It means you can snipe from further away. It means that you will be more accurate because at the practical combat distance limit (aiming at her head and hitting her head) with the hunting bow you have to be three times closer than the Daedric bow!&lt;br /&gt;
&lt;br /&gt;
For short-range engagements - practically melee engagements - the upgraded hunting bow's draw speed may be an advantage, however, as an archer, you want to be at a longer range, I assume. Or at least to have some flexibility to shoot from different ranges. You get much, much improved accuracy with a heavier bow. I think that the 30% faster draw speed perk is meant to offset the slower draw of heavier bows.&lt;br /&gt;
&lt;br /&gt;
Oh, character stats: level 18, archery 63, overdraw 80%, steady hand 1/2, power shot. No 30% increased draw speed. Glass bows were only outperformed by Daedric bows by a very small amount.&lt;br /&gt;
[[Special:Contributions/96.39.118.124|96.39.118.124]] 19:49, 18 January 2012 (UTC)&lt;br /&gt;
:Nice tests, thanks a lot! [[Special:Contributions/178.183.246.92|178.183.246.92]] 19:52, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Not to taint your results or anything, some time ago I did some tests on arrow range too, and I noticed the same thing about range (used daedric, mystic bound and hunting bow, had 30% less draw time perk). Daedric has the greatest range, mystic has a decent range and hunting has the shortest range among the three. HOWEVER, the objective of my tests was to compare arrow range with drawing time and between different bows. I concluded, albeit not with certainty, that arrow range for all bows follows a constant distance/time-drawn ratio, modified by how far the bow can shoot. And the max distance is achieved holding the fire button for 3 seconds regardless of bow type. This means that all bows (that I tested) will only shoot the farthest if you hold the button for 3 seconds, if you hold it for 2 seconds, they'll all shoot at the &amp;quot;same&amp;quot; range, that is, proportional with the max arrow range for that bow, and if you fumble (just click the button), the arrows will land at distances proportional to the max range of the bow as well. Since there's no reliable way measure distances and degrees, there's no reliable way to confirm any of this. However, measuring time is easier, so at the very least I will stand with my conclusion that to shoot the farthest, one must hold the mouse button for at least approximately 3 seconds, even if you're using a bound bow that draws much faster than that. So, talking to the OP again, did you make sure you were always firing the furthest for all bows during your tests?&lt;br /&gt;
::Of course, all this could be completely wrong, but I'm sure of at least one thing: shot distance is completely unrelated to the drawing animation. Perhaps the drawing animation indicates how much damage the shot will do.--[[Special:Contributions/201.1.30.131|201.1.30.131]] 05:26, 29 January 2012 (UTC)&lt;br /&gt;
:::Shot distance is definitely related to the drawing animation. Try holding down the mouse button for the shortest possible time that will fire an arrow; it noticeably goes very little distance at all. &lt;br /&gt;
&lt;br /&gt;
:::What I'm wondering is, is this all calculated independently or is it just derived from the speed of the arrow? [[Special:Contributions/199.74.93.170|199.74.93.170]] 19:11, 9 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
For what it is worth, my range test (savestates and a giant's leg) came out roughly like this: Long &amp;lt; Hunting = Ancient Nord = Nord Hero = Mystic(bound) = Forsworn = Imperial = Drainspell &amp;lt; Orcish &amp;lt; Dwarven = Falmer &amp;lt; Elven &amp;lt; Glass &amp;lt; Ebony &amp;lt; Daedric. Tempering a bow does not seem to improve its range. Make of that what you will. (Edit: Supple bows have equal range to their counterparts. They are just heavier, and do more damage.) Also, with some very basic tests the shortest possible draw seems to do about 1/3 the damage of a full draw.--[[Special:Contributions/98.235.34.121|98.235.34.121]] 16:21, 26 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==NPC dodge==&lt;br /&gt;
&lt;br /&gt;
It seems that NPCs can randomly dodge arrows. I was shooting a bandit, and right before the arrow hits him, he slides to the side. I try again, and the same thing happens. he was running towards me, and the sneak :meter was almost fully open. This was after the quest Trinity Restored. Help? {{Uns2|00:56, 14 February 2012|98.198.190.208}}&lt;br /&gt;
&lt;br /&gt;
:That's a part of the AI. If they see an arrow coming towards them, they can dodge it just like the player would, and will even try to track it back to its source. Sucks having artificial intelligence actually being intelligent sometimes, doesn't it? ;) &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 01:25, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I noticed that this only happens when an NPC at least partially detects you.  I've never seen it happen when i'm completely hidden, only when i'm either completely visible, or when i'm still undetected, but the enemy knows that i'm there.  Your first shot will still never be &amp;quot;dodged&amp;quot; if you are completely undetected when you fire it.[[User:Limduhl|Limduhl]] 15:31, 14 February 2012 (UTC)&lt;br /&gt;
==Shot Location and Blocking==&lt;br /&gt;
&lt;br /&gt;
The main article says that shot location on a target doesn't matter, which seems to be true as far as i've been able to tell, BUT it can matter in at least one specific corner case.  I was playing at level 51 with oversmithed daedric gear and high +archery damage enchants and i was playing through the second quest in the Civil war questline.  It was laughably easy, with any imperial or stormcloak character dying in only one hit even without the bow drawn back all the way.  I noticed one thing that was really cool to see, but did, in fact, make arrow location matter.  At one point while i was firing on an enemy soldier who was in combat with allied soldiers, the enemy soldier raised his shield JUST as i fired at him.  The arrow, instead of slaying him outright, instead bounced off his shield without damaging him.  My GUESS, is that at very high levels, it is possible for NPCs to have the block perk that makes arrows do no damage if they hit a shield.  This is, however, probably only possible while the enemy target is fighting something else, as they would otherwise have no reason to raise their shield.  This isn't a particularly game changing find...in fact its pretty insignificant, but i thought it worthwhile at least to note it on the talk page that in at least one extreme corner case, shot location CAN matter. [[User:Limduhl|Limduhl]] 15:28, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== remove light vs heavy bow pro vs con chart? ==&lt;br /&gt;
&lt;br /&gt;
The entire discussion is pointless, with higher end bows you can always choose to draw partially for faster shooting rate. {{uns2|20:38, 23 February 2012|50.99.131.84}}&lt;br /&gt;
&lt;br /&gt;
:True, but you don't get stagger effect with a partial draw. With 100(+100% enchant) smithing and a double +30 damage enchant a daedric bow will do 117 base damage and a Nordic Hero bow 109, a difference of 18. Without Quick draw this give us 55 dps for a Daedric bow and 65 dps for a Nordic Hero bow. Including Quick Draw gives us ~88 versus 91. The Daedric bow might bridge this gap by not drawing fully (haven't actually calculated dps for partial draw) but even then a Nordic Hero bow will retain the stagger effect from full draw+Power Shot while a Daedric bow wouldn't.&lt;br /&gt;
:&amp;gt;A reinforced and enchanted light bow has shorter draw time and higher dps, but less range and lower arrow speed (as discussed above), allowing them rapid fire while still staggering with the appropriate perk. Effective at close to medium range.&lt;br /&gt;
:&amp;gt;A reinforced and enchanted heavy bow has longer draw time and lower dps (migitated by Quick Draw), but better range and higher arrow speed (as discussed above) as well as higher single-shot damage, making them suited for accurate long-range combat.&lt;br /&gt;
:&amp;gt;Higher effective smithing skill and higher effective enchanting skill will both increase dps for light bows faster than heavy bows. At 100 smithing and enchanting + Quick Draw (no alchemy), a longbow will outperform an otherwise identical Daedric bow in terms of dps at full draw. Using Alchemy to increase smithing and enchanting only increases the gap. The daedric bow WILL, however, always have a more powerful single shot.&lt;br /&gt;
:Needless to say, I think the light bow vs heavy bow pros-cons chart should be reinstated.{{unsigned|90.227.80.118|28 March 2012}}&lt;br /&gt;
::ok so cheaper bows stagger more, but better bows still always have equal or better dps. [[Special:Contributions/50.99.131.84|50.99.131.84]]&lt;br /&gt;
:::With everything maxed (including +160% archery and 100% smithing from gear), but no alchemy loop or restoration loop, Daedric bow should land at around 382 dps. Longbow will have 370 dps +more stagger. Nordic Hero bow will have 386 dps +more stagger.&lt;br /&gt;
:::With max Archery, smithing (+100% from gear) and enchantment, but no help from potions or +archery gear, Daedric bow should land at around 144 dps. Longbow will have 138 dps +more stagger. Nordic Hero bow will have 145 dps +more stagger.&lt;br /&gt;
:::If we ignore the Nordic Hero Bow, heavier bows always have more dps. Nordic Hero bow is clearly overpowered. :P{{unsigned|90.227.80.118|11 April 2012}}&lt;br /&gt;
::::you are still forgetting you can do half draws for slower weapons, better bows ALWAYS have better dps, doesn't matter how you calculator it.[[Special:Contributions/50.99.131.84|50.99.131.84]] 04:48, 12 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Power Shot Issues ==&lt;br /&gt;
&lt;br /&gt;
I'm hoping that someone else on here can test this out for me because I can't find any specific references to this issue on the site.&lt;br /&gt;
According to the in-game description, Power Shot causes 'arrows [to] stagger all but the largest opponents 50% of the time'. I don't know about anyone else, but for me this definitely is NOT the case. I would assume that 'all but the largest opponents' includes the likes of Giants, Mammoths, Dragons, etc, leaving any regular-sized enemy - bandits, Forsworn, mages, most animals/creatures - susceptible to the effect. 50% works out to roughly half of your shots staggering those enemies, however; if I manage to get ONE single stagger during any given fight I am extremely lucky.&lt;br /&gt;
&lt;br /&gt;
I took the Power Shot perk at level 15 as soon as my Archery skill hit 50. I am currently level 44, using a Glass Bow (Legendary) enchanted with Fire Damage and Ebony Arrows, with an Archery skill of 93; I have all 5 ranks of Overdraw, rank 1 of Critical Shot, Hunter's Discipline, Ranger, Eagle Eye, rank 1 of Steady Hand, and Quick Shot.&lt;br /&gt;
When I played a mage character on my first playthrough, the Impact perk in the Destruction tree lived up to its description and genuinely staggered enemies virtually every time the conditions were met. A friend of mine, also playing a stealth/archer character, has said that, despite taking the Power Shot perk as well, he also very rarely staggers any opponents.&lt;br /&gt;
&lt;br /&gt;
I'm playing on PS3, so I have no way of checking the Construction/Creation Kit or going 'behind-the-scenes' to check things out - I don't know if I am doing something wrong, if I need to be a certain level or have a certain level/quality of gear, whether it's the enemies I'm fighting, or what. As an example: I have just spent over 90 minutes playing the game. I fought my way through Bilegulch Mine, on to Lost Valley Redoubt and up to Bard's Leap Summit. Despite using my Archery exclusively, and fighting several dozen 'normal-sized' opponents (Forsworn, Hagravens, bandits), I did not get one single stagger on any of them.&lt;br /&gt;
&lt;br /&gt;
I would very much appreciate it if someone here would take a good look at the exact mechanics governing this perk/ability, and find out exactly what is going on, because it really is ruining my enjoyment of using the Archey skill. Thanks. {{uns|Shadowyn77}}&lt;br /&gt;
&lt;br /&gt;
:only works for a FULL draw, it's not a full draw if the arrow bounces and won't stick [[Special:Contributions/50.99.131.84|50.99.131.84]] 12:33, 11 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah it works just about half the time for me and I always fully draw the bow. In fact, I'm not sure what the &amp;quot;biggest opponents&amp;quot; are as I'm able to stagger dragons frequently and obviously with the perk. I can't remember if it has ever worked on giants or mammoths, but they are... smaller... than dragons. [[User:GrogGrogGrog|GrogGrogGrog]] 18:15, 22 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hunter's Discipline ==&lt;br /&gt;
&lt;br /&gt;
What exactly does this perk do?&lt;br /&gt;
&amp;quot;Recover twice as many arrows from corpses&amp;quot;... how?&lt;br /&gt;
I've had this perk for a few days now, and I see no difference in the arrows looted from corpses.&lt;br /&gt;
I did, however, notice an increase in arrow drops from already dead mobs (most noticeably in Dwarven Centurions, which usually have 4-5 arrows with them, and now drop up to 10).&lt;br /&gt;
Is this all that perk does? If so, can it be considered just a perkpoint-sink on the way to Ranger or Bullseye?&lt;br /&gt;
[[User:WooShell|WooShell]] 12:08, 30 March 2012 (UTC)&lt;br /&gt;
it does exactly what it says. With the perk higher percentage of arrows are left on the corpse for you to loot back. Nothing to do with how much arrows Centurions drop. [[Special:Contributions/50.99.131.84|50.99.131.84]] 04:50, 12 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maximum Effective Range ==&lt;br /&gt;
&lt;br /&gt;
I'm surprised that there seems to be no discussion of the maximum effective range of arrows.  Has nobody noticed that arrows tend to disappear after a certain distance?  Particularly noticeable when shooting at mammoths. &lt;br /&gt;
&lt;br /&gt;
If you fire at a mammoth at the maximum distance you can see the animal, the arrow will fly right through it by the time it arrives.  You can actually watch the arrow pass through the animal without touching it. [[User:Varus2319|Varus2319]] 23:42, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite-Melee with a Bow? ==&lt;br /&gt;
&lt;br /&gt;
I just found out that you can melee with a bow, quickly press &amp;quot;Crouch&amp;quot; twice, and the character will auto-attack again, using stamina. However, if the player runs out of stamina, they will continue to keep thrusting. This can be a potentially game-breaking new bug making bow characters reliable melee fighters as well. (Tested with a Epic Ebony Bow and 66 Archery on Master difficulty)&lt;br /&gt;
--RandomPlayer268 20:39, 5 April 2012 (UTC)&lt;br /&gt;
:Hate to disappoint, but what your character is actually doing is blocking and 'shield bashing' with their bow. --[[User:Gaebrial|Gaebrial]] 10:33, 6 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== recoil? ==&lt;br /&gt;
&lt;br /&gt;
this page says archery has 3 stages, nock draw and recoil? Never noticed any recoil. {{Uns|50.99.131.84|01:01, 7 April 2012}}&lt;br /&gt;
&lt;br /&gt;
:There is small amount of time before you can redraw the bow, so not technically a recoil, just a delay. [[User:The Silencer|The Silencer has spoken]] 01:08, 7 April 2012 (UTC)&lt;br /&gt;
::well it's extremely misleading, i suggest we change to to 'cool down'? perhaps 'rest'? any better ideas? [[Special:Contributions/50.99.131.84|50.99.131.84]]&lt;br /&gt;
:::Although the term recoil does not describe what actually happens, it is the correct term for what should happen. It was probably extremely hard to implement the vibration of the string, and so they forced a small delay to simulate the recoil happening. If you can think of a better descriptive term for what happens/what should happen then feel free to change the article. [[User:The Silencer|The Silencer has spoken]] 19:16, 9 April 2012 (UTC)&lt;br /&gt;
::::im no pro archer but my high school gym class made us learn it for a couple of weeks. Bows don't have recoils.&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Archery&amp;diff=929253</id>
		<title>Skyrim talk:Archery</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Archery&amp;diff=929253"/>
		<updated>2012-04-12T04:50:05Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Hunter's Discipline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Nov. 11 2011 - Jan. 25 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
How does the different damage ratings of the Bow plus the arrows factor into the damage of the attack? {{uns|12.184.144.30|13:20, November 14, 2011}}&lt;br /&gt;
&lt;br /&gt;
:To above^&lt;br /&gt;
:I've done some calculations and I think I found the damage equation:&lt;br /&gt;
:Dam = (Base x (1 + (skill/200)) x (Perk bonus)) + Arrow&lt;br /&gt;
:It seems that Arrows don't improve with skill or perk bonuses. Perk bonus represents the 1st perk in the tree Ex: with 5 points perk bonus would be 2, with 4: 1.8&lt;br /&gt;
:[[Special:Contributions/67.253.177.161|67.253.177.161]] 01:48, 23 November 2011 (UTC)&lt;br /&gt;
 &lt;br /&gt;
::Uhh, isn't the formula just (Bow damage + Arrow damage)? {{Unsigned|71.231.219.171|08:36, 5 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:::Regarding enchants that increase bow damage, they are additive, so the formula is :&lt;br /&gt;
:::Dam = (Base x (1 + (skill/200)) x (1 + (sum of enchants)/100) x (1 + (Overdraw rank)*5/100) + Arrow {{uns|88.170.85.182|14:58, January 29, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Skill down ==&lt;br /&gt;
&lt;br /&gt;
For some reason my archery skill dropped significantly, it is down to 15 (before it was in the 50s) but the Magic Tab says that I do not have any adverse effects running. How come - and more importantly - how to do away with this? --[[Special:Contributions/93.232.154.164|93.232.154.164]] 02:48, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
That happened to me too; you can either train until your archery skill goes up a level, or do it the easy way by going to a trainer. I recommend just training unless you have a perk point to use on archery. I took the lazy way and went to the archery trainer hanging around near the Companions. --[[Special:Contributions/74.108.158.212|74.108.158.212]] 20:12, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Doesn't it say on one of the loading screen that you can lose skill points when you spend time in jail? Maybe that's what happened--[[Special:Contributions/193.252.26.70|193.252.26.70]] 09:39, 2 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::you don't lose whole skill levels -.-, just the progress made in the level you're on. {{uns|121.208.104.114|01:58, December 9, 2011}}&lt;br /&gt;
&lt;br /&gt;
:::This is a very common bug, usually related to [[Skyrim:One-handed|One Handed]]. Most times you can fix this by simply activating any [[Skyrim:shrines|shrine]], drinking a [[Skyrim:Cure Disease|cure disease potion]] - other times you need to wait until the next level up. {{uns|81.61.40.53|20:06, December 30, 2011}}&lt;br /&gt;
&lt;br /&gt;
::::This has been reported several places. It is only a display glitch in the Skill display. If you go into the Archery Perk Tree it will show your correct value. It has NO effect on the damage value of bow shots and it will auto correct on the next level-up or skill-up. [[User:Philbert|Philbert]] 20:05, 31 January 2012 (UTC)&lt;br /&gt;
::::Update - This just happened again at archery skill=93, I read a skill book to bring it to a fast 94 and it cleared. There must be several values where this happens through a skills progression or its a random occurrence. I did no tests to see if the damage dropped (PS3 so I can't see the stats.) [[User:Philbert|Philbert]] 01:38, 13 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::The damage does drop when it happens, so it`s quite annoying to have it lowered by up to 50% at times ... Although you don`t have any active negative effects, a cure diseases / shrine will fix it and if you`re on the PC version you can have an easy fix by changing the marksman value to a random amount and then back to normal [ marksman = real name of archery when dealing with it through the console ] [[User:zomiganowai|zomiganowai]] 03:29, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Damage per second? ==&lt;br /&gt;
&lt;br /&gt;
So say I have a hunting bow and a elven bow and I am using generic arrows for both (lets just say steel), the hunting bow draws much faster than the elven bow, but the elven bow does more damage per shot. Is it better to use the hunting bow if I can reliably hit the target due to its speed and then hope I can get more shots off to equal or exceed elven bow damage, or is the raw power but slower speed of the elven bow better? I feel like the hunting bow would be interrupted less often in combat. The chart in the above category seems to say no but any ideas? {{uns|50.82.61.72|18:04, December 17, 2011}}&lt;br /&gt;
&lt;br /&gt;
:Quite the paradox you have there... but, when you get to thinking Archery (for me) is about distance what can ready faster aim faster and kill faster... usually faster wins by ¾, but really damage is what to think about ultimately killing faster and more accuratly so use the elven bow with more damage. {{uns|67.182.46.50|21:37, December 17, 2011}}&lt;br /&gt;
&lt;br /&gt;
::Remember there is a perk cost for getting Elven Smithing not to mention Arcane Blacksmith if you want to hone an enchanted bow. If you want to wear leather (and leather is a viable armor all the way through the game), then you can save the 3 perk points for smithing and put them in archery and the Elven Bow damage will be less than the Longbow, or you can put 2 in archery damage and 1 in steel and the Hunting Bow will have more damage than Elven and less damage than Longbow. It's really your choice. At higher levels of smithing the difference in Armor rating between leather and Elven or Glass isn't that much. Once you get over 1000 (easy to do with leather) I'm not sure the difference is noticeable. {{uns|74.141.192.170|02:40, January 30, 2012}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have also noticed that long bows and hunting bows seem to draw much faster than ebony and daedric bows, and discovered a formula relating bow weight to draw time:&lt;br /&gt;
&lt;br /&gt;
Total Draw time = 1 + 0.4 * [1 + (0.1 * bow weight)]&lt;br /&gt;
&lt;br /&gt;
This does not take into account the quick shot perk in the archery skill tree which cuts down draw time significantly.&lt;br /&gt;
After doing some dps calculations in excel and after taking into account variables such as arrow type, archery skill, smithing improvement and enchantment damage, I can conclude that when you have an unenchanted bow, daedric, ebony and glass bows provide the greatest DPS, compared to long bows and hunting bows. To make a long bow or hunting bow equal the DPS of a Daedric bow, they would need to be enchantment with at least 80 extra damage from enchantments (such as fire, frost or shock damage).&lt;br /&gt;
&lt;br /&gt;
A very strong contender against daedric bows is the Nord Hero bow, with a base damage somewhere between orcish and dwarven but the weight of a hunting bow, which with enchantments can make it surpass the daedric bow. To acquire this, you need to start the Companions questline for this to be available for purchase from Eorland Gray-Mane at the Skyforge.&lt;br /&gt;
&lt;br /&gt;
Another very stong contender is the bound bow and the mystic bound bow (bound bow with mystic binding perk from the conjuration tree). The mystic bound bow has the same base damage as the daedric bow, comes with 100 daedric equivalent arrows when summoned and it has a weight of zero, so it can be drawn very quickly. This makes it very desirably, however it cannot be improved by smithing or enchanted. This said, a legendary daedric bow would have to be enchanted with at least 45 enchantment damage to surpass the mystic bound bow's DPS.&lt;br /&gt;
&lt;br /&gt;
So what does all this mean? Well, if you don't plan on maxing out your enchanting and smithing skills, the mystic bound bow is the way to go, but it requires around 185 magicka to conjure, although this can be lessened with the conjuration skill and perks, or armor with fortify conjuration or fortify magicka. &lt;br /&gt;
&lt;br /&gt;
If you dont want to invest in perks in conjuration, enchanted conjuring equipment or in extra magicka, you should aim to get the Nord Hero bow, especially for lower levels.&lt;br /&gt;
&lt;br /&gt;
Other than that, the best bow is generally the one with the highest base damage, namely the Daedric Bow, which is definitively the best bow in the game if you intend to invest in enchanting and smithing.&lt;br /&gt;
&lt;br /&gt;
One final thing. If you don't want to invest in enchanting, another good choice is the Nightingale Bow, available through the Thieves' Guild questline which is a levelled item, so the magnitude of the enchantments is greater if you obtain it when you are a higher level. For 46+, it comes with the same base damage as a daedric bow as well as 30 frost damage and 15 shock damage. To rival this, you would have to enchant a Daedric bow with two weapon enchantments which requires 100 enchanting.&lt;br /&gt;
&lt;br /&gt;
So all in all, the best bow really just depends on your playstyle.&lt;br /&gt;
&lt;br /&gt;
== Block leveling up with bow? ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me for the second time. My block skill went up when I was doing a bow right click. I noticed I got hit by a second enemy while doing the pushback animation on the second time it happened (can't remember the first).&lt;br /&gt;
Anyone else had this happen?&lt;br /&gt;
My block is very low. {{uns|50.21.132.136|22:36, December 18, 2011}}&lt;br /&gt;
&lt;br /&gt;
:It does work.   With my first player, I was a bowman, and when the enemies were asking mercy, I butted them with my bow (to save arrows) and my skill went up.  Probably since the block button is used to bash with the bow. {{uns|96.38.133.242|04:34, January 26, 2012}}&lt;br /&gt;
&lt;br /&gt;
::I had a different experience. My Archery leveled up upon bow bashing instead of my block. This has only happened to me once so far. ````{{uns|112.209.253.143|10:11, 19 February 2012}}&lt;br /&gt;
&lt;br /&gt;
== Practical tests: hunting vs. daedric: arrow speed, range ==&lt;br /&gt;
Effective range:&lt;br /&gt;
&lt;br /&gt;
I did a test on this today. I summoned Lydia, turned off AI/Combat AI, set myself to 9999 stamina, turned on God mode, made Lydia essential and gave her 9999 health. I then gave myself a hunting bow, a glass bow, and a daedric bow.&lt;br /&gt;
&lt;br /&gt;
My initial target on any test was Lydia's head. The first round of tests used steel arrows. Using the hunting bow with steel arrows, I backed off to the point that I had to start to aim over Lydia's head to hit her (using bow arc). The arrows landed in her boot at this point. Finding out that the Daedric bow hit her straight in the head at that range, I then backed up to the point that I had to start aiming just a bit over her head with the Daedric bow to hit her. The arrows hit around her shoulders despite the same amount of over-aim; the velocity of the arrows (and thus the ballistic curve) causes this, see below.&lt;br /&gt;
&lt;br /&gt;
From this range, I then switched back to the hunting bow. To my chagrin, I had to aim about 3 Lydia heights above her head to hit her with the hunting bow. The glass bow faired surprisingly well; at the same range (the extreme limit for the range for the Daedric bow aiming at her head), the glass bow only needed a small rise above her head. Their effective ranges are quite close (especially good considering that the glass bow is 70 smithing and the daedric is 90).&lt;br /&gt;
&lt;br /&gt;
With all this in mind, I started to wonder if arrow type affected arrow arc/bow range. I switched to Daedric arrows and found out that the test results were exactly the same.&lt;br /&gt;
&lt;br /&gt;
I went to the hunting-bow extreme range (with a target on her head), and placed Faendal there. Then I backed up - making sure to stay on a flat plane - and placed From-Deepest-Fathoms at the range of the Daedric bow. I then turned clipping off and flew up into the sky until I had a good view, and determined that the Daedric bow had about a ~50-60% further range (before needing to arc over the target) than the hunting bow!&lt;br /&gt;
&lt;br /&gt;
I wondered what might cause this. My hypothesis was arrow speed. I closed in the range so that the hunting bow actually hit her in the head (instead of in the foot) when I aimed there. I found I had to lower the Daedric how's aim to compensate for this; the Daedric bow shot over her head at this distance when I aimed at her. Anyhow.&lt;br /&gt;
&lt;br /&gt;
Point being, I used a metronome (counting beats with it set fast) to figure out that arrows from the Daedric bow travel *roughly* twice as fast as arrows from the hunting bow.&lt;br /&gt;
&lt;br /&gt;
There's another important thing here: these tests show how far until arrows aimed at a character's head hit their boots. Obviously this is not ideal; you do not need to try to be lining up a target's head during combat just to ensure you hit some part of their body (i.e. their boots). You want to be able to target them reasonably and hit somewhere close to that. I did a quick re-test and found that, with the hunting bow, the arrows hit Lydia's head from (my perspective) too short a distance, and they were accurate with the Daedric bow to roughly three times the distance of the hunting bow. Three times!&lt;br /&gt;
&lt;br /&gt;
What does this mean in a practical sense? It means you're more accurate on moving targets with a heavier bow, because your lead time is much narrower and closer to the target, and because you have much more leniency for not getting your shot vertically lined up perfectly. It means you can snipe from further away. It means that you will be more accurate because at the practical combat distance limit (aiming at her head and hitting her head) with the hunting bow you have to be three times closer than the Daedric bow!&lt;br /&gt;
&lt;br /&gt;
For short-range engagements - practically melee engagements - the upgraded hunting bow's draw speed may be an advantage, however, as an archer, you want to be at a longer range, I assume. Or at least to have some flexibility to shoot from different ranges. You get much, much improved accuracy with a heavier bow. I think that the 30% faster draw speed perk is meant to offset the slower draw of heavier bows.&lt;br /&gt;
&lt;br /&gt;
Oh, character stats: level 18, archery 63, overdraw 80%, steady hand 1/2, power shot. No 30% increased draw speed. Glass bows were only outperformed by Daedric bows by a very small amount.&lt;br /&gt;
[[Special:Contributions/96.39.118.124|96.39.118.124]] 19:49, 18 January 2012 (UTC)&lt;br /&gt;
:Nice tests, thanks a lot! [[Special:Contributions/178.183.246.92|178.183.246.92]] 19:52, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Not to taint your results or anything, some time ago I did some tests on arrow range too, and I noticed the same thing about range (used daedric, mystic bound and hunting bow, had 30% less draw time perk). Daedric has the greatest range, mystic has a decent range and hunting has the shortest range among the three. HOWEVER, the objective of my tests was to compare arrow range with drawing time and between different bows. I concluded, albeit not with certainty, that arrow range for all bows follows a constant distance/time-drawn ratio, modified by how far the bow can shoot. And the max distance is achieved holding the fire button for 3 seconds regardless of bow type. This means that all bows (that I tested) will only shoot the farthest if you hold the button for 3 seconds, if you hold it for 2 seconds, they'll all shoot at the &amp;quot;same&amp;quot; range, that is, proportional with the max arrow range for that bow, and if you fumble (just click the button), the arrows will land at distances proportional to the max range of the bow as well. Since there's no reliable way measure distances and degrees, there's no reliable way to confirm any of this. However, measuring time is easier, so at the very least I will stand with my conclusion that to shoot the farthest, one must hold the mouse button for at least approximately 3 seconds, even if you're using a bound bow that draws much faster than that. So, talking to the OP again, did you make sure you were always firing the furthest for all bows during your tests?&lt;br /&gt;
::Of course, all this could be completely wrong, but I'm sure of at least one thing: shot distance is completely unrelated to the drawing animation. Perhaps the drawing animation indicates how much damage the shot will do.--[[Special:Contributions/201.1.30.131|201.1.30.131]] 05:26, 29 January 2012 (UTC)&lt;br /&gt;
:::Shot distance is definitely related to the drawing animation. Try holding down the mouse button for the shortest possible time that will fire an arrow; it noticeably goes very little distance at all. &lt;br /&gt;
&lt;br /&gt;
:::What I'm wondering is, is this all calculated independently or is it just derived from the speed of the arrow? [[Special:Contributions/199.74.93.170|199.74.93.170]] 19:11, 9 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
For what it is worth, my range test (savestates and a giant's leg) came out roughly like this: Long &amp;lt; Hunting = Ancient Nord = Nord Hero = Mystic(bound) = Forsworn = Imperial = Drainspell &amp;lt; Orcish &amp;lt; Dwarven = Falmer &amp;lt; Elven &amp;lt; Glass &amp;lt; Ebony &amp;lt; Daedric. Tempering a bow does not seem to improve its range. Make of that what you will. (Edit: Supple bows have equal range to their counterparts. They are just heavier, and do more damage.) Also, with some very basic tests the shortest possible draw seems to do about 1/3 the damage of a full draw.--[[Special:Contributions/98.235.34.121|98.235.34.121]] 16:21, 26 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==NPC dodge==&lt;br /&gt;
&lt;br /&gt;
It seems that NPCs can randomly dodge arrows. I was shooting a bandit, and right before the arrow hits him, he slides to the side. I try again, and the same thing happens. he was running towards me, and the sneak :meter was almost fully open. This was after the quest Trinity Restored. Help? {{Uns2|00:56, 14 February 2012|98.198.190.208}}&lt;br /&gt;
&lt;br /&gt;
:That's a part of the AI. If they see an arrow coming towards them, they can dodge it just like the player would, and will even try to track it back to its source. Sucks having artificial intelligence actually being intelligent sometimes, doesn't it? ;) &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 01:25, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I noticed that this only happens when an NPC at least partially detects you.  I've never seen it happen when i'm completely hidden, only when i'm either completely visible, or when i'm still undetected, but the enemy knows that i'm there.  Your first shot will still never be &amp;quot;dodged&amp;quot; if you are completely undetected when you fire it.[[User:Limduhl|Limduhl]] 15:31, 14 February 2012 (UTC)&lt;br /&gt;
==Shot Location and Blocking==&lt;br /&gt;
&lt;br /&gt;
The main article says that shot location on a target doesn't matter, which seems to be true as far as i've been able to tell, BUT it can matter in at least one specific corner case.  I was playing at level 51 with oversmithed daedric gear and high +archery damage enchants and i was playing through the second quest in the Civil war questline.  It was laughably easy, with any imperial or stormcloak character dying in only one hit even without the bow drawn back all the way.  I noticed one thing that was really cool to see, but did, in fact, make arrow location matter.  At one point while i was firing on an enemy soldier who was in combat with allied soldiers, the enemy soldier raised his shield JUST as i fired at him.  The arrow, instead of slaying him outright, instead bounced off his shield without damaging him.  My GUESS, is that at very high levels, it is possible for NPCs to have the block perk that makes arrows do no damage if they hit a shield.  This is, however, probably only possible while the enemy target is fighting something else, as they would otherwise have no reason to raise their shield.  This isn't a particularly game changing find...in fact its pretty insignificant, but i thought it worthwhile at least to note it on the talk page that in at least one extreme corner case, shot location CAN matter. [[User:Limduhl|Limduhl]] 15:28, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== remove light vs heavy bow pro vs con chart? ==&lt;br /&gt;
&lt;br /&gt;
The entire discussion is pointless, with higher end bows you can always choose to draw partially for faster shooting rate. {{uns2|20:38, 23 February 2012|50.99.131.84}}&lt;br /&gt;
&lt;br /&gt;
:True, but you don't get stagger effect with a partial draw. With 100(+100% enchant) smithing and a double +30 damage enchant a daedric bow will do 117 base damage and a Nordic Hero bow 109, a difference of 18. Without Quick draw this give us 55 dps for a Daedric bow and 65 dps for a Nordic Hero bow. Including Quick Draw gives us ~88 versus 91. The Daedric bow might bridge this gap by not drawing fully (haven't actually calculated dps for partial draw) but even then a Nordic Hero bow will retain the stagger effect from full draw+Power Shot while a Daedric bow wouldn't.&lt;br /&gt;
:&amp;gt;A reinforced and enchanted light bow has shorter draw time and higher dps, but less range and lower arrow speed (as discussed above), allowing them rapid fire while still staggering with the appropriate perk. Effective at close to medium range.&lt;br /&gt;
:&amp;gt;A reinforced and enchanted heavy bow has longer draw time and lower dps (migitated by Quick Draw), but better range and higher arrow speed (as discussed above) as well as higher single-shot damage, making them suited for accurate long-range combat.&lt;br /&gt;
:&amp;gt;Higher effective smithing skill and higher effective enchanting skill will both increase dps for light bows faster than heavy bows. At 100 smithing and enchanting + Quick Draw (no alchemy), a longbow will outperform an otherwise identical Daedric bow in terms of dps at full draw. Using Alchemy to increase smithing and enchanting only increases the gap. The daedric bow WILL, however, always have a more powerful single shot.&lt;br /&gt;
:Needless to say, I think the light bow vs heavy bow pros-cons chart should be reinstated.{{unsigned|90.227.80.118|28 March 2012}}&lt;br /&gt;
::ok so cheaper bows stagger more, but better bows still always have equal or better dps. [[Special:Contributions/50.99.131.84|50.99.131.84]]&lt;br /&gt;
:::With everything maxed (including +160% archery and 100% smithing from gear), but no alchemy loop or restoration loop, Daedric bow should land at around 382 dps. Longbow will have 370 dps +more stagger. Nordic Hero bow will have 386 dps +more stagger.&lt;br /&gt;
:::With max Archery, smithing (+100% from gear) and enchantment, but no help from potions or +archery gear, Daedric bow should land at around 144 dps. Longbow will have 138 dps +more stagger. Nordic Hero bow will have 145 dps +more stagger.&lt;br /&gt;
:::If we ignore the Nordic Hero Bow, heavier bows always have more dps. Nordic Hero bow is clearly overpowered. :P{{unsigned|90.227.80.118|11 April 2012}}&lt;br /&gt;
::::you are still forgetting you can do half draws for slower weapons, better bows ALWAYS have better dps, doesn't matter how you calculator it.[[Special:Contributions/50.99.131.84|50.99.131.84]] 04:48, 12 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Power Shot Issues ==&lt;br /&gt;
&lt;br /&gt;
I'm hoping that someone else on here can test this out for me because I can't find any specific references to this issue on the site.&lt;br /&gt;
According to the in-game description, Power Shot causes 'arrows [to] stagger all but the largest opponents 50% of the time'. I don't know about anyone else, but for me this definitely is NOT the case. I would assume that 'all but the largest opponents' includes the likes of Giants, Mammoths, Dragons, etc, leaving any regular-sized enemy - bandits, Forsworn, mages, most animals/creatures - susceptible to the effect. 50% works out to roughly half of your shots staggering those enemies, however; if I manage to get ONE single stagger during any given fight I am extremely lucky.&lt;br /&gt;
&lt;br /&gt;
I took the Power Shot perk at level 15 as soon as my Archery skill hit 50. I am currently level 44, using a Glass Bow (Legendary) enchanted with Fire Damage and Ebony Arrows, with an Archery skill of 93; I have all 5 ranks of Overdraw, rank 1 of Critical Shot, Hunter's Discipline, Ranger, Eagle Eye, rank 1 of Steady Hand, and Quick Shot.&lt;br /&gt;
When I played a mage character on my first playthrough, the Impact perk in the Destruction tree lived up to its description and genuinely staggered enemies virtually every time the conditions were met. A friend of mine, also playing a stealth/archer character, has said that, despite taking the Power Shot perk as well, he also very rarely staggers any opponents.&lt;br /&gt;
&lt;br /&gt;
I'm playing on PS3, so I have no way of checking the Construction/Creation Kit or going 'behind-the-scenes' to check things out - I don't know if I am doing something wrong, if I need to be a certain level or have a certain level/quality of gear, whether it's the enemies I'm fighting, or what. As an example: I have just spent over 90 minutes playing the game. I fought my way through Bilegulch Mine, on to Lost Valley Redoubt and up to Bard's Leap Summit. Despite using my Archery exclusively, and fighting several dozen 'normal-sized' opponents (Forsworn, Hagravens, bandits), I did not get one single stagger on any of them.&lt;br /&gt;
&lt;br /&gt;
I would very much appreciate it if someone here would take a good look at the exact mechanics governing this perk/ability, and find out exactly what is going on, because it really is ruining my enjoyment of using the Archey skill. Thanks. {{uns|Shadowyn77}}&lt;br /&gt;
&lt;br /&gt;
:only works for a FULL draw, it's not a full draw if the arrow bounces and won't stick [[Special:Contributions/50.99.131.84|50.99.131.84]] 12:33, 11 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah it works just about half the time for me and I always fully draw the bow. In fact, I'm not sure what the &amp;quot;biggest opponents&amp;quot; are as I'm able to stagger dragons frequently and obviously with the perk. I can't remember if it has ever worked on giants or mammoths, but they are... smaller... than dragons. [[User:GrogGrogGrog|GrogGrogGrog]] 18:15, 22 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hunter's Discipline ==&lt;br /&gt;
&lt;br /&gt;
What exactly does this perk do?&lt;br /&gt;
&amp;quot;Recover twice as many arrows from corpses&amp;quot;... how?&lt;br /&gt;
I've had this perk for a few days now, and I see no difference in the arrows looted from corpses.&lt;br /&gt;
I did, however, notice an increase in arrow drops from already dead mobs (most noticeably in Dwarven Centurions, which usually have 4-5 arrows with them, and now drop up to 10).&lt;br /&gt;
Is this all that perk does? If so, can it be considered just a perkpoint-sink on the way to Ranger or Bullseye?&lt;br /&gt;
[[User:WooShell|WooShell]] 12:08, 30 March 2012 (UTC)&lt;br /&gt;
it does exactly what it says. With the perk higher percentage of arrows are left on the corpse for you to loot back. Nothing to do with how much arrows Centurions drop. [[Special:Contributions/50.99.131.84|50.99.131.84]] 04:50, 12 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maximum Effective Range ==&lt;br /&gt;
&lt;br /&gt;
I'm surprised that there seems to be no discussion of the maximum effective range of arrows.  Has nobody noticed that arrows tend to disappear after a certain distance?  Particularly noticeable when shooting at mammoths. &lt;br /&gt;
&lt;br /&gt;
If you fire at a mammoth at the maximum distance you can see the animal, the arrow will fly right through it by the time it arrives.  You can actually watch the arrow pass through the animal without touching it. [[User:Varus2319|Varus2319]] 23:42, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite-Melee with a Bow? ==&lt;br /&gt;
&lt;br /&gt;
I just found out that you can melee with a bow, quickly press &amp;quot;Crouch&amp;quot; twice, and the character will auto-attack again, using stamina. However, if the player runs out of stamina, they will continue to keep thrusting. This can be a potentially game-breaking new bug making bow characters reliable melee fighters as well. (Tested with a Epic Ebony Bow and 66 Archery on Master difficulty)&lt;br /&gt;
--RandomPlayer268 20:39, 5 April 2012 (UTC)&lt;br /&gt;
:Hate to disappoint, but what your character is actually doing is blocking and 'shield bashing' with their bow. --[[User:Gaebrial|Gaebrial]] 10:33, 6 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== recoil? ==&lt;br /&gt;
&lt;br /&gt;
this page says archery has 3 stages, nock draw and recoil? Never noticed any recoil. {{Uns|50.99.131.84|01:01, 7 April 2012}}&lt;br /&gt;
&lt;br /&gt;
:There is small amount of time before you can redraw the bow, so not technically a recoil, just a delay. [[User:The Silencer|The Silencer has spoken]] 01:08, 7 April 2012 (UTC)&lt;br /&gt;
::well it's extremely misleading, i suggest we change to to 'cool down'? perhaps 'rest'? any better ideas? [[Special:Contributions/50.99.131.84|50.99.131.84]]&lt;br /&gt;
:::Although the term recoil does not describe what actually happens, it is the correct term for what should happen. It was probably extremely hard to implement the vibration of the string, and so they forced a small delay to simulate the recoil happening. If you can think of a better descriptive term for what happens/what should happen then feel free to change the article. [[User:The Silencer|The Silencer has spoken]] 19:16, 9 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Archery&amp;diff=929252</id>
		<title>Skyrim talk:Archery</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Archery&amp;diff=929252"/>
		<updated>2012-04-12T04:48:16Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* remove light vs heavy bow pro vs con chart? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Nov. 11 2011 - Jan. 25 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
How does the different damage ratings of the Bow plus the arrows factor into the damage of the attack? {{uns|12.184.144.30|13:20, November 14, 2011}}&lt;br /&gt;
&lt;br /&gt;
:To above^&lt;br /&gt;
:I've done some calculations and I think I found the damage equation:&lt;br /&gt;
:Dam = (Base x (1 + (skill/200)) x (Perk bonus)) + Arrow&lt;br /&gt;
:It seems that Arrows don't improve with skill or perk bonuses. Perk bonus represents the 1st perk in the tree Ex: with 5 points perk bonus would be 2, with 4: 1.8&lt;br /&gt;
:[[Special:Contributions/67.253.177.161|67.253.177.161]] 01:48, 23 November 2011 (UTC)&lt;br /&gt;
 &lt;br /&gt;
::Uhh, isn't the formula just (Bow damage + Arrow damage)? {{Unsigned|71.231.219.171|08:36, 5 December 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:::Regarding enchants that increase bow damage, they are additive, so the formula is :&lt;br /&gt;
:::Dam = (Base x (1 + (skill/200)) x (1 + (sum of enchants)/100) x (1 + (Overdraw rank)*5/100) + Arrow {{uns|88.170.85.182|14:58, January 29, 2012}}&lt;br /&gt;
&lt;br /&gt;
== Skill down ==&lt;br /&gt;
&lt;br /&gt;
For some reason my archery skill dropped significantly, it is down to 15 (before it was in the 50s) but the Magic Tab says that I do not have any adverse effects running. How come - and more importantly - how to do away with this? --[[Special:Contributions/93.232.154.164|93.232.154.164]] 02:48, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
That happened to me too; you can either train until your archery skill goes up a level, or do it the easy way by going to a trainer. I recommend just training unless you have a perk point to use on archery. I took the lazy way and went to the archery trainer hanging around near the Companions. --[[Special:Contributions/74.108.158.212|74.108.158.212]] 20:12, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Doesn't it say on one of the loading screen that you can lose skill points when you spend time in jail? Maybe that's what happened--[[Special:Contributions/193.252.26.70|193.252.26.70]] 09:39, 2 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::you don't lose whole skill levels -.-, just the progress made in the level you're on. {{uns|121.208.104.114|01:58, December 9, 2011}}&lt;br /&gt;
&lt;br /&gt;
:::This is a very common bug, usually related to [[Skyrim:One-handed|One Handed]]. Most times you can fix this by simply activating any [[Skyrim:shrines|shrine]], drinking a [[Skyrim:Cure Disease|cure disease potion]] - other times you need to wait until the next level up. {{uns|81.61.40.53|20:06, December 30, 2011}}&lt;br /&gt;
&lt;br /&gt;
::::This has been reported several places. It is only a display glitch in the Skill display. If you go into the Archery Perk Tree it will show your correct value. It has NO effect on the damage value of bow shots and it will auto correct on the next level-up or skill-up. [[User:Philbert|Philbert]] 20:05, 31 January 2012 (UTC)&lt;br /&gt;
::::Update - This just happened again at archery skill=93, I read a skill book to bring it to a fast 94 and it cleared. There must be several values where this happens through a skills progression or its a random occurrence. I did no tests to see if the damage dropped (PS3 so I can't see the stats.) [[User:Philbert|Philbert]] 01:38, 13 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::The damage does drop when it happens, so it`s quite annoying to have it lowered by up to 50% at times ... Although you don`t have any active negative effects, a cure diseases / shrine will fix it and if you`re on the PC version you can have an easy fix by changing the marksman value to a random amount and then back to normal [ marksman = real name of archery when dealing with it through the console ] [[User:zomiganowai|zomiganowai]] 03:29, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Damage per second? ==&lt;br /&gt;
&lt;br /&gt;
So say I have a hunting bow and a elven bow and I am using generic arrows for both (lets just say steel), the hunting bow draws much faster than the elven bow, but the elven bow does more damage per shot. Is it better to use the hunting bow if I can reliably hit the target due to its speed and then hope I can get more shots off to equal or exceed elven bow damage, or is the raw power but slower speed of the elven bow better? I feel like the hunting bow would be interrupted less often in combat. The chart in the above category seems to say no but any ideas? {{uns|50.82.61.72|18:04, December 17, 2011}}&lt;br /&gt;
&lt;br /&gt;
:Quite the paradox you have there... but, when you get to thinking Archery (for me) is about distance what can ready faster aim faster and kill faster... usually faster wins by ¾, but really damage is what to think about ultimately killing faster and more accuratly so use the elven bow with more damage. {{uns|67.182.46.50|21:37, December 17, 2011}}&lt;br /&gt;
&lt;br /&gt;
::Remember there is a perk cost for getting Elven Smithing not to mention Arcane Blacksmith if you want to hone an enchanted bow. If you want to wear leather (and leather is a viable armor all the way through the game), then you can save the 3 perk points for smithing and put them in archery and the Elven Bow damage will be less than the Longbow, or you can put 2 in archery damage and 1 in steel and the Hunting Bow will have more damage than Elven and less damage than Longbow. It's really your choice. At higher levels of smithing the difference in Armor rating between leather and Elven or Glass isn't that much. Once you get over 1000 (easy to do with leather) I'm not sure the difference is noticeable. {{uns|74.141.192.170|02:40, January 30, 2012}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have also noticed that long bows and hunting bows seem to draw much faster than ebony and daedric bows, and discovered a formula relating bow weight to draw time:&lt;br /&gt;
&lt;br /&gt;
Total Draw time = 1 + 0.4 * [1 + (0.1 * bow weight)]&lt;br /&gt;
&lt;br /&gt;
This does not take into account the quick shot perk in the archery skill tree which cuts down draw time significantly.&lt;br /&gt;
After doing some dps calculations in excel and after taking into account variables such as arrow type, archery skill, smithing improvement and enchantment damage, I can conclude that when you have an unenchanted bow, daedric, ebony and glass bows provide the greatest DPS, compared to long bows and hunting bows. To make a long bow or hunting bow equal the DPS of a Daedric bow, they would need to be enchantment with at least 80 extra damage from enchantments (such as fire, frost or shock damage).&lt;br /&gt;
&lt;br /&gt;
A very strong contender against daedric bows is the Nord Hero bow, with a base damage somewhere between orcish and dwarven but the weight of a hunting bow, which with enchantments can make it surpass the daedric bow. To acquire this, you need to start the Companions questline for this to be available for purchase from Eorland Gray-Mane at the Skyforge.&lt;br /&gt;
&lt;br /&gt;
Another very stong contender is the bound bow and the mystic bound bow (bound bow with mystic binding perk from the conjuration tree). The mystic bound bow has the same base damage as the daedric bow, comes with 100 daedric equivalent arrows when summoned and it has a weight of zero, so it can be drawn very quickly. This makes it very desirably, however it cannot be improved by smithing or enchanted. This said, a legendary daedric bow would have to be enchanted with at least 45 enchantment damage to surpass the mystic bound bow's DPS.&lt;br /&gt;
&lt;br /&gt;
So what does all this mean? Well, if you don't plan on maxing out your enchanting and smithing skills, the mystic bound bow is the way to go, but it requires around 185 magicka to conjure, although this can be lessened with the conjuration skill and perks, or armor with fortify conjuration or fortify magicka. &lt;br /&gt;
&lt;br /&gt;
If you dont want to invest in perks in conjuration, enchanted conjuring equipment or in extra magicka, you should aim to get the Nord Hero bow, especially for lower levels.&lt;br /&gt;
&lt;br /&gt;
Other than that, the best bow is generally the one with the highest base damage, namely the Daedric Bow, which is definitively the best bow in the game if you intend to invest in enchanting and smithing.&lt;br /&gt;
&lt;br /&gt;
One final thing. If you don't want to invest in enchanting, another good choice is the Nightingale Bow, available through the Thieves' Guild questline which is a levelled item, so the magnitude of the enchantments is greater if you obtain it when you are a higher level. For 46+, it comes with the same base damage as a daedric bow as well as 30 frost damage and 15 shock damage. To rival this, you would have to enchant a Daedric bow with two weapon enchantments which requires 100 enchanting.&lt;br /&gt;
&lt;br /&gt;
So all in all, the best bow really just depends on your playstyle.&lt;br /&gt;
&lt;br /&gt;
== Block leveling up with bow? ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me for the second time. My block skill went up when I was doing a bow right click. I noticed I got hit by a second enemy while doing the pushback animation on the second time it happened (can't remember the first).&lt;br /&gt;
Anyone else had this happen?&lt;br /&gt;
My block is very low. {{uns|50.21.132.136|22:36, December 18, 2011}}&lt;br /&gt;
&lt;br /&gt;
:It does work.   With my first player, I was a bowman, and when the enemies were asking mercy, I butted them with my bow (to save arrows) and my skill went up.  Probably since the block button is used to bash with the bow. {{uns|96.38.133.242|04:34, January 26, 2012}}&lt;br /&gt;
&lt;br /&gt;
::I had a different experience. My Archery leveled up upon bow bashing instead of my block. This has only happened to me once so far. ````{{uns|112.209.253.143|10:11, 19 February 2012}}&lt;br /&gt;
&lt;br /&gt;
== Practical tests: hunting vs. daedric: arrow speed, range ==&lt;br /&gt;
Effective range:&lt;br /&gt;
&lt;br /&gt;
I did a test on this today. I summoned Lydia, turned off AI/Combat AI, set myself to 9999 stamina, turned on God mode, made Lydia essential and gave her 9999 health. I then gave myself a hunting bow, a glass bow, and a daedric bow.&lt;br /&gt;
&lt;br /&gt;
My initial target on any test was Lydia's head. The first round of tests used steel arrows. Using the hunting bow with steel arrows, I backed off to the point that I had to start to aim over Lydia's head to hit her (using bow arc). The arrows landed in her boot at this point. Finding out that the Daedric bow hit her straight in the head at that range, I then backed up to the point that I had to start aiming just a bit over her head with the Daedric bow to hit her. The arrows hit around her shoulders despite the same amount of over-aim; the velocity of the arrows (and thus the ballistic curve) causes this, see below.&lt;br /&gt;
&lt;br /&gt;
From this range, I then switched back to the hunting bow. To my chagrin, I had to aim about 3 Lydia heights above her head to hit her with the hunting bow. The glass bow faired surprisingly well; at the same range (the extreme limit for the range for the Daedric bow aiming at her head), the glass bow only needed a small rise above her head. Their effective ranges are quite close (especially good considering that the glass bow is 70 smithing and the daedric is 90).&lt;br /&gt;
&lt;br /&gt;
With all this in mind, I started to wonder if arrow type affected arrow arc/bow range. I switched to Daedric arrows and found out that the test results were exactly the same.&lt;br /&gt;
&lt;br /&gt;
I went to the hunting-bow extreme range (with a target on her head), and placed Faendal there. Then I backed up - making sure to stay on a flat plane - and placed From-Deepest-Fathoms at the range of the Daedric bow. I then turned clipping off and flew up into the sky until I had a good view, and determined that the Daedric bow had about a ~50-60% further range (before needing to arc over the target) than the hunting bow!&lt;br /&gt;
&lt;br /&gt;
I wondered what might cause this. My hypothesis was arrow speed. I closed in the range so that the hunting bow actually hit her in the head (instead of in the foot) when I aimed there. I found I had to lower the Daedric how's aim to compensate for this; the Daedric bow shot over her head at this distance when I aimed at her. Anyhow.&lt;br /&gt;
&lt;br /&gt;
Point being, I used a metronome (counting beats with it set fast) to figure out that arrows from the Daedric bow travel *roughly* twice as fast as arrows from the hunting bow.&lt;br /&gt;
&lt;br /&gt;
There's another important thing here: these tests show how far until arrows aimed at a character's head hit their boots. Obviously this is not ideal; you do not need to try to be lining up a target's head during combat just to ensure you hit some part of their body (i.e. their boots). You want to be able to target them reasonably and hit somewhere close to that. I did a quick re-test and found that, with the hunting bow, the arrows hit Lydia's head from (my perspective) too short a distance, and they were accurate with the Daedric bow to roughly three times the distance of the hunting bow. Three times!&lt;br /&gt;
&lt;br /&gt;
What does this mean in a practical sense? It means you're more accurate on moving targets with a heavier bow, because your lead time is much narrower and closer to the target, and because you have much more leniency for not getting your shot vertically lined up perfectly. It means you can snipe from further away. It means that you will be more accurate because at the practical combat distance limit (aiming at her head and hitting her head) with the hunting bow you have to be three times closer than the Daedric bow!&lt;br /&gt;
&lt;br /&gt;
For short-range engagements - practically melee engagements - the upgraded hunting bow's draw speed may be an advantage, however, as an archer, you want to be at a longer range, I assume. Or at least to have some flexibility to shoot from different ranges. You get much, much improved accuracy with a heavier bow. I think that the 30% faster draw speed perk is meant to offset the slower draw of heavier bows.&lt;br /&gt;
&lt;br /&gt;
Oh, character stats: level 18, archery 63, overdraw 80%, steady hand 1/2, power shot. No 30% increased draw speed. Glass bows were only outperformed by Daedric bows by a very small amount.&lt;br /&gt;
[[Special:Contributions/96.39.118.124|96.39.118.124]] 19:49, 18 January 2012 (UTC)&lt;br /&gt;
:Nice tests, thanks a lot! [[Special:Contributions/178.183.246.92|178.183.246.92]] 19:52, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Not to taint your results or anything, some time ago I did some tests on arrow range too, and I noticed the same thing about range (used daedric, mystic bound and hunting bow, had 30% less draw time perk). Daedric has the greatest range, mystic has a decent range and hunting has the shortest range among the three. HOWEVER, the objective of my tests was to compare arrow range with drawing time and between different bows. I concluded, albeit not with certainty, that arrow range for all bows follows a constant distance/time-drawn ratio, modified by how far the bow can shoot. And the max distance is achieved holding the fire button for 3 seconds regardless of bow type. This means that all bows (that I tested) will only shoot the farthest if you hold the button for 3 seconds, if you hold it for 2 seconds, they'll all shoot at the &amp;quot;same&amp;quot; range, that is, proportional with the max arrow range for that bow, and if you fumble (just click the button), the arrows will land at distances proportional to the max range of the bow as well. Since there's no reliable way measure distances and degrees, there's no reliable way to confirm any of this. However, measuring time is easier, so at the very least I will stand with my conclusion that to shoot the farthest, one must hold the mouse button for at least approximately 3 seconds, even if you're using a bound bow that draws much faster than that. So, talking to the OP again, did you make sure you were always firing the furthest for all bows during your tests?&lt;br /&gt;
::Of course, all this could be completely wrong, but I'm sure of at least one thing: shot distance is completely unrelated to the drawing animation. Perhaps the drawing animation indicates how much damage the shot will do.--[[Special:Contributions/201.1.30.131|201.1.30.131]] 05:26, 29 January 2012 (UTC)&lt;br /&gt;
:::Shot distance is definitely related to the drawing animation. Try holding down the mouse button for the shortest possible time that will fire an arrow; it noticeably goes very little distance at all. &lt;br /&gt;
&lt;br /&gt;
:::What I'm wondering is, is this all calculated independently or is it just derived from the speed of the arrow? [[Special:Contributions/199.74.93.170|199.74.93.170]] 19:11, 9 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
For what it is worth, my range test (savestates and a giant's leg) came out roughly like this: Long &amp;lt; Hunting = Ancient Nord = Nord Hero = Mystic(bound) = Forsworn = Imperial = Drainspell &amp;lt; Orcish &amp;lt; Dwarven = Falmer &amp;lt; Elven &amp;lt; Glass &amp;lt; Ebony &amp;lt; Daedric. Tempering a bow does not seem to improve its range. Make of that what you will. (Edit: Supple bows have equal range to their counterparts. They are just heavier, and do more damage.) Also, with some very basic tests the shortest possible draw seems to do about 1/3 the damage of a full draw.--[[Special:Contributions/98.235.34.121|98.235.34.121]] 16:21, 26 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==NPC dodge==&lt;br /&gt;
&lt;br /&gt;
It seems that NPCs can randomly dodge arrows. I was shooting a bandit, and right before the arrow hits him, he slides to the side. I try again, and the same thing happens. he was running towards me, and the sneak :meter was almost fully open. This was after the quest Trinity Restored. Help? {{Uns2|00:56, 14 February 2012|98.198.190.208}}&lt;br /&gt;
&lt;br /&gt;
:That's a part of the AI. If they see an arrow coming towards them, they can dodge it just like the player would, and will even try to track it back to its source. Sucks having artificial intelligence actually being intelligent sometimes, doesn't it? ;) &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 01:25, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I noticed that this only happens when an NPC at least partially detects you.  I've never seen it happen when i'm completely hidden, only when i'm either completely visible, or when i'm still undetected, but the enemy knows that i'm there.  Your first shot will still never be &amp;quot;dodged&amp;quot; if you are completely undetected when you fire it.[[User:Limduhl|Limduhl]] 15:31, 14 February 2012 (UTC)&lt;br /&gt;
==Shot Location and Blocking==&lt;br /&gt;
&lt;br /&gt;
The main article says that shot location on a target doesn't matter, which seems to be true as far as i've been able to tell, BUT it can matter in at least one specific corner case.  I was playing at level 51 with oversmithed daedric gear and high +archery damage enchants and i was playing through the second quest in the Civil war questline.  It was laughably easy, with any imperial or stormcloak character dying in only one hit even without the bow drawn back all the way.  I noticed one thing that was really cool to see, but did, in fact, make arrow location matter.  At one point while i was firing on an enemy soldier who was in combat with allied soldiers, the enemy soldier raised his shield JUST as i fired at him.  The arrow, instead of slaying him outright, instead bounced off his shield without damaging him.  My GUESS, is that at very high levels, it is possible for NPCs to have the block perk that makes arrows do no damage if they hit a shield.  This is, however, probably only possible while the enemy target is fighting something else, as they would otherwise have no reason to raise their shield.  This isn't a particularly game changing find...in fact its pretty insignificant, but i thought it worthwhile at least to note it on the talk page that in at least one extreme corner case, shot location CAN matter. [[User:Limduhl|Limduhl]] 15:28, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== remove light vs heavy bow pro vs con chart? ==&lt;br /&gt;
&lt;br /&gt;
The entire discussion is pointless, with higher end bows you can always choose to draw partially for faster shooting rate. {{uns2|20:38, 23 February 2012|50.99.131.84}}&lt;br /&gt;
&lt;br /&gt;
:True, but you don't get stagger effect with a partial draw. With 100(+100% enchant) smithing and a double +30 damage enchant a daedric bow will do 117 base damage and a Nordic Hero bow 109, a difference of 18. Without Quick draw this give us 55 dps for a Daedric bow and 65 dps for a Nordic Hero bow. Including Quick Draw gives us ~88 versus 91. The Daedric bow might bridge this gap by not drawing fully (haven't actually calculated dps for partial draw) but even then a Nordic Hero bow will retain the stagger effect from full draw+Power Shot while a Daedric bow wouldn't.&lt;br /&gt;
:&amp;gt;A reinforced and enchanted light bow has shorter draw time and higher dps, but less range and lower arrow speed (as discussed above), allowing them rapid fire while still staggering with the appropriate perk. Effective at close to medium range.&lt;br /&gt;
:&amp;gt;A reinforced and enchanted heavy bow has longer draw time and lower dps (migitated by Quick Draw), but better range and higher arrow speed (as discussed above) as well as higher single-shot damage, making them suited for accurate long-range combat.&lt;br /&gt;
:&amp;gt;Higher effective smithing skill and higher effective enchanting skill will both increase dps for light bows faster than heavy bows. At 100 smithing and enchanting + Quick Draw (no alchemy), a longbow will outperform an otherwise identical Daedric bow in terms of dps at full draw. Using Alchemy to increase smithing and enchanting only increases the gap. The daedric bow WILL, however, always have a more powerful single shot.&lt;br /&gt;
:Needless to say, I think the light bow vs heavy bow pros-cons chart should be reinstated.{{unsigned|90.227.80.118|28 March 2012}}&lt;br /&gt;
::ok so cheaper bows stagger more, but better bows still always have equal or better dps. [[Special:Contributions/50.99.131.84|50.99.131.84]]&lt;br /&gt;
:::With everything maxed (including +160% archery and 100% smithing from gear), but no alchemy loop or restoration loop, Daedric bow should land at around 382 dps. Longbow will have 370 dps +more stagger. Nordic Hero bow will have 386 dps +more stagger.&lt;br /&gt;
:::With max Archery, smithing (+100% from gear) and enchantment, but no help from potions or +archery gear, Daedric bow should land at around 144 dps. Longbow will have 138 dps +more stagger. Nordic Hero bow will have 145 dps +more stagger.&lt;br /&gt;
:::If we ignore the Nordic Hero Bow, heavier bows always have more dps. Nordic Hero bow is clearly overpowered. :P{{unsigned|90.227.80.118|11 April 2012}}&lt;br /&gt;
::::you are still forgetting you can do half draws for slower weapons, better bows ALWAYS have better dps, doesn't matter how you calculator it.[[Special:Contributions/50.99.131.84|50.99.131.84]] 04:48, 12 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Power Shot Issues ==&lt;br /&gt;
&lt;br /&gt;
I'm hoping that someone else on here can test this out for me because I can't find any specific references to this issue on the site.&lt;br /&gt;
According to the in-game description, Power Shot causes 'arrows [to] stagger all but the largest opponents 50% of the time'. I don't know about anyone else, but for me this definitely is NOT the case. I would assume that 'all but the largest opponents' includes the likes of Giants, Mammoths, Dragons, etc, leaving any regular-sized enemy - bandits, Forsworn, mages, most animals/creatures - susceptible to the effect. 50% works out to roughly half of your shots staggering those enemies, however; if I manage to get ONE single stagger during any given fight I am extremely lucky.&lt;br /&gt;
&lt;br /&gt;
I took the Power Shot perk at level 15 as soon as my Archery skill hit 50. I am currently level 44, using a Glass Bow (Legendary) enchanted with Fire Damage and Ebony Arrows, with an Archery skill of 93; I have all 5 ranks of Overdraw, rank 1 of Critical Shot, Hunter's Discipline, Ranger, Eagle Eye, rank 1 of Steady Hand, and Quick Shot.&lt;br /&gt;
When I played a mage character on my first playthrough, the Impact perk in the Destruction tree lived up to its description and genuinely staggered enemies virtually every time the conditions were met. A friend of mine, also playing a stealth/archer character, has said that, despite taking the Power Shot perk as well, he also very rarely staggers any opponents.&lt;br /&gt;
&lt;br /&gt;
I'm playing on PS3, so I have no way of checking the Construction/Creation Kit or going 'behind-the-scenes' to check things out - I don't know if I am doing something wrong, if I need to be a certain level or have a certain level/quality of gear, whether it's the enemies I'm fighting, or what. As an example: I have just spent over 90 minutes playing the game. I fought my way through Bilegulch Mine, on to Lost Valley Redoubt and up to Bard's Leap Summit. Despite using my Archery exclusively, and fighting several dozen 'normal-sized' opponents (Forsworn, Hagravens, bandits), I did not get one single stagger on any of them.&lt;br /&gt;
&lt;br /&gt;
I would very much appreciate it if someone here would take a good look at the exact mechanics governing this perk/ability, and find out exactly what is going on, because it really is ruining my enjoyment of using the Archey skill. Thanks. {{uns|Shadowyn77}}&lt;br /&gt;
&lt;br /&gt;
:only works for a FULL draw, it's not a full draw if the arrow bounces and won't stick [[Special:Contributions/50.99.131.84|50.99.131.84]] 12:33, 11 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah it works just about half the time for me and I always fully draw the bow. In fact, I'm not sure what the &amp;quot;biggest opponents&amp;quot; are as I'm able to stagger dragons frequently and obviously with the perk. I can't remember if it has ever worked on giants or mammoths, but they are... smaller... than dragons. [[User:GrogGrogGrog|GrogGrogGrog]] 18:15, 22 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hunter's Discipline ==&lt;br /&gt;
&lt;br /&gt;
What exactly does this perk do?&lt;br /&gt;
&amp;quot;Recover twice as many arrows from corpses&amp;quot;... how?&lt;br /&gt;
I've had this perk for a few days now, and I see no difference in the arrows looted from corpses.&lt;br /&gt;
I did, however, notice an increase in arrow drops from already dead mobs (most noticeably in Dwarven Centurions, which usually have 4-5 arrows with them, and now drop up to 10).&lt;br /&gt;
Is this all that perk does? If so, can it be considered just a perkpoint-sink on the way to Ranger or Bullseye?&lt;br /&gt;
[[User:WooShell|WooShell]] 12:08, 30 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maximum Effective Range ==&lt;br /&gt;
&lt;br /&gt;
I'm surprised that there seems to be no discussion of the maximum effective range of arrows.  Has nobody noticed that arrows tend to disappear after a certain distance?  Particularly noticeable when shooting at mammoths. &lt;br /&gt;
&lt;br /&gt;
If you fire at a mammoth at the maximum distance you can see the animal, the arrow will fly right through it by the time it arrives.  You can actually watch the arrow pass through the animal without touching it. [[User:Varus2319|Varus2319]] 23:42, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite-Melee with a Bow? ==&lt;br /&gt;
&lt;br /&gt;
I just found out that you can melee with a bow, quickly press &amp;quot;Crouch&amp;quot; twice, and the character will auto-attack again, using stamina. However, if the player runs out of stamina, they will continue to keep thrusting. This can be a potentially game-breaking new bug making bow characters reliable melee fighters as well. (Tested with a Epic Ebony Bow and 66 Archery on Master difficulty)&lt;br /&gt;
--RandomPlayer268 20:39, 5 April 2012 (UTC)&lt;br /&gt;
:Hate to disappoint, but what your character is actually doing is blocking and 'shield bashing' with their bow. --[[User:Gaebrial|Gaebrial]] 10:33, 6 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== recoil? ==&lt;br /&gt;
&lt;br /&gt;
this page says archery has 3 stages, nock draw and recoil? Never noticed any recoil. {{Uns|50.99.131.84|01:01, 7 April 2012}}&lt;br /&gt;
&lt;br /&gt;
:There is small amount of time before you can redraw the bow, so not technically a recoil, just a delay. [[User:The Silencer|The Silencer has spoken]] 01:08, 7 April 2012 (UTC)&lt;br /&gt;
::well it's extremely misleading, i suggest we change to to 'cool down'? perhaps 'rest'? any better ideas? [[Special:Contributions/50.99.131.84|50.99.131.84]]&lt;br /&gt;
:::Although the term recoil does not describe what actually happens, it is the correct term for what should happen. It was probably extremely hard to implement the vibration of the string, and so they forced a small delay to simulate the recoil happening. If you can think of a better descriptive term for what happens/what should happen then feel free to change the article. [[User:The Silencer|The Silencer has spoken]] 19:16, 9 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Races&amp;diff=929250</id>
		<title>Skyrim:Races</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Races&amp;diff=929250"/>
		<updated>2012-04-12T04:45:38Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail}}&lt;br /&gt;
There are ten playable '''races''' in Skyrim, each of which has its own unique abilities and [[Skyrim:powers|powers]], as well as a +10 bonus to one [[Skyrim:Skills|skill]] and +5 bonuses to five other skills.  As a result, race is the only choice during the [[Skyrim:Character Creation|character creation]] process that has an effect on gameplay.  The races can be organized into three categories:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable vtop&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=33%| Human&lt;br /&gt;
!width=33%| Mer (Elven)&lt;br /&gt;
!width=33%| Beast&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Breton|Breton]] ''(Manmer)''&lt;br /&gt;
* [[Skyrim:Imperial|Imperial]] ''(Cyrodils)''&lt;br /&gt;
* [[Skyrim:Nord|Nord]]&lt;br /&gt;
* [[Skyrim:Redguard|Redguard]] ''(Yokudans)''&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Altmer|Altmer]] ''(High Elves)''&lt;br /&gt;
* [[Skyrim:Bosmer|Bosmer]] ''(Wood Elves)''&lt;br /&gt;
* [[Skyrim:Dunmer|Dunmer]] ''(Dark Elves)''&lt;br /&gt;
* [[Skyrim:Orc|Orc]] ''(Orsimer or Pariah Folk)''&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Argonian|Argonian]] ''(Saxhleel)''&lt;br /&gt;
* [[Skyrim:Khajiit|Khajiit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The following table summarizes the differences between the ten playable races. Full details on all racial abilities and powers are provided on the individual race pages.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Race&lt;br /&gt;
! Male&lt;br /&gt;
! Female&lt;br /&gt;
! Home Province&lt;br /&gt;
! Abilities&lt;br /&gt;
! Powers&lt;br /&gt;
! Initial Bonuses&lt;br /&gt;
! Height&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Altmer|Altmer]]&amp;lt;br /&amp;gt;(''High Elves'')&amp;lt;br /&amp;gt;{{ID|00013743}}&lt;br /&gt;
| [[Image:SR-race-M-Altmer.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Altmer.jpg|60px]]&lt;br /&gt;
| [[Lore:Summerset Isle|Summerset Isle]]&lt;br /&gt;
| +50 [[Skyrim:Magicka|Magicka]]&lt;br /&gt;
| [[Skyrim:Highborn|Highborn]]&lt;br /&gt;
*Regenerate magicka faster&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Illusion|Illusion]]&lt;br /&gt;
* +5 [[Skyrim:Alteration|Alteration]], [[Skyrim:Conjuration|Conjuration]], [[Skyrim:Destruction|Destruction]], [[Skyrim:Enchanting|Enchanting]], [[Skyrim:Restoration|Restoration]]&lt;br /&gt;
* ''Additional Spell: ''[[Skyrim:Fury|Fury]]&lt;br /&gt;
| 1.08&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Argonian|Argonian]]&amp;lt;br /&amp;gt;{{ID|00013740}}&lt;br /&gt;
| [[Image:SR-race-M-Argonian.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Argonian.jpg|60px]]&lt;br /&gt;
| [[Lore:Black Marsh|Black Marsh]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
* [[Skyrim:Water Breathing|Water Breathing]]&lt;br /&gt;
| [[Skyrim:Histskin|Histskin]]&lt;br /&gt;
*Recover health 10 times faster&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Lockpicking|Lockpicking]]&lt;br /&gt;
* +5 [[Skyrim:Alteration|Alteration]], [[Skyrim:Light Armor|Light Armor]], [[Skyrim:Pickpocket|Pickpocket]], [[Skyrim:Restoration|Restoration]], [[Skyrim:Sneak|Sneak]]&lt;br /&gt;
| 1.01 (M)&amp;lt;br/&amp;gt;1 (F)&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Bosmer|Bosmer]]&amp;lt;br /&amp;gt;(''Wood Elves'')&amp;lt;br /&amp;gt;{{ID|00013749}}&lt;br /&gt;
| [[Image:SR-race-M-Bosmer.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Bosmer.jpg|60px]]&lt;br /&gt;
| [[Lore:Valenwood|Valenwood]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Resist Poison|Resist Poison]] 50%&lt;br /&gt;
* [[Skyrim:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
| [[Skyrim:Command_Animal|Command Animal]]&lt;br /&gt;
*Make an animal an ally&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Archery|Archery]]&lt;br /&gt;
* +5 [[Skyrim:Alchemy|Alchemy]], [[Skyrim:Light Armor|Light Armor]], [[Skyrim:Lockpicking|Lockpicking]], [[Skyrim:Pickpocket|Pickpocket]], [[Skyrim:Sneak|Sneak]]&lt;br /&gt;
| 0.98 (M) &amp;lt;br/&amp;gt; 1 (F)&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Breton|Breton]]&amp;lt;br /&amp;gt;{{ID|00013741}}&lt;br /&gt;
| [[Image:SR-race-M-Breton.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Breton.jpg|60px]]&lt;br /&gt;
| [[Lore:High Rock|High Rock]]&lt;br /&gt;
| [[Skyrim:Resist Magic|Resist Magic]] 25%&lt;br /&gt;
| [[Skyrim:Dragonskin|Dragonskin]]&lt;br /&gt;
*Absorb 50% of the magicka from hostile spells&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Conjuration|Conjuration ]]&lt;br /&gt;
* +5 [[Skyrim:Alchemy|Alchemy]], [[Skyrim:Alteration|Alteration]], [[Skyrim:Illusion|Illusion]], [[Skyrim:Restoration|Restoration]], [[Skyrim:Speech|Speech]]&lt;br /&gt;
* ''Additional Spell: ''[[Skyrim:Conjure_Familiar|Conjure Familiar]]&lt;br /&gt;
| 1 (M) &amp;lt;br/&amp;gt; 0.95 (F)&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Dunmer|Dunmer]]&amp;lt;br /&amp;gt;(''Dark Elves'')&amp;lt;br /&amp;gt;{{ID|00013742}}&lt;br /&gt;
| [[Image:SR-race-M-Dunmer.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Dunmer.jpg|60px]]&lt;br /&gt;
| [[Lore:Morrowind|Morrowind]]&lt;br /&gt;
| [[Skyrim:Resist Fire|Resist Fire]] 50%&lt;br /&gt;
| [[Skyrim:Ancestor's Wrath|Ancestor's Wrath]]&lt;br /&gt;
*Opponents getting too close take 8 points of fire&amp;lt;br /&amp;gt;damage per second for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Destruction|Destruction]] &lt;br /&gt;
* +5 [[Skyrim:Alchemy|Alchemy]], [[Skyrim:Alteration|Alteration]], [[Skyrim:Illusion|Illusion]], [[Skyrim:Light Armor|Light Armor]], [[Skyrim:Sneak|Sneak]]&lt;br /&gt;
* ''Additional Spell: ''[[Skyrim:Sparks|Sparks]] &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Imperial|Imperial]]&amp;lt;br /&amp;gt;{{ID|00013744}}&lt;br /&gt;
| [[Image:SR-race-M-Imperial.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Imperial.jpg|60px]]&lt;br /&gt;
| [[Lore:Cyrodiil|Cyrodiil]]&lt;br /&gt;
| [[Skyrim:Imperial Luck|Imperial Luck]]&lt;br /&gt;
| [[Skyrim:Voice_of_the_Emperor|Voice of the Emperor]]&lt;br /&gt;
*Calms nearby people for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Restoration|Restoration]]&lt;br /&gt;
* +5 [[Skyrim:Block|Block]], [[Skyrim:Destruction|Destruction]], [[Skyrim:Enchanting|Enchanting]], [[Skyrim:Heavy Armor|Heavy Armor]], [[Skyrim:One-handed|One-handed]]&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Khajiit|Khajiit]]&amp;lt;br /&amp;gt;{{ID|00013745}}&lt;br /&gt;
| [[Image:SR-race-M-Khajiit.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Khajiit.jpg|60px]]&lt;br /&gt;
| [[Lore:Elsweyr|Elsweyr]]&lt;br /&gt;
| [[Skyrim:Claws|Claw Attacks]]&lt;br /&gt;
| [[Skyrim:Khajiit#Traits|Eye of Night]]&lt;br /&gt;
*Improved night vision for 60 seconds&amp;lt;br /&amp;gt;multiple times per day.&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Sneak|Sneak]]&lt;br /&gt;
* +5 [[Skyrim:Alchemy|Alchemy]], [[Skyrim:Archery|Archery]], [[Skyrim:Lockpicking|Lockpicking]], [[Skyrim:Pickpocket|Pickpocket]], [[Skyrim:One-handed|One-handed]]&lt;br /&gt;
| 1 (M)&amp;lt;br/&amp;gt;0.95 (F)&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Nord|Nord]]&amp;lt;br /&amp;gt;{{ID|00013746}}&lt;br /&gt;
| [[Image:SR-race-M-Nord.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Nord.jpg|60px]]&lt;br /&gt;
| [[Lore:Skyrim|Skyrim]]&lt;br /&gt;
| [[Skyrim:Resist Frost|Resist Frost]] 50%&lt;br /&gt;
| [[Skyrim:Battlecry|Battlecry]]&lt;br /&gt;
*Targets flee for 30 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Two-handed|Two-handed]]&lt;br /&gt;
* +5  [[Skyrim:Block|Block]], [[Skyrim:Light Armor|Light Armor]], [[Skyrim:One-handed|One-handed]], [[Skyrim:Smithing|Smithing]], [[Skyrim:Speech|Speech]]&lt;br /&gt;
| 1.03&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Orc|Orc]]&amp;lt;br /&amp;gt;(''Orsimer'')&amp;lt;br /&amp;gt;{{ID|00013747}}&lt;br /&gt;
| [[Image:SR-race-M-Orc.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Orc.jpg|60px]]&lt;br /&gt;
| [[Lore:Orsinium|Orsinium]]&lt;br /&gt;
|&lt;br /&gt;
| [[Skyrim:Berserker Rage|Berserker Rage]]&lt;br /&gt;
*You take half damage and do double damage&amp;lt;br /&amp;gt;for 60 seconds, once per day &lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Heavy Armor|Heavy Armor]]&lt;br /&gt;
* +5 [[Skyrim:Block|Block]], [[Skyrim:Enchanting|Enchanting]], [[Skyrim:One-handed|One-handed]], [[Skyrim:Smithing|Smithing]], [[Skyrim:Two-handed|Two-handed]]&lt;br /&gt;
* ''Additional status:'' [[Skyrim:Blood-Kin|Blood-Kin]]&lt;br /&gt;
| 1.045&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Redguard|Redguard]]&amp;lt;br /&amp;gt;{{ID|00013748}}&lt;br /&gt;
| [[Image:SR-race-M-Redguard.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Redguard.jpg|60px]]&lt;br /&gt;
| [[Lore:Hammerfell|Hammerfell]]&lt;br /&gt;
| [[Skyrim:Resist Poison|Resist Poison]] 50%&lt;br /&gt;
| [[Skyrim:Adrenaline Rush|Adrenaline Rush]]&lt;br /&gt;
*Stamina regenerates 10x faster&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:One-handed|One-handed]] &lt;br /&gt;
* +5 [[Skyrim:Alteration|Alteration]], [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]], [[Skyrim:Destruction|Destruction]], [[Skyrim:Smithing|Smithing]] &lt;br /&gt;
| 1.005 (M)&amp;lt;br/&amp;gt;1 (F)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The [[Skyrim:movement|movement]] speed of each race is dependent on its height. High Elves have the largest speed multiplier due to being the tallest race, with Orcs being second tallest. &lt;br /&gt;
&lt;br /&gt;
*There are minor dialogue differences depending on what race you choose. Most people in the game will respond positively to you if you are a Nord.&lt;br /&gt;
**Orcs are Allowed in orc strongholds right away&lt;br /&gt;
&lt;br /&gt;
*Along with information like height or skill bonuses a weight value can be found in the game data. The meaning or impact of that value is unclear however.&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ''Weight'' !! Altmer !! Argonian !! Bosmer !! Breton !! Dunmer !! Imperial !! Khajiit !! Nord !! Orc !! Redguard&lt;br /&gt;
|-&lt;br /&gt;
! female &lt;br /&gt;
|               0.5    ||    1     ||   1    ||   1    ||   1    ||   1      ||     1   ||   1  ||  1  ||    1&lt;br /&gt;
|-&lt;br /&gt;
! male&lt;br /&gt;
|               0.5    ||   0.5    ||   1    ||   1    ||   1    ||   1      ||   0.5   ||   1  ||  1  ||    1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Playable Races ==&lt;br /&gt;
Other NPC races that exist in the game, but are not available to the player, are:&lt;br /&gt;
* [[Skyrim:Child|Breton Child]]&lt;br /&gt;
* [[Skyrim:Elder|Elder]]s (a.k.a. Old People Race)&lt;br /&gt;
* [[Skyrim:Dremora|Dremora]]&lt;br /&gt;
* [[Skyrim:Child|Imperial Child]]&lt;br /&gt;
* [[Skyrim:Child|Nord Child]]&lt;br /&gt;
* [[Skyrim:Child|Redguard Child]]&lt;br /&gt;
&lt;br /&gt;
All other races in the game are considered to be [[Skyrim:Creatures|Creatures]] (every variety of creature has its own race), but are not detailed here because those races are not NPCs.&lt;br /&gt;
{{Races in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Races&amp;diff=928401</id>
		<title>Skyrim:Races</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Races&amp;diff=928401"/>
		<updated>2012-04-10T22:51:42Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: Undo revision 928294 by Eric Snowmane (Talk) see talk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail}}&lt;br /&gt;
There are ten playable '''races''' in Skyrim, each of which has its own unique abilities and [[Skyrim:powers|powers]], as well as a +10 bonus to one [[Skyrim:Skills|skill]] and +5 bonuses to five other skills.  As a result, race is the only choice during the [[Skyrim:Character Creation|character creation]] process that has an effect on gameplay.  The races can be organized into three categories:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable vtop&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=33%| Human&lt;br /&gt;
!width=33%| Mer (Elven)&lt;br /&gt;
!width=33%| Beast&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Breton|Breton]] ''(Manmer)''&lt;br /&gt;
* [[Skyrim:Imperial|Imperial]] ''(Cyrodils)''&lt;br /&gt;
* [[Skyrim:Nord|Nord]]&lt;br /&gt;
* [[Skyrim:Redguard|Redguard]] ''(Yokudans)''&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Altmer|Altmer]] ''(High Elves)''&lt;br /&gt;
* [[Skyrim:Bosmer|Bosmer]] ''(Wood Elves)''&lt;br /&gt;
* [[Skyrim:Dunmer|Dunmer]] ''(Dark Elves)''&lt;br /&gt;
* [[Skyrim:Orc|Orc]] ''(Orsimer or Pariah Folk)''&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Argonian|Argonian]] ''(Saxhleel)''&lt;br /&gt;
* [[Skyrim:Khajiit|Khajiit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The following table summarizes the differences between the ten playable races. Full details on all racial abilities and powers are provided on the individual race pages.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Race&lt;br /&gt;
! Male&lt;br /&gt;
! Female&lt;br /&gt;
! Home Province&lt;br /&gt;
! Abilities&lt;br /&gt;
! Powers&lt;br /&gt;
! Initial Bonuses&lt;br /&gt;
! Height&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Altmer|Altmer]]&amp;lt;br /&amp;gt;(''High Elves'')&amp;lt;br /&amp;gt;{{ID|00013743}}&lt;br /&gt;
| [[Image:SR-race-M-Altmer.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Altmer.jpg|60px]]&lt;br /&gt;
| [[Lore:Summerset Isle|Summerset Isle]]&lt;br /&gt;
| +50 [[Skyrim:Magicka|Magicka]]&lt;br /&gt;
| [[Skyrim:Highborn|Highborn]]&lt;br /&gt;
*Regenerate magicka faster&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Illusion|Illusion]]&lt;br /&gt;
* +5 [[Skyrim:Alteration|Alteration]], [[Skyrim:Conjuration|Conjuration]], [[Skyrim:Destruction|Destruction]], [[Skyrim:Enchanting|Enchanting]], [[Skyrim:Restoration|Restoration]]&lt;br /&gt;
* ''Additional Spell: ''[[Skyrim:Fury|Fury]]&lt;br /&gt;
| 1.08&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Argonian|Argonian]]&amp;lt;br /&amp;gt;{{ID|00013740}}&lt;br /&gt;
| [[Image:SR-race-M-Argonian.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Argonian.jpg|60px]]&lt;br /&gt;
| [[Lore:Black Marsh|Black Marsh]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
* [[Skyrim:Water Breathing|Water Breathing]]&lt;br /&gt;
| [[Skyrim:Histskin|Histskin]]&lt;br /&gt;
*Recover health 10 times faster&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Lockpicking|Lockpicking]]&lt;br /&gt;
* +5 [[Skyrim:Alteration|Alteration]], [[Skyrim:Light Armor|Light Armor]], [[Skyrim:Pickpocket|Pickpocket]], [[Skyrim:Restoration|Restoration]], [[Skyrim:Sneak|Sneak]]&lt;br /&gt;
| 1.01 (M)&amp;lt;br/&amp;gt;1 (F)&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Bosmer|Bosmer]]&amp;lt;br /&amp;gt;(''Wood Elves'')&amp;lt;br /&amp;gt;{{ID|00013749}}&lt;br /&gt;
| [[Image:SR-race-M-Bosmer.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Bosmer.jpg|60px]]&lt;br /&gt;
| [[Lore:Valenwood|Valenwood]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Resist Poison|Resist Poison]] 50%&lt;br /&gt;
* [[Skyrim:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
| [[Skyrim:Command_Animal|Command Animal]]&lt;br /&gt;
*Make an animal an ally&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Archery|Archery]]&lt;br /&gt;
* +5 [[Skyrim:Alchemy|Alchemy]], [[Skyrim:Light Armor|Light Armor]], [[Skyrim:Lockpicking|Lockpicking]], [[Skyrim:Pickpocket|Pickpocket]], [[Skyrim:Sneak|Sneak]]&lt;br /&gt;
| 0.98 (M) &amp;lt;br/&amp;gt; 1 (F)&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Breton|Breton]]&amp;lt;br /&amp;gt;{{ID|00013741}}&lt;br /&gt;
| [[Image:SR-race-M-Breton.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Breton.jpg|60px]]&lt;br /&gt;
| [[Lore:High Rock|High Rock]]&lt;br /&gt;
| [[Skyrim:Resist Magic|Resist Magic]] 25%&lt;br /&gt;
| [[Skyrim:Dragonskin|Dragonskin]]&lt;br /&gt;
*Absorb 50% of the magicka from hostile spells&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Conjuration|Conjuration ]]&lt;br /&gt;
* +5 [[Skyrim:Alchemy|Alchemy]], [[Skyrim:Alteration|Alteration]], [[Skyrim:Illusion|Illusion]], [[Skyrim:Restoration|Restoration]], [[Skyrim:Speech|Speech]]&lt;br /&gt;
* ''Additional Spell: ''[[Skyrim:Conjure_Familiar|Conjure Familiar]]&lt;br /&gt;
| 1 (M) &amp;lt;br/&amp;gt; 0.95 (F)&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Dunmer|Dunmer]]&amp;lt;br /&amp;gt;(''Dark Elves'')&amp;lt;br /&amp;gt;{{ID|00013742}}&lt;br /&gt;
| [[Image:SR-race-M-Dunmer.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Dunmer.jpg|60px]]&lt;br /&gt;
| [[Lore:Morrowind|Morrowind]]&lt;br /&gt;
| [[Skyrim:Resist Fire|Resist Fire]] 50%&lt;br /&gt;
| [[Skyrim:Ancestor's Wrath|Ancestor's Wrath]]&lt;br /&gt;
*Opponents getting too close take 8 points of fire&amp;lt;br /&amp;gt;damage per second for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Destruction|Destruction]] &lt;br /&gt;
* +5 [[Skyrim:Alchemy|Alchemy]], [[Skyrim:Alteration|Alteration]], [[Skyrim:Illusion|Illusion]], [[Skyrim:Light Armor|Light Armor]], [[Skyrim:Sneak|Sneak]]&lt;br /&gt;
* ''Additional Spell: ''[[Skyrim:Sparks|Sparks]] &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Imperial|Imperial]]&amp;lt;br /&amp;gt;{{ID|00013744}}&lt;br /&gt;
| [[Image:SR-race-M-Imperial.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Imperial.jpg|60px]]&lt;br /&gt;
| [[Lore:Cyrodiil|Cyrodiil]]&lt;br /&gt;
| [[Skyrim:Imperial Luck|Imperial Luck]]&lt;br /&gt;
| [[Skyrim:Voice_of_the_Emperor|Voice of the Emperor]]&lt;br /&gt;
*Calms nearby people for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Restoration|Restoration]]&lt;br /&gt;
* +5 [[Skyrim:Block|Block]], [[Skyrim:Destruction|Destruction]], [[Skyrim:Enchanting|Enchanting]], [[Skyrim:Heavy Armor|Heavy Armor]], [[Skyrim:One-handed|One-handed]]&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Khajiit|Khajiit]]&amp;lt;br /&amp;gt;{{ID|00013745}}&lt;br /&gt;
| [[Image:SR-race-M-Khajiit.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Khajiit.jpg|60px]]&lt;br /&gt;
| [[Lore:Elsweyr|Elsweyr]]&lt;br /&gt;
| [[Skyrim:Claws|Claw Attacks]]&lt;br /&gt;
| [[Skyrim:Khajiit#Traits|Eye of Night]]&lt;br /&gt;
*Improved night vision for 60 seconds&amp;lt;br /&amp;gt;multiple times per day.&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Sneak|Sneak]]&lt;br /&gt;
* +5 [[Skyrim:Alchemy|Alchemy]], [[Skyrim:Archery|Archery]], [[Skyrim:Lockpicking|Lockpicking]], [[Skyrim:Pickpocket|Pickpocket]], [[Skyrim:One-handed|One-handed]]&lt;br /&gt;
| 1 (M)&amp;lt;br/&amp;gt;0.95 (F)&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Nord|Nord]]&amp;lt;br /&amp;gt;{{ID|00013746}}&lt;br /&gt;
| [[Image:SR-race-M-Nord.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Nord.jpg|60px]]&lt;br /&gt;
| [[Lore:Skyrim|Skyrim]]&lt;br /&gt;
| [[Skyrim:Resist Frost|Resist Frost]] 50%&lt;br /&gt;
| [[Skyrim:Battlecry|Battlecry]]&lt;br /&gt;
*Targets flee for 30 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Two-handed|Two-handed]]&lt;br /&gt;
* +5  [[Skyrim:Block|Block]], [[Skyrim:Light Armor|Light Armor]], [[Skyrim:One-handed|One-handed]], [[Skyrim:Smithing|Smithing]], [[Skyrim:Speech|Speech]]&lt;br /&gt;
| 1.03&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Orc|Orc]]&amp;lt;br /&amp;gt;(''Orsimer'')&amp;lt;br /&amp;gt;{{ID|00013747}}&lt;br /&gt;
| [[Image:SR-race-M-Orc.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Orc.jpg|60px]]&lt;br /&gt;
| [[Lore:Orsinium|Orsinium]]&lt;br /&gt;
|&lt;br /&gt;
| [[Skyrim:Berserker Rage|Berserker Rage]]&lt;br /&gt;
*You take half damage and do double damage&amp;lt;br /&amp;gt;for 60 seconds, once per day &lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Heavy Armor|Heavy Armor]]&lt;br /&gt;
* +5 [[Skyrim:Block|Block]], [[Skyrim:Enchanting|Enchanting]], [[Skyrim:One-handed|One-handed]], [[Skyrim:Smithing|Smithing]], [[Skyrim:Two-handed|Two-handed]]&lt;br /&gt;
* ''Additional status:'' [[Skyrim:Blood-Kin|Blood-Kin]]&lt;br /&gt;
| 1.045&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Redguard|Redguard]]&amp;lt;br /&amp;gt;{{ID|00013748}}&lt;br /&gt;
| [[Image:SR-race-M-Redguard.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Redguard.jpg|60px]]&lt;br /&gt;
| [[Lore:Hammerfell|Hammerfell]]&lt;br /&gt;
| [[Skyrim:Resist Poison|Resist Poison]] 50%&lt;br /&gt;
| [[Skyrim:Adrenaline Rush|Adrenaline Rush]]&lt;br /&gt;
*Stamina regenerates 10x faster&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:One-handed|One-handed]] &lt;br /&gt;
* +5 [[Skyrim:Alteration|Alteration]], [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]], [[Skyrim:Destruction|Destruction]], [[Skyrim:Smithing|Smithing]] &lt;br /&gt;
| 1.005 (M)&amp;lt;br/&amp;gt;1 (F)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The [[Skyrim:movement|movement]] speed of each race is dependent on its height. High Elves have the largest speed multiplier due to being the tallest race, with Orcs being second tallest. &lt;br /&gt;
&lt;br /&gt;
*There are minor dialogue differences depending on what race you choose. Most people in the game will respond positively to you if you are a Nord.&lt;br /&gt;
&lt;br /&gt;
*Along with information like height or skill bonuses a weight value can be found in the game data. The meaning or impact of that value is unclear however.&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ''Weight'' !! Altmer !! Argonian !! Bosmer !! Breton !! Dunmer !! Imperial !! Khajiit !! Nord !! Orc !! Redguard&lt;br /&gt;
|-&lt;br /&gt;
! female &lt;br /&gt;
|               0.5    ||    1     ||   1    ||   1    ||   1    ||   1      ||     1   ||   1  ||  1  ||    1&lt;br /&gt;
|-&lt;br /&gt;
! male&lt;br /&gt;
|               0.5    ||   0.5    ||   1    ||   1    ||   1    ||   1      ||   0.5   ||   1  ||  1  ||    1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Playable Races ==&lt;br /&gt;
Other NPC races that exist in the game, but are not available to the player, are:&lt;br /&gt;
* [[Skyrim:Child|Breton Child]]&lt;br /&gt;
* [[Skyrim:Elder|Elder]]s (a.k.a. Old People Race)&lt;br /&gt;
* [[Skyrim:Dremora|Dremora]]&lt;br /&gt;
* [[Skyrim:Child|Imperial Child]]&lt;br /&gt;
* [[Skyrim:Child|Nord Child]]&lt;br /&gt;
* [[Skyrim:Child|Redguard Child]]&lt;br /&gt;
&lt;br /&gt;
All other races in the game are considered to be [[Skyrim:Creatures|Creatures]] (every variety of creature has its own race), but are not detailed here because those races are not NPCs.&lt;br /&gt;
{{Races in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Races&amp;diff=928292</id>
		<title>Skyrim:Races</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Races&amp;diff=928292"/>
		<updated>2012-04-10T20:57:31Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail}}&lt;br /&gt;
There are ten playable '''races''' in Skyrim, each of which has its own unique abilities and [[Skyrim:powers|powers]], as well as a +10 bonus to one [[Skyrim:Skills|skill]] and +5 bonuses to five other skills.  As a result, race is the only choice during the [[Skyrim:Character Creation|character creation]] process that has an effect on gameplay.  The races can be organized into three categories:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable vtop&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=33%| Human&lt;br /&gt;
!width=33%| Mer (Elven)&lt;br /&gt;
!width=33%| Beast&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Breton|Breton]] ''(Manmer)''&lt;br /&gt;
* [[Skyrim:Imperial|Imperial]] ''(Cyrodils)''&lt;br /&gt;
* [[Skyrim:Nord|Nord]]&lt;br /&gt;
* [[Skyrim:Redguard|Redguard]] ''(Yokudans)''&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Altmer|Altmer]] ''(High Elves)''&lt;br /&gt;
* [[Skyrim:Bosmer|Bosmer]] ''(Wood Elves)''&lt;br /&gt;
* [[Skyrim:Dunmer|Dunmer]] ''(Dark Elves)''&lt;br /&gt;
* [[Skyrim:Orc|Orc]] ''(Orsimer or Pariah Folk)''&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Argonian|Argonian]] ''(Saxhleel)''&lt;br /&gt;
* [[Skyrim:Khajiit|Khajiit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The following table summarizes the differences between the ten playable races. Full details on all racial abilities and powers are provided on the individual race pages.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Race&lt;br /&gt;
! Male&lt;br /&gt;
! Female&lt;br /&gt;
! Home Province&lt;br /&gt;
! Abilities&lt;br /&gt;
! Powers&lt;br /&gt;
! Initial Bonuses&lt;br /&gt;
! Height&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Altmer|Altmer]]&amp;lt;br /&amp;gt;(''High Elves'')&amp;lt;br /&amp;gt;{{ID|00013743}}&lt;br /&gt;
| [[Image:SR-race-M-Altmer.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Altmer.jpg|60px]]&lt;br /&gt;
| [[Lore:Summerset Isle|Summerset Isle]]&lt;br /&gt;
| +50 [[Skyrim:Magicka|Magicka]]&lt;br /&gt;
| [[Skyrim:Highborn|Highborn]]&lt;br /&gt;
*Regenerate magicka faster&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Illusion|Illusion]]&lt;br /&gt;
* +5 [[Skyrim:Alteration|Alteration]], [[Skyrim:Conjuration|Conjuration]], [[Skyrim:Destruction|Destruction]], [[Skyrim:Enchanting|Enchanting]], [[Skyrim:Restoration|Restoration]]&lt;br /&gt;
* ''Additional Spell: ''[[Skyrim:Fury|Fury]]&lt;br /&gt;
| 1.08&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Argonian|Argonian]]&amp;lt;br /&amp;gt;{{ID|00013740}}&lt;br /&gt;
| [[Image:SR-race-M-Argonian.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Argonian.jpg|60px]]&lt;br /&gt;
| [[Lore:Black Marsh|Black Marsh]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
* [[Skyrim:Water Breathing|Water Breathing]]&lt;br /&gt;
| [[Skyrim:Histskin|Histskin]]&lt;br /&gt;
*Recover health 10 times faster&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Lockpicking|Lockpicking]]&lt;br /&gt;
* +5 [[Skyrim:Alteration|Alteration]], [[Skyrim:Light Armor|Light Armor]], [[Skyrim:Pickpocket|Pickpocket]], [[Skyrim:Restoration|Restoration]], [[Skyrim:Sneak|Sneak]]&lt;br /&gt;
| 1.01 (M)&amp;lt;br/&amp;gt;1 (F)&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Bosmer|Bosmer]]&amp;lt;br /&amp;gt;(''Wood Elves'')&amp;lt;br /&amp;gt;{{ID|00013749}}&lt;br /&gt;
| [[Image:SR-race-M-Bosmer.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Bosmer.jpg|60px]]&lt;br /&gt;
| [[Lore:Valenwood|Valenwood]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skyrim:Resist Poison|Resist Poison]] 50%&lt;br /&gt;
* [[Skyrim:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
| [[Skyrim:Command_Animal|Command Animal]]&lt;br /&gt;
*Make an animal an ally&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Archery|Archery]]&lt;br /&gt;
* +5 [[Skyrim:Alchemy|Alchemy]], [[Skyrim:Light Armor|Light Armor]], [[Skyrim:Lockpicking|Lockpicking]], [[Skyrim:Pickpocket|Pickpocket]], [[Skyrim:Sneak|Sneak]]&lt;br /&gt;
| 0.98 (M) &amp;lt;br/&amp;gt; 1 (F)&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Breton|Breton]]&amp;lt;br /&amp;gt;{{ID|00013741}}&lt;br /&gt;
| [[Image:SR-race-M-Breton.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Breton.jpg|60px]]&lt;br /&gt;
| [[Lore:High Rock|High Rock]]&lt;br /&gt;
| [[Skyrim:Resist Magic|Resist Magic]] 25%&lt;br /&gt;
| [[Skyrim:Dragonskin|Dragonskin]]&lt;br /&gt;
*Absorb 50% of the magicka from hostile spells&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Conjuration|Conjuration ]]&lt;br /&gt;
* +5 [[Skyrim:Alchemy|Alchemy]], [[Skyrim:Alteration|Alteration]], [[Skyrim:Illusion|Illusion]], [[Skyrim:Restoration|Restoration]], [[Skyrim:Speech|Speech]]&lt;br /&gt;
* ''Additional Spell: ''[[Skyrim:Conjure_Familiar|Conjure Familiar]]&lt;br /&gt;
| 1 (M) &amp;lt;br/&amp;gt; 0.95 (F)&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Dunmer|Dunmer]]&amp;lt;br /&amp;gt;(''Dark Elves'')&amp;lt;br /&amp;gt;{{ID|00013742}}&lt;br /&gt;
| [[Image:SR-race-M-Dunmer.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Dunmer.jpg|60px]]&lt;br /&gt;
| [[Lore:Morrowind|Morrowind]]&lt;br /&gt;
| [[Skyrim:Resist Fire|Resist Fire]] 50%&lt;br /&gt;
| [[Skyrim:Ancestor's Wrath|Ancestor's Wrath]]&lt;br /&gt;
*Opponents getting too close take 8 points of fire&amp;lt;br /&amp;gt;damage per second for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Destruction|Destruction]] &lt;br /&gt;
* +5 [[Skyrim:Alchemy|Alchemy]], [[Skyrim:Alteration|Alteration]], [[Skyrim:Illusion|Illusion]], [[Skyrim:Light Armor|Light Armor]], [[Skyrim:Sneak|Sneak]]&lt;br /&gt;
* ''Additional Spell: ''[[Skyrim:Sparks|Sparks]] &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Imperial|Imperial]]&amp;lt;br /&amp;gt;{{ID|00013744}}&lt;br /&gt;
| [[Image:SR-race-M-Imperial.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Imperial.jpg|60px]]&lt;br /&gt;
| [[Lore:Cyrodiil|Cyrodiil]]&lt;br /&gt;
| [[Skyrim:Imperial Luck|Imperial Luck]]&lt;br /&gt;
| [[Skyrim:Voice_of_the_Emperor|Voice of the Emperor]]&lt;br /&gt;
*Calms nearby people for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Restoration|Restoration]]&lt;br /&gt;
* +5 [[Skyrim:Block|Block]], [[Skyrim:Destruction|Destruction]], [[Skyrim:Enchanting|Enchanting]], [[Skyrim:Heavy Armor|Heavy Armor]], [[Skyrim:One-handed|One-handed]]&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Khajiit|Khajiit]]&amp;lt;br /&amp;gt;{{ID|00013745}}&lt;br /&gt;
| [[Image:SR-race-M-Khajiit.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Khajiit.jpg|60px]]&lt;br /&gt;
| [[Lore:Elsweyr|Elsweyr]]&lt;br /&gt;
| [[Skyrim:Claws|Claw Attacks]]&lt;br /&gt;
| [[Skyrim:Khajiit#Traits|Eye of Night]]&lt;br /&gt;
*Improved night vision for 60 seconds&amp;lt;br /&amp;gt;multiple times per day.&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Sneak|Sneak]]&lt;br /&gt;
* +5 [[Skyrim:Alchemy|Alchemy]], [[Skyrim:Archery|Archery]], [[Skyrim:Lockpicking|Lockpicking]], [[Skyrim:Pickpocket|Pickpocket]], [[Skyrim:One-handed|One-handed]]&lt;br /&gt;
| 1 (M)&amp;lt;br/&amp;gt;0.95 (F)&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Nord|Nord]]&amp;lt;br /&amp;gt;{{ID|00013746}}&lt;br /&gt;
| [[Image:SR-race-M-Nord.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Nord.jpg|60px]]&lt;br /&gt;
| [[Lore:Skyrim|Skyrim]]&lt;br /&gt;
| [[Skyrim:Resist Frost|Resist Frost]] 50%&lt;br /&gt;
| [[Skyrim:Battlecry|Battlecry]]&lt;br /&gt;
*Targets flee for 30 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Two-handed|Two-handed]]&lt;br /&gt;
* +5  [[Skyrim:Block|Block]], [[Skyrim:Light Armor|Light Armor]], [[Skyrim:One-handed|One-handed]], [[Skyrim:Smithing|Smithing]], [[Skyrim:Speech|Speech]]&lt;br /&gt;
| 1.03&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Orc|Orc]]&amp;lt;br /&amp;gt;(''Orsimer'')&amp;lt;br /&amp;gt;{{ID|00013747}}&lt;br /&gt;
| [[Image:SR-race-M-Orc.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Orc.jpg|60px]]&lt;br /&gt;
| [[Lore:Orsinium|Orsinium]]&lt;br /&gt;
|&lt;br /&gt;
| [[Skyrim:Berserker Rage|Berserker Rage]]&lt;br /&gt;
*You take half damage and do double damage&amp;lt;br /&amp;gt;for 60 seconds, once per day &lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:Heavy Armor|Heavy Armor]]&lt;br /&gt;
* +5 [[Skyrim:Block|Block]], [[Skyrim:Enchanting|Enchanting]], [[Skyrim:One-handed|One-handed]], [[Skyrim:Smithing|Smithing]], [[Skyrim:Two-handed|Two-handed]]&lt;br /&gt;
* ''Additional status:'' [[Skyrim:Blood-Kin|Blood-Kin]]&lt;br /&gt;
| 1.045&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Redguard|Redguard]]&amp;lt;br /&amp;gt;{{ID|00013748}}&lt;br /&gt;
| [[Image:SR-race-M-Redguard.jpg|60px]]&lt;br /&gt;
| [[Image:SR-race-F-Redguard.jpg|60px]]&lt;br /&gt;
| [[Lore:Hammerfell|Hammerfell]]&lt;br /&gt;
| [[Skyrim:Resist Poison|Resist Poison]] 50%&lt;br /&gt;
| [[Skyrim:Adrenaline Rush|Adrenaline Rush]]&lt;br /&gt;
*Stamina regenerates 10x faster&amp;lt;br /&amp;gt;for 60 seconds, once per day&lt;br /&gt;
|&lt;br /&gt;
* +10 [[Skyrim:One-handed|One-handed]] &lt;br /&gt;
* +5 [[Skyrim:Alteration|Alteration]], [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]], [[Skyrim:Destruction|Destruction]], [[Skyrim:Smithing|Smithing]] &lt;br /&gt;
| 1.005 (M)&amp;lt;br/&amp;gt;1 (F)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The [[Skyrim:movement|movement]] speed of each race is dependent on its height. High Elves have the largest speed multiplier due to being the tallest race, with Orcs being second tallest. &lt;br /&gt;
&lt;br /&gt;
*There are minor dialogue differences depending on what race you choose. Most people in the game will respond positively to you if you are a Nord.&lt;br /&gt;
&lt;br /&gt;
*Along with information like height or skill bonuses a weight value can be found in the game data. The meaning or impact of that value is unclear however.&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ''Weight'' !! Altmer !! Argonian !! Bosmer !! Breton !! Dunmer !! Imperial !! Khajiit !! Nord !! Orc !! Redguard&lt;br /&gt;
|-&lt;br /&gt;
! female &lt;br /&gt;
|               0.5    ||    1     ||   1    ||   1    ||   1    ||   1      ||     1   ||   1  ||  1  ||    1&lt;br /&gt;
|-&lt;br /&gt;
! male&lt;br /&gt;
|               0.5    ||   0.5    ||   1    ||   1    ||   1    ||   1      ||   0.5   ||   1  ||  1  ||    1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Playable Races ==&lt;br /&gt;
Other NPC races that exist in the game, but are not available to the player, are:&lt;br /&gt;
* [[Skyrim:Child|Breton Child]]&lt;br /&gt;
* [[Skyrim:Elder|Elder]]s (a.k.a. Old People Race)&lt;br /&gt;
* [[Skyrim:Dremora|Dremora]]&lt;br /&gt;
* [[Skyrim:Child|Imperial Child]]&lt;br /&gt;
* [[Skyrim:Child|Nord Child]]&lt;br /&gt;
* [[Skyrim:Child|Redguard Child]]&lt;br /&gt;
&lt;br /&gt;
All other races in the game are considered to be [[Skyrim:Creatures|Creatures]] (every variety of creature has its own race), but are not detailed here because those races are not NPCs.&lt;br /&gt;
{{Races in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Races&amp;diff=928083</id>
		<title>Skyrim talk:Races</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Races&amp;diff=928083"/>
		<updated>2012-04-10T16:10:25Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* &amp;quot;the player's race has no effect on initial attributes... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Falmer==&lt;br /&gt;
Falmer have been confirmed (''&amp;quot;twisted, evil creatures that dwell in Skyrim’s deepest reaches&amp;quot;'') as a non-playable race. They look like blue vampires, apparently. I think there was a scan from a magazine with an image of them, and lots of people have reported encountering them in demos. Should we assume that they will be NPCs and create the race page? --[[User:Legoless|Legoless]] 21:59, 1 October 2011 (UTC)&lt;br /&gt;
:AFAIK, they're not going to be a playable race, so I don't think we'll have a standard race page for them.  We'll probably end up having a section at the bottom of the Races page listing the non-playable races, but I think the page describing them will be more like [[Oblivion:Dremora]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 22:04, 1 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Height==&lt;br /&gt;
&lt;br /&gt;
Known yet whether height differs between the races  ? I've tried to ascertain this but it is difficult on Xbox360 when judging purely by in-game graphics, any PC player can check this via the console in some way ? From what i can see, it seems that if a height difference is there, it is very subtle, nowhere near the vast difference between say an Altmer and Bosmer that was the case in Oblivion. [[User:Gurney|Gurney]]&lt;br /&gt;
&lt;br /&gt;
Well, I know my Breton is as tall as all the High Elves I've encountered so far, so that has to count for something, even if it's not any real statistics. [[User:Gideon Dragontongue|Gideon Dragontongue]] 14:46, 18 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: From what I've seen, there is a slight height difference between some races and between genders within some races. For example, Breton females are still shorter than Breton males. --[[User:Chill02|Chill02]] 06:23, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Orcs are taller than Dunmer in Skyrim&lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/4UjvIl.jpg&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/71.237.164.45|71.237.164.45]] 02:13, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Apparently scale has a hidden effect on stats:&lt;br /&gt;
[http://forums.bethsoft.com/index.php?/topic/1286166-hidden-stat-differences-based-on-race-selection/]&lt;br /&gt;
Not pleased about this but apparently it's how it works. --[[User:Evil4Zerggin|Evil4Zerggin]] 03:56, 27 November 2011 (UTC)&lt;br /&gt;
:I tested it on the PC version and height is directly proportional to movement speed and attack strength. You can find the height values of each race using the getscale command on the PC. There should probably be a category in the race table just for height, since it's pretty important. --[[Special:Contributions/96.54.134.65|96.54.134.65]] 07:23, 29 November 2011 (UTC)&lt;br /&gt;
::Would prefer some more thorough testing before anything is added.  The linked thread is rather slapdash.  Plus while changing the scale command in game does have an obvious effect at least on running and jumping, it is not yet proven that the scale of races when they are initially rolled makes a difference.  As there may well be other modifiers that are changed to counter it.  After all this is a lingering glitch from the morrowind engine rather than an intentional function.  If they did want all races balanced, perhaps adding modifiers on character creation was easier than fixing the scale command..?    [[User:JimmyDeSouza|JimmyDeSouza]] 00:39, 30 November 2011 (UTC)&lt;br /&gt;
:::I also tested it using the showracemenu command to change race on PC, and then running across the Windhelm bridge: High Elves take 23 seconds to cross it. Female Bretons take 26 seconds. So yes, it does affect default races. This is not just a side-effect of the setscale command, it's a game mechanic. --[[Special:Contributions/96.54.134.65|96.54.134.65]] 07:55, 30 November 2011 (UTC)&lt;br /&gt;
::::Notice that you didnt assuage my problem with the comparison.  You changed the race in game with the console.  Read my post again &amp;quot;'''perhaps adding modifiers on character creation was easier than fixing the scale command'''&amp;quot;  Which would entail creating a few new characters and testing, which I suppose I may as well do myself.  Probably wont change the result but would like to make sure.    [[User:JimmyDeSouza|JimmyDeSouza]] 08:06, 6 December 2011 (UTC)&lt;br /&gt;
I had observed in play that my (taller than a Nord) female Orc character moves more quickly while sneaking than my (shorter than a Nord) Imperial female lightly-amroured mage. I wonder if a race's male characters move faster than the females as well.&lt;br /&gt;
::Didn't notice there was already a section discussing this so I'll add what I posted and remove the section I added. Original thread claiming height affects damage; [http://forums.bethsoft.com/index.php?/topic/1286166-hidden-stat-differences-based-on-race-selection/] Note when numbers are given for racial differences the words used &amp;quot;If we &amp;lt;b&amp;gt;assume&amp;lt;/b&amp;gt; the same scale influence applies to damage output (and we should)&amp;quot;. And actual testing done can be seen here; [http://forums.bethsoft.com/index.php?/topic/1300996-armor-cap-ridiculous-damage-enchanting-alchemy-smithing-only-21-perks-thread-5/page__view__findpost__p__19603080] [[User:Kai Heilos|Kai Heilos]] 00:32, 9 December 2011 (UTC)&lt;br /&gt;
I think some distinction needs to be made between scale and height here before people make any more erroneous conclusions. Height is different than scale, the scale of a character affects X, Y, and Z dimensions of that character, the height of a character affects only the Y scale. [[User:Warrior7|Warrior7]] 16:05, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Race Resists as Console ID==&lt;br /&gt;
&lt;br /&gt;
Has anyone found any console IDs for the race traits? I have been able to change my Bosmer to Breton via ActorValues (setav magicresist 25, setav poison/diseaseresist 0), but would like to actually have the Race Traits in the Active Magic Effects so that it looks better superficially. Any thoughts on how I could find them out? I have tried using the console and clicking on the spell in the &amp;quot;Magic&amp;quot; area, but nothing there is selected. Thanks UPDATE: Using &amp;quot;setav poisonresist 0&amp;quot; or &amp;quot;setav disease resist 0&amp;quot; does NOT lower either resist. One has to set it at -50 (for Bosmer) for it to take effect.[[User:Rayce Kaiser|Rayce Kaiser]] 17:15, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I accidentally used resurrect on myself when in third person :/. Screwed up all my perks and effects. I found the id for bosmer blood using the help command: 000AA025. You can probably find the others, they need to be added to [[Skyrim:Powers]] under abilities.&lt;br /&gt;
&lt;br /&gt;
==Npc Interaction difference?==&lt;br /&gt;
I understand its a little early for some sort of list but this statement has been made on this article with no example. Personally I have yet to hear or experience any differce in NPC interaction or comment about my characters race. Tonight, even, my Breton spoke to a Breton NPC in Markarth who was going on abiut how he is 'Breton and that Daggerfall is like such and such&amp;quot; as if my character wouldn't no. I bet he even says such racist things if your character is a nord.&lt;br /&gt;
:As a Bosmer, I have met several other Bosmers who say that &amp;quot;It's great to see a familiar face.&amp;quot; I've had several NPCs blame me for the White Concordant as well. [[User:Rayce Kaiser|Rayce Kaiser]] 07:46, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Using the &amp;quot;real&amp;quot; name of the races ==&lt;br /&gt;
&lt;br /&gt;
all of the Elfs use their real name and then their other namde&lt;br /&gt;
Dummer, dark elf, but orc dose not, should this be changed? {{unsigned|Wolfy|21 November 2011}}&lt;br /&gt;
:No, it does not need to be changed.  Redirects exist for all variations of the names, and the existing naming structure is the same one that is used throughout UESP.  As for what name to use for Orcs, it has been discussed to death, for example at [[Lore_talk:Orc]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:44, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;the player's race has no effect on initial attributes... ==&lt;br /&gt;
&lt;br /&gt;
...(since those attributes do not exist in Skyrim)&amp;quot;. Magicka, Health and Stamina are Attributes - UESP even categorizes them as such. So Altmer's 50 Magicka bonus counts as a different initial attribute. [[Special:Contributions/178.183.247.238|178.183.247.238]] 06:43, 26 November 2011 (UTC)&lt;br /&gt;
:The Altmer's passive is not an increase to the base attribute. You'll notice that an altmer's magicka score is always listed in green rather that white. ''Base'' attribute values aren't affected by any race. Even though altmer do get a passive that increases one, the game essentially treats passive effects as temporary effects with infinite duration. Mechanically, I don't think this distinction matters for magicka. I know that stamina's affect on carry weight is only improved by base stamina score, but I don't think there will be any difference for magicka. --[[User:SushiSquid|SushiSquid]] 11:12, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::the statement is misleading and technically false, can it be removed please? [[Special:Contributions/50.99.131.84|50.99.131.84]] 05:09, 10 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::It's neither. The statement is about '''initial''' attributes, which are the same across the board. The magicka bonus for Altmer is an effect, like Argonian water-breathing and Bosmer resistance to disease and poison. • [[User:Jak Atackka|&amp;lt;span title=&amp;quot;Jak Atackka&amp;quot; style=&amp;quot;line-height:1.0; font-size:16px; font-family:DragonscriptRegular; color:#4faf4f;&amp;quot;&amp;gt;JA&amp;lt;/span&amp;gt;]][[User talk:Jak Atackka|&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;]] 05:31, 10 April 2012 (UTC)&lt;br /&gt;
::::how are people arguing this. If someone reads &amp;quot;race has no effects on initial attributes&amp;quot; people would expect races to have same magicka/health/stamina, but it's not true. Who cares HOW the attribute is raised, it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
==Skyrim:Demographics==&lt;br /&gt;
&lt;br /&gt;
Could someone make a skyrim:demographics page? I have the rough procentages of the racial makeup: atmer5%, argon2%, Bosmer3%, Brteon12%, dunmer7%, imperial 11%, kahj3%, nord49%, orc7%, redgu5%. just google &amp;quot;how to make a pie chart&amp;quot; and insert these numbers. I'd upload it myslef but i dont know how to. {{uns|217.211.170.204|00:43, 4 December 2011}}&lt;br /&gt;
&lt;br /&gt;
== Weight? ==&lt;br /&gt;
&lt;br /&gt;
I don't see much difference between a fully-buffed Altmer and a fully-buffed Orc. And why are only males 0.5 weight for Khajiits and Argonians? Does it have any actual use?&lt;br /&gt;
:I have heard that it effects knock back and stagger, but I haven't seen any testing done. [[User:Kai Heilos|Kai Heilos]] 18:15, 10 December 2011 (UTC)&lt;br /&gt;
::Since the numbers get constantly changed, a clarification where the numbers come from and what their impact is might be good. Using the console command &amp;quot;player.getAVinfo Mass&amp;quot; I get 1.00 for both male and female Khajiit (Helgen, shortly after creation) and 1.50 for Breton transformed to Werewolf (later in game obviously, 1.00 untransformed). But apparently that value wasn't used here. Is the value given here related to the body/weight parameter you can choose in the beginning, and if yes has it a meaning beyond looks? --[[User:Alfwyn|Alfwyn]] 15:13, 12 December 2011 (UTC)&lt;br /&gt;
:::I've heard players reporting that high elves are not twice as susceptible to staggering, or any more so at all. If weight does have some effect on game play, we need to find out what it is and mention it. If it doesn't have an effect, I don't think there's any point in listing it here. It would only be confusing. --[[User:SushiSquid|SushiSquid]] 17:16, 12 December 2011 (UTC)&lt;br /&gt;
::::I pulled the numbers out of the game data when I was adding the heights.  It's possible that I'm making an incorrect guess about what those values are (although everything else in the RACE DATA field appears be unchanged from Oblivion, so of the thousands of data-format guesses I've made, it seems like one of the less risky guesses).  Or it's possible that the weight isn't used in gameplay.  If the numbers are irrelevant, they should be removed.  Or if they need to be revised, I'd just like to see some explanation -- so far it's just been an anonymous editor flipping numbers around without providing any justification. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:32, 12 December 2011 (UTC)&lt;br /&gt;
{{od}}I moved the values to the notes. Unlike Oblivion where the values are near 1, Skyrim weight values don't lend themselves to any naive interpretation. That is, it's unlikely that two Aldmer weigh as much as a Bosmer. It [[Oblivion_talk:Races#Weight|looks like]] that for Oblivion the only impact was how the character looked like. Anyway, I think that values and flags about races should be documented, even if we don't understand their meaning right now. Perhaps Tes5od would be the right namespace for such things? --[[User:Alfwyn|Alfwyn]] 15:08, 13 December 2011 (UTC)&lt;br /&gt;
:::::What if it affects aspects such as sneaking and fall damage? It only makes sense that someone who weighs less will make less noise and will take a different amount of damage when falling the same distance as someone who is heavier... But I'm on the 360 so I have no way to try it out other than making boatloads of characters, which I don't want to do. So, try looking in Sneak, Fall Damage, and perhaps speed or the amount of Stamina that is used per action. An easy assessment should be between the Male Khajiit and the Female Argonian. The reason is because both of them have a respective height value of 1, but their weight is differing by 0.5, with the MK weighing 1 and the FA weighing 0.5. This will give the same movement speed and possibly staggering affects as well as damage value (All obtained via height), but with the difference of weight the FA should (In theory) sneak better (With the same skill level, perks, stamina, and inventory of course), take less damage when falling the same distance, and possibly use less Stamina during, say, a five second sprint or perhaps after blocking a relatively constant attack, such as a Dragon's bite or the stomp of a Giant... Just food for thought. 15:41 15th of December, 2011 (CST)&lt;br /&gt;
:::If I were to hazard a guess, I'd posit that it has something to do with the Weight slider during character creation. Initial value, perhaps? Or maybe it adjusts it so altmer and male beasts always look a bit thinner?[[Special:Contributions/166.182.3.156|166.182.3.156]] 02:56, 16 December 2011 &lt;br /&gt;
:I've notice that my Altmer was pushed or projected further in the air during a power attack or a shout than my Redguard with same stats, armor, and level. I know people who observed the same thing too but maybe it's just hallucination! {{unsigned|65.92.82.98}}&lt;br /&gt;
(UTC):&lt;br /&gt;
I'm pretty sure it's just your hallucination! When I read the High Elf page I was quite concerned about the weight comment, so I tested it personally. I wanted to make a High Elf Swordmage and extra stagger just wouldn't do; I had to test it. I tested it against several races. I used a sword and shield with the Orc, the High Elf, and the Breton. I battled Hadvar for about 10mins with each. There was absolutely no observable difference in the stagger time. The Orc and High Elf both appear to stagger more because they are larger. I have concluded after observing the male High Elf, Khajiit, etc., that the only reason there is a weight factor is for aesthetics. Imagine if the High Elf had full male weight; he would be a hulking beast of golden muscle, and this would just not fit the High Elf aesthetic. The same is true for the Khajiit; a male Khajiit would look too muscular for a thief type. Please remove the erroneous data that you have posted; at least until someone else can verify what I have tested. The comments about the height are true. The High Elf moved conspicuously faster than the Breton. However, I didn't observe any difference in damage dealt by a taller character. Perhaps a strong weapon would magnify the difference, if there is one that is. However, I couldn't see it in battling Hadvar. {{unsigned|69.248.237.209}}&lt;br /&gt;
::I believe the above is correct.  It doesn't look like weight affects anything other than the magnitude of the Weight slider during the character creation process, and I think that height just gives you a slight speed boost in exchange for a taller hitbox.  I admit that it's hard to test the hitbox theory since you're at the mercy of the AI though.&lt;br /&gt;
:::It's been a while that the game is out and I've tried a lot layout with many races and I can tell that the weight matter more at higher level than lower level, mainly because the weapons and enemies don't hit too hard, but later it's not the same thing! I've noticed that my High Elf warrior was more susceptible to be stunned or thrown away with a big hit like those from two-handed weapons compare to my Nord warrior for exemple (Heavy Armor and Block skill at 100 for both characters). So in a way weight matter in this game but not as huge factor of course but enough to make things different at higher level. {{unsigned|174.95.248.242}}&lt;br /&gt;
&lt;br /&gt;
== Invisible Race? ==&lt;br /&gt;
someone care to explain what this race is? [[User:Kremlin16|Kremlin16]] 19:51, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You may want to elaborate on what exactly you are asking.--[[User:Liudeius|Liudeius]] 20:07, 15 December 2011 (UTC)&lt;br /&gt;
:: Someone has already removed it. There was a note under NPCs stating 'an &amp;quot;invisitble&amp;quot; race'. [[User:Kai Heilos|Kai Heilos]] 08:25, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Children ==&lt;br /&gt;
&lt;br /&gt;
It's worth including Children in the 'Other Races category, isn't it? [[Special:Contributions/70.225.177.54|70.225.177.54]] 02:31, 27 January 2012 (UTC)&lt;br /&gt;
:&amp;quot;Child&amp;quot; is a class, not a race. Check the [[SR:Classes#Child|Classes]] page. [[User:Eric Snowmane|&amp;lt;span style=&amp;quot;font-size:20px;font-family:daedric,oblivion,SMMacro&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;DodgerBlue&amp;quot;&amp;gt;ES&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Question?&amp;lt;/font&amp;gt;]]•[[Special:EmailUser/Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Email&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Eric_Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Contribs&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 02:38, 27 January 2012 (UTC)&lt;br /&gt;
::Uh... right, but there are actually individual races for Breton, Imperial, Nord, and Redguard children. They do seem to be treated as NPCs by game mechanics. In fact, now that I've been working on modifying this game, I don't think Skyrim's engine actually has a distinction between NPCs and creatures like past games did. There doesn't even seem to be a record type for creatures. Everything is just defined as an NPC. There is still a distinction between white and black souls, which was traditionally handled by the NPC vs creature distinction, but that may be done another way now. We'll know more when the Creation Kit is available.--[[User:SushiSquid|SushiSquid]] 03:08, 27 January 2012 (UTC)&lt;br /&gt;
:::Looking into this further, I'm now certain that there is no distinction between creatures and NPCs as there was in past games. All four child races do have the ActorTypeNPC keyword, so they need to be listed on this page. I've added them. They are just as worthy of being listed here as Old People Race and Dremora, so please only remove them if you can present a valid reason for doing so. I can't provide any links for them yet because no pages exist, but they do belong here.--[[User:SushiSquid|SushiSquid]] 22:11, 31 January 2012 (UTC)&lt;br /&gt;
::::Where does the notion that &amp;quot;Nord Child&amp;quot; is a race come from? Looking at the FULL fields of RACE forms, I cannot find the string &amp;quot;Child&amp;quot; at all. There is a RACE with EDID NordRaceChild, but the correct name for it is still &amp;quot;Nord&amp;quot; it seems. --[[User:Alfwyn|Alfwyn]] 14:15, 1 February 2012 (UTC)&lt;br /&gt;
:::::That's a good point. They are technically a different race, but so are vampires. I suppose whether to list them separately or not is a matter for debate still. I wouldn't mind leaving them on the page, but I can certainly see why you'd want them removed if they share the same name. Invisible Race should really be listed here again, though. It has the ActorTypeNPC keyword and a unique name.--18:15, 1 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Races&amp;diff=927903</id>
		<title>Skyrim talk:Races</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Races&amp;diff=927903"/>
		<updated>2012-04-10T05:09:38Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* &amp;quot;the player's race has no effect on initial attributes... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Falmer==&lt;br /&gt;
Falmer have been confirmed (''&amp;quot;twisted, evil creatures that dwell in Skyrim’s deepest reaches&amp;quot;'') as a non-playable race. They look like blue vampires, apparently. I think there was a scan from a magazine with an image of them, and lots of people have reported encountering them in demos. Should we assume that they will be NPCs and create the race page? --[[User:Legoless|Legoless]] 21:59, 1 October 2011 (UTC)&lt;br /&gt;
:AFAIK, they're not going to be a playable race, so I don't think we'll have a standard race page for them.  We'll probably end up having a section at the bottom of the Races page listing the non-playable races, but I think the page describing them will be more like [[Oblivion:Dremora]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 22:04, 1 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Height==&lt;br /&gt;
&lt;br /&gt;
Known yet whether height differs between the races  ? I've tried to ascertain this but it is difficult on Xbox360 when judging purely by in-game graphics, any PC player can check this via the console in some way ? From what i can see, it seems that if a height difference is there, it is very subtle, nowhere near the vast difference between say an Altmer and Bosmer that was the case in Oblivion. [[User:Gurney|Gurney]]&lt;br /&gt;
&lt;br /&gt;
Well, I know my Breton is as tall as all the High Elves I've encountered so far, so that has to count for something, even if it's not any real statistics. [[User:Gideon Dragontongue|Gideon Dragontongue]] 14:46, 18 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: From what I've seen, there is a slight height difference between some races and between genders within some races. For example, Breton females are still shorter than Breton males. --[[User:Chill02|Chill02]] 06:23, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Orcs are taller than Dunmer in Skyrim&lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/4UjvIl.jpg&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/71.237.164.45|71.237.164.45]] 02:13, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Apparently scale has a hidden effect on stats:&lt;br /&gt;
[http://forums.bethsoft.com/index.php?/topic/1286166-hidden-stat-differences-based-on-race-selection/]&lt;br /&gt;
Not pleased about this but apparently it's how it works. --[[User:Evil4Zerggin|Evil4Zerggin]] 03:56, 27 November 2011 (UTC)&lt;br /&gt;
:I tested it on the PC version and height is directly proportional to movement speed and attack strength. You can find the height values of each race using the getscale command on the PC. There should probably be a category in the race table just for height, since it's pretty important. --[[Special:Contributions/96.54.134.65|96.54.134.65]] 07:23, 29 November 2011 (UTC)&lt;br /&gt;
::Would prefer some more thorough testing before anything is added.  The linked thread is rather slapdash.  Plus while changing the scale command in game does have an obvious effect at least on running and jumping, it is not yet proven that the scale of races when they are initially rolled makes a difference.  As there may well be other modifiers that are changed to counter it.  After all this is a lingering glitch from the morrowind engine rather than an intentional function.  If they did want all races balanced, perhaps adding modifiers on character creation was easier than fixing the scale command..?    [[User:JimmyDeSouza|JimmyDeSouza]] 00:39, 30 November 2011 (UTC)&lt;br /&gt;
:::I also tested it using the showracemenu command to change race on PC, and then running across the Windhelm bridge: High Elves take 23 seconds to cross it. Female Bretons take 26 seconds. So yes, it does affect default races. This is not just a side-effect of the setscale command, it's a game mechanic. --[[Special:Contributions/96.54.134.65|96.54.134.65]] 07:55, 30 November 2011 (UTC)&lt;br /&gt;
::::Notice that you didnt assuage my problem with the comparison.  You changed the race in game with the console.  Read my post again &amp;quot;'''perhaps adding modifiers on character creation was easier than fixing the scale command'''&amp;quot;  Which would entail creating a few new characters and testing, which I suppose I may as well do myself.  Probably wont change the result but would like to make sure.    [[User:JimmyDeSouza|JimmyDeSouza]] 08:06, 6 December 2011 (UTC)&lt;br /&gt;
I had observed in play that my (taller than a Nord) female Orc character moves more quickly while sneaking than my (shorter than a Nord) Imperial female lightly-amroured mage. I wonder if a race's male characters move faster than the females as well.&lt;br /&gt;
::Didn't notice there was already a section discussing this so I'll add what I posted and remove the section I added. Original thread claiming height affects damage; [http://forums.bethsoft.com/index.php?/topic/1286166-hidden-stat-differences-based-on-race-selection/] Note when numbers are given for racial differences the words used &amp;quot;If we &amp;lt;b&amp;gt;assume&amp;lt;/b&amp;gt; the same scale influence applies to damage output (and we should)&amp;quot;. And actual testing done can be seen here; [http://forums.bethsoft.com/index.php?/topic/1300996-armor-cap-ridiculous-damage-enchanting-alchemy-smithing-only-21-perks-thread-5/page__view__findpost__p__19603080] [[User:Kai Heilos|Kai Heilos]] 00:32, 9 December 2011 (UTC)&lt;br /&gt;
I think some distinction needs to be made between scale and height here before people make any more erroneous conclusions. Height is different than scale, the scale of a character affects X, Y, and Z dimensions of that character, the height of a character affects only the Y scale. [[User:Warrior7|Warrior7]] 16:05, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Race Resists as Console ID==&lt;br /&gt;
&lt;br /&gt;
Has anyone found any console IDs for the race traits? I have been able to change my Bosmer to Breton via ActorValues (setav magicresist 25, setav poison/diseaseresist 0), but would like to actually have the Race Traits in the Active Magic Effects so that it looks better superficially. Any thoughts on how I could find them out? I have tried using the console and clicking on the spell in the &amp;quot;Magic&amp;quot; area, but nothing there is selected. Thanks UPDATE: Using &amp;quot;setav poisonresist 0&amp;quot; or &amp;quot;setav disease resist 0&amp;quot; does NOT lower either resist. One has to set it at -50 (for Bosmer) for it to take effect.[[User:Rayce Kaiser|Rayce Kaiser]] 17:15, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I accidentally used resurrect on myself when in third person :/. Screwed up all my perks and effects. I found the id for bosmer blood using the help command: 000AA025. You can probably find the others, they need to be added to [[Skyrim:Powers]] under abilities.&lt;br /&gt;
&lt;br /&gt;
==Npc Interaction difference?==&lt;br /&gt;
I understand its a little early for some sort of list but this statement has been made on this article with no example. Personally I have yet to hear or experience any differce in NPC interaction or comment about my characters race. Tonight, even, my Breton spoke to a Breton NPC in Markarth who was going on abiut how he is 'Breton and that Daggerfall is like such and such&amp;quot; as if my character wouldn't no. I bet he even says such racist things if your character is a nord.&lt;br /&gt;
:As a Bosmer, I have met several other Bosmers who say that &amp;quot;It's great to see a familiar face.&amp;quot; I've had several NPCs blame me for the White Concordant as well. [[User:Rayce Kaiser|Rayce Kaiser]] 07:46, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Using the &amp;quot;real&amp;quot; name of the races ==&lt;br /&gt;
&lt;br /&gt;
all of the Elfs use their real name and then their other namde&lt;br /&gt;
Dummer, dark elf, but orc dose not, should this be changed? {{unsigned|Wolfy|21 November 2011}}&lt;br /&gt;
:No, it does not need to be changed.  Redirects exist for all variations of the names, and the existing naming structure is the same one that is used throughout UESP.  As for what name to use for Orcs, it has been discussed to death, for example at [[Lore_talk:Orc]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:44, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;the player's race has no effect on initial attributes... ==&lt;br /&gt;
&lt;br /&gt;
...(since those attributes do not exist in Skyrim)&amp;quot;. Magicka, Health and Stamina are Attributes - UESP even categorizes them as such. So Altmer's 50 Magicka bonus counts as a different initial attribute. [[Special:Contributions/178.183.247.238|178.183.247.238]] 06:43, 26 November 2011 (UTC)&lt;br /&gt;
:The Altmer's passive is not an increase to the base attribute. You'll notice that an altmer's magicka score is always listed in green rather that white. ''Base'' attribute values aren't affected by any race. Even though altmer do get a passive that increases one, the game essentially treats passive effects as temporary effects with infinite duration. Mechanically, I don't think this distinction matters for magicka. I know that stamina's affect on carry weight is only improved by base stamina score, but I don't think there will be any difference for magicka. --[[User:SushiSquid|SushiSquid]] 11:12, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could someone make a skyrim:demographics page? I have the rough procentages of the racial makeup: atmer5%, argon2%, Bosmer3%, Brteon12%, dunmer7%, imperial 11%, kahj3%, nord49%, orc7%, redgu5%. just google &amp;quot;how to make a pie chart&amp;quot; and insert these numbers. I'd upload it myslef but i dont know how to.&lt;br /&gt;
&lt;br /&gt;
the statement is misleading and technically false, can it be removed please? [[Special:Contributions/50.99.131.84|50.99.131.84]] 05:09, 10 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight? ==&lt;br /&gt;
&lt;br /&gt;
I don't see much difference between a fully-buffed Altmer and a fully-buffed Orc. And why are only males 0.5 weight for Khajiits and Argonians? Does it have any actual use?&lt;br /&gt;
:I have heard that it effects knock back and stagger, but I haven't seen any testing done. [[User:Kai Heilos|Kai Heilos]] 18:15, 10 December 2011 (UTC)&lt;br /&gt;
::Since the numbers get constantly changed, a clarification where the numbers come from and what their impact is might be good. Using the console command &amp;quot;player.getAVinfo Mass&amp;quot; I get 1.00 for both male and female Khajiit (Helgen, shortly after creation) and 1.50 for Breton transformed to Werewolf (later in game obviously, 1.00 untransformed). But apparently that value wasn't used here. Is the value given here related to the body/weight parameter you can choose in the beginning, and if yes has it a meaning beyond looks? --[[User:Alfwyn|Alfwyn]] 15:13, 12 December 2011 (UTC)&lt;br /&gt;
:::I've heard players reporting that high elves are not twice as susceptible to staggering, or any more so at all. If weight does have some effect on game play, we need to find out what it is and mention it. If it doesn't have an effect, I don't think there's any point in listing it here. It would only be confusing. --[[User:SushiSquid|SushiSquid]] 17:16, 12 December 2011 (UTC)&lt;br /&gt;
::::I pulled the numbers out of the game data when I was adding the heights.  It's possible that I'm making an incorrect guess about what those values are (although everything else in the RACE DATA field appears be unchanged from Oblivion, so of the thousands of data-format guesses I've made, it seems like one of the less risky guesses).  Or it's possible that the weight isn't used in gameplay.  If the numbers are irrelevant, they should be removed.  Or if they need to be revised, I'd just like to see some explanation -- so far it's just been an anonymous editor flipping numbers around without providing any justification. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:32, 12 December 2011 (UTC)&lt;br /&gt;
{{od}}I moved the values to the notes. Unlike Oblivion where the values are near 1, Skyrim weight values don't lend themselves to any naive interpretation. That is, it's unlikely that two Aldmer weigh as much as a Bosmer. It [[Oblivion_talk:Races#Weight|looks like]] that for Oblivion the only impact was how the character looked like. Anyway, I think that values and flags about races should be documented, even if we don't understand their meaning right now. Perhaps Tes5od would be the right namespace for such things? --[[User:Alfwyn|Alfwyn]] 15:08, 13 December 2011 (UTC)&lt;br /&gt;
:::::What if it affects aspects such as sneaking and fall damage? It only makes sense that someone who weighs less will make less noise and will take a different amount of damage when falling the same distance as someone who is heavier... But I'm on the 360 so I have no way to try it out other than making boatloads of characters, which I don't want to do. So, try looking in Sneak, Fall Damage, and perhaps speed or the amount of Stamina that is used per action. An easy assessment should be between the Male Khajiit and the Female Argonian. The reason is because both of them have a respective height value of 1, but their weight is differing by 0.5, with the MK weighing 1 and the FA weighing 0.5. This will give the same movement speed and possibly staggering affects as well as damage value (All obtained via height), but with the difference of weight the FA should (In theory) sneak better (With the same skill level, perks, stamina, and inventory of course), take less damage when falling the same distance, and possibly use less Stamina during, say, a five second sprint or perhaps after blocking a relatively constant attack, such as a Dragon's bite or the stomp of a Giant... Just food for thought. 15:41 15th of December, 2011 (CST)&lt;br /&gt;
:::If I were to hazard a guess, I'd posit that it has something to do with the Weight slider during character creation. Initial value, perhaps? Or maybe it adjusts it so altmer and male beasts always look a bit thinner?[[Special:Contributions/166.182.3.156|166.182.3.156]] 02:56, 16 December 2011 &lt;br /&gt;
:I've notice that my Altmer was pushed or projected further in the air during a power attack or a shout than my Redguard with same stats, armor, and level. I know people who observed the same thing too but maybe it's just hallucination! {{unsigned|65.92.82.98}}&lt;br /&gt;
(UTC):&lt;br /&gt;
I'm pretty sure it's just your hallucination! When I read the High Elf page I was quite concerned about the weight comment, so I tested it personally. I wanted to make a High Elf Swordmage and extra stagger just wouldn't do; I had to test it. I tested it against several races. I used a sword and shield with the Orc, the High Elf, and the Breton. I battled Hadvar for about 10mins with each. There was absolutely no observable difference in the stagger time. The Orc and High Elf both appear to stagger more because they are larger. I have concluded after observing the male High Elf, Khajiit, etc., that the only reason there is a weight factor is for aesthetics. Imagine if the High Elf had full male weight; he would be a hulking beast of golden muscle, and this would just not fit the High Elf aesthetic. The same is true for the Khajiit; a male Khajiit would look too muscular for a thief type. Please remove the erroneous data that you have posted; at least until someone else can verify what I have tested. The comments about the height are true. The High Elf moved conspicuously faster than the Breton. However, I didn't observe any difference in damage dealt by a taller character. Perhaps a strong weapon would magnify the difference, if there is one that is. However, I couldn't see it in battling Hadvar. {{unsigned|69.248.237.209}}&lt;br /&gt;
::I believe the above is correct.  It doesn't look like weight affects anything other than the magnitude of the Weight slider during the character creation process, and I think that height just gives you a slight speed boost in exchange for a taller hitbox.  I admit that it's hard to test the hitbox theory since you're at the mercy of the AI though.&lt;br /&gt;
:::It's been a while that the game is out and I've tried a lot layout with many races and I can tell that the weight matter more at higher level than lower level, mainly because the weapons and enemies don't hit too hard, but later it's not the same thing! I've noticed that my High Elf warrior was more susceptible to be stunned or thrown away with a big hit like those from two-handed weapons compare to my Nord warrior for exemple (Heavy Armor and Block skill at 100 for both characters). So in a way weight matter in this game but not as huge factor of course but enough to make things different at higher level. {{unsigned|174.95.248.242}}&lt;br /&gt;
&lt;br /&gt;
== Invisible Race? ==&lt;br /&gt;
someone care to explain what this race is? [[User:Kremlin16|Kremlin16]] 19:51, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You may want to elaborate on what exactly you are asking.--[[User:Liudeius|Liudeius]] 20:07, 15 December 2011 (UTC)&lt;br /&gt;
:: Someone has already removed it. There was a note under NPCs stating 'an &amp;quot;invisitble&amp;quot; race'. [[User:Kai Heilos|Kai Heilos]] 08:25, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Children ==&lt;br /&gt;
&lt;br /&gt;
It's worth including Children in the 'Other Races category, isn't it? [[Special:Contributions/70.225.177.54|70.225.177.54]] 02:31, 27 January 2012 (UTC)&lt;br /&gt;
:&amp;quot;Child&amp;quot; is a class, not a race. Check the [[SR:Classes#Child|Classes]] page. [[User:Eric Snowmane|&amp;lt;span style=&amp;quot;font-size:20px;font-family:daedric,oblivion,SMMacro&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;DodgerBlue&amp;quot;&amp;gt;ES&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Question?&amp;lt;/font&amp;gt;]]•[[Special:EmailUser/Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Email&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Eric_Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Contribs&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 02:38, 27 January 2012 (UTC)&lt;br /&gt;
::Uh... right, but there are actually individual races for Breton, Imperial, Nord, and Redguard children. They do seem to be treated as NPCs by game mechanics. In fact, now that I've been working on modifying this game, I don't think Skyrim's engine actually has a distinction between NPCs and creatures like past games did. There doesn't even seem to be a record type for creatures. Everything is just defined as an NPC. There is still a distinction between white and black souls, which was traditionally handled by the NPC vs creature distinction, but that may be done another way now. We'll know more when the Creation Kit is available.--[[User:SushiSquid|SushiSquid]] 03:08, 27 January 2012 (UTC)&lt;br /&gt;
:::Looking into this further, I'm now certain that there is no distinction between creatures and NPCs as there was in past games. All four child races do have the ActorTypeNPC keyword, so they need to be listed on this page. I've added them. They are just as worthy of being listed here as Old People Race and Dremora, so please only remove them if you can present a valid reason for doing so. I can't provide any links for them yet because no pages exist, but they do belong here.--[[User:SushiSquid|SushiSquid]] 22:11, 31 January 2012 (UTC)&lt;br /&gt;
::::Where does the notion that &amp;quot;Nord Child&amp;quot; is a race come from? Looking at the FULL fields of RACE forms, I cannot find the string &amp;quot;Child&amp;quot; at all. There is a RACE with EDID NordRaceChild, but the correct name for it is still &amp;quot;Nord&amp;quot; it seems. --[[User:Alfwyn|Alfwyn]] 14:15, 1 February 2012 (UTC)&lt;br /&gt;
:::::That's a good point. They are technically a different race, but so are vampires. I suppose whether to list them separately or not is a matter for debate still. I wouldn't mind leaving them on the page, but I can certainly see why you'd want them removed if they share the same name. Invisible Race should really be listed here again, though. It has the ActorTypeNPC keyword and a unique name.--18:15, 1 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Standing_Stone&amp;diff=927722</id>
		<title>Skyrim talk:Standing Stone</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Standing_Stone&amp;diff=927722"/>
		<updated>2012-04-09T20:18:34Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* standing stone achievement bug */ sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 13 Stones ==&lt;br /&gt;
&lt;br /&gt;
I had assumed it meant 13 ''groups'' of stones. That would mean that each birthsign would be present three times and solve the how-does-13-divide-by-3 problem. Alternatively, I'd guess it's the Serpent that doesn't receive a stone, given that it's always a bit of an outsider. [[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; 18:19, 2 October 2011 (UTC)&lt;br /&gt;
:Hmm, I hadn't thought about that interpretation.  I just heard thirteen and assumed one stone per constellation.  And I assumed that they put Mage, Thief, and Warrior together for the first set since they're so prominently placed, and didn't want any one to think they were favouring one skill group over another.  Does anyone have an exact quote?    --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:27, 2 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The first video from [http://www.bethblog.com/index.php/2011/09/12/20-minutes-of-skyrim-action/ here] at the 2 minute mark. It's when he's approaching a group of three stones, and as the message &amp;quot;THE GUARDIAN STONES DISCOVERED&amp;quot; appears on screen, Todd says &amp;quot;Up here we have standing stones. There are thirteen of these throughout Skyrim's landscape and they give you special abilities but you can only have one of these active at a time.&amp;quot;&lt;br /&gt;
::My view was that as it was a group he'd discovered, he meant 13 groups. The one-per-birthsign idea makes a lot of sense though. [[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; 18:51, 2 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for digging that up -- I turned off audio on my laptop and it doesn't seem to want to turn back on, so I have to switch computers to listen to videos :(&lt;br /&gt;
:::As with everything Skyrim, we won't really know until we get the game.  I think the current version of the article makes sense (although I'm admittedly biased), but as we get more facts we'll inevitably rewrite as necessary.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:39, 2 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::But then probably &amp;quot;Standing Stone&amp;quot; was the right name, since only the stones corresponding to one of the three guardians would be called &amp;quot;Guardian Stones&amp;quot;. --[[User:Alfwyn|Alfwyn]] 23:00, 2 October 2011 (UTC)&lt;br /&gt;
:::::It's definitely possible.  But the [http://www.xbox360achievements.org/news/news-9380-Gamescom-2011--The-Elder-Scrolls-V--Skyrim-Preview---Venturing-Off-The-Beaten-Path.html one article] that I've seen mention a different stone (namely the Shadow Stone) still calls it a Guardian Stone.  Admittedly, it's the same article that says alchemy can be used to create a &amp;quot;resist potion spell&amp;quot;.  Nevertheless, in the absence of any other information I'm inclined to stick with Guardian Stone for now. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 23:12, 2 October 2011 (UTC)&lt;br /&gt;
::::::When Todd Howard discovered them, it said &amp;quot;The Guardian stones Discovered&amp;quot;, the name &amp;quot;standing stones&amp;quot; only came from Todd describing them. [[User:RIM|RIM]] 16:24, 3 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}} The discovery message would refer to the name of that particular mapmarker. The &amp;quot;Standing Stones&amp;quot; achievement (Find 13 Standing Stones) found [http://www.xbox360achievements.org/game/elder-scrolls-v/achievements/ here] provides some evidence for the name &amp;quot;Standing Stone&amp;quot;. --[[User:Alfwyn|Alfwyn]] 09:16, 4 October 2011 (UTC)&lt;br /&gt;
:unfortunatley we cant be sure if that list is accurate as it isn't official (&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;I plead Lazyness&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-68px; margin-right:-60px;&amp;quot;&amp;gt;[[User:Eddie the head|&amp;lt;font color=&amp;quot;Blue&amp;quot;&amp;gt;Eddie The Head&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 09:24, 4 October 2011 (UTC))&lt;br /&gt;
::In any case, Guardian Stone is probably the name people are most familiar with. [[User:RIM|RIM]] 15:25, 4 October 2011 (UTC)&lt;br /&gt;
:::I think the achievements indicate that it's most likely that Standing Stone is the general term, and Guardian Stone is just for those three, so this page probably should get moved, and the text updated accordingly. (We'll keep a redirect from Guardian Stone to Standing Stone, so that addresses the issue of readers being more familiar with the latter term). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:32, 4 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::As Ive pointed out before, it really isnt very helpful to print something like 'East of Morthal, on the mountain' (How far East? Which mountain?) &lt;br /&gt;
::::What would work better is to describe a location relative to at least two other locations. Such as &amp;quot;East of Morthal, South West of...&amp;quot; --[[Special:Contributions/77.249.235.60|77.249.235.60]] 16:42, 14 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 13 plus stones? ==&lt;br /&gt;
&lt;br /&gt;
Looking at my stats for general gameplay, I have discovered 15 standing stones. Anyone else have more then 13? I just find it a bit odd since the article makes it seem like there is only 13 including the Guardian stones.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 10:49, 17 November 2011 (UTC)&lt;br /&gt;
: Did you have a crash or something? In my case, I have the Standing Stones achievement but haven't discovered them all in my current game because I had my one crash so far after finding the last stone, but didn't go there again after reloading. [[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; 11:25, 17 November 2011 (UTC)&lt;br /&gt;
::Nope no crash. And yet on my map I can only count about 9 total markers for the stones. I'm lucky, worst glitch/issue I've had with Skyrim is a few rendering issues but other then that everything runs perfectly. I also have the achievement for the standing stones, after finding 13 by my stats but now my stats are sitting with 15 found.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 11:31, 17 November 2011 (UTC)&lt;br /&gt;
:::I have 20 standing stones found in my stats, which I thought was really weird.  What's even weirder is I remember getting the achievement when I ran by the first three stones you come to at the beginning of the game.  Obviously I had already discovered them.  My guess is that every time you go near a standing stone it ups your discovered stones count, even if you have already discovered it. [[User:El Duderino|El Duderino]] 22:14, 19 November 2011 (UTC)&lt;br /&gt;
::::You appear to right. I had 11 standing stones in my stats when I knew that I had at least 5 more to find, not 2. I fast-traveled to the Guardian Stones to test your idea, and it worked. Got the achievement, and my stats now say I have discovered 14 standing stones.[[Special:Contributions/76.181.75.250|76.181.75.250]] 22:26, 19 November 2011 (UTC)&lt;br /&gt;
:::::I can confirm the observation of El Duderino. I've tested it. Every time you get near to a Standing Stone your statistics are increased by 1. --[[User:Killfetzer|Killfetzer]] 11:06, 14 December 2011 (UTC)&lt;br /&gt;
::::::It looks like the achievement (and game) counts how many times you've found any Standing Stone, not specifically a new Standing Stone. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 18:28, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lovers stone ==&lt;br /&gt;
&lt;br /&gt;
Should it be added that there's a bug, could be on purpose though, with the Lovers stone that you no longer get any rested bonus once you select it? [[User:AlphaOmega|AlphaOmega]] 23:20, 21 November 2011 (UTC)&lt;br /&gt;
:That's 100% intended. It's supposed to be that you have a permanent &amp;quot;Lover's comfort&amp;quot; bonus. --[[Special:Contributions/71.51.146.49|71.51.146.49]] 03:41, 30 November 2011 (UTC)&lt;br /&gt;
::They had to do that, otherwise you would level 30% faster than normal, and that would render the Lovers Stone blatantly broken, so to speak. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 18:30, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Lord Stone ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if the stone's physical damage resistance will interfere with training armor skills? The skill is based on damage taken, so if the stone reduces the damage it will effectively nerf the skill gain. [[Special:Contributions/178.183.247.238|178.183.247.238]] 12:25, 26 November 2011 (UTC)&lt;br /&gt;
:50 armor is only 6% damage mitigation. I wouldn't worry about it. --[[User:SushiSquid|SushiSquid]] 06:09, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Directions Suck ==&lt;br /&gt;
&lt;br /&gt;
Really need better directions than this garbage. Can't somebody take a map screenshot with the location? This should be trivial.--[[Special:Contributions/76.98.59.192|76.98.59.192]] 03:56, 6 December 2011 (UTC)&lt;br /&gt;
:I don't know of any means to view the entire map at once to take this screen shot, but it will very likely happen eventually. Until then, these directions work pretty well, and your paper map has them marked with little X's. [[User:Chris3145|Chris3145]] 04:48, 6 December 2011 (UTC)&lt;br /&gt;
::Haven't had any problems finding any of the stones with the directions given. If anything, the directions seem to make them too easy to find. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 18:36, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 14th Stone not list** The Guardian Stone** ==&lt;br /&gt;
&lt;br /&gt;
you start the game right by it. Its just a little South West of RiverWood. {{uns2|05:28, 7 December 2011|SlowSparks}}&lt;br /&gt;
:Fail, Guardian Stones refers to the Thief, Warrior and Mage stones collectively. [[Special:Contributions/75.93.14.165|75.93.14.165]] 02:08, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stone of the Atronach ==&lt;br /&gt;
&lt;br /&gt;
How does this work?&lt;br /&gt;
means &amp;quot;absorb&amp;quot; Damage mitigation, or only magicka gain when struck with a Spell? --[[User:CapitalismHo|CapitalismHo]] 17:11, 14 December 2011 (UTC)&lt;br /&gt;
:Magic Absorb works differently from Magic Resistance.&lt;br /&gt;
:*Absorb is calculated separeately and before Resistance.&lt;br /&gt;
:*Absorb doesn't reduce effects by a %, it either works or not, and if it does, it completely negates the effects. 50% Absorb means there's 50% chance that a spell hitting you will do nothing at all (except restore your Magicka).&lt;br /&gt;
:*Absorb works with all effects Magic Resistance works with(spells, dragon breath, etc.) and more, including poisons and weapon enchantments. And, unfortunately, summons (see note in the article). {{uns2|18:13, 14 December 2011|178.183.234.174}}&lt;br /&gt;
&lt;br /&gt;
::Is it possible to make an enchantment with the Atronach stones effect (I have googled for it)? --[[User:Giltintur|Giltintur]] 11:25, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::No, the Magic Absorb is available from only three sources in the game - The Atronach Stone, Atronach(Alteration perk) and Breton's Dragonskin racial power.&lt;br /&gt;
:::Speaking of which, I recently had a chance to play with the Atronach Stone and holy crap - no wonder The Firmament(the book) says that it completely blocks Magicka regeneration; that's what it ''should'' do to make it even remotely balanced. The fact that you not only take no damage from half enemy spells but that you actually ''gain'' Magicka from them is just insane; I quickly found myself wishing for enemies to have a mage with them, since it basically meant infinite Magicka for me - and with infinite Magicka you're almost invulnerable since Healing with Regeneration is just so cost-effective that even though you're still taking damage from half enemy spells you can easily outheal that AND damage done by other enemies AND still gain Magicka in the process! Best stone in the game, hands down. [[Special:Contributions/178.183.228.69|178.183.228.69]] 14:24, 27 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::The magicka regen penalty appears to be additive. Casting muffle with +75% robes and +25% perk takes about 13 seconds to recover with 170 magicka. Doing the same after getting Atronach took about 13 seconds as well. This would make sense as the before (170 magicka; 200% regen =&amp;gt; 10.2) gives a similar regeneration rate as the latter (220 magicka, 150% regen =&amp;gt; 9.9). This means it is possible for the Atronach stone to INCREASE your overall regeneration rate if your pool is small and your percentage bonus is high. -13 Jan 2012 {{uns2|16:22, 13 January 2012|98.179.176.101}}&lt;br /&gt;
&lt;br /&gt;
:::::I dont think you can have INCREASE your overall regeneration rate becouse&lt;br /&gt;
:::::100 magicka is 100% base regeneration&lt;br /&gt;
:::::150 magicka is 150% of base regeneration, so you get 50% mor faster regeneration and that is contered whit -50% drawback from :::::Atroncah stone so you are left whit same magicka reg but whit 50 mor magicka and nice 50% Spell Absorption bonus.&lt;br /&gt;
:::::So character who dont care to use magicka nothing mor then for healing can use Stone of the Atronach whit no consequence to they previous magicka regeneration. {{unsigned|NEVER BoRN|02:38, 22 March 2012}}&lt;br /&gt;
&lt;br /&gt;
== The Lady Stone ==&lt;br /&gt;
&lt;br /&gt;
I'm a vampire so 'm considering taking this stone, however I'm not sure if it increases the value of the regen, making it 5 points per second instead of 4 (+25%), or changing the speed, making it 125% normal speed, which is what I want so I get that 25% while in the sun. So which is right? [[User:Broxigar|Broxigar]] 09:41, 19 December 2011 (UTC)&lt;br /&gt;
:Erm, what? Being a vampire of any stage completely stops any regeneration so I don't understand your 4 points vs. 5 points question. As for whether you will gain regeneration from Lady as a Vampire, yes you will, but I'm unsure what the final value will be. 3(base) * 1.25(Lady) - 3(Vampire) maybe? [[Special:Contributions/178.183.217.95|178.183.217.95]] 07:01, 20 December 2011 (UTC)&lt;br /&gt;
::What I'm trying to ask is, will it ADD to how many points  regenarate, (which I don't want) e.g make the points regenarated per second lets say i dunno 1.25 from 1 which means it's still 100%, but a 100% with a bigger value. OR is it increasing the SPEED meaning that I get the same amount, but FASTER. I know it sounds stupid, but as a vampire, it is very important to me, and I heard a guy say that the first scenario is right, which makes me question if it's actually worth getting that stone. If there is anyone out there who can answer this, please do so. Or just simply tell me if I get the regen as a vamp or not. BTW, it IS possible to get more regen with enchanted equipment. EDIT: And I mean do I get the 25% regen while standing in the sun? Because as its been noted, the vampirism effect only drains 100%, but if I have 125% would I have 25 left, or does it drain EVERTYHING? [[User:Broxigar|Broxigar]] 08:24, 20 December 2011 (UTC)&lt;br /&gt;
:::Being a vampire in the sun is a hard off effect on regens. Being in the sun doesn't take away 100% regen leaving you with 25%, it completely turns it off regardless of %. {{uns2|06:03, 21 December 2011|24.4.51.222}}&lt;br /&gt;
::::Thanks, thats all I needed to know. -Broxigar [[Special:Contributions/219.88.64.227|219.88.64.227]] 09:20, 21 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}}The wiki's page on Vampirism says otherwise. [[User:Chris3145|Chris3145]] 14:27, 21 December 2011 (UTC)&lt;br /&gt;
:I just tested this. On the 360, being a Vampire and having the Lady stone results in your Stamina regenerating during daylight hours. I tested this by becoming a Vampire, then activating the Lady Stone. I then waited until 10:30 AM, drew my weapon, then performed several Power Attacks. My Stamina started to regenerate immediately. [[Special:Contributions/97.117.238.93|97.117.238.93]] 22:55, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Steed Stone - Does it help sneaking? (armor weighs nothing) ==&lt;br /&gt;
&lt;br /&gt;
'''Does the &amp;quot;equipped apparel weighs nothing&amp;quot; mean your sneaking will not be affected by armor noise?''' &lt;br /&gt;
I know sometimes things are calculated in weird ways, so it might not help your sneak, even though the description would indicate it should. I wanted to know if someone could confirm this because I'd prefer the stone over the Armor perk or Sneak perk (armor weighs nothing, armor affects sneak 50% less, respectively). &lt;br /&gt;
I searched through some pages about sneak and armor a couple days ago, but didn't find a definite answer. Thanks. --[[User:Amsuko|Amsuko]] 00:54, 30 December 2011 (UTC)&lt;br /&gt;
:It merely keeps you from becoming &amp;quot;weighed down&amp;quot; by whatever you're wearing. Has no effect on Sneak or armor noise. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 18:34, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion: Notes - a &amp;quot;See Notes&amp;quot; should be added to the respective stone. ==&lt;br /&gt;
&lt;br /&gt;
Notes are often &amp;quot;tertiary&amp;quot; information, allowing additional details for those who want them, but keeping the main points minimal. However, I feel that the notes about the Lover's Stone and the Atronach Stone seem important. Perhaps an asterisk or a small &amp;quot;See Notes Below&amp;quot; comment in the description section of the chart for these two stones would be a good idea. --[[User:Amsuko|Amsuko]] 01:04, 30 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modify Table ==&lt;br /&gt;
&lt;br /&gt;
It would probably be a good idea to modify the effects of each of the stones to include links to the appropriate effects (such as has been done with the Dragon Priest Masks), to keep with the wiki's style. I just tried to do it, but the formatting is screwing up. [[User:Swk3000|Swk3000]] 23:19, 1 January 2012 (UTC)&lt;br /&gt;
:I added links, but couldn't find an appropriate page for &amp;quot;absorb spells.&amp;quot; Seems straightforward, but I couldn't find a page on it. Perhaps they meant &amp;quot;Resist Magic&amp;quot; (makes a spell less damaging) or &amp;quot;Absorb Magicka&amp;quot; (takes magicka from the target's pool and adds it to yours). --[[User:Amsuko|Amsuko]] 01:34, 3 January 2012 (UTC)&lt;br /&gt;
::Thanks. As I said, I tried doing it myself, but stuff kept screwing up. As for the &amp;quot;absorb spells&amp;quot; effect, that would be Spell Absorption, but no page exists on it yet. It's not &amp;quot;Resist Magic&amp;quot; or &amp;quot;Absorb Magicka&amp;quot;, though. Given that you can only get the effect from 4 sources (Breton Racial, Atronach Stone, Alteration Tree Perk, and Ward Absorb), I suppose it's not surprising. [[User:Swk3000|Swk3000]] 10:59, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magical Immunity, or no? ==&lt;br /&gt;
&lt;br /&gt;
Breton's have their Magic Resistance ability in which they are resistant to Magic 25%, constantly. They also have their Dragonskin greater power, in which they absorb 50% of all hostile spells for 60 seconds. If a Breton-character is mixed with [[Skyrim:The Atronach Stone|The Atronach Stone]], which also grants a 50% spell absorption, does this stack up to 100%? Basically, let's assume that a spell attacks the player. The player is a Breton who has Dragonskin activated. They have a 50% chance to absorb the spell. When under the effects of The Atronach Stone, do they have a 50% chance of the 50% chance that was left, (75% chance in total), or is it now 50% + 50%, which means 100% of all spells are now absorbed? {{uns2|04:35, 3 January 2012|50.103.46.55}}&lt;br /&gt;
:We may have to wait for the PC console to find out. However, the [[Skyrim:Resist Magic|Resist Magic]] page says there is a limit to 85% resistance overall. There may be a spell absorbance limit as well. Currently, there seems to be no page about absorbing spells.--[[User:Amsuko|Amsuko]] 06:42, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== apprentice load screen info ==&lt;br /&gt;
&lt;br /&gt;
the few times I've seen the apprentice stone described on the load screen, it says that the stone &amp;quot;doubles magicka and regeneration&amp;quot;. that doesnt seem to be correct though. the &amp;quot;and&amp;quot; probably shouldnt be in there. or possibly I read it wrong all of the three times I saw it. can anyone confirm? {{uns2|15:44, 13 January 2012|71.166.57.105}}&lt;br /&gt;
:Its a terrible stone regardless. Doubling your magicka regen might be worth it if it also took into account bonus' from other sources, hell it would be nice if it removed combat regeneration and made you regen at full speed all the time. A 100% weakness to magic is a massive penalty, one that the extra regen simply cannot make up for, even if you consider using it on wards which are not infallible. {{uns2|12:06, 19 January 2012|88.111.120.120}}&lt;br /&gt;
&lt;br /&gt;
== Standing stones ==&lt;br /&gt;
&lt;br /&gt;
Not sure if anyone cares, but if you are in a jam you can fire spells and arrows through the holes found in each standing stone. This observation was testing on the Guardian set of stones only. Using Flames, Frostbite, Ice Spike, and Lightning Bolt. [[User:Chronic|Chronic]] 05:47, 24 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More stones ==&lt;br /&gt;
&lt;br /&gt;
not 13 stones it says i have 14 found on my info and there are a few ive missed.&lt;br /&gt;
i think the guardian stones must count as 3 individual stones. &lt;br /&gt;
Just thought id point this out.&lt;br /&gt;
[[User:KingK|KingK]] 09:09, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Every time you visit a standing stone it adds it to the count, even if you've been there before, the guardian stones do count as individual stones and are already counted into the total. ([[User:Eddie the head|Eddie The Head]] 09:22, 3 April 2012 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Directions could be much clearer. ==&lt;br /&gt;
&lt;br /&gt;
Here's the directions the page gives to The Lord Stone:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;East of Morthal, near the Shrine of Mehrunes Dagon, about one and a half times as far as Stonehills, up on the mountain. Follow the path starting north of the Hall of the Vigilant to the Shrine and the Stone.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
These directions are clunky and didn't help me find the stone at all.  Maybe it's just me.[[Special:Contributions/174.0.116.189|174.0.116.189]] 21:14, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've added map links to all of the location descriptions, that should help. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 21:27, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== warrior/mage/thief/lover stones useless? ==&lt;br /&gt;
&lt;br /&gt;
Because of the the 'exp' needed to level up increases exponentially, if you are at level 50 without any +skill gain stones, you'd probably only be at 51 with one. {{Uns|50.99.131.84|16:54, 8 April 2012}}&lt;br /&gt;
&lt;br /&gt;
:What you're saying doesn't make sense, the stones make leveling 15 or 25 percent easier, whether your over level fifty or not. The amount of experience needed rising exponentially doesn't affect the stones as it's a percentage and not a set figure. [[User:The Silencer|The Silencer has spoken]] 17:00, 8 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It's quite simple. Let's say you killing a lot of people and earned 1 million 'exp' in one handed, and if you have warrior stone you'd have 1.25 million 'exp'. 1 million exp puts you at level 50, 1.25 million would only put you at level 51. It takes more 'exp' to level a skill at higher levels. [[Special:Contributions/50.99.131.84|50.99.131.84]]&lt;br /&gt;
&lt;br /&gt;
== standing stone achievement bug ==&lt;br /&gt;
&lt;br /&gt;
I think the bug works by keeping track of the stone you visited across all save files, rather than what the page suggested. On a new playthrough there's no way i visited standing stones 13 times but i got the achievement as soon as i found a stone i haven't previous found. [[Special:Contributions/50.99.131.84|50.99.131.84]] 20:18, 9 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Standing_Stone&amp;diff=927719</id>
		<title>Skyrim talk:Standing Stone</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Standing_Stone&amp;diff=927719"/>
		<updated>2012-04-09T20:18:04Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* standing stone achievement bug */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 13 Stones ==&lt;br /&gt;
&lt;br /&gt;
I had assumed it meant 13 ''groups'' of stones. That would mean that each birthsign would be present three times and solve the how-does-13-divide-by-3 problem. Alternatively, I'd guess it's the Serpent that doesn't receive a stone, given that it's always a bit of an outsider. [[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; 18:19, 2 October 2011 (UTC)&lt;br /&gt;
:Hmm, I hadn't thought about that interpretation.  I just heard thirteen and assumed one stone per constellation.  And I assumed that they put Mage, Thief, and Warrior together for the first set since they're so prominently placed, and didn't want any one to think they were favouring one skill group over another.  Does anyone have an exact quote?    --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:27, 2 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The first video from [http://www.bethblog.com/index.php/2011/09/12/20-minutes-of-skyrim-action/ here] at the 2 minute mark. It's when he's approaching a group of three stones, and as the message &amp;quot;THE GUARDIAN STONES DISCOVERED&amp;quot; appears on screen, Todd says &amp;quot;Up here we have standing stones. There are thirteen of these throughout Skyrim's landscape and they give you special abilities but you can only have one of these active at a time.&amp;quot;&lt;br /&gt;
::My view was that as it was a group he'd discovered, he meant 13 groups. The one-per-birthsign idea makes a lot of sense though. [[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; 18:51, 2 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for digging that up -- I turned off audio on my laptop and it doesn't seem to want to turn back on, so I have to switch computers to listen to videos :(&lt;br /&gt;
:::As with everything Skyrim, we won't really know until we get the game.  I think the current version of the article makes sense (although I'm admittedly biased), but as we get more facts we'll inevitably rewrite as necessary.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:39, 2 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::But then probably &amp;quot;Standing Stone&amp;quot; was the right name, since only the stones corresponding to one of the three guardians would be called &amp;quot;Guardian Stones&amp;quot;. --[[User:Alfwyn|Alfwyn]] 23:00, 2 October 2011 (UTC)&lt;br /&gt;
:::::It's definitely possible.  But the [http://www.xbox360achievements.org/news/news-9380-Gamescom-2011--The-Elder-Scrolls-V--Skyrim-Preview---Venturing-Off-The-Beaten-Path.html one article] that I've seen mention a different stone (namely the Shadow Stone) still calls it a Guardian Stone.  Admittedly, it's the same article that says alchemy can be used to create a &amp;quot;resist potion spell&amp;quot;.  Nevertheless, in the absence of any other information I'm inclined to stick with Guardian Stone for now. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 23:12, 2 October 2011 (UTC)&lt;br /&gt;
::::::When Todd Howard discovered them, it said &amp;quot;The Guardian stones Discovered&amp;quot;, the name &amp;quot;standing stones&amp;quot; only came from Todd describing them. [[User:RIM|RIM]] 16:24, 3 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}} The discovery message would refer to the name of that particular mapmarker. The &amp;quot;Standing Stones&amp;quot; achievement (Find 13 Standing Stones) found [http://www.xbox360achievements.org/game/elder-scrolls-v/achievements/ here] provides some evidence for the name &amp;quot;Standing Stone&amp;quot;. --[[User:Alfwyn|Alfwyn]] 09:16, 4 October 2011 (UTC)&lt;br /&gt;
:unfortunatley we cant be sure if that list is accurate as it isn't official (&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;I plead Lazyness&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-68px; margin-right:-60px;&amp;quot;&amp;gt;[[User:Eddie the head|&amp;lt;font color=&amp;quot;Blue&amp;quot;&amp;gt;Eddie The Head&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 09:24, 4 October 2011 (UTC))&lt;br /&gt;
::In any case, Guardian Stone is probably the name people are most familiar with. [[User:RIM|RIM]] 15:25, 4 October 2011 (UTC)&lt;br /&gt;
:::I think the achievements indicate that it's most likely that Standing Stone is the general term, and Guardian Stone is just for those three, so this page probably should get moved, and the text updated accordingly. (We'll keep a redirect from Guardian Stone to Standing Stone, so that addresses the issue of readers being more familiar with the latter term). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:32, 4 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::As Ive pointed out before, it really isnt very helpful to print something like 'East of Morthal, on the mountain' (How far East? Which mountain?) &lt;br /&gt;
::::What would work better is to describe a location relative to at least two other locations. Such as &amp;quot;East of Morthal, South West of...&amp;quot; --[[Special:Contributions/77.249.235.60|77.249.235.60]] 16:42, 14 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 13 plus stones? ==&lt;br /&gt;
&lt;br /&gt;
Looking at my stats for general gameplay, I have discovered 15 standing stones. Anyone else have more then 13? I just find it a bit odd since the article makes it seem like there is only 13 including the Guardian stones.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 10:49, 17 November 2011 (UTC)&lt;br /&gt;
: Did you have a crash or something? In my case, I have the Standing Stones achievement but haven't discovered them all in my current game because I had my one crash so far after finding the last stone, but didn't go there again after reloading. [[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; 11:25, 17 November 2011 (UTC)&lt;br /&gt;
::Nope no crash. And yet on my map I can only count about 9 total markers for the stones. I'm lucky, worst glitch/issue I've had with Skyrim is a few rendering issues but other then that everything runs perfectly. I also have the achievement for the standing stones, after finding 13 by my stats but now my stats are sitting with 15 found.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 11:31, 17 November 2011 (UTC)&lt;br /&gt;
:::I have 20 standing stones found in my stats, which I thought was really weird.  What's even weirder is I remember getting the achievement when I ran by the first three stones you come to at the beginning of the game.  Obviously I had already discovered them.  My guess is that every time you go near a standing stone it ups your discovered stones count, even if you have already discovered it. [[User:El Duderino|El Duderino]] 22:14, 19 November 2011 (UTC)&lt;br /&gt;
::::You appear to right. I had 11 standing stones in my stats when I knew that I had at least 5 more to find, not 2. I fast-traveled to the Guardian Stones to test your idea, and it worked. Got the achievement, and my stats now say I have discovered 14 standing stones.[[Special:Contributions/76.181.75.250|76.181.75.250]] 22:26, 19 November 2011 (UTC)&lt;br /&gt;
:::::I can confirm the observation of El Duderino. I've tested it. Every time you get near to a Standing Stone your statistics are increased by 1. --[[User:Killfetzer|Killfetzer]] 11:06, 14 December 2011 (UTC)&lt;br /&gt;
::::::It looks like the achievement (and game) counts how many times you've found any Standing Stone, not specifically a new Standing Stone. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 18:28, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lovers stone ==&lt;br /&gt;
&lt;br /&gt;
Should it be added that there's a bug, could be on purpose though, with the Lovers stone that you no longer get any rested bonus once you select it? [[User:AlphaOmega|AlphaOmega]] 23:20, 21 November 2011 (UTC)&lt;br /&gt;
:That's 100% intended. It's supposed to be that you have a permanent &amp;quot;Lover's comfort&amp;quot; bonus. --[[Special:Contributions/71.51.146.49|71.51.146.49]] 03:41, 30 November 2011 (UTC)&lt;br /&gt;
::They had to do that, otherwise you would level 30% faster than normal, and that would render the Lovers Stone blatantly broken, so to speak. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 18:30, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Lord Stone ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if the stone's physical damage resistance will interfere with training armor skills? The skill is based on damage taken, so if the stone reduces the damage it will effectively nerf the skill gain. [[Special:Contributions/178.183.247.238|178.183.247.238]] 12:25, 26 November 2011 (UTC)&lt;br /&gt;
:50 armor is only 6% damage mitigation. I wouldn't worry about it. --[[User:SushiSquid|SushiSquid]] 06:09, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Directions Suck ==&lt;br /&gt;
&lt;br /&gt;
Really need better directions than this garbage. Can't somebody take a map screenshot with the location? This should be trivial.--[[Special:Contributions/76.98.59.192|76.98.59.192]] 03:56, 6 December 2011 (UTC)&lt;br /&gt;
:I don't know of any means to view the entire map at once to take this screen shot, but it will very likely happen eventually. Until then, these directions work pretty well, and your paper map has them marked with little X's. [[User:Chris3145|Chris3145]] 04:48, 6 December 2011 (UTC)&lt;br /&gt;
::Haven't had any problems finding any of the stones with the directions given. If anything, the directions seem to make them too easy to find. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 18:36, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 14th Stone not list** The Guardian Stone** ==&lt;br /&gt;
&lt;br /&gt;
you start the game right by it. Its just a little South West of RiverWood. {{uns2|05:28, 7 December 2011|SlowSparks}}&lt;br /&gt;
:Fail, Guardian Stones refers to the Thief, Warrior and Mage stones collectively. [[Special:Contributions/75.93.14.165|75.93.14.165]] 02:08, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stone of the Atronach ==&lt;br /&gt;
&lt;br /&gt;
How does this work?&lt;br /&gt;
means &amp;quot;absorb&amp;quot; Damage mitigation, or only magicka gain when struck with a Spell? --[[User:CapitalismHo|CapitalismHo]] 17:11, 14 December 2011 (UTC)&lt;br /&gt;
:Magic Absorb works differently from Magic Resistance.&lt;br /&gt;
:*Absorb is calculated separeately and before Resistance.&lt;br /&gt;
:*Absorb doesn't reduce effects by a %, it either works or not, and if it does, it completely negates the effects. 50% Absorb means there's 50% chance that a spell hitting you will do nothing at all (except restore your Magicka).&lt;br /&gt;
:*Absorb works with all effects Magic Resistance works with(spells, dragon breath, etc.) and more, including poisons and weapon enchantments. And, unfortunately, summons (see note in the article). {{uns2|18:13, 14 December 2011|178.183.234.174}}&lt;br /&gt;
&lt;br /&gt;
::Is it possible to make an enchantment with the Atronach stones effect (I have googled for it)? --[[User:Giltintur|Giltintur]] 11:25, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::No, the Magic Absorb is available from only three sources in the game - The Atronach Stone, Atronach(Alteration perk) and Breton's Dragonskin racial power.&lt;br /&gt;
:::Speaking of which, I recently had a chance to play with the Atronach Stone and holy crap - no wonder The Firmament(the book) says that it completely blocks Magicka regeneration; that's what it ''should'' do to make it even remotely balanced. The fact that you not only take no damage from half enemy spells but that you actually ''gain'' Magicka from them is just insane; I quickly found myself wishing for enemies to have a mage with them, since it basically meant infinite Magicka for me - and with infinite Magicka you're almost invulnerable since Healing with Regeneration is just so cost-effective that even though you're still taking damage from half enemy spells you can easily outheal that AND damage done by other enemies AND still gain Magicka in the process! Best stone in the game, hands down. [[Special:Contributions/178.183.228.69|178.183.228.69]] 14:24, 27 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::The magicka regen penalty appears to be additive. Casting muffle with +75% robes and +25% perk takes about 13 seconds to recover with 170 magicka. Doing the same after getting Atronach took about 13 seconds as well. This would make sense as the before (170 magicka; 200% regen =&amp;gt; 10.2) gives a similar regeneration rate as the latter (220 magicka, 150% regen =&amp;gt; 9.9). This means it is possible for the Atronach stone to INCREASE your overall regeneration rate if your pool is small and your percentage bonus is high. -13 Jan 2012 {{uns2|16:22, 13 January 2012|98.179.176.101}}&lt;br /&gt;
&lt;br /&gt;
:::::I dont think you can have INCREASE your overall regeneration rate becouse&lt;br /&gt;
:::::100 magicka is 100% base regeneration&lt;br /&gt;
:::::150 magicka is 150% of base regeneration, so you get 50% mor faster regeneration and that is contered whit -50% drawback from :::::Atroncah stone so you are left whit same magicka reg but whit 50 mor magicka and nice 50% Spell Absorption bonus.&lt;br /&gt;
:::::So character who dont care to use magicka nothing mor then for healing can use Stone of the Atronach whit no consequence to they previous magicka regeneration. {{unsigned|NEVER BoRN|02:38, 22 March 2012}}&lt;br /&gt;
&lt;br /&gt;
== The Lady Stone ==&lt;br /&gt;
&lt;br /&gt;
I'm a vampire so 'm considering taking this stone, however I'm not sure if it increases the value of the regen, making it 5 points per second instead of 4 (+25%), or changing the speed, making it 125% normal speed, which is what I want so I get that 25% while in the sun. So which is right? [[User:Broxigar|Broxigar]] 09:41, 19 December 2011 (UTC)&lt;br /&gt;
:Erm, what? Being a vampire of any stage completely stops any regeneration so I don't understand your 4 points vs. 5 points question. As for whether you will gain regeneration from Lady as a Vampire, yes you will, but I'm unsure what the final value will be. 3(base) * 1.25(Lady) - 3(Vampire) maybe? [[Special:Contributions/178.183.217.95|178.183.217.95]] 07:01, 20 December 2011 (UTC)&lt;br /&gt;
::What I'm trying to ask is, will it ADD to how many points  regenarate, (which I don't want) e.g make the points regenarated per second lets say i dunno 1.25 from 1 which means it's still 100%, but a 100% with a bigger value. OR is it increasing the SPEED meaning that I get the same amount, but FASTER. I know it sounds stupid, but as a vampire, it is very important to me, and I heard a guy say that the first scenario is right, which makes me question if it's actually worth getting that stone. If there is anyone out there who can answer this, please do so. Or just simply tell me if I get the regen as a vamp or not. BTW, it IS possible to get more regen with enchanted equipment. EDIT: And I mean do I get the 25% regen while standing in the sun? Because as its been noted, the vampirism effect only drains 100%, but if I have 125% would I have 25 left, or does it drain EVERTYHING? [[User:Broxigar|Broxigar]] 08:24, 20 December 2011 (UTC)&lt;br /&gt;
:::Being a vampire in the sun is a hard off effect on regens. Being in the sun doesn't take away 100% regen leaving you with 25%, it completely turns it off regardless of %. {{uns2|06:03, 21 December 2011|24.4.51.222}}&lt;br /&gt;
::::Thanks, thats all I needed to know. -Broxigar [[Special:Contributions/219.88.64.227|219.88.64.227]] 09:20, 21 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}}The wiki's page on Vampirism says otherwise. [[User:Chris3145|Chris3145]] 14:27, 21 December 2011 (UTC)&lt;br /&gt;
:I just tested this. On the 360, being a Vampire and having the Lady stone results in your Stamina regenerating during daylight hours. I tested this by becoming a Vampire, then activating the Lady Stone. I then waited until 10:30 AM, drew my weapon, then performed several Power Attacks. My Stamina started to regenerate immediately. [[Special:Contributions/97.117.238.93|97.117.238.93]] 22:55, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Steed Stone - Does it help sneaking? (armor weighs nothing) ==&lt;br /&gt;
&lt;br /&gt;
'''Does the &amp;quot;equipped apparel weighs nothing&amp;quot; mean your sneaking will not be affected by armor noise?''' &lt;br /&gt;
I know sometimes things are calculated in weird ways, so it might not help your sneak, even though the description would indicate it should. I wanted to know if someone could confirm this because I'd prefer the stone over the Armor perk or Sneak perk (armor weighs nothing, armor affects sneak 50% less, respectively). &lt;br /&gt;
I searched through some pages about sneak and armor a couple days ago, but didn't find a definite answer. Thanks. --[[User:Amsuko|Amsuko]] 00:54, 30 December 2011 (UTC)&lt;br /&gt;
:It merely keeps you from becoming &amp;quot;weighed down&amp;quot; by whatever you're wearing. Has no effect on Sneak or armor noise. [[User:VycDarkshadow|Vyc Ðarkshådøw]] 18:34, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion: Notes - a &amp;quot;See Notes&amp;quot; should be added to the respective stone. ==&lt;br /&gt;
&lt;br /&gt;
Notes are often &amp;quot;tertiary&amp;quot; information, allowing additional details for those who want them, but keeping the main points minimal. However, I feel that the notes about the Lover's Stone and the Atronach Stone seem important. Perhaps an asterisk or a small &amp;quot;See Notes Below&amp;quot; comment in the description section of the chart for these two stones would be a good idea. --[[User:Amsuko|Amsuko]] 01:04, 30 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modify Table ==&lt;br /&gt;
&lt;br /&gt;
It would probably be a good idea to modify the effects of each of the stones to include links to the appropriate effects (such as has been done with the Dragon Priest Masks), to keep with the wiki's style. I just tried to do it, but the formatting is screwing up. [[User:Swk3000|Swk3000]] 23:19, 1 January 2012 (UTC)&lt;br /&gt;
:I added links, but couldn't find an appropriate page for &amp;quot;absorb spells.&amp;quot; Seems straightforward, but I couldn't find a page on it. Perhaps they meant &amp;quot;Resist Magic&amp;quot; (makes a spell less damaging) or &amp;quot;Absorb Magicka&amp;quot; (takes magicka from the target's pool and adds it to yours). --[[User:Amsuko|Amsuko]] 01:34, 3 January 2012 (UTC)&lt;br /&gt;
::Thanks. As I said, I tried doing it myself, but stuff kept screwing up. As for the &amp;quot;absorb spells&amp;quot; effect, that would be Spell Absorption, but no page exists on it yet. It's not &amp;quot;Resist Magic&amp;quot; or &amp;quot;Absorb Magicka&amp;quot;, though. Given that you can only get the effect from 4 sources (Breton Racial, Atronach Stone, Alteration Tree Perk, and Ward Absorb), I suppose it's not surprising. [[User:Swk3000|Swk3000]] 10:59, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magical Immunity, or no? ==&lt;br /&gt;
&lt;br /&gt;
Breton's have their Magic Resistance ability in which they are resistant to Magic 25%, constantly. They also have their Dragonskin greater power, in which they absorb 50% of all hostile spells for 60 seconds. If a Breton-character is mixed with [[Skyrim:The Atronach Stone|The Atronach Stone]], which also grants a 50% spell absorption, does this stack up to 100%? Basically, let's assume that a spell attacks the player. The player is a Breton who has Dragonskin activated. They have a 50% chance to absorb the spell. When under the effects of The Atronach Stone, do they have a 50% chance of the 50% chance that was left, (75% chance in total), or is it now 50% + 50%, which means 100% of all spells are now absorbed? {{uns2|04:35, 3 January 2012|50.103.46.55}}&lt;br /&gt;
:We may have to wait for the PC console to find out. However, the [[Skyrim:Resist Magic|Resist Magic]] page says there is a limit to 85% resistance overall. There may be a spell absorbance limit as well. Currently, there seems to be no page about absorbing spells.--[[User:Amsuko|Amsuko]] 06:42, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== apprentice load screen info ==&lt;br /&gt;
&lt;br /&gt;
the few times I've seen the apprentice stone described on the load screen, it says that the stone &amp;quot;doubles magicka and regeneration&amp;quot;. that doesnt seem to be correct though. the &amp;quot;and&amp;quot; probably shouldnt be in there. or possibly I read it wrong all of the three times I saw it. can anyone confirm? {{uns2|15:44, 13 January 2012|71.166.57.105}}&lt;br /&gt;
:Its a terrible stone regardless. Doubling your magicka regen might be worth it if it also took into account bonus' from other sources, hell it would be nice if it removed combat regeneration and made you regen at full speed all the time. A 100% weakness to magic is a massive penalty, one that the extra regen simply cannot make up for, even if you consider using it on wards which are not infallible. {{uns2|12:06, 19 January 2012|88.111.120.120}}&lt;br /&gt;
&lt;br /&gt;
== Standing stones ==&lt;br /&gt;
&lt;br /&gt;
Not sure if anyone cares, but if you are in a jam you can fire spells and arrows through the holes found in each standing stone. This observation was testing on the Guardian set of stones only. Using Flames, Frostbite, Ice Spike, and Lightning Bolt. [[User:Chronic|Chronic]] 05:47, 24 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More stones ==&lt;br /&gt;
&lt;br /&gt;
not 13 stones it says i have 14 found on my info and there are a few ive missed.&lt;br /&gt;
i think the guardian stones must count as 3 individual stones. &lt;br /&gt;
Just thought id point this out.&lt;br /&gt;
[[User:KingK|KingK]] 09:09, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Every time you visit a standing stone it adds it to the count, even if you've been there before, the guardian stones do count as individual stones and are already counted into the total. ([[User:Eddie the head|Eddie The Head]] 09:22, 3 April 2012 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Directions could be much clearer. ==&lt;br /&gt;
&lt;br /&gt;
Here's the directions the page gives to The Lord Stone:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;East of Morthal, near the Shrine of Mehrunes Dagon, about one and a half times as far as Stonehills, up on the mountain. Follow the path starting north of the Hall of the Vigilant to the Shrine and the Stone.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
These directions are clunky and didn't help me find the stone at all.  Maybe it's just me.[[Special:Contributions/174.0.116.189|174.0.116.189]] 21:14, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've added map links to all of the location descriptions, that should help. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 21:27, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== warrior/mage/thief/lover stones useless? ==&lt;br /&gt;
&lt;br /&gt;
Because of the the 'exp' needed to level up increases exponentially, if you are at level 50 without any +skill gain stones, you'd probably only be at 51 with one. {{Uns|50.99.131.84|16:54, 8 April 2012}}&lt;br /&gt;
&lt;br /&gt;
:What you're saying doesn't make sense, the stones make leveling 15 or 25 percent easier, whether your over level fifty or not. The amount of experience needed rising exponentially doesn't affect the stones as it's a percentage and not a set figure. [[User:The Silencer|The Silencer has spoken]] 17:00, 8 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It's quite simple. Let's say you killing a lot of people and earned 1 million 'exp' in one handed, and if you have warrior stone you'd have 1.25 million 'exp'. 1 million exp puts you at level 50, 1.25 million would only put you at level 51. It takes more 'exp' to level a skill at higher levels. [[Special:Contributions/50.99.131.84|50.99.131.84]]&lt;br /&gt;
&lt;br /&gt;
== standing stone achievement bug ==&lt;br /&gt;
&lt;br /&gt;
I think the bug works by keeping track of the stone you visited across all save files, rather than what the page suggested. On a new playthrough there's no way i visited standing stones 13 times but i got the achievement as soon as i found a stone i haven't previous found.&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Archery&amp;diff=927718</id>
		<title>Skyrim:Archery</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Archery&amp;diff=927718"/>
		<updated>2012-04-09T20:14:31Z</updated>

		<summary type="html">&lt;p&gt;50.99.131.84: /* Draw Speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Archery.png&lt;br /&gt;
|Special=Combat&lt;br /&gt;
|ExTrail=[[Skyrim:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''Archery''' is the skill governing the use of bows; the higher one's skill level, the more damage is done. The Archery tree has a total of 9 perks, requiring 16 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''An archer is trained in the use of bows and arrows.  The greater the skill, the more deadly the shot.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=400}}{{Perk Tree&lt;br /&gt;
|perks=&lt;br /&gt;
{{Image Mark|730|912|Overdraw|Overdraw (5 ranks): 0/20/40/60/80 Archery. Archery is 20/40/60/80/twice as effective.|position=bottom}}&lt;br /&gt;
{{Image Mark|667|605|Critical Shot|Critical Shot (3 ranks): 30/60/90 Archery. Rank 1 has a 10% chance of doing a critical hit. Rank 2 has a 15% chance of doing a critical hit for 25% more critical damage. Rank 3 has a 20% chance of doing a critical hit that does 50% more critical damage.}}&lt;br /&gt;
{{Image Mark|400|670|Eagle Eye|Eagle Eye: 30 Archery. Pressing Block while aiming will zoom in your view.}}&lt;br /&gt;
{{Image Mark|510|608|Steady Hand|Steady Hand (2 ranks): 40/60 Archery. Zooming in with a bow slows time by 25%. The second rank doubles the effect.|position=top}}&lt;br /&gt;
{{Image Mark|322|482|Power Shot|Power Shot: 50 Archery. Arrows stagger all but the largest opponents 50% of the time|position=left}}&lt;br /&gt;
{{Image Mark|560|375|Hunter's Discipline|Hunter's Discipline: 50 Archery. Recover twice as many arrows from dead bodies.}}&lt;br /&gt;
{{Image Mark|528|286|Ranger|Ranger: 60 Archery. Able to move faster with a drawn bow.}}&lt;br /&gt;
{{Image Mark|330|242|Quick Shot|Quick Shot: 70 Archery. Can draw a bow 30% faster.|position=bottom}}&lt;br /&gt;
{{Image Mark|442|172|Bullseye|Bullseye: 100 Archery. 15% chance of paralyzing the target for a few seconds.|position=top}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Overdraw}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Bows do 20% more damage.&lt;br /&gt;
| {{ID|000babed}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Bows do 40% more damage.&lt;br /&gt;
| {{ID|0007934a}}&lt;br /&gt;
| 20 Archery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Bows do 60% more damage.&lt;br /&gt;
| {{ID|0007934b}}&lt;br /&gt;
| 40 Archery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Bows do 80% more damage.&lt;br /&gt;
| {{ID|0007934d}}&lt;br /&gt;
| 60 Archery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Bows always do twice as much damage.&lt;br /&gt;
| {{ID|00079354}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 Archery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Critical Shot}}''&lt;br /&gt;
| 1&lt;br /&gt;
| 10% chance of a critical hit that does extra damage.&lt;br /&gt;
| {{ID|00105f1c}}&lt;br /&gt;
| 30 Archery&lt;br /&gt;
| Overdraw&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 15% chance of a critical hit that does 25% more critical damage.&lt;br /&gt;
| {{ID|00105f1e}}&lt;br /&gt;
| 60 Archery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 20% chance of a critical hit that does 50% more critical damage.&lt;br /&gt;
| {{ID|00105f1f}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 90 Archery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Hunter's Discipline}}''&lt;br /&gt;
| Recover twice as many arrows from dead bodies.&lt;br /&gt;
| {{ID|00051b12}}&lt;br /&gt;
| 50 Archery&lt;br /&gt;
| Critical Shot&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Ranger}}''&lt;br /&gt;
| Able to move faster with a drawn bow.&lt;br /&gt;
| {{ID|00058f63}}&lt;br /&gt;
| 60 Archery&lt;br /&gt;
| Hunter's Discipline&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Eagle Eye}}''&lt;br /&gt;
| Pressing Block while aiming will zoom in your view.&lt;br /&gt;
| {{ID|00058f61}}&lt;br /&gt;
| 30 Archery&lt;br /&gt;
| Overdraw&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Power Shot}}''&lt;br /&gt;
| Arrows stagger all but the largest opponents 50% of the time.&lt;br /&gt;
| {{ID|00058f62}}&lt;br /&gt;
| 50 Archery&lt;br /&gt;
| Eagle Eye&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Quick Shot}}''&lt;br /&gt;
| Can draw a bow 30% faster.&lt;br /&gt;
| {{ID|00105f19}}&lt;br /&gt;
| 70 Archery&lt;br /&gt;
| Power Shot&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Steady Hand}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Zooming in with a bow slows time by 25%.&lt;br /&gt;
| {{ID|00103ada}}&lt;br /&gt;
| 40 Archery&lt;br /&gt;
| Eagle Eye&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Zooming in with a bow slows time by 50%.&lt;br /&gt;
| {{ID|00103adb}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;40&amp;lt;/span&amp;gt; 60 Archery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Bullseye}}''&lt;br /&gt;
| 15% chance of paralyzing the target for a few seconds.&lt;br /&gt;
| {{ID|00058f64}}&lt;br /&gt;
| 100 Archery&lt;br /&gt;
| Ranger ''or'' Quick Shot&lt;br /&gt;
|}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&lt;br /&gt;
==Skill Usage==&lt;br /&gt;
Arrow damage is a sum total between the quality and material of the bow and arrows being used, as well as the bow's draw length. Better quality arrows contribute more damage to each shot, but most of the damage inflicted is determined by the bow being used. The longer a bow is drawn (up to one second), the farther the arrow will fly, and the more damage will be dealt. Inversely, arrows drawn briefly will fly only a few yards, dealing little or no damage.  Drawn bows can be cancelled by pressing the '[[Skyrim:Controls#Sheath Weapon|Sheath Weapon]]' button.&lt;br /&gt;
&lt;br /&gt;
The trajectory and speed of arrows are independent of a player's skill in Archery; only damage increases with skill. &lt;br /&gt;
When shooting an arrow, archers will discover that arrows have significant 'loft', or upwards movement, particularly at medium ranges (See [[Skyrim:Archery#Notes|Notes]]). To compensate, an archer should aim just below their intended target in order to hit them properly.&lt;br /&gt;
If the target is moving, aim where they are going to be, as the arrow is a rather slow projectile. Note that the [[Skyrim:Steady Hand|Steady Hand]] perk does affects the speed of the arrow, as well the enemy, so lead as you would without slowing down time.&lt;br /&gt;
If the target is farther away, then aim above the said target because gravity has an influence on trajectory. Note that the [[Skyrim:Eagle Eye|Eagle Eye]] perk does in fact decrease the influence of gravity, so do not aim as high as without zooming in.&lt;br /&gt;
Since there is no hit location recognition in Skyrim, trying to achieve headshots will not cause increased damage but may cause your shot to miss if you do not properly account for the arrow's trajectory.&lt;br /&gt;
&lt;br /&gt;
An archer using a bow cannot block attacks; however, he or she can make a weak punching counter-attack with the ''back'' of the bow, by pressing the '[[Skyrim:Controls#Block|Block]]' button. Doing so costs [[Skyrim:Stamina|Stamina]], but will stagger the foe, giving the archer time to set up a shot, flee to a safer distance, or draw close-range weaponry.&lt;br /&gt;
&lt;br /&gt;
Bows can be upgraded at a [[Skyrim:Grindstone|Grindstone]] based on perks invested in [[Skyrim:Smithing|Smithing]]. Arrows cannot be crafted by the player and must either be looted from enemies or purchased from merchants.  &lt;br /&gt;
There are places where NPCs can sometimes be found taking target practice, and arrows may be retrieved from the target dummy, e.g. in [[Skyrim:Dragonsreach|Dragonsreach, Great Porch]], or in [[Skyrim:The Ragged Flagon - Cistern|the cistern area of The Ragged Flagon]].  &lt;br /&gt;
Arrows shot by the player can sometimes be recovered from enemy corpses. &lt;br /&gt;
The [[Skyrim:Hunter's Discipline|Hunter's Discipline]] perk increases the chance of recovery. &lt;br /&gt;
Arrows that hit other surfaces can almost always be retrieved. Note that arrows that strike home often bounce back toward the shooter if the target is not of flesh, and so will be found between the shooter and the target.&lt;br /&gt;
All archers should be on the lookout for better arrows whenever possible, as the damage difference between Iron and Daedric arrows is significantly larger than between any Iron and Daedric weapon.  &lt;br /&gt;
&lt;br /&gt;
===Eagle Eye and Steady Hand ===&lt;br /&gt;
With the perk ''[[Skyrim:Eagle Eye|Eagle Eye]]'', the player can press the [[Skyrim:Controls#Block|Block]] control to focus his/her view, zooming in their vision. However, doing so slowly drains the archer's [[Skyrim:Stamina|Stamina]], and cannot be maintained indefinitely. With the ''[[Skyrim:Steady Hand|Steady Hand]]'' perk, using Eagle Eye also slows time by a 25% (50% with the second rank), making everything appear to move in slow-motion. This effect allows the player to have more time to think and setup about the shot. However, the action of drawing the bow will occur in slow-motion if the player has not nocked the arrow before pressing the Block control.&lt;br /&gt;
&lt;br /&gt;
=== Draw Speed ===&lt;br /&gt;
Firing a bow has three stages:&lt;br /&gt;
# '''Nock''' the arrow.&lt;br /&gt;
# '''Draw''' the bow.&lt;br /&gt;
# Loose the arrow and '''rest'''.&lt;br /&gt;
&lt;br /&gt;
The nock stage appears to take about 0.4s and the rest stage about 0.6s regardless of bow or perks. The time required for a full draw depends on the bow, however; heavier bows tend to take longer to draw.&lt;br /&gt;
&lt;br /&gt;
 full draw time = 0.4s * 1.66s * bow draw speed / (1 + Quick Shot perk)&lt;br /&gt;
 minimum shot time = full draw time + 1s&lt;br /&gt;
&lt;br /&gt;
Bows made of better material tend to draw more slowly, but one can always choose to only draw partially for heavier bows. Better material bows always have higher dps than lesser material bows, but cheaper bows can stagger opponents more frequently.&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
===Character Creation===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Archery:&lt;br /&gt;
* +10 bonus: [[Skyrim:Bosmer|Bosmer]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Khajiit|Khajiit]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
===Trainers===&lt;br /&gt;
* [[Skyrim:Faendal|Faendal]] in [[Skyrim:Riverwood|Riverwood]] (Common)&lt;br /&gt;
* [[Skyrim:Aela the Huntress|Aela the Huntress]] of the [[Skyrim:Companions|Companions]] in [[Skyrim:Whiterun|Whiterun]] (Expert)&lt;br /&gt;
* [[Skyrim:Niruin|Niruin]] of the Thieves Guild in [[Skyrim:Riften|Riften]] (Master)&lt;br /&gt;
&lt;br /&gt;
===Skill Books===&lt;br /&gt;
* ''[[Skyrim:Father Of The Niben|Father Of The Niben]]''&lt;br /&gt;
* ''[[Skyrim:The Black Arrow, v2|The Black Arrow, v2]]''&lt;br /&gt;
* ''[[Skyrim:The Gold Ribbon of Merit|The Gold Ribbon of Merit]]''&lt;br /&gt;
* ''[[Skyrim:The Marksmanship Lesson|The Marksmanship Lesson]]''&lt;br /&gt;
* ''[[Skyrim:Vernaccus and Bourlor|Vernaccus and Bourlor]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* [[Skyrim:Angi|Angi]] offers a series of six archery challenges.  Each one you complete increases your archery skill. Each challenge offers an increase of one full point regardless of your current archery level.&lt;br /&gt;
* +1 Archery reward (and other combat skills) from [[Skyrim:Giraud Gemane|Giraud Gemane]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Rjorn's Drum|Rjorn's Drum]]. &lt;br /&gt;
* +5 to Archery (and other combat skills) by selecting &amp;quot;The Path of Might&amp;quot; from the [[Skyrim:Oghma_Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
*If your Archery skill is over level 30, guards at cities will occasionally say: &amp;quot;Favor the bow, eh? I'm a sword man myself...&amp;quot; &lt;br /&gt;
* Sometimes the guards will also say &amp;quot;Keep your arrows in your quiver, archer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* Arrow types do not affect skill XP gain.&lt;br /&gt;
*A very easy way to gain archery is to obtain a large amount of arrows, then begin the quest: Join the Dark brotherhood. When you first enter the sanctuary you are able to sneak down the staircase and blast Astrid with a barrage of arrows. She will only be able to be knocked down, and will not attack as long as you remain hidden, raising both your archery and sneak at the same time.&lt;br /&gt;
*Like Oblivion, the crossbow does not return. All bows are longbows or recurve and use the same ammunition. The different arrow types vary in damage output and value only.&lt;br /&gt;
*The movement speed with a drawn bow (shot ready) is reduced in comparison to Oblivion, this makes archers less mobile. Instead a perk is available to balance this issue.&lt;br /&gt;
*According to some players, achieving a headshot with a bow doubles the damage. Others report no discernible difference in damage dealt between shots aimed at the head compared to those aimed at other body parts, e.g. the torso or shoulder. (see [[Skyrim talk:Archery/Archive 1#Headshots_with_Archery.3F|talk page]])&lt;br /&gt;
*Arrows are not accurate to the center pointer. The arrow shoots slightly above the crosshair. Use the archery practice circles to see the exact dynamics for different ranges.&lt;br /&gt;
**{{Pc22}} Arrows can be forced to fire through the center point by modifying (or adding, if they don't exist) a few lines in '''Skyrim.ini''', in the My Documents folder. Setting fVisibleNavmeshMoveDist to a high value (above ~10000) allows the character to hit targets with arrows as far as the arrow can fly, rather than passing through targets (without causing damage) at long distances.&lt;br /&gt;
::'''Skyrim.ini'''&lt;br /&gt;
::[Combat]&lt;br /&gt;
::f1PArrowTiltUpAngle=0.7&lt;br /&gt;
::f3PArrowTiltUpAngle=0.7&lt;br /&gt;
::[Actor]&lt;br /&gt;
::fVisibleNavmeshMoveDist=14000.0000&lt;br /&gt;
*Arrows can be used as distractions. Firing an arrow will make enemies draw attention to the arrow, making it invaluable to stealth-oriented characters.&lt;br /&gt;
**Be aware, however, that after checking out where the arrow hit they may investigate where it was shot from. Make sure to either kill them quickly, distract them again, or move to safety.&lt;br /&gt;
*Archery is one of two skills which has a different console ID than the name, the other being [[Skyrim:Speech|Speech]]. The actual console ID for archery is &amp;quot;marksman&amp;quot;. (Ex: A console code for improving archery would look like AdvancePCskill Marksman &amp;lt;#&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Bullseye's chance to activate is actually 16%.&lt;br /&gt;
*If the player quickloads while zooming with a bow, it will cause the time, in the loaded game, to pass at the same rate as if the player were zooming.  &lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>50.99.131.84</name></author>
		
	</entry>
</feed>